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escape! 7 (a platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nforever\n play sound [Halsey-Gasoline \(Instrumental\).mp3 v] until done\nend\n\nwhen I receive [win level v]\nchange [level v] by (1)\n\n@No Double Jump\n\nwhen flag clicked\nchange [☁ cloud data v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nrun script\n\ndefine Run (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nchange [frame v] by (0.3)\nrepeat until <<(slope) = [8]> or <not <<<touching color (#1dff72)?> or <touching color (#17d25d)?>> or <touching color (#7f7f7f)?>>>>\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 <<([abs v] of (speed) ) > [3]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(wall jump) = [0]> then\n set [costume v] to [1]\n set [xv v] to ((-1.2) * (speed))\n set [yv v] to [11]\n set [falling v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [xv v] to [0]\n set [costume v] to [0]\n end\nend\n\ndefine run script\ngo to x: (-190) y: (-80)\nset [yv v] to [0]\nchange [yv v] by (1)\nforever\n change [yv v] by (-1)\n change y by (Yv)\n Touching Floor <(Yv) > [0]>\n set rotation style [left-right v]\n Touching Floor <(Yv) > [0]>\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(falling) < [3]>> then\n set [yv v] to [12]\n set [costume v] to [0]\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [xv v] to ((Xv) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1.5)\n end\n end\n if <(Xv) < [-0.5]> then\n Run (90) (Xv)\n else\n if <(Xv) > [0.5]> then\n Run (-90) (Xv)\n end\n end\n if <touching color (#a025ff)?> then\n switch costume to (winning v)\n wait (1) seconds\n broadcast (win level v)\n set [costume v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-80)\n end\n if <touching color (#ff6b56)?> then\n switch costume to (dying v)\n wait (1) seconds\n set [costume v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-80)\n end\n if <[-179] > (y position)> then\n switch costume to (dying v)\n wait (1) seconds\n set [costume v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-80)\n end\n if <touching color (#ffff00)?> then\n set [xv v] to [15]\n end\n if <touching color (#ffaf2b)?> then\n set [yv v] to [21]\n end\n if <touching color (#00ffff)?> then\n set [xv v] to [-15]\n end\nend\n\ndefine Touching Floor <up?>\nchange [falling v] by (1)\nrepeat until <not <<<touching color (#1dff72)?> or <touching color (#17d25d)?>> or <touching color (#7f7f7f)?>>>\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 [yv v] to [0]\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [message2 v]\nhide\n\n@Clouds\n\nwhen flag clicked\ngo to [back v] layer\nhide\nrepeat (2)\n set [costume v] to (pick random (1) to (3))\n go to x: (pick random (-240) to (240)) y: (pick random (0) to (140))\n create clone of (_myself_ v)\nend\nforever\n go to x: (-230) y: (pick random (0) to (140))\n create clone of (_myself_ v)\n set [costume v] to (pick random (1) to (3))\n wait (pick random (6) to (10)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (Costume)\nshow\nglide (pick random (10) to (20)) secs to x: (230) y: (y position)\ndelete this clone\n\n@Level\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thing 1\n\nwhen flag clicked\nshow\nrepeat until <(Level) = [2]>\n if <touching (no double jump v)?> then\n hide\n wait (1) seconds\n else\n show\n end\nend\nhide\n\n@Thing 2\n\nwhen flag clicked\ngo to x: (185) y: (-40)\nhide\nwait until <(Level) = [3]>\nshow\nforever\n glide (3) secs to x: (185) y: (120)\n glide (3) secs to x: (185) y: (-40)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n | Welcome to my first Platformer DARK!\n\nNew Game: Halloween Clicker \nhttps://scratch.mit.edu/projects/740884198\n\nPurple! (Mobile Friendly platformer. https://scratch.mit.edu/projects/624171535\n\n(Dark!) 3\nhttps://scratch.mit.edu/projects/620002286\n\nMake sprites for my future games https://scratch.mit.edu/studios/30824039 (Christmas themed so like santa or a tree)\n\n(DARK 2) https://scratch.mit.edu/projects/619623865\n\n(DARK 1) https://scratch.mit.edu/projects/614966609\n\nIf you want to make something for a future platformer made by me with full credit https://scratch.mit.edu/projects/617422412 (Make a tree pls) I'm gonna do a forest platformer.\n\n▶ I need ideas for new updates or games!\n▶ If you enjoy please Like, Favorite, or Follow for more!\n▶ Comment any bugs or glitches and i'll fix them.\n▶ NO F4F!\n▶ You are allowed to remix. |
The Red Ninja || A platformer | @Stage\n\nwhen flag clicked\nset [pixelate v] effect to (30)\n\n@Sprite2\n\nwhen [down arrow v] key pressed\nswitch costume to (cat1 flying-a v)\nwait (2) seconds\n\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nstart sound [PixelPeekerPolka v]\nwait (200) seconds\nforever\n\nwhen flag clicked\nswitch backdrop to (poop v)\n\nwhen backdrop switches to [poop v]\nswitch costume to (costume 1 v)\nhide variable [end v]\nshow\ngo to x: (-149) y: (-145)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(end) = [0]> then\n show\n if <not <key (down arrow v) pressed?>> then\n switch costume to (costume 1 v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (cat1 flying-a v)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (costume 3 v)\n switch costume to (costume 2 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume 2 v)\n switch costume to (costume 3 v)\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 [15]\n end\n end\n change y by (1)\n else\n hide\n switch backdrop to (game over v)\n end\n if <touching color (#ff7b00)?> then\n go to x: (-149) y: (-145)\n end\n if <(y position) < [-210]> then\n go to x: (-149) y: (-145)\n end\n if <touching color (#130000)?> then\n go to x: (-149) y: (-145)\n end\n if <touching color (#0015ff)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [270]> then\n next backdrop\n go to x: (-149) y: (-145)\n wait (1) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [pixelate v] effect to (30)\nhide\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [poop9 v]\nshow\nforever\n if <touching (sprite2 v)?> then\n hide\n broadcast (open v)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [poop9 v]\nset [pixelate v] effect to (30)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [open v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (10000) layers\nforever\n change [ghost v] effect by (100)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n | <> Arrow Keys or WASD to move/jump\n<> Click or space to shoot\n<> Shoot llamas for V-Bucks!\n<> Get level-ups by defeating enemies!\n<> Avoid traps!\n<> Get the victory royale!\n<> Have fun! |
Trolled! - A Platformer [Mobile] | @Stage\n\nwhen flag clicked\nwait (12.5) seconds\nif <(Level) = [1]> then\n repeat until <(Level) = [2]>\n play sound [09 Grass Land 1 v] until done\n wait (1) seconds\n end\nend\nif <(Level) = [2]> then\n repeat until <(Level) = [3]>\n play sound [12 Grass Land 4 v] until done\n wait (1) seconds\n end\nend\nif <(Level) = [3]> then\n repeat until <(Level) = [4]>\n play sound [11 Grass Land 3 v] until done\n wait (1) seconds\n end\nend\nif <(Level) = [4]> then\n repeat until <(Level) = [5]>\n play sound [43 Staff Roll v] until done\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nwait (12.5) seconds\nwait until <(DoorsPassed) = [3]>\nrepeat (20)\n change volume by (-5)\nend\nwait (3) seconds\nstop all sounds\nwait (0) seconds\nset volume to (100) %\nwait until <(DoorsPassed) = [6]>\nrepeat (20)\n change volume by (-5)\nend\nwait (3) seconds\nstop all sounds\nwait (0) seconds\nset volume to (100) %\nwait until <(DoorsPassed) = [9]>\nrepeat (20)\n change volume by (-5)\nend\nwait (2) seconds\nstop all sounds\nwait (0) seconds\nset volume to (100) %\n\nwhen I receive [fademusic v]\nrepeat (20)\n change volume by (-5)\nend\nwait (3) seconds\nstop all sounds\nwait (0) seconds\nset volume to (100) %\n\n@Blank\n\n@Kirby\n\nwhen I receive [third v]\nif <(Level) < [4]> then\n show\n PlayerMovementScript\n GeneralPlayerScript\n if <(Dead) = [0]> then\n if <(y position) < [-173]> then\n set [health v] to [0]\n broadcast (Death v)\n end\n end\n if <(Crouching) = [1]> then\n switch costume to (bottom v)\n else\n switch costume to (fullhitbox v)\n end\n broadcast (Fourth v)\nend\n\nwhen I receive [costuming v]\nif <not <(Dead) = [0]>> then\n if <(Dead) = [2]> then\n switch costume to ((([floor v] of ((Global#) * (32)) ) mod (4)) + (84))\n else\n switch costume to (84 v)\n end\n if <(y position) < [-175]> then\n hide\n end\nelse\n if <<(DoorCooldown) > [6]> or <<(DoorCooldown) > [0]> and <((DoorsPassed) mod (3)) = [0]>>> then\n if <((DoorsPassed) mod (3)) = [0]> then\n switch costume to (48 v)\n if <(DoorCooldown) > [3.2]> then\n switch costume to (47 v)\n if <(DoorCooldown) > [3.8]> then\n switch costume to (46 v)\n if <(DoorCooldown) > [4.4]> then\n switch costume to (45 v)\n if <(DoorCooldown) > [5]> then\n switch costume to (70 v)\n if <(DoorCooldown) > [9.8]> then\n switch costume to (48 v)\n if <(DoorCooldown) > [13.4]> then\n switch costume to (47 v)\n if <(DoorCooldown) > [14]> then\n switch costume to (46 v)\n if <(DoorCooldown) > [14.6]> then\n switch costume to (45 v)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n switch costume to (48 v)\n if <(DoorCooldown) > [13.4]> then\n switch costume to (47 v)\n if <(DoorCooldown) > [14]> then\n switch costume to (46 v)\n if <(DoorCooldown) > [14.6]> then\n switch costume to (45 v)\n end\n end\n end\n end\n else\n if <not <(AbilityUse) = [0]>> then\n if <(Ability) = [Cutter]> then\n CutterCostumes\n else\n if <(Ability) = [Burning]> then\n BurningCostumes\n else\n if <(Ability) = [Spark]> then\n SparkCostumes\n else\n if <(Ability) = [Spike]> then\n SpikeCostumes\n else\n if <(Ability) = [Clean]> then\n CleanCostumes\n end\n end\n end\n end\n end\n else\n if <not <(Shooting) = [0]>> then\n if <(Shooting) > [0.6]> then\n switch costume to (29 v)\n else\n if <(Shooting) > [0.3]> then\n switch costume to (28 v)\n else\n switch costume to (27 v)\n end\n end\n change [shooting v] by (-0.1)\n if <(Shooting) < [0]> then\n set [shooting v] to [0]\n end\n else\n if <(Holding) = [1]> then\n if <not <<(YVel) = [0]> or <<(YVel) = ((Gravity) / (6.1))> or <(YVel) = ((Gravity) / (3.05))>>>> then\n if <(YVel) > [4]> then\n switch costume to (41 v)\n else\n if <(YVel) > [0]> then\n switch costume to (42 v)\n else\n switch costume to (43 v)\n end\n end\n else\n if <not <(Jumping) = [0]>> then\n switch costume to (44 v)\n change [jumping v] by (0.2)\n if <(Jumping) > [1]> then\n set [jumping v] to [0]\n end\n else\n if <(Turning) = [1]> then\n switch costume to (33 v)\n else\n if <([abs v] of (XVel) ) > [0.1]> then\n switch costume to ((([floor v] of ((Global#) * (24)) ) mod (7)) + (34))\n else\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (3)) + (30))\n end\n end\n end\n end\n else\n if <not <(Sucking) = [0]>> then\n if <(Sucking) > [0.7]> then\n switch costume to (29 v)\n else\n if <(Sucking) > [0.4]> then\n switch costume to (28 v)\n else\n switch costume to (27 v)\n end\n end\n change [sucking v] by (0.1)\n if <(Sucking) > [1]> then\n set [sucking v] to [1]\n start sound [Inhale2 v]\n end\n else\n if <(Crouching) = [1]> then\n switch costume to ((([floor v] of ((Global#) * (24)) ) mod (3)) + (49))\n else\n if <(Floating) = [1]> then\n if <(Turning) = [1]> then\n switch costume to (26 v)\n else\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (5)) + (21))\n end\n else\n if <not <<(YVel) = [0]> or <<(YVel) = ((Gravity) / (6.1))> or <(YVel) = ((Gravity) / (3.05))>>>> then\n if <(YVel) > [4]> then\n switch costume to (17 v)\n else\n if <(YVel) > [0]> then\n switch costume to (18 v)\n else\n if <(YVel) > [-4]> then\n switch costume to (19 v)\n else\n switch costume to (20 v)\n end\n end\n end\n else\n if <<<(Jumping) > [0.5]> and <([abs v] of (XVel) ) < [0.1]>> or <<not <(Jumping) = [0]>> and <(Jumping) < [0.51]>>> then\n if <(Jumping) > [0.5]> then\n switch costume to (70 v)\n else\n switch costume to (49 v)\n end\n change [jumping v] by (0.1)\n if <(Jumping) > [2]> then\n set [jumping v] to [0]\n end\n else\n if <(Turning) = [1]> then\n switch costume to (4 v)\n else\n if <([abs v] of (XVel) ) > [0.1]> then\n if <(Running) = [1]> then\n switch costume to ((([floor v] of ((Global#) * (48)) ) mod (5)) + (12))\n else\n switch costume to ((([floor v] of ((Global#) * (24)) ) mod (7)) + (5))\n end\n else\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (3)) + (1))\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 GeneralPlayerScript\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nchange y by (-1)\n\ndefine PlayerMovementScript\ngo to x: ((MapX) + (PlayerX)) y: ((MapY) + (PlayerY))\nif <(AllowMovement) = [1]> then\n if <not <<(Ability) = [Burning]> and <not <(AbilityUse) = [0]>>>> then\n set [turning v] to [0]\n if <<(AllowJump) = [0]> and <not <key (up arrow v) pressed?>>> then\n set [allowjump v] to [1]\n end\n if <<(AllowShot) = [0]> and <not <key (z v) pressed?>>> then\n set [allowshot v] to [1]\n end\n if <<<<key (up arrow v) pressed?> and <(SpatOut) = [0]>> and <<<<(AllowJump) = [1]> and <(Holding) = [0]>> and <(Sucking) = [0]>> and <(YVel) < [6]>>> and <not <<(YVel) = [0]> or <(YVel) = ((Gravity) / (6.1))>>>> then\n set [floating v] to [1]\n set [yvel v] to [9]\n set [allowjump v] to [0]\n start sound [Jump v]\n end\n if <(Holding) = [1]> then\n set [floating v] to [0]\n set [sucking v] to [0]\n end\n if <<key (z v) pressed?> and <<(Floating) = [1]> and <(AllowShot) = [1]>>> then\n AirShot\n set [allowshot v] to [0]\n set [floating v] to [0]\n set [spatout v] to [1]\n end\n if <(Floating) = [1]> then\n change [yvel v] by ((Gravity) / (8.4))\n if <(YVel) < [-2]> then\n set [yvel v] to [-2]\n end\n else\n change [yvel v] by ((Gravity) / (6.1))\n if <<not <key (up arrow v) pressed?>> and <(YVel) > [0]>> then\n set [yvel v] to ((YVel) / (1.1))\n end\n if <(YVel) < [-14]> then\n set [yvel v] to [-14]\n end\n end\n if <((Gravity) + (YVel)) > [0]> then\n switch costume to (top v)\n else\n switch costume to (bottom v)\n end\n change y by ((Gravity) + (YVel))\n if <<<touching (map v)?> or <touching (blocks v)?>> or <<<touching (semisolids v)?> and <not <<key (down arrow v) pressed?> and <<<(Shooting) = [0]> and <(Floating) = [0]>> and <<(Sucking) = [0]> and <(AbilityUse) = [0]>>>>>> and <not <((Gravity) + (YVel)) > [0]>>>> then\n if <((Gravity) + (YVel)) > [0]> then\n FindCeiling\n set [yvel v] to [-0.1]\n else\n change y by (((Gravity) + (YVel)) * (-1))\n FindFloor\n if <(Floating) = [1]> then\n AirShot\n set [floating v] to [0]\n end\n set [spatout v] to [0]\n set [yvel v] to [0]\n if <<key (up arrow v) pressed?> and <<(AllowJump) = [1]> and <(Sucking) = [0]>>> then\n set [allowjump v] to [0]\n set [yvel v] to ((17) - (<(Holding) = [1]> * (2)))\n start sound [Jump v]\n set [jumping v] to [0.1]\n end\n end\n end\n if <<not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>> and <<(Sucking) = [0]> and <<(Crouching) = [0]> and <(AbilityUse) = [0]>>>> then\n if <key (right arrow v) pressed?> then\n change [xvel v] by (0.5)\n point in direction (90)\n if <(XVel) < [0.5]> then\n set [turning v] to [1]\n end\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-0.5)\n point in direction (-90)\n if <(XVel) > [-0.5]> then\n set [turning v] to [1]\n end\n end\n end\n set [running v] to [0]\n if <<<key (space v) pressed?> and <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>>>>> and <<<(Floating) = [0]> and <(Sucking) = [0]>> and <<(Crouching) = [0]> and <(Shooting) = [0]>>>> then\n set [running v] to [1]\n end\n if <<(Ability) = [Spike]> and <not <(AbilityUse) = [0]>>> then\n end\n change x by (XVel)\n switch costume to (fullhitbox v)\n if <<touching (map v)?> or <<touching (blocks v)?> or <touching (semisolids v)?>>> then\n YSmoothing\n end\n if <<touching (map v)?> or <touching (blocks v)?>> then\n change x by ((XVel) * (-1))\n XFix\n set [xvel v] to ((([abs v] of (XVel) ) / (XVel)) * (0.05))\n end\n if <<<(Floating) = [0]> and <<(Sucking) = [0]> and <(AbilityUse) = [0]>>> and <<<(Shooting) = [0]> and <(Holding) = [0]>> and <(AllowShot) = [1]>>> then\n if <key (z v) pressed?> then\n if <(Ability) = [None]> then\n start sound [Inhale v]\n set [sucking v] to [0.1]\n else\n set [jumping v] to [0]\n set [allowshot v] to [0]\n UseAbility\n end\n end\n end\n if <<(Sucking) = [1]> and <not <key (z v) pressed?>>> then\n set [sucking v] to [0]\n end\n if <not <(Sucking) = [0]>> then\n Inhaling\n end\n if <<<(Holding) = [1]> and <(AllowShot) = [1]>> and <key (z v) pressed?>> then\n StarShot\n end\n set [crouching v] to [0]\n if <<<key (down arrow v) pressed?> and <(Shooting) = [0]>> and <<(YVel) = [0]> or <<(YVel) = ((Gravity) / (6.1))> or <(YVel) = ((Gravity) / (3.05))>>>> then\n set [crouching v] to [1]\n if <(Holding) = [1]> then\n set [ability v] to (HoldingType)\n if <not <(Ability) = [None]>> then\n start sound [Ability v]\n broadcast (NewAbility v)\n end\n set [holding v] to [0]\n end\n set [jumping v] to [0]\n end\n if <<key (a v) pressed?> and <<<(AllowShot) = [1]> and <(AbilityUse) = [0]>> and <not <(Ability) = [None]>>>> then\n AbilityStar\n set [ability v] to [None]\n end\nend\n\ndefine YSmoothing\nrepeat (12)\n if <<touching (map v)?> or <<touching (blocks v)?> or <<touching (semisolids v)?> and <not <key (down arrow v) pressed?>>>>> then\n change y by (1)\n end\nend\nif <<touching (map v)?> or <<touching (blocks v)?> or <<touching (semisolids v)?> and <not <key (down arrow v) pressed?>>>>> then\n change y by (-12)\nend\n\ndefine FindFloor\nrepeat until <<<touching (map v)?> or <touching (blocks v)?>> or <<<touching (semisolids v)?> and <not <<key (down arrow v) pressed?> and <<<(Shooting) = [0]> and <(Floating) = [0]>> and <<(Sucking) = [0]> and <(AbilityUse) = [0]>>>>>> and <not <((Gravity) + (YVel)) > [0]>>>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine FindCeiling\nrepeat until <not <<touching (map v)?> or <touching (blocks v)?>>>\n change y by (-1)\nend\n\nwhen I receive [resetplayer v]\nset [gravity v] to [-4]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [playerx v] to [-750]\nset [mapx v] to [600]\nset [playery v] to [474]\nset [mapy v] to [-474]\nset [shooting v] to [0]\nset [sucking v] to [0]\nset [floating v] to [0]\nset [holding v] to [0]\nset [jumping v] to [0]\nset [allowmovement v] to [1]\nset [abilityuse v] to [0]\nset [allowdamage v] to [1]\nset [bosslocked v] to [0]\nset [health v] to [5]\nset [dead v] to [0]\nset [spatout v] to [0]\n\ndefine XFix\nset [playerx v] to ((x position) - (MapX))\nset [offset v] to [0]\nrepeat until <<<touching (map v)?> or <touching (blocks v)?>> or <(Offset) > [84]>>\n set x to ((PlayerX) + (MapX))\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change x by (Offset)\nend\nif <(Offset) > [84]> then\n set x to ((PlayerX) + (MapX))\nend\n\nwhen I receive [door v]\nif <((DoorsPassed) mod (3)) = [0]> then\n wait (2) seconds\nelse\n wait (1.3) seconds\nend\npoint in direction (90)\nset [playerx v] to [-750]\nset [mapx v] to [600]\nif <(MapY) = [-474]> then\n set [mapy v] to [-54]\nelse\n if <(MapY) = [-54]> then\n set [mapy v] to [450]\n end\nend\nset [playery v] to ((MapY) * (-1))\n\ndefine AirShot\nstart sound [Pop v]\nadd (direction) to [attackdir v]\nadd [0] to [attackstate v]\nadd [1] to [attacktype v]\nadd ((((x position) + ((direction) / (9))) - (MapX)) / (28)) to [attackx v]\nadd (((y position) - (MapY)) / (28)) to [attacky v]\nadd [1] to [playerowned v]\nset [shooting v] to [1]\n\ndefine Inhaling\nif <(((Global#) * (96)) mod (3)) < [1]> then\n add (direction) to [attackdir v]\n add [0] to [attackstate v]\n add [2] to [attacktype v]\n add ((((x position) + ((direction) / (0.8))) - (MapX)) / (28)) to [attackx v]\n add ((((y position) - (MapY)) / (28)) + (([sin v] of ((Global#) * (2160)) ) * (2))) to [attacky v]\n add [1] to [playerowned v]\nend\n\ndefine StarShot\nstart sound [Pop v]\nadd (direction) to [attackdir v]\nadd [0] to [attackstate v]\nadd [3] to [attacktype v]\nadd ((((x position) + ((direction) / (9))) - (MapX)) / (28)) to [attackx v]\nadd (((y position) - (MapY)) / (28)) to [attacky v]\nadd [1] to [playerowned v]\nset [shooting v] to [1]\nset [holding v] to [0]\n\ndefine Cutter\nadd (direction) to [attackdir v]\nadd [0] to [attackstate v]\nadd [4] to [attacktype v]\nadd ((((x position) + ((direction) / (6))) - (MapX)) / (28)) to [attackx v]\nadd (((y position) - (MapY)) / (28)) to [attacky v]\nadd [1] to [playerowned v]\n\ndefine UseAbility\nset [abilityuse v] to [1]\nif <(Ability) = [Cutter]> then\n broadcast (UseCutter v)\n start sound [Cutter v]\nend\nif <(Ability) = [Burning]> then\n set [allowdamage v] to [0]\n broadcast (UseBurning v)\n broadcast (UsingAbility v)\n start sound [Burning v]\nend\nif <(Ability) = [Spike]> then\n set [allowdamage v] to [0]\n broadcast (UsingAbility v)\n start sound [Spike v]\nend\nif <(Ability) = [Spark]> then\n set [allowdamage v] to [0]\n broadcast (UseSpark v)\n broadcast (UsingAbility v)\n start sound [Spark v]\nend\nif <(Ability) = [Clean]> then\n set [allowdamage v] to [0]\n broadcast (UseClean v)\n broadcast (UsingAbility v)\n start sound [Sweep v]\nend\n\nwhen I receive [usecutter v]\nwait (0.1) seconds\nCutter\n\nwhen I receive [newability v]\nset [xvel v] to [0]\nwait (0.2) seconds\nUseAbility\n\ndefine CutterCostumes\nif <(AbilityUse) > [0.9]> then\n switch costume to (52 v)\nelse\n if <(AbilityUse) > [0.8]> then\n switch costume to (53 v)\n else\n if <(AbilityUse) > [0.7]> then\n switch costume to (54 v)\n else\n if <(AbilityUse) > [0.6]> then\n switch costume to (55 v)\n else\n if <(AbilityUse) > [0.5]> then\n switch costume to (56 v)\n else\n if <(AbilityUse) > [0.4]> then\n switch costume to (57 v)\n else\n switch costume to (58 v)\n set [abilityuse v] to [0]\n end\n end\n end\n end\n end\nend\nchange [abilityuse v] by (-0.05)\nif <(AbilityUse) < [0]> then\n set [abilityuse v] to [0]\nend\n\ndefine BurningCostumes\nif <(AbilityUse) > [0.95]> then\n switch costume to (59 v)\nelse\n if <(AbilityUse) > [0.9]> then\n switch costume to (60 v)\n else\n if <(AbilityUse) > [0.6]> then\n switch costume to ((([floor v] of ((Global#) * (48)) ) mod (3)) + (61))\n else\n if <(AbilityUse) > [0.3]> then\n switch costume to ((([floor v] of ((Global#) * (48)) ) mod (3)) + (64))\n else\n switch costume to ((([floor v] of ((Global#) * (48)) ) mod (3)) + (67))\n end\n end\n end\nend\nif <<not <key (z v) pressed?>> and <<(AbilityUse) > [0.1]> and <(AbilityUse) < [0.8]>>> then\n set [abilityuse v] to [0.05]\nend\nchange [abilityuse v] by (-0.034)\nif <(AbilityUse) < [0]> then\n set [abilityuse v] to [0]\nend\n\nwhen I receive [useburning v]\nset [yvel v] to ((Gravity) * (-1))\nrepeat until <(AbilityUse) = [0]>\n set [xvel v] to ((direction) / (13.5))\n if <<touching (enemies v)?> or <touching (boss v)?>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n broadcast (AttackHit v)\n end\n move (2) steps\n if <touching (blocks v)?> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n broadcast (AttackHit v)\n end\n move (-2) steps\nend\nset [yvel v] to ((Gravity) * (-1))\n\ndefine AbilityStar\nadd ((direction) / (-9)) to [attackdir v]\nadd [0] to [attackstate v]\nadd [5] to [attacktype v]\nadd (((x position) - (MapX)) / (28)) to [attackx v]\nadd (((y position) - (MapY)) / (28)) to [attacky v]\nadd (Ability) to [playerowned v]\n\ndefine Spark\nif <((((Global#) * (2160)) * (2)) mod (2)) < [1]> then\n add ((((Global#) * (2160)) * (2)) mod (360)) to [attackdir v]\n add [0] to [attackstate v]\n add [6] to [attacktype v]\n add (((x position) - (MapX)) / (28)) to [attackx v]\n add (((y position) - (MapY)) / (28)) to [attacky v]\n add [1] to [playerowned v]\nend\n\nwhen I receive [usespark v]\nrepeat until <(AbilityUse) = [0]>\n Spark\nend\n\ndefine SparkCostumes\nif <(AbilityUse) > [0.95]> then\n switch costume to (71 v)\nelse\n if <(AbilityUse) > [0.9]> then\n switch costume to (72 v)\n else\n if <(AbilityUse) < [0.3]> then\n switch costume to ((([floor v] of ((Global#) * (96)) ) mod (2)) + (73))\n else\n switch costume to ((([floor v] of ((Global#) * (96)) ) mod (3)) + (73))\n end\n end\nend\nchange [abilityuse v] by (-0.06)\nif <(AbilityUse) < [0]> then\n set [abilityuse v] to [0]\nend\n\ndefine SpikeCostumes\nif <<(AbilityUse) > [0.9]> or <(AbilityUse) < [0.06]>> then\n switch costume to (76 v)\nelse\n switch costume to ((([floor v] of ((Global#) * (48)) ) mod (2)) + (77))\nend\nchange [abilityuse v] by (-0.06)\nif <(AbilityUse) < [0]> then\n set [abilityuse v] to [0]\nend\n\nwhen I receive [resetall v]\nset rotation style [left-right v]\ngo to x: (-150) y: (0)\npoint in direction (90)\nset size to (350) %\nbroadcast (ResetPlayer v) and wait\n\nwhen flag clicked\nset [ability v] to [None]\ngo to x: (-150) y: (0)\n\ndefine CleanCostumes\nif <(AbilityUse) > [0.92]> then\n switch costume to (79 v)\nelse\n if <(AbilityUse) > [0.85]> then\n switch costume to (80 v)\n else\n if <(AbilityUse) > [0.15]> then\n switch costume to ((([floor v] of (((AbilityUse) + (.15)) * (-7.5)) ) mod (3)) + (81))\n else\n if <(AbilityUse) > [0.07]> then\n switch costume to (80 v)\n else\n switch costume to (79 v)\n end\n end\n end\nend\nchange [abilityuse v] by (-0.04)\nif <(AbilityUse) < [0]> then\n set [abilityuse v] to [0]\nend\n\ndefine Clean\nadd (direction) to [attackdir v]\nadd [0] to [attackstate v]\nadd [7] to [attacktype v]\nadd ((((x position) + ((direction) / (9))) - (MapX)) / (28)) to [attackx v]\nadd ((((y position) - (12)) - (MapY)) / (28)) to [attacky v]\nadd [1] to [playerowned v]\n\nwhen I receive [useclean v]\nset [xvel v] to [0]\nwait (0.2) seconds\nrepeat (2)\n if <<(YVel) = [0]> or <<(YVel) = ((Gravity) / (6.1))> or <(YVel) = ((Gravity) / (3.05))>>> then\n Clean\n end\n wait (0.3) seconds\nend\n\nwhen I receive [takedamage v]\nchange [health v] by (-0.5)\nif <(Health) < [0.1]> then\n broadcast (Death v)\nelse\n start sound [Damage v]\n if <(x position) > (AttackX)> then\n set [xvel v] to [10]\n else\n set [xvel v] to [-10]\n end\n set [yvel v] to [16]\n set [allowdamage v] to [0]\n repeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\n end\n repeat (5)\n set [ghost v] effect to (100)\n wait (0.04) seconds\n set [ghost v] effect to (0)\n wait (0.04) seconds\n end\n set [allowdamage v] to [1]\nend\n\nwhen I receive [usingability v]\nrepeat until <(AbilityUse) = [0]>\n set [allowdamage v] to [0]\nend\nset [allowdamage v] to [1]\n\nwhen I receive [death v]\nstart sound [Death v]\nset [ability v] to [None]\nset [dead v] to [1]\nset [allowdamage v] to [0]\nset [allowmovement v] to [0]\nbroadcast (FadeMusic v)\nwait (1) seconds\nset [yvel v] to [14]\nset [dead v] to [2]\nrepeat (45)\n change [playery v] by (YVel)\n change [yvel v] by ((Gravity) / (4))\nend\nbroadcast (Fade v)\nwait (1) seconds\nset [doorspassed v] to (((Level) - (1)) * (3))\nrepeat (2)\n broadcast (ResetAll v)\nend\n\nif <(AbilityUse) = [0]> then\n if <key (right arrow v) pressed?> then\n change [cameraoffset v] by (0.05)\n if <(CameraOffset) > [1]> then\n set [cameraoffset v] to [1]\n end\n else\n if <key (left arrow v) pressed?> then\n change [cameraoffset v] by (-0.05)\n if <(CameraOffset) < [-1]> then\n set [cameraoffset v] to [-1]\n end\n else\n if <([abs v] of (XVel) ) < [0.05]> then\n set [cameraoffset v] to ((CameraOffset) / (1.1))\n end\n end\n end\nend\nif <(BossLocked) = [0]> then\n change [mapx v] by (((((PlayerX) + ((CameraOffset) * (120))) * (-1)) - (MapX)) / (6))\nend\nif <(MapX) > [600]> then\n set [mapx v] to [600]\nend\nif <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\nend\n\n@Map\n\nwhen I receive [first v]\nswitch costume to (empty v)\nset size to (350) %\nif <(Clone#) = [1]> then\n switch costume to (join (join [Part] ((Level) * (2))) [Coll])\nelse\n switch costume to (join (join [Part] (((Level) * (2)) - (1))) [Coll])\nend\ngo to x: ((MapX) + ((Clone#) * ((480) * (3.5)))) y: (MapY)\nif <([abs v] of ((MapX) + ((Clone#) * ((480) * (3.5)))) ) > [1080]> then\n hide\nelse\n show\nend\nif <(Clone#) = [0]> then\n broadcast (Second v)\nend\n\nwhen I receive [costuming v]\nswitch costume to (empty v)\nset size to (350) %\nif <(Clone#) = [1]> then\n switch costume to (join [Part] ((Level) * (2)))\nelse\n switch costume to (join [Part] (((Level) * (2)) - (1)))\nend\n\nwhen I receive [resetall v]\nif <[1] = [1]> then\n delete this clone\nend\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [0]\n\n@Enemies\n\nwhen I receive [second v]\nset [x v] to (round (((mouse x) - (MapX)) / (28)))\nset [y v] to (round (((mouse y) - (MapY)) / (28)))\nif <[1] = [1]> then\n delete this clone\nend\nDeleteStuff\nLoadEnemies\nbroadcast (Third v)\n\ndefine LoadEnemies\nshow\nset [scan# v] to [0]\nrepeat (length of [enemyx v])\n change [scan# v] by (1)\n if <<([abs v] of (((item (Scan#) of [enemyx v]) * (28)) + (MapX)) ) < [235]> and <([abs v] of (((item (Scan#) of [enemyy v]) * (28)) + (MapY)) ) < [175]>> then\n go to x: (((item (Scan#) of [enemyx v]) * (28)) + (MapX)) y: (((item (Scan#) of [enemyy v]) * (28)) + (MapY))\n point in direction (item (Scan#) of [enemydir v])\n create clone of (_myself_ v)\n end\nend\nchange [scan# v] by (1)\nhide\n\ndefine DeleteStuff\nrepeat (length of [deleteenemies v])\n delete (item (1) of [deleteenemies v]) of [enemydir v]\n delete (item (1) of [deleteenemies v]) of [enemyhealth v]\n delete (item (1) of [deleteenemies v]) of [enemystate v]\n delete (item (1) of [deleteenemies v]) of [enemytype v]\n delete (item (1) of [deleteenemies v]) of [enemyx v]\n delete (item (1) of [deleteenemies v]) of [enemyy v]\n delete (item (1) of [deleteenemies v]) of [enemyyvelocity v]\n delete (1) of [deleteenemies v]\nend\n\ndefine AddEnemy (x) (y) (dir) (type) (health)\nadd (dir) to [enemydir v]\nadd (health) to [enemyhealth v]\nif <(type) = [3]> then\n add [0.2] to [enemystate v]\nelse\n add [0] to [enemystate v]\nend\nadd (type) to [enemytype v]\nadd (x) to [enemyx v]\nadd (y) to [enemyy v]\nadd [0] to [enemyyvelocity v]\n\nwhen I receive [costuming v]\nif <(item (Scan#) of [enemyhealth v]) > [0]> then\n if <(item (Scan#) of [enemytype v]) = [1]> then\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (4)) + (1))\n end\n if <(item (Scan#) of [enemytype v]) = [2]> then\n if <(((Global#) / (2)) mod (1)) > [0.5]> then\n if <(((Global#) / (2)) mod (1)) > [0.75]> then\n switch costume to (11 v)\n else\n switch costume to ((([floor v] of ((Global#) * (24)) ) mod (2)) + (9))\n end\n else\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (4)) + (5))\n end\n end\n if <(item (Scan#) of [enemytype v]) = [3]> then\n if <(item (Scan#) of [enemyyvelocity v]) = [0]> then\n switch costume to (12 v)\n else\n if <(item (Scan#) of [enemyyvelocity v]) > [1]> then\n switch costume to (14 v)\n else\n switch costume to (13 v)\n end\n end\n end\n if <(item (Scan#) of [enemytype v]) = [4]> then\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (4)) + (15))\n end\n if <(item (Scan#) of [enemytype v]) = [5]> then\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (3)) + (19))\n end\n if <(item (Scan#) of [enemytype v]) = [6]> then\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (4)) + (22))\n end\n if <(item (Scan#) of [enemytype v]) = [7]> then\n if <(item (Scan#) of [enemystate v]) = [0]> then\n if <(item (Scan#) of [enemyyvelocity v]) = [0]> then\n switch costume to ((([floor v] of ((Global#) * (8)) ) mod (2)) + (26))\n else\n switch costume to (26 v)\n end\n else\n if <(item (Scan#) of [enemystate v]) > [6]> then\n if <(([floor v] of ((Global#) * (48)) ) mod (2)) = [1]> then\n switch costume to (30 v)\n else\n switch costume to (28 v)\n end\n else\n switch costume to ((([floor v] of ((Global#) * (24)) ) mod (2)) + (28))\n end\n end\n end\n if <(item (Scan#) of [enemytype v]) = [8]> then\n if <<(item (Scan#) of [enemystate v]) = [0]> or <(item (Scan#) of [enemystate v]) > [7]>> then\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (2)) + (31))\n else\n switch costume to (([floor v] of (item (Scan#) of [enemystate v]) ) + (33))\n end\n end\n if <(item (Scan#) of [enemytype v]) = [9]> then\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (4)) + (40))\n end\n if <(item (Scan#) of [enemytype v]) = [10]> then\n switch costume to ((([floor v] of ((Global#) * (16)) ) mod (2)) + (44))\n end\nelse\n show\n switch costume to (join [Dead] ([abs v] of (([floor v] of (item (Scan#) of [enemyhealth v]) ) + (1)) ))\n if <(item (Scan#) of [enemyhealth v]) < [-19]> then\n hide\n end\nend\nchange y by (-1)\n\nwhen I start as a clone\nif <not <(item (Scan#) of [enemyhealth v]) > [0]>> then\n hide\n replace item (Scan#) of [enemyhealth v] with ((item (Scan#) of [enemyhealth v]) - (1))\n if <(item (Scan#) of [enemyhealth v]) < [-19]> then\n add (Scan#) to [deleteenemies v]\n end\nelse\n if <<<<(Ability) = [Spark]> and <(distance to [kirby v]) < [64]>> or <<(Ability) = [Spike]> and <(distance to [kirby v]) < [48]>>> and <not <(AbilityUse) = [0]>>> then\n replace item (Scan#) of [enemyhealth v] with ((item (Scan#) of [enemyhealth v]) - (0.2))\n if <(item (Scan#) of [enemyhealth v]) < [1]> then\n replace item (Scan#) of [enemyhealth v] with [0]\n end\n else\n if <<<<([x position v] of [kirby v]) > ((x position) + (6))> and <([direction v] of [kirby v]) = [-90]>> or <<not <([x position v] of [kirby v]) > ((x position) - (6))>> and <([direction v] of [kirby v]) = [90]>>> and <<not <(Sucking) = [0]>> and <(distance to [kirby v]) < [90]>>> then\n change y by (-4)\n point towards (kirby v)\n change y by (4)\n move ([abs v] of (((distance to [kirby v]) / (18)) - (6)) ) steps\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n replace item (Scan#) of [enemyyvelocity v] with [0]\n if <(distance to [kirby v]) < [20]> then\n set [holding v] to [1]\n set [allowshot v] to [0]\n add (Scan#) to [deleteenemies v]\n set [holdingtype v] to [None]\n if <(item (Scan#) of [enemytype v]) = [2]> then\n set [holdingtype v] to [Cutter]\n end\n if <(item (Scan#) of [enemytype v]) = [6]> then\n set [holdingtype v] to [Burning]\n end\n if <(item (Scan#) of [enemytype v]) = [7]> then\n set [holdingtype v] to [Spark]\n end\n if <(item (Scan#) of [enemytype v]) = [8]> then\n set [holdingtype v] to [Spike]\n end\n if <<(item (Scan#) of [enemytype v]) = [9]> or <(item (Scan#) of [enemytype v]) = [10]>> then\n set [holdingtype v] to [Clean]\n end\n end\n else\n if <(item (Scan#) of [enemytype v]) = [1]> then\n switch costume to (hitbox v)\n YMovement\n XMovement [1]\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n end\n if <(item (Scan#) of [enemytype v]) = [2]> then\n switch costume to (hitbox v)\n YMovement\n if <(((Global#) / (2)) mod (1)) > [0.75]> then\n if <not <((((Global#) - (0.01)) / (2)) mod (1)) > [0.75]>> then\n Cutter\n end\n end\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n if <(((Global#) / (2)) mod (1)) < [0.5]> then\n if <([x position v] of [kirby v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n replace item (Scan#) of [enemydir v] with (direction)\n end\n end\n if <(item (Scan#) of [enemytype v]) = [3]> then\n switch costume to (hitbox v)\n YMovement\n if <not <(item (Scan#) of [enemyyvelocity v]) = [0]>> then\n XMovement [1]\n end\n if <<((item (Scan#) of [enemystate v]) mod (1)) = [0]> and <(item (Scan#) of [enemyyvelocity v]) = [0]>> then\n replace item (Scan#) of [enemyyvelocity v] with [12]\n replace item (Scan#) of [enemystate v] with ((item (Scan#) of [enemystate v]) + (0.2))\n if <(item (Scan#) of [enemystate v]) > [3]> then\n replace item (Scan#) of [enemystate v] with [0.2]\n replace item (Scan#) of [enemyyvelocity v] with [15]\n end\n else\n if <(item (Scan#) of [enemyyvelocity v]) = [0]> then\n replace item (Scan#) of [enemystate v] with ((item (Scan#) of [enemystate v]) + (0.2))\n if <((item (Scan#) of [enemystate v]) mod (1)) < [0.2]> then\n replace item (Scan#) of [enemystate v] with ([floor v] of (item (Scan#) of [enemystate v]) )\n end\n end\n end\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n end\n if <(item (Scan#) of [enemytype v]) = [4]> then\n switch costume to (hitbox v)\n YMovement\n XMovement [1.5]\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n end\n if <(item (Scan#) of [enemytype v]) = [5]> then\n switch costume to (hitbox v)\n change y by (([sin v] of ((Global#) * (360)) ) * (3.8))\n if <(y position) > [150]> then\n set y to (150)\n end\n XMovement [1]\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n end\n if <(item (Scan#) of [enemytype v]) = [6]> then\n switch costume to (hitbox v)\n YMovement\n XMovement [1]\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n end\n if <(item (Scan#) of [enemytype v]) = [7]> then\n switch costume to (hitbox v)\n YMovement\n if <(item (Scan#) of [enemystate v]) = [0]> then\n if <<(item (Scan#) of [enemyyvelocity v]) = [0]> and <(((Global#) * (5)) mod (5)) < [0.1]>> then\n replace item (Scan#) of [enemyyvelocity v] with [11.5]\n end\n if <not <(item (Scan#) of [enemyyvelocity v]) = [0]>> then\n XMovement [1.5]\n end\n if <(item (Scan#) of [enemyyvelocity v]) = [0]> then\n if <([x position v] of [kirby v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n replace item (Scan#) of [enemydir v] with (direction)\n if <(distance to [kirby v]) < [90]> then\n replace item (Scan#) of [enemystate v] with [1]\n end\n end\n else\n replace item (Scan#) of [enemystate v] with ((item (Scan#) of [enemystate v]) + (0.1))\n if <(item (Scan#) of [enemystate v]) > [6]> then\n Spark\n end\n if <(item (Scan#) of [enemystate v]) > [10]> then\n replace item (Scan#) of [enemystate v] with [0]\n end\n end\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n end\n if <(item (Scan#) of [enemytype v]) = [8]> then\n switch costume to (hitbox v)\n YMovement\n if <(item (Scan#) of [enemystate v]) = [0]> then\n if <([x position v] of [kirby v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n replace item (Scan#) of [enemydir v] with (direction)\n if <<([abs v] of (([x position v] of [kirby v]) - (x position)) ) < [48]> and <([y position v] of [kirby v]) > ((y position) + (2))>> then\n start sound [Spike v]\n replace item (Scan#) of [enemystate v] with [0.5]\n end\n else\n if <<(item (Scan#) of [enemystate v]) > [5]> and <(item (Scan#) of [enemystate v]) < [6]>> then\n replace item (Scan#) of [enemystate v] with ((item (Scan#) of [enemystate v]) + (0.1))\n else\n replace item (Scan#) of [enemystate v] with ((item (Scan#) of [enemystate v]) + (0.5))\n end\n if <(item (Scan#) of [enemystate v]) > [4]> then\n switch costume to (hitboxspike v)\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n if <touching (blocks v)?> then\n set [attackx v] to (x position)\n set [attacky v] to ((y position) + (56))\n broadcast (AttackHit v)\n end\n switch costume to (hitbox v)\n end\n if <(item (Scan#) of [enemystate v]) > [8]> then\n replace item (Scan#) of [enemystate v] with [0]\n end\n end\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n end\n if <(item (Scan#) of [enemytype v]) = [9]> then\n switch costume to (hitbox v)\n XMovement [1]\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n change y by (([sin v] of ((Global#) * (180)) ) * (14))\n end\n if <(item (Scan#) of [enemytype v]) = [10]> then\n switch costume to (hitbox v)\n YMovement\n if <([sin v] of ((Global#) * (420)) ) > [0]> then\n if <(direction) = [-90]> then\n point in direction (90)\n replace item (Scan#) of [enemydir v] with (direction)\n if <not <([sin v] of (((Global#) - (0.01)) * (420)) ) > [0]>> then\n point in direction (-90)\n Clean\n end\n end\n else\n if <(direction) = [90]> then\n point in direction (-90)\n replace item (Scan#) of [enemydir v] with (direction)\n if <not <([sin v] of (((Global#) - (0.01)) * (420)) ) < [0]>> then\n point in direction (90)\n Clean\n end\n end\n end\n XMovement [1]\n replace item (Scan#) of [enemyx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [enemyy v] with (((y position) - (MapY)) / (28))\n end\n switch costume to (damagehitbox v)\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n replace item (Scan#) of [enemyhealth v] with ((item (Scan#) of [enemyhealth v]) - (0.2))\n if <(item (Scan#) of [enemyhealth v]) < [1]> then\n replace item (Scan#) of [enemyhealth v] with [0]\n start sound [Hit v]\n end\n end\n end\n end\nend\n\ndefine YMovement\nif <(item (Scan#) of [enemyyvelocity v]) > [-8]> then\n replace item (Scan#) of [enemyyvelocity v] with ((item (Scan#) of [enemyyvelocity v]) + ((Gravity) / (6.1)))\nend\nchange y by ((Gravity) + (item (Scan#) of [enemyyvelocity v]))\nif <not <((Gravity) + (item (Scan#) of [enemyyvelocity v])) > [0]>> then\n switch costume to (hitboxfloor v)\nend\nif <<<touching (map v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <not <((Gravity) + (item (Scan#) of [enemyyvelocity v])) > [0]>>>> then\n if <((Gravity) + (item (Scan#) of [enemyyvelocity v])) > [0]> then\n replace item (Scan#) of [enemyyvelocity v] with [0]\n FindCeiling\n else\n replace item (Scan#) of [enemyyvelocity v] with [0]\n FindFloor\n end\nend\nswitch costume to (hitbox v)\n\ndefine FindFloor\nset [offset v] to [0]\nrepeat until <<not <<<touching (map v)?> or <touching (blocks v)?>> or <touching (semisolids v)?>>> or <(Offset) > [24]>>\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change y by (Offset)\nend\nif <(Offset) > [24]> then\n\ndefine FindCeiling\nrepeat until <not <<touching (map v)?> or <touching (blocks v)?>>>\n change y by (-1)\nend\n\nwhen I receive [attackhit v]\nif <<<([abs v] of ((x position) - (AttackX)) ) < [48]> and <([abs v] of ((y position) - (AttackY)) ) < [48]>> and <(item (Scan#) of [enemyhealth v]) > [0]>> then\n replace item (Scan#) of [enemyhealth v] with [0]\n start sound [Hit v]\nend\n\ndefine Cutter\nadd (direction) to [attackdir v]\nadd [0] to [attackstate v]\nadd [4] to [attacktype v]\nadd ((((x position) + ((direction) / (6))) - (MapX)) / (28)) to [attackx v]\nadd (((y position) - (MapY)) / (28)) to [attacky v]\nadd [0] to [playerowned v]\n\ndefine XMovement (speed)\nmove (speed) steps\nif <<touching (map v)?> or <touching (blocks v)?>> then\n repeat (14)\n if <<touching (map v)?> or <touching (blocks v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (blocks v)?>> then\n change y by (-14)\n turn right (180) degrees\n move (speed) steps\n replace item (Scan#) of [enemydir v] with (direction)\n end\nend\n\ndefine Spark\nif <((((Global#) * (2160)) * (2)) mod (3)) < [1]> then\n add ((((Global#) * (2160)) * (2)) mod (360)) to [attackdir v]\n add [0] to [attackstate v]\n add [6] to [attacktype v]\n add (((x position) - (MapX)) / (28)) to [attackx v]\n add (((y position) - (MapY)) / (28)) to [attacky v]\n add [0] to [playerowned v]\nend\n\nwhen I receive [resetall v]\nClearEnemies\nif <[1] = [1]> then\n delete this clone\nend\nwait (0) seconds\nswitch costume to (1 v)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nif <(Level) = [1]> then\n AddEnemy [-21] [18] [90] [1] [1]\n AddEnemy [-10.5] [17] [-90] [2] [1]\n AddEnemy [-5] [18] [-90] [5] [1]\n AddEnemy [0] [18] [-90] [5] [1]\n AddEnemy [2] [15] [-90] [2] [1]\n AddEnemy [14] [14] [-90] [1] [1]\n AddEnemy [14] [18] [-90] [1] [1]\n AddEnemy [24] [18] [-90] [2] [1]\n AddEnemy [45] [13] [-90] [4] [1]\n AddEnemy [39] [16] [-90] [1] [1]\n AddEnemy [39] [16] [-90] [1] [1]\n AddEnemy [52] [16] [-90] [5] [1]\n AddEnemy [56] [16] [-90] [5] [1]\n AddEnemy [61] [14] [-90] [2] [1]\n AddEnemy [73] [13] [-90] [4] [1]\n AddEnemy [78] [17] [-90] [5] [1]\n AddEnemy [83] [15] [-90] [6] [1]\n wait until <(DoorsPassed) > [0]>\n ClearEnemies\n AddEnemy [-10] [-2] [-90] [3] [1]\n AddEnemy [0] [-1] [-90] [3] [1]\n AddEnemy [5] [2] [-90] [5] [1]\n AddEnemy [12] [1] [-90] [6] [1]\n AddEnemy [25] [3] [-90] [1] [1]\n AddEnemy [17] [1] [-90] [1] [1]\n AddEnemy [24] [-1] [-90] [7] [1]\n AddEnemy [35] [3] [-90] [5] [1]\n AddEnemy [42] [-1] [-90] [6] [1]\n AddEnemy [45] [4] [-90] [4] [1]\n AddEnemy [55] [0] [-90] [2] [1]\n AddEnemy [53] [-2] [-90] [1] [1]\n AddEnemy [69] [-2] [-90] [4] [1]\n AddEnemy [79] [-1] [-90] [1] [1]\n AddEnemy [84] [-1] [-90] [7] [1]\n wait until <(DoorsPassed) > [1]>\n ClearEnemies\n AddEnemy [-16] [-17] [-90] [7] [1]\n AddEnemy [1] [-18] [-90] [3] [1]\n AddEnemy [15] [-15] [-90] [3] [1]\n AddEnemy [14] [-17] [-90] [1] [1]\n AddEnemy [34] [-12] [-90] [7] [1]\n AddEnemy [53] [-19] [-90] [1] [1]\n AddEnemy [57] [-19] [-90] [6] [1]\n AddEnemy [61] [-19] [-90] [1] [1]\n AddEnemy [66] [-16] [-90] [7] [1]\n AddEnemy [63] [-14] [-90] [3] [1]\n AddEnemy [82] [-16] [-90] [1] [1]\n AddEnemy [84] [-20] [-90] [1] [1]\nend\nif <(Level) = [2]> then\n AddEnemy [-15] [18] [-90] [5] [1]\n AddEnemy [-10] [18] [-90] [5] [1]\n AddEnemy [-13] [13] [-90] [6] [1]\n AddEnemy [2] [14] [-90] [1] [1]\n AddEnemy [12] [15] [-90] [1] [1]\n AddEnemy [14] [13] [90] [4] [1]\n AddEnemy [33] [15] [-90] [6] [1]\n AddEnemy [33] [15] [-90] [6] [1]\n AddEnemy [8] [18] [-90] [5] [1]\n AddEnemy [51] [13] [-90] [8] [1]\n AddEnemy [45] [16] [-90] [8] [1]\n AddEnemy [44] [19] [-90] [1] [1]\n AddEnemy [55] [14] [-90] [6] [1]\n AddEnemy [66] [13] [-90] [4] [1]\n AddEnemy [72] [13] [-90] [4] [1]\n AddEnemy [89] [22] [-90] [2] [1]\n AddEnemy [86] [18] [-90] [3] [1]\n AddEnemy [75] [14] [-90] [3] [1]\n wait until <(DoorsPassed) > [3]>\n ClearEnemies\n AddEnemy [-20] [-1] [-90] [8] [1]\n AddEnemy [-16] [1] [-90] [8] [1]\n AddEnemy [-11] [3] [-90] [1] [1]\n AddEnemy [-5] [0] [90] [1] [1]\n AddEnemy [12.5] [-2] [-90] [4] [1]\n AddEnemy [19] [2] [-90] [2] [1]\n AddEnemy [25] [4] [-90] [9] [1]\n AddEnemy [29] [-2] [-90] [1] [1]\n AddEnemy [50] [-1] [-90] [4] [1]\n AddEnemy [61] [1] [-90] [4] [1]\n AddEnemy [85] [1] [-90] [10] [1]\n AddEnemy [74] [2] [-90] [1] [1]\n AddEnemy [74] [-2] [-90] [1] [1]\n wait until <(DoorsPassed) > [4]>\n ClearEnemies\n AddEnemy [-20] [-20] [-90] [8] [1]\n AddEnemy [-6] [-14] [-90] [10] [1]\n AddEnemy [15] [-15] [-90] [6] [1]\n AddEnemy [8] [-20] [-90] [2] [1]\n AddEnemy [8] [-14] [-90] [9] [1]\n AddEnemy [23] [-20] [-90] [10] [1]\n AddEnemy [36] [-19] [-90] [6] [1]\n AddEnemy [-13] [-15] [-90] [5] [1]\n AddEnemy [74] [-13] [-90] [5] [1]\n AddEnemy [69] [-15] [-90] [1] [1]\n AddEnemy [87] [-14] [-90] [9] [1]\n AddEnemy [77] [-17] [-90] [4] [1]\nend\nif <(Level) = [3]> then\n AddEnemy [-15] [18] [-90] [9] [1]\n AddEnemy [-16] [13] [-90] [10] [1]\n AddEnemy [1] [15] [-90] [3] [1]\n AddEnemy [-3] [14] [-90] [1] [1]\n AddEnemy [-7] [13] [-90] [3] [1]\n AddEnemy [9] [15] [-90] [1] [1]\n AddEnemy [6] [13] [-90] [8] [1]\n AddEnemy [20] [15] [-90] [2] [1]\n AddEnemy [26] [14] [-90] [1] [1]\n AddEnemy [30] [14] [-90] [1] [1]\n AddEnemy [34] [14] [-90] [1] [1]\n AddEnemy [65] [15] [-90] [4] [1]\n AddEnemy [85] [13] [-90] [1] [1]\n AddEnemy [89] [13] [-90] [1] [1]\n wait until <(DoorsPassed) > [6]>\n ClearEnemies\n AddEnemy [-15] [0] [-90] [10] [1]\n AddEnemy [-13] [4] [-90] [10] [1]\n AddEnemy [0] [2] [-90] [10] [1]\n AddEnemy [1] [-1] [-90] [4] [1]\n AddEnemy [16] [2] [-90] [6] [1]\n AddEnemy [10] [4] [-90] [1] [1]\n AddEnemy [15] [0] [-90] [10] [1]\n AddEnemy [33] [1] [-90] [1] [1]\n AddEnemy [28] [1] [-90] [1] [1]\n AddEnemy [48] [0] [-90] [7] [1]\n AddEnemy [36] [0] [-90] [4] [1]\n AddEnemy [44] [3] [-90] [5] [1]\n AddEnemy [64] [2] [-90] [2] [1]\n AddEnemy [76] [2] [-90] [2] [1]\n AddEnemy [89] [3] [-90] [6] [1]\n wait until <(DoorsPassed) > [7]>\n ClearEnemies\n AddEnemy [-10] [-18] [-90] [6] [1]\n AddEnemy [-14] [-19] [-90] [1] [1]\n AddEnemy [-18] [-20] [-90] [1] [1]\n AddEnemy [2] [-14] [-90] [9] [1]\n AddEnemy [8] [-18] [-90] [4] [1]\n AddEnemy [16] [-15] [-90] [10] [1]\n AddEnemy [19] [-19] [-90] [1] [1]\n AddEnemy [-5] [-20] [-90] [7] [1]\n AddEnemy [25] [-16] [-90] [1] [1]\n AddEnemy [36] [-18] [-90] [1] [1]\n AddEnemy [41] [-18] [-90] [1] [1]\n AddEnemy [45] [-17] [-90] [2] [1]\n AddEnemy [58] [-19] [-90] [4] [1]\n AddEnemy [53] [-20] [-90] [4] [1]\n AddEnemy [62] [-15] [-90] [9] [1]\n AddEnemy [48] [-20] [-90] [8] [1]\n AddEnemy [73.5] [-18] [-90] [2] [1]\n AddEnemy [81] [-20] [-90] [1] [1]\n AddEnemy [85] [-20] [-90] [1] [1]\n AddEnemy [89] [-20] [-90] [1] [1]\nend\n\ndefine ClearEnemies\nwait (0.4) seconds\ndelete all of [enemydir v]\ndelete all of [enemyhealth v]\ndelete all of [enemystate v]\ndelete all of [enemytype v]\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [enemyyvelocity v]\ndelete all of [deleteenemies v]\nwait (0.1) seconds\n\ndefine Clean\nadd (direction) to [attackdir v]\nadd [0] to [attackstate v]\nadd [7] to [attacktype v]\nadd ((((x position) + ((direction) / (9))) - (MapX)) / (28)) to [attackx v]\nadd ((((y position) - (12)) - (MapY)) / (28)) to [attacky v]\nadd [0] to [playerowned v]\n\nwhen flag clicked\nClearEnemies\n\n@Blocks\n\nwhen I receive [second v]\nif <[1] = [1]> then\n delete this clone\nend\nDeleteStuff\nLoadBlocks\n\ndefine LoadBlocks\nshow\nset [scan# v] to [0]\nrepeat (length of [blockx v])\n change [scan# v] by (1)\n if <<([abs v] of (((item (Scan#) of [blockx v]) * (28)) + (MapX)) ) < [247]> and <([abs v] of (((item (Scan#) of [blocky v]) * (28)) + (MapY)) ) < [175]>> then\n go to x: (((item (Scan#) of [blockx v]) * (28)) + (MapX)) y: (((item (Scan#) of [blocky v]) * (28)) + (MapY))\n if <not <(item (Scan#) of [blockstate v]) > [0]>> then\n hide\n else\n show\n end\n create clone of (_myself_ v)\n end\nend\nchange [scan# v] by (1)\nhide\n\ndefine DeleteStuff\nrepeat (length of [deleteblocks v])\n delete (item (1) of [deleteblocks v]) of [blockstate v]\n delete (item (1) of [deleteblocks v]) of [blockx v]\n delete (item (1) of [deleteblocks v]) of [blocky v]\n delete (1) of [deleteblocks v]\nend\n\nwhen I start as a clone\nchange y by (-1)\nif <not <(item (Scan#) of [blockstate v]) > [0]>> then\n hide\n replace item (Scan#) of [blockstate v] with ((item (Scan#) of [blockstate v]) - (1))\n if <(item (Scan#) of [blockstate v]) < [-8]> then\n add (Scan#) to [deleteblocks v]\n end\nelse\n if <<<<(Ability) = [Spark]> and <(distance to [kirby v]) < [64]>> or <<(Ability) = [Spike]> and <(distance to [kirby v]) < [48]>>> and <not <(AbilityUse) = [0]>>> then\n replace item (Scan#) of [blockstate v] with [0]\n else\n if <<([abs v] of (([x position v] of [kirby v]) - (x position)) ) < [12]> and <<(([y position v] of [kirby v]) - (y position)) > [-32]> and <<(([y position v] of [kirby v]) - (y position)) < [0]> and <not <(YVel) > [0]>>>>> then\n replace item (Scan#) of [blockstate v] with [0]\n end\n end\nend\n\nwhen I receive [attackhit v]\nif <<<([abs v] of ((x position) - (AttackX)) ) < [28]> and <([abs v] of ((y position) - (AttackY)) ) < [28]>> and <(item (Scan#) of [blockstate v]) > [0]>> then\n replace item (Scan#) of [blockstate v] with [0]\n start sound [Hit v]\nend\n\nwhen I receive [costuming v]\nif <(item (Scan#) of [blockstate v]) > [0]> then\n switch costume to (1 v)\nelse\n show\n switch costume to (join [Dead] ([abs v] of ([floor v] of (item (Scan#) of [blockstate v]) ) ))\n if <(item (Scan#) of [blockstate v]) < [-8]> then\n hide\n end\nend\nchange y by (1)\n\ndefine Block (x) (y)\nadd ((x) + (-0.5)) to [blockx v]\nadd (y) to [blocky v]\nadd [1] to [blockstate v]\n\nwhen I receive [resetall v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (1 v)\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nClearBlocks\nif <(Level) = [1]> then\n Block [-9] [16]\n Block [-10] [16]\n Block [-11] [16]\n Block [13] [17]\n Block [14] [17]\n Block [15] [17]\n wait until <(DoorsPassed) > [0]>\n ClearBlocks\n Block [-14] [1]\n Block [-13] [1]\n Block [-12] [1]\n Block [41] [3]\n Block [42] [3]\n Block [45] [3]\n Block [46] [3]\nend\nif <(Level) = [2]> then\n wait until <(DoorsPassed) > [3]>\n ClearBlocks\n Block [72] [1]\n Block [73] [1]\n Block [74] [1]\n Block [75] [1]\n Block [76] [1]\nend\nif <(Level) = [3]> then\n wait until <(DoorsPassed) > [6]>\n ClearBlocks\n Block [-13] [3]\n Block [-12] [3]\n Block [-11] [3]\n wait until <(DoorsPassed) > [7]>\n ClearBlocks\n Block [16] [-16]\n Block [17] [-16]\n Block [18] [-16]\nend\n\ndefine ClearBlocks\ndelete all of [blockstate v]\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [deleteblocks v]\n\n@Boss\n\nwhen I receive [third v]\nswitch costume to (empty v)\nhide\nif <(BossHealth) > [-1]> then\n if <<<([abs v] of (((BossX) * (28)) + (MapX)) ) < [235]> and <([abs v] of (((BossY) * (28)) + (MapY)) ) < [176]>> or <(BossLocked) = [1]>> then\n go to x: (((BossX) * (28)) + (MapX)) y: (((BossY) * (28)) + (MapY))\n show\n if <(BossHealth) > [0]> then\n BossScript\n if <(Level) = [2]> then\n change [mapx v] by (((-1412) - (MapX)) / (12))\n else\n change [mapx v] by (((-1372) - (MapX)) / (12))\n end\n else\n DeadScript\n set [bosslocked v] to [0]\n end\n end\nend\n\nwhen I receive [resetall v]\nstop [other scripts in sprite v]\nset [bossx v] to [500]\nset [bossy v] to [500]\nset [bosslocked v] to [0]\nset [bosshealth v] to [-1]\nset [bossyvel v] to [0]\nset [bossstate v] to [0]\nhide\nif <(Level) = [2]> then\n switch costume to (1 v)\n set rotation style [left-right v]\n go to x: (0) y: (0)\n set size to (350) %\n hide\n wait until <(DoorsPassed) = [5]>\n wait (0) seconds\n set [bossx v] to [56]\n set [bossy v] to [-20]\n set [bosslocked v] to [0]\n set [bossstate v] to [0]\n set [bossyvel v] to [0]\n set [bosshealth v] to [5]\n wait (1) seconds\n wait until <<([abs v] of (((BossX) * (28)) + (MapX)) ) < [235]> and <([abs v] of (((BossY) * (28)) + (MapY)) ) < [175]>>\n set [bosslocked v] to [1]\n repeat until <(BossHealth) < [0.1]>\n wait (2) seconds\n set [bossstate v] to [1]\n wait (0.1) seconds\n wait until <(BossYVel) = [0]>\n SidePuffs\n set [bossstate v] to [0]\n wait (1) seconds\n set [bossstate v] to [3]\n wait until <<([abs v] of (([x position v] of [kirby v]) - (x position)) ) < [72]> or <<<([x position v] of [kirby v]) < (x position)> and <(direction) = [90]>> or <<([x position v] of [kirby v]) > (x position)> and <(direction) = [-90]>>>>\n set [bosssweeping v] to [0]\n set [bossstate v] to [4]\n wait (0.1) seconds\n if <<(BossHealth) > [0]> and <((BossHealth) mod (1)) = [0]>> then\n start sound [Sweep v]\n Clean\n end\n wait (0.1) seconds\n set [bossstate v] to [0]\n end\nend\nif <(Level) = [3]> then\n switch costume to (1 v)\n set rotation style [left-right v]\n go to x: (0) y: (0)\n set size to (350) %\n hide\n wait until <(DoorsPassed) = [6]>\n wait (0) seconds\n set [bossx v] to [56]\n set [bossy v] to [15]\n set [bosslocked v] to [0]\n set [bossstate v] to [0]\n set [bossyvel v] to [0]\n set [bosshealth v] to [5]\n wait (1) seconds\n wait until <<([abs v] of (((BossX) * (28)) + (MapX)) ) < [235]> and <([abs v] of (((BossY) * (28)) + (MapY)) ) < [175]>>\n set [bosslocked v] to [1]\n repeat until <(BossHealth) < [0.1]>\n wait (2) seconds\n set [bossstate v] to [1]\n set [bossyvel v] to ((([y position v] of [kirby v]) - (y position)) / (12))\n wait until <([abs v] of (x position) ) > [227]>\n if <(BossHealth) > [0]> then\n SpikesBroke\n end\n set [bossstate v] to [2]\n set [bossyvel v] to [9]\n wait until <(BossYVel) = [0]>\n wait (3) seconds\n set [bossstate v] to [3]\n if <([y position v] of [kirby v]) > (y position)> then\n set [bossyvel v] to [14]\n else\n set [bossyvel v] to [9]\n end\n if <([x position v] of [kirby v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n wait until <(BossYVel) < [4]>\n set [bossstate v] to [4]\n wait (1) seconds\n set [bossstate v] to [5]\n if <(BossHealth) > [0]> then\n Spikes\n end\n wait (4) seconds\n set [bossstate v] to [0]\n end\nend\n\ndefine FindFloor\nrepeat until <not <<touching (map v)?> or <touching (semisolids v)?>>>\n change y by (1)\nend\n\ndefine FindCeiling\nrepeat until <not <touching (map v)?>>\n change y by (-1)\nend\n\nwhen I receive [costuming v]\nif <(Level) = [2]> then\n switch costume to (8 v)\nelse\n switch costume to (16 v)\nend\nif <(Level) = [2]> then\n if <(BossHealth) > [0]> then\n if <((BossHealth) mod (1)) < [0.4]> then\n if <(BossState) = [0]> then\n switch costume to ((([floor v] of ((Global#) * (24)) ) mod (4)) + (1))\n if <((([floor v] of ((Global#) * (24)) ) mod (4)) + (1)) = [4]> then\n switch costume to (2 v)\n end\n else\n if <(BossState) = [3]> then\n switch costume to (4 v)\n else\n if <(BossState) = [4]> then\n change [bosssweeping v] by (0.05)\n if <(BossSweeping) > [0.5]> then\n switch costume to (6 v)\n else\n switch costume to (5 v)\n end\n else\n switch costume to (3 v)\n end\n end\n end\n else\n switch costume to (8 v)\n end\n else\n if <(BossHealth) > [-1]> then\n switch costume to (8 v)\n end\n end\n if <not <((BossHealth) mod (1)) = [0]>> then\n change [bosshealth v] by (-0.04)\n set [bossyvel v] to [4]\n if <((BossHealth) mod (1)) > [0.9]> then\n set [bosshealth v] to (round (BossHealth))\n if <(BossHealth) < [0.1]> then\n start sound [Extinction of the Living Brooms. v]\n set [bossyvel v] to [12]\n change [bossy v] by (0.5)\n end\n end\n end\nelse\n if <(BossHealth) > [0]> then\n if <((BossHealth) mod (1)) < [0.2]> then\n if <(BossState) = [0]> then\n switch costume to ((([floor v] of ((Global#) * (24)) ) mod (4)) + (9))\n if <((([floor v] of ((Global#) * (24)) ) mod (4)) + (1)) = [4]> then\n switch costume to (10 v)\n end\n else\n if <<(BossState) = [1]> or <(BossState) = [3]>> then\n switch costume to (12 v)\n else\n if <<(BossState) = [2]> or <(BossState) = [5]>> then\n switch costume to (14 v)\n else\n if <(BossState) = [4]> then\n switch costume to (13 v)\n else\n if <((([floor v] of ((Global#) * (24)) ) mod (2)) + (1)) = [1]> then\n switch costume to (14 v)\n else\n switch costume to (15 v)\n end\n end\n end\n end\n end\n else\n if <((([floor v] of ((Global#) * (24)) ) mod (2)) + (1)) = [1]> then\n switch costume to (14 v)\n else\n switch costume to (15 v)\n end\n end\n else\n switch costume to (16 v)\n end\n if <not <((BossHealth) mod (1)) = [0]>> then\n change [bosshealth v] by (-0.04)\n set [bossyvel v] to [4]\n if <((BossHealth) mod (1)) > [0.9]> then\n set [bosshealth v] to (round (BossHealth))\n if <(BossHealth) < [0.1]> then\n start sound [Extinction of the Living Brooms. v]\n set [bossyvel v] to [12]\n change [bossy v] by (0.5)\n end\n end\n end\nend\n\ndefine BossScript\nif <(Level) = [2]> then\n if <((BossHealth) mod (1)) < [0.4]> then\n if <<<<(Ability) = [Spark]> and <(distance to [kirby v]) < [64]>> or <<(Ability) = [Spike]> and <(distance to [kirby v]) < [48]>>> and <not <(AbilityUse) = [0]>>> then\n change [bosshealth v] by (-0.1)\n start sound [Hit v]\n else\n switch costume to (normalhitbox v)\n if <(BossState) = [0]> then\n change [bossyvel v] by ((Gravity) / (6.1))\n change y by ((Gravity) + (BossYVel))\n if <not <((Gravity) + (BossYVel)) > [0]>> then\n switch costume to (hitboxfloor v)\n end\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <((Gravity) + (BossYVel)) > [0]>>>> then\n if <((Gravity) + (BossYVel)) > [0]> then\n set [bossyvel v] to [0]\n FindCeiling\n else\n set [bossyvel v] to [0]\n FindFloor\n if <([x position v] of [kirby v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n if <(BossState) = [1]> then\n if <(BossYVel) = [0]> then\n set [bossyvel v] to [18]\n if <([x position v] of [kirby v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n change [bossyvel v] by ((Gravity) / (6.1))\n change y by ((Gravity) + (BossYVel))\n if <not <((Gravity) + (BossYVel)) > [0]>> then\n switch costume to (hitboxfloor v)\n end\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <((Gravity) + (BossYVel)) > [0]>>>> then\n if <((Gravity) + (BossYVel)) > [0]> then\n set [bossyvel v] to [0]\n FindCeiling\n else\n set [bossyvel v] to [0]\n FindFloor\n end\n end\n switch costume to (normalhitbox v)\n move (3) steps\n if <touching (map v)?> then\n move (-3) steps\n end\n end\n if <(BossState) = [3]> then\n switch costume to (normalhitbox v)\n move (5) steps\n if <touching (map v)?> then\n move (-5) steps\n end\n end\n switch costume to (hitbox v)\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n end\n end\n switch costume to (hitbox v)\nelse\n if <<<<(Ability) = [Spark]> and <(distance to [kirby v]) < [64]>> or <<(Ability) = [Spike]> and <(distance to [kirby v]) < [48]>>> and <<not <(AbilityUse) = [0]>> and <<((BossHealth) mod (1)) = [0]> and <<(BossState) = [5]> or <(BossState) = [2]>>>>> then\n change [bosshealth v] by (-0.1)\n start sound [Hit v]\n else\n switch costume to (hitbox2 v)\n if <(BossState) = [0]> then\n change [bossyvel v] by ((Gravity) / (6.1))\n change y by ((Gravity) + (BossYVel))\n if <not <((Gravity) + (BossYVel)) > [0]>> then\n switch costume to (hitboxfloor v)\n end\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <((Gravity) + (BossYVel)) > [0]>>>> then\n if <((Gravity) + (BossYVel)) > [0]> then\n set [bossyvel v] to [0]\n FindCeiling\n else\n set [bossyvel v] to [0]\n FindFloor\n end\n end\n move (((Global#) * (45)) mod (4)) steps\n if <([x position v] of [kirby v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n else\n if <(BossState) = [1]> then\n move (7) steps\n if <(BossYVel) > [4]> then\n change [bossyvel v] by ((Gravity) / (6.1))\n change y by ((Gravity) + (BossYVel))\n end\n else\n if <(BossState) = [2]> then\n change [bossyvel v] by ((Gravity) / (6.1))\n change y by ((Gravity) + (BossYVel))\n if <not <((Gravity) + (BossYVel)) > [0]>> then\n switch costume to (hitboxfloor v)\n end\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <((Gravity) + (BossYVel)) > [0]>>>> then\n if <((Gravity) + (BossYVel)) > [0]> then\n set [bossyvel v] to [0]\n FindCeiling\n else\n set [bossyvel v] to [0]\n FindFloor\n end\n else\n move (-2) steps\n end\n else\n if <(BossState) = [3]> then\n change [bossyvel v] by ((Gravity) / (6.1))\n change y by ((Gravity) + (BossYVel))\n if <not <((Gravity) + (BossYVel)) > [0]>> then\n switch costume to (hitboxfloor v)\n end\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <((Gravity) + (BossYVel)) > [0]>>>> then\n if <((Gravity) + (BossYVel)) > [0]> then\n set [bossyvel v] to [0]\n FindCeiling\n else\n set [bossyvel v] to [0]\n FindFloor\n end\n end\n else\n if <(BossState) = [4]> then\n change y by ((([y position v] of [kirby v]) - (y position)) / (8))\n if <touching (map v)?> then\n FindFloor\n end\n if <([x position v] of [kirby v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n move (2) steps\n else\n if <(BossState) = [5]> then\n change y by (([sin v] of ((Global#) * (1080)) ) * (1))\n if <touching (map v)?> then\n FindFloor\n end\n end\n end\n end\n end\n end\n end\n if <<((BossHealth) mod (1)) < [0.2]> and <not <(BossState) = [2]>>> then\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n end\n end\nend\nif <([abs v] of (x position) ) > [230]> then\n set x to ((([abs v] of (x position) ) / (x position)) * (230))\nend\nset [bossx v] to (((x position) - (MapX)) / (28))\nset [bossy v] to (((y position) - (MapY)) / (28))\n\ndefine Clean\nadd (direction) to [attackdir v]\nadd [0] to [attackstate v]\nadd [8] to [attacktype v]\nadd (((x position) - (MapX)) / (28)) to [attackx v]\nadd ((((y position) - (12)) - (MapY)) / (28)) to [attacky v]\nadd [0] to [playerowned v]\n\nwhen I receive [attackhit v]\nif <<<([abs v] of ((x position) - (AttackX)) ) < [56]> and <([abs v] of ((y position) - (AttackY)) ) < [84]>> and <<(BossHealth) > [0]> and <((BossHealth) mod (1)) = [0]>>> then\n if <(Level) = [2]> then\n change [bosshealth v] by (-0.1)\n start sound [Hit v]\n else\n if <<(BossState) = [2]> or <(BossState) = [5]>> then\n change [bosshealth v] by (-0.1)\n start sound [Hit v]\n end\n end\nend\n\ndefine DeadScript\nif <(Level) = [2]> then\n switch costume to (normalhitbox v)\nelse\n switch costume to (hitbox2 v)\nend\nshow\nif <<<<([x position v] of [kirby v]) > ((x position) + (6))> and <([direction v] of [kirby v]) = [-90]>> or <<not <([x position v] of [kirby v]) > ((x position) - (6))>> and <([direction v] of [kirby v]) = [90]>>> and <<not <(Sucking) = [0]>> and <(distance to [kirby v]) < [90]>>> then\n change y by (-4)\n point towards (kirby v)\n change y by (4)\n move ([abs v] of (((distance to [kirby v]) / (18)) - (6)) ) steps\n if <(distance to [kirby v]) < [32]> then\n set [holding v] to [1]\n set [allowshot v] to [0]\n if <(Level) = [2]> then\n set [holdingtype v] to [Clean]\n else\n set [holdingtype v] to [Spike]\n end\n set [bosshealth v] to [-1]\n end\nelse\n show\n change [bossyvel v] by ((Gravity) / (6.1))\n change y by ((Gravity) + (BossYVel))\n if <not <((Gravity) + (BossYVel)) > [0]>> then\n switch costume to (hitboxfloor v)\n end\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <((Gravity) + (BossYVel)) > [0]>>>> then\n if <((Gravity) + (BossYVel)) > [0]> then\n set [bossyvel v] to [0]\n FindCeiling\n else\n set [bossyvel v] to [0]\n FindFloor\n end\n end\n switch costume to (normalhitbox v)\nend\nset [bossx v] to (((x position) - (MapX)) / (28))\nset [bossy v] to (((y position) - (MapY)) / (28))\n\ndefine SidePuffs\nadd [90] to [attackdir v]\nadd [0] to [attackstate v]\nadd [9] to [attacktype v]\nadd (((x position) - (MapX)) / (28)) to [attackx v]\nadd ((((y position) - (14)) - (MapY)) / (28)) to [attacky v]\nadd [0] to [playerowned v]\nadd [-90] to [attackdir v]\nadd [0] to [attackstate v]\nadd [9] to [attacktype v]\nadd (((x position) - (MapX)) / (28)) to [attackx v]\nadd ((((y position) - (14)) - (MapY)) / (28)) to [attacky v]\nadd [0] to [playerowned v]\n\ndefine Spikes\nadd (direction) to [attackdir v]\nadd [0] to [attackstate v]\nadd [10] to [attacktype v]\nadd ((((x position) + ((direction) / (9))) - (MapX)) / (28)) to [attackx v]\nadd (((y position) - (MapY)) / (28)) to [attacky v]\nadd [0] to [playerowned v]\n\ndefine SpikesBroke\nadd ((direction) / (-9)) to [attackdir v]\nadd [1] to [attackstate v]\nadd [10] to [attacktype v]\nadd (((x position) - (MapX)) / (28)) to [attackx v]\nadd (((y position) - (MapY)) / (28)) to [attacky v]\nadd [0] to [playerowned v]\n\n@Doors\n\nwhen I receive [first v]\nshow\nif <(DoorCooldown) > [0]> then\n change [doorcooldown v] by (-0.2)\n if <(DoorCooldown) < [0]> then\n set [doorcooldown v] to [0]\n end\nend\nswitch costume to (empty v)\nset size to (350) %\nswitch costume to (join [Part] ((Level) * (2)))\ngo to x: ((MapX) + ((480) * (3.5))) y: (MapY)\nif <<<touching (kirby v)?> and <key (down arrow v) pressed?>> and <<<(DoorCooldown) = [0]> and <(Holding) = [0]>> and <(YVel) = [0]>>> then\n start sound [Door v]\n set [allowdamage v] to [0]\n set [doorcooldown v] to [15]\n change [doorspassed v] by (1)\n set [abilityuse v] to [0]\n broadcast (Door v)\nend\nhide\n\nwhen I receive [resetall v]\nif <[1] = [1]> then\n delete this clone\nend\n\nstart sound [Door v]\nset [allowdamage v] to [0]\nset [doorcooldown v] to [15]\nchange [doorspassed v] by (1)\nset [abilityuse v] to [0]\nbroadcast (Door v)\n\n@Background\n\nwhen I receive [costuming v]\ngo to [back v] layer\nswitch costume to (empty v)\nset size to (430.5) %\nswitch costume to (round (Level))\ngo to x: ((((MapX) * (0.6)) mod ((128) * (4.3))) + ((Clone#) * ((-128) * (4.3)))) y: (1)\n\nwhen I receive [resetall v]\nif <[1] = [1]> then\n delete this clone\nend\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [0]\ngo to x: (0) y: (0)\nset [global# v] to [0]\nforever\n change [global# v] by (0.01)\n if <(AbilityUse) = [0]> then\n if <key (right arrow v) pressed?> then\n change [cameraoffset v] by (0.05)\n if <(CameraOffset) > [1]> then\n set [cameraoffset v] to [1]\n end\n else\n if <key (left arrow v) pressed?> then\n change [cameraoffset v] by (-0.05)\n if <(CameraOffset) < [-1]> then\n set [cameraoffset v] to [-1]\n end\n else\n if <([abs v] of (XVel) ) < [0.05]> then\n set [cameraoffset v] to ((CameraOffset) / (1.1))\n end\n end\n end\n end\n if <(BossLocked) = [0]> then\n change [mapx v] by (((((PlayerX) + ((CameraOffset) * (120))) * (-1)) - (MapX)) / (6))\n end\n if <(MapX) > [600]> then\n set [mapx v] to [600]\n end\n if <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\n end\n broadcast (First v)\nend\n\n@Foreground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [0]\n\nwhen I receive [costuming v]\ngo to [front v] layer\ngo [backward v] (9) layers\nswitch costume to (empty v)\nset size to (431) %\nswitch costume to (Level)\ngo to x: ((((MapX) * (1.4)) mod ((128) * (4.3))) + ((Clone#) * ((-128) * (4.3)))) y: (-138)\nif <(Level) = [1]> then\n clear graphic effects\n set [fisheye v] effect to (([sin v] of ((Global#) * (180)) ) * (2))\nelse\n clear graphic effects\n set [ghost v] effect to (25)\nend\n\n@SemiSolids\n\nwhen I receive [first v]\nshow\nswitch costume to (empty v)\nset size to (350) %\nif <(Clone#) = [1]> then\n switch costume to (join (join [Part] ((Level) * (2))) [Coll])\nelse\n switch costume to (join (join [Part] (((Level) * (2)) - (1))) [Coll])\nend\ngo to x: ((MapX) + ((Clone#) * ((480) * (3.5)))) y: (MapY)\n\nwhen flag clicked\nset [clone# v] to [1]\ncreate clone of (_myself_ v)\nset [clone# v] to [0]\n\nwhen I receive [costuming v]\nhide\n\n@Border\n\n@Attacks\n\nwhen I receive [fourth v]\nif <[1] = [1]> then\n delete this clone\nend\nDeleteStuff\nLoadAttacks\nbroadcast (Costuming v)\n\ndefine LoadAttacks\nshow\nset [scan# v] to [0]\nrepeat (length of [attackx v])\n change [scan# v] by (1)\n if <<<([abs v] of (((item (Scan#) of [attackx v]) * (28)) + (MapX)) ) < [235]> and <([abs v] of (((item (Scan#) of [attacky v]) * (28)) + (MapY)) ) < [175]>> or <(item (Scan#) of [attacktype v]) = [4]>> then\n go to x: (((item (Scan#) of [attackx v]) * (28)) + (MapX)) y: (((item (Scan#) of [attacky v]) * (28)) + (MapY))\n point in direction (item (Scan#) of [attackdir v])\n create clone of (_myself_ v)\n end\nend\nhide\n\nwhen I start as a clone\nswitch costume to (hitbox v)\nset rotation style [left-right v]\nif <(item (Scan#) of [attacktype v]) = [1]> then\n move ((12) - ((item (Scan#) of [attackstate v]) * (2))) steps\n if <<<touching (enemies v)?> or <touching (boss v)?>> or <touching (blocks v)?>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n broadcast (AttackHit v)\n add (Scan#) to [deleteattacks v]\n end\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attackstate v] with ((item (Scan#) of [attackstate v]) + (0.5))\n if <(item (Scan#) of [attackstate v]) > [6]> then\n add (Scan#) to [deleteattacks v]\n end\nend\nif <(item (Scan#) of [attacktype v]) = [2]> then\n change y by (-4)\n point towards (kirby v)\n change y by (4)\n move (((distance to [kirby v]) / (24)) + (1)) steps\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n if <<(distance to [kirby v]) < [24]> or <(Sucking) = [0]>> then\n add (Scan#) to [deleteattacks v]\n end\nend\nif <(item (Scan#) of [attacktype v]) = [3]> then\n if <<touching (map v)?> or <touching (blocks v)?>> then\n add (Scan#) to [deleteattacks v]\n end\n move (7) steps\n if <<<touching (enemies v)?> or <touching (boss v)?>> or <touching (blocks v)?>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n broadcast (AttackHit v)\n add (Scan#) to [deleteattacks v]\n end\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\nend\nif <(item (Scan#) of [attacktype v]) = [4]> then\n replace item (Scan#) of [attackstate v] with ((item (Scan#) of [attackstate v]) + (0.5))\n move ((12.5) - (item (Scan#) of [attackstate v])) steps\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n if <(item (Scan#) of [playerowned v]) = [1]> then\n if <<<touching (enemies v)?> or <touching (boss v)?>> or <touching (blocks v)?>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n broadcast (AttackHit v)\n add (Scan#) to [deleteattacks v]\n end\n if <<<(item (Scan#) of [attackstate v]) > [12]> and <touching (kirby v)?>> or <([abs v] of (x position) ) > [230]>> then\n add (Scan#) to [deleteattacks v]\n end\n else\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n add (Scan#) to [deleteattacks v]\n end\n if <<<(item (Scan#) of [attackstate v]) > [12]> and <touching (enemies v)?>> or <([abs v] of (x position) ) > [230]>> then\n add (Scan#) to [deleteattacks v]\n end\n end\nend\nif <(item (Scan#) of [attacktype v]) = [5]> then\n if <<<<([x position v] of [kirby v]) > ((x position) + (6))> and <([direction v] of [kirby v]) = [-90]>> or <<not <([x position v] of [kirby v]) > ((x position) - (6))>> and <([direction v] of [kirby v]) = [90]>>> and <<not <(Sucking) = [0]>> and <(distance to [kirby v]) < [90]>>> then\n change y by (-4)\n point towards (kirby v)\n change y by (4)\n move ([abs v] of (((distance to [kirby v]) / (18)) - (6)) ) steps\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n if <(distance to [kirby v]) < [20]> then\n set [holding v] to [1]\n set [allowshot v] to [0]\n set [holdingtype v] to (item (Scan#) of [playerowned v])\n add (Scan#) to [deleteattacks v]\n end\n else\n if <(item (Scan#) of [attackstate v]) < [3]> then\n move (4) steps\n change y by (([cos v] of (direction) ) * (4))\n if <(direction) > [0]> then\n turn right (4) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n turn left (4) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\n end\n if <<<touching (map v)?> or <touching (blocks v)?>> or <<touching (semisolids v)?> and <([abs v] of (direction) ) > [90]>>> then\n if <not <<touching (semisolids v)?> and <([abs v] of (direction) ) > [90]>>> then\n replace item (Scan#) of [attackstate v] with ((item (Scan#) of [attackstate v]) + (1))\n end\n move (-4) 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 (4) steps\n end\n replace item (Scan#) of [attackdir v] with (direction)\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n end\n end\nend\nif <(item (Scan#) of [attacktype v]) = [6]> then\n if <(item (Scan#) of [attackstate v]) = [0]> then\n move (6) steps\n end\n move ((9) - ((item (Scan#) of [attackstate v]) * (2))) steps\n if <(item (Scan#) of [playerowned v]) = [0]> then\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n end\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n replace item (Scan#) of [attackstate v] with ((item (Scan#) of [attackstate v]) + (0.5))\n if <(item (Scan#) of [attackstate v]) > [5]> then\n add (Scan#) to [deleteattacks v]\n end\nend\nif <(item (Scan#) of [attacktype v]) = [7]> then\n if <(item (Scan#) of [playerowned v]) = [1]> then\n move ((9) - ((item (Scan#) of [attackstate v]) * (1))) steps\n else\n move ((5) - ((item (Scan#) of [attackstate v]) * (0.5))) steps\n end\n change y by (0.5)\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n replace item (Scan#) of [attackstate v] with ((item (Scan#) of [attackstate v]) + (0.8))\n if <(item (Scan#) of [playerowned v]) = [1]> then\n if <<<touching (enemies v)?> or <touching (boss v)?>> or <touching (blocks v)?>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n broadcast (AttackHit v)\n add (Scan#) to [deleteattacks v]\n end\n else\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n add (Scan#) to [deleteattacks v]\n end\n end\n if <(item (Scan#) of [attackstate v]) > [9]> then\n add (Scan#) to [deleteattacks v]\n end\nend\nif <(item (Scan#) of [attacktype v]) = [8]> then\n move ((9) - ((item (Scan#) of [attackstate v]) * (1))) steps\n change y by (0.5)\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n replace item (Scan#) of [attackstate v] with ((item (Scan#) of [attackstate v]) + (0.8))\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n add (Scan#) to [deleteattacks v]\n end\n if <(item (Scan#) of [attackstate v]) > [9]> then\n add (Scan#) to [deleteattacks v]\n end\nend\nif <(item (Scan#) of [attacktype v]) = [9]> then\n if <<<<([x position v] of [kirby v]) > ((x position) + (6))> and <([direction v] of [kirby v]) = [-90]>> or <<not <([x position v] of [kirby v]) > ((x position) - (6))>> and <([direction v] of [kirby v]) = [90]>>> and <<not <(Sucking) = [0]>> and <(distance to [kirby v]) < [90]>>> then\n change y by (-4)\n point towards (kirby v)\n change y by (4)\n move ([abs v] of (((distance to [kirby v]) / (18)) - (6)) ) steps\n if <(distance to [kirby v]) < [20]> then\n set [holding v] to [1]\n set [allowshot v] to [0]\n add (Scan#) to [deleteattacks v]\n set [holdingtype v] to [None]\n end\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n else\n if <(item (Scan#) of [attackstate v]) < [1]> then\n move ((6) - ((item (Scan#) of [attackstate v]) * (6))) steps\n end\n if <(item (Scan#) of [attackstate v]) < [6]> then\n replace item (Scan#) of [attackstate v] with ((item (Scan#) of [attackstate v]) + (0.08))\n else\n add (Scan#) to [deleteattacks v]\n end\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\n end\nend\nif <(item (Scan#) of [attacktype v]) = [10]> then\n if <(item (Scan#) of [attackstate v]) = [0]> then\n switch costume to (hitbox2 v)\n move (6) steps\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\n if <<([abs v] of (x position) ) > [225]> or <(BossLocked) = [0]>> then\n switch costume to (hitbox v)\n move (-6) steps\n point in direction ((direction) / (-18))\n move (2) steps\n replace item (Scan#) of [attackstate v] with [1]\n replace item (Scan#) of [attackdir v] with (direction)\n end\n end\n if <(item (Scan#) of [attackstate v]) = [1]> then\n if <<<<([x position v] of [kirby v]) > ((x position) + (6))> and <([direction v] of [kirby v]) = [-90]>> or <<not <([x position v] of [kirby v]) > ((x position) - (6))>> and <([direction v] of [kirby v]) = [90]>>> and <<not <(Sucking) = [0]>> and <(distance to [kirby v]) < [90]>>> then\n change y by (-4)\n point towards (kirby v)\n change y by (4)\n move ([abs v] of (((distance to [kirby v]) / (18)) - (6)) ) steps\n if <(distance to [kirby v]) < [20]> then\n set [holding v] to [1]\n set [allowshot v] to [0]\n add (Scan#) to [deleteattacks v]\n set [holdingtype v] to [None]\n end\n else\n if <not <(item (Scan#) of [attackdir v]) = [0]>> then\n if <(item (Scan#) of [attackdir v]) > [0]> then\n turn right (5) degrees\n if <(direction) > [160]> then\n point in direction (160)\n end\n else\n turn left (5) degrees\n if <(direction) < [-160]> then\n point in direction (-160)\n end\n end\n replace item (Scan#) of [attackdir v] with (direction)\n move (4) steps\n if <<touching (map v)?> and <([abs v] of (item (Scan#) of [attackdir v]) ) > [90]>> then\n replace item (Scan#) of [attackdir v] with [0]\n FindFloor\n end\n end\n end\n end\n replace item (Scan#) of [attackx v] with (((x position) - (MapX)) / (28))\n replace item (Scan#) of [attacky v] with (((y position) - (MapY)) / (28))\nend\n\ndefine DeleteStuff\nrepeat (length of [deleteattacks v])\n delete (item (1) of [deleteattacks v]) of [attackdir v]\n delete (item (1) of [deleteattacks v]) of [attackstate v]\n delete (item (1) of [deleteattacks v]) of [attacktype v]\n delete (item (1) of [deleteattacks v]) of [attackx v]\n delete (item (1) of [deleteattacks v]) of [attacky v]\n delete (item (1) of [deleteattacks v]) of [playerowned v]\n delete (1) of [deleteattacks v]\nend\n\nwhen I receive [costuming v]\nif <(item (Scan#) of [attacktype v]) = [1]> then\n switch costume to (1 v)\nend\nif <(item (Scan#) of [attacktype v]) = [2]> then\n switch costume to (2 v)\n if <([sin v] of ((Global#) * (2160)) ) > [0]> then\n set rotation style [all around v]\n point in direction (-90)\n end\nend\nif <(item (Scan#) of [attacktype v]) = [3]> then\n switch costume to ((([floor v] of ((Global#) * (60)) ) mod (4)) + (3))\nend\nif <(item (Scan#) of [attacktype v]) = [4]> then\n if <(item (Scan#) of [playerowned v]) = [1]> then\n switch costume to ((([floor v] of ((Global#) * (45)) ) mod (4)) + (19))\n else\n switch costume to ((([floor v] of ((Global#) * (45)) ) mod (4)) + (7))\n end\nend\nif <(item (Scan#) of [attacktype v]) = [5]> then\n switch costume to ((([floor v] of ((Global#) * (60)) ) mod (4)) + (3))\nend\nif <(item (Scan#) of [attacktype v]) = [6]> then\n switch costume to ((([floor v] of ((Global#) * (96)) ) mod (2)) + (11))\nend\nif <(item (Scan#) of [attacktype v]) = [7]> then\n if <(item (Scan#) of [attackstate v]) > [4]> then\n switch costume to (15 v)\n else\n if <(item (Scan#) of [attackstate v]) > [2.5]> then\n switch costume to (14 v)\n else\n switch costume to (13 v)\n end\n end\nend\nif <(item (Scan#) of [attacktype v]) = [8]> then\n if <(item (Scan#) of [attackstate v]) > [4]> then\n switch costume to (18 v)\n else\n if <(item (Scan#) of [attackstate v]) > [2.5]> then\n switch costume to (17 v)\n else\n switch costume to (16 v)\n end\n end\nend\nif <(item (Scan#) of [attacktype v]) = [9]> then\n if <(item (Scan#) of [attackstate v]) > [0.99]> then\n switch costume to ((([floor v] of ((Global#) * (48)) ) mod (4)) + (3))\n else\n if <(item (Scan#) of [attackstate v]) > [0.66]> then\n switch costume to (18 v)\n else\n if <(item (Scan#) of [attackstate v]) > [0.33]> then\n switch costume to (17 v)\n else\n switch costume to (16 v)\n end\n end\n end\nend\nif <(item (Scan#) of [attacktype v]) = [10]> then\n if <(item (Scan#) of [attackstate v]) = [1]> then\n switch costume to (24 v)\n else\n switch costume to (23 v)\n end\nend\n\nwhen I receive [resetall v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (1 v)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nClearAttacks\n\nif <(item (Scan#) of [playerowned v]) = [1]> then\n if <<touching (enemies v)?> or <touching (blocks v)?>> then\n set [attackx v] to (x position)\n set [attacky v] to (y position)\n broadcast (AttackHit v)\n add (Scan#) to [deleteattacks v]\n end\nelse\n if <<touching (kirby v)?> and <(AllowDamage) = [1]>> then\n broadcast (TakeDamage v)\n end\nend\n\ndefine ClearAttacks\ndelete all of [attackdir v]\ndelete all of [attackstate v]\ndelete all of [attacktype v]\ndelete all of [attackx v]\ndelete all of [attacky v]\ndelete all of [playerowned v]\ndelete all of [deleteattacks v]\n\nwhen I receive [door v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (1 v)\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nClearAttacks\n\ndefine FindFloor\nrepeat until <not <touching (map v)?>>\n change y by (1)\nend\n\n@Overlay\n\nwhen I receive [door v]\nset [allowmovement v] to [0]\nshow\nif <((DoorsPassed) mod (3)) = [0]> then\n show\n switch costume to (empty v)\n set size to (5000) %\n switch costume to (circle v)\n go to (kirby v)\n repeat (24)\n switch costume to (empty v)\n change size by (-175)\n switch costume to (circle v)\n end\n wait (1) seconds\n repeat (5)\n switch costume to (empty v)\n change size by (-100)\n switch costume to (circle v)\n end\n switch costume to (empty v)\n set size to (100) %\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n wait (0.5) seconds\n change [level v] by (1)\n if <(Level) > [3]> then\n switch costume to (empty v)\n set size to (225) %\n switch costume to (end v)\n go to x: (0) y: (0)\n set [brightness v] effect to (-100)\n wait (0.5) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n reset timer\n forever\n switch costume to (empty v)\n set size to ((([sin v] of (((timer) * (103)) * (1)) ) * (10)) + (225)) %\n switch costume to (end v)\n end\n else\n switch costume to (empty v)\n set size to (225) %\n switch costume to (join [Level] (Level))\n go to x: (0) y: (0)\n set [brightness v] effect to (-100)\n repeat (10)\n change [brightness v] effect by (10)\n end\n wait (2) seconds\n if <(Level) = [2]> then\n start sound [LevelChange v]\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n broadcast (ResetAll v)\n wait (0.2) seconds\n switch costume to (empty v)\n set size to (100) %\n switch costume to (circle v)\n set [allowmovement v] to [1]\n set [allowdamage v] to [1]\n repeat (30)\n switch costume to (empty v)\n change size by (160)\n switch costume to (circle v)\n end\n clear graphic effects\n hide\n end\nelse\n switch costume to (empty v)\n set size to (5000) %\n switch costume to (circle v)\n go to (kirby v)\n repeat (30)\n switch costume to (empty v)\n change size by (-160)\n switch costume to (circle v)\n end\n switch costume to (empty v)\n set size to (100) %\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n wait (0.5) seconds\n switch costume to (empty v)\n set size to (100) %\n switch costume to (circle v)\n set [allowmovement v] to [1]\n set [allowdamage v] to [1]\n repeat (30)\n switch costume to (empty v)\n change size by (160)\n switch costume to (circle v)\n end\n hide\nend\n\nwhen flag clicked\npoint in direction (90)\nset [level v] to [0]\nbroadcast (ResetAll v)\nset [doorspassed v] to [0]\nset [allowmovement v] to [0]\nclear graphic effects\nset [brightness v] effect to (-100)\nswitch costume to (empty v)\nset size to (200) %\nswitch costume to (warning2 v)\ngo to x: (-18) y: (0)\nshow\nwait (0.5) seconds\nbroadcast (ResetAll v)\nset [allowmovement v] to [0]\nset [level v] to [1]\nset [doorspassed v] to (((Level) - (1)) * (3))\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (4) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nswitch costume to (empty v)\nset size to (170) %\nswitch costume to (logo1 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (1) seconds\nswitch costume to (empty v)\nset size to (225) %\nswitch costume to (join [Level] (Level))\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1.5) seconds\nbroadcast (ResetAll v)\nwait (0.5) seconds\nstart sound [LevelChange v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.2) seconds\nswitch costume to (empty v)\nset size to (100) %\nswitch costume to (circle v)\nset [allowmovement v] to [1]\nrepeat (30)\n switch costume to (empty v)\n change size by (160)\n switch costume to (circle v)\nend\nclear graphic effects\n\nwhen I receive [fade v]\nshow\nswitch costume to (empty v)\nset size to (5000) %\nswitch costume to (circle v)\ngo to x: (0) y: (0)\nrepeat (30)\n switch costume to (empty v)\n change size by (-160)\n switch costume to (circle v)\nend\nswitch costume to (empty v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nswitch costume to (empty v)\nset size to (100) %\nswitch costume to (circle v)\nset [allowmovement v] to [1]\nrepeat (30)\n switch costume to (empty v)\n change size by (160)\n switch costume to (circle v)\nend\nhide\n\n@HUD\n\nwhen I receive [first v]\nhide\nif <[1] = [1]> then\n delete this clone\nend\nshow\nHealth\ngo to x: (-200) y: (-140)\nswitch costume to (Ability)\n\nwhen I receive [resetall v]\nhide\ngo to x: (0) y: (0)\nset size to (350) %\n\ndefine Health\ngo to x: (-168) y: (-162)\nset [myno. v] to [0]\nrepeat (5)\n change [myno. v] by (1)\n change x by (28)\n if <(Health) > ((MyNo.) - (0.1))> then\n switch costume to (full v)\n else\n if <(Health) > ((MyNo.) - (0.6))> then\n switch costume to (half v)\n else\n switch costume to (empty v)\n end\n end\n create clone of (_myself_ v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (5)\n change [pixelate v] effect by (5)\nend\nrepeat (10)\n change [pixelate v] effect by (15)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | #13 on trending?!? \nAlso go follow @k0stya because I owe him SO much credit for this.\nArrow keys to rotate the camera, WASD to move and Space Bar to jump.\n0 to skip a level.\n4 levels in total.\nYellow is bouncy.\nRed is lava.\nNeon Blue is platform.\nGreen is the goal. |
Impossible Platformer v.1.3 | @Stage\n\nwhen flag clicked\nset volume to (40) %\nforever\n play sound [Vexento - Forever v] until done\nend\n\n@Sprite1\n\ndefine Run (speed) WJ (x) (y)\nchange [position x v] by (speed)\nset [slope v] to [0]\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [position x v] to [0]\nset [position y v] to [5.5]\nset [thing y v] to [5.5]\nset [gamestarted? v] to [1]\nset [controlled? v] to [1]\nset [level v] to [1]\nforever\n if <(gamestarted?) = [1]> then\n if <(controlled?) = [1]> then\n Touch Ground <(yv) > [0]>\n change [yv v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xv v] by (2)\n end\n if <[level_1_id v] contains [1]?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [yv v] to [12]\n end\n end\n set [xv v] to ((0.8) * (xv))\n change [position y v] by (yv)\n set [thing y v] to (Position Y)\n Run (xv) WJ (15) (6)\n end\n end\nend\n\nwhen flag clicked\nforever\n erase all\n if <(Level) = [1]> then\n Draw Line from [1050] [-295] to [1350] [-295] size [8] Color [Ground] Level ID [6]\n Draw Line from [600] [-520] to [1050] [-520] size [8] Color [Ground] Level ID [5]\n Draw Line from [250] [-230] to [600] [-230] size [8] Color [Ground] Level ID [3]\n Draw Line from [-50] [-10] to [250] [-10] size [8] Color [Ground] Level ID [1]\n Draw Line from [600] [-230] to [600] [-520] size [8] Color [Ground] Level ID []\n Draw Line from [145] [125] to [145] [105] size [4] Color [] Level ID []\n Draw Line from [145] [125] to [140] [120] size [4] Color [] Level ID []\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [250] [-10] to [250] [-230] size [8] Color [Ground] Level ID []\n Draw Line from [350] [-229] to [400] [-229] size [8] Color [Lava] Level ID []\n Draw Line from [450] [-229] to [500] [-229] size [8] Color [Lava] Level ID []\n Draw Line from [650] [-500] to [685] [-500] size [8] Color [Lava] Level ID []\n Draw Line from [705] [-500] to [740] [-500] size [8] Color [Lava] Level ID []\n Draw Line from [800] [-500] to [835] [-500] size [8] Color [Lava] Level ID []\n Draw Line from [855] [-500] to [890] [-500] size [8] Color [Lava] Level ID []\n Draw Line from [1000] [-515] to [1050] [-515] size [8] Color [Bounce] Level ID []\n Draw Line from [1050] [-295] to [1050] [-520] size [8] Color [Ground] Level ID []\n LEVEL\n Draw Line from [625] [-240] to [625] [-320] size [4] Color [] Level ID []\n Draw Line from [625] [-320] to [615] [-300] size [4] Color [] Level ID []\n Draw Line from [625] [-320] to [635] [-300] size [4] Color [] Level ID []\n Draw Line from [1025] [-350] to [1025] [-395] size [4] Color [] Level ID []\n Draw Line from [1025] [-345] to [1015] [-355] size [4] Color [] Level ID []\n Draw Line from [1025] [-345] to [1035] [-355] size [4] Color [] Level ID []\n Draw Line from [1350] [5] to [1350] [-295] size [8] Color [Destination] Level ID []\n end\n if <(Level) = [2]> then\n Draw Line from [1400] [300] to [1650] [300] size [8] Color [Ground] Level ID [11]\n Draw Line from [1150] [650] to [1400] [650] size [8] Color [Ground] Level ID [10]\n Draw Line from [800] [438] to [1150] [438] size [8] Color [Ground] Level ID [9]\n Draw Line from [400] [210] to [800] [210] size [8] Color [Ground] Level ID [8]\n Draw Line from [-50] [-10] to [400] [-10] size [8] Color [Ground] Level ID [7]\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [400] [210] to [400] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [800] [438] to [800] [210] size [8] Color [Ground] Level ID []\n Draw Line from [1150] [650] to [1150] [438] size [8] Color [Ground] Level ID []\n Draw Line from [1400] [650] to [1400] [300] size [8] Color [Ground] Level ID []\n Draw Line from [900] [488] to [900] [438] size [8] Color [Lava] Level ID []\n Draw Line from [975] [488] to [975] [438] size [8] Color [Lava] Level ID []\n Draw Line from [1050] [488] to [1050] [438] size [8] Color [Lava] Level ID []\n Draw Line from [1147] [630] to [1147] [470] size [8] Color [Lava] Level ID []\n Draw Line from [1525] [350] to [1525] [300] size [8] Color [Lava] Level ID []\n Draw Line from [100] [-2] to [178] [-2] size [8] Color [Lava] Level ID []\n Draw Line from [222] [-2] to [300] [-2] size [8] Color [Lava] Level ID []\n Draw Line from [1250] [655] to [1250] [655] size [8] Color [Lava] Level ID []\n Draw Line from [1200] [655] to [1200] [655] size [8] Color [Lava] Level ID []\n Draw Line from [1300] [655] to [1300] [655] size [8] Color [Lava] Level ID []\n Draw Line from [1350] [655] to [1350] [655] size [8] Color [Lava] Level ID []\n Draw Line from [350] [-2] to [393] [-2] size [8] Color [Bounce] Level ID []\n Draw Line from [750] [213] to [793] [213] size [8] Color [Bounce] Level ID []\n Draw Line from [1100] [440] to [1150] [440] size [8] Color [Bounce] Level ID []\n LEVEL\n Draw Line from [140] [120] to [147] [125] size [4] Color [hi] Level ID []\n Draw Line from [147] [125] to [154] [120] size [4] Color [hi] Level ID []\n Draw Line from [154] [120] to [140] [105] size [4] Color [hi] Level ID []\n Draw Line from [140] [105] to [154] [105] size [4] Color [hi] Level ID []\n Draw Line from [550] [213] to [600] [213] size [8] Color [Lava] Level ID []\n Draw Line from [650] [213] to [700] [213] size [8] Color [Lava] Level ID []\n Draw Line from [1650] [600] to [1650] [300] size [8] Color [Destination] Level ID []\n end\n if <(Level) = [3]> then\n Draw Line from [-50] [-10] to [400] [-10] size [8] Color [Ground] Level ID [35]\n Draw Line from [700] [50] to [800] [50] size [8] Color [Ground] Level ID [37]\n Draw Line from [700] [-10] to [800] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [500] [0] to [600] [0] size [8] Color [Ground] Level ID [36]\n Draw Line from [500] [-60] to [600] [-60] size [8] Color [Ground] Level ID []\n Draw Line from [900] [0] to [1000] [0] size [8] Color [Ground] Level ID [38]\n Draw Line from [900] [-60] to [1000] [-60] size [8] Color [Ground] Level ID []\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [1100] [200] to [1500] [200] size [8] Color [Ground] Level ID [39]\n Draw Line from [200] [-9] to [250] [-9] size [8] Color [Lava] Level ID []\n Draw Line from [300] [-9] to [350] [-9] size [8] Color [Lava] Level ID []\n Draw Line from [400] [30] to [400] [-50] size [8] Color [Lava] Level ID []\n Draw Line from [500] [0] to [500] [-61] size [8] Color [Lava] Level ID []\n Draw Line from [600] [0] to [600] [-61] size [8] Color [Lava] Level ID []\n Draw Line from [700] [55] to [700] [-11] size [8] Color [Lava] Level ID []\n Draw Line from [800] [55] to [800] [-11] size [8] Color [Lava] Level ID []\n Draw Line from [900] [5] to [1000] [5] size [8] Color [Bounce] Level ID []\n Draw Line from [900] [0] to [900] [-60] size [8] Color [Lava] Level ID []\n Draw Line from [1000] [0] to [1000] [-60] size [8] Color [Lava] Level ID []\n Draw Line from [1100] [212] to [1100] [0] size [8] Color [Lava] Level ID []\n Draw Line from [1250] [250] to [1250] [200] size [8] Color [Lava] Level ID []\n Draw Line from [1300] [250] to [1300] [200] size [8] Color [Lava] Level ID []\n Draw Line from [1350] [250] to [1350] [200] size [8] Color [Lava] Level ID []\n Draw Line from [500] [5] to [600] [5] size [8] Color [Bounce] Level ID []\n LEVEL\n Draw Line from [140] [105] to [150] [105] size [4] Color [hi] Level ID []\n Draw Line from [140] [125] to [150] [125] size [4] Color [hi] Level ID []\n Draw Line from [140] [115] to [150] [115] size [4] Color [hi] Level ID []\n Draw Line from [150] [125] to [150] [105] size [4] Color [hi] Level ID []\n Draw Line from [1500] [400] to [1500] [200] size [8] Color [Destination] Level ID []\n end\n if <(Level) = [4]> then\n Draw Line from [800] [-5] to [1200] [-5] size [8] Color [Ground] Level ID [17]\n Draw Line from [400] [-230] to [800] [-230] size [8] Color [Ground] Level ID [16]\n Draw Line from [-50] [-10] to [400] [-10] size [8] Color [Ground] Level ID [15]\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [400] [-10] to [400] [-230] size [8] Color [Ground] Level ID []\n Draw Line from [800] [-5] to [800] [-230] size [8] Color [Ground] Level ID []\n Draw Line from [100] [-9] to [160] [-9] size [8] Color [Lava] Level ID []\n Draw Line from [200] [-9] to [260] [-9] size [8] Color [Lava] Level ID []\n Draw Line from [300] [-9] to [360] [-9] size [8] Color [Lava] Level ID []\n Draw Line from [500] [-200] to [500] [-230] size [8] Color [Lava] Level ID []\n Draw Line from [550] [-200] to [550] [-230] size [8] Color [Lava] Level ID []\n Draw Line from [500] [-200] to [550] [-200] size [8] Color [Lava] Level ID []\n Draw Line from [650] [-200] to [650] [-230] size [8] Color [Lava] Level ID []\n Draw Line from [700] [-200] to [700] [-230] size [8] Color [Lava] Level ID []\n Draw Line from [650] [-200] to [700] [-200] size [8] Color [Lava] Level ID []\n Draw Line from [797] [-2] to [797] [-100] size [8] Color [Lava] Level ID []\n Draw Line from [797] [-2] to [800] [-2] size [8] Color [Lava] Level ID []\n Draw Line from [950] [30] to [950] [-5] size [8] Color [Lava] Level ID []\n Draw Line from [1000] [30] to [1000] [-5] size [8] Color [Lava] Level ID []\n Draw Line from [1050] [30] to [1050] [-5] size [8] Color [Lava] Level ID []\n Draw Line from [750] [-229] to [798] [-229] size [8] Color [Bounce] Level ID []\n LEVEL\n Draw Line from [150] [125] to [150] [105] size [4] Color [hi] Level ID []\n Draw Line from [140] [125] to [140] [115] size [4] Color [hi] Level ID []\n Draw Line from [140] [115] to [150] [115] size [4] Color [hi] Level ID []\n Draw Line from [1200] [300] to [1200] [-5] size [8] Color [Destination] Level ID []\n end\n if <(Level) = [5]> then\n Draw Line from [1250] [-250] to [1650] [-250] size [8] Color [Ground] Level ID [21]\n Draw Line from [850] [-50] to [1250] [-50] size [8] Color [Ground] Level ID [20]\n Draw Line from [400] [-250] to [850] [-250] size [8] Color [Ground] Level ID [19]\n Draw Line from [-50] [-10] to [400] [-10] size [8] Color [Ground] Level ID [18]\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [400] [-10] to [400] [-250] size [8] Color [Ground] Level ID []\n Draw Line from [1250] [-50] to [1250] [-250] size [8] Color [Ground] Level ID []\n Draw Line from [200] [30] to [200] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [270] [30] to [270] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [200] [30] to [270] [30] size [8] Color [Lava] Level ID []\n Draw Line from [310] [30] to [385] [30] size [8] Color [Lava] Level ID []\n Draw Line from [310] [30] to [310] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [385] [30] to [385] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [500] [-249] to [550] [-249] size [8] Color [Lava] Level ID []\n Draw Line from [600] [-249] to [650] [-249] size [8] Color [Lava] Level ID []\n Draw Line from [700] [-249] to [750] [-249] size [8] Color [Lava] Level ID []\n Draw Line from [850] [-30] to [850] [-250] size [8] Color [Lava] Level ID []\n Draw Line from [950] [0] to [950] [-50] size [8] Color [Lava] Level ID []\n Draw Line from [1025] [0] to [1025] [-50] size [8] Color [Lava] Level ID []\n Draw Line from [1100] [0] to [1100] [-50] size [8] Color [Lava] Level ID []\n Draw Line from [1175] [0] to [1175] [-50] size [8] Color [Lava] Level ID []\n Draw Line from [1350] [-225] to [1350] [-250] size [8] Color [Lava] Level ID []\n Draw Line from [1400] [-225] to [1400] [-250] size [8] Color [Lava] Level ID []\n Draw Line from [1450] [-225] to [1450] [-250] size [8] Color [Lava] Level ID []\n Draw Line from [1500] [-225] to [1500] [-250] size [8] Color [Lava] Level ID []\n Draw Line from [1550] [-225] to [1550] [-250] size [8] Color [Lava] Level ID []\n Draw Line from [800] [-249] to [850] [-249] size [8] Color [Bounce] Level ID []\n LEVEL\n Draw Line from [140] [125] to [140] [115] size [4] Color [hi] Level ID []\n Draw Line from [140] [125] to [150] [125] size [4] Color [hi] Level ID []\n Draw Line from [140] [115] to [150] [115] size [4] Color [hi] Level ID []\n Draw Line from [140] [105] to [150] [105] size [4] Color [hi] Level ID []\n Draw Line from [150] [115] to [150] [105] size [4] Color [hi] Level ID []\n Draw Line from [1650] [50] to [1650] [-250] size [8] Color [Destination] Level ID []\n end\n if <(Level) = [6]> then\n Draw Line from [1100] [-70] to [1500] [-70] size [8] Color [Ground] Level ID [25]\n Draw Line from [600] [-30] to [700] [-30] size [8] Color [Ground] Level ID [23]\n Draw Line from [800] [-50] to [900] [-50] size [8] Color [Ground] Level ID [24]\n Draw Line from [-50] [-10] to [400] [-10] size [8] Color [Ground] Level ID [22]\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [200] [-9] to [225] [-9] size [8] Color [Lava] Level ID []\n Draw Line from [275] [-9] to [300] [-9] size [8] Color [Lava] Level ID []\n Draw Line from [600] [0] to [600] [-60] size [8] Color [Lava] Level ID []\n Draw Line from [700] [0] to [700] [-60] size [8] Color [Lava] Level ID []\n Draw Line from [800] [-45] to [900] [-45] size [8] Color [Bounce] Level ID []\n Draw Line from [800] [-20] to [800] [-80] size [8] Color [Lava] Level ID []\n Draw Line from [900] [-20] to [900] [-80] size [8] Color [Lava] Level ID []\n Draw Line from [1100] [-40] to [1100] [-100] size [8] Color [Lava] Level ID []\n Draw Line from [1200] [-40] to [1200] [-70] size [8] Color [Lava] Level ID []\n Draw Line from [1250] [-40] to [1250] [-70] size [8] Color [Lava] Level ID []\n Draw Line from [1300] [-40] to [1300] [-70] size [8] Color [Lava] Level ID []\n Draw Line from [1350] [-40] to [1350] [-70] size [8] Color [Lava] Level ID []\n Draw Line from [350] [-9] to [400] [-9] size [8] Color [Bounce] Level ID []\n Draw Line from [400] [30] to [400] [-50] size [8] Color [Lava] Level ID []\n LEVEL\n Draw Line from [140] [125] to [140] [105] size [4] Color [] Level ID []\n Draw Line from [140] [125] to [150] [125] size [4] Color [] Level ID []\n Draw Line from [140] [115] to [150] [115] size [4] Color [] Level ID []\n Draw Line from [140] [105] to [150] [105] size [4] Color [] Level ID []\n Draw Line from [150] [115] to [150] [105] size [4] Color [] Level ID []\n Draw Line from [460] [-20] to [540] [-20] size [4] Color [] Level ID []\n Draw Line from [540] [-20] to [536] [-10] size [4] Color [] Level ID []\n Draw Line from [540] [-20] to [536] [-30] size [4] Color [] Level ID []\n Draw Line from [960] [-60] to [1040] [-60] size [4] Color [] Level ID []\n Draw Line from [1040] [-60] to [1036] [-50] size [4] Color [] Level ID []\n Draw Line from [1040] [-60] to [1036] [-70] size [4] Color [] Level ID []\n Draw Line from [1500] [200] to [1500] [-70] size [8] Color [Destination] Level ID []\n end\n if <(Level) = [7]> then\n Draw Line from [-50] [-10] to [400] [-10] size [8] Color [Ground] Level ID [26]\n Draw Line from [450] [-70] to [525] [-70] size [8] Color [Ground] Level ID [27]\n Draw Line from [950] [0] to [1350] [0] size [8] Color [Ground] Level ID [30]\n Draw Line from [700] [-20] to [775] [-20] size [8] Color [Ground] Level ID [28]\n Draw Line from [825] [-50] to [900] [-50] size [8] Color [Ground] Level ID [29]\n Draw Line from [1775] [-5] to [1900] [-5] size [8] Color [Ground] Level ID [34]\n Draw Line from [1400] [-20] to [1475] [-20] size [8] Color [Ground] Level ID [31]\n Draw Line from [1525] [-40] to [1600] [-40] size [8] Color [Ground] Level ID [32]\n Draw Line from [1650] [20] to [1725] [20] size [8] Color [Ground] Level ID [33]\n Draw Line from [575] [-90] to [650] [-90] size [8] Color [Ground] Level ID []\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [200] [30] to [200] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [250] [30] to [250] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [300] [30] to [300] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [350] [30] to [350] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [400] [60] to [400] [-80] size [8] Color [Lava] Level ID []\n Draw Line from [450] [-65] to [525] [-65] size [8] Color [Bounce] Level ID []\n Draw Line from [450] [50] to [450] [-120] size [8] Color [Lava] Level ID []\n Draw Line from [525] [50] to [525] [-120] size [8] Color [Lava] Level ID []\n Draw Line from [575] [-85] to [650] [-85] size [8] Color [Bounce] Level ID []\n Draw Line from [575] [30] to [575] [-140] size [8] Color [Lava] Level ID []\n Draw Line from [650] [30] to [650] [-140] size [8] Color [Lava] Level ID []\n Draw Line from [700] [-15] to [775] [-15] size [8] Color [Bounce] Level ID []\n Draw Line from [700] [100] to [700] [-70] size [8] Color [Lava] Level ID []\n Draw Line from [775] [100] to [775] [-70] size [8] Color [Lava] Level ID []\n Draw Line from [825] [-45] to [900] [-45] size [8] Color [Bounce] Level ID []\n Draw Line from [825] [80] to [825] [-90] size [8] Color [Lava] Level ID []\n Draw Line from [900] [80] to [900] [-90] size [8] Color [Lava] Level ID []\n Draw Line from [950] [50] to [950] [-50] size [8] Color [Lava] Level ID []\n Draw Line from [1100] [1] to [1164] [1] size [8] Color [Lava] Level ID []\n Draw Line from [1200] [1] to [1260] [1] size [8] Color [Lava] Level ID []\n Draw Line from [1300] [1] to [1350] [1] size [8] Color [Bounce] Level ID []\n Draw Line from [1350] [120] to [1350] [-50] size [8] Color [Lava] Level ID []\n Draw Line from [1400] [-15] to [1475] [-15] size [8] Color [Bounce] Level ID []\n Draw Line from [1400] [100] to [1400] [-70] size [8] Color [Lava] Level ID []\n Draw Line from [1475] [100] to [1475] [-70] size [8] Color [Lava] Level ID []\n Draw Line from [1525] [-35] to [1600] [-35] size [8] Color [Bounce] Level ID []\n Draw Line from [1525] [70] to [1525] [-100] size [8] Color [Lava] Level ID []\n Draw Line from [1600] [70] to [1600] [-100] size [8] Color [Lava] Level ID []\n Draw Line from [1650] [25] to [1725] [25] size [8] Color [Bounce] Level ID []\n Draw Line from [1650] [150] to [1650] [-20] size [8] Color [Lava] Level ID []\n Draw Line from [1725] [150] to [1725] [-20] size [8] Color [Lava] Level ID []\n Draw Line from [1775] [50] to [1775] [-25] size [8] Color [Lava] Level ID []\n LEVEL\n Draw Line from [140] [125] to [150] [125] size [4] Color [] Level ID []\n Draw Line from [140] [125] to [140] [120] size [4] Color [] Level ID []\n Draw Line from [150] [125] to [145] [105] size [4] Color [] Level ID []\n Draw Line from [1900] [250] to [1900] [-25] size [8] Color [Destination] Level ID []\n end\n if <(Level) = [8]> then\n Draw Line from [1150] [190] to [1350] [190] size [8] Color [Ground] Level ID [14]\n Draw Line from [750] [-30] to [1150] [-30] size [8] Color [Ground] Level ID [13]\n Draw Line from [350] [-230] to [750] [-230] size [8] Color [Ground] Level ID [12]\n Draw Line from [-50] [-10] to [350] [-10] size [8] Color [Ground] Level ID [11]\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [350] [-10] to [350] [-230] size [8] Color [Ground] Level ID []\n Draw Line from [1150] [190] to [1150] [-30] size [8] Color [Ground] Level ID []\n Draw Line from [200] [50] to [200] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [250] [50] to [250] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [300] [50] to [300] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [500] [-170] to [500] [-230] size [8] Color [Lava] Level ID []\n Draw Line from [550] [-170] to [550] [-230] size [8] Color [Lava] Level ID []\n Draw Line from [600] [-170] to [600] [-230] size [8] Color [Lava] Level ID []\n Draw Line from [750] [-10] to [750] [-230] size [8] Color [Lava] Level ID []\n Draw Line from [850] [0] to [850] [-30] size [8] Color [Lava] Level ID []\n Draw Line from [865] [0] to [865] [-30] size [8] Color [Lava] Level ID []\n Draw Line from [925] [0] to [925] [-30] size [8] Color [Lava] Level ID []\n Draw Line from [940] [0] to [940] [-30] size [8] Color [Lava] Level ID []\n Draw Line from [1000] [0] to [1000] [-30] size [8] Color [Lava] Level ID []\n Draw Line from [1015] [0] to [1015] [-30] size [8] Color [Lava] Level ID []\n Draw Line from [1200] [220] to [1200] [190] size [8] Color [Lava] Level ID []\n Draw Line from [1250] [220] to [1250] [190] size [8] Color [Lava] Level ID []\n Draw Line from [1300] [220] to [1300] [190] size [8] Color [Lava] Level ID []\n Draw Line from [675] [-229] to [750] [-229] size [8] Color [Bounce] Level ID []\n Draw Line from [1100] [-29] to [1150] [-29] size [8] Color [Bounce] Level ID []\n LEVEL\n Draw Line from [140] [125] to [150] [125] size [4] Color [] Level ID []\n Draw Line from [140] [115] to [150] [115] size [4] Color [] Level ID []\n Draw Line from [140] [105] to [150] [105] size [4] Color [] Level ID []\n Draw Line from [140] [125] to [140] [105] size [4] Color [] Level ID []\n Draw Line from [150] [125] to [150] [105] size [4] Color [] Level ID []\n Draw Line from [1350] [490] to [1350] [190] size [8] Color [Destination] Level ID []\n end\n if <(Level) = [9]> then\n Draw Line from [-50] [-10] to [400] [-10] size [8] Color [Ground] Level ID [40]\n Draw Line from [-50] [160] to [-50] [-10] size [8] Color [Ground] Level ID []\n Draw Line from [400] [200] to [400] [-10] size [8] Color [Lava] Level ID []\n Draw Line from [52] [125] to [62] [125] size [4] Color [] Level ID []\n Draw Line from [57] [125] to [57] [105] size [4] Color [] Level ID []\n Draw Line from [68] [125] to [68] [105] size [4] Color [] Level ID []\n Draw Line from [78] [125] to [78] [105] size [4] Color [] Level ID []\n Draw Line from [68] [115] to [78] [115] size [4] Color [] Level ID []\n Draw Line from [86] [125] to [86] [105] size [4] Color [] Level ID []\n Draw Line from [86] [125] to [96] [125] size [4] Color [] Level ID []\n Draw Line from [86] [115] to [96] [115] size [4] Color [] Level ID []\n Draw Line from [86] [105] to [96] [105] size [4] Color [] Level ID []\n Draw Line from [120] [125] to [120] [105] size [4] Color [] Level ID []\n Draw Line from [120] [125] to [130] [125] size [4] Color [] Level ID []\n Draw Line from [120] [115] to [130] [115] size [4] Color [] Level ID []\n Draw Line from [120] [105] to [130] [105] size [4] Color [] Level ID []\n Draw Line from [137] [125] to [137] [105] size [4] Color [] Level ID []\n Draw Line from [137] [125] to [147] [105] size [4] Color [] Level ID []\n Draw Line from [147] [125] to [147] [105] size [4] Color [] Level ID []\n Draw Line from [155] [125] to [155] [105] size [4] Color [] Level ID []\n Draw Line from [155] [125] to [165] [123] size [4] Color [] Level ID []\n Draw Line from [155] [105] to [165] [107] size [4] Color [] Level ID []\n Draw Line from [165] [107] to [165] [123] size [4] Color [] Level ID []\n Draw Line from [175] [125] to [175] [110] size [4] Color [] Level ID []\n Draw Line from [175] [105] to [175] [104] size [4] Color [] Level ID []\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset pen size to (20)\nset pen color to (#ffb650)\nforever\n go to x: (0) y: (0)\n pen down\nend\n\ndefine Draw Line from (x1) (y1) to (x2) (y2) size (size) Color (ground/lava/bounce/destination) Level ID (id)\nif <not <<<([abs v] of ((x1) - (Position X)) ) > [240]> and <([abs v] of ((x2) - (Position X)) ) > [240]>> or <<([abs v] of ((y1) - (Position Y)) ) > [180]> and <([abs v] of ((y2) - (Position Y)) ) > [180]>>>> then\n if <(ground/lava/bounce/destination) = [Ground]> then\n set pen color to (#69c5ff)\n else\n if <(ground/lava/bounce/destination) = [Lava]> then\n set pen color to (#ff6049)\n else\n if <(ground/lava/bounce/destination) = [Bounce]> then\n set pen color to (#ffea66)\n else\n if <(ground/lava/bounce/destination) = [Destination]> then\n set pen color to (#ca69ff)\n else\n set pen color to (#47f145)\n end\n end\n end\n end\n if <(x1) = (x2)> then\n if <(xv) > [0]> then\n if <<<[16] > ((x1) - (Position X))> and <((x1) - (Position X)) > [-10]>> and <<((y1) - (Position Y)) > [-10]> and <[-9] > ((y2) - (Position Y))>>> then\n if <(ground/lava/bounce/destination) = [Ground]> then\n set [gamestarted? v] to [0]\n set [xv v] to [0]\n change [position x v] by (-2)\n set [gamestarted? v] to [1]\n end\n if <(ground/lava/bounce/destination) = [Lava]> then\n set [controlled? v] to [0]\n broadcast (message1 v)\n end\n if <(ground/lava/bounce/destination) = [Destination]> then\n set [controlled? v] to [0]\n change [level v] by (1)\n set [position x v] to (item (((2) * (Level)) - (1)) of [levelsspawning v])\n set [position y v] to (item ((2) * (Level)) of [levelsspawning v])\n set [controlled? v] to [1]\n Tech Stuff IMPORTANT\n end\n end\n end\n if <(xv) < [0]> then\n if <<<((x1) - (Position X)) > [-16]> and <[10] > ((x1) - (Position X))>> and <<((y1) - (Position Y)) > [-10]> and <[-9] > ((y2) - (Position Y))>>> then\n if <(ground/lava/bounce/destination) = [Ground]> then\n set [gamestarted? v] to [0]\n set [xv v] to [0]\n change [position x v] by (2)\n set [gamestarted? v] to [1]\n end\n if <(ground/lava/bounce/destination) = [Lava]> then\n set [controlled? v] to [0]\n broadcast (message1 v)\n end\n if <(ground/lava/bounce/destination) = [Destination]> then\n set [controlled? v] to [0]\n change [level v] by (1)\n set [position x v] to (item (((2) * (Level)) - (1)) of [levelsspawning v])\n set [position y v] to (item ((2) * (Level)) of [levelsspawning v])\n Tech Stuff IMPORTANT\n set [controlled? v] to [1]\n end\n end\n end\n end\n if <(y1) = (y2)> then\n if <(gamestarted?) = [1]> then\n if <(controlled?) = [1]> then\n if <<<((y1) - (Position Y)) > [-15]> and <[100] > ((y1) - (Position Y))>> and <<[10] > ((x1) - (Position X))> and <((x2) - (Position X)) > [-10]>>> then\n if <(ground/lava/bounce/destination) = [Ground]> then\n replace item (id) of [level_1_id v] with [1]\n set [position y v] to ((y1) + (15))\n end\n if <(ground/lava/bounce/destination) = [Lava]> then\n set [controlled? v] to [0]\n broadcast (message1 v)\n end\n if <(ground/lava/bounce/destination) = [Bounce]> then\n set [yv v] to [21]\n end\n else\n if <(ground/lava/bounce/destination) = [Ground]> then\n replace item (id) of [level_1_id v] with [0]\n end\n end\n end\n end\n end\n set pen size to (size)\n go to x: ((x1) - (Position X)) y: (round ((y1) - (Position Y)))\n pen down\n go to x: ((x2) - (Position X)) y: (round ((y2) - (Position Y)))\n pen up\nend\n\ndefine Touch Ground <up??>\nif <up??> then\nchange [position y v] by (1)\n\nwhen flag clicked\nStart\n\nwhen flag clicked\nforever\n if <(controlled?) = [1]> then\n set [position x v] to (round (Position X))\n set [position y v] to (round (Position Y))\n end\nend\n\nwhen I receive [message1 v]\nset [controlled? v] to [0]\nrepeat until <<(controlled?) = [1]> or <<(round (Position X)) = (item (((2) * (Level)) - (1)) of [levelsspawning v])> and <(round (Position Y)) = (item ((2) * (Level)) of [levelsspawning v])>>>\n change [position x v] by (((Position X) - (item (((2) * (Level)) - (1)) of [levelsspawning v])) / (-10))\n change [position y v] by (((Position Y) - (item ((2) * (Level)) of [levelsspawning v])) / (-10))\nend\nTech Stuff IMPORTANT\nset [xv v] to [0]\nset [yv v] to [-3]\nset [controlled? v] to [1]\n\ndefine Tech Stuff IMPORTANT\nStart\n\nwhen flag clicked\ndelete all of [positions v]\nforever\n block name\nend\n\nwhen flag clicked\nforever\n if <(Position Y) < [-1000]> then\n set [controlled? v] to [0]\n repeat until <<(round (Position X)) = (item (((2) * (Level)) - (1)) of [levelsspawning v])> and <(round (Position Y)) = (item ((2) * (Level)) of [levelsspawning v])>>\n change [position x v] by (((Position X) - (item (((2) * (Level)) - (1)) of [levelsspawning v])) / (-10))\n change [position y v] by (((Position Y) - (item ((2) * (Level)) of [levelsspawning v])) / (-10))\n end\n Tech Stuff IMPORTANT\n set [xv v] to [0]\n set [yv v] to [-3]\n set [controlled? v] to [1]\n end\nend\n\ndefine block name\ninsert (Position Y) at (1) of [positions v] \ninsert (Position X) at (1) of [positions v] \ndelete (31) of [positions v]\ndelete (32) of [positions v]\n\nset [level v] to [3]\n\ndefine Start\ndelete all of [level_1_id v]\ninsert [0] at (1) of [level_1_id v] \ninsert [0] at (2) of [level_1_id v] \ninsert [0] at (3) of [level_1_id v] \ninsert [0] at (4) of [level_1_id v] \ninsert [0] at (5) of [level_1_id v] \ninsert [0] at (6) of [level_1_id v] \ninsert [0] at (7) of [level_1_id v] \ninsert [0] at (8) of [level_1_id v] \ninsert [0] at (9) of [level_1_id v] \ninsert [0] at (10) of [level_1_id v] \ninsert [0] at (11) of [level_1_id v] \ninsert [0] at (12) of [level_1_id v] \ninsert [0] at (13) of [level_1_id v] \ninsert [0] at (14) of [level_1_id v] \ninsert [0] at (15) of [level_1_id v] \ninsert [0] at (16) of [level_1_id v] \ninsert [0] at (17) of [level_1_id v] \ninsert [0] at (18) of [level_1_id v] \ninsert [0] at (19) of [level_1_id v] \ninsert [0] at (20) of [level_1_id v] \ninsert [0] at (21) of [level_1_id v] \ninsert [0] at (22) of [level_1_id v] \ninsert [0] at (23) of [level_1_id v] \ninsert [0] at (24) of [level_1_id v] \ninsert [0] at (25) of [level_1_id v] \ninsert [0] at (26) of [level_1_id v] \ninsert [0] at (27) of [level_1_id v] \ninsert [0] at (28) of [level_1_id v] \ninsert [0] at (29) of [level_1_id v] \ninsert [0] at (30) of [level_1_id v] \ninsert [0] at (31) of [level_1_id v] \ninsert [0] at (32) of [level_1_id v] \ninsert [0] at (33) of [level_1_id v] \ninsert [0] at (34) of [level_1_id v] \ninsert [0] at (35) of [level_1_id v] \ninsert [0] at (36) of [level_1_id v] \ninsert [0] at (37) of [level_1_id v] \ninsert [0] at (38) of [level_1_id v] \ninsert [0] at (39) of [level_1_id v] \ninsert [0] at (40) of [level_1_id v] \ninsert [0] at (41) of [level_1_id v] \ninsert [0] at (42) of [level_1_id v] \ninsert [0] at (43) of [level_1_id v] \ninsert [0] at (44) of [level_1_id v] \ninsert [0] at (45) of [level_1_id v] \n\nreplace item (2) of [level_1_id v] with [0]\nreplace item (5) of [level_1_id v] with [0]\nreplace item (7) of [level_1_id v] with [0]\nreplace item (8) of [level_1_id v] with [0]\nreplace item (13) of [level_1_id v] with [0]\n\nStart\n\ndefine LEVEL\nDraw Line from [52] [125] to [52] [105] size [4] Color [] Level ID []\nDraw Line from [52] [105] to [62] [105] size [4] Color [] Level ID []\nDraw Line from [68] [125] to [68] [105] size [4] Color [] Level ID []\nDraw Line from [68] [125] to [78] [125] size [4] Color [] Level ID []\nDraw Line from [68] [115] to [78] [115] size [4] Color [] Level ID []\nDraw Line from [68] [105] to [78] [105] size [4] Color [] Level ID []\nDraw Line from [83] [125] to [89] [105] size [4] Color [] Level ID []\nDraw Line from [95] [125] to [89] [105] size [4] Color [] Level ID []\nDraw Line from [101] [125] to [101] [105] size [4] Color [] Level ID []\nDraw Line from [101] [125] to [111] [125] size [4] Color [] Level ID []\nDraw Line from [101] [115] to [111] [115] size [4] Color [] Level ID []\nDraw Line from [101] [105] to [111] [105] size [4] Color [] Level ID []\nDraw Line from [117] [125] to [117] [105] size [4] Color [] Level ID []\nDraw Line from [117] [105] to [127] [105] size [4] Color [] Level ID []\n\nDraw Line from [] [] to [] [] size [] Color [] Level ID []\n\nchange [position x v] by (50)\n\nchange [position y v] by (20)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | |
(DARK!) 3 (Mobile Friendly Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen [timer v] > (0)\nset volume to (50) %\nstart sound [AMONG US - Menu Theme v]\n\nwhen [timer v] > (0)\nswitch backdrop to (背景 v)\nrepeat (50)\n change volume by (1)\nend\n\nwhen I receive [game start v]\nstop all sounds\nforever\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\nend\n\nwhen I receive [オンライン v]\nstop all sounds\nforever\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\nend\n\n@ぷれいやー\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n repeat until <touching (ground v)?>\n switch costume to (jump v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [end v]\nswitch costume to (idle v)\ngo to x: (-200) y: (-100)\nstop [other scripts in sprite v]\n\nwhen I receive [game start v]\nshow\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\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 if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n else\n switch costume to (idle v)\n end\nend\n\nwhen I receive [game start v]\nforever\n show\n go to (player v)\nend\n\nwhen I receive [game start v]\nforever\n if <(costume [number v]) = [3]> then\n play sound [Footstep2 v] until done\n end\n if <(costume [number v]) = [8]> then\n play sound [Footstep2 v] until done\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n show\n go to (キャラクター v)\nend\n\nwhen I receive [オンライン v]\nshow\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\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 if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <(costume [number v]) = [11]> then\n switch costume to (walk v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (walk v)\n end\n end\n else\n switch costume to (idle v)\n end\nend\n\n@Among Us\n\nwhen flag clicked\nset [押されたみんなバナナ食べよう v] to [0]\nchange [ghost v] effect by (100)\n\nwhen [timer v] > (0)\nshow\nswitch costume to (ashampoo_snap_2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to [back v] layer\nend\n\nif <touching (mouse-pointer v)?> then\n if <(mouse x) = [50]> then\nend\n\nwhen I receive [collar v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [オンライン v]\nhide\n\n@shhhhhhh\n\nwhen I start as a clone\nif <(id) = [0]> then\n forever\n switch costume to (costume3 v)\n show\n go to [back v] layer\n turn right (-0.5) degrees\n end\nend\nif <(id) = [1]> then\n hide\n wait (0.5) seconds\n switch costume to (costume1 v)\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (0) y: (-140)\n set size to (115) %\n wait (0.08) seconds\n set size to (100) %\n wait (1) seconds\n broadcast (be.end v)\nend\nif <(id) = [2]> then\n go to x: (120) y: (-120)\n point in direction (180)\n forever\n change x by ((x position) / (-5))\n change y by ((y position) / (-3))\n turn right (((direction) - (90)) / (-3)) degrees\n switch costume to (ashampoo_snap_2020 v)\n show\n go to [front v] layer\n set size to (100) %\n end\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (0.3) seconds\nset size to (100) %\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [alive? v] to [1]\nshow\npoint in direction (90)\nset size to (100) %\nswitch costume to (costume2 v)\ngo to [front v] layer\nwait (0.5) seconds\nset size to (115) %\nwait (0.08) seconds\nset size to (100) %\nstop [other scripts in sprite v]\ngo to [back v] layer\n\nwhen I receive [shhhhh v]\n\ndelete this clone\n\nset [id v] to [0]\n\ndelete this clone\n\nwhen I receive [be.end v]\nwait (2) seconds\nhide\nstop [all v]\n\n@PC\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\n\nshow\n\nwhen this sprite clicked\n\nbroadcast (オンライン v)\n\nhide\n\nhide\n\nwhen I receive [game start v]\n\nwhen I receive [オンライン v]\n\n@PC2\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\nwhen this sprite clicked\nbroadcast (game start v)\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [オンライン v]\nhide\n\n@道\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [suta-to v]\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen flag clicked\n\nwhen I receive [game start v]\ngo to [back v] layer\nshow\n\nwhen I receive [next v]\nnext costume\n\ngo to [back v] layer\n\nwhen I receive [オンライン v]\n\ngo to [back v] layer\nshow\n\n@player\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange [ghost v] effect by (100)\n\nwhen [z v] key pressed\n\nwhen flag clicked\n\nclear graphic effects\n\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n set size to (大きさ()) %\nend\n\n\nwait until <not <key (space v) pressed?>>\n\nchange size by (10)\n\nwhen flag clicked\nforever\n\nif <key (space v) pressed?> then\n change size by (10)\nend\nwait until <not <key (space v) pressed?>>\n\nwhen I receive [game start v]\nshow\nset [ghost v] effect to (100)\nset size to (70) %\ngo to x: (-220) y: (-98)\ngo to [back v] layer\n\nwhen I receive [game start v]\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<touching (innpoduta-2 v)?> or <<touching (innpoduta- v)?> or <(y position) < [-160]>>> then\n go to x: (-250) y: (-91)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [xのやつ v] by (-0.5)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [xのやつ v] by (0.5)\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 (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (道 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 [10]\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 (道 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 go to x: (-216) y: (-98)\n end\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nif <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\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]\nelse\n set [xのやつ v] to [0]\nend\n\n@Intro:FlyingPlayers\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (pick random (50) to (130)) %\nshow\nswitch costume to (pick random (1) to (7))\nif <(pick random (1) to (3)) = [1]> then\n go to x: (-340) y: (pick random (-250) to (250))\n set [dir_move v] to (pick random (20) to (160))\nelse\n if <(pick random (1) to (2)) = [1]> then\n go to x: (340) y: (pick random (-250) to (250))\n set [dir_move v] to (pick random (-20) to (-160))\n else\n if <(pick random (1) to (1)) = [1]> then\n go to x: (pick random (-340) to (340)) y: (250)\n set [dir_move v] to (pick random (90) to (180))\n end\n end\nend\nset [dir_show_ch v] to (pick random (0.2) to (3.2))\nforever\n change [ghost v] effect by (-10)\n show\n point in direction (dir_move)\n move (1) steps\n change [dir_show v] by (dir_show_ch)\n point in direction (dir_show)\n if <<([abs v] of (x position) ) > [331]> and <([abs v] of (y position) ) > [251]>> then\n delete this clone\n end\nend\n\nwhen I receive [before.createnewgame v]\ndelete this clone\n\nwhen I receive [game start v]\ndelete this clone\n\nwhen I receive [on-lineですか v]\ndelete this clone\n\nwhen I receive [intro v]\n\nwhen I receive [crashed v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nset [すたと v] to [0]\nhide\nforever\n if <not <(すたと) = [1]>> then\n create clone of (_myself_ v)\n wait (4) seconds\n end\nend\n\nwhen [timer v] > (0)\nset size to (pick random (50) to (130)) %\nshow\nswitch costume to (pick random (1) to (5))\nset [me:direction v] to [90]\nset [dir_move v] to (pick random (-180) to (180))\nset [dir_show_ch v] to (pick random (0.2) to (3.2))\ngo to x: (pick random (100) to (-100)) y: (pick random (100) to (-100))\nforever\n hide\n go to [back v] layer\n point in direction (dir_move)\n move (1) steps\n change [dir_show v] by (dir_show_ch)\n point in direction (dir_show)\nend\n\nwhen I receive [game start v]\nset [すたと v] to [1]\n\nwhen I receive [オンライン v]\nset [すたと v] to [1]\n\nwhen I receive [オンライン v]\ndelete this clone\n\n@スプライト3\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 start as a clone\nhide\nset rotation style [left-right v]\nif <(costume [number v]) = [1]> then\n forever\n if <<not <(☁ p1) = [0]>> and <not <(1p?) = [1]>>> then\n go to x: ((join (letter (41) of (☁ p1)) (join (letter (42) of (☁ p1)) (letter (43) of (☁ p1)))) - (500)) y: ((join (letter (44) of (☁ p1)) (join (letter (45) of (☁ p1)) (letter (46) of (☁ p1)))) - (500))\n point in direction ((join (letter (49) of (☁ p1)) (join (letter (50) of (☁ p1)) (letter (51) of (☁ p1)))) - (200))\n if <((join (letter (47) of (☁ p1)) (letter (48) of (☁ p1))) - (10)) = ([costume # v] of [地面 v])> then\n say (1)\n show\n else\n hide\n end\n end\n if <(☁ p1) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <<not <(☁ p2) = [0]>> and <not <(1p?) = [2]>>> then\n go to x: ((join (letter (41) of (☁ p2)) (join (letter (42) of (☁ p2)) (letter (43) of (☁ p2)))) - (500)) y: ((join (letter (44) of (☁ p2)) (join (letter (45) of (☁ p2)) (letter (46) of (☁ p2)))) - (500))\n point in direction ((join (letter (49) of (☁ p2)) (join (letter (50) of (☁ p2)) (letter (51) of (☁ p2)))) - (200))\n if <((join (letter (47) of (☁ p2)) (letter (48) of (☁ p2))) - (10)) = ([costume # v] of [地面 v])> then\n say (2)\n show\n else\n hide\n end\n end\n if <(☁ p2) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n if <<not <(☁ p3) = [0]>> and <not <(1p?) = [3]>>> then\n go to x: ((join (letter (41) of (☁ p3)) (join (letter (42) of (☁ p3)) (letter (43) of (☁ p3)))) - (500)) y: ((join (letter (44) of (☁ p3)) (join (letter (45) of (☁ p3)) (letter (46) of (☁ p3)))) - (500))\n point in direction ((join (letter (49) of (☁ p3)) (join (letter (50) of (☁ p3)) (letter (51) of (☁ p3)))) - (200))\n if <((join (letter (47) of (☁ p3)) (letter (48) of (☁ p3))) - (10)) = ([costume # v] of [地面 v])> then\n say (3)\n show\n else\n hide\n end\n end\n if <(☁ p3) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n if <<not <(☁ p4) = [0]>> and <not <(1p?) = [4]>>> then\n go to x: ((join (letter (41) of (☁ p4)) (join (letter (42) of (☁ p4)) (letter (43) of (☁ p4)))) - (500)) y: ((join (letter (44) of (☁ p4)) (join (letter (45) of (☁ p4)) (letter (46) of (☁ p4)))) - (500))\n point in direction ((join (letter (49) of (☁ p4)) (join (letter (50) of (☁ p4)) (letter (51) of (☁ p4)))) - (200))\n if <((join (letter (47) of (☁ p4)) (letter (48) of (☁ p4))) - (10)) = ([costume # v] of [地面 v])> then\n say (4)\n show\n else\n hide\n end\n end\n if <(☁ p4) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [5]> then\n forever\n if <<not <(☁ p5) = [0]>> and <not <(1p?) = [3]>>> then\n go to x: ((join (letter (41) of (☁ p5)) (join (letter (42) of (☁ p5)) (letter (43) of (☁ p5)))) - (500)) y: ((join (letter (44) of (☁ p5)) (join (letter (45) of (☁ p5)) (letter (46) of (☁ p5)))) - (500))\n point in direction ((join (letter (49) of (☁ p5)) (join (letter (50) of (☁ p5)) (letter (51) of (☁ p5)))) - (200))\n if <((join (letter (47) of (☁ p5)) (letter (48) of (☁ p5))) - (10)) = ([costume # v] of [地面 v])> then\n say (5)\n show\n else\n hide\n end\n end\n if <(☁ p5) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [6]> then\n forever\n if <<not <(☁ p6) = [0]>> and <not <(1p?) = [6]>>> then\n go to x: ((join (letter (41) of (☁ p6)) (join (letter (42) of (☁ p6)) (letter (43) of (☁ p6)))) - (500)) y: ((join (letter (44) of (☁ p6)) (join (letter (45) of (☁ p6)) (letter (46) of (☁ p6)))) - (500))\n point in direction ((join (letter (49) of (☁ p6)) (join (letter (50) of (☁ p6)) (letter (51) of (☁ p6)))) - (200))\n if <((join (letter (47) of (☁ p6)) (letter (48) of (☁ p6))) - (10)) = ([costume # v] of [地面 v])> then\n say (6)\n show\n else\n hide\n end\n end\n if <(☁ p6) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [7]> then\n forever\n if <<not <(☁ p7) = [0]>> and <not <(1p?) = [7]>>> then\n go to x: ((join (letter (41) of (☁ p7)) (join (letter (42) of (☁ p7)) (letter (43) of (☁ p7)))) - (500)) y: ((join (letter (44) of (☁ p7)) (join (letter (45) of (☁ p7)) (letter (46) of (☁ p7)))) - (500))\n point in direction ((join (letter (49) of (☁ p7)) (join (letter (50) of (☁ p7)) (letter (51) of (☁ p7)))) - (200))\n if <((join (letter (47) of (☁ p7)) (letter (48) of (☁ p7))) - (10)) = ([costume # v] of [地面 v])> then\n say (7)\n show\n else\n hide\n end\n end\n if <(☁ p7) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [8]> then\n forever\n if <<not <(☁ p8) = [0]>> and <not <(1p?) = [8]>>> then\n go to x: ((join (letter (41) of (☁ p8)) (join (letter (42) of (☁ p8)) (letter (43) of (☁ p8)))) - (500)) y: ((join (letter (44) of (☁ p8)) (join (letter (45) of (☁ p8)) (letter (46) of (☁ p8)))) - (500))\n point in direction ((join (letter (49) of (☁ p8)) (join (letter (50) of (☁ p8)) (letter (51) of (☁ p8)))) - (200))\n if <((join (letter (47) of (☁ p8)) (letter (48) of (☁ p8))) - (10)) = ([costume # v] of [地面 v])> then\n say (8)\n show\n else\n hide\n end\n end\n if <(☁ p8) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [9]> then\n forever\n if <<not <(☁ p9) = [0]>> and <not <(1p?) = [9]>>> then\n go to x: ((join (letter (41) of (☁ p9)) (join (letter (42) of (☁ p9)) (letter (43) of (☁ p9)))) - (500)) y: ((join (letter (44) of (☁ p9)) (join (letter (45) of (☁ p9)) (letter (46) of (☁ p9)))) - (500))\n point in direction ((join (letter (49) of (☁ p9)) (join (letter (50) of (☁ p9)) (letter (51) of (☁ p9)))) - (200))\n if <((join (letter (47) of (☁ p9)) (letter (48) of (☁ p9))) - (10)) = ([costume # v] of [地面 v])> then\n say (9)\n show\n else\n hide\n end\n end\n if <(☁ p9) = [0]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [10]> then\n forever\n if <<not <(☁ p10) = [0]>> and <not <(1p?) = [10]>>> then\n go to x: ((join (letter (41) of (☁ p10)) (join (letter (42) of (☁ p10)) (letter (43) of (☁ p10)))) - (500)) y: ((join (letter (44) of (☁ p10)) (join (letter (45) of (☁ p10)) (letter (46) of (☁ p10)))) - (500))\n point in direction ((join (letter (49) of (☁ p10)) (join (letter (50) of (☁ p10)) (letter (51) of (☁ p10)))) - (200))\n if <((join (letter (47) of (☁ p10)) (letter (48) of (☁ p10))) - (10)) = ([costume # v] of [地面 v])> then\n say (10)\n show\n else\n hide\n end\n end\n if <(☁ p10) = [0]> then\n hide\n end\n end\nend\n\nwhen I receive [オンライン! v]\n\nhide\nset [color v] effect to (pick random (1) to (200))\nコピー\n\n@オンライン\n\nwhen I receive [オンライン v]\n\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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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 position v] of [キャラクター v]) ) + (500)) (([floor v] of ([y position v] of [キャラクター v]) ) + (500))) (join (([costume # v] of [地面 v]) + (10)) (join (([costume # v] of [キャラクター v]) + (100)) (join ((しゃべる言葉) + (10)) ([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\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\nset [読み込み v] to [0]\nset [1 v] to []\nrepeat ((length of (☁ p1)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p1)) (letter ((読み込み) + (2)) of (☁ p1))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p1)) (letter (読み込み) of (☁ p1)))\n set [1 v] to (join (1) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [2 v] to []\nrepeat ((length of (☁ p2)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p2)) (letter ((読み込み) + (2)) of (☁ p2))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p2)) (letter (読み込み) of (☁ p2)))\n set [2 v] to (join (2) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [3 v] to []\nrepeat ((length of (☁ p3)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p3)) (letter ((読み込み) + (2)) of (☁ p3))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p3)) (letter (読み込み) of (☁ p3)))\n set [3 v] to (join (3) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [4 v] to []\nrepeat ((length of (☁ p4)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p4)) (letter ((読み込み) + (2)) of (☁ p4))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p4)) (letter (読み込み) of (☁ p4)))\n set [4 v] to (join (4) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [5 v] to []\nrepeat ((length of (☁ p5)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p5)) (letter ((読み込み) + (2)) of (☁ p5))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p5)) (letter (読み込み) of (☁ p5)))\n set [5 v] to (join (5) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [6 v] to []\nrepeat ((length of (☁ p6)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p6)) (letter ((読み込み) + (2)) of (☁ p6))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p6)) (letter (読み込み) of (☁ p6)))\n set [6 v] to (join (6) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [7 v] to []\nrepeat ((length of (☁ p7)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p7)) (letter ((読み込み) + (2)) of (☁ p7))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p7)) (letter (読み込み) of (☁ p7)))\n set [7 v] to (join (7) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [8 v] to []\nrepeat ((length of (☁ p8)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p8)) (letter ((読み込み) + (2)) of (☁ p8))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p8)) (letter (読み込み) of (☁ p8)))\n set [8 v] to (join (8) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [9 v] to []\nrepeat ((length of (☁ p9)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p9)) (letter ((読み込み) + (2)) of (☁ p9))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p9)) (letter (読み込み) of (☁ p9)))\n set [9 v] to (join (9) (costume [name v]))\n end\nend\nset [読み込み v] to [0]\nset [10 v] to []\nrepeat ((length of (☁ p10)) / (2))\n if <not <(join (letter ((読み込み) + (1)) of (☁ p10)) (letter ((読み込み) + (2)) of (☁ p10))) = [00]>> then\n change [読み込み v] by (2)\n switch costume to (join (letter ((読み込み) - (1)) of (☁ p10)) (letter (読み込み) of (☁ p10)))\n set [10 v] to (join (10) (costume [name v]))\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [1p確認 v] to (☁ p1)\n wait (3) seconds\n if <(letter (length of (1p確認)) of (1p確認)) = (letter (length of (☁ p1)) of (☁ p1))> then\n set [☁ p1 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [2p確認 v] to (☁ p2)\n wait (3) seconds\n if <(letter (length of (2p確認)) of (2p確認)) = (letter (length of (☁ p2)) of (☁ p2))> then\n set [☁ p2 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [3p確認 v] to (☁ p3)\n wait (3) seconds\n if <(letter (length of (3p確認)) of (3p確認)) = (letter (length of (☁ p3)) of (☁ p3))> then\n set [☁ p3 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [4p確認 v] to (☁ p4)\n wait (3) seconds\n if <(letter (length of (4p確認)) of (4p確認)) = (letter (length of (☁ p4)) of (☁ p4))> then\n set [☁ p4 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [5p確認 v] to (☁ p5)\n wait (3) seconds\n if <(letter (length of (5p確認)) of (5p確認)) = (letter (length of (☁ p5)) of (☁ p5))> then\n set [☁ p5 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [6p確認 v] to (☁ p6)\n wait (3) seconds\n if <(letter (length of (6p確認)) of (6p確認)) = (letter (length of (☁ p6)) of (☁ p6))> then\n set [☁ p6 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [7p確認 v] to (☁ p7)\n wait (3) seconds\n if <(letter (length of (7p確認)) of (7p確認)) = (letter (length of (☁ p7)) of (☁ p7))> then\n set [☁ p7 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [8p確認 v] to (☁ p8)\n wait (3) seconds\n if <(letter (length of (8p確認)) of (8p確認)) = (letter (length of (☁ p8)) of (☁ p8))> then\n set [☁ p8 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [9p確認 v] to (☁ p9)\n wait (3) seconds\n if <(letter (length of (9p確認)) of (9p確認)) = (letter (length of (☁ p9)) of (☁ p9))> then\n set [☁ p9 v] to [0]\n end\nend\n\nwhen I receive [オンライン! v]\nforever\n set [10p確認 v] to (☁ p10)\n wait (3) seconds\n if <(letter (length of (10p確認)) of (10p確認)) = (letter (length of (☁ p10)) of (☁ p10))> then\n set [☁ p10 v] to [0]\n end\nend\n\n@キャラクター\n\nwhen I receive [オンライン! v]\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset size to (75) %\ngo to x: (-200) y: (0)\nset [x2 v] to [0]\nset [y2 v] to [0]\nforever\n if <(ねくすと) = [0]> then\n switch costume to (コスチューム1 v)\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n if <(X2) < [8]> then\n change [x2 v] by (0.5)\n else\n set [x2 v] to [8]\n end\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n if <(X2) < [-8]> then\n set [x2 v] to [-8]\n else\n change [x2 v] by (-0.5)\n end\n end\n set [x2 v] to ((X2) * (0.91))\n change x by (X2)\n change y by (-1)\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change x by ((0) - (X2))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (道 v)?> then\n 地面\n set [y2 v] to [0]\n end\n change y by (-2)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <touching (道 v)?> then\n set [y2 v] to [9]\n end\n end\n change y by (1)\n if <[235] < (x position)> then\n go to x: (-200) y: (-91)\n set [x2 v] to [0]\n set [y2 v] to [0]\n broadcast (next v)\n end\n if <touching (棘 v)?> then\n if <([costume # v] of [地面 v]) = [7]> then\n go to x: (-200) y: (150)\n else\n go to x: (-200) y: (0)\n end\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\ndefine 地面\nset [着地 v] to [0]\nif <[0] < (Y2)> then\n repeat until <not <touching (地面 v)?>>\n change y by (-1)\n change [着地 v] by (1)\n if <[300] < (着地)> then\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\n end\nelse\n repeat until <not <touching (道 v)?>>\n change y by (1)\n change [着地 v] by (1)\n if <[300] < (着地)> then\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(x position) < [-235]> then\n wait (1) seconds\n if <(x position) < [-235]> then\n go to x: (200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\n set [前 v] to [0]\n broadcast (前 v)\n end\n end\nend\n\nwhen I receive [オンライン v]\nforever\n say (username)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen [timer v] > (0)\nset [ghost v] effect to (100)\n\n@さむね\n\nwhen flag clicked\nhide\n\n@innpoduta-\n\nwhen I receive [game start v]\nforever\n set rotation style [left-right v]\n if <([costume # v] of [道 v]) = [2]> then\n repeat (25)\n change x by (((99) - (x position)) / (4))\n end\n point in direction (-90)\n wait (1) seconds\n repeat (25)\n change x by (((209) - (x position)) / (4))\n end\n point in direction (90)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (209) y: (-101)\n\nwhen I receive [game start v]\nforever\n set rotation style [left-right v]\n if <([costume # v] of [道 v]) = [2]> then\n show\n else\n hide\n end\nend\n\nshow\n\n@innpoduta-2\n\nwhen I receive [game start v]\nforever\n set rotation style [left-right v]\n if <([costume # v] of [道 v]) = [7]> then\n repeat (100)\n change x by (((99) - (x position)) / (10))\n end\n point in direction (-90)\n wait (1) seconds\n repeat (100)\n change x by (((209) - (x position)) / (10))\n end\n point in direction (90)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (209) y: (-101)\n\nwhen I receive [game start v]\nforever\n set rotation style [left-right v]\n if <([costume # v] of [道 v]) = [7]> then\n show\n else\n hide\n end\nend\n\nshow\n\n | ◆◆Instructions◆◆ \n>Use The W,A,S,D or Arrow Keys To Move.\n>Jump Over Enemies.\n>Hard.\n>Your Aim Is To Be Colored\n >Part 2: https://scratch.mit.edu/projects/421336908/\n |
Chinatown | A Platformer #Games #Trending #Platformer | @Stage\n\nwhen [n v] key pressed\nnext backdrop\n\nwhen [b v] key pressed\nswitch backdrop to ((backdrop [number v]) - (1)) and wait\n\nwhen stage clicked\nif <(mouse y) < [-130]> then\n if <(mouse x) > [130]> then\n next backdrop\n end\n if <(mouse x) < [-120]> then\n switch backdrop to ((backdrop [number v]) - (1))\n end\nend\n\n@Platforms\n\n@Exit\n\n@Hero\n\n | 《年内フォロワー1000人を目指しています!!どうかフォローをお願いします!!》\nーーーーーーー操作方法/Operation Methodーーーーー\n左右移動︰矢印キー 右もしくは左・AもしくはDキー\n・主人公の右もしくは左をタップ\nジャンプ︰矢印キー 上・Wキー・スペースキー\n・主人公の上をタップ\n\nLeft/Right Move︰Arrow keys Right or Left/A or D key\nTap right or left of the main character\nJump︰Arrow keys Up, W, Spaceker\nTap on the main character\nーーーーーーーゲームのヒント/Game Tipsーーーーーー《左右移動》\n上記の方法で、右または左に移動します。\n《ジャンプ》\n地面についている状態で上記の方法でジャンプします。\n《壁キック》\n壁についている状態で上記のジャンプと左右移動をして壁キックをします。\n《背景の字》\nそのステージに合わせたコメントが書かれています。\n少し参考にしてもいいでしょう。\n《次のステージへ行く方法》\nこのゲームは、いくつかのステージがあります。\n画面右端に行くと『NEXT』が現れるのでそれが終わると次のステージへ進みます。\n\n《Move left/right》\nMove to the right or left in the manner described above.\n《JUMP》\nJump in the above manner while on the ground.\n《Wall Kick》\nWhile on the wall, jump and move left and right as described above and kick the wall.\n《Background Characters》\nIt contains comments tailored to that stage.\nYou may use it as a little reference.\nHow to get to the next stage.\nThe game has several stages.\nWhen you go to the right end of the screen, "NEXT" will appear, and when that is over, you will proceed to |
Speeeeeeed a platformer|| #speed #a #platformer #games | @Stage\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\n\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\ngo to [front v] layer\n\n@Red border\n\nwhen flag clicked\nhide\n\nwhen I receive [red v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Rapidness\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Cactus\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nshow\n\nhide\nwait (1) seconds\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Backdrop\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.5))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\n@Player\n\nwhen I receive [estop v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\ndefine if touching\nif <touching (cactus v)?> then\n broadcast (Red v)\n repeat (10)\n turn right (5) degrees\n change [size v] by (-10)\n set size to (size) %\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (bounce v)?> then\n set [yv v] to [20]\nend\nif <touching (rapidness v)?> then\n set [xv v] to [21]\nend\n\n | Hello everyone... and welcome to: Red Cube! a platformer by @Lukas1410! i hope u enjoy!\nMove with arrow keys, WASD or touch...\nThe red circle is the portal...\nFull screen not recommended!\n |
-Adventure- || A Platformer | @Stage\n\nwhen I receive [start v]\nforever\n play sound [Unlimited v] until done\nend\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n XY Clipping\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((600) - (item (ii) of [block distances v])) / (3))\nDraw Square ((x) * (100)) ((y) * (100)) ((50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Square ((x) * (100)) ((y) * (100)) ((-50) + ((z) * (100)))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-80]> and <(mouse y) > [-110]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-150]> and <(mouse y) > [-180]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>>> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-140]> and <(mouse x) > [-170]>>>> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <<mouse down?> and <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-210]> and <(mouse x) > [-240]>>>> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [33]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <<<mouse down?> and <<<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [-175]> and <(mouse x) > [-205]>>> or <<<(mouse y) < [-115]> and <(mouse y) > [-145]>> and <<(mouse x) < [175]> and <(mouse x) > [205]>>>>> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [200]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nreset timer\nerase all\nset [level v] to [1]\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [0] [1] [3] [Platform]\n Level design [-1] [0] [3] [Platform]\n Level design [0] [0] [4] [Lava]\n Level design [0] [1] [4] [Lava]\n Level design [0] [2] [4] [Lava]\n Level design [-1] [0] [4] [Platform]\n Level design [-1] [0] [5] [Platform]\n Level design [-1] [1] [5] [Platform]\n Level design [0] [0] [5] [End]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [4] [2] [Platform]\n Level design [1] [4] [4] [Platform]\n Level design [-1] [4] [6] [Platform]\n Level design [-1] [4] [7] [Lava]\n Level design [-1] [4] [8] [Platform]\n Level design [-1] [5] [9] [Platform]\n Level design [-1] [3] [10] [End]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [1] [0] [1] [Lava]\n Level design [2] [0] [1] [Platform]\n Level design [3] [0] [1] [Platform]\n Level design [3] [1] [1] [Platform]\n Level design [3] [1] [2] [Trampoline]\n Level design [3] [5] [3] [Platform]\n Level design [3] [5] [4] [End]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Trampoline]\n Level design [0] [0] [3] [Platform]\n Level design [0] [1] [3] [Platform]\n Level design [0] [2] [3] [Platform]\n Level design [0] [0] [4] [Platform]\n Level design [-1] [0] [4] [Trampoline]\n Level design [0] [5] [5] [Platform]\n Level design [0] [5] [6] [Lava]\n Level design [0] [5] [7] [Trampoline]\n Level design [0] [9] [8] [Platform]\n Level design [0] [9] [9] [End]\n else\n if <(Level) = [5]> then\n broadcast (Win v)\n erase all\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [700]> then\n Put Cube at ((item (ii) of [cube x pos v]) / (100)) ((item (ii) of [cube y pos v]) / (100)) ((item (ii) of [cube z pos v]) / (100)) (item (ii) of [platform type v])\n end\nend\nDraw Frame\nDraw Controls\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\ndefine Draw Frame\nset pen size to (10)\nset pen color to (#000000)\ngo to x: (-240) y: (-180)\npen down\ngo to x: (-240) y: (180)\ngo to x: (240) y: (180)\ngo to x: (240) y: (-180)\ngo to x: (-240) y: (-180)\npen up\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine --- (label)\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen flag clicked\n\ndefine Draw Controls\n\nLevel design [] [] [] [Platform]\nLevel design [] [] [] [Lava]\nLevel design [] [] [] [Trampoline]\nLevel design [] [] [] [End]\n\n\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\nend\nreset timer\nwait until <mouse down?>\nif <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\n wait until <mouse down?>\n if <<<not <(mouse y) < [-80]>> and <not <(mouse x) < [-140]>>> and <mouse down?>> then\n wait until <not <mouse down?>>\n end\nend\n\nLevel design [0] [4] [4] [Lava]\n\nwhen I receive [start v]\nLevel\nReset\nforever\n erase all\n Turn and Move\n change [ticks in a time v] by (1)\n if <key (0 v) pressed?> then\n set [touching end v] to [yes]\n wait (.2) seconds\n end\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Level\n Reset\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\n@Sprite2\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@intro\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Super intro v]\nswitch costume to (screen shot 2020-06-03 at 11 v)\nset size to (100) %\nerase all\nhide\nset [ghost v] effect to (0)\npen up\ngo to x: (-231) y: (-240)\nset pen size to (100)\nset pen color to (#00f307)\npen down\nrepeat (3)\n point in direction (0)\n repeat (20)\n move (20) steps\n end\n point in direction (90)\n repeat (5)\n move (20) steps\n end\n point in direction (180)\n repeat (20)\n move (20) steps\n end\n point in direction (90)\n repeat (5)\n move (20) steps\n end\nend\npen up\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset size to (200) %\npoint in direction (90)\nshow\nrepeat (20)\n change size by (-10)\n turn right (10) degrees\nend\nrepeat (10)\n change size by (20)\n turn right (10) degrees\nend\npoint in direction (90)\nrepeat (10)\n change size by (-10)\nend\nwait (.5) seconds\nrepeat (20)\n turn right (18) degrees\n create clone of (_myself_ v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nerase all\nbroadcast (start v)\nerase all\ndelete this clone\n\nwhen flag clicked\nforever\n set pen color to (#00f307)\n wait (.5) seconds\n repeat (17)\n change pen (color v) by (-1)\n end\n set pen color to (#ffe900)\n wait (.5) seconds\n repeat (14)\n change pen (color v) by (-1)\n end\n set pen color to (#ff0000)\n wait (.5) seconds\n repeat (32)\n change pen (color v) by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset pen size to (100)\nset pen color to (#ffffff)\npen down\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\ndelete this clone\n\n | |
50-Level Platformer | @Stage\n\nwhen flag clicked\nforever\n\nplay sound [Inferno v] until done\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwait (0.5) seconds\n\nstop [this script v]\n\nwhen I receive [次 v]\nshow\ngo to x: (350) y: (0)\nset y to (0)\nset y to (0)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nglide (1) secs to x: (-5) y: (0)\nglide (0.1) secs to x: (-350) y: (0)\nhide\nset [ok v] to [1]\nbroadcast (NEXT v)\n\nset x to (0)\n\n@Things\n\nwhen I start as a clone\nset [お v] to [0]\nif <(お) = [0]> then\n set [お v] to [25]\nend\nrepeat (50)\n change y by (お)\n change [お v] by (-1)\n turn right (みい) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [みい v] to (pick random (-3) to (5))\ngo to x: (pick random (-235) to (235)) y: (-195)\nset size to (pick random (50) to (60)) %\ngo [backward v] (50) layers\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [wa-i v]\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\n next costume\nend\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次 v]\nnext costume\n\n@はじめ\n\nwhen flag clicked\ngo to x: (0) y: (0)\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)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\ngo to x: (240) y: (-120)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [pan left/right v] effect to (0)\nforever\n if <(表示) = [1]> then\n play sound [Water \(1\) v] until done\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [表示 v] to [1]\nshow\nforever\n if <(costume [number v]) = [1]> then\n change y by (([cos v] of (動き) ) / (3))\n end\n if <(costume [number v]) = [2]> then\n change y by (([sin v] of (動き) ) / (1.5))\n change [動き v] by (5)\n go to [front v] layer\n end\n if <(costume [number v]) = [3]> then\n change y by ([cos v] of (動き) )\n end\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (10)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [決定ボタンを押す2 v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n wait (0.8) seconds\n stop all sounds\n broadcast (スタート v)\n set [表示 v] to [0]\n stop [this script v]\n end\n end\nend\n\nstart sound [決定ボタンを押す2 v]\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (5)\nend\nwait (0.8) seconds\nstop all sounds\nbroadcast (スタート v)\nset [表示 v] to [0]\nstop [this script v]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <(表示) = [0]> then\n delete this clone\n end\nend\n\nbroadcast (スタート v)\n\nchange y by ([sin v] of (動き) )\n\nshow\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n set [r v] to [-10]\n repeat (20)\n change [r v] by (0.5)\n change x by (r)\n end\nend\n\ngo to x: (240) y: (-60)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\nforever\n play sound [Spectre v] until done\n play sound [Syn Cole Feel Good v] until done\nend\n\nset [pan left/right v] effect to (0)\n\nforever\nend\n\nwhen I receive [スタート v]\n\n@地面\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム8 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [25]> then\n broadcast (wa-i v)\n stop [this script v]\n end\nend\n\nbroadcast (次 v)\n\nwhen I receive [nooo v]\nrepeat (2)\n next costume\n wait (0.19) seconds\nend\nwait (1.5) seconds\nbroadcast (new v)\n\n@キャラクター\n\nwhen flag clicked\nforever\n if <(ok) = [1]> then\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (-90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n end\nend\n\nwhen I receive [next v]\nshow\nset size to (55) %\nset [変数 v] to [0]\nset [x v] to [0]\nset [ジャンプ v] to [1]\ngo to x: (-213) y: (-20)\nwait (0.4) seconds\nset [ok v] to [1]\n\nwhen flag clicked\nforever\n set [製作者記録producer record v] to [128]\nend\n\nwhen I receive [wa-i v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [wa-i v]\n\nwhen I receive [スタート v]\ngo to x: (-213) y: (-20)\nshow\nset [ジャンプ v] to [1]\nset [ok v] to [1]\nset [変数 v] to [0]\nset [x v] to [0]\nforever\n if <(ok) = [1]> then\n change x by (x)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (-4)\n change x by ((0) - (x))\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [変数 v] to [13]\n start sound [革靴で歩く2 v]\n if <[0] < (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [変数 v] by (-1)\n change y by (変数)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n if <[0] > (変数)> then\n set [ジャンプ v] to [0]\n else\n set [ジャンプ v] to [1]\n end\n change y by ((0) - (変数))\n set [変数 v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> and <<(ジャンプ) = [0]> and <<touching (地面 v)?> or <touching (石 v)?>>>> then\n set [ジャンプ v] to [1]\n set [変数 v] to [13]\n end\n if <<[230] < (x position)> or <(y position) < [-170]>> then\n broadcast (次 v)\n go to x: (-190) y: (-20)\n set [変数 v] to [0]\n set [x v] to [0]\n hide\n set [ok v] to [0]\n end\n if then\n start sound [Rip v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (0)\n set size to (55) %\n go to x: (-190) y: (-20)\n set [ok v] to [1]\n set [変数 v] to [0]\n set [x v] to [0]\n show\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <key (up arrow v) pressed?> then\n if <touching (地面 v)?> then\n play sound [革靴で歩く v] until done\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (コスチューム1 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (コスチューム3 v)\n if <key (up arrow v) pressed?> then\n switch costume to (コスチューム4 v)\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (コスチューム3 v)\n if <key (up arrow v) pressed?> then\n switch costume to (コスチューム4 v)\n end\n end\n if <<key (up arrow v) pressed?> and <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (コスチューム6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [変数 v] to [-1]\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [変数 v] to [6]\n end\n end\nend\n\nwhen flag clicked\n\nbroadcast (スタート v)\n\nshow\nset size to (55) %\nset [変数 v] to [0]\nset [x v] to [0]\nset [ジャンプ v] to [1]\ngo to x: (-213) y: (-20)\npoint in direction (-90)\nwait (0.4) seconds\nset [ok v] to [1]\n\nif <<[] > [50]> and <(秒Seconds) > [0]>> then\n wait (1) seconds\nend\n\nwhen I receive [スタート v]\nset [color v] effect to ((色) * (25))\n\n@Thanks\n\nwhen flag clicked\nhide\nset [ゆ v] to [0]\npoint in direction (90)\n\nwhen I receive [wa-i v]\nforever\n show\n change [ゆ v] by (6.5)\n point in direction ((([sin v] of (ゆ) ) * (6)) + (90))\n set size to ((([sin v] of ((ゆ) * (2)) ) * (7)) + (130)) %\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <touching (キャラクター v)?> then\n start sound [Whiz v]\n set [変数 v] to [20]\n repeat (4)\n next costume\n wait (0.03) seconds\n end\n end\nend\n\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <([costume # v] of [地面 v]) = [5]> then\n show\n set size to (80) %\n go to x: (-110) y: (-68)\n else\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (0) y: (-68)\n set size to (80) %\n show\n else\n if <([costume # v] of [地面 v]) = [19]> then\n go to x: (-60) y: (-83)\n set size to (80) %\n show\n else\n if <([costume # v] of [地面 v]) = [22]> then\n go to x: (-60) y: (0)\n set size to (80) %\n show\n else\n if <([costume # v] of [地面 v]) = [24]> then\n go to x: (-130) y: (-68)\n show\n else\n hide\n end\n end\n end\n end\n end\nend\n\ngo to [back v] layer\n\n@障害物2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n turn left (5) degrees\nend\n\nwhen I receive [次 v]\nnext costume\n\n@スプライト4\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@かざり\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム8 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(costume [number v]) = [25]> then\n broadcast (wa-i v)\n stop [this script v]\n end\nend\n\nbroadcast (次 v)\n\n@スプライト2\n\nwhen flag clicked\nset [色 v] to [0]\nshow\ngo to x: (-70) y: (-50)\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nforever\n go to [front v] layer\n if <(表示) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [カーソル移動12 v]\nset size to (110) %\nif <(x position) < (mouse x)> then\n change [色 v] by (1)\nend\nif <(mouse x) < (x position)> then\n change [色 v] by (-1)\nend\nif <(色) = [9]> then\n set [色 v] to [1]\nend\nswitch costume to ((色) + (1))\nwait (0.05) seconds\nset size to (100) %\n\nset [color v] effect to (25)\nchange [color v] effect by (25)\n\nchange [color v] effect by (25)\n\nchange size by (5)\n\n@難易度\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [スタート v]\ngo to x: (-175) y: (-150)\nshow\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\nset size to (80) %\n\n@サムネ\n\nwhen flag clicked\nhide\nset [brightness v] effect to (200)\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nshow\nset [brightness v] effect to (200)\nrepeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (-5)\nend\n\n@スプライト3\n\nwhen I receive [wa-i v]\nshow\ngo to x: (-140) y: (-150)\nif <[799] < (時間の流れ)> then\n switch costume to (コスチューム1 v)\nend\nif <<[599] < (時間の流れ)> and <(時間の流れ) < [800]>> then\n switch costume to (コスチューム2 v)\nend\nif <<[399] < (時間の流れ)> and <(時間の流れ) < [600]>> then\n switch costume to (コスチューム3 v)\nend\nif <<[299] < (時間の流れ)> and <(時間の流れ) < [400]>> then\n switch costume to (コスチューム4 v)\nend\nif <<[199] < (時間の流れ)> and <(時間の流れ) < [300]>> then\n switch costume to (コスチューム5 v)\nend\nif <<[99] < (時間の流れ)> and <(時間の流れ) < [200]>> then\n switch costume to (コスチューム6 v)\nend\nif <(時間の流れ) < [100]> then\n switch costume to (コスチューム7 v)\nend\n\nwhen flag clicked\nhide\n\nbroadcast (次 v)\n\n@時間\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n if <(letter (1) of (時間の流れ)) = [-]> then\n switch costume to (コスチューム10 v)\n end\n switch costume to (letter (時間) of (時間の流れ))\n if <(letter (時間) of (時間の流れ)) = [.]> then\n switch costume to (コスチューム12 v)\n end\n if <(letter (時間) of (時間の流れ)) = [e]> then\n switch costume to (コスチューム13 v)\n end\n if <(letter (時間) of (時間の流れ)) = [+]> then\n switch costume to (コスチューム14 v)\n end\n if <(letter (時間) of (時間の流れ)) = [G]> then\n switch costume to (コスチューム15 v)\n end\n if <(length of (時間の流れ)) < (時間)> then\n hide\n else\n show\n end\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nset size to (70) %\nset [時間の流れ v] to [0]\nhide\nset [時間 v] to [0]\ngo to x: (-180) y: (167)\nrepeat (37)\n change [時間 v] by (1)\n create clone of (_myself_ v)\n change x by (((size) / (100)) * (12))\nend\n\nwhen I receive [スタート v]\nrepeat until <([costume # v] of [地面 v]) = [25]>\n wait (1) seconds\n change [時間の流れ v] by (1)\nend\nset [☁ かかった時間 v] to (時間の流れ)\n\nwhen I receive [wa-i v]\n\nstop [other scripts in sprite v]\n\n@音\n\nwhen I receive [スタート v]\n\ncreate clone of (_myself_ v)\n\nforever\n set [pan left/right v] effect to (pick random (-400) to (400))\nend\n\nset [pan left/right v] effect to (-400)\nforever\n play sound [Spectre v] until done\n play sound [Syn Cole Feel Good v] until done\nend\n\n@敵\n\nwhen flag clicked\ngo to x: (-50) y: (133)\nset size to (55) %\nset [move v] to [0]\nforever\n if <([costume # v] of [地面 v]) = [4]> then\n show\n change x by (([sin v] of (move) ) * (3))\n change [move v] by (3)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <[64] < (x position)> then\n point in direction (-90)\n end\n if <(x position) < [-40]> then\n point in direction (90)\n end\nend\n\n@音2\n\nwhen I receive [スタート v]\n\nset [pan left/right v] effect to (-400)\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\nforever\n set [pan left/right v] effect to (pick random (-400) to (400))\n wait (0.01) seconds\nend\n\nrepeat (20)\nend\n\nrepeat (20)\nend\n\nchange [pan left/right v] effect by (-20)\nchange [pan left/right v] effect by (20)\n\nset [pan left/right v] effect to (-200)\nset [pan left/right v] effect to (200)\n\nturn right (15) degrees\nturn left (15) degrees\nforever\n play sound [Spectre v] until done\n play sound [Syn Cole Feel Good v] until done\nend\n\n | ----------------------ᴇᴠᴇɴɪɴɢ-----------------------\n\n## NOTE: MULTIPLAYER BROKEN ##\n\nʜᴇʟʟᴏ ᴀɴᴅ ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ʟᴀᴛᴇꜱᴛ ɢᴀᴍᴇ. ɪᴛ'ꜱ ᴄᴀʟʟᴇᴅ ᴇᴠᴇɴɪɴɢ ᴀɴᴅ ɪꜱ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ. ɪ ꜱᴘᴇɴᴅ ᴀ ʟᴏᴛ ᴏꜰ ᴛɪᴍᴇ ᴏɴ ᴛʜɪꜱ, ꜱᴏ ɪ ꜱʜᴏᴜʟᴅ ʙᴇ ᴠᴇʀʏ ʜᴀᴘᴘʏ ɪᴛ ʏᴏᴜ ʟᴇꜰᴛ ᴀ ʟᴏᴠᴇ, ꜰᴀᴠᴇ ᴀɴᴅ ᴍᴀʏʙᴇ ᴀ ꜰᴏʟʟᴏᴡ? ᴇɴᴊᴏʏ ᴛʜᴇ ɢᴀᴍᴇ :) \n\nᴛʜᴀɴᴋꜱ ᴛᴏ ᴇᴠᴇʀʏᴏɴᴇ ꜰᴏʀ 85 000 ᴠɪᴇᴡꜱ ᴀɴᴅ 5500 ʟᴏᴠᴇꜱ! ᴛʜᴀᴛ'ꜱ ᴀᴍᴀᴢɪɴɢ!\n\nɪ ɴ ꜱ ᴛ ᴜ ᴄ ᴛ ɪ ᴏ ɴ ꜱ\n★ ᴜꜱᴇ ᴡᴀꜱᴅ, ᴀʀʀᴏᴡꜱ ᴏʀ ᴛᴀᴘ ᴛᴏ ᴍᴏᴠᴇ!\n★ ꜰɪɴᴅ ᴛʜᴇ ɢᴏᴀʟ!\n★ ᴅᴏɴ'ᴛ ᴛᴏᴜᴄʜ ꜱᴘɪᴋᴇꜱ!\n★ ᴄʜᴀᴛ ᴀɴᴅ ᴘʟᴀʏ ᴡɪᴛʜ ꜰʀɪᴇɴᴅꜱ!\n★ ᴛ ᴛᴏ ᴄʜᴀᴛ!\n★ ɴ ᴛᴏ ꜱʜᴏᴡ ɴᴀᴍᴇꜱ!\n------------------------------------\nᴄ ʀ ᴇ ᴅ ɪ ᴛ ꜱ\nᴛʜᴀɴᴋꜱ ᴛᴏ @griffpatch ꜰᴏʀ ᴛʜᴇ ꜱᴄʀᴏʟʟɪɴɢ ᴀɴᴅ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ᴇɴɢɪɴᴇ\nᴛʜᴀɴᴋꜱ ᴛᴏ @-Xaf- ꜰᴏʀ ᴛʜᴇ ᴍᴜꜱɪᴄ\nᴛʜᴀɴᴋꜱ ᴛᴏ @StratfordJames ꜰᴏʀ ꜱᴏᴍᴇ ɪɴꜱᴘɪʀᴀᴛɪᴏɴ\nᴛʜᴀɴᴋꜱ ᴛᴏ @321321em ꜰᴏʀ ʙᴇɪɴɢ ᴍʏ ʙʀᴏᴛʜᴇʀ\nᴛʜᴀɴᴋꜱ ᴛᴏ @Ufhire(ᴍᴇ) ꜰᴏʀ ᴛʜᴇ ʀᴇꜱᴛ\n---------------------------------------------------\n\n\n\n\nTags:\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 \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 #all #all #all #all #all #all #all #all #all #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud #cloud\n#Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire #Ufhire\n\nMade by @Ufhire.\nThanks for viewing <3 |
Minecraft Platformer 2 | @Stage\n\nwhen flag clicked\nset volume to (10) %\nforever\n if <(MusicID) = [1]> then\n play sound [8BIT LOFI HIPHOP | AMBIENT CHILL BEAT | NO COPYRIGHT MUSIC v] until done\n end\n if <(MusicID) = [2]> then\n play sound [Comfy - Evan King v] until done\n end\nend\n\nwhen I receive [stopmusic v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [death v]\nrepeat (10)\n change [pitch v] effect by (-10)\n change volume by (-1)\nend\nwait (0.3) seconds\nset [pitch v] effect to (0)\nrepeat (10)\n change volume by (1)\nend\n\nbroadcast (Death v)\n\n@Blank\n\nchange [key v] by (1)\n\nchange [coins v] by (1)\n\nbroadcast (Death v)\n\nchange [crystal v] by (1)\n\nchange [coins v] by (30)\n\nwhen [r v] key pressed\nbroadcast (Death v) and wait\n\nwhen [1 v] key pressed\nbroadcast (StopMusic v) and wait\n\nwhen [2 v] key pressed\nshow variable [mapx v]\nshow variable [mapy v]\nshow variable [-attack.input v]\nshow variable [-down.input v]\nshow variable [-interact.input v]\nshow variable [-left.input v]\nshow variable [-right.input v]\nshow variable [-up.input v]\nwait until <not <key (2 v) pressed?>>\nhide variable [mapx v]\nhide variable [mapy v]\nhide variable [-attack.input v]\nhide variable [-down.input v]\nhide variable [-interact.input v]\nhide variable [-left.input v]\nhide variable [-right.input v]\nhide variable [-up.input v]\n\nwhen [3 v] key pressed\nset [_debug? v] to [1]\nbroadcast (DEBUG v)\n\nwhen flag clicked\nset [_debug? v] to [0]\n\n@Player\n\nwhen flag clicked\nwait (0) seconds\nset [camerax v] to [0]\nset [cameray v] to [-30]\nset [level v] to [1]\nshow\nset [mapx v] to (item ((Level) * (2)) of [mapspawns v])\nset [mapy v] to (item (((Level) * (2)) - (1)) of [mapspawns v])\nset [death? v] to [0]\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset size to (400) %\nset [playerxvel v] to [0]\nset [playeryvel v] to [0]\nset [playerslope v] to [0]\nforever\n if <(Death?) = [0]> then\n INPUT\n Scroller\n end\nend\n\ndefine Scroller\nswitch costume to (hitbox v)\nchange [playeryvel v] by (-2)\nif <(-RIGHT.INPUT) = [true]> then\n change [playerxvel v] by (2)\n point in direction (90)\nend\nif <(-LEFT.INPUT) = [true]> then\n change [playerxvel v] by (-2)\n point in direction (-90)\nend\nset [playerxvel v] to ((PlayerXVel) * (0.75))\nchange x by (PlayerXVel)\nset [playerslope v] to [0]\nrepeat until <<not <<touching (maphitbox v)?> or <touching (movingobjects v)?>>> or <(PlayerSlope) > [8]>>\n change y by (1)\n change [playerslope v] by (1)\nend\nif <(PlayerSlope) > [8]> then\n change y by (() - (PlayerSlope))\n change x by ((PlayerXVel) * (-1))\n set [playerxvel v] to [0]\nend\nchange y by (PlayerYVel)\nset [playertouchingground? v] to [0]\nif <<touching (maphitbox v)?> or <touching (movingobjects v)?>> then\n set [playertouchingground? v] to [1]\n change y by ((PlayerYVel) * (-1))\n set [playeryvel v] to [0]\nend\nchange y by (-5)\nif <<(-UP.INPUT) = [true]> and <<touching (maphitbox v)?> or <touching (movingobjects v)?>>> then\n set [playeryvel v] to [18]\n if <not <touching (mapclimbing v)?>> then\n start sound [jump v]\n end\nend\nif <touching (mapclimbing v)?> then\n set [playeryvel v] to [0]\n if <(-UP.INPUT) = [true]> then\n change [playeryvel v] by (6)\n end\nend\nchange y by (5)\nchange [mapx v] by ((x position) - (CameraX))\nchange [mapy v] by ((round (y position)) - (CameraY))\ngo to x: (CameraX) y: (CameraY)\nswitch costume to (playerstanding v)\nif <([abs v] of (PlayerXVel) ) > [1]> then\n switch costume to (join [PlayerMoving] (AnimationFrame))\nend\nif <(PlayerYVel) > [2]> then\n switch costume to (playerjumping v)\nend\nif <(PlayerYVel) < [-1]> then\n switch costume to (playerfalling v)\nend\nif <touching (mapclimbing v)?> then\n switch costume to (join [PlayerClimbing] (AnimationFrame))\nend\nif <(MapY) < [-700]> then\n broadcast (Death v)\nend\nbroadcast (MapTick v)\n\nwhen flag clicked\nset [animationframe v] to [0]\nforever\n if <<<(-LEFT.INPUT) = [true]> or <(-RIGHT.INPUT) = [true]>> and <([abs v] of (PlayerXVel) ) > [1]>> then\n WalkAnimation\n end\nend\n\ndefine INPUT\nif <(Dialogue?) = [0]> then\n set [-right.input v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n set [-left.input v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\n set [-up.input v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n set [-down.input v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\n set [-attack.input v] to <<key (n v) pressed?> or <key (z v) pressed?>>\nend\nset [-interact.input v] to <<key (m v) pressed?> or <key (x v) pressed?>>\n\nwhen flag clicked\nforever\n if <touching (mapclimbing v)?> then\n if <(-UP.INPUT) = [true]> then\n ClimbingAnimation\n end\n end\nend\n\nwhen I receive [pickupcoin v]\nset [dialogue? v] to [1]\nset [-down.input v] to [0]\nset [-up.input v] to [0]\nset [-right.input v] to [0]\nset [-left.input v] to [0]\nwait (0.8) seconds\nstart sound [Coin v]\nchange [coins v] by (1)\nrepeat (30)\n switch costume to (playerstanding2 v)\nend\nset [dialogue? v] to [0]\n\nwhen I receive [pickupkey v]\nset [dialogue? v] to [1]\nset [-down.input v] to [0]\nset [-up.input v] to [0]\nset [-right.input v] to [0]\nset [-left.input v] to [0]\nwait (0.8) seconds\nstart sound [Key v]\nchange [key v] by (1)\nrepeat (30)\n switch costume to (playerstanding2 v)\nend\nset [dialogue? v] to [0]\nbroadcast (StopDialogue v)\n\nwhen I receive [nextlevel v]\nset [dialogue? v] to [1]\nset [-down.input v] to [0]\nset [-up.input v] to [0]\nset [-right.input v] to [0]\nset [-left.input v] to [0]\nset [mapx v] to [280]\nwait (0.5) seconds\nset [dialogue? v] to [0]\nbroadcast (Fade v)\nwait (1) seconds\nchange [level v] by (1)\nset [mapx v] to (item (((Level) * (2)) - (1)) of [mapspawns v])\nset [mapy v] to (item ((Level) * (2)) of [mapspawns v])\n\nwhen flag clicked\nset [level v] to [1]\n\nchange [key v] by (1)\n\nchange [mapy v] by (1)\n\nwhen I receive [blobjump v]\nset [playeryvel v] to [18]\n\nwhen I receive [death v]\nstart sound [Death v]\nset [death? v] to [1]\nset [playerxvel v] to [0]\nset [playeryvel v] to [0]\nhide\nwait (1) seconds\nset [mapx v] to (item (((Level) * (2)) - (1)) of [mapspawns v])\nset [mapy v] to (item ((Level) * (2)) of [mapspawns v])\nset [playerxvel v] to [0]\nset [playeryvel v] to [0]\nshow\nset [death? v] to [0]\n\ndefine WalkAnimation\nset [pitch v] effect to (pick random (-20) to (20))\nset [animationframe v] to [1]\nwait (0.1) seconds\nif <(PlayerTouchingGround?) = [1]> then\n start sound [Step v]\nend\nset [animationframe v] to [2]\nwait (0.1) seconds\nif <(PlayerTouchingGround?) = [1]> then\n start sound [Step v]\nend\n\ndefine ClimbingAnimation\nset [animationframe v] to [1]\nwait (0.1) seconds\nset [animationframe v] to [2]\nwait (0.1) seconds\n\nwhen flag clicked\nset [mapx v] to (item (((Level) * (2)) - (1)) of [mapspawns v])\nset [mapy v] to (item ((Level) * (2)) of [mapspawns v])\n\nwhen I receive [pickup crystal v]\nset [dialogue? v] to [1]\nset [-down.input v] to [0]\nset [-up.input v] to [0]\nset [-right.input v] to [0]\nset [-left.input v] to [0]\nwait (0.8) seconds\nstart sound [Key v]\nchange [crystal v] by (1)\nrepeat (30)\n switch costume to (playerstanding2 v)\nend\nset [dialogue? v] to [0]\nbroadcast (StopDialogue v)\n\nwhen flag clicked\nset [camerax v] to [0]\nset [cameray v] to [-30]\n\nwhen [space v] key pressed\n\nforever\n set [camerax v] to (() - ((mouse x) / (4)))\n set [cameray v] to (() - ((mouse y) / (4)))\nend\n\nwhen I receive [setcheckpoint v]\nreplace item (((Level) * (2)) - (1)) of [mapspawns v] with (MapX)\nreplace item ((Level) * (2)) of [mapspawns v] with (MapY)\n\nwhen flag clicked\ndelete all of [mapspawns v]\nadd [-70] to [mapspawns v]\nadd [-100] to [mapspawns v]\nadd [0] to [mapspawns v]\nadd [0] to [mapspawns v]\n\nwhen I receive [debug v]\nforever\n say (join (join (round (PlayerXVel)) (join [:] (round (PlayerYVel)))) (join [ ] (join (round (MapX)) (join [:] (round (MapY))))))\nend\n\n@Knife\n\nwhen flag clicked\nhide\nset [knifex v] to [0]\nset [knifey v] to [0]\nforever\n if <(-ATTACK.INPUT) = [1]> then\n create clone of (_myself_ v)\n wait until <(-ATTACK.INPUT) = [0]>\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nset [pitch v] effect to (pick random (-30) to (30))\nstart sound [dfdgfdfd v]\nset size to (25) %\nshow\nset [knifex v] to (MapX)\nset [knifey v] to ((MapY) - (20))\nset [knifedirection v] to (([direction v] of [player v]) / (90))\nwait (0) seconds\nrepeat until <touching (maphitbox v)?>\n if <(KnifeDirection) = [1]> then\n change [knifex v] by (8)\n switch costume to (knife v)\n turn right (20) degrees\n else\n switch costume to (knife2 v)\n change [knifex v] by (-8)\n turn left (20) degrees\n end\n if <touching (blobs v)?> then\n repeat (3)\n change [ghost v] effect by (34)\n change size by (-5)\n end\n delete this clone\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\nif <(KnifeDirection) = [1]> then\n point in direction (180)\nelse\n point in direction (0)\nend\nstart sound [rteerer v]\nwait (1) seconds\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [maptick v]\ngo to x: (((() - (MapX)) + ((CameraX) / (5))) + (KnifeX)) y: (((() - (MapY)) + ((CameraY) / (5))) + (KnifeY))\n\nwhen I start as a clone\nforever\n if <(_DEBUG?) = [1]> then\n say (join (join (join (join (KnifeDirection) [:]) (round (KnifeX))) [:]) (round (KnifeY)))\n end\nend\n\n@NPC\n\nwhen I receive [maptick v]\npoint towards (player v)\nset size to (1000) %\ngo to x: (((() - (MapX)) + ((CameraX) / (5))) + (NPCX)) y: (((() - (MapY)) + ((CameraY) / (5))) + (NPCY))\nset size to (400) %\n\nwhen I receive [dialogue v]\nset [dialogue? v] to [1]\nset [-right.input v] to [0]\nset [-down.input v] to [0]\nset [-left.input v] to [0]\nset [-up.input v] to [0]\n\nwhen flag clicked\nhide\n\nset [cloneid v] to [Robot]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Magician]\ncreate clone of (_myself_ v)\nset [cloneid v] to [None]\n\nwhen I start as a clone\nif <(CloneID) = [Robot]> then\n set [npcx v] to [250]\n set [npcy v] to [80]\n set [interacted? v] to [0]\n set [dialogue? v] to [0]\n show\n switch costume to (npcnormal v)\n forever\n show\n switch costume to (npchitbox v)\n if <<touching (player v)?> and <<(Dialogue?) = [0]> and <(Interacted?) = [0]>>> then\n set [brightness v] effect to (10)\n set [caninteract? v] to [1]\n switch costume to (npcnormal v)\n if <(-INTERACT.INPUT) = [1]> then\n set [interacted? v] to [1]\n start sound [Talk v]\n set [dialogueid v] to [Robot]\n broadcast (Dialogue v)\n end\n else\n switch costume to (npcnormal v)\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [nextlevel v]\nwait (1.9) seconds\ndelete this clone\n\nwhen I start as a clone\nif <(CloneID) = [Magician]> then\n set [npcx v] to [400]\n set [npcy v] to [200]\n set [interacted? v] to [0]\n set [dialogue? v] to [0]\n show\n switch costume to (npcmagician v)\n forever\n show\n switch costume to (npchitbox v)\n if <<touching (player v)?> and <<(Dialogue?) = [0]> and <(Interacted?) = [0]>>> then\n set [brightness v] effect to (10)\n set [caninteract? v] to [1]\n switch costume to (npcmagician v)\n if <(-INTERACT.INPUT) = [1]> then\n if <(Coins) > [0]> then\n set [interacted? v] to [1]\n start sound [Talk v]\n set [dialogueid v] to [Magician]\n broadcast (Dialogue v)\n else\n start sound [Talk v]\n set [dialogueid v] to [Magician2]\n broadcast (Dialogue v)\n end\n end\n else\n switch costume to (npcmagician v)\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(_DEBUG?) = [1]> then\n say (join (join (join (join (join (join (CloneID) [:]) (round (NPCX))) [:]) (round (NPCY))) [:]) (Interacted?))\n end\nend\n\n@Blobs\n\nwhen flag clicked\nset [blobx v] to [0]\nset rotation style [left-right v]\nhide\nwait (0.1) seconds\nwait until <(PlayerTouchingGround?) = [1]>\npoint in direction (-90)\nforever\n if <(Level) = [1]> then\n set [blobx v] to [500]\n set [bloby v] to [74]\n create clone of (_myself_ v)\n set [blobx v] to [530]\n set [bloby v] to [74]\n create clone of (_myself_ v)\n set [blobx v] to [570]\n set [bloby v] to [74]\n create clone of (_myself_ v)\n wait until <not <(Level) = [1]>>\n end\nend\n\ndefine BlobDetect\nswitch costume to (blobwalldetecthitbox v)\nif <touching (maphitbox v)?> then\n turn right (180) degrees\nend\nswitch costume to (blobfloordetecthitbox v)\nif <not <touching (maphitbox v)?>> then\n turn right (180) degrees\nend\nif <not <touching (_edge_ v)?>> then\n if <(direction) = [90]> then\n change [blobx v] by (1)\n else\n change [blobx v] by (-1)\n end\nend\nswitch costume to (join [BlobWalk] (BlobAnimationFrame))\nif <touching (player v)?> then\n broadcast (Death v) and wait\nend\nif <touching (knife v)?> then\n start sound [rteerer v]\n repeat (3)\n change size by (100)\n change [ghost v] effect by (34)\n end\n delete this clone\nend\n\nwhen I receive [maptick v]\nset size to (1200) %\ngo to x: (((() - (MapX)) + ((CameraX) / (5))) + (BlobX)) y: (((() - (MapY)) + ((CameraY) / (5))) + (BlobY))\nset size to (400) %\n\nbroadcast (Death v)\n\nwhen I start as a clone\nshow\nforever\n BlobDetect\nend\n\nwhen I start as a clone\nshow\nwait (pick random (0) to (0.20)) seconds\nforever\n wait (0.3) seconds\n set [blobanimationframe v] to [1]\n wait (0.3) seconds\n set [blobanimationframe v] to [2]\nend\n\nwhen I start as a clone\nforever\n if <(_DEBUG?) = [1]> then\n say (join (round (BlobX)) (join [:] (round (BlobY))))\n end\nend\n\n@MapKillersm\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [maptick v]\ngo to x: ((() - (MapX)) + ((CameraX) / (5))) y: ((() - (MapY)) + ((CameraY) / (5)))\nif <touching (player v)?> then\n broadcast (Death v)\nend\n\nwhen flag clicked\nforever\n switch costume to (blank v)\n set size to (800) %\n switch costume to (Level)\nend\n\nset [key v] to [1]\n\nset size to (800) %\n\n@MapHitbox\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [maptick v]\ngo to x: ((() - (MapX)) + ((CameraX) / (5))) y: ((() - (MapY)) + ((CameraY) / (5)))\n\nwhen flag clicked\nforever\n switch costume to (blank v)\n set size to (800) %\n switch costume to (Level)\nend\n\nset [key v] to [1]\n\nset size to (800) %\n\n@MapBG\n\nwhen flag clicked\nset [brightness v] effect to (-10)\nset [ghost v] effect to (10)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [maptick v]\ngo to x: ((() - (MapX)) + ((CameraX) / (5))) y: ((() - (MapY)) + ((CameraY) / (5)))\n\nchange [mapy v] by (1)\n\nwhen flag clicked\nforever\n switch costume to (blank v)\n set size to (800) %\n switch costume to (Level)\nend\n\n@MapFR\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [maptick v]\ngo to x: ((() - (MapX)) + ((CameraX) / (5))) y: ((() - (MapY)) + ((CameraY) / (5)))\n\nwhen flag clicked\nforever\n switch costume to (blank v)\n set size to (800) %\n switch costume to (Level)\nend\n\n@MapClimbing\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [maptick v]\ngo to x: ((() - (MapX)) + ((CameraX) / (5))) y: ((() - (MapY)) + ((CameraY) / (5)))\nset size to (800) %\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@IneractableThings\n\nwhen I receive [maptick v]\nset size to (4000) %\ngo to x: (((() - (MapX)) + ((CameraX) / (5))) + (ObjectX)) y: (((() - (MapY)) + ((CameraY) / (5))) + (ObjectY))\nset size to (800) %\n\nwhen flag clicked\nhide\n\nset [cloneid v] to [Chest]\ncreate clone of (_myself_ v)\nset [cloneid v] to [CheckPoint]\ncreate clone of (_myself_ v)\nset [cloneid v] to [CheckPoint2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [None]\n\nwhen I start as a clone\nwait (0.05) seconds\nif <(CloneID) = [Chest]> then\n set [objectx v] to [200]\n set [objecty v] to [76]\n set [interacted? v] to [0]\n show\n switch costume to (hitbox v)\n forever\n switch costume to (hitbox v)\n if <<<(Dialogue?) = [0]> and <touching (player v)?>> and <(Interacted?) = [0]>> then\n set [caninteract? v] to [1]\n if <(-INTERACT.INPUT) = [1]> then\n broadcast (PickupCoin v)\n set [interacted? v] to [1]\n start sound [Talk v]\n end\n end\n set [brightness v] effect to ((([cos v] of ((timer) * (100)) ) * (10)) + (10))\n if <(Interacted?) = [1]> then\n switch costume to (chestopened v)\n else\n switch costume to (chest v)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [caninteract? v] to [0]\nend\n\nwhen I start as a clone\nwait (0.05) seconds\nif <(CloneID) = [Warderobe]> then\n set [interacted? v] to [0]\n show\n switch costume to (hitbox v)\n forever\n switch costume to (checkpointon v)\n if <<<(Dialogue?) = [0]> and <touching (player v)?>> and <(Interacted?) = [0]>> then\n set [caninteract? v] to [1]\n if <(-INTERACT.INPUT) = [1]> then\n broadcast (PickupCoin v)\n set [interacted? v] to [1]\n start sound [Talk v]\n end\n end\n if <(Interacted?) = [1]> then\n switch costume to (checkpointoff v)\n else\n switch costume to (checkpointon v)\n end\n end\nend\n\nwhen I start as a clone\nwait (0.05) seconds\nif <(CloneID) = [CheckPoint]> then\n set [objectx v] to [240]\n set [objecty v] to [-17]\n set [interacted? v] to [0]\n show\n switch costume to (hitbox v)\n forever\n switch costume to (hitbox v)\n if <<<(Dialogue?) = [0]> and <touching (player v)?>> and <(Interacted?) = [0]>> then\n if <(Crystal) > [0]> then\n set [caninteract? v] to [1]\n if <(-INTERACT.INPUT) = [1]> then\n broadcast (SetCheckPoint v)\n set [interacted? v] to [1]\n start sound [Crystal v]\n end\n end\n end\n if <(Interacted?) = [1]> then\n switch costume to (checkpointon v)\n else\n switch costume to (checkpointoff v)\n end\n end\nend\n\nwhen I receive [nextlevel v]\nwait (1.9) seconds\ndelete this clone\n\nwhen I receive [nextlevel v]\nwait (2.8) seconds\nif <(Level) = [2]> then\n set [cloneid v] to [None]\nend\n\nwhen I start as a clone\nwait (0.05) seconds\nif <(CloneID) = [Door]> then\n set [interacted? v] to [0]\n show\n switch costume to (doorhitbox v)\n forever\n switch costume to (doorhitbox v)\n if <<<(Dialogue?) = [0]> and <touching (player v)?>> and <(Interacted?) = [0]>> then\n if <(Key) = [1]> then\n set [caninteract? v] to [1]\n if <(-INTERACT.INPUT) = [1]> then\n start sound [closet-door-open-5 v]\n broadcast (NextLevel v)\n set [interacted? v] to [1]\n start sound [Talk v]\n end\n end\n end\n if <(Interacted?) = [1]> then\n switch costume to (dooropened v)\n else\n switch costume to (door v)\n end\n end\nend\n\nset [-down.input v] to [0]\nset [-down.input v] to [0]\n\nset [cloneid v] to [Door]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.05) seconds\nif <(CloneID) = [CheckPoint2]> then\n set [objectx v] to [350]\n set [objecty v] to [-17]\n set [interacted? v] to [0]\n show\n switch costume to (hitbox v)\n forever\n switch costume to (hitbox v)\n if <<<(Dialogue?) = [0]> and <touching (player v)?>> and <(Interacted?) = [0]>> then\n if <(Crystal) > [0]> then\n set [caninteract? v] to [1]\n if <(-INTERACT.INPUT) = [1]> then\n broadcast (SetCheckPoint v)\n set [interacted? v] to [1]\n start sound [Crystal v]\n end\n end\n end\n if <(Interacted?) = [1]> then\n switch costume to (checkpointon v)\n else\n switch costume to (checkpointoff v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(_DEBUG?) = [1]> then\n say (join (join (CloneID) (join [:] (join (round (ObjectX)) (join [:] (round (ObjectY)))))) (join [ ] (Interacted?)))\n end\nend\n\n@Dialogue\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [dialogue v]\nset [cloneid v] to [Box]\ncreate clone of (_myself_ v)\nset [cloneid v] to [None]\nwait (0.2) seconds\nif <(DialogueID) = [Robot]> then\n Talk [WELCOME IN THE TEST ROOM!] [ROBOT:]\n wait until <(-INTERACT.INPUT) = [1]>\n start sound [Talk v]\n Talk [THERE DEVELOPER TESTS THE GAME] [ROBOT:]\n wait until <(-INTERACT.INPUT) = [1]>\n start sound [Talk v]\n broadcast (StopDialogue v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Box]> then\n switch costume to (box v)\n set size to (840) %\n go to x: (0) y: (-130)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\ndefine Talk (text) (person)\nbroadcast (DeleteLetters v)\nhide\nswitch costume to (a v)\nset size to (80) %\ngo to x: (-215) y: (-110)\nset [letter v] to [0]\nset [cloneid v] to [Letter2]\nPerson (person)\nset [cloneid v] to [Letter]\nset [letter v] to [0]\nrepeat (length of (text))\n change [letter v] by (1)\n switch costume to (letter (Letter) of (text))\n if <not <<(letter (Letter) of (text)) = [/]> or <<(letter (Letter) of (text)) = [*]> or <(letter (Letter) of (text)) = [ ]>>>> then\n create clone of (_myself_ v)\n end\n change x by (8)\n if <(letter (Letter) of (text)) = [*]> then\n set x to (-215)\n change y by (-12)\n end\n if <(letter (Letter) of (text)) = [/]> then\n wait (0.2) seconds\n end\nend\nset [cloneid v] to [None]\n\nwhen I start as a clone\nif <(CloneID) = [Letter]> then\n set [pitch v] effect to (pick random (-5) to (5))\n start sound (DialogueID)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (3)\n change [ghost v] effect by (-34)\n end\n wait until <(-INTERACT.INPUT) = [1]>\nend\n\ndefine Person (person)\nset [brightness v] effect to (50)\nrepeat (length of (person))\n change [letter v] by (1)\n switch costume to (letter (Letter) of (person))\n create clone of (_myself_ v)\n change x by (8)\nend\nset [cloneid v] to [None]\nclear graphic effects\n\nwhen I start as a clone\nif <(CloneID) = [Letter2]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait until <(-INTERACT.INPUT) = [1]>\nend\n\nwhen I receive [deleteletters v]\nif <<(CloneID) = [Letter]> or <(CloneID) = [Letter2]>> then\n delete this clone\nend\n\nwhen I receive [stopdialogue v]\nif <not <(CloneID) = [None]>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [dialogue? v] to [0]\n delete this clone\nend\n\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait until <(-INTERACT.INPUT) = [1]>\n\nturn right (1) degrees\n\npoint in direction (90)\n\nwhen I receive [dialogue v]\nif <(DialogueID) = [Magician]> then\n Talk [WELCOME...//] [???:]\n wait until <(-INTERACT.INPUT) = [1]>\n start sound [Talk v]\n Talk [I HAVE SOMETHING FOR YOU] [???:]\n wait until <(-INTERACT.INPUT) = [1]>\n start sound [Talk v]\n change [coins v] by (-1)\n Talk [ITS LIFE CRYSTAL//*YOU CAN INTERACT WITH TOTEM*AND HAVE A CHECKPOINT] [???:]\n wait until <(-INTERACT.INPUT) = [1]>\n start sound [Talk v]\n broadcast (Pickup Crystal v) and wait\n broadcast (StopDialogue v)\nend\n\nwhen I receive [dialogue v]\nif <(DialogueID) = [Magician2]> then\n Talk [YOU DONT HAVE MONEY? //BRUH] [???:]\n wait until <(-INTERACT.INPUT) = [1]>\n start sound [Talk v]\n broadcast (StopDialogue v)\nend\n\n@Particles\n\nwhen flag clicked\nhide\nforever\n if <<(PlayerTouchingGround?) = [1]> and <([abs v] of ([playerxvel v] of [player v]) ) > [2]>> then\n set [cloneid v] to [RunningSmoke]\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [RunningSmoke]> then\n point in direction (pick random (-180) to (180))\n set size to (pick random (290) to (310)) %\n go to x: (0) y: (-45)\n set [clonexposition v] to (MapX)\n set [cloneyposition v] to ((MapY) - (35))\n set [ghost v] effect to (40)\n show\n switch costume to (runningsmoke v)\n repeat (10)\n go to x: (((() - (MapX)) + ((CameraX) / (5))) + (CloneXPosition)) y: (((() - (MapY)) + ((CameraY) / (5))) + (CloneYPosition))\n change [cloneyposition v] by (0.5)\n change [ghost v] effect by (6)\n end\n delete this clone\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(CanInteract?) = [1]> then\n set [cloneid v] to [Interact]\n create clone of (_myself_ v)\n wait until <(CanInteract?) = [0]>\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Interact]> then\n switch costume to (? v)\n go to (player v)\n change y by (30)\n set size to (400) %\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait until <(CanInteract?) = [0]>\n repeat (4)\n change size by (30)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [pickupcoin v]\nif <(CloneID) = [None]> then\n set [cloneid v] to [Coin]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Coin]> then\n go [forward v] (3) layers\n wait (0.8) seconds\n switch costume to (coin v)\n go to (player v)\n change y by (10)\n set size to (400) %\n show\n repeat (25)\n change size by (5)\n change y by (1.5)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n set [cloneid v] to [None]\nend\n\nwhen I receive [pickupkey v]\nif <(CloneID) = [None]> then\n set [cloneid v] to [Key]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [key v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [Key]> then\n go [forward v] (3) layers\n wait (0.8) seconds\n switch costume to (key v)\n go to (player v)\n change y by (10)\n set size to (400) %\n show\n repeat (25)\n change size by (5)\n change y by (1.5)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Death?) = [1]> then\n DeathParticles\n wait until <(Death?) = [0]>\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Death1]> then\n go to (player v)\n switch costume to (death1 v)\n set [clonedirvar v] to (pick random (-180) to (180))\n set size to (pick random (300) to (340)) %\n point in direction (CloneDirVar)\n set [clonexposition v] to (pick random (1) to (3))\n set [cloneyposition v] to (pick random (4) to (5))\n wait (pick random (0) to (0.02)) seconds\n show\n repeat (pick random (29) to (31))\n change [ghost v] effect by (4)\n change y by (CloneYPosition)\n change [cloneyposition v] by (-0.7)\n if <(CloneDirVar) > [0]> then\n change x by (CloneXPosition)\n turn right (30) degrees\n else\n turn left (30) degrees\n change x by (() - (CloneXPosition))\n end\n if <touching (maphitbox v)?> then\n set [cloneyposition v] to ((() - (CloneYPosition)) / (pick random (1.5) to (2)))\n end\n end\n delete this clone\nend\n\ndefine DeathParticles\nset [cloneid v] to [Death1]\nrepeat (10)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [Death2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [ShakeScreen]\ncreate clone of (_myself_ v)\n\nbroadcast (Death v)\n\nwhen I start as a clone\nif <(CloneID) = [Death2]> then\n point in direction (90)\n switch costume to (death2 v)\n go to (player v)\n set size to (70) %\n show\n repeat (15)\n point in direction (pick random (-180) to (180))\n change size by (60)\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [ShakeScreen]> then\n repeat (9)\n set [mapx v] to ((MapX) - (CloneXPosition))\n set [mapy v] to ((MapY) - (CloneYPosition))\n set [clonexposition v] to (pick random (-6) to (6))\n set [cloneyposition v] to (pick random (-6) to (6))\n set [mapx v] to ((MapX) + (CloneXPosition))\n set [mapy v] to ((MapY) + (CloneYPosition))\n broadcast (MapTick v)\n end\n delete this clone\nend\n\nwhen I receive [pickup crystal v]\nif <(CloneID) = [None]> then\n set [cloneid v] to [Crystal]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Crystal]> then\n go [forward v] (3) layers\n wait (0.8) seconds\n switch costume to (crystal v)\n go to (player v)\n change y by (10)\n set size to (400) %\n show\n repeat (25)\n change size by (5)\n change y by (1.5)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [crystal v] to [0]\n\n@HUD\n\nwhen flag clicked\nhide\ngo to x: (-130) y: (150)\nset size to (400) %\nset [cloneid v] to [Coin]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Key]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Crystal]\ncreate clone of (_myself_ v)\nset [cloneid v] to [None]\nforever\n Coins (Coins)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Coin]> then\n go to [front v] layer\n switch costume to (coin v)\n show\n go to x: (-210) y: (148)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Key]> then\n go to [front v] layer\n switch costume to (key v)\n go to x: (-205) y: (125)\n set size to (500) %\n forever\n if <(Key) = [1]> then\n show\n wait until <(Key) = [0]>\n else\n hide\n wait until <(Key) = [1]>\n end\n end\nend\n\ndefine Coins (text)\ngo to x: (-190) y: (146)\nbroadcast (DeleteNumbers v)\nset [letter v] to [0]\nset [cloneid v] to [Letter]\nrepeat (length of (text))\n change [letter v] by (1)\n switch costume to (letter (Letter) of (text))\n create clone of (_myself_ v)\n change x by (10)\nend\nset [cloneid v] to [None]\n\nwhen I receive [deletenumbers v]\nif <(CloneID) = [Letter]> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Letter]> then\n show\nend\n\nwhen I start as a clone\nif <(CloneID) = [Crystal]> then\n go to [front v] layer\n switch costume to (crystal v)\n go to x: (-210) y: (-148)\n set size to (500) %\n forever\n if <(Crystal) = [1]> then\n show\n wait until <(Crystal) = [0]>\n else\n hide\n wait until <(Crystal) = [1]>\n end\n end\nend\n\n@Border\n\nwhen flag clicked\nswitch costume to (border v)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwait (0) seconds\n\nbroadcast (Death v)\n\n@Fade\n\nwhen I receive [fade v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nset [musicid v] to [2]\nbroadcast (StopMusic v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nwait (0.4) seconds\ngo to [front v] layer\n\nstop [all v]\n\nwhen flag clicked\nset [musicid v] to [1]\n\nwhen I receive [death v]\nset [brightness v] effect to (100)\nset [ghost v] effect to (50)\nshow\nrepeat (20)\n change [ghost v] effect by (3)\nend\nclear graphic effects\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [ghost v] effect to (100)\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\n\n@Assets\n\nwhen flag clicked\nhide\n\n@MovingObjects\n\nwhen I receive [maptick v]\nset size to (4000) %\ngo to x: (((() - (MapX)) + ((CameraX) / (5))) + (ObjectX)) y: (((() - (MapY)) + ((CameraY) / (5))) + (ObjectY))\nset size to (800) %\n\nwhen flag clicked\nhide\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [None]\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n set [objectx v] to [510]\n set [objecty v] to [-48]\n show\n forever\n repeat until <(ObjectX) > [639]>\n change [objectx v] by (2)\n switch costume to (platform2 v)\n if <touching (player v)?> then\n change [mapx v] by (2)\n end\n switch costume to (platform v)\n end\n repeat until <(ObjectX) < [509]>\n change [objectx v] by (-2)\n switch costume to (platform2 v)\n if <touching (player v)?> then\n change [mapx v] by (-2)\n end\n switch costume to (platform v)\n end\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n set [objectx v] to [765]\n set [objecty v] to [-48]\n show\n switch costume to (platform v)\n forever\n repeat until <(ObjectY) > [100]>\n change [objecty v] by (2)\n end\n repeat until <(ObjectY) < [-47]>\n change [objecty v] by (-2)\n switch costume to (platform v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(_DEBUG?) = [1]> then\n say (join (round (ObjectX)) (join [:] (round (ObjectY))))\n end\nend\n\n | INSTRUCTIONS\n[ WADS Keys ] - Move left right or up.\n[ Collect Coins ] - You get a new high score !\n[ Take a checkpoint ] - You can respawn there ! \n[ Jump on an Enemy's Head ] - You can defeat it !\n[ Collect Keys ] - You can open locked doors !\n[ Stand on Moving Platforms ] - You can auto move !\n[ Run through a squasher ] - Avoid getting squash !\n[ Jump through some platforms ] - it will help you beat the scene !\n[ Get to Scene 24 ] - Beat the Game !\n\n[ Get boosts ] - Buy things from the shop.\n\n[ Play Part 2 ] - It continues...\n\n ENJOY ! |
The Emerald Cave | Platformer #Games | @Stage\n\nwhen flag clicked\nswitch backdrop to (download \(16\) \(1\) v)\n\nwhen I receive [next level! v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-1)\n\nwhen flag clicked\ngo to x: (-200) y: (-1)\nset size to (80) %\nswitch costume to (alive v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [5]\n else\n set [xv v] to [-5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n if <touching (water v)?> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (-00.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.9)\n end\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 [2]\n end\n end\n if <touching (marshmello 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 (danger v)?>> or <touching (lava variable v)?>> then\n start sound [Death v]\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\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [y vel v]\nset [yv v] to [20]\n\n@Platform\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level! v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(level) = [2]> 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) = [3]> 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) = [4]> then\n hide\n go to [back v] layer\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 (costume3 v)\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 (costume4 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) = [10]> 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) = [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 show\n go to [front v] layer\n switch costume to (costume7 v)\n end\nend\n\n@Water\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(level) = [6]> 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) = [7]> then\n hide\n go to [back v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> 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) = [10]> then\n hide\n go to [back v] layer\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> 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) = [12]> then\n hide\n go to [back v] layer\n switch costume to (costume1 v)\n end\nend\n\n@Toaster\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n go to x: (36) y: (28)\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n repeat (4)\n next costume\n end\n start sound [Low Whoosh v]\n broadcast (y vel v)\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n go to x: (-63) y: (5)\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n hide\n go to [back v] layer\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 go to x: (-49) y: (26)\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n go to x: (-5) y: (29)\n show\n go to [front v] layer\n end\nend\n\n@Win\n\nwhen flag clicked\nhide\ngo to [back v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n else\n hide\n go to [back v] layer\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n | |
3D Platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Chris v] until done\nend\n\nwhen I receive [cave biome v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [back to normal v]\nswitch backdrop to (backdrop1 v)\n\nwhen [m v] key pressed\nrepeat until <key (n v) pressed?>\n stop all sounds\nend\n\n@Sprite2\n\n@character\n\nwhen flag clicked\nswitch costume to (3a v)\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (-190) y: (50)\nset [level v] to [1]\nset [xv v] to [0]\nset [falling? v] to [0]\nset [yv v] to [0]\nset size to (70) %\nset rotation style [left-right v]\nforever\n Physics\nend\n\ndefine Touch Ground <up?>\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\nend\n\ndefine Physics\nchange [yv v] by (-1)\nchange y by (Yv)\nchange [falling? v] by (1)\nTouch Ground <(Yv) > [0]>\nif <<<key (up arrow v) pressed?> and <(falling?) < [3]>> and <not <touching (obstacles v)?>>> then\n set [yv v] to [13]\nend\nif <<key (left arrow v) pressed?> and <not <touching (obstacles v)?>>> then\n switch costume to (costume4 v)\n change [xv v] by (-1.7)\nend\nif <<key (right arrow v) pressed?> and <not <touching (obstacles v)?>>> then\n switch costume to (3a v)\n change [xv v] by (1.7)\nend\nset [xv v] to ((Xv) * (0.85))\nchange x by (Xv)\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 I hate lag\nend\nif <touching (trampoline v)?> then\n start sound [Boing v]\n set [yv v] to [20]\nend\nif <touching (obstacles v)?> then\n switch costume to (costume5 v)\n broadcast (death v)\n play sound [Death sound in Minecraft v] until done\n switch costume to (3a v)\n go to x: (-190) y: (50)\n set [yv v] to [0]\n set [xv v] to [0]\nend\nif <(x position) > [242]> then\n broadcast (next level v)\nend\nset size to (75) %\n\ndefine I hate lag\nchange x by ((Xv) * (-1))\nchange y by ((slope) * (-1))\n\nwhen flag clicked\nshow\nhide variable [level v]\nforever\n if <touching (water v)?> then\n change [yv v] by (0.6)\n if <<key (down arrow v) pressed?> and <not <touching (obstacles v)?>>> then\n change [yv v] by (-0.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [yv v] by (0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-190) y: (50)\n end\nend\n\nwhen flag clicked\nshow\nforever\n set [direction v] to (direction)\nend\n\nwhen [r v] key pressed\ngo to x: (-190) y: (60)\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> and <not <touching (obstacles v)?>>> then\n repeat until <<not <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>>> or <touching (obstacles v)?>>\n switch costume to (costume2 v)\n end\n switch costume to (3a v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> and <not <touching (obstacles v)?>>> then\n repeat until <<not <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>>> or <touching (obstacles v)?>>\n switch costume to (costume3 v)\n end\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n repeat until <not <key (down arrow v) pressed?>>\n switch costume to (costume1 v)\n end\n switch costume to (costume6 v)\n end\nend\n\nwhen [k v] key pressed\nif <(username) = [-OchiCat-]> then\n show variable [level v]\n wait until <key (l v) pressed?>\n hide variable [level v]\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> and <not <(level) = [14]>>> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-190) y: (50)\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (obstacles v)?> then\n repeat until <not <touching (obstacles v)?>>\n switch costume to (costume5 v)\n end\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [8]> then\n broadcast (cave biome v)\nend\nif <(costume [number v]) = [11]> then\n broadcast (back to normal v)\nend\n\n@obstacles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nif <(level) = [1]> then\n switch costume to (costume1 v)\nend\nif <(level) = [2]> then\n switch costume to (costume2 v)\nend\nif <(level) = [3]> then\n switch costume to (costume3 v)\nend\nif <(level) = [4]> then\n go to [front v] layer\n switch costume to (costume4 v)\n show\nend\nif <(level) = [5]> then\n go to [back v] layer\n switch costume to (costume12 v)\nend\nif <(level) = [6]> then\n go to [back v] layer\n show\n switch costume to (costume5 v)\nend\nif <(level) = [7]> then\n go to [front v] layer\n switch costume to (costume6 v)\nend\nif <(level) = [8]> then\n go to [back v] layer\n switch costume to (costume7 v)\n show\nend\nif <(level) = [9]> then\n go to [back v] layer\n switch costume to (costume8 v)\n show\nend\nif <(level) = [10]> then\n go to [back v] layer\n switch costume to (costume9 v)\nend\nif <(level) = [11]> then\n go to [back v] layer\n switch costume to (costume10 v)\nend\nif <(level) = [12]> then\n switch costume to (costume11 v)\nend\nif <(level) = [13]> then\n go to [front v] layer\n switch costume to (costume13 v)\nend\nif <(level) = [14]> then\n hide\nend\n\nbroadcast (next level v)\n\nbroadcast (next level v)\nchange [level v] by (1)\n\n@Water\n\nwhen flag clicked\nswitch costume to (w1 v)\nshow\ngo to [front v] layer\ngo to x: (-326) y: (-140)\nforever\n repeat until <(costume [number v]) = [4]>\n next costume\n wait (0.1) seconds\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [1]> then\n go to x: (-326) y: (-140)\n go to [front v] layer\n show\nend\nif <(level) = [2]> then\n hide\nend\nif <(level) = [3]> then\n show\n go to x: (-169) y: (-130)\nend\nif <(level) = [4]> then\n hide\nend\nif <(level) = [5]> then\n hide\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [death v]\nset [ghost v] effect to (100)\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nclear graphic effects\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (-30) y: (-86)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (character v)?> then\n repeat until <not <touching (character v)?>>\n switch costume to (costume2 v)\n end\n wait (0.08) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n switch costume to (costume1 v)\n go to x: (-161) y: (-84)\nend\nif <(level) = [3]> then\n hide\nend\nif <(level) = [5]> then\n show\n switch costume to (costume1 v)\n go to x: (-146) y: (-89)\nend\nif <(level) = [6]> then\n show\n switch costume to (costume1 v)\n go to x: (-110) y: (-87)\nend\nif <(level) = [7]> then\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\npoint in direction (90)\nset size to (100) %\nshow\nforever\n go to [front v] layer\nend\n\n | Welcome to the 3D Platformer Tutorial. This is the first tutorial for my 3D engine: ChromeEngine! Visit one of the links below, to start the tutorial:\n- Video Tutorial: https://youtu.be/eWkdsiIOoUw\n- Website Tutorial: https://joeclinton1.github.io/ChromeEngine-Docs/\n------------------------Controls------------------------------------\n- WASD, Arrow keys and Space if on PC\n- Joystick and jump button if on mobile. \n- r to reset\nUse Turbowarp if your fps is <20:\nhttps://turbowarp.org/926935828?hqpen\nAlso try disabling shadows in Settings (press v)\n----------------------------Credits---------------------------------\n- Music: Kevin MacLeod (incompetech.com)\n- SFX: soundsnap.com & @Chooper100\n- Tri fill: @KryptoScratcher (Azex2)\n- Cloud leaderboard: @Griffpatch\n- 3D line fill: @Chooper100\n- Icons: flaticon.com\n- Mobile controls: Roblox inspired\n-------------------------Version History -------------------------\nV1.0 - 25/11 - Initial release\n----------------------------Bugs---------------------------------\n- Physics engine has a bug with how the edges of the platform are handled.\n\nThank you to @Amongus387 and others for answering the survey about project discovery location. |
Frictionless - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (empty v)\n\nwhen flag clicked\nhide\nforever\n if <(level) > [31]> then\n broadcast (THE END :\) v)\n set [collect coins v] to [0]\n stop [this script v]\n end\nend\n\n@Blank\n\n@player\n\nwhen I receive [go v]\nwait (.3) seconds\nif <(already loved/faved?) = [yes]> then\n switch costume to (cake skin v)\nend\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (clone v)\nset size to (70) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [go v]\nset size to (70) %\nswitch costume to (normal v)\nshow\ngo to x: (-225) y: (-40)\npoint in direction (90)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n clear graphic effects\n change y by (-3)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y move v] to [8]\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 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 [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n if <(collect coins) = (minum collected)> then\n set [x move v] to [0]\n set [y move v] to [0]\n hide\n change [level v] by (1)\n start sound [Collect v]\n go to x: (-225) y: (-40)\n broadcast (transition v)\n broadcast (next level v)\n show\n end\n end\nend\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (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?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [go v]\nforever\n if <touching (jump pad v)?> then\n set [y move v] to [16]\n wait (1) seconds\n repeat (10)\n change [x move v] by (4)\n end\n end\nend\n\nwhen I receive [go v]\ngo to [back v] layer\nforever\n if <<(y position) < [-175]> or <touching (oof v)?>> then\n hide\n set [x move v] to [0]\n set [y move v] to [0]\n go to x: (-225) y: (-40)\n point in direction (90)\n start sound [Crunch v]\n broadcast (transition v)\n broadcast (coin reset v) and wait\n broadcast (coin check v)\n show\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x move v] by (-1.2)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x move v] by (1.2)\n point in direction (90)\n end\nend\n\nwhen I receive [change skin v]\nswitch costume to (cake skin v)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\n set [playery v] to (y position)\nend\n\n@platform\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 1 v)\nchange [ghost v] effect by (100)\nset [level v] to [1]\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\n@deco\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 1 v)\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\n@oof\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 1 v)\nclear graphic effects\nset [ghost v] effect to (100)\n\nwhen I receive [go v]\nshow\nforever\n switch costume to (level)\nend\n\n@thumbnail \n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\ngo to [front v] layer\n\nwhen I receive [stop v]\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.025) seconds\nend\n\n@music\n\nwhen flag clicked\nset [id v] to [1]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [go v]\nswitch costume to (1 - isrg33 - dreams v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nwait until <(id) = [2]>\nswitch costume to (2 - plo's theme v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nwait until <(id) = [3]>\nswitch costume to (3 - the wind can be still v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nwait until <(id) = [4]>\nswitch costume to (4 - mines iccles v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [go v]\nset [id v] to [1]\nwait (2) seconds\nrepeat until <(level) = [11]>\n play sound [1 - Within The Sadness -1f1n1ty v] until done\nend\nwait (1.5) seconds\nset [id v] to [2]\nrepeat until <(level) = [20]>\n play sound [2 - Plo's Theme v] until done\nend\nwait (1.5) seconds\nset [id v] to [3]\nrepeat until <(level) = [26]>\n play sound [3 - the wind can be still v] until done\nend\nwait (1.5) seconds\nset [id v] to [4]\nforever\n play sound [4 - mines iccles v] until done\nend\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\n@notfication\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [go v]\ngo to x: (0) y: (50)\nswitch costume to (norm v)\nforever\n wait (pick random (20) to (40)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [go v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [stop notif v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nswitch costume to (beginining v)\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (2.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\n\n@bg\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [go v]\nshow\nforever\n go to x: ((playerX) / (-10)) y: ((playerY) / (-10))\n go to [back v] layer\nend\n\nwhen I receive [go v]\nswitch costume to (mountain day v)\nshow\nwait until <(level) = [11]>\nstop all sounds\nswitch costume to (mountain night v)\nwait until <(level) = [20]>\nstop all sounds\nswitch costume to (mountain midnight v)\nwait until <(level) = [26]>\nstop all sounds\nswitch costume to (mountain sun rise v)\n\n@Par\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\n wait (.1) seconds\nend\n\nwhen I start as a clone\nhide\ngo to x: (pick random (-230) to (230)) y: (-200)\nset size to (pick random (30) to (50)) %\npoint in direction (pick random (-90) to (90))\nshow\nrepeat (20)\n move (2) steps\n change y by (1)\n turn right (5) degrees\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen [p v] key pressed\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@transition\n\nwhen I receive [transition v]\ngo to [front v] layer\nshow\nclear graphic effects\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (1 v)\nhide\nstop [other scripts in sprite v]\ngo to [back v] layer\n\nwhen flag clicked\nhide\nclear graphic effects\n\n@win screen \n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [the end :\) v]\nstart sound [4 - mines iccles \[end cut\] v]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (text v)\nwait (2) seconds\nrepeat (820)\n change y by (1)\nend\nwait (.9) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch costume to (me v)\ngo to x: (0) y: (0)\nwait (.9) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1.3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (thumbnail v)\n\nwhen I start as a clone\nswitch costume to (black screen v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [wr ani v]\nstop [other scripts in sprite v]\nwait (2) seconds\nhide\n\n@WR ANIMATION\n\nwhen flag clicked\nhide\nshow variable [time v]\nswitch costume to (empty v)\nset size to (100) %\nswitch costume to (costume1 v)\nclear graphic effects\n\nwhen I receive [wr ani v]\ngo to [front v] layer\nhide variable [time v]\nhide variable [☁ world record v]\ngo to [front v] layer\nshow\nrepeat (9)\n next costume\n wait (.025) seconds\nend\nwait (1) seconds\nrepeat (9)\n switch costume to ((costume [number v]) - (1))\n wait (.025) seconds\nend\nhide\nbroadcast (transition v)\nwait (.3) seconds\nbroadcast (flash v)\nshow\nswitch costume to (me v)\nwait (2) seconds\nbroadcast (flash v)\nswitch costume to (me2 v)\nwait (.5) seconds\nbroadcast (flash v)\nswitch costume to (me3 v)\nwait (1) seconds\nshow\ngo to [front v] layer\nstop [all v]\n\n@Intro\n\ndefine [Smooth spin] Speed - (speed) [Ending direction] (direction) [Full turn speed] (full speed)\nset [my variable v] to [0]\nrepeat (15)\n change [my variable v] by (full speed)\n turn right (my variable) degrees\nend\nrepeat until <(round (direction)) = (direction)>\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nset [full turn speed v] to [1]\nset [ending direction v] to [90]\nset [smooth spin v] to [5]\npoint in direction (90)\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (capture2 v)\n show\n go to x: (-240) y: (0)\n set size to (10) %\n repeat (2)\n change x by (6)\n change size by (5)\n end\n repeat (3)\n change x by (9)\n change size by (6)\n end\n repeat (4)\n change x by (12)\n change size by (8)\n end\n repeat (3)\n change x by (12)\n change size by (8)\n end\n repeat (3)\n change x by (12)\n change size by (6)\n end\n repeat (3)\n change x by (9)\n change size by (6)\n end\n repeat (3)\n change x by (7)\n change size by (6)\n end\n repeat (3)\n change x by (5)\n change size by (4)\n end\n repeat (3)\n change x by (3)\n change size by (3)\n end\n repeat (3)\n change x by (3)\n change size by (3)\n end\n repeat (3)\n change x by (2)\n change size by (2)\n end\n repeat (3)\n change x by (1)\n change size by (1)\n end\n [Smooth spin] Speed - (Smooth spin) [Ending direction] (Ending direction) [Full turn speed] (Full turn speed)\n wait (.5) seconds\n repeat (2)\n change size by (-6)\n end\n repeat (3)\n change size by (-8)\n end\n repeat (4)\n change size by (-10)\n end\n repeat (5)\n change size by (-14)\n end\n hide\n broadcast (transition v)\n broadcast (menu v)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [thumbnail v]\nset volume to (100) %\nstart sound [end v]\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\n@TIMER\n\nwhen I receive [go v]\nshow variable [time v]\nset [time v] to [0]\nwait (1) seconds\nset [time v] to [0]\nforever\n repeat until <(level) = [32]>\n change [time v] by (1)\n wait (1) seconds\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [the end :\) v]\nforever\n if <(time) < (☁ World record)> then\n set [☁ world record v] to (time)\n broadcast (WR ANI v)\n stop [this script v]\n end\nend\n\nwhen I receive [the end :\) v]\nshow variable [☁ world record v]\n\n@fliter\n\nwhen I receive [play game v]\nhide\nwait (.5) seconds\nforever\n if <<(level) = [2]> or <<(level) = [4]> or <(level) = [3]>>> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [go v]\nswitch costume to (night v)\nforever\n if <(level) = [2]> then\n switch costume to (night v)\n end\n if <(level) = [3]> then\n switch costume to (midnight v)\n end\n if <(level) = [4]> then\n switch costume to (morning v)\n end\nend\n\n@menu\n\nwhen I start as a clone\nif <(id) = [1]> then\n go to x: (0) y: (0)\n show\n switch costume to (start v)\n go to [front v] layer\n forever\n point in direction (([sin v] of ((time) * (1500)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait (.1) seconds\n broadcast (transition v)\n broadcast (go v)\n delete this clone\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\nend\nif <(id) = [2]> then\n go to x: (0) y: (0)\n show\n switch costume to (bg v)\n go to [front v] layer\n go [backward v] (1) layers\n forever\n point in direction (([sin v] of ((time) * (100)) ) + (90))\n end\nend\nif <(id) = [3]> then\n go to x: (0) y: (-110)\n show\n switch costume to (info v)\n go to [front v] layer\n forever\n point in direction (([sin v] of ((time) * (1500)) ) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait (.1) seconds\n broadcast (info v)\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [go v]\nwait (1) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [go v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [menu v]\nforever\n play sound [song v] until done\nend\n\nwhen I receive [menu v]\nforever\n change [time v] by (.02)\nend\n\n@info section\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [info v]\nshow\ngo to [front v] layer\nforever\n if <<mouse down?> or <key (any v) pressed?>> then\n hide\n go to [back v] layer\n stop [this script v]\n end\nend\n\n@rain\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (50)\ngo to x: (pick random (230) to (-230)) y: (190)\nswitch costume to (rain v)\nrepeat (25)\n change y by (-17)\nend\ndelete this clone\n\nwhen I receive [menu v]\nwait (.1) seconds\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [go v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@detector\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\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]>>\nbroadcast (stop notif v)\nbroadcast (give skin v)\nset [already loved/faved? v] to [yes]\nhide\ndelete this clone\n\n@skin gain ani\n\nwhen flag clicked\nhide\ngo to [front v] layer\npoint in direction (90)\nset size to (30) %\ngo to x: (0) y: (0)\nswitch costume to (with out text v)\n\nwhen I receive [give skin v]\ngo to [front v] layer\npoint in direction (90)\nset size to (30) %\ngo to x: (0) y: (0)\nset rotation style [all around v]\nswitch costume to (with out text v)\nwait (1) seconds\nbroadcast (transition v)\nshow\nrepeat (56)\n turn left (25) degrees\n change size by (10)\nend\nturn left (25) degrees\npoint in direction (90)\nswitch costume to (with text v)\nrepeat until <<key (any v) pressed?> or <mouse down?>>\n repeat (10)\n change y by (1.5)\n end\n repeat (10)\n change y by (-1.5)\n end\nend\nswitch costume to (with out text v)\nrepeat (59)\n change size by (-8.4)\nend\nset rotation style [left-right v]\nrepeat until <touching (player v)?>\n move (10) steps\n point towards (player v)\nend\nhide\nbroadcast (flash v)\nbroadcast (change skin v)\n\n@flash\n\nwhen flag clicked\nshow\nset size to (300) %\nset [ghost v] effect to (100)\n\nwhen I receive [flash v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [flash v]\nswitch costume to (white v)\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\n@clouds\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nset size to (pick random (90) to (110)) %\nset [ghost v] effect to (pick random (20) to (40))\nset y to (pick random (100) to (185))\nset x to (301)\nshow\nrepeat until <<(x position) < [-290]> or <(x position) = [-290]>>\n change x by (-1)\nend\ndelete this clone\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [go v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (12) to (16)) seconds\nend\n\nwhen [p v] key pressed\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Effect\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (pick random (85) to (95))\nset size to (pick random (40) to (70)) %\ngo to x: (240) y: (pick random (180) to (-180))\nglide (pick random (1.0) to (3.0)) secs to x: (-240) y: (pick random (180) to (-180))\ndelete this clone\n\nwhen I receive [go v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen [p v] key pressed\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n | New NinjaRun™ game is out!\n4TH] https://scratch.mit.edu/projects/363781866/\nV2Pin] Check this regularly for updates. ↓↓↓↓↓↓↓↓↓↓↓\n1] ↓↓↓↓↓↓↓↓↓↓↓\nNEW] https://scratch.mit.edu/projects/362769436/\n2] ↓↓↓↓↓↓↓↓↓↓↓\n\nNote: This is my platforming engine, I made this from scratch, and used my own.\n3] ↓↓↓↓↓↓↓↓↓↓↓\nNew music on all official NinjaRun™ games! |
Desert a scrolling platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (screen shot 2021-04-20 at 9 v)\n\n@Background\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (level 2 v)\nbroadcast (level 1-2 \(3\) v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (level 6 v)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (level 4 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (level 5 v)\nbroadcast (Level 4-5 \(3\) v)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (level 9 v)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (level 3 v)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (level 8 v)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (level 10 v)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (level win v)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (level 7 v)\n\nwhen I receive [unmute v]\nset volume to (0) %\n\nwhen I receive [mute v]\nset volume to (25) %\n\nwhen I receive [music v]\nforever\n play sound [Among Us - Menu Music v] until done\nend\n\n@Mini Crewmate?\n\nwhen [w v] key pressed\nrepeat until <not <key (w v) pressed?>>\n if <<key (w v) pressed?> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (crewmate-jump-right v)\n end\n if <<key (w v) pressed?> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (crewmate-jump-left v)\n end\nend\n\nwhen flag clicked\ngo to x: (-215) y: (-118)\nhide variable [slope v]\nhide variable [x vel. v]\nhide variable [y vel. v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nforever\n platformer physics [0.7] [0.9] [13]\nend\n\ndefine platformer physics (speed) (friction) (jump hight)\nchange [y vel. v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel. v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel. v] by ((speed) * (-1))\nend\nset [x vel. v] to ((x vel.) * (friction))\nchange x by (x vel.)\nset [slope v] to [0]\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 <key (space v) pressed?>>> and <touching (level v)?>> then\n set [y vel. v] to (jump hight)\nend\nchange y by (1)\n\nwhen flag clicked\nswitch costume to (crewmate-stand v)\nforever\n broadcast (level 1-2 v)\n broadcast (Level 2-3 v)\n broadcast (Level 3-4 v)\n broadcast (Level 4-5 v)\n broadcast (Level 5-6 v)\n broadcast (Level 6-7 v)\n broadcast (Level 7-8 v)\n broadcast (Level 8-9 v)\n broadcast (Level 9-10 v)\n broadcast (Level 10-WIN v)\nend\n\nwhen I receive [level 1-2 \(3\) v]\ngo to x: (-215) y: (-118)\n\nwhen [left arrow v] key pressed\nrepeat until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n switch costume to (crewmate-running\(l\) 1 v)\n wait (0.2) seconds\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 2 v)\n wait (0.2) seconds\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 3 v)\n wait (0.2) seconds\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 4 v)\n wait (0.2) seconds\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [this script v]\n end\nend\n\nwhen [right arrow v] key pressed\nrepeat until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n switch costume to (crewmate-running\(r\) 1 v)\n wait (0.2) seconds\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 2 v)\n wait (0.2) seconds\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 3 v)\n wait (0.2) seconds\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 4 v)\n wait (0.2) seconds\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [level 2-3 \(1\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [tongue kill v]\nif <touching color (#f59292)?> then\n go to x: (-210) y: (-115)\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 4-5 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 5-6 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 6-7 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [imposter kill v]\nif <<touching color (#f59292)?> or <touching color (#ea0000)?>> then\n go to x: (-210) y: (-115)\n switch costume to (crewmate-stand v)\nend\n\nwhen I receive [level 7-8 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 9-10 \(2\) v]\ngo to x: (-215) y: (-118)\n\nwhen I receive [level 10-win\(2\) v]\ngo to x: (0) y: (-116)\nforever\n Win Dance\nend\n\ndefine Win Dance\nswitch costume to (crewmate-win v)\n\nwhen [d v] key pressed\nrepeat until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n switch costume to (crewmate-running\(r\) 1 v)\n wait (0.2) seconds\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 2 v)\n wait (0.2) seconds\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 3 v)\n wait (0.2) seconds\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(r\) 4 v)\n wait (0.2) seconds\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n stop [this script v]\n end\nend\n\nwhen [a v] key pressed\nrepeat until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n switch costume to (crewmate-running\(l\) 1 v)\n wait (0.2) seconds\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 2 v)\n wait (0.2) seconds\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 3 v)\n wait (0.2) seconds\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [this script v]\n end\n switch costume to (crewmate-running\(l\) 4 v)\n wait (0.2) seconds\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n stop [this script v]\n end\nend\n\nwhen I receive [mute v]\nset volume to (25) %\n\nwhen I receive [unmute v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (0) %\n\nwhen I receive [reset v]\ngo to x: (-220) y: (-110)\n\nwhen [up arrow v] key pressed\nrepeat until <not <key (up arrow v) pressed?>>\n if <<key (up arrow v) pressed?> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (crewmate-jump-right v)\n end\n if <<key (up arrow v) pressed?> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (crewmate-jump-left v)\n end\nend\n\nwhen [up arrow v] key pressed\nrepeat until <not <key (space v) pressed?>>\n if <<key (space v) pressed?> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (crewmate-jump-right v)\n end\n if <<key (space v) pressed?> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (crewmate-jump-left v)\n end\nend\n\nwhen [space v] key pressed\nswitch costume to (crewmate-jump-right v)\n\nwhen [up arrow v] key pressed\nswitch costume to (crewmate-jump-right v)\n\nwhen [w v] key pressed\nswitch costume to (crewmate-jump-right v)\n\n@Mom Crewmate?\n\nwhen flag clicked\nhide\nforever\n switch costume to (crewmate-win 1 v)\n wait (0.75) seconds\n switch costume to (crewmate-win 2 v)\n wait (0.75) seconds\nend\n\nwhen I receive [level 10-win\(2\) v]\nshow\n\n@The "Imposter"\n\nwhen flag clicked\nforever\n if <touching (mini crewmate? v)?> then\n go to x: (78) y: (67)\n else\n switch costume to (imposter-running\(l\) 1 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 2 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 3 v)\n wait (1) seconds\n switch costume to (imposter-running\(l\) 4 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\nforever\n broadcast (Imposter Kill v)\nend\n\nwhen I receive [level 6-7 \(2\) v]\ngo to x: (78) y: (67)\nshow\n\nwhen I receive [level 8-9 \(2\) v]\nset [imposter stuck? v] to [2]\nhide\n\nwhen I receive [level 10-win\(2\) v]\nshow\ngo to [back v] layer\nforever\n go to x: (54) y: (-117)\n switch costume to (imposter?-dead\(l\) 4 v)\nend\n\nwhen I receive [level 6-7 \(2\) v]\nrepeat until <(imposter stuck?) = [1]>\n glide (8) secs to (mini crewmate? v)\nend\n\nwhen I receive [level 7-8 \(2\) v]\nset [imposter stuck? v] to [1]\nrepeat until <(imposter stuck?) = [2]>\n go to x: (115) y: (-115)\nend\n\nwhen flag clicked\nset [imposter stuck? v] to [0]\n\n@Tongue\n\nwhen flag clicked\nset size to (100) %\nhide\npoint in direction (90)\n\nwhen I receive [level 2-3 \(1\) v]\ngo to [front v] layer\nshow\ngo to x: (-118) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-51) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (17) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (87) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n broadcast (Tongue Kill v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\nwhen I receive [level 4-5 \(3\) v]\nshow\ngo to x: (-165) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-38) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (106) y: (-100)\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (-13)\nturn right (180) degrees\ncreate clone of (_myself_ v)\ngo to x: (-99) y: (-13)\ncreate clone of (_myself_ v)\ngo to x: (31) y: (-13)\ncreate clone of (_myself_ v)\ngo to x: (183) y: (-13)\n\nturn right (180) degrees\n\nwhen I receive [level 5-6 \(2\) v]\npoint in direction (0)\ndelete this clone\n\nwhen I receive [level 5-6 \(2\) v]\ngo to [front v] layer\nwait (0.001) seconds\nchange size by (-50)\ngo to x: (-39) y: (18)\ncreate clone of (_myself_ v)\ngo to x: (115) y: (94)\ncreate clone of (_myself_ v)\npoint in direction (90)\nchange size by (150)\ngo to x: (157) y: (-67)\ncreate clone of (_myself_ v)\nchange size by (-150)\ngo to x: (203) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (215) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (226) y: (-117)\ncreate clone of (_myself_ v)\n\nwhen I receive [level 6-7 \(2\) v]\nchange size by (50)\nhide\ndelete this clone\n\nwhen I receive [level 7-8 \(2\) v]\nshow\nwait (0.01) seconds\ngo to x: (-142) y: (-117)\nchange size by (-50)\ncreate clone of (_myself_ v)\ngo to x: (-130) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-117) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-106) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-93) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-78) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-66) y: (-117)\ncreate clone of (_myself_ v)\ngo to x: (-53) y: (-117)\ncreate clone of (_myself_ v)\n\nwhen I receive [level 7-8 \(2\) v]\ndelete this clone\n\nwhen I receive [level 8-9 \(2\) v]\nchange size by (50)\nhide\ndelete this clone\n\n@Task Bar\n\nwhen I receive [task hide v]\nglide (0.5) secs to x: (-115) y: (23)\ngo to [back v] layer\n\nwhen I receive [task show v]\nglide (0.5) secs to x: (36) y: (27)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (task bar 0 v)\nshow\n\nwhen I receive [level 1-2 \(2\) v]\nswitch costume to (task bar 1 v)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (task bar 2 v)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (task bar 3 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (task bar 4 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (task bar 5 v)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (task bar 6 v)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (task bar 7 v)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (task bar 8 v)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (task bar 9 v)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (task bar 10 v)\n\n@Task Bar 2\n\nwhen flag clicked\nshow\nswitch costume to (task bar 0 v)\n\nwhen I receive [level 5-6 \(2\) v]\nswitch costume to (task bar 5 v)\n\nwhen I receive [level 6-7 \(2\) v]\nswitch costume to (task bar 6 v)\n\nwhen I receive [level 4-5 \(2\) v]\nswitch costume to (task bar 4 v)\n\nwhen I receive [level 3-4 \(2\) v]\nswitch costume to (task bar 3 v)\n\nwhen I receive [level 2-3 \(1\) v]\nswitch costume to (task bar 2 v)\n\nwhen I receive [level 1-2 \(3\) v]\nswitch costume to (task bar 1 v)\n\nwhen I receive [level 8-9 \(2\) v]\nswitch costume to (task bar 8 v)\n\nwhen I receive [level 10-win\(2\) v]\nswitch costume to (task bar 10 v)\n\nwhen I receive [level 7-8 \(2\) v]\nswitch costume to (task bar 7 v)\n\nwhen I receive [level 9-10 \(2\) v]\nswitch costume to (task bar 9 v)\n\n@Task Hide\n\nwhen this sprite clicked\nbroadcast (Task Hide v)\nhide\n\nwhen I receive [task show v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n@Task Show\n\nwhen this sprite clicked\nbroadcast (Task Show v)\nhide\n\nwhen I receive [task hide v]\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Spinning Tongue 1\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nshow\n\n@Spinning Tongue 2\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nshow\n\n@Spinning Tongue 3\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\n@ID\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10-win\(2\) v]\nshow\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nclear sound effects\nbroadcast (UnMute v)\n\nwhen I receive [mute v]\nshow\n\n@Un Mute\n\nwhen flag clicked\nshow\nset volume to (100) %\n\nwhen this sprite clicked\nbroadcast (Music v)\nhide\nbroadcast (Mute v)\n\nwhen I receive [unmute v]\nshow\n\n@Vent 1\n\nwhen I receive [level 1-2 v]\nif <touching (mini crewmate? v)?> then\n broadcast (level 1-2 \(2\) v)\nend\n\nwhen I receive [level 1-2 \(3\) v]\nhide\n\nwhen flag clicked\nshow\n\n@Vent 2\n\nwhen I receive [level 1-2 \(3\) v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 2-3 \(1\) v)\nend\n\nwhen I receive [level 2-3 \(1\) v]\nhide\n\n@Vent 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nshow\n\nwhen I receive [level 3-4 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 3-4 \(2\) v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\n@Vent 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4-5 \(2\) v]\nhide\n\nwhen I receive [level 4-5 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 4-5 \(2\) v)\nend\n\nwhen I receive [level 3-4 \(2\) v]\nshow\n\n@Vent 5\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nhide\n\nwhen I receive [level 5-6 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 5-6 \(2\) v)\nend\n\nwhen I receive [level 4-5 \(3\) v]\nshow\n\n@Vent 6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nshow\n\nwhen I receive [level 6-7 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 6-7 \(2\) v)\nend\n\nwhen I receive [level 6-7 \(2\) v]\nhide\n\n@Vent 7\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nhide\n\nwhen I receive [level 7-8 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 7-8 \(2\) v)\nend\n\nwhen I receive [level 6-7 \(2\) v]\nshow\n\n@Vent 8\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nshow\n\nwhen I receive [level 8-9 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 8-9 \(2\) v)\nend\n\nwhen I receive [level 8-9 \(2\) v]\nhide\n\n@Vent 9\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\nwhen I receive [level 9-10 v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 9-10 \(2\) v)\nend\n\nwhen I receive [level 9-10 \(2\) v]\nhide\n\n@Vent 10\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [level 10-win v]\nif <touching (mini crewmate? v)?> then\n broadcast (Level 10-WIN\(2\) v)\nend\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\n@Skip 1\n\nwhen I receive [level 1-2 \(3\) v]\nhide\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\nwhen this sprite clicked\nhide\nbroadcast (level 1-2 \(2\) v)\nbroadcast (level 1-2 \(3\) v)\nbroadcast (Skip pressed v)\n\nwhen flag clicked\nshow\n\n@Skip 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nhide\n\nwhen I receive [level 1-2 \(3\) v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Level 2-3 \(1\) v)\nbroadcast (Skip pressed v)\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Skip 3\n\nwhen this sprite clicked\nhide\nbroadcast (Skip pressed v)\nbroadcast (Level 3-4 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3-4 \(2\) v]\nhide\n\nwhen I receive [level 2-3 \(1\) v]\nshow\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Skip 4\n\nwhen this sprite clicked\nhide\nbroadcast (Skip pressed v)\nbroadcast (Level 4-5 \(2\) v)\nbroadcast (Level 4-5 \(3\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4-5 \(2\) v]\nhide\n\nwhen I receive [level 3-4 \(2\) v]\nshow\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Skip 5\n\nwhen this sprite clicked\nhide\nbroadcast (Level 5-6 \(2\) v)\nbroadcast (Skip pressed v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nhide\n\nwhen I receive [level 4-5 \(3\) v]\nshow\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Skip 6\n\nwhen this sprite clicked\nhide\nbroadcast (Skip pressed v)\nbroadcast (Level 6-7 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6-7 \(2\) v]\nhide\n\nwhen I receive [level 5-6 \(2\) v]\nshow\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Skip 7\n\nwhen this sprite clicked\nhide\nbroadcast (Skip pressed v)\nbroadcast (Level 7-8 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nhide\n\nwhen I receive [level 6-7 \(2\) v]\nshow\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Skip 8\n\nwhen this sprite clicked\nhide\nbroadcast (Skip pressed v)\nbroadcast (Level 8-9 \(2\) v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nhide\n\nwhen I receive [level 7-8 \(2\) v]\nshow\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Skip 9\n\nwhen this sprite clicked\nhide\nbroadcast (Level 9-10 \(2\) v)\nbroadcast (Skip pressed v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nhide\n\nwhen I receive [level 8-9 \(2\) v]\nshow\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Skip 10\n\nwhen this sprite clicked\nhide\nbroadcast (Level 10-WIN\(2\) v)\nbroadcast (Skip pressed v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10-win\(2\) v]\nhide\n\nwhen I receive [level 9-10 \(2\) v]\nshow\n\nwhen I receive [skip limit reached v]\nforever\n hide\nend\n\n@Reset\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\nwhen flag clicked\nshow\n\n@Skip Controler\n\nwhen flag clicked\nset [skips you can use v] to [3]\nwait until <(Skips You Can Use) = [0]>\nbroadcast (Skip limit reached v)\n\nwhen I receive [skip pressed v]\nchange [skips you can use v] by (-1)\n\n@ok this is how....\n\nwhen flag clicked\nshow\nwait (0.05) seconds\ngo to [front v] layer\nwait (15) seconds\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nrepeat (7)\n repeat (10)\n change y by (-2)\n wait (0.1) seconds\n end\n repeat (10)\n change y by (2)\n wait (0.1) seconds\n end\nend\n\n@Part 2 and Mobile\n\nwhen flag clicked\nset size to (100) %\nshow\nrepeat (10)\n change size by (10)\n wait (0.2) seconds\n change size by (-10)\n wait (0.2) seconds\nend\nhide\n\n | I might as well share this...\nMobile friendly, the normal controls\nThis is sort of a sequel to lost |
Rainbow Runner 3 || Platformer || #games | @Stage\n\nwhen flag clicked\n\nwhen I receive [begin v]\nforever\n play sound [Nebula v] until done\nend\n\nbroadcast (begin v)\n\n@Others\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\nwhen I receive [join game v]\nset [last value v] to (join [A] (value))\nwait (3) seconds\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\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\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(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)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\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 start sound [crashed oof v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\n\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\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 switch costume to (right v)\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 switch costume to (left up v)\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 switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(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]\n start sound [crashed oof v]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\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\nbroadcast (Begin v)\nbroadcast (Connected v)\nstart sound [Connect v]\n\nif <(MY PLAYER #) > [0]> then\nelse\nend\n\nbroadcast (Full v)\nstart sound [Disconnect v]\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ 1p v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ 2p v] to (value)\n else\n if <(player) = [3]> then\n set [☁ 3p v] to (value)\n else\n if <(player) = [4]> then\n set [☁ 4p v] to (value)\n else\n if <(player) = [5]> then\n set [☁ 5p v] to (value)\n else\n if <(player) = [6]> then\n set [☁ 6p v] to (value)\n else\n if <(player) = [7]> then\n set [☁ 7p v] to (value)\n else\n if <(player) = [8]> then\n set [☁ 8p v] to (value)\n else\n if <(player) = [9]> then\n set [☁ 9p v] to (value)\n else\n if <(player) = [10]> then\n set [☁ 10p 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 () of [chat v])\n wait (2) seconds\n say []\n set [chat 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 [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 [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nforever\n switch costume to (right v)\nend\n\nwhen [timer v] > (0)\nhide\n\nset [ghost v] effect to (100)\n\n@Platforms\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 (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: [360]\n Clone at x: [0] y: [300]\n Clone at x: [240] y: [75]\n Clone at x: [-575] y: [-125]\n Clone at x: [-250] y: [125]\n Clone at x: [-250] y: [175]\n Clone at x: [-250] y: [215]\n Clone at x: [250] y: [400]\n Clone at x: [1375] y: [-600]\n Clone at x: [220] y: [220]\n Clone at x: [220] y: [-100]\n Clone at x: [0] y: [100]\n Clone at x: [500] y: [-50]\n Clone at x: [-89] y: [150]\n Clone at x: [89] y: [150]\n Clone at x: [-200] y: [0]\n Clone at x: [-200] y: [0]\n Clone at x: [0] y: [175]\n Clone at x: [200] y: [150]\n Clone at x: [200] y: [150]\n Clone at x: [200] y: [100]\n Clone at x: [550] y: [0]\n Clone at x: [150] y: [100]\n Clone at x: [-150] y: [100]\n Clone at x: [-150] y: [100]\n Clone at x: [150] y: [100]\n Clone at x: [150] y: [100]\n Clone at x: [0] y: [150]\n Clone at x: [0] y: [150]\n Clone at x: [250] y: [100]\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\n@Love fave\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@Loading\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 flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\n\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]\n\nswitch costume to (full v)\nshow\n\n@DANGER\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\nswitch costume to (1 v)\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [300] y: [-50]\n Clone at x: [25] y: [50]\n Clone at x: [30] y: [0]\n Clone at x: [390] y: [33]\n Clone at x: [962] y: [1286]\n Clone at x: [30] y: [0]\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\n Clone at x: [30] y: []\nend\nhide\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)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I start as a clone\nshow\n\nshow\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [Coin v]\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-7] y: [63]\n Clone at x: [400] y: [63]\n Clone at x: [430] y: [93]\n Clone at x: [460] y: [93]\n Clone at x: [810] y: [50]\n Clone at x: [1100] y: [150]\n Clone at x: [900] y: [300]\n Clone at x: [1275] y: [375]\n Clone at x: [1000] y: [500]\n Clone at x: [950] y: [600]\n Clone at x: [1025] y: [700]\n Clone at x: [950] y: [800]\n Clone at x: [1100] y: [900]\n Clone at x: [1375] y: [1100]\n Clone at x: [1600] y: [1280]\n Clone at x: [1825] y: [1185]\n Clone at x: [2320] y: [1125]\n Clone at x: [2230] y: [1265]\n Clone at x: [2320] y: [1410]\n Clone at x: [2120] y: [1410]\n Clone at x: [1920] y: [1410]\n Clone at x: [1920] y: [1585]\n Clone at x: [2120] y: [1735]\n Clone at x: [2320] y: [1885]\n Clone at x: [3055] y: [2000]\n Clone at x: [3205] y: [2100]\n Clone at x: [3055] y: [2200]\n Clone at x: [2905] y: [2300]\n Clone at x: [3055] y: [2400]\n Clone at x: [3205] y: [2500]\n Clone at x: [3205] y: [2650]\n Clone at x: [3205] y: [2800]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@登録推進\n\nwhen I receive [登録! v]\ngo to x: (0) y: (0)\nset [登録用 v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\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)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (くうはく v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [登録用 v] by (1)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n wait until <(登録用) = [1]>\n if <(costume [number v]) = [6]> then\n wait (0.2) seconds\n end\n start sound [High Whoosh v]\n repeat until <(round (y position)) = [-20]>\n change y by (((-20) - (y position)) / (4))\n change [ghost v] effect by (15)\n end\n hide\n set [登録用 v] to [2]\nelse\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> then\n hide\n go to x: (0) y: (30)\n wait until <(登録用) = [2]>\n if <(costume [number v]) = [8]> then\n wait (0.2) seconds\n end\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n hide\n wait until <(登録用) = [2]>\n if <(costume [number v]) = [4]> then\n wait (0.2) seconds\n end\n show\n set size to (150) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (2))\n end\n start sound [Collect v]\n set [登録用 v] to [3]\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [2]> then\n wait until <(登録用) = [3]>\n hide\n wait (1) seconds\n start sound [Low Whoosh v]\n set [登録用 v] to [4]\n else\n if <(costume [number v]) = [9]> then\n go to [back v] layer\n hide\n wait until <(登録用) = [4]>\n show\n go to x: (0) y: (30)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [音量 v] by (10)\n end\n else\n if <(costume [number v]) = [1]> then\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait (2) seconds\n set [登録用 v] to [5]\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen I receive [とまれ〜 v]\n\nwhen [timer v] > (0)\nhide\nbroadcast (登録! v)\n\n@スプライト1\n\nwhen flag clicked\nhide\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n | use arrow keys or wasd to move, dont touch spikes, lava, cactus, and saws or else you will die, you have to collect all coins or else you cannot advance to the next level, if the portal is grey that means you haven't collected all the coins. if the portal is blue that means you have collected all of the coins and ready to advance to the next level. click the shop icon to go the shop, and click the sound icon to mute or unmute. press r to restart if get stuck |
Embark - A Platformer For Scratch 3.0 | @Stage\n\nwhen flag clicked\nswitch backdrop to (ummmmmmm v)\n\n@Scratch Cat\n\nwhen flag clicked\nset size to (50) %\ngo to x: (-214) y: (-54)\nset [y v] to [0]\nset [x v] to [0]\ngo to [front v] layer\nshow\nforever\n show\n if <<touching color (#ff3355)?> or <touching color (#ff6680)?>> then\n set [y v] to [17]\n end\n if <touching (sprite2 v)?> then\n broadcast (levelswitch2 v)\n go to x: (-214) y: (-88)\n show\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1.8)\n next costume\n if <(costume [number v]) = [17]> then\n switch costume to (run-01 v)\n end\n end\n if <not <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (stand v)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1.8)\n next costume\n if <(costume [number v]) = [17]> then\n switch costume to (run-01 v)\n end\n end\n if <not <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (stand v)\n end\n if <(y position) < [-150]> then\n go to x: (-214) y: (-88)\n set [y v] to [0]\n set [x v] to [0]\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <<touching (things v)?> or <<touching (spill the tea v)?> or <touching (spill the tea2 v)?>>> then\n change y by (1)\n if <<touching (things v)?> or <<touching (spill the tea v)?> or <touching (spill the tea2 v)?>>> then\n change y by (1)\n if <<touching (things v)?> or <<touching (spill the tea v)?> or <touching (spill the tea2 v)?>>> then\n change y by (1)\n if <<touching (things v)?> or <<touching (spill the tea v)?> or <touching (spill the tea2 v)?>>> then\n change y by (1)\n if <<touching (things v)?> or <<touching (spill the tea v)?> or <touching (spill the tea2 v)?>>> then\n change y by (1)\n if <<touching (things v)?> or <<touching (spill the tea v)?> or <touching (spill the tea2 v)?>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-20]\n else\n set [x v] to [20]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (things v)?> or <<touching (spill the tea v)?> or <touching (spill the tea2 v)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (things v)?> or <<touching (spill the tea v)?> or <touching (spill the tea2 v)?>>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [9]\n end\n else\n change [y v] by (-0.5)\n end\n if <touching (but he wasnt a match v)?> then\n set size to (13) %\n broadcast (arianaventi v)\n end\n if <touching (god is non binary v)?> then\n set size to (50) %\n broadcast (arianatall v)\n end\n if <<touching (stop some v)?> or <<touching (stop some2 v)?> or <<touching (stop some3 v)?> or <<touching (stop some4 v)?> or <<touching (stop some5 v)?> or <touching (stop some6 v)?>>>>>> then\n go to x: (-214) y: (-88)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (t v)?> then\n broadcast (HI SISTERS! v)\n end\n if <touching (t2 v)?> then\n broadcast (JamES CHaRLeS hERe v)\n end\nend\n\nchange [y v] by (14)\n\nset [y v] to [14]\n\n@Things\n\nwhen I receive [levelswitch2 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (thank u, next v)\n\nhide\n\nwhen flag clicked\nforever\n play sound [1 v] until done\nend\n\nwhen flag clicked\n\nset [y v] to [0]\n\n@Sprite2\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (68) y: (-176)\nforever\n if <([costume # v] of [things v]) = [3]> then\n set size to (40) %\n go to x: (-62) y: (-109)\n end\n if <([costume # v] of [things v]) = [4]> then\n set size to (100) %\n go to x: (68) y: (-176)\n end\n if <([costume # v] of [things v]) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@god is non binary\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [things v]) = [4]> then\n go to x: (3) y: (32)\n show\n end\nend\n\nwhen I receive [arianatall v]\nforever\n hide\nend\n\n@stop some\n\nwhen flag clicked\ngo to x: (103) y: (-73)\nhide\nforever\n if <([costume # v] of [things v]) = [5]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@stop some2\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\ngo to x: (103) y: (-73)\nhide\nforever\n if <([costume # v] of [things v]) = [7]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@stop some3\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\ngo to x: (103) y: (-73)\nhide\nforever\n if <([costume # v] of [things v]) = [8]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@stop some4\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\ngo to x: (103) y: (-73)\nhide\nforever\n if <([costume # v] of [things v]) = [9]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@BUt hE WASnT a MATCH\n\nwhen flag clicked\nhide\ngo to x: (-53) y: (32)\nforever\n if <([costume # v] of [things v]) = [3]> then\n show\n end\nend\n\nwhen I receive [arianaventi v]\nforever\n hide\nend\n\n@t\n\nwhen flag clicked\nhide\ngo to x: (-7) y: (57)\nforever\n if <([costume # v] of [things v]) = [9]> then\n show\n end\nend\n\nwhen I receive [hi sisters! v]\nforever\n hide\nend\n\n@spill the tea\n\nwhen flag clicked\nhide\ngo to x: (38) y: (31)\n\nwhen I receive [hi sisters! v]\nshow\nforever\n if <not <([costume # v] of [things v]) = [9]>> then\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n go to x: (0) y: (1)\n set [ghost v] effect to (100)\nend\n\n@stop some5\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\ngo to x: (11) y: (-47)\nhide\ngo to [front v] layer\nforever\n if <([costume # v] of [things v]) = [10]> then\n show\n else\n hide\n end\nend\n\n@spill the tea2\n\nwhen flag clicked\nhide\ngo to x: (-105) y: (21)\nforever\n if <not <([costume # v] of [things v]) = [10]>> then\n hide\n end\n if <([costume # v] of [things v]) = [10]> then\n show\n end\nend\n\n@Block\n\nwhen flag clicked\ngo to x: (14) y: (-104)\nhide\ngo to [front v] layer\nforever\n if <([costume # v] of [things v]) = [10]> then\n show\n else\n hide\n end\nend\n\n@stop some6\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\ngo to x: (11) y: (-47)\nhide\ngo to [front v] layer\nforever\n if <([costume # v] of [things v]) = [11]> then\n show\n else\n hide\n end\nend\n\n@Block2\n\nwhen flag clicked\ngo to x: (14) y: (-104)\nhide\ngo to [front v] layer\nforever\n if <([costume # v] of [things v]) = [11]> then\n show\n else\n hide\n end\nend\n\n | Help Harry Potter to prepare for the Third Task of the Triwizard Tournament.\n\nAnswers to FAQ:\n1) Talk to Ron. TALK TO RON!\n2) Press DA and then SPACE.\n3) Bugs? Press R.\n4) If all else fails, rocket jump.\n5) Yes, I KNOW I spelt the spells wrong. Ron just doesn't know them quite as well as you do.\n\n===CONTROLS===\n⬆ to jump,\n⬅ and ➡ to move left and right,\nSPACE and W A S D to cast spells. |
NinjaRun™ A Platformer | @Stage\n\nwhen flag clicked\nforever\n if <(sound?) = [1]> then\n play sound [3d v] until done\n wait (2) seconds\n end\nend\n\n@blank\n\n@blank2\n\n@all\n\ndefine Tri Fill (x1) (y1) (x2) (y2) (x3) (y3) (outline)\nset [_tri2 v] to ([sqrt v] of ((((x2) - (x3)) * ((x2) - (x3))) + (((y2) - (y3)) * ((y2) - (y3)))) )\nset [_tri3 v] to ([sqrt v] of ((((x1) - (x3)) * ((x1) - (x3))) + (((y1) - (y3)) * ((y1) - (y3)))) )\nset [_tri4 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [_tri1 v] to (((_tri2) + ((_tri3) + (_tri4))) / (2))\nset [_tri0 v] to ((2) * ([sqrt v] of ((((_tri1) - (_tri2)) * (((_tri1) - (_tri3)) * ((_tri1) - (_tri4)))) / (_tri1)) ))\nchange [_tri1 v] by (_tri1)\ngo to x: (((((_tri2) * (x1)) + ((_tri3) * (x2))) + ((_tri4) * (x3))) / (_tri1)) y: (((((_tri2) * (y1)) + ((_tri3) * (y2))) + ((_tri4) * (y3))) / (_tri1))\nset pen size to (_tri0)\npen down\nif <(_tri0) > [0]> then\n if <<(_tri3) < (_tri2)> or <(_tri4) < (_tri2)>> then\n if <<(_tri2) < (_tri3)> or <(_tri4) < (_tri3)>> then\n set [_tri1 v] to ((x position) - (x3))\n set [_tri2 v] to ((y position) - (y3))\n else\n set [_tri1 v] to ((x position) - (x2))\n set [_tri2 v] to ((y position) - (y2))\n end\n else\n set [_tri1 v] to ((x position) - (x1))\n set [_tri2 v] to ((y position) - (y1))\n end\n set [_tri1 v] to (([sqrt v] of (((_tri1) * (_tri1)) + ((_tri2) * (_tri2))) ) / ((_tri0) / (2)))\n set [_tri1 v] to ((0.5) - ((0.5) / (_tri1)))\n set [_tri2 v] to (((x position) - (x1)) / (_tri0))\n set [_tri3 v] to (((y position) - (y1)) / (_tri0))\n set [_tri4 v] to (((x position) - (x2)) / (_tri0))\n set [_tri5 v] to (((y position) - (y2)) / (_tri0))\n set [_tri6 v] to (((x position) - (x3)) / (_tri0))\n set [_tri7 v] to (((y position) - (y3)) / (_tri0))\n repeat ([floor v] of (([log v] of ((1) / (_tri0)) ) / ([log v] of (_tri1) )) )\n set [_tri0 v] to ((_tri1) * (_tri0))\n set pen size to ((_tri0) + (.5))\n go to x: ((x1) + ((_tri0) * (_tri2))) y: ((y1) + ((_tri0) * (_tri3)))\n go to x: ((x2) + ((_tri0) * (_tri4))) y: ((y2) + ((_tri0) * (_tri5)))\n go to x: ((x3) + ((_tri0) * (_tri6))) y: ((y3) + ((_tri0) * (_tri7)))\n go to x: ((x1) + ((_tri0) * (_tri2))) y: ((y1) + ((_tri0) * (_tri3)))\n end\nend\nset pen size to (outline)\ngo to x: (x1) y: (y1)\ngo to x: (x2) y: (y2)\ngo to x: (x3) y: (y3)\ngo to x: (x1) y: (y1)\npen up\n\ndefine calculate tri.\nset [sin x v] to ([sin v] of (ROT X) )\nset [cos x v] to ([cos v] of (ROT X) )\nset [sin y v] to ([sin v] of (ROT Y) )\nset [cos y v] to ([cos v] of (ROT Y) )\n\ndefine xyz SetUp (x) (y) (z)\npunto 3 ((x) - (_CAM X)) ((y) - (_CAM Y)) ((z) - (_CAM Z))\npunto 3 (((x3) * (Cos Y)) + ((z3) * (Sin Y))) (y3) (((z3) * (Cos Y)) - ((x3) * (Sin Y)))\npunto 3 (x3) (((y3) * (Cos X)) - ((z3) * (Sin X))) (((y3) * (Sin X)) + ((z3) * (Cos X)))\n\ndefine punto 3 (x) (y) (z)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [z3 v] to (z)\n\ndefine fill 3D tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) res (res) brillo (brillo)\nxyz SetUp (x1) (y1) (z1)\nset [x1 v] to (x3)\nset [y1 v] to (y3)\nset [z1 v] to (z3)\nxyz SetUp (x2) (y2) (z2)\nset [x2 v] to (x3)\nset [y2 v] to (y3)\nset [z2 v] to (z3)\nxyz SetUp (x3) (y3) (z3)\nif <not <<(z1) < (plano cercano)> and <<(z2) < (plano cercano)> and <(z3) < (plano cercano)>>>> then\n set pen (brightness v) to ((100) - (brillo))\n if <(z1) < (plano cercano)> then\n set [z1 v] to (plano cercano)\n end\n if <(z2) < (plano cercano)> then\n set [z2 v] to (plano cercano)\n end\n if <(z3) < (plano cercano)> then\n set [z3 v] to (plano cercano)\n end\n set [-1 v] to ((TAMAÑO) * ((1) / (z1)))\n set [-2 v] to ((TAMAÑO) * ((1) / (z2)))\n set [-3 v] to ((TAMAÑO) * ((1) / (z3)))\n if <is compiled?> then\n Tri Fill ((x1) * (-1)) ((y1) * (-1)) ((x2) * (-2)) ((y2) * (-2)) ((x3) * (-3)) ((y3) * (-3)) [1]\n else\n Tri Fill ((x1) * (-1)) ((y1) * (-1)) ((x2) * (-2)) ((y2) * (-2)) ((x3) * (-3)) ((y3) * (-3)) (res)\n end\nend\n\nwhen flag clicked\nreset timer\nhide\nset [level v] to [#]\nset [_cam x v] to [50]\nset [_cam y v] to [100]\nset [_cam z v] to [0]\nset [tamaño v] to [300]\nset [plano cercano v] to [120]\nset [_player x v] to [0]\nset [_player y v] to [0]\nset [_player z v] to [0]\nset [y.vel v] to [0]\nset [rot x v] to [-35]\nset [rot y v] to [0]\nset [fps_2 v] to [0]\nset [pso v] to [50]\nforever\n if <(can move?) = [1]> then\n erase all\n tic\n change [fps_2 v] by (1)\n end\nend\n\ndefine cam\nchange [rot x v] by ((5) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>))\nchange [rot y v] by ((5) * (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>))\nif <(ROT X) < [-90]> then\n set [rot x v] to [-90]\nend\nif <[0] < (ROT X)> then\n set [rot x v] to [0]\nend\nset [_cam x v] to ((_player x) + ((400) * ((Sin Y) * (Cos X))))\nset [_cam y v] to ((_player y) + ((-400) * (Sin X)))\nset [_cam z v] to ((_player z) + ((-400) * ((Cos Y) * (Cos X))))\n\ndefine delete from lists\ndelete all of [@x v]\ndelete all of [@y v]\ndelete all of [@z v]\ndelete all of [@colors v]\ndelete all of [@brightness v]\ndelete all of [@negro v]\ndelete all of [@x_sorting v]\ndelete all of [@y_sorting v]\ndelete all of [@z_sorting v]\ndelete all of [_collisions v]\ndelete all of [_lava v]\ndelete all of [_bounce v]\ndelete all of [__move v]\ndelete all of [__moving platforms v]\ndelete all of [_end v]\ndelete all of [_signs v]\ndelete all of [%enemies v]\nset [--mpc v] to [0]\n\ndefine create world\nif <(level) = [#]> then\n set [_player x v] to [0]\n set [_player y v] to [-80]\n set [_player z v] to [0]\n _tower [-100] [-100] [100] [100] [-100] color [34] brightness [100]\nelse\n if <(level) = [1]> then\n _tower [-100] [-100] [100] [100] [-100] color [34] brightness [100]\n add rect [-100] [-100] [200] [100] [-50] [300] color [34] collisions [1] brightness [100] negro [100]\n add rect [-100] [-450] [200] [100] [-100] [300] color [8] collisions [1] brightness [100] negro [100]\n add rect [-100] [-50] [400] [100] [0] [500] color [34] collisions [1] brightness [100] negro [100]\n add rect [-100] [-450] [400] [100] [-50] [500] color [8] collisions [1] brightness [100] negro [100]\n add rect [-100] [0] [600] [100] [50] [800] color [34] collisions [1] brightness [100] negro [100]\n add rect [-100] [-450] [600] [100] [0] [800] color [8] collisions [1] brightness [100] negro [100]\n _bounce pad at [0] [50] [700]\n add rect [250] [-450] [600] [650] [-25] [800] color [8] collisions [1] brightness [100] negro [100]\n add rect [250] [-50] [600] [425] [300] [800] color [8] collisions [1] brightness [100] negro [100]\n add rect [250] [300] [600] [425] [350] [800] color [34] collisions [1] brightness [100] negro [100]\n add rect [425] [-50] [600] [650] [300] [800] color [8] collisions [1] brightness [100] negro [100]\n add rect [425] [300] [600] [650] [350] [800] color [34] collisions [1] brightness [100] negro [100]\n _lava [325] [350] [600] to [350] [375] [800]\n _lava [425] [350] [600] to [500] [375] [800]\n _end [625] [350] [600] [650] [475] [800]\n _sign at [0] [-100] [50] mode [1]\n _sign at [0] [0] [480] mode [1]\n _sign at [270] [350] [700] mode [2]\n else\n if <(level) = [2]> then\n _tower [-100] [-100] [100] [100] [-100] color [10] brightness [50]\n _tower [300] [-100] [400] [100] [-100] color [10] brightness [50]\n _tower [600] [-100] [700] [100] [-100] color [10] brightness [50]\n _tower [900] [-100] [1100] [50] [-100] color [10] brightness [50]\n _tower [900] [50] [1100] [250] [-100] color [10] brightness [50]\n _lava [900] [-100] [100] to [1100] [-75] [150]\n _tower [975] [250] [1025] [400] [-100] color [10] brightness [50]\n _tower [975] [400] [1025] [650] [50] color [10] brightness [50]\n _lava [975] [50] [475] to [1025] [75] [575]\n _tower [900] [750] [1100] [950] [150] color [10] brightness [50]\n _bounce pad at [1000] [150] [850]\n _tower [900] [1375] [1100] [1450] [150] color [10] brightness [50]\n _end [900] [150] [1375] [ 1100] [400] [1450]\n _sign at [0] [-100] [0] mode [2]\n else\n if <(level) = [3]> then\n _tower [-100] [-100] [100] [100] [-100] color [70] brightness [4]\n _moving tower from [100] [-100] [300] [100] [-100] to [500] [-100] [700] [100] [-100] speed [50] color [70] brightness [4]\n _tower [700] [-100] [900] [100] [-100] color [70] brightness [4]\n _bounce pad at [800] [-100] [0]\n _tower [700] [100] [900] [300] [250] color [70] brightness [4]\n _lava [700] [250] [175] to [900] [275] [225]\n _moving tower from [700] [500] [900] [700] [100] to [700] [500] [900] [700] [700] speed [50] color [70] brightness [4]\n _lava [700] [-450] [700] to [900] [-350] [1000]\n _tower [650] [1000] [950] [1300] [-300] color [70] brightness [4]\n _end [700] [-300] [1050] [900] [-275] [1250]\n _sign at [0] [-100] [0] mode [2]\n else\n if <(level) = [4]> then\n _sign at [] [-100] [] mode [1]\n _add enemy from [-100] [-5] [150] to [100] [-5] [150] difference [0]\n _add enemy from [-100] [70] [250] to [100] [70] [250] difference [90]\n _tower [-100] [-100] [100] [100] [-100] color [34] brightness [100]\n _tower [-150] [100] [150] [200] [-25] color [34] brightness [100]\n _tower [-150] [200] [150] [300] [50] color [34] brightness [100]\n _moving tower from [-50] [300] [50] [400] [50] to [-50] [600] [50] [700] [50] speed [70] color [34] brightness [100]\n _add enemy from [] [70] [350] to [] [70] [650] difference [0]\n _tower [-100] [700] [100] [750] [50] color [34] brightness [100]\n _end [-75] [50] [725] [75] [200] [750]\n else\n if <(level) = [5]> then\n _sign at [] [-100] [] mode [1]\n _tower [-100] [-100] [100] [100] [-100] color [34] brightness [100]\n _tower [-100] [100] [100] [300] [0] color [34] brightness [100]\n _add enemy from [-75] [20] [125] to [75] [20] [125] difference [180]\n _add enemy from [-75] [20] [200] to [75] [20] [200] difference [0]\n _add enemy from [-75] [20] [275] to [75] [20] [275] difference [180]\n _moving tower from [100] [100] [300] [300] [0] to [500] [100] [700] [300] [0] speed [50] color [34] brightness [100]\n _moving tower from [1400] [100] [1600] [300] [0] to [700] [100] [900] [300] [0] speed [50] color [70] brightness [3]\n _tower [1600] [100] [1800] [300] [0] color [70] brightness [4]\n _tower [1600] [300] [1800] [500] [400] color [70] brightness [4]\n _bounce pad at [1700] [0] [200]\n _lava [1600] [400] [375] to [1800] [425] [425]\n _tower [1600] [500] [1800] [700] [400] color [70] brightness [4]\n _add enemy from [1650] [420] [525] to [1750] [420] [525] difference []\n _add enemy from [1650] [420] [625] to [1750] [420] [625] difference [180]\n _tower [1600] [1000] [1800] [1200] [400] color [10] brightness [50]\n _moving tower from [1600] [1200] [1800] [1400] [400] to [1600] [1200] [1800] [1400] [0] speed [50] color [10] brightness [50]\n _tower [1600] [1600] [1800] [1800] [0] color [10] brightness [50]\n _end [1675] [50] [1675] [1725] [100] [1725]\n else\n _sign at [] [-100] [] mode [1]\n _tower [-100] [-100] [100] [100] [-100] color [34] brightness [100]\n end\n end\n end\n end\n end\nend\n\ndefine add rect (x1) (y1) (z1) (x2) (y2) (z2) color (color) collisions (?) brightness (brightness) negro (negro)\nadd (brightness) to [@brightness v]\nadd (negro) to [@negro v]\nif <(?) = [1]> then\n add (x1) to [_collisions v]\n add (y1) to [_collisions v]\n add (z1) to [_collisions v]\n add (x2) to [_collisions v]\n add (y2) to [_collisions v]\n add (z2) to [_collisions v]\nend\nadd (round (((x1) + (x2)) / (2))) to [@x_sorting v]\nadd (round (((y1) + (y2)) / (2))) to [@y_sorting v]\nadd (round (((z1) + (z2)) / (2))) to [@z_sorting v]\nadd (color) to [@colors v]\nadd (x1) to [@x v]\nadd (x2) to [@x v]\nadd (y1) to [@y v]\nadd (y2) to [@y v]\nadd (z1) to [@z v]\nadd (z2) to [@z v]\n\ndefine sort\nget distances\nset [@lenght v] to (length of [-distances v])\nrepeat until <(@lenght) = [1]>\n set [@highest v] to [1]\n set [@i v] to [0]\n repeat (@lenght)\n change [@i v] by (1)\n if <(item (@i) of [-distances v]) > (item (@highest) of [-distances v])> then\n set [@highest v] to (@i)\n end\n end\n add to sorting\n change [@lenght v] by (-1)\nend\n\ndefine get distances\ndelete all of [-distances v]\nset [-i v] to [0]\nrepeat (length of [@x_sorting v])\n change [-i v] by (1)\n if <<[50] = (item (-i) of [@negro v])> or <[0] = (item (-i) of [@colors v])>> then\n add ((-15) + (round ([sqrt v] of ((((_CAM Z) - (item (-i) of [@z_sorting v])) * ((_CAM Z) - (item (-i) of [@z_sorting v]))) + ((((_CAM Y) - (item (-i) of [@y_sorting v])) * ((_CAM Y) - (item (-i) of [@y_sorting v]))) + (((_CAM X) - (item (-i) of [@x_sorting v])) * ((_CAM X) - (item (-i) of [@x_sorting v]))))) ))) to [-distances v]\n else\n add (round ([sqrt v] of ((((_CAM Z) - (item (-i) of [@z_sorting v])) * ((_CAM Z) - (item (-i) of [@z_sorting v]))) + ((((_CAM Y) - (item (-i) of [@y_sorting v])) * ((_CAM Y) - (item (-i) of [@y_sorting v]))) + (((_CAM X) - (item (-i) of [@x_sorting v])) * ((_CAM X) - (item (-i) of [@x_sorting v]))))) )) to [-distances v]\n end\nend\nadd rect ((_player x) - (20)) ((_player y) - (20)) ((_player z) - (20)) ((_player x) + (20)) ((_player y) + (20)) ((_player z) + (20)) color [64] collisions [0] brightness [100] negro [100]\nadd ((round ([sqrt v] of ((((_CAM Z) - (_player z)) * ((_CAM Z) - (_player z))) + ((((_CAM Y) - ((_player y) + (pso))) * ((_CAM Y) - ((_player y) + (pso)))) + (((_CAM X) - (_player x)) * ((_CAM X) - (_player x))))) )) - (30)) to [-distances v]\n\ndefine add to sorting\nset [@value v] to (item (@highest) of [-distances v])\nreplace item (@highest) of [-distances v] with (item (@lenght) of [-distances v])\nreplace item (@lenght) of [-distances v] with (@value)\nset [@value v] to (item (@highest) of [@negro v])\nreplace item (@highest) of [@negro v] with (item (@lenght) of [@negro v])\nreplace item (@lenght) of [@negro v] with (@value)\nset [@value v] to (item (@highest) of [@colors v])\nreplace item (@highest) of [@colors v] with (item (@lenght) of [@colors v])\nreplace item (@lenght) of [@colors v] with (@value)\nset [@value v] to (item (@highest) of [@brightness v])\nreplace item (@highest) of [@brightness v] with (item (@lenght) of [@brightness v])\nreplace item (@lenght) of [@brightness v] with (@value)\nset [@value v] to (item (((@highest) * (2)) - (1)) of [@x v])\nreplace item (((@highest) * (2)) - (1)) of [@x v] with (item (((@lenght) * (2)) - (1)) of [@x v])\nreplace item (((@lenght) * (2)) - (1)) of [@x v] with (@value)\nset [@value v] to (item (((@highest) * (2)) - (0)) of [@x v])\nreplace item (((@highest) * (2)) - (0)) of [@x v] with (item (((@lenght) * (2)) - (0)) of [@x v])\nreplace item (((@lenght) * (2)) - (0)) of [@x v] with (@value)\nset [@value v] to (item (((@highest) * (2)) - (1)) of [@y v])\nreplace item (((@highest) * (2)) - (1)) of [@y v] with (item (((@lenght) * (2)) - (1)) of [@y v])\nreplace item (((@lenght) * (2)) - (1)) of [@y v] with (@value)\nset [@value v] to (item (((@highest) * (2)) - (0)) of [@y v])\nreplace item (((@highest) * (2)) - (0)) of [@y v] with (item (((@lenght) * (2)) - (0)) of [@y v])\nreplace item (((@lenght) * (2)) - (0)) of [@y v] with (@value)\nset [@value v] to (item (((@highest) * (2)) - (1)) of [@z v])\nreplace item (((@highest) * (2)) - (1)) of [@z v] with (item (((@lenght) * (2)) - (1)) of [@z v])\nreplace item (((@lenght) * (2)) - (1)) of [@z v] with (@value)\nset [@value v] to (item (((@highest) * (2)) - (0)) of [@z v])\nreplace item (((@highest) * (2)) - (0)) of [@z v] with (item (((@lenght) * (2)) - (0)) of [@z v])\nreplace item (((@lenght) * (2)) - (0)) of [@z v] with (@value)\n\ndefine render\nsort\ncam\nset [-i v] to (length of [-distances v])\npen up\nrepeat (length of [-distances v])\n rect (item (((-i) * (2)) - (1)) of [@x v]) (item (((-i) * (2)) - (1)) of [@y v]) (item (((-i) * (2)) - (1)) of [@z v]) (item ((-i) * (2)) of [@x v]) (item ((-i) * (2)) of [@y v]) (item ((-i) * (2)) of [@z v]) color (item (-i) of [@colors v]) brightness (item (-i) of [@brightness v]) negro (item (-i) of [@negro v])\n change [-i v] by (-1)\nend\npen up\n\ndefine rect (x1) (y1) (z1) (x2) (y2) (z2) color (color) brightness (brightness) negro (negro)\nset pen (color v) to (color)\nset pen (saturation v) to (brightness)\nif <(_CAM X) < (x1)> then\n fill 3D tri (x1) (y1) (z1) (x1) (y1) (z2) (x1) (y2) (z2) res [2] brillo ((10) + ((100) - (negro)))\n fill 3D tri (x1) (y1) (z1) (x1) (y2) (z1) (x1) (y2) (z2) res [2] brillo ((10) + ((100) - (negro)))\nelse\n if <(x2) < (_CAM X)> then\n fill 3D tri (x2) (y1) (z1) (x2) (y1) (z2) (x2) (y2) (z2) res [2] brillo ((30) + ((100) - (negro)))\n fill 3D tri (x2) (y1) (z1) (x2) (y2) (z1) (x2) (y2) (z2) res [2] brillo ((30) + ((100) - (negro)))\n end\nend\nif <(_CAM Z) < (z1)> then\n fill 3D tri (x1) (y1) (z1) (x2) (y1) (z1) (x2) (y2) (z1) res [2] brillo ((20) + ((100) - (negro)))\n fill 3D tri (x1) (y1) (z1) (x1) (y2) (z1) (x2) (y2) (z1) res [2] brillo ((20) + ((100) - (negro)))\nelse\n if <(z2) < (_CAM Z)> then\n fill 3D tri (x1) (y1) (z2) (x2) (y1) (z2) (x2) (y2) (z2) res [2] brillo ((20) + ((100) - (negro)))\n fill 3D tri (x1) (y1) (z2) (x1) (y2) (z2) (x2) (y2) (z2) res [2] brillo ((20) + ((100) - (negro)))\n end\nend\nif <(_CAM Y) < (y1)> then\n fill 3D tri (x1) (y1) (z1) (x2) (y1) (z1) (x2) (y1) (z2) res [2] brillo ((45) + ((100) - (negro)))\n fill 3D tri (x1) (y1) (z1) (x1) (y1) (z2) (x2) (y1) (z2) res [2] brillo ((45) + ((100) - (negro)))\nelse\n if <(y2) < (_CAM Y)> then\n fill 3D tri (x1) (y2) (z1) (x2) (y2) (z1) (x2) (y2) (z2) res [2] brillo ((0) + ((100) - (negro)))\n fill 3D tri (x1) (y2) (z1) (x1) (y2) (z2) (x2) (y2) (z2) res [2] brillo ((0) + ((100) - (negro)))\n end\nend\n\ndefine collision?\nset [-i v] to [0]\nset [collision? v] to [0]\nrepeat ((length of [_collisions v]) / (6))\n change [-i v] by (6)\n if <<(item ((-i) - (5)) of [_collisions v]) < ((_player x) + (20))> and <((_player x) + (-20)) < (item ((-i) - (2)) of [_collisions v])>> then\n if <<(item ((-i) - (4)) of [_collisions v]) < ((_player y) + (20))> and <((_player y) + (-20)) < (item ((-i) - (1)) of [_collisions v])>> then\n if <<(item ((-i) - (3)) of [_collisions v]) < ((_player z) + (20))> and <((_player z) + (-20)) < (item (-i) of [_collisions v])>> then\n set [collision? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\ndefine physics\nchange [y.vel v] by (-1)\nchange [_player y v] by (Y.vel)\ncollision?\nif <(collision?) = [1]> then\n repeat until <(collision?) = [0]>\n if <(Y.vel) > [0]> then\n change [_player y v] by (-1)\n else\n change [_player y v] by (1)\n end\n collision?\n end\n set [y.vel v] to [0]\n change [_player y v] by (-3)\n collision?\n if <<(collision?) = [1]> and <key (space v) pressed?>> then\n set [y.vel v] to [20]\n end\n change [_player y v] by (3)\nend\nBounce?\nif <(collision?) = [1]> then\n set [y.vel v] to [30]\nend\nif <key (w v) pressed?> then\n change [_player x v] by ((-10) * (Sin Y))\n change [_player z v] by ((10) * (Cos Y))\n collision?\n if <(collision?) = [1]> then\n repeat until <(collision?) = [0]>\n change [_player x v] by ((1) * (Sin Y))\n change [_player z v] by ((-1) * (Cos Y))\n collision?\n end\n end\nend\nif <key (s v) pressed?> then\n change [_player x v] by ((10) * (Sin Y))\n change [_player z v] by ((-10) * (Cos Y))\n collision?\n if <(collision?) = [1]> then\n repeat until <(collision?) = [0]>\n change [_player x v] by ((-1) * (Sin Y))\n change [_player z v] by ((1) * (Cos Y))\n collision?\n end\n end\nend\nif <key (a v) pressed?> then\n change [_player x v] by ((-10) * (Cos Y))\n change [_player z v] by ((-10) * (Sin Y))\n collision?\n if <(collision?) = [1]> then\n repeat until <(collision?) = [0]>\n change [_player x v] by ((1) * (Cos Y))\n change [_player z v] by ((1) * (Sin Y))\n collision?\n end\n end\nend\nif <key (d v) pressed?> then\n change [_player x v] by ((10) * (Cos Y))\n change [_player z v] by ((10) * (Sin Y))\n collision?\n if <(collision?) = [1]> then\n repeat until <(collision?) = [0]>\n change [_player x v] by ((-1) * (Cos Y))\n change [_player z v] by ((-1) * (Sin Y))\n collision?\n end\n end\nend\nlava?\nif <<(collision?) = [1]> or <(_player y) < [-450]>> then\n delete all of [%enemies deleted v]\n set [y.vel v] to [0]\n set [_player x v] to [0]\n set [_player y v] to [0]\n set [_player z v] to [0]\nend\nenemy collision?\nif <(collision?) = [1]> then\n set [y.vel v] to [0]\n set [_player x v] to [0]\n set [_player y v] to [0]\n set [_player z v] to [0]\nend\nEnd?\nif <(collision?) = [1]> then\n change [level v] by (1)\n set [y.vel v] to [0]\n set [_player x v] to [0]\n set [_player y v] to [0]\n set [_player z v] to [0]\nend\n\ndefine _bounce pad at (x) (y) (z)\nadd rect ((x) - (35)) ((y) + (0)) ((z) - (35)) ((x) + (35)) ((y) + (20)) ((z) + (35)) color [17] collisions [0] brightness [100] negro [100]\nadd ((x) - (35)) to [_bounce v]\nadd ((y) + (0)) to [_bounce v]\nadd ((z) - (35)) to [_bounce v]\nadd ((x) + (35)) to [_bounce v]\nadd ((y) + (20)) to [_bounce v]\nadd ((z) + (35)) to [_bounce v]\n\ndefine Bounce?\nset [-i v] to [0]\nset [collision? v] to [0]\nrepeat ((length of [_bounce v]) / (6))\n change [-i v] by (6)\n if <<(item ((-i) - (5)) of [_bounce v]) < ((_player x) + (20))> and <((_player x) + (-20)) < (item ((-i) - (2)) of [_bounce v])>> then\n if <<(item ((-i) - (4)) of [_bounce v]) < ((_player y) + (20))> and <((_player y) + (-20)) < (item ((-i) - (1)) of [_bounce v])>> then\n if <<(item ((-i) - (3)) of [_bounce v]) < ((_player z) + (20))> and <((_player z) + (-20)) < (item (-i) of [_bounce v])>> then\n set [collision? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\ndefine _lava (x) (y) (z) to (x1) (y1) (z1)\nadd (x) to [_lava v]\nadd (y) to [_lava v]\nadd (z) to [_lava v]\nadd (x1) to [_lava v]\nadd (y1) to [_lava v]\nadd (z1) to [_lava v]\nadd rect (x) (y) (z) (x1) (y1) (z1) color [0] collisions [0] brightness [100] negro [100]\n\ndefine lava?\nset [-i v] to [0]\nset [collision? v] to [0]\nrepeat ((length of [_lava v]) / (6))\n change [-i v] by (6)\n if <<(item ((-i) - (5)) of [_lava v]) < ((_player x) + (17))> and <((_player x) + (-17)) < (item ((-i) - (2)) of [_lava v])>> then\n if <<(item ((-i) - (4)) of [_lava v]) < ((_player y) + (17))> and <((_player y) + (-17)) < (item ((-i) - (1)) of [_lava v])>> then\n if <<(item ((-i) - (3)) of [_lava v]) < ((_player z) + (17))> and <((_player z) + (-17)) < (item (-i) of [_lava v])>> then\n set [collision? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\ndefine _end (x1) (y1) (z1) (x2) (y2) (z2)\nadd (x1) to [_end v]\nadd (y1) to [_end v]\nadd (z1) to [_end v]\nadd (x2) to [_end v]\nadd (y2) to [_end v]\nadd (z2) to [_end v]\nadd rect (x1) (y1) (z1) (x2) (y2) (z2) color [90] collisions [0] brightness ((85) + ((15) * ([sin v] of ((200) * (timer)) ))) negro [100]\n\ndefine End?\nset [-i v] to [0]\nset [collision? v] to [0]\nrepeat ((length of [_end v]) / (6))\n change [-i v] by (6)\n if <<(item ((-i) - (5)) of [_end v]) < ((_player x) + (17))> and <((_player x) + (-17)) < (item ((-i) - (2)) of [_end v])>> then\n if <<(item ((-i) - (4)) of [_end v]) < ((_player y) + (17))> and <((_player y) + (-17)) < (item ((-i) - (1)) of [_end v])>> then\n if <<(item ((-i) - (3)) of [_end v]) < ((_player z) + (17))> and <((_player z) + (-17)) < (item (-i) of [_end v])>> then\n delete all of [%enemies deleted v]\n set [collision? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\ndefine _tower (x1) (z1) (x2) (z2) (y) color (color) brightness (brightness)\nadd rect (x1) ((y) - (50)) (z1) (x2) (y) (z2) color (color) collisions [0] brightness (brightness) negro [100]\nif <(y) < [0]> then\n add rect (x1) [-450] (z1) (x2) ((y) - (50)) (z2) color [8] collisions [0] brightness [100] negro [100]\nelse\n if <(y) < [300]> then\n add rect (x1) [-100] (z1) (x2) ((y) - (50)) (z2) color [8] collisions [0] brightness [100] negro [100]\n add rect (x1) [-450] (z1) (x2) [-100] (z2) color [8] collisions [0] brightness [100] negro [100]\n else\n add rect (x1) [250] (z1) (x2) ((y) - (50)) (z2) color [8] collisions [0] brightness [100] negro [100]\n add rect (x1) [-100] (z1) (x2) [250] (z2) color [8] collisions [0] brightness [100] negro [100]\n add rect (x1) [-450] (z1) (x2) [-100] (z2) color [8] collisions [0] brightness [100] negro [100]\n end\nend\nadd (x1) to [_collisions v]\nadd [-450] to [_collisions v]\nadd (z1) to [_collisions v]\nadd (x2) to [_collisions v]\nadd (y) to [_collisions v]\nadd (z2) to [_collisions v]\n\ndefine shadow\nset [-shadow.y v] to [-9999]\nset [counter v] to [0]\nrepeat ((length of [_collisions v]) / (6))\n change [counter v] by (6)\n if <<(item ((counter) - (5)) of [_collisions v]) < ((_player x) + (20))> and <((_player x) + (-20)) < (item ((counter) - (2)) of [_collisions v])>> then\n if <<(item ((counter) - (3)) of [_collisions v]) < ((_player z) + (20))> and <((_player z) + (-20)) < (item (counter) of [_collisions v])>> then\n set [--y v] to (item ((counter) - (1)) of [_collisions v])\n if <<(--y) > (-shadow.Y)> and <(--y) < (_player y)>> then\n set [-shadow.y v] to (--y)\n end\n end\n end\nend\nset [counter v] to [0]\nrepeat ((length of [_lava v]) / (6))\n change [counter v] by (6)\n if <<(item ((counter) - (5)) of [_lava v]) < ((_player x) + (20))> and <((_player x) + (-20)) < (item ((counter) - (2)) of [_lava v])>> then\n if <<(item ((counter) - (3)) of [_lava v]) < ((_player z) + (20))> and <((_player z) + (-20)) < (item (counter) of [_lava v])>> then\n set [--y v] to (item ((counter) - (1)) of [_lava v])\n if <<(--y) > (-shadow.Y)> and <(--y) < (_player y)>> then\n set [-shadow.y v] to (--y)\n end\n end\n end\nend\nset [counter v] to [0]\nrepeat ((length of [_bounce v]) / (6))\n change [counter v] by (6)\n if <<(item ((counter) - (5)) of [_bounce v]) < ((_player x) + (20))> and <((_player x) + (-20)) < (item ((counter) - (2)) of [_bounce v])>> then\n if <<(item ((counter) - (3)) of [_bounce v]) < ((_player z) + (20))> and <((_player z) + (-20)) < (item (counter) of [_bounce v])>> then\n set [--y v] to (item ((counter) - (1)) of [_bounce v])\n if <<(--y) > (-shadow.Y)> and <(--y) < (_player y)>> then\n set [-shadow.y v] to (--y)\n end\n end\n end\nend\nif <(-shadow.Y) < [-500]> then\n set [-shadow.y v] to [99999]\nend\nadd rect ((_player x) - (20)) ((-shadow.Y) - (1)) ((_player z) - (20)) ((_player x) + (20)) ((-shadow.Y) + (1)) ((_player z) + (20)) color [68] collisions [0] brightness [0] negro [50]\n\ndefine _moving tower from (x1) (z1) (x2) (z2) (y) to (x3) (z3) (x4) (z4) (y2) speed (speed) color (color) brightness (brightness)\nchange [--mpc v] by (6)\nset [--speedsin v] to (([sin v] of ((--cronometro_2) * (speed)) ) + (1))\nadd (((((x3) - (x1)) / (2)) * (--speedSin)) + (x1)) to [__move v]\nadd (((((z3) - (z1)) / (2)) * (--speedSin)) + (z1)) to [__move v]\nset [--speedsin v] to (([sin v] of ((timer) * (speed)) ) + (1))\nadd (((((x3) - (x1)) / (2)) * (--speedSin)) + (x1)) to [__move v]\nadd (((((z3) - (z1)) / (2)) * (--speedSin)) + (z1)) to [__move v]\nadd (round ((item ((--mpc) - (3)) of [__move v]) - (item ((--mpc) - (5)) of [__move v]))) to [__move v]\nadd (round ((item ((--mpc) - (2)) of [__move v]) - (item ((--mpc) - (4)) of [__move v]))) to [__move v]\n_tower (((((x3) - (x1)) / (2)) * (--speedSin)) + (x1)) (((((z3) - (z1)) / (2)) * (--speedSin)) + (z1)) (((((x4) - (x2)) / (2)) * (--speedSin)) + (x2)) (((((z4) - (z2)) / (2)) * (--speedSin)) + (z2)) (((((y2) - (y)) / (2)) * (--speedSin)) + (y)) color (color) brightness (brightness)\nadd (round (((((x3) - (x1)) / (2)) * (--speedSin)) + (x1))) to [__moving platforms v]\nadd [-450] to [__moving platforms v]\nadd (round (((((z3) - (z1)) / (2)) * (--speedSin)) + (z1))) to [__moving platforms v]\nadd (round (((((x4) - (x2)) / (2)) * (--speedSin)) + (x2))) to [__moving platforms v]\nadd (round (((((y2) - (y)) / (2)) * (--speedSin)) + (y))) to [__moving platforms v]\nadd (round (((((z4) - (z2)) / (2)) * (--speedSin)) + (z2))) to [__moving platforms v]\n\ndefine -move with platform\n-MPC?\nif <(collision?) = [1]> then\n change [_player x v] by (item ((counter) - (1)) of [__move v])\n change [_player z v] by (item (counter) of [__move v])\nend\n\ndefine -MPC?\nchange [_player y v] by (-30)\nset [counter v] to [0]\nset [collision? v] to [0]\nrepeat ((length of [__moving platforms v]) / (6))\n change [counter v] by (6)\n if <<(item ((counter) - (5)) of [__moving platforms v]) < ((_player x) - (-20))> and <((_player x) - (20)) < (item ((counter) - (2)) of [__moving platforms v])>> then\n if <<(item ((counter) - (4)) of [__moving platforms v]) < ((_player y) - (-20))> and <((_player y) - (20)) < (item ((counter) - (1)) of [__moving platforms v])>> then\n if <<(item ((counter) - (3)) of [__moving platforms v]) < ((_player z) - (-20))> and <((_player z) - (20)) < (item ((counter) - (0)) of [__moving platforms v])>> then\n set [collision? v] to [1]\n change [_player y v] by (30)\n stop [this script v]\n end\n end\n end\nend\nchange [_player y v] by (30)\n\ndefine tic\nphysics\n-move with platform\ncalculate tri.\ndelete from lists\ncreate world\nset [--cronometro_2 v] to (timer)\nshadow\ntouching sign?\nenemy collision?\nrender\n\ndefine _sign at (x) (y) (z) mode (mode)\nadd rect ((x) - (3)) (y) ((z) - (3)) ((x) + (3)) ((y) + (25)) ((z) + (3)) color [9] collisions [0] brightness [100] negro [70]\nif <(mode) = [1]> then\n add rect ((x) - (45)) ((y) + (25)) ((z) - (7)) ((x) + (45)) ((y) + (60)) ((z) + (7)) color [9] collisions [0] brightness [100] negro [90]\n add ((x) - (45)) to [_signs v]\n add ((y) + (25)) to [_signs v]\n add ((z) - (7)) to [_signs v]\n add ((x) - (-45)) to [_signs v]\n add ((y) + (60)) to [_signs v]\n add ((z) + (7)) to [_signs v]\nelse\n if <(mode) = [2]> then\n add rect ((x) - (7)) ((y) + (25)) ((z) - (45)) ((x) + (7)) ((y) + (60)) ((z) + (45)) color [9] collisions [0] brightness [100] negro [90]\n add ((x) - (7)) to [_signs v]\n add ((y) + (25)) to [_signs v]\n add ((z) - (45)) to [_signs v]\n add ((x) + (7)) to [_signs v]\n add ((y) + (60)) to [_signs v]\n add ((z) + (45)) to [_signs v]\n end\nend\n\ndefine touching sign?\nset [__touching sign? v] to [0]\nset [counter v] to [0]\nrepeat (length of [_signs v])\n change [counter v] by (6)\n if <<(item ((counter) - (5)) of [_signs v]) < ((_player x) - (-20))> and <((_player x) - (20)) < (item ((counter) - (2)) of [_signs v])>> then\n if <<(item ((counter) - (4)) of [_signs v]) < ((_player y) - (-20))> and <((_player y) - (20)) < (item ((counter) - (1)) of [_signs v])>> then\n if <<(item ((counter) - (3)) of [_signs v]) < ((_player z) - (-20))> and <((_player z) - (20)) < (item (counter) of [_signs v])>> then\n set [__touching sign? v] to [1]\n stop [this script v]\n end\n end\n end\nend\n\ndefine _add enemy from (x) (y) (z) to (x2) (y2) (z2) difference (d)\nset [--speedsin v] to ((([sin v] of (((timer) * (70)) + (d)) ) + (1)) / (2))\nset [-x v] to (round ((((x2) - (x)) * (--speedSin)) + (x)))\nset [-y v] to (round ((((y2) - (y)) * (--speedSin)) + (y)))\nset [-z v] to (round ((((z2) - (z)) * (--speedSin)) + (z)))\nif <[%enemies deleted v] contains (((length of [%enemies v]) + (6)) / (6))?> then\n add ((-x) - (20)) to [%enemies v]\n add ((-y) - (20)) to [%enemies v]\n add ((-z) - (1000)) to [%enemies v]\n add ((-x) - (-20)) to [%enemies v]\n add ((-y) - (-20)) to [%enemies v]\n add ((-z) - (920)) to [%enemies v]\nelse\n enemy (-x) (-y) (-z)\n add ((-x) - (20)) to [%enemies v]\n add ((-y) - (20)) to [%enemies v]\n add ((-z) - (20)) to [%enemies v]\n add ((-x) + (20)) to [%enemies v]\n add ((-y) + (20)) to [%enemies v]\n add ((-z) + (20)) to [%enemies v]\nend\n\ndefine enemy (x) (y) (z)\nadd rect ((x) - (20)) ((y) - (20)) ((z) - (20)) ((x) + (20)) ((y) + (20)) ((z) + (20)) color [0] collisions [0] brightness [100] negro [85]\n\ndefine enemy collision?\nset [collision? v] to [0]\nset [counter v] to [0]\nrepeat (length of [%enemies v])\n change [counter v] by (6)\n if <<(item ((counter) - (5)) of [%enemies v]) < ((_player x) - (-20))> and <((_player x) - (20)) < (item ((counter) - (2)) of [%enemies v])>> then\n if <<(item ((counter) - (4)) of [%enemies v]) < ((_player y) - (-20))> and <((_player y) - (20)) < (item ((counter) - (1)) of [%enemies v])>> then\n if <<(item ((counter) - (3)) of [%enemies v]) < ((_player z) - (-20))> and <((_player z) - (20)) < (item (counter) of [%enemies v])>> then\n if <<(Y.vel) < [0]> and <(_player y) > ((item ((counter) - (1)) of [%enemies v]) - (20))>> then\n add ((counter) / (6)) to [%enemies deleted v]\n set [y.vel v] to [15]\n else\n set [collision? v] to [1]\n delete all of [%enemies deleted v]\n end\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to (fps_2)\n set [fps_2 v] to [0]\nend\n\n@signs\n\nwhen flag clicked\nset size to (100000000) %\ngo to x: (0) y: (-240)\nforever\n set size to (100000000) %\n show\n if <(__touching sign?) = [1]> then\n costume\n change y by (round (((-120) - (y position)) / (3)))\n else\n change y by (round (((-240) - (y position)) / (3)))\n end\n set size to (75) %\nend\n\ndefine costume\nif <(level) = [1]> then\n if <(_player z) < [200]> then\n switch costume to (1 v)\n else\n if <(_player x) < [100]> then\n switch costume to (2 v)\n else\n switch costume to (3 v)\n end\n end\nelse\n if <(level) = [2]> then\n switch costume to (4 v)\n else\n if <(level) = [3]> then\n switch costume to (5 v)\n else\n if <(level) = [4]> then\n switch costume to (6 v)\n else\n if <(level) = [5]> then\n switch costume to (7 v)\n else\n if <(level) = [6]> then\n switch costume to (8 v)\n end\n end\n end\n end\n end\nend\n\n@levels\n\nwhen flag clicked\nhide\nwait until <(level) = [1]>\nshow\nswitch costume to (level 1 v)\nslide\nwait until <(level) = [2]>\nswitch costume to (level 2 v)\nslide\nwait until <(level) = [3]>\nswitch costume to (level 3 v)\nslide\nwait until <(level) = [4]>\nswitch costume to (level 4 v)\nslide\nwait until <(level) = [5]>\nswitch costume to (level 5 v)\nslide\n\ndefine go to (x) (y)\nset size to (1000) %\ngo to x: (x) y: (y)\nset size to (100) %\n\ndefine slide\nshow\ngo to [500] [0]\ndelete all of [move v]\nrepeat (25)\n add (((0) - (x position)) / (5)) to [move v]\n change x by (((0) - (x position)) / (5))\nend\nwait (0.05) seconds\nrepeat (25)\n change x by (item (join [la] [st]) of [move v])\n delete (join [la] [st]) of [move v]\nend\nhide\n\n@buttons\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (1 v)\nset [level v] to [#]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait until <(level) = [1]>\nhide\n\nwhen I start as a clone\nswitch costume to (2 v)\ngo to x: (0) y: (-100)\nset size to (75) %\nforever\n change [rot y v] by (1.5)\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (5))\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [level v] to [1]\n set [rot y v] to [0]\n delete this clone\n end\n else\n change size by (((75) - (size)) / (5))\n end\nend\n\n@Objeto1\n\nwhen flag clicked\nset size to (75) %\nset [sound? v] to [1]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [sound? v] to <(sound?) = [0]>\n if <(sound?) = [0]> then\n stop all sounds\n end\n wait until <<mouse down?> = [0]>\n end\n switch costume to ((sound?) + (1))\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@blank3\n\n@blank4\n\n@blank5\n\n | Arrow / WASD / Mobile\n\n\nSTOP ADVERTISING (You WILL be reported) |
The Grassland ◈ Multiplayer Cloud Platformer v5.1 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [703408_Spaze---Believe v] until done\n\nwhen I receive [menu v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [begin game v]\nwait (1.5) seconds\nset [game on/off v] to [1]\n\nwhen I receive [begin game v]\nwait (1) seconds\nplay sound [657416_Domyeah---End-the-Reign-Re v] until done\nif <not <(Level) > [8]>> then\n play sound [657416_Domyeah---End-the-Reign-Re v] until done\nend\nif <not <(Level) > [8]>> then\n play sound [657416_Domyeah---End-the-Reign-Re v] until done\nend\n\nwhen I receive [next v]\nwait (1) seconds\nstart sound [865364_Teminite-amp-MDK---Space-I v]\n\nwhen I receive [next 2 v]\nwait (1) seconds\nstart sound [718171_cYsmix---Classic-Pursuit v]\nif <not <(Level) > [20]>> then\n play sound [718171_cYsmix---Classic-Pursuit v] until done\nend\nif <not <(Level) > [20]>> then\n play sound [718171_cYsmix---Classic-Pursuit v] until done\nend\n\nwhen I receive [next3 v]\nwait (1) seconds\nstart sound [703408_Spaze---Believe2 v]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat (12)\n next costume\n wait (0.08) seconds\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (7)\n change size by (10)\nend\nrepeat (30)\n change size by (0.5)\nend\nrepeat (30)\n change size by (0.5)\n change [ghost v] effect by (3)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [0]\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\nwait (2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (Menu v)\nhide\n\nwhen I receive [begin game v]\nhide\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (9.8) seconds\nbroadcast (Start Dream I v)\nhide\n\nwhen I receive [start dream i v]\nforever\n if <(Level) = [9]> then\n stop all sounds\n broadcast (Next v)\n set [ghost v] effect to (100)\n show\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (2) seconds\n change [level v] by (1)\n broadcast (Start Dream II v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start dream ii v]\nforever\n if <(Level) = [16]> then\n stop all sounds\n broadcast (next 2 v)\n set [ghost v] effect to (100)\n show\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (2) seconds\n change [level v] by (1)\n broadcast (start dream III v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start dream iii v]\nforever\n if <(Level) = [21]> then\n stop all sounds\n broadcast (next3 v)\n set [ghost v] effect to (100)\n show\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (4) seconds\n next costume\n wait (0.2) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (3) seconds\n set [level v] to [23]\n broadcast (start bossfight sequence v)\n hide\n stop [this script v]\n end\nend\n\n@Sprite5\n\nwhen I receive [menu v]\nshow\nforever\n point in direction ((([sin v] of (rfvdcsx) ) * (3)) + (90))\n change y by (([sin v] of (rfvdcsx) ) * (2))\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (10)\nend\n\nwhen flag clicked\ngo to x: (0) y: (100)\nhide\n\nwhen I receive [start dream i v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\nrepeat (5)\n change size by (-19)\nend\nhide\n\nwhen I receive [menu v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (0) to (999))\ngo to x: (0) y: (0)\npoint in direction (pick random (-180) to (180))\nshow\nset size to (1) %\nrepeat until <touching (_edge_ v)?>\n move ((size) / (12)) steps\n change size by ((([abs v] of (x position) ) + ([abs v] of (y position) )) / (9))\n if <(game on/off) = [1]> then\n delete this clone\n end\nend\nrepeat (2)\n move ((size) / (10)) steps\n change size by ((([abs v] of (x position) ) + ([abs v] of (y position) )) / (10))\n if <(game on/off) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [begin game v]\nwait (1.5) seconds\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen flag clicked\nset [game on/off v] to [0]\nset size to (100) %\nhide\n\nwhen I receive [menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (3)\n if <mouse down?> then\n stop all sounds\n broadcast (Begin Game v)\n end\n end\n repeat (3)\n change size by (2)\n if <mouse down?> then\n stop all sounds\n broadcast (Begin Game v)\n end\n end\n repeat (2)\n change size by (1)\n if <mouse down?> then\n stop all sounds\n broadcast (Begin Game v)\n end\n end\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n stop all sounds\n broadcast (Begin Game v)\n end\n end\n repeat (5)\n change size by (-3)\n end\n repeat (3)\n change size by (-2)\n end\n repeat (2)\n change size by (-1)\n end\n end\nend\n\nwhen I receive [begin game v]\nset size to (100) %\nstop [other scripts in sprite v]\n\nwhen I receive [start dream i v]\nhide\n\n@Sprite6\n\nwhen I receive [begin game v]\nwait (6) seconds\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (7)\n change size by (10)\nend\nrepeat (80)\n change size by (0.5)\nend\nrepeat (50)\n change size by (0.5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (1.2) seconds\ngo to [front v] layer\nshow\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (7)\n change size by (10)\nend\nrepeat (10)\n change size by (0.5)\nend\nrepeat (40)\n change size by (0.5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [15]>\ngo to [front v] layer\nshow\nswitch costume to (costume4 v)\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (7)\n change size by (10)\nend\nrepeat (50)\n change size by (0.5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [next 2 v]\nwait (1.2) seconds\ngo to [front v] layer\nshow\nswitch costume to (costume5 v)\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (7)\n change size by (10)\nend\nrepeat (5)\n change size by (0.5)\nend\nrepeat (35)\n change size by (0.5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [next3 v]\nwait (1.8) seconds\ngo to [front v] layer\nshow\nswitch costume to (costume6 v)\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (7)\n change size by (10)\nend\nrepeat (180)\n change size by (0.5)\nend\nrepeat (45)\n change size by (0.5)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [next3 v]\nwait (4.5) seconds\nnext costume\nrepeat (12)\n next costume\n wait (0.1) seconds\nend\nwait (0.8) seconds\nhide\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n play sound [bubbles v] until done\n end\nend\n\nwhen I receive [start dream i v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (oof v)\n start sound [med-rifle v]\n go to x: (-210) y: (0)\n set [y vel v] to [0]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n start sound [Laser Sound Effect-2 v]\n go to x: (-202) y: (0)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start dream i v]\nset volume to (100) %\nset size to (50) %\nswitch costume to (costume1 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n change [x vel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [x vel v] by (-1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\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 vel) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) = [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching color (#000000)?> 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 color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [13]\n start sound [Whoosh sound effects \(from the tutorial\) v]\n end\n end\n if <touching color (#38fff5)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [8]\n else\n set [y vel v] to [-1.5]\n end\n end\n \n start sound [quick dash v]\n set [y vel v] to [24]\n end\n if <touching color (#de59af)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [13]\n start sound [quick dash v]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream i v]\nrepeat (5)\n go to x: (-202) y: (0)\nend\nshow\n\nwhen I receive [start dream i v]\nforever\n if <(Level) = [9]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start dream i v]\nforever\n if <key (r v) pressed?> then\n go to x: (-202) y: (0)\n end\nend\n\n@BG\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [start dream i v]\nshow\n\nwhen I receive [next level v]\nchange x by (-4)\n\nwhen I receive [next v]\nwait (1.5) seconds\nhide\n\n@platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream i v]\nswitch costume to (costume1 v)\nset [level v] to [1]\nshow\n\nwhen I receive [next level v]\nnext costume\nwait (0.001) seconds\nif <(Level) = [9]> then\n switch costume to (costume8 v)\nend\n\nwhen I receive [next v]\nwait (1.5) seconds\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (4) layers\nswitch costume to (pick random (1) to (3))\nset size to (pick random (20) to (90)) %\ngo to x: (-270) y: (pick random (-20) to (80))\nshow\nrepeat (15)\n change x by ((size) / (5))\nend\nrepeat until <touching (_edge_ v)?>\n change x by ((size) / (5))\nend\nrepeat (3)\n change x by ((size) / (5))\nend\ndelete this clone\n\nwhen I receive [start dream i v]\nrepeat until <(Level) = [9]>\n create clone of (_myself_ v)\n wait (0.18) seconds\nend\n\n@Sprite9\n\nwhen I receive [start dream i v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Level) = [1]> then\n go to [front v] layer\n switch costume to (costume2 v)\n set size to (125) %\n show\n go to x: (170) y: (137)\n repeat until <not <(Level) = [1]>>\n turn left (5) degrees\n end\n delete this clone\nend\nif <(Level) = [2]> then\n switch costume to (costume3 v)\n set size to (100) %\n show\n go to x: (0) y: (-40)\n repeat until <not <(Level) = [2]>>\n turn right (4) degrees\n end\n delete this clone\nend\nif <(Level) = [3]> then\n point in direction (90)\n switch costume to (costume4 v)\n set size to (75) %\n show\n go to x: (-150) y: (80)\n repeat until <not <(Level) = [3]>>\n repeat (15)\n change y by (2)\n if <not <(Level) = [3]>> then\n delete this clone\n end\n end\n repeat (5)\n change y by (1)\n if <not <(Level) = [3]>> then\n delete this clone\n end\n end\n wait (0.2) seconds\n repeat (15)\n change y by (-2)\n if <not <(Level) = [3]>> then\n delete this clone\n end\n end\n repeat (5)\n change y by (-1)\n if <not <(Level) = [3]>> then\n delete this clone\n end\n end\n wait (0.2) seconds\n end\n delete this clone\nend\nif <(Level) = [4]> then\n point in direction (90)\n switch costume to (costume5 v)\n set size to (50) %\n show\n go to x: (100) y: (-40)\n repeat until <not <(Level) = [4]>>\n repeat (30)\n change x by (-3.5)\n if <not <(Level) = [4]>> then\n delete this clone\n end\n end\n repeat (10)\n change x by (-1.5)\n if <not <(Level) = [4]>> then\n delete this clone\n end\n end\n wait (0.1) seconds\n repeat (30)\n change x by (3.5)\n if <not <(Level) = [4]>> then\n delete this clone\n end\n end\n repeat (10)\n change x by (1.5)\n if <not <(Level) = [4]>> then\n delete this clone\n end\n end\n wait (0.1) seconds\n end\n delete this clone\nend\nif <(Level) = [5]> then\n point in direction (90)\n switch costume to (costume1 v)\n set size to (85) %\n show\n go to x: (105) y: (-36)\n repeat until <not <(Level) = [5]>>\n repeat (10)\n change y by (4)\n if <not <(Level) = [5]>> then\n delete this clone\n end\n end\n repeat (4)\n change y by (2)\n if <not <(Level) = [5]>> then\n delete this clone\n end\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-4)\n if <not <(Level) = [5]>> then\n delete this clone\n end\n end\n repeat (4)\n change y by (-2)\n if <not <(Level) = [5]>> then\n delete this clone\n end\n end\n wait (0.1) seconds\n end\n delete this clone\nend\nif <(Level) = [6]> then\n point in direction (90)\n switch costume to (costume1 v)\n set size to (135) %\n show\n go to x: (260) y: (pick random (-60) to (-90))\n repeat (15)\n change x by (-7)\n if <not <(Level) = [6]>> then\n delete this clone\n end\n end\n repeat until <touching (_edge_ v)?>\n change x by (-7)\n if <not <(Level) = [6]>> then\n delete this clone\n end\n end\n repeat (7)\n change x by (-7)\n if <not <(Level) = [6]>> then\n delete this clone\n end\n end\n delete this clone\nend\nif <(Level) = [10]> then\n point in direction (90)\n switch costume to (costume6 v)\n set size to (110) %\n show\n go to x: (166) y: (142)\n repeat until <not <(Level) = [10]>>\n turn left (3) degrees\n end\n delete this clone\nend\nif <(Level) = [13]> then\n go to [front v] layer\n switch costume to (costume2 v)\n set size to (90) %\n show\n go to x: (106) y: (-2)\n repeat until <not <(Level) = [13]>>\n turn left (5) degrees\n end\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [4]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n repeat until <not <(Level) = [6]>>\n create clone of (_myself_ v)\n wait (0.85) seconds\n end\nend\nif <(Level) = [13]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [start dream ii v]\ncreate clone of (_myself_ v)\n\n@BG2\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [start dream ii v]\nshow\n\nwhen I receive [next v]\nwait (1.5) seconds\nhide\n\nwhen I receive [next 2 v]\nwait (1.5) seconds\nhide\n\n@platforms2\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream ii v]\nswitch costume to (costume1 v)\nset [level v] to [10]\nshow\n\nwhen I receive [next v]\nwait (1.5) seconds\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next 2 v]\nwait (1.5) seconds\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [14]>\ngo to x: (176) y: (118)\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (90) %\nrepeat until <not <(Level) = [14]>>\n repeat (8)\n repeat (6)\n change x by (-8)\n end\n create clone of (_myself_ v)\n end\n repeat (8)\n repeat (6)\n change x by (8)\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (costume2 v)\nset size to (60) %\nrepeat until <<touching color (#000000)?> or <touching (_edge_ v)?>>\n change y by (-15)\nend\ndelete this clone\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [15]>\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [14]>\nrepeat until <not <(Level) = [14]>>\n repeat (10)\n change y by (-2)\n end\n repeat (10)\n change y by (2)\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [15]>\nshow\nrepeat until <not <(Level) = [15]>>\n point towards (sprite15 v)\nend\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [16]>\nhide\nstop [other scripts in sprite v]\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [15]>\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nrepeat until <not <(Level) = [15]>>\n wait (2) seconds\n repeat (4)\n broadcast (FIREEE! v)\n repeat (2)\n move (-10) steps\n end\n repeat (5)\n move (4) steps\n end\n end\nend\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [15]>\nrepeat until <not <(Level) = [15]>>\n point towards (sprite15 v)\nend\n\nwhen I receive [start dream ii v]\nwait until <(Level) = [16]>\nhide\nstop [other scripts in sprite v]\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [fireee! v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to (sprite13 v)\ngo to [front v] layer\ngo [backward v] (4) layers\npoint towards (sprite15 v)\nshow\nrepeat (8)\n move (17) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (17) steps\nend\ndelete this clone\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n play sound [bubbles v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream ii v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (oof v)\n start sound [med-rifle v]\n go to x: (-202) y: (-30)\n set [y vel v] to [0]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n start sound [Laser Sound Effect-2 v]\n go to x: (-202) y: (-30)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start dream ii v]\nrepeat (5)\n go to x: (-202) y: (-30)\nend\nshow\n\nwhen I receive [start dream ii v]\nset volume to (100) %\nset size to (65) %\nswitch costume to (costume1 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1.2)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by (-1.2)\n end\n set [x vel v] to ((x vel) * (0.8))\n change x by (x vel)\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 vel) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) = [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching color (#000000)?> 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 color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [10]\n start sound [Whoosh sound effects \(from the tutorial\) v]\n end\n end\n if <touching color (#38fff5)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [8]\n else\n set [y vel v] to [-1.5]\n end\n end\n if <touching color (#ff8d00)?> then\n start sound [quick dash v]\n set [y vel v] to [16]\n end\n if <touching color (#de59af)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [10]\n start sound [quick dash v]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start dream ii v]\nforever\n if <(Level) = [16]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start dream ii v]\nforever\n if <key (r v) pressed?> then\n go to x: (-202) y: (-30)\n end\nend\n\n@BG3\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [start dream iii v]\ngo to [back v] layer\nshow\n\nwhen I receive [next3 v]\nwait (1.5) seconds\nhide\n\n@platforms3\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream iii v]\nswitch costume to (costume7 v)\nset [level v] to [16]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next3 v]\nwait (1.5) seconds\nhide\n\n@Sprite16\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n play sound [bubbles v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start dream iii v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (oof v)\n start sound [med-rifle v]\n go to x: (-202) y: (-30)\n set [y vel v] to [0]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n start sound [Laser Sound Effect-2 v]\n go to x: (-202) y: (-30)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start dream iii v]\nrepeat (5)\n go to x: (-202) y: (-30)\nend\nshow\n\nwhen I receive [start dream iii v]\nset volume to (100) %\nset size to (75) %\nswitch costume to (costume1 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1.2)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by (-1.2)\n end\n set [x vel v] to ((x vel) * (0.85))\n change x by (x vel)\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 vel) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x vel) = [0]> then\n set [x vel v] to [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching color (#000000)?> 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 color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y vel v] to [11.5]\n start sound [Whoosh sound effects \(from the tutorial\) v]\n end\n end\n if <touching color (#38fff5)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [8]\n else\n set [y vel v] to [-1.5]\n end\n end\n if <touching color (#ff8d00)?> then\n start sound [quick dash v]\n set [y vel v] to [17]\n end\n if <touching color (#de59af)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y vel v] to [11.5]\n start sound [quick dash v]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start dream iii v]\nforever\n if <(Level) = [21]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start dream iii v]\nforever\n if <key (r v) pressed?> then\n go to x: (-202) y: (-30)\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (4) layers\nswitch costume to (pick random (1) to (2))\nset size to (pick random (10) to (100)) %\ngo to x: (pick random (250) to (280)) y: (pick random (170) to (190))\npoint in direction (pick random (-90) to (-120))\nshow\nrepeat (15)\n move ((size) / (3)) steps\nend\nrepeat until <touching (_edge_ v)?>\n move ((size) / (3)) steps\nend\nrepeat (3)\n move ((size) / (3)) steps\nend\ndelete this clone\n\nwhen I receive [start dream iii v]\nrepeat until <(Level) = [21]>\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Sprite17\n\nwhen I receive [fight bacc? v]\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [865364_Teminite-amp-MDK---Space-I4 v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [start bossfight sequence v]\nplay sound [865364_Teminite-amp-MDK---Space-I2 v] until done\nforever\n play sound [865364_Teminite-amp-MDK---Space-I3 v] until done\nend\n\nwhen I receive [arm boss v]\nwait (6) seconds\nbroadcast (show boss v)\n\n@Sprite30\n\nwhen flag clicked\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start bossfight sequence v]\nset [brightness v] effect to (-100)\ngo to [back v] layer\nshow\nwait (14.3) seconds\nrepeat (5)\n change [brightness v] effect by (40)\nend\nwait (0.5) seconds\nswitch costume to (costume2 v)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\n\nwhen I receive [arm boss v]\n\nwhen I receive [the king is dedededed!! v]\nwait (5.7) seconds\nhide\nstop [other scripts in sprite v]\n\n@Sprite31\n\nwhen I receive [start bossfight sequence v]\ngo to x: (-320) y: (0)\nswitch costume to (costume1 v)\nshow\nrepeat (3)\n repeat (9)\n change x by (30)\n end\n repeat (60)\n change x by (1)\n end\n repeat (12)\n change x by (30)\n end\n hide\n wait (1.1) seconds\n go to x: (-320) y: (0)\n next costume\n show\nend\nrepeat (9)\n change x by (30)\nend\nrepeat (60)\n change x by (1)\nend\nrepeat (12)\n change x by (30)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sprite32\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [start bossfight sequence v]\ngo to [front v] layer\nwait (19) seconds\nshow\nset [brightness v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\nend\n\nwhen I receive [show boss v]\nwait (1.2) seconds\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nif <(Level) > [22]> then\n next costume\n if <(costume [number v]) = [4]> then\n broadcast (fight bacc? v)\n end\nend\n\nwhen I receive [fighhet bbebgamck! v]\nswitch costume to (costume5 v)\n\nwhen I receive [the king is dedededed!! v]\nwait (5.7) seconds\nhide\nstop [other scripts in sprite v]\n\n@Sprite33\n\nforever\n if <(Level) = [21]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start bossfight sequence v]\nwait (23) seconds\nbroadcast (Arm Boss v)\n\nwhen I receive [begin attack sequence v]\ngo to [front v] layer\n\nwhen I receive [fighhet bbebgamck! v]\nset [y vel v] to [0]\nswitch costume to (costume2 v)\nrepeat (10)\n go to x: (0) y: (-83)\nend\n\nwhen I receive [the king is dedededed!! v]\nwait (5.7) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start bossfight sequence v]\nwait (22) seconds\nforever\n if <key (r v) pressed?> then\n go to x: (-202) y: (-30)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n play sound [bubbles v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start bossfight sequence v]\nwait (22) seconds\nforever\n if <touching color (#ff0000)?> then\n broadcast (oof v)\n start sound [med-rifle v]\n go to x: (-202) y: (-30)\n set [y vel v] to [0]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n start sound [Laser Sound Effect-2 v]\n go to x: (-202) y: (-30)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start bossfight sequence v]\nwait (22) seconds\nrepeat (5)\n go to x: (-131) y: (-75)\nend\nshow\n\nwhen I receive [start bossfight sequence v]\nwait (22) seconds\nset volume to (100) %\nset size to (75) %\nswitch costume to (costume1 v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1.2)\n end\n set [x vel v] to ((x vel) * (0.85))\n change x by (x vel)\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 vel) * (-1))\n change y by (-5)\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 [-5]\n else\n set [x vel v] to [5]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching color (#000000)?> 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 color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y vel v] to [11.5]\n start sound [Whoosh sound effects \(from the tutorial\) v]\n end\n end\n if <touching color (#38fff5)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [8]\n else\n set [y vel v] to [-1.5]\n end\n end\n if <touching color (#ff8d00)?> then\n start sound [quick dash v]\n set [y vel v] to [17]\n end\n if <touching color (#de59af)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [11.5]\n start sound [quick dash v]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start bossfight sequence v]\nwait (22) seconds\n\n@Sprite34\n\nwhen flag clicked\nchange [brightness v] effect by (10)\nhide\n\nwhen I receive [arm boss v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (300)\nshow\nrepeat (10)\n change y by (-4)\nend\nrepeat (5)\n change y by (-3)\nend\nrepeat (3)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nset [boss hp v] to [80]\nrepeat (8)\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [fighhet bbebgamck! v]\nforever\n if <(BOSS HP) > [70]> then\n switch costume to (costume8 v)\n end\n if <<(BOSS HP) > [60]> and <(BOSS HP) < [70]>> then\n switch costume to (costume7 v)\n end\n if <<(BOSS HP) > [50]> and <(BOSS HP) < [60]>> then\n switch costume to (costume6 v)\n end\n if <<(BOSS HP) > [40]> and <(BOSS HP) < [50]>> then\n switch costume to (costume5 v)\n end\n if <<(BOSS HP) > [30]> and <(BOSS HP) < [40]>> then\n switch costume to (costume4 v)\n end\n if <<(BOSS HP) > [20]> and <(BOSS HP) < [30]>> then\n switch costume to (costume3 v)\n end\n if <<(BOSS HP) > [10]> and <(BOSS HP) < [20]>> then\n switch costume to (costume2 v)\n end\n if <<(BOSS HP) > [0]> and <(BOSS HP) < [10]>> then\n switch costume to (costume9 v)\n end\n if <(BOSS HP) = [0]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [the king is dedededed!! v]\nwait (1) seconds\nhide\nstop [other scripts in sprite v]\n\n@Sprite35\n\nwhen flag clicked\nset size to (60) %\nhide\n\nwhen I receive [show boss v]\nshow\nset size to (60) %\nforever\n turn right (5) degrees\nend\n\nwhen I receive [show boss v]\ngo to x: (0) y: (300)\nrepeat (7)\n change y by (-20)\nend\nrepeat (5)\n change y by (-10)\nend\nrepeat (4)\n change y by (-5)\nend\nrepeat (3)\n change y by (-3)\nend\nrepeat (4)\n change y by (-1)\nend\nwait (0.2) seconds\nbroadcast (begin attack sequence v)\n\nwhen I receive [begin attack sequence v]\nforever\n glide (0.5) secs to x: (pick random (-200) to (200)) y: (pick random (-80) to (140))\n broadcast (SHOOT SHOOT v)\n wait (1.3) seconds\nend\n\nwhen I receive [fighhet bbebgamck! v]\ngo to x: (167) y: (69)\nset [boss hp v] to [80]\nrepeat until <(BOSS HP) < [1]>\n repeat (60)\n change x by (-6)\n end\n repeat (60)\n change x by (6)\n end\nend\n\nwhen I receive [fighhet bbebgamck! v]\nrepeat until <(BOSS HP) < [1]>\n repeat (10)\n change y by (3)\n end\n repeat (5)\n change y by (2)\n end\n repeat (3)\n change y by (1)\n end\n repeat (3)\n change y by (-1)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (10)\n change y by (-3)\n end\n repeat (10)\n change y by (-3)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (3)\n change y by (-1)\n end\n repeat (3)\n change y by (1)\n end\n repeat (5)\n change y by (2)\n end\n repeat (10)\n change y by (3)\n end\nend\n\nwhen I receive [fighhet bbebgamck! v]\nrepeat until <(BOSS HP) < [1]>\n if <touching (sprite44 v)?> then\n change [boss hp v] by (-1)\n end\n wait (0.04) seconds\nend\nbroadcast (THE KING IS DEDEDEDED!! v)\nstop all sounds\n\nwhen I receive [fight bacc? v]\nstop [other scripts in sprite v]\n\nwhen I receive [the king is dedededed!! v]\nstart sound [Boom Cloud v]\nrepeat (25)\n change size by (2)\n change [brightness v] effect by (4)\n change [ghost v] effect by (4)\nend\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\n\n@Sprite36\n\nwhen flag clicked\nset size to (55) %\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (55) %\nhide\n\nwhen I receive [show boss v]\nshow\nforever\n go to (sprite35 v)\nend\n\nwhen I receive [the king is dedededed!! v]\nrepeat (25)\n change size by (2)\n change [brightness v] effect by (4)\n change [ghost v] effect by (4)\nend\nhide\nwait (1) seconds\nstop [other scripts in sprite v]\n\n@Sprite37\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (90)\nhide\n\nwhen I receive [show boss v]\nshow\nforever\n go to (sprite35 v)\nend\n\nwhen I receive [show boss v]\nshow\nforever\n turn left (3) degrees\nend\n\nwhen I receive [show boss v]\nforever\n set [direction1 v] to (direction)\nend\n\nwhen I receive [the king is dedededed!! v]\nhide\n\n@Sprite38\n\nwhen flag clicked\nhide\n\nwhen I receive [show boss v]\nshow\nforever\n go to (sprite35 v)\nend\n\nwhen I receive [show boss v]\npoint in direction (-90)\nforever\n turn right (3) degrees\nend\n\nwhen I receive [show boss v]\nforever\n set [direction2 v] to (direction)\nend\n\nwhen I receive [the king is dedededed!! v]\nhide\n\n@Sprite39\n\nwhen flag clicked\npoint in direction (180)\nhide\n\nwhen I receive [show boss v]\nforever\n go to (sprite35 v)\nend\n\nwhen I receive [show boss v]\nshow\nforever\n turn left (1) degrees\nend\n\nwhen I receive [show boss v]\nforever\n set [direction3 v] to (direction)\nend\n\nwhen I receive [the king is dedededed!! v]\nhide\n\n@Sprite40\n\nwhen I receive [shoot shoot v]\nrepeat (3)\n create clone of (_myself_ v)\n repeat (2)\n move (-5) steps\n end\n repeat (10)\n move (1) steps\n end\nend\n\nwhen I start as a clone\ngo to (sprite37 v)\npoint in direction (direction1)\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [backward v] (8) layers\nshow\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [arm boss v]\n\n@Sprite41\n\nwhen I receive [shoot shoot v]\nrepeat (3)\n create clone of (_myself_ v)\n repeat (2)\n move (-5) steps\n end\n repeat (10)\n move (1) steps\n end\nend\n\nwhen I start as a clone\ngo to (sprite38 v)\npoint in direction (direction2)\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [backward v] (8) layers\nshow\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite42\n\nwhen I receive [shoot shoot v]\nrepeat (3)\n create clone of (_myself_ v)\n repeat (2)\n move (-5) steps\n end\n repeat (10)\n move (1) steps\n end\nend\n\nwhen I start as a clone\ngo to (sprite38 v)\npoint in direction (direction3)\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [backward v] (8) layers\nshow\nrepeat until <touching (_edge_ v)?>\n move (7) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite43\n\nwhen flag clicked\nhide\n\nwhen I receive [fight bacc? v]\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (0.7) seconds\nrepeat (8)\n next costume\n wait (0.05) seconds\nend\nwait (1) seconds\nrepeat (25)\n change [brightness v] effect by (4)\nend\nwait (0.7) seconds\nbroadcast (FIGHHET BBEBGAMCK! v)\nhide\n\nwhen I receive [the king is dedededed!! v]\nwait (4) seconds\nset [ghost v] effect to (100)\nswitch costume to (costume10 v)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\nset [brightness v] effect to (0)\nstart sound [703408_Spaze---Believe v]\nswitch costume to (costume11 v)\n\n@Sprite44\n\nwhen I receive [fighhet bbebgamck! v]\nwait (0.1) seconds\nrepeat until <(BOSS HP) = [0]>\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to (sprite33 v)\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite18\n\nwhen flag clicked\nhide\n\n | Play Miner 1 first!! https://scratch.mit.edu/projects/486252650/\nPart 3 out now! https://scratch.mit.edu/projects/490894133/\nInstructions\nWAD/Arrow Keys to Move/Jump\nFurther instructions in instructions page.\nIn main menu, choose an option.\nTo show support leave a love and fave!\nstory is in game (instructions page), but i'll put it here too: In the last adventure, you explored into\na cave in search of the giant crystal.\nYou found it, but then, there was an \nearthquake, blocking the way we came.\nThe only way is to head deeper.\n------------------------------------------------------------------\ntop loved!\n#2 trending games! and #6 trending all :D\ncredits:\n@thecactusmaster and @KilluaXlikesGon for some coding and art\n@glizzygobbler765 for the lava\n@coltroc for the helmet and pickaxe\nmusic: unlimited\ncooltext.com for the logo\n#stories |
Mango Underwater || Scrolling Platformer | @Stage\n\nwhen I receive [the end v]\nwait (1) seconds\nforever\n play sound [Popsicle v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\nbroadcast (THE END v)\n\ndefine 初期設定プログラム\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (右 v)\ngo to x: (-200) y: (-50)\n\nwhen I receive [the end v]\n初期設定プログラム\nset rotation style [left-right v]\nwait (1) seconds\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1.1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1.1)\n end\n set [x v] to ((x) * (0.9))\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 y by (1)\n if <touching (地面 v)?> then\n set [地面 v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [y v] by (-1)\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 if <[240] < (x position)> then\n 初期設定プログラム\n broadcast (メッセージ1 v)\n wait (1.5) seconds\n end\n if <<touching (サボテンだお🌵 v)?> or <<(y position) < [-180]> or <touching (マグマ v)?>>> then\n 初期設定プログラム\n start sound [crashed oof v]\n end\n if <touching (風 v)?> then\n change [x v] by (-0.5)\n end\nend\n\nwhen I receive [the end v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (6)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\n@地面\n\nwhen flag clicked\nhide\nhide variable [time v]\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\nwhen I receive [the end v]\nshow\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [the end v]\nshow variable [time v]\nset [time v] to [0]\nwait (0) seconds\nrepeat until <(ステージ) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [メッセージ1 v]\nhide variable [time v]\nwait (1.5) seconds\nshow variable [time v]\n\n@サボテンだお🌵\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@風\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n clear graphic effects\n hide\n repeat (10)\n move (20) steps\n end\n wait (0.5) seconds\n repeat (34)\n move (-20) steps\n change [ghost v] effect by (5)\n show\n end\nend\n\n@Next\n\nwhen I receive [メッセージ1 v]\nshow\ngo to [front v] layer\ngo to x: (461) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nwait (0.3) seconds\nglide (0.5) secs to x: (-461) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n | august 31, 2021 - #37 on trending. 233 messages. thanks! i literally screamed when i saw this... on august 30, there were only 40 loves, now there's 115. yep, i went viral. this is truly insane! i never thought this would happen. i knew this would get popular, but not this popular...\n\ni won't reply to your comment (i think). there's too many.\n\n---------------------------------------------------------------\n\nseptember 2, 2021 - i just got another 163 messages. i think it's about time i say that ads are ok. some people don't like them...\n\n#16 on trending wot... its in first page now. thanks for making this my most popular project (almost) https://scratch.mit.edu/projects/356123562/\n\n---------------------------------------------------------------\n\nseptember 3, 2021 - 574 messages. top loved. but i did move down to #17 on trending. we're nearing 10,000 views, and thank you so much for 500 loves and 400 favorites!\n\nstop saying it's impossible, or that no ads are allowed, i just said literally yesterday that ads are allowed.\n\n========================================\n\nbasically, the same as the one level platformer, but with two levels. (also, the story ends in the same way as the normal tutorial.)\n\ngreen flag to restart. no, there's no green flag manipulation in this game, sorry.\n\ncredits:\n\n- no credit to the smooth movement. i did that by myself.\n- @-heron- for inspiration, the two original projects, the cutscene, music, and thumbnail inspiration.\n- i don't know who to credit for the platformer code. i backpacked it way back in 2019.\n- motivation for helping me.\n- scratch for existing.\n- you for playing!\n\nhttps://scratch.mit.edu/projects/559368454/#comments-222126652 |
Islands a platformer || #game #games | @Stage\n\nwhen flag clicked\nset volume to (100) %\nhide variable [volume v]\nset [language v] to [english]\nset [volume v] to [100]\nbroadcast (menu music v)\nbroadcast (menu v)\n\nwhen I receive [menu music v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Amadeus - Legendary.mp3 v] until done\nend\n\nwhen I receive [control v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [JJD - Velocity.mp3 v] until done\nend\n\nwhen I receive [options v]\nforever\n set volume to (volume) %\nend\n\n@menu/credits\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n set size to (100) %\n go to x: (0) y: (0)\n forever\n wait (1) seconds\n switch costume to (title2 v)\n wait (1) seconds\n switch costume to (title v)\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to x: (-105) y: (-40)\n set size to (140) %\n switch costume to (1 v)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (1\(2\) v)\n if <mouse down?> then\n broadcast (control v)\n end\n else\n switch costume to (1 v)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n show\n go to x: (105) y: (-40)\n set size to (140) %\n switch costume to (2 v)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (2\(2\) v)\n if <mouse down?> then\n broadcast (options v)\n go to x: (170) y: (-130)\n forever\n if <touching (mouse-pointer v)?> then\n switch costume to (return2menu\(2\) v)\n if <mouse down?> then\n broadcast (menu v)\n end\n else\n switch costume to (return2menu v)\n end\n end\n end\n else\n switch costume to (2 v)\n end\n end\nend\nif <(costume [number v]) = [9]> then\n set size to (140) %\n go to x: (-88) y: (-18)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n if <(volume) < [100]> then\n change [volume v] by (1)\n end\n end\n else\n set size to (140) %\n end\n end\nend\nif <(costume [number v]) = [10]> then\n set size to (140) %\n go to x: (-153) y: (-18)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n if <(volume) > [0]> then\n change [volume v] by (-1)\n end\n end\n else\n set size to (140) %\n end\n end\nend\nif <(costume [number v]) = [12]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <(language) = [english]> then\n switch costume to (text \(english\) v)\n end\n if <(language) = [german]> then\n switch costume to (text \(german\) v)\n end\n end\nend\nif <(costume [number v]) = [13]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [language v] to [english]\n end\n end\n end\nend\nif <(costume [number v]) = [14]> then\n set size to (140) %\n go to x: (0) y: (0)\n show\n forever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [language v] to [german]\n end\n end\n end\nend\n\nwhen I receive [menu v]\nhide variable [volume v]\nwait (0.01) seconds\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (iamnotabot v)\n\nwhen I receive [options v]\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n delete this clone\nend\n\nwhen I receive [control v]\ndelete this clone\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I receive [options v]\nif <(costume [number v]) = [11]> then\n show variable [volume v]\n switch costume to (louder v)\n create clone of (_myself_ v)\n switch costume to (quiet v)\n create clone of (_myself_ v)\n switch costume to (text \(english\) v)\n create clone of (_myself_ v)\n switch costume to (english v)\n create clone of (_myself_ v)\n switch costume to (german v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [won v]\nset size to (100) %\nswitch costume to (credits v)\nshow\nwait (5) seconds\nhide\nbroadcast (menu music v)\nbroadcast (menu v)\nset size to (140) %\n\nwhen flag clicked\nset size to (140) %\nhide\nswitch costume to (iamnotabot v)\ngo to x: (0) y: (0)\n\nswitch costume to (screen v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\n@mirror\n\nwhen I receive [control v]\nshow\ngo to [front v] layer\nforever\n boost it\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\ndefine boost it\nset size to (55) %\ngo to x: ([x position v] of [hit-box v]) y: (([y position v] of [hit-box v]) + (4))\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (-8)\n end\n end\n end\n end\nend\nset x to (([x position v] of [hit-box v]) * (-1))\nset size to (58) %\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\nhide\n\n@level\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [control v]\ngo [backward v] (1) layers\ngo to [front v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [won v]\nhide\n\n@items\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [control v]\nwait until <([costume # v] of [level v]) = [11]>\npoint in direction (90)\ngo to x: (140) y: (-5)\nset size to (120) %\nswitch costume to (11 v)\nshow\nrepeat until <([costume # v] of [level v]) > [11]>\n turn right (-5) degrees\nend\npoint in direction (90)\nswitch costume to (lift v)\ngo to x: (220) y: (-25)\nrepeat until <([costume # v] of [level v]) > [12]>\n repeat (100)\n change y by (1)\n end\n wait (2) seconds\n repeat (100)\n change y by (-1)\n end\n go to x: (220) y: (-25)\n wait (2) seconds\nend\n\nwhen I receive [control v]\nwait until <([costume # v] of [level v]) = [13]>\nstop [other scripts in sprite v]\nhide\ngo to x: (70) y: (152)\nwait until <([costume # v] of [level v]) = [14]>\ngo to x: (240) y: (130)\n\n@hit-box\n\nwhen I receive [control v]\nreboot player list\nclear graphic effects\npoint in direction (90)\ngo to x: (210) y: (-130)\nset size to (60) %\nhide\nforever\n if <touching color (#000000)?> then\n change y by (10)\n if <touching color (#000000)?> then\n change y by (-10)\n replace item (2) of [player v] with (((item (2) of [player v]) * (-1)) * (0.8))\n change y by (item (2) of [player v])\n else\n change y by (-10)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n replace item (2) of [player v] with [8]\n else\n replace item (2) of [player v] with [0]\n end\n end\n end\n if <touching color (#00ff55)?> then\n replace item (2) of [player v] with [14]\n end\n change y by (item (2) of [player v])\n replace item (2) of [player v] with ((item (2) of [player v]) - (0.5))\n change y by (2)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n replace item (1) of [player v] with ((item (1) of [player v]) + (1.5))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n replace item (1) of [player v] with ((item (1) of [player v]) - (1.5))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n end\n replace item (1) of [player v] with ((item (1) of [player v]) * (0.8))\n change x by (item (1) of [player v])\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (3)\n if <touching color (#000000)?> then\n change y by (4)\n if <touching color (#000000)?> then\n if <touching color (#000000)?> then\n change y by (((item (2) of [player v]) * (-2)) - (10))\n if <touching color (#000000)?> then\n change y by ((item (2) of [player v]) * (2))\n change x by ((item (1) of [player v]) * (-1))\n if <touching color (#000000)?> then\n replace item (1) of [player v] with ((item (1) of [player v]) * (-2))\n replace item (2) of [player v] with ((item (2) of [player v]) * (-1))\n change x by (item (1) of [player v])\n end\n else\n replace item (2) of [player v] with ((item (2) of [player v]) * (-1))\n end\n end\n else\n replace item (2) of [player v] with ((item (2) of [player v]) * (0.6))\n end\n end\n end\n end\n if <(item (3) of [player v]) < [0.1]> then\n replace item (3) of [player v] with ((item (3) of [player v]) * (1.4))\n end\n change y by (-2)\n if <touching color (#cc0000)?> then\n reboot player list\n start sound [1 v]\n go to x: (210) y: (-130)\n end\n if <touching color (#ffff00)?> then\n reboot player list\n start sound [laser1 v]\n go to x: ([x position v] of [items v]) y: ([y position v] of [items v])\n end\n if <([costume # v] of [level v]) = [15]> then\n if <(x position) < [-237]> then\n broadcast (won v)\n reboot player list\n go to x: (210) y: (-130)\n end\n else\n if <(x position) < [14]> then\n broadcast (next level v)\n reboot player list\n go to x: (210) y: (-130)\n end\n end\nend\n\nreplace item (1) of [player v] with ((item (1) of [player v]) + (2))\nreplace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\nchange x by (item (1) of [player v])\nchange x by (item (1) of [player v])\nif <touching color (#000000)?> then\n change y by (10)\nend\n\nwhen I receive [next level v]\nif <([costume # v] of [level v]) < [15]> then\n go to [front v] layer\n hide\n clear graphic effects\n wait (40) seconds\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n wait (10) seconds\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n forever\n wait (2) seconds\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n end\nend\n\nif <(x position) < [-239]> then\n if <<not <([costume # v] of [level v]) = [8]>> and <not <([costume # v] of [level v]) = [20]>>> then\n set x to ((x position) * (-1))\n replace item (1) of [player v] with ((item (1) of [player v]) + (2))\n replace item (3) of [player v] with (((item (3) of [player v]) + (0.01)) * (0.3))\n change x by (item (1) of [player v])\n change x by (item (1) of [player v])\n if <touching color (#000000)?> then\n change y by (10)\n end\n end\nend\n\ndefine reboot player list\ndelete (all) of [player v]\ninsert [x] at (1) of [player v] \ninsert [0] at (2) of [player v] \ninsert [step] at (3) of [player v] \n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nset volume to (volume) %\nhide\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\nhide\n\n | |
0% Light || Platformer | @Stage\n\nwhen flag clicked\nif <<(current [hour v]) < [7]> or <(current [hour v]) > [19]>> then\n repeat (50)\n change [brightness v] effect by (-2)\n end\nend\n\n@the laggiest pen platformer on scratch\n\nwhen flag clicked\nset [level v] to [1]\nreset\ngenerate terrain\nforever\n erase all\n do stuff\nend\n\ndefine render guy\nset [ram1 v] to ((X) - (item (1) of [player data v]))\nset [ram2 v] to ((Y) - (item (2) of [player data v]))\nset pen color to (#ffab19)\ngo to x: ((RAM1) - (10)) y: ((RAM2) + (10))\nset pen size to (20)\npen down\ngo to x: ((RAM1) - (10)) y: ((RAM2) - (10))\ngo to x: ((RAM1) + (10)) y: ((RAM2) - (10))\ngo to x: ((RAM1) + (10)) y: ((RAM2) + (10))\ngo to x: ((RAM1) - (10)) y: ((RAM2) + (10))\npen up\nset pen color to (#000000)\ngo to x: ((RAM1) - (20)) y: ((RAM2) + (20))\nset pen size to (4)\npen down\ngo to x: ((RAM1) - (20)) y: ((RAM2) - (20))\ngo to x: ((RAM1) + (20)) y: ((RAM2) - (20))\ngo to x: ((RAM1) + (20)) y: ((RAM2) + (20))\ngo to x: ((RAM1) - (20)) y: ((RAM2) + (20))\npen up\ngo to x: ((RAM1) - ((10) - ((item (3) of [player data v]) / (2)))) y: ((RAM2) - ((7) - ((item (4) of [player data v]) / (2))))\nset pen color to (#ffffff)\nset pen size to (15)\npen down\ngo to x: ((RAM1) - ((-10) - ((item (3) of [player data v]) / (2)))) y: ((RAM2) - ((7) - ((item (4) of [player data v]) / (2))))\npen up\ngo to x: ((RAM1) - (-15)) y: ((RAM2) - ((-15) - ((item (4) of [player data v]) / (2))))\nset pen color to (#f19100)\nset pen size to (5)\npen down\ngo to x: ((RAM1) - (((item (3) of [player data v]) / (2)) - (10))) y: ((RAM2) - ((-25) - ((item (4) of [player data v]) / (2))))\ngo to x: ((RAM1) - (-5)) y: ((RAM2) - ((-15) - ((item (4) of [player data v]) / (2))))\npen up\ngo to x: ((RAM1) - (15)) y: ((RAM2) - ((-15) - ((item (4) of [player data v]) / (2))))\npen down\ngo to x: ((RAM1) - (((item (3) of [player data v]) / (2)) - (-10))) y: ((RAM2) - ((-25) - ((item (4) of [player data v]) / (2))))\ngo to x: ((RAM1) - (5)) y: ((RAM2) - ((-15) - ((item (4) of [player data v]) / (2))))\npen up\ngo to x: ((RAM1) - ((7) - ((item (3) of [player data v]) / (2)))) y: ((RAM2) - ((-5) - ((item (4) of [player data v]) / (2))))\nset pen color to (#000000)\nset pen size to (10)\npen down\npen up\ngo to x: ((RAM1) - ((-7) - ((item (3) of [player data v]) / (2)))) y: ((RAM2) - ((-5) - ((item (4) of [player data v]) / (2))))\npen down\npen up\n\ndefine physics (player/cam)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n replace item (3) of [player data v] with ((item (3) of [player data v]) - (-1))\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n replace item (3) of [player data v] with ((item (3) of [player data v]) - (1))\nend\nreplace item (3) of [player data v] with ((item (3) of [player data v]) * (0.9))\nreplace item (1) of [player data v] with ((item (1) of [player data v]) - (item (3) of [player data v]))\ndetect collision\nif <<[collisions v] contains [01]?> or <[collisions v] contains [15]?>> then\n replace item (2) of [player data v] with ((item (2) of [player data v]) - (1))\n detect collision\n if <<[collisions v] contains [01]?> or <[collisions v] contains [15]?>> then\n replace item (2) of [player data v] with ((item (2) of [player data v]) - (1))\n detect collision\n if <<[collisions v] contains [01]?> or <[collisions v] contains [15]?>> then\n replace item (2) of [player data v] with ((item (2) of [player data v]) - (1))\n detect collision\n if <<[collisions v] contains [01]?> or <[collisions v] contains [15]?>> then\n replace item (2) of [player data v] with ((item (2) of [player data v]) - (1))\n detect collision\n if <<[collisions v] contains [01]?> or <[collisions v] contains [15]?>> then\n replace item (2) of [player data v] with ((item (2) of [player data v]) - (1))\n detect collision\n if <<[collisions v] contains [01]?> or <[collisions v] contains [15]?>> then\n replace item (1) of [player data v] with ((item (1) of [player data v]) + (item (3) of [player data v]))\n replace item (2) of [player data v] with ((item (2) of [player data v]) - (-5))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(item (3) of [player data v]) > [0]> then\n replace item (3) of [player data v] with [-5]\n else\n replace item (3) of [player data v] with [5]\n end\n replace item (4) of [player data v] with [10]\n else\n replace item (3) of [player data v] with [0]\n end\n end\n end\n end\n end\n end\nend\nif <(item (4) of [player data v]) > [-20]> then\n if <[collisions v] contains [03]?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n replace item (4) of [player data v] with ((item (4) of [player data v]) + (.5))\n else\n replace item (4) of [player data v] with ((item (4) of [player data v]) - (.5))\n end\n replace item (4) of [player data v] with ((item (4) of [player data v]) * (.9))\n else\n replace item (4) of [player data v] with ((item (4) of [player data v]) - (1))\n end\nend\nreplace item (2) of [player data v] with ((item (2) of [player data v]) - (item (4) of [player data v]))\ndetect collision\nif <<[collisions v] contains [01]?> or <[collisions v] contains [15]?>> then\n replace item (2) of [player data v] with ((item (2) of [player data v]) + (item (4) of [player data v]))\n if <<[collisions v] contains [15]?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n replace item (4) of [player data v] with [12]\n else\n replace item (4) of [player data v] with [0]\n end\nend\nreplace item (2) of [player data v] with ((item (2) of [player data v]) - (-1))\ndetect collision\nif <<[collisions v] contains [01]?> or <[collisions v] contains [15]?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n replace item (4) of [player data v] with [12]\n end\nend\nif <[collisions v] contains [05]?> then\n replace item (4) of [player data v] with [20]\nend\nreplace item (2) of [player data v] with ((item (2) of [player data v]) - (1))\ndetect collision\nif <[collisions v] contains [02]?> then\n delete all of [player data v]\n repeat (5)\n add [0] to [player data v]\n end\n set [mode v] to [show]\nend\nif <[collisions v] contains [04]?> then\n delete all of [player data v]\n repeat (5)\n add [0] to [player data v]\n end\n change [level v] by (1)\n generate terrain\nend\nchange [x v] by (((item (1) of [player data v]) - (X)) * (.5))\nchange [y v] by (((item (2) of [player data v]) - (Y)) * (.5))\n\ndefine do stuff\nrender blocks\nrender guy\nif <(mode) = [editor]> then\n physics (editor)\nelse\n if <(mode) = [show]> then\n show landscape\n else\n physics (player/cam)\n end\nend\n\ndefine detect collision\nset [counter1 v] to [1]\ndelete all of [collisions v]\nrepeat ((length of [platform data v]) / (3))\n set [ram1 v] to (join (letter (1) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (2) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (3) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (4) of (item (((counter1) * (3)) - (2)) of [platform data v])) (letter (5) of (item (((counter1) * (3)) - (2)) of [platform data v]))))))\n set [ram2 v] to (join (letter (1) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (2) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (3) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (4) of (item (((counter1) * (3)) - (1)) of [platform data v])) (letter (5) of (item (((counter1) * (3)) - (1)) of [platform data v]))))))\n set [ram3 v] to (join (letter (6) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (7) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (8) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (9) of (item (((counter1) * (3)) - (1)) of [platform data v])) (letter (10) of (item (((counter1) * (3)) - (1)) of [platform data v]))))))\n set [ram4 v] to (join (letter (6) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (7) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (8) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (9) of (item (((counter1) * (3)) - (2)) of [platform data v])) (letter (10) of (item (((counter1) * (3)) - (2)) of [platform data v]))))))\n if <<<((20) + (RAM1)) > (item (1) of [player data v])> and <(item (1) of [player data v]) > ((-20) + (RAM2))>> and <<((20) + (RAM3)) > (item (2) of [player data v])> and <(item (2) of [player data v]) > ((-20) + (RAM4))>>> then\n add (item ((counter1) * (3)) of [platform data v]) to [collisions v]\n end\n change [counter1 v] by (1)\nend\n\ndefine render blocks\nset [counter1 v] to [1]\nrepeat ((length of [platform data v]) / (3))\n render iff on screen\n pen up\n change [counter1 v] by (1)\nend\n\ndefine physics (editor)\nif <key (right arrow v) pressed?> then\n change [x v] by (-10)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (10)\nend\nif <key (up arrow v) pressed?> then\n change [y v] by (-10)\nend\nif <key (down arrow v) pressed?> then\n change [y v] by (10)\nend\nif <key (space v) pressed?> then\n set [mode v] to [0]\nelse\n if <key (1 v) pressed?> then\n set [mode v] to [01]\n end\n if <key (2 v) pressed?> then\n set [mode v] to [15]\n end\n if <key (3 v) pressed?> then\n set [mode v] to [02]\n end\n if <key (4 v) pressed?> then\n set [mode v] to [03]\n end\n if <key (5 v) pressed?> then\n set [mode v] to [04]\n end\nend\nif <mouse down?> then\n add point ((X) - (mouse x)) ((Y) - (mouse y)) to platform data\n wait until <not <mouse down?>>\n add point ((X) - (mouse x)) ((Y) - (mouse y)) to platform data\n add (mode) to [platform data v]\nend\n\ndefine add point (x) (y) to platform data\nif <(length of (x)) = [1]> then\n add (y) to (join [0000] (x))\nelse\n if <(length of (x)) = [2]> then\n if <(letter (1) of (x)) = [-]> then\n add (y) to (join [-000] (letter (2) of (x)))\n else\n add (y) to (join [000] (x))\n end\n else\n if <(length of (x)) = [3]> then\n if <(letter (1) of (x)) = [-]> then\n add (y) to (join [-00] (join (letter (2) of (x)) (letter (3) of (x))))\n else\n add (y) to (join [00] (x))\n end\n else\n if <(length of (x)) = [4]> then\n if <(letter (1) of (x)) = [-]> then\n add (y) to (join [-0] (join (join (letter (2) of (x)) (letter (3) of (x))) (letter (4) of (x))))\n else\n add (y) to (join [0] (x))\n end\n else\n if <(length of (x)) = [5]> then\n add (y) to (x)\n end\n end\n end\n end\nend\n\ndefine add (y) to (x)\nif <(length of (y)) = [1]> then\n add (join (x) (join [0000] (y))) to [platform data v]\nelse\n if <(length of (y)) = [2]> then\n if <(letter (1) of (y)) = [-]> then\n add (join (x) (join [-000] (letter (2) of (y)))) to [platform data v]\n else\n add (join (x) (join [000] (y))) to [platform data v]\n end\n else\n if <(length of (y)) = [3]> then\n if <(letter (1) of (y)) = [-]> then\n add (join (x) (join [-00] (join (letter (2) of (y)) (letter (3) of (y))))) to [platform data v]\n else\n add (join (x) (join [00] (y))) to [platform data v]\n end\n else\n if <(length of (y)) = [4]> then\n if <(letter (1) of (y)) = [-]> then\n add (join (x) (join [-0] (join (join (letter (2) of (y)) (letter (3) of (y))) (letter (4) of (y))))) to [platform data v]\n else\n add (join (x) (join [0] (y))) to [platform data v]\n end\n else\n if <(length of (y)) = [5]> then\n add (join (x) (y)) to [platform data v]\n end\n end\n end\n end\nend\n\ndefine render grass block\nset pen color to (#5d2a00)\nset pen size to (10)\nfill RAM (X) (Y)\nif <not <<<[-300] > (RAM1)> or <(RAM3) > [300]>> or <<[-200] > (RAM2)> or <(RAM4) > [200]>>>> then\n go to x: (RAM1) y: ((-5) + (RAM2))\n pen down\n set [counter2 v] to [5]\n repeat (([abs v] of ((RAM1) - (RAM3)) ) / (10))\n change [counter2 v] by (-10)\n set x to ((counter2) + (RAM1))\n set y to (RAM4)\n set y to ((-10) + (RAM2))\n end\n pen up\n set pen color to (#25c300)\n set pen size to (2)\n set [counter2 v] to [5]\n repeat (((10) + ([abs v] of ((RAM1) - (RAM3)) )) / (2))\n pen up\n set y to ((4) + (RAM2))\n set x to ((counter2) + (RAM1))\n pen down\n set y to ((RAM2) - ((item ([abs v] of (counter2) ) of [cdfaooe v]) * (1)))\n change [counter2 v] by (-2)\n end\nend\n\ndefine render lava\nset pen color to (#ff0000)\nset pen size to (10)\nfill RAM (X) (Y)\nif <not <<<[-300] > (RAM1)> or <(RAM3) > [300]>> or <<[-200] > (RAM2)> or <(RAM4) > [200]>>>> then\n go to x: (RAM1) y: (RAM2)\n pen down\n set [counter2 v] to [0]\n repeat (([abs v] of ((RAM1) - (RAM3)) ) / (10))\n change [counter2 v] by (-10)\n set y to (RAM4)\n set x to ((counter2) + (RAM1))\n set y to ((pick random (0) to (1)) + (RAM2))\n set pen (brightness v) to (pick random (95) to (100))\n set pen (saturation v) to (pick random (95) to (100))\n set pen (color v) to (pick random (0) to (2))\n end\nend\n\ndefine render black box\nset pen color to (#000000)\nset pen size to (5)\nfill RAM (X) (Y)\nif <not <<<[-300] > (RAM1)> or <(RAM3) > [300]>> or <<[-200] > (RAM2)> or <(RAM4) > [200]>>>> then\n go to x: (RAM1) y: (RAM2)\n pen down\n set [counter2 v] to [0]\n repeat (([abs v] of ((RAM1) - (RAM3)) ) / (5))\n change [counter2 v] by (-5)\n set y to (RAM4)\n set x to ((counter2) + (RAM1))\n set y to ((0) + (RAM2))\n end\nend\n\ndefine render climbing rock\nfill RAM (X) (Y)\nif <not <<<[-300] > (RAM1)> or <(RAM3) > [300]>> or <<[-200] > (RAM2)> or <(RAM4) > [200]>>>> then\n pen up\n set pen color to (#389d21)\n set pen size to (2)\n set [counter2 v] to [-10]\n repeat (((-20) + ([abs v] of ((RAM1) - (RAM3)) )) / (2))\n pen up\n set y to (RAM4)\n set x to ((counter2) + (RAM1))\n pen down\n set y to ((RAM4) - ((item ([abs v] of (counter2) ) of [cdfaooe v]) * (1)))\n change [counter2 v] by (-2)\n end\n pen up\n set pen color to (#5d5d5d)\n set pen size to (10)\n go to x: ((RAM1) - (10)) y: ((-5) + (RAM2))\n pen down\n set [counter2 v] to [-5]\n repeat (([abs v] of ((RAM1) - (RAM3)) ) / (10))\n set x to ((counter2) + (RAM1))\n set y to (RAM4)\n set y to ((-5) + (RAM2))\n change [counter2 v] by (-10)\n end\n pen up\n set pen color to (#4f4f4f)\n set pen size to (2)\n set [counter2 v] to [0]\n repeat (((0) + ([abs v] of ((RAM1) - (RAM3)) )) / (2))\n pen up\n set y to (RAM2)\n set x to ((counter2) + (RAM1))\n pen down\n set y to (((RAM2) - ((item ([abs v] of (counter2) ) of [cdfaooe v]) * (1))) - (10))\n change [counter2 v] by (-2)\n end\nend\n\ndefine render iff on screen\nif <(item ((counter1) * (3)) of [platform data v]) = [01]> then\n render grass block\nelse\n if <(item ((counter1) * (3)) of [platform data v]) = [02]> then\n render lava\n else\n if <(item ((counter1) * (3)) of [platform data v]) = [15]> then\n render climbing rock\n else\n if <(item ((counter1) * (3)) of [platform data v]) = [03]> then\n render water\n else\n if <(item ((counter1) * (3)) of [platform data v]) = [04]> then\n render goal\n else\n if <(item ((counter1) * (3)) of [platform data v]) = [05]> then\n render bounce\n else\n render black box\n end\n end\n end\n end\n end\nend\n\ndefine render water\nset pen color to (#00a9ff)\nset pen size to (10)\nfill RAM (X) (Y)\nif <not <<<[-300] > (RAM1)> or <(RAM3) > [300]>> or <<[-200] > (RAM2)> or <(RAM4) > [200]>>>> then\n go to x: (RAM1) y: (RAM2)\n pen down\n set [counter2 v] to [0]\n repeat (([abs v] of ((RAM1) - (RAM3)) ) / (10))\n change [counter2 v] by (-10)\n set y to (RAM4)\n set x to ((counter2) + (RAM1))\n set y to ((pick random (0) to (1)) + (RAM2))\n set pen (brightness v) to (pick random (97) to (100))\n set pen (saturation v) to (pick random (95) to (100))\n set pen (color v) to (55)\n end\nend\n\ndefine generate terrain\ndelete all of [platform data v]\nif <key (space v) pressed?> then\n biome4\nelse\n if <(level) = [1]> then\n biome1\n else\n if <(pick random (1) to (10)) = [3]> then\n biome4\n else\n if <(pick random (1) to (9)) = [3]> then\n biome3\n else\n if <(pick random (1) to (10)) = [3]> then\n biome2\n else\n biome1\n end\n end\n end\n end\nend\n\ndefine render goal\nset pen color to (#ffe900)\nset pen size to (5)\nfill RAM (X) (Y)\nif <not <<<[-300] > (RAM1)> or <(RAM3) > [300]>> or <<[-200] > (RAM2)> or <(RAM4) > [200]>>>> then\n go to x: (RAM1) y: (RAM2)\n pen down\n set [counter2 v] to [0]\n repeat (([abs v] of ((RAM1) - (RAM3)) ) / (5))\n change [counter2 v] by (-5)\n set y to (RAM4)\n set x to ((counter2) + (RAM1))\n set y to ((0) + (RAM2))\n end\n pen up\n set pen size to (pick random (10) to (11))\n set pen (transparency v) to (pick random (50) to (60))\n go to x: (RAM1) y: (RAM2)\n pen down\n set x to (RAM3)\n set y to (RAM4)\n set x to (RAM1)\n set y to (RAM2)\n set pen (transparency v) to (0)\nend\n\ndefine fill RAM (x) (y)\nset [ram1 v] to ((x) - (join (letter (1) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (2) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (3) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (4) of (item (((counter1) * (3)) - (1)) of [platform data v])) (letter (5) of (item (((counter1) * (3)) - (1)) of [platform data v])))))))\nset [ram2 v] to ((y) - (join (letter (6) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (7) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (8) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (9) of (item (((counter1) * (3)) - (2)) of [platform data v])) (letter (10) of (item (((counter1) * (3)) - (2)) of [platform data v])))))))\nset [ram3 v] to ((x) - (join (letter (1) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (2) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (3) of (item (((counter1) * (3)) - (2)) of [platform data v])) (join (letter (4) of (item (((counter1) * (3)) - (2)) of [platform data v])) (letter (5) of (item (((counter1) * (3)) - (2)) of [platform data v])))))))\nset [ram4 v] to ((y) - (join (letter (6) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (7) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (8) of (item (((counter1) * (3)) - (1)) of [platform data v])) (join (letter (9) of (item (((counter1) * (3)) - (1)) of [platform data v])) (letter (10) of (item (((counter1) * (3)) - (1)) of [platform data v])))))))\n\ndefine biome1\nset [counter1 v] to [01]\nset [ram1 v] to [100]\nset [ram2 v] to [50]\nset [ram3 v] to ((RAM1) + (pick random (-130) to (-330)))\nset [ram4 v] to [250]\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [01] to [platform data v]\nrepeat (pick random (18) to (25))\n if <<<(counter1) = [15]> or <(counter1) = [01]>> and <not <(pick random (1) to (4)) = [2]>>> then\n set [counter1 v] to [02]\n else\n if <(pick random (1) to (15)) = [2]> then\n set [counter1 v] to [15]\n else\n set [counter1 v] to [01]\n end\n end\n set [ram1 v] to (RAM3)\n if <(counter1) = [01]> then\n set [ram2 v] to ((RAM2) + (pick random (-10) to (-50)))\n else\n if <(counter1) = [15]> then\n set [ram2 v] to ((RAM2) + (pick random (10) to (-20)))\n else\n set [ram2 v] to ((RAM2) + (pick random (10) to (60)))\n end\n end\n set [ram3 v] to ((RAM1) + (pick random (-50) to (-200)))\n set [ram4 v] to ((RAM2) + (200))\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n add (counter1) to [platform data v]\nend\nset [ram1 v] to ((RAM3) + (pick random (-50) to (50)))\nset [ram2 v] to ((RAM2) + (pick random (-50) to (-100)))\nset [ram3 v] to ((RAM1) + (-50))\nset [ram4 v] to ((RAM2) + (50))\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [04] to [platform data v]\nset [x v] to (RAM3)\nset [y v] to (RAM4)\nset [mode v] to [show]\nset [ram1 v] to [500]\nset [ram2 v] to [250]\nset [ram3 v] to ((RAM3) + (-400))\nset [ram4 v] to ((RAM2) + (150))\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [02] to [platform data v]\n\ndefine biome2\nset [counter1 v] to (pick random (200) to (300))\nset [counter2 v] to (pick random (-300) to (-200))\nset [ram1 v] to (counter1)\nset [ram2 v] to [-500]\nset [ram3 v] to (counter2)\nset [ram4 v] to [50]\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [03] to [platform data v]\nset [ram1 v] to (counter1)\nset [ram2 v] to [50]\nset [ram3 v] to (counter2)\nset [ram4 v] to [250]\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [15] to [platform data v]\nset [ram1 v] to ((counter1) + (pick random (150) to (200)))\nset [ram2 v] to [-510]\nset [ram3 v] to (counter1)\nset [ram4 v] to [250]\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [01] to [platform data v]\nset [x v] to [0]\nset [y v] to (RAM2)\nset [mode v] to [show]\nset [ram3 v] to ((RAM1) + (pick random (-50) to (0)))\nset [ram1 v] to ((RAM3) + (100))\nset [ram2 v] to ((RAM2) + (pick random (-50) to (-100)))\nset [ram4 v] to ((RAM2) + (100))\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [04] to [platform data v]\nset [ram1 v] to (counter2)\nset [ram2 v] to [-510]\nset [ram3 v] to ((counter2) + (pick random (-200) to (-150)))\nset [ram4 v] to [250]\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [01] to [platform data v]\nset [ram1 v] to ((RAM3) + (pick random (0) to (50)))\nset [ram2 v] to ((RAM2) + (pick random (-50) to (-100)))\nset [ram3 v] to ((RAM1) + (-100))\nset [ram4 v] to ((RAM2) + (100))\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [04] to [platform data v]\nset [counter1 v] to [01]\nrepeat (pick random (11) to (16))\n if <<<(counter1) = [15]> or <(counter1) = [01]>> and <not <(pick random (1) to (10)) = [2]>>> then\n set [counter1 v] to [02]\n else\n if <(pick random (1) to (5)) = [2]> then\n set [counter1 v] to [01]\n else\n set [counter1 v] to [15]\n end\n end\n set [ram1 v] to (pick random (-200) to (200))\n set [ram2 v] to (pick random (-60) to (-560))\n set [ram3 v] to ((RAM1) + (pick random (-20) to (-100)))\n set [ram4 v] to ((RAM2) + (pick random (20) to (100)))\n if <(RAM4) > [-20]> then\n set [ram4 v] to [-20]\n end\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n add (counter1) to [platform data v]\nend\n\ndefine biome3\nset [counter1 v] to [01]\nset [ram1 v] to [100]\nset [ram2 v] to [50]\nset [ram3 v] to (pick random (-40) to (-200))\nset [ram4 v] to [250]\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [01] to [platform data v]\nrepeat (pick random (18) to (25))\n if <<(counter1) = [05]> and <not <(pick random (1) to (10)) = [2]>>> then\n set [counter1 v] to [*02]\n else\n if <<<(counter1) = [15]> or <(counter1) = [01]>> and <not <(pick random (1) to (3)) = [2]>>> then\n set [counter1 v] to [02]\n else\n if <(pick random (1) to (3)) = [2]> then\n if <(counter1) = [02]> then\n set [counter1 v] to [*05]\n else\n set [counter1 v] to [05]\n end\n else\n if <(pick random (1) to (10)) = [2]> then\n set [counter1 v] to [15]\n else\n set [counter1 v] to [01]\n end\n end\n end\n end\n set [ram1 v] to (RAM3)\n if <(counter1) = [01]> then\n set [ram2 v] to ((RAM2) + (pick random (-50) to (-100)))\n set [ram3 v] to ((RAM1) + (pick random (-40) to (-100)))\n else\n if <(counter1) = [02]> then\n set [ram2 v] to ((RAM2) + (pick random (10) to (90)))\n set [ram3 v] to ((RAM1) + (pick random (-100) to (-200)))\n else\n if <(counter1) = [15]> then\n set [ram2 v] to ((RAM2) + (pick random (0) to (-30)))\n set [ram3 v] to ((RAM1) + (pick random (-50) to (-200)))\n else\n if <(counter1) = [*02]> then\n set [counter1 v] to [02]\n set [ram2 v] to ((RAM2) + (pick random (5) to (50)))\n set [ram3 v] to ((RAM1) + (pick random (-200) to (-300)))\n else\n if <(counter1) = [*05]> then\n set [counter1 v] to [05]\n set [ram2 v] to ((RAM2) + (pick random (-10) to (-20)))\n set [ram3 v] to ((RAM1) + (pick random (-70) to (-130)))\n else\n set [ram2 v] to ((RAM2) + (pick random (30) to (5)))\n set [ram3 v] to ((RAM1) + (pick random (-70) to (-170)))\n end\n end\n end\n end\n end\n set [ram4 v] to ((RAM2) + (200))\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n add (counter1) to [platform data v]\nend\nset [ram1 v] to ((RAM3) + (pick random (-50) to (50)))\nset [ram2 v] to ((RAM2) + (pick random (-50) to (-100)))\nset [ram3 v] to ((RAM1) + (-50))\nset [ram4 v] to ((RAM2) + (50))\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [04] to [platform data v]\nset [x v] to (RAM3)\nset [y v] to (RAM4)\nset [mode v] to [show]\nset [ram1 v] to [500]\nset [ram2 v] to [250]\nset [ram3 v] to ((RAM3) + (-400))\nset [ram4 v] to ((RAM2) + (150))\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [02] to [platform data v]\n\ndefine render bounce\nset pen color to (#5900ff)\nset pen size to (5)\nfill RAM (X) (Y)\nif <not <<<[-300] > (RAM1)> or <(RAM3) > [300]>> or <<[-200] > (RAM2)> or <(RAM4) > [200]>>>> then\n go to x: (RAM1) y: (RAM2)\n pen down\n set [counter2 v] to [0]\n repeat (([abs v] of ((RAM1) - (RAM3)) ) / (5))\n change [counter2 v] by (-5)\n set y to (RAM4)\n set x to ((counter2) + (RAM1))\n set y to ((0) + (RAM2))\n end\n pen up\n set pen color to (#e14eff)\n set pen size to (pick random (10) to (11))\n set pen (transparency v) to (pick random (50) to (60))\n go to x: (RAM1) y: (RAM2)\n pen down\n set x to (RAM3)\n set y to (RAM4)\n set x to (RAM1)\n set y to (RAM2)\n set pen (transparency v) to (0)\nend\n\ndefine reset\nset [x v] to [0]\nset [y v] to [0]\nset [mode v] to [0]\ndelete all of [player data v]\nrepeat (5)\n add [0] to [player data v]\nend\n\ndefine biome4\nset [counter1 v] to [01]\nset [ram1 v] to [100]\nset [ram2 v] to [50]\nset [ram3 v] to (pick random (-40) to (-200))\nset [ram4 v] to [200]\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [01] to [platform data v]\nadd point ((RAM1) + (250)) ((RAM2) + (pick random (10) to (30))) to platform data\nadd point (RAM1) [200] to platform data\nadd [02] to [platform data v]\nrepeat (pick random (1) to (3))\n repeat (pick random (8) to (15))\n if <<<(counter1) = [15]> or <(counter1) = [01]>> and <not <(pick random (1) to (6)) = [2]>>> then\n set [counter1 v] to [02]\n else\n if <(pick random (1) to (15)) = [2]> then\n set [counter1 v] to [15]\n else\n set [counter1 v] to [01]\n end\n end\n set [ram1 v] to (RAM3)\n if <(counter1) = [01]> then\n set [ram2 v] to ((RAM4) + (pick random (-110) to (-150)))\n else\n if <(counter1) = [15]> then\n set [ram2 v] to ((RAM4) + (pick random (-100) to (-130)))\n else\n set [ram2 v] to ((RAM4) + (pick random (-90) to (-40)))\n end\n end\n set [ram3 v] to ((RAM1) + (pick random (-50) to (-200)))\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n add (counter1) to [platform data v]\n end\n set [ram1 v] to (RAM3)\n set [ram2 v] to ((RAM4) + (pick random (-450) to (-500)))\n set [ram3 v] to ((RAM1) + (pick random (-50) to (-200)))\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n add [01] to [platform data v]\n add point (RAM3) ((RAM2) + (pick random (10) to (30))) to platform data\n add point ((RAM3) + (-250)) ((RAM2) + (150)) to platform data\n add [02] to [platform data v]\n set [ram3 v] to ((RAM1) + (pick random (200) to (50)))\n set [ram2 v] to ((RAM2) + (pick random (-50) to (50)))\n set [ram1 v] to ((RAM3) + (pick random (50) to (200)))\n set [ram4 v] to ((RAM2) + (150))\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n if <(pick random (1) to (10)) = [2]> then\n add [15] to [platform data v]\n else\n add [01] to [platform data v]\n end\n repeat (pick random (8) to (15))\n if <<<(counter1) = [15]> or <(counter1) = [01]>> and <not <(pick random (1) to (6)) = [2]>>> then\n set [counter1 v] to [02]\n else\n if <(pick random (1) to (15)) = [2]> then\n set [counter1 v] to [15]\n else\n set [counter1 v] to [01]\n end\n end\n set [ram3 v] to (RAM1)\n if <(counter1) = [01]> then\n set [ram2 v] to ((RAM4) + (pick random (-110) to (-150)))\n else\n if <(counter1) = [15]> then\n set [ram2 v] to ((RAM4) + (pick random (-100) to (-130)))\n else\n set [ram2 v] to ((RAM4) + (pick random (-90) to (-40)))\n end\n end\n set [ram1 v] to ((RAM3) + (pick random (50) to (200)))\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n add (counter1) to [platform data v]\n end\n set [ram3 v] to (RAM1)\n set [ram2 v] to ((RAM2) + (pick random (-450) to (-500)))\n set [ram1 v] to ((RAM3) + (pick random (50) to (200)))\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n add [01] to [platform data v]\n add point ((RAM1) + (250)) ((RAM2) + (pick random (10) to (30))) to platform data\n add point (RAM1) ((RAM2) + (150)) to platform data\n add [02] to [platform data v]\n set [ram1 v] to ((RAM3) + (pick random (-200) to (-50)))\n set [ram2 v] to ((RAM2) + (pick random (-50) to (50)))\n set [ram3 v] to ((RAM1) + (pick random (-50) to (-200)))\n set [ram4 v] to ((RAM2) + (150))\n add point (RAM1) (RAM2) to platform data\n add point (RAM3) (RAM4) to platform data\n if <(pick random (1) to (10)) = [2]> then\n add [15] to [platform data v]\n else\n add [01] to [platform data v]\n end\nend\nset [ram1 v] to ((RAM3) + (pick random (-50) to (50)))\nset [ram2 v] to ((RAM2) + (pick random (-50) to (-100)))\nset [ram3 v] to ((RAM1) + (-50))\nset [ram4 v] to ((RAM2) + (50))\nadd point (RAM1) (RAM2) to platform data\nadd point (RAM3) (RAM4) to platform data\nadd [04] to [platform data v]\nset [x v] to (RAM3)\nset [y v] to (RAM4)\nset [mode v] to [show]\n\ndefine show landscape\nif <([abs v] of (((item (1) of [player data v]) - (X)) * (.3)) ) < [30]> then\n change [x v] by (((item (1) of [player data v]) - (X)) * (.3))\nelse\n if <(((item (1) of [player data v]) - (X)) * (.5)) < [0]> then\n change [x v] by (-30)\n else\n change [x v] by (30)\n end\nend\nif <([abs v] of (((item (2) of [player data v]) - (Y)) * (.3)) ) < [30]> then\n change [y v] by (((item (2) of [player data v]) - (Y)) * (.3))\nelse\n if <(((item (2) of [player data v]) - (Y)) * (.5)) < [0]> then\n change [y v] by (-30)\n else\n change [y v] by (30)\n end\nend\nif <<((item (1) of [player data v]) - (X)) < [50]> and <((item (2) of [player data v]) - (Y)) < [50]>> then\n set [mode v] to [0]\nend\n\n@logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\npoint in direction (90)\nset size to (100) %\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nforever\n play sound [06 - Winter Tundra.mp3 v] until done\nend\n\n | Welcome to my new game Bummerland! Its a country side theme platformer based on AJR's Bummerland Music Video! It also reminds me of when I was in Manitoulin Island. It is right above Lake Huron. See google earth or google maps for details are to see for yourself. (Tell me in the comments if you have been to Manitoulin island!)\n\n⚠️ NOTE: This will be the last platformer I will be making in a while. I will make more original games for a bit. (If you saw on What Im working on).\n\nI made this for fun and It is an entry of @Super_Scratcher07 's 1k Game Contest and @SuperCube_123 's 1k Game Contest!\n\n-------------------INSTRUCTIONS---------------------------\n\nUse arrow keys of WASD to move.\n➶ Moving Enemies\n➶ Moving Platforms\n➶ Trampoline Drums\n➶ Scenery Setup\n➶ Wheat blowing in the wind.\n\nALL LEVELS ARE POSSIBLE\n\n------------------------CREDITS------------------------------\n\n@InfinitelyEndless for some of the player engine- 15% code\n@Splo for the Car - 5% art\n@Ziyu3 for the Intro - 10% code\n\nThe rest by me!\n\nMusic:\n - AJR - Bummerland\n - AJR - The Entertainments Here\n\n#games #games #games #games #games #games #art |
Minecraft Platformer ver.1.17 | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nstart sound [Alan Walker - Faded \(Instrumental Version\) v]\nforever\n if <key (m v) pressed?> then\n stop all sounds\n end\n if <key (p v) pressed?> then\n start sound [Alan Walker - Faded \(Instrumental Version\) v]\n end\nend\n\n@Sprite\n\nwhen flag clicked\nhide\n\nbroadcast (play v)\n\nwhen I receive [play v]\ngo to x: (-199) y: (-128)\n\nwhen I receive [play v]\nshow\npoint in direction (90)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n set rotation style [left-right v]\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#43b111)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#43b111)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <touching color (#b8ffc9)?> 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: (0)\n set [ghost v] effect to (0)\n end\n if <touching color (#3cad58)?> then\n set [yv v] to [20]\n end\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-198) y: (91)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#00910d)?> then\n set [xv v] to [20]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [play phone v]\nshow\ngo to [front v] layer\npoint in direction (90)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n set rotation style [left-right v]\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<mouse down?> and <(x position) > (mouse x)>> then\n change [xv v] by (-1)\n end\n if <<mouse down?> and <(x position) < (mouse x)>> then\n change [xv v] by (1)\n end\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change y by (1)\n if <touching color (#43b111)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<mouse down?> and <(y position) < (mouse y)>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#43b111)?> then\n if <<mouse down?> and <(y position) < (mouse y)>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#43b111)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <touching color (#b8ffc9)?> 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: (0)\n set [ghost v] effect to (0)\n end\n if <touching color (#3cad58)?> then\n set [yv v] to [20]\n end\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-198) y: (91)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#00910d)?> then\n set [xv v] to [20]\n end\nend\n\nwhen I receive [play phone v]\nshow\ngo to x: (-199) y: (-128)\n\n@levels\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nswitch costume to (levels v)\ngo to x: (-8) y: (-13)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [10]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [choice v]\nhide\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (intro v)\n\nwhen I receive [play phone v]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nswitch costume to (levels v)\ngo to x: (-8) y: (-13)\n\nwhen I receive [play phone v]\nforever\n if <(costume [number v]) = [10]> then\n broadcast (end v)\n end\nend\n\n@Sprite1\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\ngo to x: (103) y: (-63)\npoint in direction (90)\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen I receive [game over v]\nhide\n\n@Sprite2\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\ngo to x: (-109) y: (-58)\npoint in direction (87)\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nhide\n\n@Sprite3\n\nwhen I receive [play v]\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [intro v]\ngo to x: (-240) y: (0)\ngo to [front v] layer\nset size to (70) %\npoint in direction (90)\nshow\nglide (0.7) secs to x: (0) y: (0)\nwait (1) seconds\nrepeat (14)\n turn right (15) degrees\n change size by (-5)\nend\nhide\nbroadcast (choice v)\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [end v]\nshow\ngo to x: (-3) y: (-62)\npoint in direction (90)\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [choice v]\nshow\ngo to x: (-8) y: (-24)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play phone v]\nhide\n\n@Sprite7\n\nwhen I receive [choice v]\nshow\nrepeat until <mouse down?>\n wait until <touching (mouse-pointer v)?>\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-10)\nend\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (play phone v)\n\nwhen I receive [play phone v]\nhide\n\n@Sprite8\n\nwhen I receive [choice v]\nshow\ngo to x: (163) y: (-74)\nrepeat until <mouse down?>\n wait until <touching (mouse-pointer v)?>\n change size by (10)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (play v)\n\nwhen I receive [play phone v]\nhide\n\n | arrows or wasd + space to move\nrestart: r\nNIE REKLAMOWAĆ SIĘ BO USUNĘ LUB ZGŁOSZĘ\nDO NOT ADVERTISE AS I WILL DELETE OR REPORT |
Wings of Fire platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [1 v] until done\n play sound [2 v] until done\nend\n\nwhen I receive [game tick v]\nset volume to (MUSIC) %\n\n@player\n\nwhen flag clicked\nset [player state v] to []\nset [level v] to [0]\nreset variables\nbroadcast (clone things v) and wait\nbroadcast (reset collectibles v) and wait\nintro\nforever\n show\n repeat until <(PLAYER STATE) > []>\n Move Player\n broadcast (GAME TICK v) and wait\n end\n if <(PLAYER STATE) = [d]> then\n switch costume to (death v)\n start sound [Crunch v]\n repeat (3)\n show\n wait (.2) seconds\n hide\n wait (.2) seconds\n end\n wait (.5) seconds\n else\n start sound [Win v]\n repeat (25)\n point towards (flag v)\n move ((distance to [flag v]) / (3)) steps\n change [ghost v] effect by (4)\n end\n broadcast (trans v) and wait\n end\n reset variables\nend\n\ndefine Move Player\ndeath check\nswitch costume to (hitbox v)\ngo to [front v] layer\nif <not <(impulse x) = []>> then\n change player x by (impulse x) slope steepness: [6]\n set [impulse x v] to []\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change player x by [4] slope steepness: [6]\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change player x by [-4] slope steepness: [6]\nend\nif <<<key (up arrow v) pressed?> and <(airtime) < [4]>> and <(JumpKeyPressed) < [4]>> then\n set [sy v] to [9]\n set [jumpkeypressed v] to [0]\nend\nif <<<key (up arrow v) pressed?> and <(airtime) = [0]>> and <(JumpKeyPressed) < [4]>> then\n start sound [Jump v]\nend\nchange [sy v] by (-1)\nif <(sy) < [-12]> then\n set [sy v] to [-12]\nend\nchange y by (sy)\nif <not <key (up arrow v) pressed?>> then\n set [jumpkeypressed v] to [0]\nend\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (7)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (7)))\nif <(SCROLL Y) < [-150]> then\n set [scroll y v] to [-150]\nelse\nend\nposition\nchange [frames v] by (1)\nrender costumes\n\ndefine change player x by (sx) slope steepness: (steep)\nchange [x v] by (sx)\nposition\nif <touching (level v)?> then\n repeat (steep)\n change [y v] by (1)\n position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by ((0) - (steep))\n repeat until <not <touching (level v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n position\n end\nend\n\ndefine reset variables\nswitch costume to (idle v)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [56]\nset [sx v] to [0]\nset [sy v] to [0]\nset [airtime v] to [0]\nset [frames v] to [0]\nset [jumpkeypressed v] to [0]\nset [impulse x v] to []\nset [bounce on enemy? v] to []\nif <(PLAYER STATE) = [d]> then\n repeat until <<(round (SCROLL X)) = [0]> and <(round (SCROLL Y)) = [50]>>\n change [scroll x v] by (((0) - (SCROLL X)) / (5))\n change [scroll y v] by (((50) - (SCROLL Y)) / (5))\n broadcast (GAME TICK v) and wait\n end\nelse\n set [scroll x v] to [0]\n if <not <(LEVEL) = [0]>> then\n set [scroll y v] to [0]\n else\n set [scroll y v] to [1200]\n end\n change [level v] by (1)\n broadcast (reset v) and wait\n broadcast (clone things v) and wait\nend\nbroadcast (reset collectibles v) and wait\nset [player state v] to []\nposition\n\ndefine change y by (sy)\nchange [y v] by (sy)\nchange [airtime v] by (1)\nchange [jumpkeypressed v] by (1)\nposition\nrepeat until <not <<touching (level v)?> or <touching (moving plats v)?>>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [airtime v] to [0]\n end\n position\n set [sy v] to [0]\nend\nif <touching (bounce v)?> then\n set [sy v] to [15]\n broadcast (bounce v)\nend\nif <(bounce on enemy?) > []> then\n set [sy v] to [10]\n set [bounce on enemy? v] to []\nend\n\ndefine position\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine render costumes\nswitch costume to (idle v)\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to ((((frames) / (4)) mod (3)) + (2))\nend\nif <(airtime) > [4]> then\n switch costume to (in air v)\nend\n\ndefine death check\nif <(y) < [-300]> then\n set [player state v] to [d]\n set [y v] to [-300]\nend\nif <<touching (spikes v)?> or <touching (enemies v)?>> then\n set [player state v] to [d]\nend\nif <touching (flag v)?> then\n set [player state v] to [ y]\nend\n\nwhen I receive [game tick v]\nset [positon v] to (join (round ((mouse x) + (SCROLL X))) (join [,] (round ((mouse y) + (SCROLL Y)))))\nset volume to (SFX) %\n\ndefine update 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 intro\npoint in direction (90)\nhide\nif <(LEVEL) = [1]> then\n repeat until <(round (SCROLL Y)) = [56]>\n change [scroll y v] by (((56) - (SCROLL Y)) / (12))\n position\n hide\n broadcast (GAME TICK v) and wait\n end\n set [y v] to [55]\n position\n show\n switch costume to (spawn 12 v)\n repeat (11)\n next costume\n wait (0.05) seconds\n end\nelse\n set [scroll y v] to [56]\nend\n\n@level\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update 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 [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\nclone at x: [0] y: [0]\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@spikes\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update 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 [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\nif <(LEVEL) > [2]> then\n clone at x: [0] y: [0]\nend\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@coins\n\ndefine clone at x: (x) y: (y) asset: (asset)\nset [x v] to (x)\nset [y v] to (y)\nchange [i v] by (1)\nswitch costume to (asset)\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) (((y) + (round ([sin v] of (((timer) + (i)) * (300)) ))) - (SCROLL Y))\nif <touching (player v)?> then\n start sound (costume [number v])\n delete this clone\nend\nset volume to (SFX) %\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [reset collectibles v]\nif then\n delete this clone\nend\nset [x v] to [0]\nset [y v] to [0]\nset [i v] to [0]\nif <(LEVEL) = [1]> then\n clone at x: [175] y: [57] asset: [coin]\n clone at x: [200] y: [57] asset: [coin]\n clone at x: [225] y: [57] asset: [coin]\nelse\n if <(LEVEL) = [2]> then\n clone at x: [140] y: [135] asset: [coin]\n clone at x: [165] y: [135] asset: [coin]\n clone at x: [190] y: [135] asset: [coin]\n clone at x: [380] y: [98] asset: [gem]\n else\n if <(LEVEL) = [3]> then\n clone at x: [60] y: [32] asset: [coin]\n clone at x: [300] y: [32] asset: [coin]\n clone at x: [420] y: [32] asset: [gem]\n else\n if <(LEVEL) = [4]> then\n clone at x: [188] y: [15] asset: [coin]\n clone at x: [210] y: [15] asset: [coin]\n clone at x: [516] y: [-48] asset: [coin]\n clone at x: [540] y: [-48] asset: [coin]\n clone at x: [516] y: [-72] asset: [coin]\n clone at x: [540] y: [-72] asset: [coin]\n clone at x: [660] y: [-164] asset: [gem]\n else\n if <(LEVEL) = [5]> then\n clone at x: [255] y: [53] asset: [coin]\n clone at x: [280] y: [53] asset: [coin]\n clone at x: [305] y: [53] asset: [coin]\n clone at x: [440] y: [-70] asset: [coin]\n clone at x: [440] y: [-40] asset: [coin]\n clone at x: [440] y: [-10] asset: [coin]\n clone at x: [600] y: [-50] asset: [coin]\n clone at x: [775] y: [-50] asset: [coin]\n clone at x: [260] y: [-140] asset: [gem]\n clone at x: [235] y: [-140] asset: [gem]\n else\n if <(LEVEL) = [6]> then\n clone at x: [-120] y: [-58] asset: [gem]\n clone at x: [-160] y: [-95] asset: [gem]\n clone at x: [392] y: [133] asset: [coin]\n clone at x: [392] y: [108] asset: [coin]\n clone at x: [525] y: [-24] asset: [coin]\n clone at x: [550] y: [-24] asset: [coin]\n clone at x: [575] y: [-24] asset: [coin]\n else\n if <(LEVEL) = [7]> then\n clone at x: [300] y: [50] asset: [coin]\n clone at x: [478] y: [50] asset: [coin]\n clone at x: [780] y: [20] asset: [gem]\n clone at x: [819] y: [60] asset: [gem]\n clone at x: [864] y: [-140] asset: [coin]\n clone at x: [864] y: [-100] asset: [coin]\n clone at x: [864] y: [-60] asset: [coin]\n clone at x: [864] y: [-20] asset: [coin]\n clone at x: [864] y: [20] asset: [coin]\n clone at x: [1028] y: [150] asset: [gem]\n else\n if <(LEVEL) = [8]> then\n clone at x: [-295] y: [25] asset: [gem]\n clone at x: [-295] y: [50] asset: [gem]\n clone at x: [300] y: [240] asset: [coin]\n clone at x: [458] y: [300] asset: [coin]\n clone at x: [768] y: [42] asset: [coin]\n clone at x: [870] y: [42] asset: [coin]\n clone at x: [70] y: [140] asset: [coin]\n clone at x: [45] y: [140] asset: [coin]\n else\n if <(LEVEL) = [9]> then\n clone at x: [490] y: [40] asset: [coin]\n clone at x: [490] y: [65] asset: [coin]\n clone at x: [490] y: [90] asset: [coin]\n clone at x: [-60] y: [50] asset: [coin]\n clone at x: [-110] y: [50] asset: [coin]\n clone at x: [-160] y: [50] asset: [coin]\n clone at x: [-242] y: [145] asset: [gem]\n clone at x: [300] y: [242] asset: [gem]\n else\n if <(LEVEL) = [10]> then\n clone at x: [-40] y: [-43] asset: [coin]\n clone at x: [-40] y: [-68] asset: [coin]\n clone at x: [-80] y: [-178] asset: [coin]\n clone at x: [-380] y: [-178] asset: [coin]\n clone at x: [-480] y: [155] asset: [gem]\n clone at x: [-480] y: [180] asset: [gem]\n clone at x: [200] y: [40] asset: [gem]\n clone at x: [-622] y: [-100] asset: [gem]\n else\n if <(LEVEL) = [11]> then\n clone at x: [-265] y: [40] asset: [coin]\n clone at x: [-240] y: [40] asset: [coin]\n clone at x: [-215] y: [40] asset: [coin]\n clone at x: [-265] y: [65] asset: [coin]\n clone at x: [-240] y: [65] asset: [coin]\n clone at x: [-215] y: [65] asset: [coin]\n clone at x: [265] y: [40] asset: [gem]\n clone at x: [240] y: [40] asset: [gem]\n clone at x: [215] y: [40] asset: [gem]\n clone at x: [265] y: [65] asset: [gem]\n clone at x: [240] y: [65] asset: [gem]\n clone at x: [215] y: [65] asset: [gem]\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\nclone at x: [\(your x value here\)] y: [\(your y value here\)] asset: [\(either "coin" or "gem"\)]\n\n@parallax\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position (((x) - (SCROLL X)) * (0.75)) (((y) - (SCROLL Y)) * (0.75))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\nclone at x: [0] y: [0]\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@enemies\n\ndefine clone at x: (x) y: (y) range: (range)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nset [max dis v] to (range)\nset [dir v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nchange [x v] by (dir)\npoint in direction ((dir) * (90))\nif <<([abs v] of ((ox) - (x)) ) = (max dis)> or <(x) = (ox)>> then\n set [dir v] to ((0) - (dir))\nend\nswitch costume to (((timer) * (4.5)) mod (3))\nif <<(([y v] of [player v]) + (-10)) > (y)> and <touching (player v)?>> then\n start sound [Pop v]\n set [bounce on enemy? v] to [1]\n delete this clone\nend\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [reset collectibles v]\nif then\n delete this clone\nend\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [9]> then\n clone at x: [190] y: [40] range: [250]\n clone at x: [-130] y: [198] range: [285]\nelse\n if <(LEVEL) = [10]> then\n clone at x: [-40] y: [-141] range: [122]\n clone at x: [-543] y: [-141] range: [122]\n end\nend\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nclone at x: [\(x value\)] y: [\(y value\)] range: [\(the range the enemy AI can reach to\)]\n\n@bounce\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 [game tick v]\nupdate position ((x) - (SCROLL X)) (((y) + (15)) - (SCROLL Y))\nset [touch v] to <touching (player v)?>\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [bounce v]\nif <(touch) = [true]> then\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (1 v)\nend\n\n@moving plats\n\ndefine clone at x: (x) y: (y) max distance: (max) inital dir: (dir)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nset [direction v] to (dir)\nset [max distance v] to (max)\nchange [i v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\ncheck impulse\nif <<([abs v] of ((ox) - (x)) ) = (max distance)> or <(x) = (ox)>> then\n set [direction v] to ((0) - (direction))\nend\nchange [x v] by (direction)\nswitch costume to (((timer) * (4)) mod (2))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nset [i v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [6]> then\n clone at x: [106] y: [-58] max distance: [110] inital dir: [-1]\n clone at x: [410] y: [-237] max distance: [58] inital dir: [-1]\nelse\n if <(LEVEL) = [7]> then\n clone at x: [180] y: [-57] max distance: [210] inital dir: [-1]\n clone at x: [390] y: [-57] max distance: [210] inital dir: [-1]\n else\n if <(LEVEL) = [9]> then\n clone at x: [-56] y: [-36] max distance: [215] inital dir: [1]\n else\n if <(LEVEL) = [10]> then\n clone at x: [-138] y: [-215] max distance: [182] inital dir: [1]\n end\n end\n end\nend\nset [x v] to [90000]\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine check impulse\nupdate position ((x) - (SCROLL X)) (((y) + (5)) - (SCROLL Y))\nif <touching (player v)?> then\n set [impulse x v] to (direction)\nend\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Instruction Manual\n\nwhen I receive [instructions v]\nclear graphic effects\nshow\nif <(costume [number v]) = [1]> then\n set [ghost v] effect to (50)\nend\nif <(costume [number v]) = [2]> then\n wait (0) seconds\nend\ngo to [front v] layer\nwait until <key (space v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nhide\n\nwhen I start as a clone\nhide\n\n@flag\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nswitch costume to (((timer) * (2)) mod (2))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (flag v)\nif <(LEVEL) = [1]> then\n clone at x: [385] y: [60]\nelse\n if <(LEVEL) = [2]> then\n clone at x: [655] y: [60]\n else\n if <(LEVEL) = [3]> then\n clone at x: [405] y: [120]\n else\n if <(LEVEL) = [4]> then\n clone at x: [643] y: [17]\n else\n if <(LEVEL) = [5]> then\n clone at x: [940] y: [-100]\n else\n if <(LEVEL) = [6]> then\n clone at x: [335] y: [-200]\n else\n if <(LEVEL) = [7]> then\n clone at x: [780] y: [-262]\n else\n if <(LEVEL) = [8]> then\n clone at x: [965] y: [0]\n else\n if <(LEVEL) = [9]> then\n clone at x: [450] y: [280]\n else\n if <(LEVEL) = [10]> then\n clone at x: [-698] y: [-63]\n else\n if <(LEVEL) = [11]> then\n clone at x: [-698] y: [10000]\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 [reset v]\ndelete this clone\n\n@buttons\n\nwhen flag clicked\nset [music v] to [100]\nset [sfx v] to [100]\nclone buttons\n\ndefine clone buttons\nset [id v] to [1]\nswitch costume to (sfx on v)\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\n next costume\nend\n\nwhen I receive [game tick v]\nif <(ID) < [4]> then\n show\n set y to ((160) + ([sin v] of (((timer) + (ID)) * (300)) ))\n if <(ID) = [1]> then\n set x to (220)\n else\n if <(ID) = [2]> then\n set x to (192)\n else\n if <(ID) = [3]> then\n set x to (-220)\n end\n end\n end\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (10))\nelse\n hide\nend\n\nwhen I receive [game tick v]\nif <not <mouse down?>> then\n set [touching? v] to [n]\nend\nif <<<mouse down?> and <touching (mouse-pointer v)?>> and <(Touching?) = [n]>> then\n set [touching? v] to [y]\n start sound [Hi Na Tabla v]\n if <(ID) = [1]> then\n if <(costume [number v]) = [1]> then\n switch costume to (sfx off v)\n set [sfx v] to [0]\n else\n switch costume to (sfx on v)\n set [sfx v] to [100]\n end\n else\n if <(ID) = [2]> then\n if <(costume [number v]) = [2]> then\n switch costume to (music off v)\n set [music v] to [0]\n else\n switch costume to (music on v)\n set [music v] to [100]\n end\n else\n if <(ID) = [3]> then\n broadcast (Instructions v) and wait\n end\n end\n end\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [trans v]\ntransist\nbroadcast (hide v)\n\ndefine transist\nclear graphic effects\nshow\ngo to [front v] layer\ngo to x: (0) y: (500)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (3))\n go to [front v] layer\nend\n\nwhen I receive [hide v]\nrepeat (100)\n go to [front v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@TB\n\nwhen I receive [game tick v]\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Ending\n\nwhen I receive [game tick v]\ngo to x: (0) y: (0)\n\nif <(LEVEL) = [11]> then\n show\nelse\n hide\nend\n\n | Welcome to Infection! It's spooktober so it's time for a spooky platformer...\n\nA disastrous experiment caused this. Water was contaminated, things got tipped with poison, lots of it was flying in the air. You are the only one immune. You must find a safer place to live. |
Vertigo: A Platformer | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\nforever\n set [brightness v] effect to (0)\n if <(level) = [8]> then\n switch backdrop to (backdrop2 v)\n end\n if <(level) > [7]> then\n set [brightness v] effect to (-20)\n end\n if <(level) > [11]> then\n switch backdrop to (backdrop1 v)\n set [brightness v] effect to (0)\n end\nend\n\n@reference\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\n set [ghost v] effect to (100)\nend\n\n@lego guy\n\nwhen flag clicked\nset [stopping v] to [1]\nforever\n go to (my friend v)\n go to [front v] layer\nend\n\nnext costume\nwait (0.04) seconds\n\nwhen I receive [walk! v]\n\nset [stopping v] to [1]\nstop [this script v]\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset rotation style [left-right v]\nforever\n if <(level) = [16]> then\n hide\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n repeat until <touching (lego ground v)?>\n switch costume to (jumping v)\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume1 v)\n repeat until <<not <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n next costume\n if <(costume [number v]) > [12]> then\n switch costume to (costume1 v)\n end\n wait (0.04) seconds\n end\n end\n switch costume to (standing v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n repeat until <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n next costume\n if <(costume [number v]) > [12]> then\n switch costume to (costume1 v)\n end\n wait (0.04) seconds\n end\n end\nend\n\nwait (0.04) seconds\n\nwhen I receive [fall apart v]\nhide\n\nwhen I receive [show v]\ngo to (my friend v)\nshow\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 (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\n set [x v] to (x position)\n set [y guy v] to (y position)\nend\n\nwhen I receive [hide now v]\nhide\n\nwhen I receive [show now v]\nshow\n\nwhen I receive [supercalifragilisticexpialodocious v]\nhide\nstop [other scripts in sprite v]\n\n@lego ground\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n set [brightness v] effect to (0)\n switch costume to (level)\n if <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\n end\nend\n\nwhen flag clicked\nforever\n play sound [chill inspire v] until done\nend\n\n@my friend\n\nwhen flag clicked\n\ndefine starting position\nset [fallspeed v] to [0]\ngo to x: (-220) y: (-70)\nwait (0.5) seconds\nshow\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nif <(pause) = [1]> then\n wait (0.1) seconds\nend\n\nset y to (-75)\n\ndefine restart/back/next\nif <key (b v) pressed?> then\n if <not <(level) = [1]>> then\n change [level v] by (-1)\n starting position\n wait (0.2) seconds\n end\nend\nif <key (r v) pressed?> then\n starting position\n wait (0.2) seconds\n up\nend\nif <key (n v) pressed?> then\n if <not <(level) = [26]>> then\n broadcast (bext v)\n wait (0.2) seconds\n change [level v] by (1)\n end\nend\n\nwhen I receive [coolieu v]\nstarting position\n\nbroadcast (coolieu v)\n\nwhen I receive [end of end v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nshow\nset [ghost v] effect to (100)\nset [good v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (0) y: (0)\nforever\n if <(good) = [1]> then\n change [fallspeed v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [runspeed v] to [-5]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [runspeed v] to [5]\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [runspeed v] to [0]\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n if <<<key (w v) pressed?> or <key (w v) pressed?>> or <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [fallspeed v] to [12]\n if <([abs v] of (runspeed) ) = (runspeed)> then\n set [runspeed v] to [-4]\n else\n set [runspeed v] to [4]\n end\n else\n set [runspeed v] to [0]\n end\n end\n if <touching (water v)?> then\n change y by ((fallspeed) / (3))\n else\n change y by (fallspeed)\n end\n set [y v] to (y position)\n if <touching (ground v)?> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [fallspeed v] to [15]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n set [fallspeed v] to [5]\n end\n if <(x position) > [220]> then\n hide\n broadcast (hide now v)\n set [good v] to [0]\n broadcast (bext v)\n wait (0.5) seconds\n go to x: (0) y: (0)\n change [level v] by (1)\n end\n if <(y position) < [-180]> then\n starting position\n end\n if <touching (spikes v)?> then\n broadcast (fall apart v)\n dead start\n end\n restart/back/next\n if <touching (trampoline v)?> then\n set [fallspeed v] to [18]\n end\n if <touching (chainsaw v)?> then\n broadcast (fall apart v)\n dead start\n end\n if <touching (badguy v)?> then\n broadcast (fall apart v)\n dead start\n end\n if <touching (stompers v)?> then\n broadcast (fall apart v)\n dead start\n end\n if <touching (lavaly lava v)?> then\n broadcast (fall apart v)\n dead start\n end\n if <(level) = [16]> then\n broadcast (hide now v)\n broadcast (supercalifragilisticexpialodocious v)\n stop [this script v]\n end\n end\nend\n\nwait (17) seconds\n\nset [runspeed v] to [0]\n\nwhen I receive [end intro v]\n\nstarting position\n\ndefine dead start\nhide\nwait (1) seconds\nset [fallspeed v] to [0]\ngo to x: (-220) y: (-70)\nshow\nbroadcast (show v)\nup\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nset [good v] to [1]\nbroadcast (show now v)\n\nwhen I receive [up! v]\n\nwhen I receive [up! v]\nstarting position\nwait (0.1) seconds\nup\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [2]> then\n wait (0.1) seconds\n else\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (2))\ngo to x: (216) y: (pick random (100) to (150))\nset [ghost v] effect to (pick random (25) to (75))\nset [cloud x v] to (pick random (-3) to (-5))\nrepeat until <(x position) < [-380]>\n go to [back v] layer\n change x by (cloud x)\n if <(backdrop [number v]) = [2]> then\n delete this clone\n end\nend\ndelete this clone\n\nif then\nend\n\n@spikes\n\nwhen flag clicked\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@dead starts\n\nwhen flag clicked\nhide\n\nwhen I receive [fall apart v]\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (180))\ngo to (my friend v)\nshow\nset [x vel v] to (pick random (-2) to (2))\nset [y vel v] to (pick random (2) to (5))\nrepeat until <touching (_edge_ v)?>\n change x by (x vel)\n turn right (x vel) degrees\n change y by (y vel)\n change [y vel v] by (-1)\nend\ndelete this clone\n\n@trampoline\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (-105) y: (-112)\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 show\n go to x: (17) y: (-140)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n go to x: (80) y: (-103)\n end\n if <(level) = [10]> then\n show\n go to x: (160) y: (-96)\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n show\n go to x: (-81) y: (-112)\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@chainsaw\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (80) y: (42)\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 show\n go to x: (-195) y: (52)\n end\n if <(level) = [7]> then\n show\n go to x: (-12) y: (-113)\n end\n if <(level) = [8]> then\n show\n go to x: (-12) y: (-113)\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\n if <(level) = [12]> then\n show\n go to x: (130) y: (-14)\n end\n if <(level) = [13]> then\n show\n go to x: (13) y: (-114)\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n show\n go to x: (204) y: (-114)\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@badguy\n\ndefine patrol\nset rotation style [left-right v]\nswitch costume to (standing v)\nbroadcast (move v)\nrepeat (12)\n point in direction (90)\n next costume\n wait (0.04) seconds\n if <<(level) > (this level)> or <(this level) < (level)>> then\n hide\n stop [this script v]\n end\nend\nswitch costume to (standing v)\nwait (1) seconds\nrepeat (12)\n point in direction (-90)\n next costume\n wait (0.04) seconds\n if <<(level) > (this level)> or <(this level) < (level)>> then\n hide\n stop [this script v]\n end\nend\nswitch costume to (standing v)\nwait (1) seconds\n\nwhen I receive [move v]\nrepeat (30)\n change x by (2)\nend\nwait (1.3) seconds\nrepeat (30)\n change x by (-2)\nend\n\nrepeat (50)\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n set [this level v] to (level)\n wait until <(level) > (this level)>\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 hide\n end\n if <(level) = [8]> then\n set [this level v] to (level)\n wait until <(level) > (this level)>\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\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n go to x: (0) y: (-65)\n show\n patrol\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 hide\n end\n if <(level) = [8]> then\n go to x: (100) y: (-57)\n show\n patrol\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 if <(level) = [12]> then\n if <(level) = [13]> then\n if <(level) = [14]> then\n if <(level) = [15]> then\n if <(level) = [16]> then\nend\n\n@stompers\n\ndefine smash\nset [y position v] to (y position)\nset [down smash v] to [-1]\nrepeat until <<touching (ground v)?> or <<(smasher level) < (level)> or <(smasher level) > (level)>>>\n go to [front v] layer\n change y by (down smash)\n change [down smash v] by (-1)\nend\nif <<(smasher level) < (level)> or <(smasher level) > (level)>> then\n hide\nend\nup\nrepeat until <(y position) > (y position)>\n change y by (5)\n if <<(smasher level) < (level)> or <(smasher level) > (level)>> then\n hide\n end\nend\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n go to x: (36) y: (290)\n show\n smash\n set [smasher level v] to (level)\n end\n if <(level) = [5]> then\n go to x: (140) y: (290)\n show\n smash\n set [smasher level v] to (level)\n hide\n wait (1) seconds\n show\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n go to x: (-69) y: (290)\n show\n smash\n set [smasher level v] to (level)\n end\n if <(level) = [11]> then\n go to x: (10) y: (290)\n show\n smash\n set [smasher level v] to (level)\n hide\n wait (1) seconds\n show\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n hide\n end\nend\n\n@transition\n\nwhen I receive [bext v]\nshow\ngo to x: (465) y: (0)\nrepeat (46)\n go to [front v] layer\n change x by (-20.005)\nend\nhide\nbroadcast (up! v)\n\nwhen flag clicked\nhide\n\n@background parrelax\n\nwhen flag clicked\nhide\n\nset size to (100) %\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to [back v] layer\n go [forward v] (2) layers\n forever\n go to x: ((x) / (20)) y: ((y guy) / (20))\n end\nend\nif <(costume [number v]) = [2]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n forever\n go to x: ((x) / (15)) y: ((y guy) / (15))\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to [back v] layer\n forever\n go to x: ((x) / (10)) y: ((y guy) / (10))\n end\nend\nif <(costume [number v]) = [4]> then\n show\n go to [back v] layer\n go [forward v] (2) layers\n set [ghost v] effect to (90)\n forever\n go to x: ((x) / (20)) y: ((y guy) / (20))\n end\nend\nif <(costume [number v]) = [5]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (80)\n forever\n go to x: ((x) / (15)) y: ((y guy) / (15))\n end\nend\nif <(costume [number v]) = [6]> then\n show\n go to [back v] layer\n set [ghost v] effect to (75)\n forever\n go to x: ((x) / (10)) y: ((y guy) / (10))\n end\nend\n\n@thumbnail\n\n@decor\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@lavaly lava\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@decor2\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [front v] layer\nend\n\n@thumbnail2\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | 40k views and 1k loves! I’ve never had a project this successful before!\n\nAstro 2\n--> https://scratch.mit.edu/projects/593641102/ <--\n\nFactory\n--> https://scratch.mit.edu/projects/592619653/ <--\n\n#5 trending for all\n#1 trending for games\nTop Loved\n\nThe thumbnail is glitched, so it's just showing as a Scratch Cat.\n\nIf you like the game, give it a ♡ and ☆. Thanks for playing!\n\nYou are an astronaut traveling through the solar system. You need to avoid obstacles and dangers on each planet.\n\nPress the arrow keys to move. \n\nThis was really fun to make, and probably my best platformer to date! |
Exploration Platformer Series | @Stage\n\nwhen flag clicked\nhide variable [☁ global best time: v]\nset [pitch v] effect to (0)\nforever\n play sound [Calming v] until done\nend\n\nwhen flag clicked\nforever\n if <(planet) = [earth]> then\n set [pitch v] effect to (0)\n else\n set [pitch v] effect to (-30)\n end\nend\n\nwhen flag clicked\nwait until <(planet) = [moon]>\nstop all sounds\n\nwhen flag clicked\nforever\n switch costume to (planet)\nend\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nforever\n play sound [dungeon-quest-the-canals-boss-theme-youtubemp3free v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nswitch backdrop to (moon v)\n\n@Sprite1\n\nwhen flag clicked\nset [planet v] to [earth]\nwait (8) seconds\nswitch backdrop to (earth v)\nswitch costume to (costume1 v)\ngo to x: (-209) y: (0)\nshow\nbroadcast (move v)\n\nwhen I receive [win v]\nhide\n\nwhen I receive [ouch v]\ngo to x: (-209) y: (0)\n\nwhen I receive [rockettransition v]\nstop [other scripts in sprite v]\ngo to x: (-178) y: (300)\nset [ghost v] effect to (99)\n\nwhen I receive [next thing v]\nclear graphic effects\nshow\nbroadcast (move v)\n\nwhen I receive [move v]\nset [yv v] to [0]\nset [xv v] to [0]\nif <(planet) = [earth]> then\n forever\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (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 end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (ground v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [6]\n end\n change y by (1)\n end\nelse\n if <(planet) = [moon]> then\n forever\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (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 end\n change [yv v] by (-0.2)\n change y by (Yv)\n if <touching (ground v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\n end\n end\nend\nif <(planet) = [venus]> then\n forever\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (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 end\n change [yv v] by (-0.35)\n change y by (Yv)\n if <touching (ground v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [7]\n end\n change y by (1)\n end\nend\nif <<(planet) = [mars]> or <(planet) = [mercury]>> then\n forever\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (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 end\n change [yv v] by (-0.4)\n change y by (Yv)\n if <touching (ground v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [6]\n end\n change y by (1)\n end\nend\n\nwhen I receive [move v]\nforever\n if <(x position) > [240]> then\n go to x: (-209) y: (0)\n broadcast (next thing v)\n end\n if <touching color (#66b7ff)?> then\n go to x: (-209) y: (0)\n end\nend\n\nwhen I receive [boss v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [message1 v]\nclear graphic effects\nshow\nbroadcast (move v)\n\n@Sprite2\n\ndefine Parkour\nbroadcast (Pkour v)\n\ndefine Say (text) with sound (sound) then wait (seconds) seconds\nset [pre word v] to (letter (1) of (text))\nset [on letter v] to [1]\nrepeat (length of (text))\n set [word v] to (Pre Word)\n say (Word)\n start sound (sound)\n change [on letter v] by (1)\n set [post word v] to (letter (On letter) of (text))\n set [pre word v] to (join (Pre Word) (Post Word))\nend\nwait (seconds) seconds\nsay []\n\nwhen flag clicked\nhide\n\ndefine Water Beam\nbroadcast (Wbeam v)\n\nwhen I receive [message1 v]\nforever\n if <touching (sprite1 v)?> then\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n Say [AAAH! TOO HOT!!!!! ARE YOU FROM THE SUN OR SOMETHING?! Oh, wait.] with sound [1] then wait [4] seconds\n broadcast (WIN v)\n hide\n end\nend\n\nwhen I receive [boss v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (117) y: (210)\nglide (1) secs to x: (107) y: (27)\nwait (1) seconds\nSay [Stop right there.] with sound [1] then wait [3] seconds\nSay [You heading to the sun aye?!] with sound [1] then wait [3] seconds\nSay [That ain't happening!] with sound [1] then wait [3] seconds\nSay [You have to get through me first!] with sound [1] then wait [3] seconds\nglide (1) secs to x: (193) y: (30)\nbroadcast (message1 v)\nrepeat until <touching (sprite1 v)?>\n Parkour\n switch costume to (costume1 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (1)\n Water Beam\n wait (0.7) seconds\n end\n switch costume to (costume1 v)\n wait (1) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [wbeam v]\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nhide\n\nwhen I start as a clone\nshow\ngo to x: (168) y: (40)\npoint towards (sprite1 v)\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\nhide\ndelete this clone\n\n@Intro\n\nwhen I start as a clone\nwait (5.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [del.clone v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n wait (0.01) seconds\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.01) seconds\nend\nset [del.clone v] to [1]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n@background\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n switch costume to (planet)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to x: ((0) + (([x position v] of [sprite1 v]) / (-15))) y: ((0) - (([y position v] of [sprite1 v]) / (8)))\nend\n\n@ground\n\nwhen I receive [next thing v]\nnext costume\n\nwhen flag clicked\nset [planet v] to [earth]\nwait (9) seconds\nwait until <(costume [number v]) = [6]>\nbroadcast (rocket v)\nwait until <(costume [number v]) = [11]>\nbroadcast (rocket v)\nwait until <(costume [number v]) = [14]>\nbroadcast (rocket v)\nwait until <(costume [number v]) = [18]>\nbroadcast (rocket v)\nwait until <(costume [number v]) = [20]>\nbroadcast (BOSS v)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to x: ((0) + (([x position v] of [sprite1 v]) / (-5))) y: ((0) + (([y position v] of [sprite1 v]) / (-5)))\nend\n\n@Sprite6\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (8) seconds\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (planet)\nend\n\nwhen flag clicked\nforever\n go to x: ((0) + (([x position v] of [sprite1 v]) / (-2))) y: ((0) - (([y position v] of [sprite1 v]) / (2)))\nend\n\n@Sprite7\n\nwhen flag clicked\nwait (8) seconds\nswitch costume to (costume1 v)\ncutscene\n\ndefine cutscene\nclear graphic effects\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next thing v]\nnext costume\ncutscene\n\n@Sprite8\n\nwhen flag clicked\nshow\nforever\n go to (sprite1 v)\n if <touching color (#66b7ff)?> then\n broadcast (ouch v)\n end\nend\n\nwhen I receive [rockettransition v]\nhide\n\nwhen I receive [next thing v]\nshow\n\nwhen I receive [win v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [rocket v]\nshow\nwait (0.1) seconds\nrepeat until <touching (sprite8 v)?>\n go to x: ((167) + (([x position v] of [sprite1 v]) / (-5))) y: ((40) + (([y position v] of [sprite1 v]) / (-5)))\nend\nbroadcast (rockettransition v)\nrepeat (30)\n change y by (10)\nend\nbroadcast (next thing v)\nif <(planet) = [mars]> then\n set [planet v] to [mercury]\nend\nif <(planet) = [venus]> then\n set [planet v] to [mars]\nend\nif <(planet) = [moon]> then\n set [planet v] to [venus]\nend\nif <(planet) = [earth]> then\n set [planet v] to [moon]\nend\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\nwait (8) seconds\nforever\n if <(planet) = [earth]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nclear graphic effects\ngo to (sprite1 v)\nrepeat (20)\n change x by (pick random (-0.03) to (-0.1))\n turn left (pick random (1) to (4)) degrees\n change y by (pick random (1) to (2))\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@cutscene\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nstop all sounds\nstart sound [Klaskii Romper - Friday Night Funkin' OST v]\nshow\nswitch costume to (001w v)\nforever\n wait (join (letter (1) of (costume [name v])) (join (letter (2) of (costume [name v])) (letter (3) of (costume [name v])))) seconds\n next costume\nend\n\n@cutscene2\n\nshow\nswitch costume to (0.5t v)\nforever\n wait (join (letter (1) of (costume [name v])) (join (letter (2) of (costume [name v])) (letter (3) of (costume [name v])))) seconds\n next costume\nend\n\n | Sequel is out!! :DD\nlink - https://scratch.mit.edu/projects/422034218/\n\nPlease get this on top loved or top remixed!! Please! Thanks!\n\nNOTE : I didn't add a skip button because I want the time to be there and to be a little tough! Thanks\n\nHi everyone!! I'm glad to tell you I just made a multiplayer platformer and also finished it!!\nControls - \nArrow keys to move!!\nStomp on enemies to kill them!!\nDon't touch enemies or sharks!!\n This supports upto 9 players! |
Terraria Platformer #games #all | @Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (16)) until done\nend\n\n@Sprite1\n\nwhen I receive [start v]\nshow\ngo to x: (-225) y: (45)\nset size to (150) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#1700ff)?> then\n change y by (1)\n if <touching color (#1700ff)?> then\n change y by (1)\n if <touching color (#1700ff)?> then\n change y by (1)\n if <touching color (#1700ff)?> then\n change y by (1)\n if <touching color (#1700ff)?> then\n change y by (1)\n if <touching color (#1700ff)?> then\n change y by (1)\n if <touching color (#1700ff)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n change x by (XV)\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching color (#1700ff)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#1700ff)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n set size to (150) %\n broadcast (p1 next level v)\n go to x: (-225) y: (45)\n end\n if <touching color (#ff0000)?> then\n broadcast (p1 died v)\n go to x: (-225) y: (45)\n end\n change y by (0.5)\nend\n\nwhen flag clicked\ngo to x: (-225) y: (45)\nshow\nwait (3) seconds\nbroadcast (start v)\n\nwhen I receive [start v]\n\nbroadcast (end v)\n\nwait until <(backdrop [name v]) = [21]>\n\n@Sprite2\n\nwhen I receive [start v]\nshow\nset size to (150) %\ngo to x: (-225) y: (-130)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (a v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (d v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (-6)\n if <key (w v) pressed?> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n change x by (XV)\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching color (#ff0000)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#ff0000)?> and <key (w v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n set size to (150) %\n broadcast (p2 next level v)\n go to x: (-225) y: (-130)\n end\n if <touching color (#1700ff)?> then\n broadcast (p2 died v)\n go to x: (-225) y: (-130)\n end\n change y by (0.5)\nend\n\nwhen flag clicked\ngo to x: (-225) y: (-130)\nshow\nwait (3) seconds\nbroadcast (start v)\n\nwhen I receive [start v]\n\nbroadcast (end v)\n\nwait until <(backdrop [name v]) = [21]>\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [p1 next level v]\nnext costume\n\n@Sprite4\n\nwhen I receive [p2 next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite5\n\nwhen flag clicked\nshow\nclear graphic effects\nstart sound [countdown1 v]\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume2 v)\nstart sound [countdown1 v]\nwait (1) seconds\nswitch costume to (costume3 v)\nstart sound [countdown1 v]\nwait (1) seconds\nswitch costume to (costume4 v)\nstart sound [countdowngo v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite6\n\nif <(username) = [-HawkGames-]> then\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n show\n stop [all v]\nend\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n | Top Loved! OwO Thanks everyone!\nAlso, I’ll maybe add a “back” button later.\nNew physics project! https://scratch.mit.edu/projects/401255085\n=====Info=====\nHi guys! Welcome to my newest project, which allows you to create your own platformer! Hope you enjoy! I spent almost 10 hours on this! :)\n=====Controls=====\nFor editor, you click on the buttons on the menu to choose which type of block you are placing. There are 8 types for you to choose.\nTo make the player move, click the play button in the menu. Arrow keys to move the player.\nTo load or save, go to the menu and choose the function you want.\nAlso, you can use mobile devices\n=====Credits=====\nCoding 100% me\nArt 95% me, 5% @carot3 (for the you win thingy)\nMusic is Unity by TheFatRat\n=====Others=====\nIf you don't add a player, it will make your player start at the defult starting place for platformers\nIf you want to share your code, do them here!\nhttps://scratch.mit.edu/discuss/topic/407624/ |
Sushi Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\n@ピカー\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen I receive [スタート v]\nforever\n turn right (0.4) degrees\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [6] まで待つ [-130] [0]\n表示 [10] まで待つ [-20] [-30]\n表示 [16] まで待つ [90] [-50]\n表示 [22] まで待つ [-15] [100]\n表示 [28] まで待つ [-150] [0]\n\nwhen I receive [k v]\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (5)\nend\nhide\n\nwhen flag clicked\nhide\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\nreplace item (8) of [情報 v] with [20]\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nreplace item (1) of [情報 v] with [1]\nset [スピード v] to [0.5]\nset [命はあるんか v] to [1]\nclear graphic effects\nset size to (55) %\nwait (0.01) seconds\nプレイヤー [1]\npoint in direction (90)\nreplace item (2) of [情報 v] with [0]\nreplace item (3) of [情報 v] with [0]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <(命はあるんか) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> then\n point in direction (-90)\n if <<touching (酸素ゲージ判定用 v)?> or <touching (マグマ v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - ((スピード) / (2))))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((0) - (スピード)))\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>> then\n point in direction (90)\n if <<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> then\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + ((スピード) / (2)))\n else\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) + (スピード))\n end\n end\n replace item (2) of [情報 v] with ((item (2) of [情報 v]) * (0.9))\n change x by (item (2) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change x by ((0) - (item (2) of [情報 v]))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n if <not <<touching (水 v)?> or <touching (マグマ判定 v)?>>> then\n if <[0] < (item (2) of [情報 v])> then\n replace item (2) of [情報 v] with [-4]\n else\n replace item (2) of [情報 v] with [4]\n end\n replace item (3) of [情報 v] with [9]\n 処理 (y position) [✕]\n end\n else\n replace item (2) of [情報 v] with [0]\n end\n end\n end\n end\n end\n end\n end\n end\n replace item (3) of [情報 v] with ((item (3) of [情報 v]) - (0.8))\n if <<<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>> and <(item (3) of [情報 v]) < [-2]>> then\n replace item (3) of [情報 v] with [-2]\n end\n change y by (item (3) of [情報 v])\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n change y by ((0) - (item (3) of [情報 v]))\n replace item (3) of [情報 v] with [0]\n end\n change y by (-2)\n if <<touching (酸素ゲージ判定用 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>>> then\n replace item (3) of [情報 v] with [4]\n else\n if <<touching (マグマ判定 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>>> then\n replace item (3) of [情報 v] with [6]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (プレイヤー固定 v)?>>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n replace item (3) of [情報 v] with [11]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<[238] < (x position)> and <not <(item (1) of [情報 v]) = [31]>>> then\n replace item (1) of [情報 v] with ((item (1) of [情報 v]) + (1))\n ▶ノックバック [0] [0]\n broadcast (NEXT v)\n go to x: (-200) y: (0)\n replace item (1) of [移動処理 v] with [0]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ヴォーデン v)?> then\n 敵攻撃 [-20] [5]\n wait (0.5) seconds\n end\n if <(item (2) of [設定 v]) = [12]> then\n if <touching (ゾンビ v)?> then\n 敵攻撃 [-7] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-4] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-5] [✕]\n wait (0.3) seconds\n end\n if <(y position) < [-178]> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-16] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-14] [5]\n wait (1.5) seconds\n end\n else\n if <(item (2) of [設定 v]) = [13]> then\n if <touching (ゾンビ v)?> then\n 敵攻撃 [-8] [1]\n wait (0.4) seconds\n end\n if <touching (スケルトン v)?> then\n 敵攻撃 [-5] [2]\n wait (0.4) seconds\n end\n if <touching (マグマ v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-6] [✕]\n wait (0.3) seconds\n end\n if <(y position) < [-178]> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-18] [4]\n wait (0.3) seconds\n end\n if <touching (ソニックブーム補完用2 v)?> then\n 敵攻撃 [-16] [5]\n wait (1.5) seconds\n end\n else\n if <touching (マグマ v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <touching (サボテン v)?> then\n 敵攻撃 [-4] [✕]\n wait (0.3) seconds\n end\n if <(y position) < [-178]> then\n 敵攻撃 [-20] [✕]\n end\n if <touching (爆発 v)?> then\n 敵攻撃 [-14] [4]\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n プレイヤー [0]\nend\nプレイヤー [1]\n\nwhen I receive [弓矢 v]\nif <(item (2) of [設定 v]) = [12]> then\n 敵攻撃 [-5] [3]\nelse\n 敵攻撃 [-4] [3]\nend\n\ndefine 敵攻撃 (攻撃力) (なに?)\nif <not <(item (8) of [情報 v]) = [0]>> then\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((攻撃力) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (攻撃力))\n end\n broadcast (ダメージ v)\n start sound [ダメージ v]\n if <(item (1) of [設定 v]) = [16]> then\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-5] [5]\n else\n ▶ノックバック [5] [5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-7] [7]\n else\n ▶ノックバック [7] [7]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-6] [6]\n else\n ▶ノックバック [6] [6]\n end\n end\n else\n if <(なに?) = [1]> then\n if <(x position) < (モブの位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [2]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n if <(なに?) = [3]> then\n if <(x position) < (スケルトン位置x)> then\n ▶ノックバック [-8.5] [8.5]\n else\n ▶ノックバック [8.5] [8.5]\n end\n end\n if <(なに?) = [4]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-15] [12]\n else\n ▶ノックバック [15] [12]\n end\n end\n if <(なに?) = [5]> then\n if <(x position) < (item (4) of [情報 v])> then\n ▶ノックバック [-10] [10]\n else\n ▶ノックバック [10] [10]\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nswitch costume to (普通 v)\nforever\n if <(y position) < [-178]> then\n 敵攻撃 [-20] [✕]\n end\nend\n\ndefine ▶ノックバック (x) (y)\nreplace item (2) of [情報 v] with (x)\nreplace item (3) of [情報 v] with (y)\n\nwhen I receive [スタート v]\nset [延焼ダメージ v] to [0]\nforever\n if <touching (マグマ v)?> then\n set [延焼ダメージ v] to [4]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) < [0.01]> then\n broadcast (やられた v)\n replace item (2) of [情報 v] with [0]\n replace item (3) of [情報 v] with [0]\n repeat until <(item (8) of [情報 v]) = [20]>\n replace item (8) of [情報 v] with [0]\n end\n end\nend\n\nwhen I receive [スタート v]\ndelete all of [移動処理 v]\ninsert [-100] at (1) of [移動処理 v] \nset [記録 v] to [0]\nwait (0.01) seconds\nforever\n if <(item (1) of [移動処理 v]) < (y position)> then\n 処理 (y position) [✕]\n end\n if <<touching (水 v)?> or <touching (マグマ v)?>> then\n 処理 (y position) [✕]\n end\nend\n\ndefine 処理 (y) (スピード)\nif <not <(y) = [ダメージ]>> then\n insert ([ceiling v] of (y) ) at (1) of [移動処理 v] \nelse\n broadcast (ダメージ v)\n if <(item (1) of [設定 v]) = [16]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + ([ceiling v] of ((スピード) * (0.2)) ))\n else\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (スピード))\n end\n set [記録 v] to [0]\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (落下ダメージの判定用 v)?> then\n wait until <not <touching (落下ダメージの判定用 v)?>>\n wait until <touching (落下ダメージの判定用 v)?>\n set [記録 v] to ((item (1) of [移動処理 v]) - (round (y position)))\n replace item (1) of [移動処理 v] with [-100]\n if <[0] < ((記録) - (105))> then\n if <(item (2) of [設定 v]) = [4]> then\n 処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (10)) ))\n else\n if <(item (2) of [設定 v]) = [12]> then\n 処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (9)) ))\n else\n 処理 [ダメージ] ((0) - ([ceiling v] of (((記録) - (105)) / (8)) ))\n end\n end\n start sound [ダメージ v]\n end\n end\nend\n\nwhen I receive [リスポーン v]\ngo to x: (-200) y: (0)\npoint in direction (90)\n▶ノックバック [0] [0]\nreplace item (8) of [情報 v] with [20]\nプレイヤー [1]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [スタート v]\nforever\n if <(item (8) of [情報 v]) = [0]> then\n set [延焼ダメージ v] to [0]\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <<not <(item (8) of [情報 v]) = [0]>> and <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>>>> then\n wait (0.05) seconds\n if <touching (酸素ゲージ判定用 v)?> then\n play sound (pick random (4) to (8)) until done\n else\n if <touching (地面ー土 v)?> then\n play sound (pick random (1) to (2)) until done\n end\n if <touching (地面ー砂 v)?> then\n play sound (pick random (9) to (13)) until done\n end\n if <touching (地面ー石 v)?> then\n play sound (pick random (14) to (17)) until done\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [9]> then\n wait (0.2) seconds\n else\n if <(item (3) of [設定 v]) = [5]> then\n if <(item (2) of [設定 v]) = [4]> then\n wait (4) seconds\n else\n if <(item (2) of [設定 v]) = [12]> then\n wait (5) seconds\n else\n wait (6) seconds\n end\n end\n end\n end\n if <<(item (3) of [設定 v]) = [5]> or <(item (1) of [設定 v]) = [9]>> then\n if <<(item (8) of [情報 v]) < [20]> and <not <(item (8) of [情報 v]) = [0]>>> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) + (1))\n end\n end\nend\n\nwhen I receive [リスポーン v]\nreplace item (1) of [移動処理 v] with [0]\n\nwhen I receive [スタート v]\nforever\n if <not <(延焼ダメージ) = [0]>> then\n start sound (pick random (18) to (20))\n change [延焼ダメージ v] by (-1)\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n broadcast (ダメージ v)\n wait (1.3) seconds\n end\nend\n\nwhen I receive [スタート v]\nforever\n wait until <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>>\n wait (1) seconds\n if <[0] < (酸素ゲージ)> then\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n wait (0.1) seconds\n if <<touching (水 v)?> and <touching (酸素ゲージ判定用 v)?>> then\n change [酸素ゲージ v] by (-1)\n wait (0.15) seconds\n change [酸素ゲージ v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(酸素ゲージ) = [0]> then\n replace item (8) of [情報 v] with ((item (8) of [情報 v]) - (1))\n start sound [ダメージ v]\n broadcast (ダメージ v)\n wait (1) seconds\n end\nend\n\nwhen I receive [スタート v]\nset [酸素ゲージ v] to [20]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n if <(酸素ゲージ) < [20]> then\n change [酸素ゲージ v] by (2)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [やられた v]\nset [酸素ゲージ v] to [20]\nset [延焼ダメージ v] to [0]\n\nwhen I receive [スタート v]\nforever\n if <not <touching (酸素ゲージ判定用 v)?>> then\n replace item (4) of [設定 v] with [水外]\n end\n if <touching (酸素ゲージ判定用 v)?> then\n replace item (4) of [設定 v] with [水中]\n end\nend\n\ndefine プレイヤー (x)\nif <(item (1) of [設定 v]) = [16]> then\n if <(x) = [1]> then\n switch costume to (普通5 v)\n else\n switch costume to (スティーブ やられた5 v)\n end\nelse\n if <(x) = [1]> then\n switch costume to (普通 v)\n else\n switch costume to (スティーブ やられた v)\n end\nend\n\nwhen I receive [スタート v]\nset [クリティカル攻撃判定用 v] to (y position)\nforever\n repeat until <not <(クリティカル攻撃判定用) < (y position)>>\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < (クリティカル攻撃判定用)> then\n set [結果 v] to [クリティカル攻撃可能]\n else\n set [結果 v] to [クリティカル攻撃不可能]\n end\n if <touching (落下ダメージの判定用 v)?> then\n set [クリティカル攻撃判定用 v] to (y position)\n end\nend\n\nwhen flag clicked\nreplace item (1) of [情報 v] with [1]\nreplace item (8) of [情報 v] with [20]\nforever\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <touching (スカルクシュリーカー v)?>>>> then\n replace item (5) of [設定 v] with [1]\n else\n replace item (5) of [設定 v] with [0]\n end\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n point towards (ソニックブーム判定 v)\nend\n\nreplace item (1) of [情報 v] with [20]\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((item (8) of [情報 v]) + (1))\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [リスポーン v]\nhide\nif <not <(item (1) of [設定 v]) = [11]>> then\n show\n go to [front v] layer\nend\n\nwhen I receive [ダメージ v]\nrepeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\n\n@剣\n\nwhen flag clicked\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [スタート v]\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [プレイヤー v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー v]) + (15)) y: (([y position v] of [プレイヤー v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (-100)\n end\n else\n set [右左 v] to [左]\n go to x: (([x position v] of [プレイヤー v]) + (-15)) y: (([y position v] of [プレイヤー v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [持ち物 v] to [1]\nif <(item (1) of [設定 v]) = [16]> then\n set [持ち物 v] to [11]\nend\nshow\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n end\n if <(右左) = [右]> then\n switch costume to ((持ち物) + (1))\n else\n switch costume to (持ち物)\n end\nend\n\nwhen I receive [attack v]\nif <[0] < ([direction v] of [プレイヤー v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\nset [攻撃 v] to [1]\nif <(右左) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\nelse\n repeat (4)\n turn left (15) degrees\n end\nend\nset [攻撃 v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (attack v)\n if <(item (1) of [設定 v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <(item (1) of [設定 v]) = [10]> then\n hide\n set [持ち物 v] to [ソニックブーム]\n end\nend\n\n@地面ー土\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@アップグレード\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (item (1) of [情報 v])\n if <touching (プレイヤー v)?> then\n set [持ち物 v] to (costume [name v])\n broadcast (k v)\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\nwhen I receive [スタート v]\n表示 [6] まで待つ [-130] [0]\n表示 [10] まで待つ [-20] [-30]\n表示 [16] まで待つ [90] [-50]\n表示 [22] まで待つ [-15] [100]\n表示 [28] まで待つ [-150] [0]\n\ndefine 表示 (a) まで待つ (x) (y)\nwait until <(item (1) of [情報 v]) = (a)>\ngo to x: (x) y: (y)\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nforever\n if <<(item (1) of [設定 v]) = [10]> or <(item (1) of [設定 v]) = [16]>> then\n hide\n end\nend\n\n@地面ー石\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@地面ー砂\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@落下ダメージの判定用\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@背景\n\nwhen I receive [スタート v]\nset [brightness v] effect to (-18)\nset [ghost v] effect to (0)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@装飾\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n switch costume to (item (1) of [情報 v])\n set [ghost v] effect to (40)\nend\n\n@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n repeat (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\n end\n repeat (5)\n change [brightness v] effect by (-1)\n wait (0.1) seconds\n end\nend\n\n@太陽\n\nwhen flag clicked\nreplace item (6) of [情報 v] with [0]\nset size to (100) %\nshow\nforever\n go to [back v] layer\n replace item (6) of [情報 v] with ((item (6) of [情報 v]) + (10))\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (item (6) of [情報 v]) )\nend\n\n@ターボ\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [20]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [スタート v]\nset [φ\(* ̄0 ̄\) v] to [0]\nforever\n change [φ\(* ̄0 ̄\) v] by (1)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide variable [タイム/time v]\nhide variable [☁ 世界記録 v]\nhide\nforever\n wait (0.01) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen I receive [スタート v]\nreset timer\nwait (1) seconds\nforever\n if <<(item (1) of [情報 v]) = [31]> and <[-50] < ([x position v] of [プレイヤー v])>> then\n set [タイム/time v] to ((round ((timer) * (100))) / (100))\n if <(タイム/time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム/time)\n end\n show variable [☁ 世界記録 v]\n show variable [タイム/time v]\n stop [this script v]\n end\nend\n\nreplace item (1) of [情報 v] with [30]\n\n@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (item (1) of [情報 v])\n go to [back v] layer\nend\n\n@残骸\n\nwhen flag clicked\nhide\n\nwhen I receive [スティーブ v]\nswitch costume to (pick random (1) to (4))\nrepeat (2)\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <<touching (地面ー石 v)?> or <<touching (マグマ v)?> or <touching (_edge_ v)?>>>>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n else\n change y 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\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (4)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(複製対策) = [1]> then\n delete this clone\nend\nset [複製対策 v] to [1]\n\nwhen I receive [スケルトン v]\nswitch costume to (pick random (4) to (5))\nrepeat (2)\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ゾンビ v]\nswitch costume to (pick random (1) to (3))\nrepeat (2)\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ クリーパー v]\nswitch costume to (pick random (8) to (9))\nrepeat (2)\n go to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\n Particles\nend\n\nwhen I receive [ヴォーデンスポーン v]\nwait (0.1) seconds\nswitch costume to (pick random (10) to (11))\nrepeat (15)\n go to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\n Particles\n wait (0.1) seconds\nend\n\n@攻撃ボタン\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n if <(item (6) of [設定 v]) = [18]> then\n show\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [攻撃状態 v] to [1]\n set [ghost v] effect to (10)\n if <mouse down?> then\n broadcast (attack v)\n wait (0.1) seconds\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (70)\n set [攻撃状態 v] to [0]\n end\n end\n end\n hide\nend\n\n@スケルトン\n\nwhen I start as a clone\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [スケルトンy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [3]>\nスケルトン召喚魔法 [3] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [10]>\nスケルトン召喚魔法 [10] [300] [50] [0] 秒待つ\nwait until <(item (1) of [情報 v]) = [14]>\nスケルトン召喚魔法 [14] [300] [-15] [0.5] 秒待つ\nwait until <(item (1) of [情報 v]) = [20]>\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\nwait until <(item (1) of [情報 v]) = [24]>\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nwait until <(item (1) of [情報 v]) = [29]>\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nwait until <(item (1) of [情報 v]) = [30]>\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトンの間合いの距離 v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトン向き v] to [-90]\n point in direction (-90)\n else\n set [スケルトン向き v] to [90]\n point in direction (90)\n end\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n start sound [Skeleton_death v]\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) - (2))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n create clone of (弓 v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I receive [リスポーン v]\nスケルトン召喚魔法 [3] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [10] [300] [50] [0] 秒待つ\nスケルトン召喚魔法 [14] [300] [-15] [0.5] 秒待つ\nスケルトン召喚魔法 [20] [300] [100] [0] 秒待つ\nスケルトン召喚魔法 [24] [300] [0] [0] 秒待つ\nスケルトン召喚魔法 [29] [300] [0] [1] 秒待つ\nスケルトン召喚魔法 [30] [300] [100] [4] 秒待つ\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトン向き) = [90]> then\n change x by (20)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (地面ー土 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトン向き) = [90]> then\n change x by (22)\n end\n if <(スケルトン向き) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n start sound [弓矢射撃音 v]\n wait until <touching (プレイヤー v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトン向き) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトン向き) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@進捗\n\nwhen I receive [スタート v]\nreplace item (10) of [ヴォーデン位置 v] with [1]\n進捗どうですか☆ [1]\nwait until <(item (9) of [情報 v]) = [0]>\n進捗どうですか☆ [3]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nrepeat (5)\n change x by (18)\nend\nrepeat (4)\n change x by (14)\nend\nrepeat (4)\n change x by (10)\nend\nwait (2) seconds\nrepeat (4)\n change x by (-10)\nend\nrepeat (4)\n change x by (-14)\nend\nrepeat (5)\n change x by (-18)\nend\ndelete this clone\n\nwhen I receive [リスポーン v]\nif <(item (10) of [情報 v]) = [1]> then\n 進捗どうですか☆ [2]\nend\nreplace item (10) of [情報 v] with [0]\n\ndefine 進捗どうですか☆ (blueytr35)\nwait (0.2) seconds\nswitch costume to (blueytr35)\ncreate clone of (_myself_ v)\nstart sound [in \(1\) v]\n\nwhen I receive [クリーパー v]\nif <(item (11) of [情報 v]) = [1]> then\n 進捗どうですか☆ [5]\nend\nreplace item (11) of [情報 v] with [0]\n\nwhen I receive [スタート v]\ngo to x: (-321) y: (154)\nwait (1) seconds\nwait until <(持ち物) = [5]>\n進捗どうですか☆ [6]\nwait until <(持ち物) = [9]>\n進捗どうですか☆ [9]\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <[14] < (item (12) of [情報 v])>\n進捗どうですか☆ [7]\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <<(item (1) of [情報 v]) = [31]> and <[-50] < ([x position v] of [プレイヤー v])>>\ngo to x: (-321) y: (100)\n進捗どうですか☆ [8]\n\n@ゾンビ\n\nwhen I start as a clone\nclear graphic effects\nset size to (58) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.2)\n end\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) - (2))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n switch costume to (player2 v)\nelse\n start sound [攻撃2 v]\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n replace item (9) of [情報 v] with [0]\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n switch costume to (player2 v)\n start sound [倒した v]\n broadcast (ゾンビ v)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [1]>\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [10]>\nゾンビ召喚魔法 [10] [300] [50] [0.7] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [12]>\nゾンビ召喚魔法 [12] [300] [0] [1] 秒待つ [3] 回繰り返す\nwait until <(item (1) of [情報 v]) = [14]>\nゾンビ召喚魔法 [14] [300] [0] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [19]>\nゾンビ召喚魔法 [19] [300] [100] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [20]>\nゾンビ召喚魔法 [20] [300] [100] [0.5] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [21]>\nゾンビ召喚魔法 [21] [300] [0] [0.7] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [24]>\nゾンビ召喚魔法 [24] [300] [0] [0.5] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [24] [300] [0] [1] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [29]>\nゾンビ召喚魔法 [29] [300] [0] (pick random (0.4) to (0.7)) 秒待つ [5] 回繰り返す\nwait until <(item (1) of [情報 v]) = [30]>\nゾンビ召喚魔法 [30] [300] [100] (pick random (1) to (1.5)) 秒待つ [6] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [リスポーン v]\nゾンビ召喚魔法 [1] [300] [0] [0.2] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [10] [300] [50] [0.7] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [12] [300] [0] [1] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [14] [300] [0] [1] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [19] [300] [100] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [20] [300] [100] [0.5] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [21] [300] [0] [0.7] 秒待つ [1] 回繰り返す\nゾンビ召喚魔法 [24] [300] [0] [0.5] 秒待つ [3] 回繰り返す\nゾンビ召喚魔法 [24] [300] [0] [1] 秒待つ [2] 回繰り返す\nゾンビ召喚魔法 [29] [300] [0] (pick random (0.4) to (0.7)) 秒待つ [5] 回繰り返す\nゾンビ召喚魔法 [30] [300] [100] (pick random (0.7) to (1)) 秒待つ [6] 回繰り返す\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nreplace item (9) of [情報 v] with [1]\nreplace item (12) of [情報 v] with [0]\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@クリーパー\n\nwhen I start as a clone\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (90)\nset [クリーパーx v] to [0]\nset [クリーパーy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <(モード) = [0]> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (-0.14)\n else\n change [クリーパーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クリーパーx v] by (0.14)\n else\n change [クリーパーx v] by (0.2)\n end\n end\n end\n set [クリーパーx v] to ((クリーパーx) * (0.9))\n change x by (クリーパーx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (クリーパーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [クリーパーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クリーパーy v] by (-0.9)\n if <<touching (水 v)?> and <(クリーパーy) < [-2]>> then\n set [クリーパーy v] to [-2]\n end\n change y by (クリーパーy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (クリーパーy))\n set [クリーパーy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [クリーパーy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <(モード) = [0]> then\n if <[1] = (pick random (1) to (15))> then\n set [クリーパーy v] to [10]\n end\n end\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ (([costume name v] of [剣 v]) - (2))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [情報 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-15]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (3)) = [1]> then\n start sound [Creeper_hurt_1 v]\n switch costume to (player2 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n start sound [Creeper_hurt2 v]\n switch costume to (player2 v)\n else\n start sound [Creeper_hurt4 v]\n switch costume to (player2 v)\n end\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nwait (0.01) seconds\nwait until <(item (1) of [情報 v]) = [7]>\nクリーパー [7] [100] [-50] [0] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [12]>\nクリーパー [12] [300] [0] [0] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [13]>\nクリーパー [13] [300] [-100] [0.5] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [14]>\nクリーパー [14] [300] [0] [0.5] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [19]>\nクリーパー [19] [300] [100] [1.3] 秒待つ [2] 回繰り返す\nwait until <(item (1) of [情報 v]) = [20]>\nクリーパー [20] [300] [100] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [29]>\nクリーパー [29] [300] [0] [1] 秒待つ [1] 回繰り返す\nwait until <(item (1) of [情報 v]) = [30]>\nクリーパー [30] [300] [100] [2] 秒待つ [4] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [クリーパーx v] to (x)\nset [クリーパーy v] to (y)\n\nwhen I start as a clone\nset [モード v] to [0]\nclear graphic effects\nforever\n if <(distance to [プレイヤー v]) < [50]> then\n set [モード v] to [1]\n start sound [Fuse v]\n repeat (3)\n set [brightness v] effect to (75)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.25) seconds\n end\n if <(distance to [プレイヤー v]) < [130]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change size by (10)\n change [ghost v] effect by (33)\n end\n broadcast (クリーパー v)\n delete this clone\n end\n set [モード v] to [0]\n end\nend\n\ndefine クリーパー (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n repeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [リスポーン v]\nクリーパー [7] [100] [-50] [0] 秒待つ [1] 回繰り返す\nクリーパー [12] [300] [0] [0] 秒待つ [1] 回繰り返す\nクリーパー [13] [300] [-100] [0.5] 秒待つ [2] 回繰り返す\nクリーパー [14] [300] [0] [0.5] 秒待つ [1] 回繰り返す\nクリーパー [19] [300] [100] [1.3] 秒待つ [2] 回繰り返す\nクリーパー [20] [300] [100] [1] 秒待つ [1] 回繰り返す\nクリーパー [29] [300] [0] [1] 秒待つ [1] 回繰り返す\nクリーパー [30] [300] [100] [2] 秒待つ [4] 回繰り返す\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n replace item (12) of [情報 v] with ((item (12) of [情報 v]) + (1))\n replace item (9) of [情報 v] with [0]\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n broadcast ( クリーパー v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(item (1) of [情報 v]) = [31]> then\n delete this clone\nend\n\n@爆発\n\nwhen I receive [クリーパー v]\ngo to x: (item (4) of [情報 v]) y: (item (5) of [情報 v])\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\n\nwhen I receive [クリーパー v]\nwait (0.2) seconds\nstart sound [get4 v]\n\n@表示\n\nwhen flag clicked\nset [コスチューム v] to [1]\nreplace item (6) of [設定 v] with [17]\nreplace item (1) of [設定 v] with [3]\nreplace item (2) of [設定 v] with [12]\nreplace item (3) of [設定 v] with [5]\nbroadcast (a v)\n\nwhen I start as a clone\nset [クローン番号 v] to ((コスチューム) - (1))\nif <(クローン番号) = [1]> then\n 初期設定 [0] [-30] [0]\n 描画 [New Game]\nend\nif <(クローン番号) = [2]> then\n 初期設定 [0] [-105] [0]\n 描画 [Setting]\nend\nif <(クローン番号) = [3]> then\n switch costume to (item (3) of [設定 v])\n 初期設定 [0] [40] [0]\n 描画 [自動回復]\nend\nif <(クローン番号) = [4]> then\n switch costume to (item (1) of [設定 v])\n 初期設定 [0] [-10] [0]\n 描画 [ゲームモード]\nend\nif <(クローン番号) = [16]> then\n 初期設定 [0] [90] [0]\n 描画 [機器]\nend\nif <(クローン番号) = [5]> then\n switch costume to (item (2) of [設定 v])\n 初期設定 [0] [-60] [0]\n 描画 [難易度]\nend\nif <(クローン番号) = [6]> then\n 初期設定 [0] [-130] [0]\n 描画 [完了]\nend\nif <(クローン番号) = [7]> then\n 初期設定 [0] [0] [100]\n 描画 [完了]\nend\nif <(クローン番号) = [8]> then\n if <not <(item (1) of [設定 v]) = [11]>> then\n 初期設定 [0] [-80] [0]\n 描画 [リスポーン]\n end\nend\n\ndefine 初期設定 (x) (y) (サイズ)\ngo to x: (x) y: (y)\nset size to (サイズ) %\nshow\ngo to [front v] layer\nif <not <(クローン番号) = [7]>> then\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (7))\n end\nend\n\ndefine 描画 (new game/setting)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(クローン番号) = [7]>> then\n if <mouse down?> then\n start sound [Click v]\n if <(new game/setting) = [New Game]> then\n broadcast (New Game v)\n else\n if <(new game/setting) = [Setting]> then\n broadcast (Setting v)\n end\n end\n if <(new game/setting) = [ゲームモード]> then\n if <(item (1) of [設定 v]) = [11]> then\n replace item (1) of [設定 v] with [3]\n else\n if <(item (1) of [設定 v]) = [3]> then\n replace item (1) of [設定 v] with [10]\n else\n if <(item (1) of [設定 v]) = [10]> then\n replace item (1) of [設定 v] with [9]\n else\n if <(item (1) of [設定 v]) = [15]> then\n replace item (1) of [設定 v] with [11]\n else\n if <(item (1) of [設定 v]) = [16]> then\n replace item (1) of [設定 v] with [15]\n else\n replace item (1) of [設定 v] with [16]\n end\n end\n end\n end\n end\n switch costume to (item (1) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [難易度]> then\n if <(item (2) of [設定 v]) = [13]> then\n replace item (2) of [設定 v] with [4]\n else\n if <(item (2) of [設定 v]) = [4]> then\n replace item (2) of [設定 v] with [12]\n else\n replace item (2) of [設定 v] with [13]\n end\n end\n switch costume to (item (2) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [自動回復]> then\n if <(item (3) of [設定 v]) = [14]> then\n replace item (3) of [設定 v] with [5]\n else\n replace item (3) of [設定 v] with [14]\n end\n switch costume to (item (3) of [設定 v])\n wait until <not <mouse down?>>\n else\n if <(new game/setting) = [完了]> then\n broadcast (完了 v)\n else\n if <(new game/setting) = [リスポーン]> then\n broadcast (リスポーン v)\n else\n if <(new game/setting) = [機器]> then\n if <(item (6) of [設定 v]) = [18]> then\n replace item (6) of [設定 v] with [17]\n else\n replace item (6) of [設定 v] with [18]\n end\n switch costume to (item (6) of [設定 v])\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\n end\n end\n set [brightness v] effect to (30)\n if <(round (size)) < [110]> then\n change size by (((110) - (size)) / (4))\n end\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (0)\n if <[100] < (round (size))> then\n change size by (((100) - (size)) / (4))\n end\n end\nend\n\nwhen I receive [new game v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nbroadcast (スタート v)\n\nwhen I receive [setting v]\nif <<(クローン番号) = [1]> or <(クローン番号) = [2]>> then\n delete this clone\nend\nset [コスチューム v] to [17]\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\nwait () seconds\nset [コスチューム v] to [3]\nrepeat (4)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [完了 v]\ndelete this clone\n\nwhen I receive [完了 v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nwhen I receive [やられた v]\nset [コスチューム v] to [7]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\nchange [ライフ v] by (-10)\n\nwhen I receive [リスポーン v]\ndelete this clone\n\nwhen I receive [a v]\nset [コスチューム v] to [1]\nrepeat (2)\n switch costume to (コスチューム)\n create clone of (_myself_ v)\n change [コスチューム v] by (1)\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nshow\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (kuri-pa-2- v)\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nshow\n\n@ハードコアーライフ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nif <(item (1) of [設定 v]) = [11]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nif <(item (1) of [設定 v]) = [11]> then\n forever\n switch costume to ((item (8) of [情報 v]) + (1))\n end\nend\n\nwhen I receive [やられた v]\nhide\n\n@クリティカル\n\nwhen I start as a clone\nif <(n) = [0]> then\n set [n v] to [8]\n go to x: (攻撃位置x) y: (攻撃位置y)\n show\n switch costume to (pick random (1) to (3))\n set [brightness v] effect to (pick random (10) to (50))\n set size to (pick random (50) to (100)) %\n point in direction (pick random (0) to (360))\n repeat (15)\n move (n) steps\n set [n v] to ((n) * (0.8))\n change size by (5)\n change [ghost v] effect by (pick random (5) to (8))\n end\n move (8) steps\n change size by (5)\n change [ghost v] effect by (50)\n delete this clone\nend\ndelete this clone\n\nwhen I receive [クリティカル v]\nブロック名\n\ndefine ブロック名\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen I start as a clone\nif <[5] < (backdrop [number v])> then\n hide\n delete this clone\nelse\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <[5] < (backdrop [number v])>\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [forward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\n end\n switch costume to ((1) + (pick random (1) to (10)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n set [ghost v] effect to (20)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\n@酸素ゲージ判定用\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (10) layers\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@Oxygen\n\nwhen I receive [スタート v]\nforever\n if <(item (4) of [設定 v]) = [水中]> then\n wait (0.05) seconds\n if <(item (4) of [設定 v]) = [水中]> then\n show\n end\n else\n if <(酸素ゲージ) = [20]> then\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\n@マグマ判定\n\nwhen I receive [スタート v]\nset [ghost v] effect to (99)\nforever\n switch costume to (item (1) of [情報 v])\nend\n\n@ヴォーデン\n\nwhen I start as a clone\nstart sound [wardenkamisugiwarotanngo6 v]\nswitch costume to (player v)\nclear graphic effects\nset size to (65) %\nset [ghost v] effect to (100)\nshow\nwait (0.01) seconds\npoint in direction (-90)\nset [ヴォーデンx v] to [0]\nset [ヴォーデンy v] to [0]\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.1) seconds\nend\nreplace item (3) of [ヴォーデン位置 v] with (pick random (80) to (110))\nforever\n if <not <(item (8) of [情報 v]) = [0]>> then\n if <not <(item (3) of [ヴォーデン位置 v]) = [0]>> then\n replace item (3) of [ヴォーデン位置 v] with ((item (3) of [ヴォーデン位置 v]) - (1))\n end\n if <(item (3) of [ヴォーデン位置 v]) = [0]> then\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n wait (1) seconds\n broadcast (ソニックブーム v)\n wait (1) seconds\n replace item (3) of [ヴォーデン位置 v] with (pick random (30) to (40))\n end\n end\n if <<([x position v] of [プレイヤー v]) < (x position)> and <(distance to [プレイヤー v]) < [200]>> then\n point in direction (-90)\n if <<touching (水 v)?> or <touching (マグマ判定 v)?>> then\n change [ヴォーデンx v] by (-0.1)\n else\n change [ヴォーデンx v] by (-0.17)\n end\n else\n if <(item (4) of [ヴォーデン位置 v]) = [1]> then\n point in direction (-90)\n change [ヴォーデンx v] by (pick random (-0.1) to (-0.07))\n end\n end\n if <<(x position) < ([x position v] of [プレイヤー v])> and <(distance to [プレイヤー v]) < [200]>> then\n point in direction (90)\n if <<touching (水 v)?> or <touching (マグマ判定 v)?>> then\n change [ヴォーデンx v] by (0.1)\n else\n change [ヴォーデンx v] by (0.17)\n end\n else\n if <(item (4) of [ヴォーデン位置 v]) = [-1]> then\n point in direction (90)\n change [ヴォーデンx v] by (pick random (0.1) to (0.07))\n end\n end\n set [ヴォーデンx v] to ((ヴォーデンx) * (0.9))\n change x by (ヴォーデンx)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n change y by (1)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n change x by ((0) - (ヴォーデンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ヴォーデンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ヴォーデンy v] by (-0.9)\n if <<touching (水 v)?> and <(ヴォーデンy) < [-2]>> then\n set [ヴォーデンy v] to [-2]\n end\n change y by (ヴォーデンy)\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n change y by ((0) - (ヴォーデンy))\n set [ヴォーデンy v] to [0]\n end\n change y by (-2)\n if <<<(y position) < ([y position v] of [プレイヤー v])> and <(distance to [プレイヤー v]) < [200]>> and <<touching (酸素ゲージ判定用 v)?> or <touching (マグマ判定 v)?>>> then\n set [ヴォーデンy v] to [4]\n else\n if <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or >> then\n if <<(y position) < ([y position v] of [プレイヤー v])> and <(distance to [プレイヤー v]) < [200]>> then\n set [ヴォーデンy v] to [10]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [600]\nelse\n set [hp v] to [730]\nend\nswitch costume to (player v)\nforever\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <not <<touching (地面ー土 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>>> then\n ダメージ (([costume name v] of [剣 v]) - (2))\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-15]\n wait (0.3) seconds\n switch costume to (player v)\n end\nend\n\ndefine ダメージ (ダメージ量)\nclear graphic effects\nchange [hp v] by (ダメージ量)\nstart sound [wardenkamisugiwarotanngo9 v]\nswitch costume to (player3 v)\n\nwhen I receive [スタート v]\nset [警戒レベル v] to [0]\ngo to [front v] layer\nhide\n\ndefine ノックバック (x) (y)\nset [ヴォーデンx v] to (x)\nset [ヴォーデンy v] to (y)\n\ndefine ヴォーデン (ステージ) (x) (y) (n) 秒待つ\nif <not <(item (2) of [設定 v]) = [4]>> then\n if <(item (1) of [情報 v]) = (ステージ)> then\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [スカルクシュリーカー v]\nchange [警戒レベル v] by (1)\nif <[5] = (警戒レベル)> then\n broadcast (ヴォーデンスポーン v)\nend\n\nwhen I start as a clone\nforever\n if <(HP) < [0.01]> then\n set [brightness v] effect to (75)\n replace item (4) of [情報 v] with (x position)\n replace item (5) of [情報 v] with (y position)\n repeat (3)\n change [ghost v] effect by (33)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nreplace item (4) of [情報 v] with [1]\nwait (pick random (3) to (4)) seconds\nforever\n if <not <(distance to [プレイヤー v]) < [200]>> then\n if <[150] < (x position)> then\n replace item (4) of [情報 v] with [1]\n else\n if <(x position) < [-150]> then\n replace item (4) of [情報 v] with [-1]\n else\n replace item (4) of [情報 v] with (pick random (-1) to (1))\n end\n end\n end\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nwait until <[10] < (警戒レベル)>\nreplace item (4) of [情報 v] with [0]\n\nwhen I receive [ヴォーデンスポーン v]\nヴォーデン [15] [130] [-72] [0] 秒待つ\nヴォーデン [16] [110] [-72] [0] 秒待つ\n\nwhen I receive [リスポーン v]\nset [警戒レベル v] to [0]\n\nwhen I start as a clone\nforever\n replace item (1) of [ヴォーデン位置 v] with (x position)\n replace item (2) of [ヴォーデン位置 v] with (y position)\nend\n\nwhen flag clicked\ndelete all of [ヴォーデン位置 v]\nrepeat (3)\n insert [] at (1) of [ヴォーデン位置 v] \nend\n\n@スカルクシュリーカー\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [15]>\ngo to x: (-115) y: (-80)\nshow\nwait until <(item (1) of [情報 v]) = [17]>\nhide\n\nwhen flag clicked\nforever\n repeat until <not <(distance to [プレイヤー v]) < [100]>>\n if <<[0.1] < ([abs v] of (item (2) of [情報 v]) )> or <[0.1] < ([abs v] of (item (3) of [情報 v]) )>> then\n if <<(item (1) of [情報 v]) = [15]> or <(item (1) of [情報 v]) = [16]>> then\n broadcast (スカルクシュリーカー v)\n wait (2) seconds\n end\n end\n end\nend\n\n@スカルクカタリスト\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [15]>\ngo to x: (0) y: (-80)\nshow\nwait until <(item (1) of [情報 v]) = [16]>\ngo to x: (180) y: (-109)\nshow\nwait until <(item (1) of [情報 v]) = [17]>\ngo to x: (-171) y: (-108)\nshow\nwait until <(item (1) of [情報 v]) = [18]>\nhide\n\nwhen flag clicked\nforever\n repeat until <not <(distance to [プレイヤー v]) < [100]>>\n if <<[1] < ([abs v] of (item (2) of [情報 v]) )> or <[1] < ([abs v] of (item (3) of [情報 v]) )>> then\n if <<<(item (1) of [情報 v]) = [15]> or <(item (1) of [情報 v]) = [16]>> or <(item (1) of [情報 v]) = [17]>> then\n broadcast (スカルクカタリスト v)\n wait (1) seconds\n end\n end\n end\nend\n\n@soul2\n\nwhen I receive [スカルクカタリスト v]\nshow\nswitch costume to (soul_0 v)\nrepeat (10)\n next costume\n wait (0.01) seconds\nend\nhide\n\nwhen flag clicked\nhide\nforever\n if <(item (1) of [情報 v]) = [15]> then\n go to x: ([x position v] of [スカルクカタリスト v]) y: (-50)\n end\n if <(item (1) of [情報 v]) = [16]> then\n go to x: ([x position v] of [スカルクカタリスト v]) y: (-80)\n end\n if <(item (1) of [情報 v]) = [17]> then\n go to x: ([x position v] of [スカルクカタリスト v]) y: (-80)\n end\nend\n\n@ソニックブーム補完用\n\nwhen I receive [ソニックブーム v]\nset [pitch v] effect to (pick random (40) to (70))\nstart sound [wardenkamisugiwarotanngo4 v]\ngo to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\npoint towards (プレイヤー v)\nrepeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\nbroadcast (ソニックブーム破裂 v)\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂 v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\n@shriek\n\nwhen I receive [スカルクシュリーカー v]\nstart sound (pick random (1) to (2))\nswitch costume to (vibration v)\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.16) seconds\nend\nwait (1) seconds\n\nwhen flag clicked\nhide\nforever\n if <(item (1) of [情報 v]) = [15]> then\n go to x: ([x position v] of [スカルクシュリーカー v]) y: (-60)\n end\n if <(item (1) of [情報 v]) = [16]> then\n go to x: ([x position v] of [スカルクシュリーカー v]) y: (-60)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nforever\n change y by (1.8)\n change [ghost v] effect by (3)\n change size by (10)\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nshow\nwait (1) seconds\ndelete this clone\n\n@sonic_boom\n\nwhen I receive [ソニックブーム v]\ngo to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\npoint towards (プレイヤー v)\nrepeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂 v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\n@ソニックブーム補完用2\n\nwhen I receive [ソニックブーム v]\ngo to x: (item (1) of [ヴォーデン位置 v]) y: (item (2) of [ヴォーデン位置 v])\npoint towards (プレイヤー v)\nrepeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂 v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\n@ソニックブーム補完用3\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nswitch costume to (pick random (1) to (3))\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nwait (2) seconds\nreplace item (7) of [情報 v] with [0]\n\nwhen flag clicked\nreplace item (7) of [情報 v] with [0]\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n set [pitch v] effect to (pick random (40) to (70))\n start sound [wardenkamisugiwarotanngo4 v]\n wait () seconds\n replace item (7) of [情報 v] with [1]\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\n wait (0.06) seconds\n broadcast (ソニックブーム破裂-プレイヤー v)\nend\n\n@sonic_boom2\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム1 v)\nset size to (pick random (350) to (400)) %\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nrepeat (15)\n wait (0) seconds\n next costume\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム補完用4\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nshow\n\ndefine a\nmove (30) steps\n\nwhen I receive [ソニックブーム破裂-プレイヤー v]\nswitch costume to ((costume [number v]) + (3))\nwait (0.1) seconds\nswitch costume to ((costume [number v]) + (3))\ndelete this clone\n\nwhen [space v] key pressed\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [attack v]\nif <<(item (7) of [情報 v]) = [0]> and <<(item (5) of [設定 v]) = [1]> and <(item (1) of [設定 v]) = [10]>>> then\n wait () seconds\n go to (プレイヤー v)\n point towards (ソニックブーム判定 v)\n repeat (2)\n a\n create clone of (_myself_ v)\n end\n repeat until <touching (_edge_ v)?>\n a\n create clone of (_myself_ v)\n end\nend\n\n@ソニックブーム判定\n\nwhen flag clicked\nhide\nforever\n go to x: (モブの位置x) y: (モブの位置y)\nend\n\n@爆発2\n\nwhen I receive [爆発剣 v]\nif <<(item (1) of [設定 v]) = [15]> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(右左) = [右]> then\n go to x: (([x position v] of [プレイヤー v]) + (40)) y: (([y position v] of [プレイヤー v]) + (-5))\nelse\n go to x: (([x position v] of [プレイヤー v]) + (-40)) y: (([y position v] of [プレイヤー v]) + (-5))\nend\nshow\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\nwhen I receive [attack v]\nif <<(item (1) of [設定 v]) = [15]> and <not <(item (8) of [情報 v]) = [0]>>> then\n start sound [get4 v]\n create clone of (_myself_ v)\nend\n\n@プレイヤー固定\n\nwhen flag clicked\nset [ghost v] effect to (99)\nhide\nforever\n go to (プレイヤー v)\nend\n\nwhen [space v] key pressed\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\nwhen I receive [attack v]\nif <<<(item (7) of [情報 v]) = [0]> and <(item (5) of [設定 v]) = [1]>> and <(item (1) of [設定 v]) = [10]>> then\n show\n wait (1.4) seconds\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(item (1) of [情報 v]) = [31]>\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <<(item (1) of [情報 v]) = [31]> and <[-50] < ([x position v] of [プレイヤー v])>>\nshow\n\n@スプライト3\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n | https://scratch.mit.edu/users/Nullify_Scratch/\n\nNO ADS\narrow keys\n\nthis has dynamic squish and stretch, so the harder you hit the ground the more you squish\n\nOk wow, Thanks to all of you guys for liking my project so much (for as little effort as I put into it) this is one the coolest things to ever happen to me on scratch and I can't understate how grateful I am for it. Thank you. |
Spooky Melon | Halloween 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 | |
#2 Cave Platformer!洞窟プラットフォーマー | @Stage\n\nwhen I receive [tick v]\ndelete all of [stuff v]\nadd (join ((mouse x) + (SCROLL X)) (join [, ] (mouse y))) to [stuff v]\nadd (join ([x v] of [player v]) (join [, ] ([y v] of [player v]))) to [stuff v]\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\nend\n\n@Blank\n\nset [beaten? v] to [0]\nset [extra player v] to [1]\n\n@Player\n\nwhen flag clicked\nhide\ngo to [front v] layer\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up 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 broadcast (Win Screen v)\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [-160]\nset [y v] to [-52]\nset [scroll 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 [move v] to [0]\nset volume to (100) %\nset size to (75) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (1 v)\nset rotation style [don't rotate v]\nif <(Move) = [0]> then\n reset timer\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)\n change [sx v] by (2.2)\n set [move v] to [1]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [sx v] by (-2.2)\n set [move v] to [1]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [move v] to [1]\n if <(in air) < [4]> then\n set [sy v] to [12]\n end\n if <(in air) < [1]> then\n start sound [Jump v]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-1)\nend\nChange player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > ((480) * (11))> then\n set [scroll x v] to ((480) * (11))\nend\nif <(x) < [-240]> then\n set [x v] to [-240]\nend\nif <(x) > [5520]> then\n set [x v] to [5520]\nend\nset rotation style [left-right v]\nPosition\nif <<(y) < [-180]> or <touching (enemies v)?>> then\n set [exit v] to [Die]\nend\nif <touching (flag v)?> then\n set [exit v] to [Win]\nend\nAnimate\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 (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 (round ((sy) * (0.91)))\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (level v)?> or <touching (platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <touching (platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (level v)?> or <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 []\nif <([moves v] of [ghost v]) > (length of [positions v])> then\n start sound [Lose v]\nelse\n start sound [Punch - Gaming Sound Effect \(HD\) v]\nend\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (lava v)?> then\n set [exit v] to [Die]\nend\n\ndefine Animate\nif <(in air) > [0]> then\n switch costume to (11 v)\nelse\n if <([abs v] of (sx) ) > [0.9]> then\n switch costume to (([floor v] of (((timer) * (12)) mod (8)) ) + (2))\n else\n switch costume to (2 v)\n end\nend\n\nwhen I receive [win screen v]\nstop [other scripts in sprite v]\nstart sound [Win v]\n\nif <(Move) = [1]> then\n add (x) to [positions v]\n add (y) to [positions v]\n add (costume [number v]) to [positions v]\n add (direction) to [positions v]\nend\n\n@Level\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: (y)\nswitch costume to (costume)\nset size to (100) %\nif <([abs v] of (x position) ) > [500]> then\n hide\nelse\n show\nend\n\nwhen I receive [set up v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone\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)\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\n\ndefine Clone\nset [costume v] to [1]\nrepeat (11)\n Clone at x: [480] y: [0]\n change [costume v] by (1)\nend\n\n@Enemies\n\ndefine Make Clone (clone) Bound 1 (bound 1) Bound 2 (bound 2) x (x) y (y)\nset [clone v] to (clone)\nset [bounds 1 v] to (bound 1)\nset [bounds 2 v] to (bound 2)\nset [x v] to (x)\nset [y v] to (y)\nset [direction v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(Clone) = [1]> then\n if <([abs v] of (x position) ) < [280]> then\n if <(x) < (Bounds 1)> then\n set [direction v] to [1]\n end\n if <(x) > (Bounds 2)> then\n set [direction v] to [2]\n end\n if <(Direction) = [1]> then\n change [x v] by (2)\n end\n if <(Direction) = [2]> then\n change [x v] by (-2)\n end\n end\n end\nend\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: (y)\nswitch costume to (enemy v)\nset size to (100) %\nset rotation style [left-right v]\nif <(Direction) = [1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <([abs v] of (x position) ) > [280]> then\n hide\nelse\n show\nend\n\nwhen I receive [reset v]\nbroadcast (Delete Clones v)\nMake Clone [1] Bound 1 [760] Bound 2 [1010] x [1010] y [-85]\nMake Clone [1] Bound 1 [1385] Bound 2 [1585] x [1585] y [-12]\nMake Clone [1] Bound 1 [1780] Bound 2 [2055] x [2055] y [-106]\nMake Clone [1] Bound 1 [2540] Bound 2 [2800] x [2800] y [74]\nMake Clone [1] Bound 1 [3802] Bound 2 [4073] x [4073] y [29]\nMake Clone [1] Bound 1 [0] Bound 2 [0] x [-300] y [250]\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@Platforms\n\ndefine Clone Platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [fade v] to [0]\nset [ghost v] to [0]\nset [tick v] to [0]\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: (y)\nswitch costume to (disappearing v)\nset size to (100) %\nif <(Fade) = [1]> then\n change [tick v] by (1)\n if <(Tick) > [20]> then\n change [ghost v] by (10)\n change [tick v] by (1)\n end\n if <(Ghost) > [100]> then\n hide\n change [tick v] by (1)\n if <(Tick) > [250]> then\n set [ghost v] to [100]\n set [fade v] to [0]\n set [tick v] to [0]\n end\n end\nelse\n show\n if <(Ghost) > [0]> then\n change [ghost v] by (-10)\n end\nend\nif <([abs v] of (x position) ) > [300]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (Ghost)\nend\n\nwhen I receive [reset v]\nwait (0) seconds\nClone Platform [3197] [-65]\nClone Platform [3579] [-36]\nClone Platform [4145] [-166]\nClone Platform [4245] [-166]\nClone Platform [4345] [-166]\nClone Platform [4445] [-166]\nClone Platform [4618] [29]\nClone Platform [4618] [-166]\nClone Platform [4718] [-166]\nClone Platform [4818] [-166]\nClone Platform [4918] [-166]\nClone Platform [4718] [-61]\nClone Platform [4818] [-61]\nClone Platform [-300] [0]\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <<touching (player v)?> and <([in air v] of [player v]) = [0]>> then\n set [fade v] to [1]\n end\nend\n\nbroadcast (Reset v)\n\nbroadcast (Delete Clones v)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Flag\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((5453) - (SCROLL X)) y: (-20)\nswitch costume to (flag v)\nset size to (100) %\n\n@Text:\n\ndefine Write Text (text)\ngo to x: (-150) y: (153)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n change [i v] by (1)\n create clone of (_myself_ v)\n change x by (20)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I receive [tick v]\nbroadcast (Delete Text v)\nWrite Text (timer)\ngo to x: (-197) y: (153)\nswitch costume to (time v)\n\n@Scrolling Background\n\nwhen I receive [tick v]\ngo to [back v] layer\nset [ghost v] effect to (60)\nset x to ((((SCROLL X) / (-1.3)) mod (480)) + (-480))\n\n@Win\n\nwhen flag clicked\nhide\n\nwhen I receive [win screen v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (2 v)\nchange [☁ complete variable v] by (1)\nif <(Beaten?) = [1]> then\n switch costume to (3 v)\nend\nset [beaten? v] to [1]\nset [extra player v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (-3)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [win screen v]\nwait (0.15) seconds\nchange [☁ beat the game variable v] by (1)\n\n@Ghost\n\nwhen I receive [tick v]\nif <<([move v] of [player v]) = [1]> and <<(timer) > [0.5]> and <<(Beaten?) = [1]> and <(Extra Player) = [1]>>>> then\n show\n set [x v] to (item ((Moves) - (3)) of [positions v])\n switch costume to (bypass v)\n set size to ((1) / ()) %\n go to x: ((x) - (SCROLL X)) y: (item ((Moves) - (2)) of [positions v])\n switch costume to (item ((Moves) - (1)) of [positions v])\n point in direction (item (Moves) of [positions v])\n set size to (75) %\n change [moves v] by (4)\nend\n\nwhen I receive [reset v]\nhide\nset [moves v] to [4]\ngo to x: (-160) y: (-58)\nset rotation style [left-right v]\n\nwhen flag clicked\nwait (0.1) seconds\nbroadcast (Player v)\nwait until <([move v] of [player v]) = [1]>\nstop [other scripts in sprite v]\nforever\n wait until <(Moves) > (length of [positions v])>\n set [exit v] to [Lose]\n wait until <not <(Moves) > (length of [positions v])>>\n broadcast (Player v)\nend\n\nwhen I receive [player v]\nforever\n if <<key (space v) pressed?> and <(Beaten?) = [1]>> then\n set [extra player v] to ((1) - (Extra Player))\n if <(Extra Player) = [1]> then\n set [pitch v] effect to (20)\n else\n set [pitch v] effect to (-20)\n end\n start sound [pop v]\n wait until <not <key (space v) pressed?>>\n end\nend\n\n | ============= 3D PLATFORMER ==============\n\nINSTRUCTIONS:\n - WASD/ZQSD to move\n - Arrows to turn\n - Space to jump\n - Get to the green exit in the fastest time possible! There are 8 levels.\n - If you wanna make your own levels there are instructions inside :D\n\nand yes, i'll make a non-wireframe 3d platformer someday :D\n\nSecond level is possible! Instead of jumping on top of the last red block, you need to jump to the side, and then when you pass it you come back in the center and land on top of the green block. |
Summer Platformer & Windland | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [34]> then\n switch backdrop to (snow land v)\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [41]>\nforever\n switch backdrop to (pro levels v)\n wait (1) seconds\n switch backdrop to (pro levels2 v)\n wait (1) seconds\nend\n\n@player\n\ndefine vertical\nif <touching (bounce platforms fix v)?> then\n start sound [jump v]\n set [speed y v] to [25]\nend\nif <touching (pink platforms fix v)?> then\n set [-2 v] to [-25]\n set [- v] to [2]\n set size to (20) %\nend\nif <touching (blue platform fix v)?> then\n set [- v] to [0]\n set [-2 v] to [0]\n set size to (30) %\nend\nif <<touching color (#df0101)?> or > then\n go to x: (-210) y: (-65)\n set [speed x v] to [0]\n set [speed y v] to [0]\nend\nset rotation style [don't rotate v]\nswitch costume to (hitbox - feet v)\ntouching\nchange [falling v] by (1)\nchange [speed y v] by (-1)\nif <(JUMP ALLOWED) = [0]> then\n if <(Touching) = [1]> then\n if <<(JUMPED) = [0]> and <<key (up arrow v) pressed?> or <(MOBILE CONTROLS = JUMP) = [1]>>> then\n start sound [jump v]\n set [speed y v] to ((12) - (-))\n \n if <(super jump) = [1]> then\n set [speed y v] to [20]\n set [super jump v] to [2]\n else\n if <(landing) > [1]> then\n start sound [super jump v]\n set [speed y v] to [16]\n set [super jump v] to [1]\n end\n end\n end\n set [falling v] to [10]\n set [jumped v] to [1]\n end\n end\n if <<(speed y) > [0]> and <not <<key (up arrow v) pressed?> or <(MOBILE CONTROLS = JUMP) = [1]>>>> then\n change [speed y v] by (-0.5)\n end\n if <not <<key (up arrow v) pressed?> or <(MOBILE CONTROLS = JUMP) = [1]>>> then\n set [jumped v] to [0]\n end\nend\n\ndefine touching\nif <touching (level v)?> then\n set [touching v] to [1]\n if <(landing) = [0]> then\n set [super jump v] to [0]\n end\nelse\n set [touching v] to [0]\nend\n\ndefine move\nset rotation style [don't rotate v]\nswitch costume to (hitbox - main v)\nrepeat ([abs v] of (speed y) )\n set [last value v] to (y position)\n change y by ((speed y) / ([abs v] of (speed y) ))\n touching\n if <(Touching) = [1]> then\n if <(speed y) < [-1]> then\n set [starting land v] to ([abs v] of (speed y) )\n set [landing v] to ([abs v] of (speed y) )\n end\n set [speed y v] to [0]\n set [falling v] to [0]\n set y to (last value)\n end\nend\ntouching\nif <(Touching) = [1]> then\n repeat until <(Touching) = [0]>\n change y by (1)\n if <[160] < (y position)> then\n broadcast (reset v)\n end\n touching\n end\nend\nrepeat ([abs v] of (speed x) )\n set [last value v] to (x position)\n change x by ((speed x) / ([abs v] of (speed x) ))\n touching\n if <(Touching) = [1]> then\n set [speed x v] to [0]\n set x to (last value)\n end\nend\ntouching\nif <(Touching) = [1]> then\n repeat until <(Touching) = [0]>\n change y by (1)\n if <[160] < (y position)> then\n broadcast (reset v)\n end\n touching\n end\nend\nbroadcast (moved v)\n\ndefine horizontal\nset rotation style [don't rotate v]\nswitch costume to (hitbox - main v)\nset [key x v] to (<<key (right arrow v) pressed?> or <(MOBILE CONTROLS = RIGHT) = [1]>> - <<key (left arrow v) pressed?> or <(MOBILE CONTROLS = LEFT) = [1]>>)\nif <<<[2] > (falling)> and <([abs v] of (key X) ) > [0]>> and <not <(key X) = (([abs v] of (speed x) ) / (speed x))>>> then\n set [key x v] to ((key X) * (0.2))\nend\nif <([abs v] of (speed x) ) < [0.5]> then\n set [speed x v] to [0]\n if <not <key (space v) pressed?>> then\n set [frame v] to [0]\n end\nend\nchange [speed x v] by ((key X) * (1.5))\nif <(falling) > [2]> then\n set [speed x v] to ((speed x) * (0.98))\n if <([abs v] of (speed x) ) > [6]> then\n set [speed x v] to ((speed x) * (0.8))\n end\nelse\n set [speed x v] to ((speed x) * (0.8))\nend\nchange [frame v] by (0.2)\nif <not <(key X) = [0]>> then\n point in direction ((([abs v] of (speed x) ) / (speed x)) * (90))\n change [frame v] by (0.3)\nend\nif <not <((key X) * (90)) = (direction)>> then\n set [skid v] to [1]\n if <(speed x) = [0]> then\n set [skid v] to [0]\n end\nelse\n set [skid v] to [0]\nend\n\ndefine frame\nset rotation style [left-right v]\nif <(falling) > [0]> then\n if <(super jump) = [2]> then\n megajump frames\n else\n if <(super jump) = [1]> then\n switch costume to ((18) + (([floor v] of (falling) ) mod (16)))\n else\n if <(speed y) > [1]> then\n switch costume to (jump v)\n else\n if <(speed y) < [-0.5]> then\n switch costume to (fall v)\n else\n switch costume to (mid-air v)\n end\n end\n end\n end\nelse\n if <(frame) > [1]> then\n if <not <(key X) = (([abs v] of (speed x) ) / (speed x))>> then\n switch costume to (turnaround v)\n else\n switch costume to ((4) + (([floor v] of (frame) ) mod (10)))\n end\n else\n switch costume to (stand v)\n end\nend\nif <key (space v) pressed?> then\n switch costume to ((4) + (([floor v] of (frame) ) mod (10)))\nend\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [platform v] to [0]\nset size to (30) %\nforever\n vertical\n horizontal\n move\n broadcast (moved v)\n frame\n stretch\nend\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\ndefine platform\n\nwhen I receive [sidefilp v]\nwait (0.25) seconds\nif <(direction) = [90]> then\n point in direction (-90)\nelse\n if <(direction) = [-90]> then\n point in direction (90)\n end\nend\n\ndefine scene\n\ndefine sideflip animation\n\nwhen [space v] key pressed\nrepeat until <not <key (space v) pressed?>>\n change [frame v] by (Y charge)\n change [y charge v] by (0.02)\n change [would be y charge v] by (0.02)\n if <(Y charge) > [2]> then\n set [y charge v] to [2]\n end\nend\nset [frame v] to [0]\nset [y charge v] to [0]\nset [would be y charge v] to [0]\n\ndefine limiter\n\ndefine stretch\nif <(falling) > [0]> then\n if <(super jump) = [2]> then\n set [fisheye v] effect to (([abs v] of (speed y) ) * (-1.5))\n else\n if <(super jump) = [1]> then\n set [fisheye v] effect to (([abs v] of (speed y) ) * (-3.5))\n else\n if <(speed y) > [1]> then\n set [fisheye v] effect to ((speed y) * (-5))\n else\n set [fisheye v] effect to (([abs v] of (speed y) ) * (-2))\n end\n end\n end\nelse\n if <(landing) > [0]> then\n change [landing v] by (-2)\n if <(landing) < [1]> then\n set [landing v] to [0]\n end\n set [fisheye v] effect to ((landing) * (2))\n else\n set [fisheye v] effect to (0)\n end\nend\n\ndefine megajump frames\nif <(falling) > [17]> then\n switch costume to (megajump-7 v)\nelse\n if <(falling) > [16]> then\n switch costume to (megajump-6 v)\n else\n if <(falling) > [15]> then\n switch costume to (megajump-5 v)\n else\n if <(falling) > [14]> then\n switch costume to (megajump-4 v)\n else\n if <(falling) > [13]> then\n switch costume to (megajump-3 v)\n else\n if <(falling) > [12]> then\n switch costume to (megajump-2 v)\n else\n switch costume to (megajump-1 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [bomg v]\nswitch backdrop to (caves v)\nset [level v] to [18]\ngo to x: (-100) y: (9999)\n\nwhen I receive [starting speedrun!!! v]\nshow variable [seconds v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\nswitch costume to (stand v)\npoint in direction (90)\nwait (0.3) seconds\nwait until <<mouse down?> or <key (any v) pressed?>>\nbroadcast (reset v)\nrepeat until <(Level) = [40]>\n change [seconds v] by (0.1)\n wait (0.04) seconds\nend\nif <(seconds) < (☁ World record)> then\n set [☁ world record v] to (seconds)\n broadcast (YES v)\nelse\n broadcast (NO v)\nend\n\nwhen flag clicked\nswitch backdrop to (sky v)\nset [seconds v] to [0]\nhide variable [seconds v]\nhide variable [☁ world record v]\nshow\nset [scene v] to [1]\nbroadcast (new scene v)\nbroadcast (reset v)\n\nwhen I receive [reset v]\nforever\n if <(size) = [30]> then\n set [pitch v] effect to (0)\n else\n set [pitch v] effect to (30)\n end\nend\n\nwhen I receive [reset v]\nforever\n if <[238] < (x position)> then\n set x to (-240)\n broadcast (CHANGE SCENE v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nset [- v] to [0]\n\nwhen I receive [x v]\nchange [speed x v] by (1)\n\nwhen flag clicked\n\nforever\n\nwhen I receive [bounce v]\nif <<key (up arrow v) pressed?> or <(MOBILE CONTROLS = JUMP) = [1]>> then\n set [speed y v] to [10]\nelse\n set [speed y v] to [5]\nend\n\nwhen I receive [pro levels v]\nchange y by (1000)\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (scene-1 v)\nforever\n switch costume to (join [Scene-] (Level))\n 3D\nend\n\nwhen flag clicked\nforever\n play sound [Baba Is You - On the island v] until done\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n3D\n\ndefine 3D\nerase all\nclear graphic effects\nset [brightness v] effect to (-30)\nset size to (80) %\nrepeat (20)\n stamp\n change size by (1)\n change [brightness v] effect by (1.5)\nend\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n switch backdrop to (desert v)\n end\nend\n\n@WYZNACZNIK\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait (3) seconds\nwait until <touching (player v)?>\nbroadcast (BOMG v)\nhide\n\n@blank\n\n@Exit\n\nwhen flag clicked\ngo to x: (224) y: (-63)\nforever\n go to [front v] layer\n if <(Level) = [26]> then\n show\n else\n hide\n end\nend\n\n@Speedrun mode button\n\nforever\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (-185) y: (-75)\n go to x: (-171) y: ((-75) + (([sin v] of ((timer) * (200)) ) * (7)))\n if <touching (player v)?> then\n set [speedrunbutton touch v] to [1]\n set [brightness v] effect to (25)\n if <<key (down arrow v) pressed?> or <(DOWN ARROW YES?) = [1]>> then\n set [speedrunbutton touch v] to [0]\n broadcast (STARTING SPEEDRUN!!! v)\n hide\n stop [this script v]\n end\n else\n set [speedrunbutton touch v] to [0]\n set [brightness v] effect to (0)\n end\n if <(Level) = [1]> then\n show\n else\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\nforever\n hide\n wait until <(Speedrunbutton touch) = [1]>\n set [ghost v] effect to (100)\n show\n repeat until <(Speedrunbutton touch) = [0]>\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 flag clicked\nswitch costume to (kostium1 v)\nforever\n if <(Speedrunbutton touch) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [starting speedrun!!! v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nshow\nwait (0.7) seconds\nswitch costume to (kostium2 v)\nrepeat until <<key (any v) pressed?> or <mouse down?>>\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [yes v]\n\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (beated v)\nforever\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [no v]\n\nstop [other scripts in sprite v]\nset [ghost v] effect to (100)\nshow\nswitch costume to (no beated v)\nforever\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\n@shadow\n\nwhen I receive [moved v]\nshadow\n\ndefine shadow\ngo to [back v] layer\nswitch costume to (hitbox v)\ngo to (player v)\nrepeat until <<touching (level v)?> or <(y position) < [-165]>>\n change y by (-1)\nend\nif <<(y position) > [0]> or <touching (_edge_ v)?>> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (50)\nend\nswitch costume to (big v)\nset size to ((120) + ((-2) - (distance to [player v]))) %\nswitch costume to (shadow v)\n\n@Thumbail\n\nwhen flag clicked\nshow variable [level v]\nforever\n switch costume to (#4 thumbail v)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go to x: (0) y: (0)\nend\n\n@Blue platform fix\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <<(Level) = [24]> or <(Level) = [21]>> then\n show\n else\n hide\n end\n switch costume to (Level)\nend\n\n@Bounce platforms fix\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (scene-1 v)\nforever\n switch costume to (join [Scene-] (Level))\nend\n\n@Pink platforms fix\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <<(Level) = [22]> or <(Level) = [21]>> then\n show\n else\n hide\n end\n switch costume to (Level)\nend\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-180) to (180)) y: (999)\nset size to (pick random (100) to (150)) %\nswitch costume to (pick random (1) to (3))\nrepeat until <(y position) < [-175]>\n change y by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<[33] < (Level)> and <(Level) < [41]>> then\n show\n else\n hide\n end\nend\n\n@Mobile /\\n\nwhen flag clicked\nset [ghost v] effect to (30)\nset size to (90) %\ngo to x: (200) y: (-145)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (0)\n set [mobile controls = jump v] to [1]\n else\n set [ghost v] effect to (30)\n set [mobile controls = jump v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Mobile controls on/off?) = [1]> then\n show\n else\n hide\n end\nend\n\n@Mobile >\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to x: (-125) y: (-145)\nset size to (90) %\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (0)\n set [mobile controls = right v] to [1]\n else\n set [ghost v] effect to (30)\n set [mobile controls = right v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Mobile controls on/off?) = [1]> then\n show\n else\n hide\n end\nend\n\n@Mobile <\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to x: (-200) y: (-145)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (0)\n set [mobile controls = left v] to [1]\n else\n set [ghost v] effect to (30)\n set [mobile controls = left v] to [0]\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <(Mobile controls on/off?) = [1]> then\n show\n else\n hide\n end\nend\n\n@DOWN ARROW\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to x: (120) y: (-145)\nset size to (90) %\nset [down arrow yes? v] to [0]\nforever\n if <<(Speedrunbutton touch) = [1]> and <(Mobile controls on/off?) = [1]>> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (0)\n set [down arrow yes? v] to [1]\n else\n set [ghost v] effect to (30)\n set [down arrow yes? v] to [0]\n end\n else\n hide\n end\nend\n\n\n\n@Mobile controls\n\nwhen flag clicked\ngo to [back v] layer\nset [mobile controls on/off? v] to [0]\nforever\n if <(Level) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nchange [mobile controls on/off? v] by (1)\nCheck var settings\n\ndefine Check var settings\nif <[1] < (Mobile controls on/off?)> then\n set [mobile controls on/off? v] to [0]\nend\n\n@PROS LEVELS\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Level) = [40]> then\n show\n else\n hide\n end\nend\n\n@Wyznacznik 2\n\nwhen flag clicked\nhide\nwait until <(Level) = [40]>\nshow\nset [ghost v] effect to (100)\nwait until <touching (player v)?>\nbroadcast (PRO LEVELS v)\nhide\nset [level v] to [41]\n\nset [level v] to [34]\nwait (0) seconds\nset [level v] to [40]\n\n | ⚠TRIGGER WARNING⚠ \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nHOW TO PLAY : \nUse Arrow keys or W A S D to move\nDo not step in lava or spikes\nThe orange arrow make you jump\nENJOY :)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nFeel free to report any bugs or glitches\n\nALSO PLEASE DO NOT ADVERTISE \n(much appreciated if you don't) |
Super Mario Maker 3 - A Platformer Creator | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\n@Blank\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\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\nhide\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n 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 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 [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (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 (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [1]> then\n say (join (player #2) (join [:] (value)))\n else\n if <(names?) = [0]> then\n say []\n end\n end\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))\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nif <(names?) = [0]> then\nelse\n think []\nend\n\nthink []\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\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 flag clicked\ndelete this clone\n\n@Connnect\n\nwhen flag clicked\nset size to (200) %\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (0) y: (0)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n play sound [Connect v] until done\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen I receive [timeout v]\nplay sound [Disconnect v] until done\n\nwhen flag clicked\ndelete this clone\n\n@Platforms\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y2 v] to [0]\nif <(Level) = [1]> then\n switch costume to (1-1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\nelse\n if <(Level) = [2]> then\n switch costume to (2-1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [3]> then\n switch costume to (3-1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [4]> then\n switch costume to (4-1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y2) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y2 v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\n@Danger\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(Level) = [1]> then\n switch costume to (1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\nelse\n if <(Level) = [2]> then\n switch costume to (5 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [3]> then\n switch costume to (9 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [4]> then\n switch costume to (13 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n end\n end\n end\nend\n\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\ngo [backward v] (5) layers\n\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\ngo to x: (240) y: (0)\n\n@Spinning wheel of death\n\nwhen I receive [tick v]\nposition ((xxxx) - (SCROLL X)) ((yyyyy) - (SCROLL Y))\nturn right (10) degrees\nturn left (5) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [xxxx v] to [0]\nset [yyyyy v] to [0]\nswitch costume to (1 v)\nif <(Level) = [1]> then\n Clone at [908] [-90]\n set [xxxx v] to [-99999]\nelse\n if <(Level) = [2]> then\n Clone at [480] [0]\n Clone at [908] [-90]\n set [xxxx v] to [-99999]\n else\n if <(Level) = [3]> then\n Clone at [29] [-10]\n set [xxxx v] to [-99999]\n else\n if <(Level) = [4]> then\n Clone at [108] [-99]\n set [xxxx v] to [-99999]\n end\n end\n end\nend\n\nClone at [480] [0]\n\nif <(Level) = [1]> then\n\ndefine Clone at (x) (y)\nset [xxxx v] to (x)\nset [yyyyy v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\ndelete this clone\n\n@shop\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nswitch costume to (shop v)\nset [shop v] to []\nset [the shop is open v] to [0]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [tick v]\nif <(the shop is open) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n set [the shop is open v] to [0]\n broadcast (Shop Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [shop open v]\nrepeat until <(size) = [100]>\n change size by (((110) - (size)) / (3))\nend\nwait (1) seconds\n\nwhen I receive [shop close v]\nset [the shop is open v] to [0]\n\n@Coins\n\nwhen I start as a clone\nforever\n set size to (100) %\n change size by ((([sin v] of (((timer) + ((y2) - (-400))) * (900)) ) * (10)) - (() * (1000)))\nend\n\nwhen I receive [tick v]\nposition ((coin x) - (SCROLL X)) ((coin y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (coin v)\n change [coins v] by (1)\n hide\n set [coin x v] to [-99999999999]\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nset [coin x v] to (x)\nset [coin y v] to (y)\n\nwhen I receive [win v]\nhide\n\nwhen I receive [coin v]\nplay sound [Coin v] until done\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nset [coins v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nif <(Level) = [1]> then\n set [coin x v] to [-99999]\n Clone at [0] [0]\n Clone at [-100] [0]\n Clone at [108] [-80]\n Clone at [-70] [0]\n Clone at [445] [-70]\n Clone at [420] [-70]\n Clone at [485] [69]\n Clone at [570] [-80]\n Clone at [850] [-80]\n Clone at [1189] [120]\n Clone at [1444] [20]\n set [coin x v] to [-9999999999999]\nelse\n if <(Level) = [2]> then\n set [coin x v] to [-99999]\n Clone at [0] [0]\n Clone at [0] [30]\n Clone at [400] [45]\n Clone at [669] [-40]\n Clone at [669] [-10]\n Clone at [971] [110]\n Clone at [971] [80]\n Clone at [1220] [200]\n set [coin x v] to [-99999]\n else\n if <(Level) = [3]> then\n set [coin x v] to [-99999]\n Clone at [0] [50]\n Clone at [0] [15]\n Clone at [108] [40]\n Clone at [224] [100]\n Clone at [336] [170]\n Clone at [570] [-80]\n Clone at [850] [-80]\n Clone at [1444] [20]\n set [coin x v] to [-99999]\n else\n if <(Level) = [4]> then\n set [coin x v] to [-99999]\n Clone at [0] [50]\n Clone at [30] [50]\n Clone at [424] [10]\n Clone at [650] [-80]\n Clone at [650] [-50]\n Clone at [791] [-80]\n Clone at [791] [-50]\n Clone at [1096] [120]\n Clone at [1125] [120]\n set [coin x v] to [-99999]\n end\n end\n end\nend\n\nClone at [1189] [150]\n\n@Coin_counter\n\nwhen flag clicked\nset size to (150) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\ndelete this clone\n\n@Player\n\nwhen flag clicked\nset [jumpboost? v] to [0]\nswitch costume to (blue v)\nforever\n if < (shop) contains [Green]?> then\n switch costume to (green v)\n end\n if < (shop) contains [Yellow]?> then\n switch costume to (yellow v)\n end\n if < (shop) contains [1]?> then\n switch costume to (1 v)\n end\n if < (shop) contains [2]?> then\n switch costume to (2 v)\n end\n if < (shop) contains [3]?> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <key (t v) pressed?> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say (username)\n set [chat v] to [0]\n else\n set [chat v] to [0]\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 set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (Player: x) to encoded\nwrite (Player: y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nset [player: x v] to [-100]\nset [player: y v] to [-60]\nset [scroll y v] to (Player: y)\nset [scroll x v] to (Player: x)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset rotation style [left-right v]\nshow\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n if <(SpeedBoost?) = [1]> then\n change [sx v] by ((1.7) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.85))\n else\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n if <(JumpBoost?) = [1]> then\n set [sy v] to [20]\n else\n set [sy v] to [14]\n end\n end\n end\nend\nif <touching (trampoline v)?> then\n set [sy v] to [23]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [player: y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [player: y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [player: x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [player: y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [player: y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\ndefine Test - Die\nif <<<touching (spinning wheel of death v)?> or <touching (danger v)?>> or <touching (danger2 v)?>> then\n broadcast (die v)\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\nset size to (100) %\n\n\n\n\n\nwhen I receive [timeout v]\nhide\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\nset [scroll x v] to (Player: x)\n\nwhen I receive [die v]\nplay sound [Crunch v] until done\n\nwhen flag clicked\nswitch costume to (blue v)\nset size to (100) %\nset [level v] to [1]\nset [jumpboost? v] to [0]\nset [speedboost? v] to [0]\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [win v]\nforever\n hide\nend\n\nset [coins v] to [100]\n\nset [coins v] to [100]\n\nset [coins v] to [0]\n\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n if <(username) = [Blue-bulb]> then\n switch costume to (3 v)\n end\nend\n\nwhen [b v] key pressed\nswitch costume to (3 v)\n\n@Danger2\n\nhide\n\nwhen I receive [tick v]\nposition ((lava x) - (SCROLL X)) ((lava y) - (SCROLL Y))\ngo [backward v] (5) layers\n\ngo to [back v] layer\n\ndefine position (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 Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [lava x v] by (x)\nchange [lava y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nset [lava x v] to [0]\nset [lava y v] to [0]\nhide\nif <(Level) = [1]> then\n switch costume to (1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\nelse\n if <(Level) = [2]> then\n switch costume to (5 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [2]> then\n switch costume to (8 v)\n Clone at [480] [0]\n else\n if <(Level) = [3]> then\n switch costume to (10 v)\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [4]> then\n switch costume to (13 v)\n Clone at [480] [0]\n Clone at [480] [0]\n end\n end\n end\n end\nend\n\nif <(LEVEL) = [2]> then\n\nwhen flag clicked\nforever\n set [lava y v] to ((([sin v] of (((timer) + ()) * (300)) ) * (8)) - (() * (10)))\nend\n\nswitch costume to (1 v)\n\nClone at [480] [0]\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\n@portal\n\nwhen I receive [tick v]\nposition ((portal: x) - (SCROLL X)) ((portal: y) - (SCROLL Y))\nset [max collected v] to (COINS)\nif <(COINS) = (MAX COLLECTED)> then\n switch costume to (open v)\nelse\n switch costume to (closed v)\nend\nif <<<(costume [number v]) = [1]> and <touching (player v)?>> and <not <(Level) = [4]>>> then\n broadcast (nl v)\n set [exit v] to [win]\nend\nif <<<(costume [number v]) = [1]> and <touching (player v)?>> and <(Level) = [4]>> then\n broadcast (win v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [portal: x v] to [0]\nset [portal: y v] to [0]\nwait (0) seconds\nif <(Level) = [1]> then\n Clone at x: [1590] y: [150]\nelse\n if <(Level) = [2]> then\n Clone at x: [1337] y: [260]\n else\n if <(Level) = [3]> then\n Clone at x: [1677] y: [45]\n else\n if <(Level) = [4]> then\n Clone at x: [1525] y: [0]\n else\n set [portal: x v] to [-99999999999999]\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\nhide\nchange [portal: x v] by (x)\nchange [portal: y v] by (y)\n\nwhen I receive [setup v]\ndelete this clone\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nshow\n\n@Decor\n\nwhen I receive [setup v]\nset [decor: y v] to [0]\nset [decor: x v] to [0]\nset [level v] to [1]\n\nwhen I receive [tick v]\nposition ((Decor: x) - (SCROLL X)) ((Decor: y) - (SCROLL Y))\ngo\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [decor: x v] by (x)\nchange [decor: y v] by (y)\nnext costume\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\ndefine go\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [1]> then\n switch costume to (5 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\nelse\n if <(Level) = [2]> then\n switch costume to (2 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [3]> then\n switch costume to (3 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n else\n if <(Level) = [4]> then\n switch costume to (4 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [480] [0]\n end\n end\n end\nend\n\n@Chat Button\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 <mouse down?> then\n set [is the chat open v] to [1]\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 [chat open v]\nshow\nset size to (100) %\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 x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\n\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-131) y: (145)\nset size to (100) %\n\nwhen I receive [win v]\nhide\n\ngo to [front v] layer\ngo to [front v] layer\n\nwhen I receive [chat close v]\nshow\n\nwhen flag clicked\n\nforever\n reset timer\n if <(timer) > [.00000000000001]> then\n hide\n end\nend\n\n@Shop Button\n\nhide\n\nwhen I receive [shop open v]\nshow\nset size to (100) %\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\n\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\n\nchange [ghost v] effect by (100)\n\nwhen flag clicked\nshow\ngo to x: (-199) y: (145)\n\nwhen I receive [win v]\nhide\n\nwhen I receive [shop close v]\nshow\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\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (0.5)\n change size by (size)\n end\n if <mouse down?> then\n set [the shop is open 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\n@Chat\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <(is the chat open) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n set [is the chat open v] to [0]\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nrepeat until <(size) = [100]>\n change size by (((110) - (size)) / (3))\nend\nwait (1) seconds\n\nwhen I receive [chat open v]\n\nwhen I receive [chat close v]\nset [is the chat open v] to [0]\n\n@Shop Item1\n\nwhen flag clicked\ndelete all of [skins v]\nhide\nforever\n go to x: (-132) y: (-17)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(COINS) > [4]> and <not <([costume # v] of [player v]) = [2]>>> then\n play sound [Register v] until done\n set [shop v] to (join (shop) [Green])\n change [coins v] by (-5)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nif <[] > [4]> then\n\n@Shop Item 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (-132) y: (-90)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(COINS) > [4]> and <not <([costume # v] of [player v]) = [3]>>> then\n play sound [Register v] until done\n set [shop v] to (join (shop) [Yellow])\n change [coins v] by (-5)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Item 5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (35) y: (-17)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(COINS) > [14]> and <not <([costume # v] of [player v]) = [6]>>> then\n play sound [Register v] until done\n set [shop v] to (join (shop) [3])\n change [coins v] by (-15)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Item6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (118) y: (-17)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [touching? v] to [1]\n set [brightness v] effect to (30)\n else\n set [touching? v] to [0]\n clear graphic effects\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(JumpBoost?) = [1]>>> then\n if <(COINS) > [19]> then\n play sound [Register v] until done\n change [coins v] by (-20)\n set [jumpboost? v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Item2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (118) y: (-90)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n if <(the shop is open) = [1]> then\n show\n end\n if <(the shop is open) = [0]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [touching? v] to [1]\n set [brightness v] effect to (30)\n else\n set [touching? v] to [0]\n clear graphic effects\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(SpeedBoost?) = [1]>>> then\n if <(COINS) > [19]> then\n play sound [Register v] until done\n change [coins v] by (-20)\n set [speedboost? v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\n@Shop Info1\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(the shop is open) = [1]> then\n if <(Touching?) = [1]> then\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [shop close v]\nhide\n\n@Shop Info2\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(the shop is open) = [1]> then\n if <(touching?) = [1]> then\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [shop close v]\nhide\n\n@Coin Effect\n\nwhen I receive [coin v]\ngo to x: (0) y: (0)\ngo to (player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [win v]\nhide\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (FREE REWARDS v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@+10 coins for love and fav\n\nwhen flag clicked\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nhide\n\nwhen flag clicked\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n change [coins v] by (10)\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [free rewards v]\nchange [coins v] by (10)\n\nwhen I receive [free rewards v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\n@tb\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (0)\nwait (.5) seconds\nrepeat (35)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (0)\n\n@Shop Button2\n\nwhen flag clicked\nswitch costume to (sound 0n v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (unmute v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (mute v)\n end\nend\n\nwhen I receive [win v]\nhide\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 <mouse down?> then\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 [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to x: (-60) y: (145)\nset size to (100) %\n\n | second games demo is now out! https://scratch.mit.edu/projects/219308571/\n\n-flag-\nuse your left and right arrow keys to move.\nuse your up key to jump.\navoid the lights and win the game try to get the lowest score.\nplease love favorite\n\n --- try to get a low score ---\nthe loading is there for slow computers\n\ngoal 100 loves |
Fortnite Platformer v1.12 | @Stage\n\nwhen flag clicked\nforever\n if <not <(username) = (Name)>> then\n play sound [Inferno v] until done\n end\nend\n\nwhen flag clicked\nshow\n\n@ Player\n\ndefine Reset\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nforever\n go to [front v] layer\nend\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\n\nwhen [r v] key pressed\nReset\nbroadcast (Death v)\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to [front v] layer\nswitch costume to (normal v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-200) y: (0)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n set drag mode [not draggable v]\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n switch costume to (up v)\n end\n change y by (1)\n if <touching (end v)?> then\n broadcast (Next Level v)\n Reset\n end\n if <<touching (danger v)?> or <(y position) = [-184]>> then\n Reset\n broadcast (Death v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n end\n if <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>>>> then\n switch costume to (normal v)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n set [name v] to [PrestonPlayzFan84]\n if <(username) = (Name)> then\n if <mouse down?> then\n broadcast (Next Level v)\n wait until <not <mouse down?>>\n end\n end\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen flag clicked\nshow\nif <(costume [number v]) = [26]> then\n broadcast (Switch v)\nend\n\n@End\n\nwhen flag clicked\nshow\n\n@Sun\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\nforever\n repeat (100)\n switch costume to (sun3 v)\n change size by (1)\n switch costume to (sun2 v)\n end\n repeat (100)\n switch costume to (sun3 v)\n change size by (-1)\n switch costume to (sun2 v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nwait (2) seconds\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nwait (2) seconds\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (danger lv.1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (trampoline 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\n@TN\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (36) y: (28)\n go to [front v] layer\nend\n\n@Clone\n\nwhen flag clicked\nhide\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to ( player v)\nshow\nrepeat (25)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n | New Animation Out! :D https://scratch.mit.edu/projects/566602239\n\nUse your arrow keys or WASD or mobile friendly\n\nThanks @A_wire for the platformer engine Thanks @Pizzarush for the intro |
Slime Adventure (Platformer) | @Stage\n\nwhen flag clicked\nstop all sounds\nforever\n play sound [j v] until done\nend\n\nwhen flag clicked\nset [朝になるまでの時間 v] to [600]\nforever\n if <not <(すてじ) = [9]>> then\n wait (1) seconds\n change [朝になるまでの時間 v] by (-1)\n if <(朝になるまでの時間) < [0]> then\n stop [all v]\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nwait until <(すてじ) = [9]>\nswitch backdrop to (洞窟 \(1\) v)\nforever\n change [朝になるまでの時間 v] by (0)\nend\n\n@player\n\nwhen flag clicked\nset [すてじ v] to [1]\n初期\nforever\n [1] [14] [-1] [0]\n if <(costume [number v]) = [3]> then\nend\n\ndefine 初期\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (100)\nif <<(♥) = [1]> and <(★) = [1]>> then\n\ndefine (x) (y) (地) (壁)\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) * (0.9))\nchange x by (X)\nchange [y v] by (地)\nchange y by (Y)\nif <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\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 repeat (5)\n change y by (1)\n end\nend\nif <touching (地面 v)?> then\n repeat (5)\n change y by (-1)\n end\n change x by ((X) * (-1))\n \nend\nif <key (space v) pressed?> then\n broadcast (メッセージ1 v)\n set [変数 v] to [1]\nend\nif <[230] < (x position)> then\n 初期\n change [すてじ v] by (1)\n set [hp v] to [20]\nend\nif <touching (クリアになるよ\(笑\) v)?> then\n stop [all v]\nend\n\nchange [x v] by (1)\n\nwhen I receive [♥と★ v]\nswitch costume to (ぞんび2 v)\n\n@地面\n\nwhen flag clicked\nforever\n switch costume to (すてじ)\nend\n\n@health20\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n switch costume to ((HP) + (1))\nend\n\n@さ、ムネムネ\n\nwhen flag clicked\nshow variable [朝になるまでの時間 v]\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [朝になるまでの時間 v]\nset [samuney v] to [0]\nshow\ngo to x: (0) y: (555)\nif <(pick random (1) to (2)) = [1]> then\n repeat (50)\n change y by (((0) - (y position)) / (10))\n end\nelse\n repeat until <(y position) < [2]>\n change [samuney v] by (-1)\n change y by (samuneY)\n end\nend\ngo to x: (0) y: (0)\nset [samuney v] to [0]\n\n@ぞんび\n\nwhen flag clicked\nhide\nset [ゾンビ存在 v] to [0]\nset rotation style [left-right v]\nforever\n if <(すてじ) = [5]> then\n set [ゾンビ存在 v] to [1]\n go to x: (220) y: (0)\n set [ゾンビ hp v] to [10]\n show\n set rotation style [left-right v]\n forever\n if <(x position) < ([x position v] of [player v])> then\n if <touching (おみず v)?> then\n change [ゾンビx v] by (0.5)\n point in direction (90)\n else\n change [ゾンビx v] by (0.8)\n point in direction (90)\n end\n end\n if <([x position v] of [player v]) < (x position)> then\n if <touching (おみず v)?> then\n change [ゾンビx v] by (-0.5)\n point in direction (-90)\n else\n change [ゾンビx v] by (-0.8)\n point in direction (-90)\n end\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 [player 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 [11]\n else\n set [ゾンビx v] to [0]\n end\n end\n end\n change [ゾンビy v] by (-1)\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 if <(y position) < ([x position v] of [player v])> then\n set [ゾンビy v] to [14]\n end\n end\n end\n else\n set [ゾンビ存在 v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\n\nwhen I receive [しんじゃった v]\ngo to x: (220) y: (0)\n\nwhen I receive [メッセージ1 v]\nif <touching (毒玉 v)?> then\n change [ゾンビ hp v] by (-2)\n if <(x position) < ([x position v] of [player v])> then\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [12]\n else\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [12]\n end\n if <(ゾンビ HP) < [0]> then\n start sound [しn v]\n switch costume to (スティーブ やられた v)\n set [ゾンビ存在 v] to [0]\n hide\n else\n start sound (pick random (1) to (2))\n switch costume to (スティーブ やられた v)\n wait (0) seconds\n switch costume to (普通 v)\n end\nend\n\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\ndelete this clone\n\nwhen flag clicked\nswitch costume to (普通 v)\n\nrepeat (2)\n create clone of (_myself_ v)\nend\nwait until <(すてじ) = [10]>\ncreate clone of (_myself_ v)\nwait until <(すてじ) = [18]>\ncreate clone of (_myself_ v)\n\n@ぞんび2\n\nwhen flag clicked\nhide\nset [ゾンビ存在 v] to [0]\nset rotation style [left-right v]\nforever\n if <(すてじ) = [7]> then\n set [ゾンビ存在 v] to [1]\n go to x: (220) y: (0)\n set [ゾンビ hp v] to [10]\n show\n set rotation style [left-right v]\n forever\n if <(x position) < ([x position v] of [player v])> then\n if <touching (おみず v)?> then\n change [ゾンビx v] by (0.5)\n point in direction (90)\n else\n change [ゾンビx v] by (0.8)\n point in direction (90)\n end\n end\n if <([x position v] of [player v]) < (x position)> then\n if <touching (おみず v)?> then\n change [ゾンビx v] by (-0.5)\n point in direction (-90)\n else\n change [ゾンビx v] by (-0.8)\n point in direction (-90)\n end\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 [player 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 [11]\n else\n set [ゾンビx v] to [0]\n end\n end\n end\n change [ゾンビy v] by (-1)\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 if <(y position) < ([x position v] of [player v])> then\n set [ゾンビy v] to [14]\n end\n end\n end\n else\n set [ゾンビ存在 v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\n\nwhen I receive [しんじゃった v]\ngo to x: (220) y: (0)\n\nwhen I receive [メッセージ1 v]\nif <touching (毒玉 v)?> then\n change [ゾンビ hp v] by (-2)\n if <(x position) < ([x position v] of [player v])> then\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [12]\n else\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [12]\n end\n if <(ゾンビ HP) < [0]> then\n start sound [しn v]\n switch costume to (スティーブ やられた v)\n set [ゾンビ存在 v] to [0]\n hide\n else\n start sound (pick random (1) to (2))\n switch costume to (スティーブ やられた v)\n wait (0) seconds\n switch costume to (普通 v)\n end\nend\n\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\ndelete this clone\n\nwhen flag clicked\nswitch costume to (普通 v)\n\nrepeat (2)\n create clone of (_myself_ v)\nend\nwait until <(すてじ) = [10]>\ncreate clone of (_myself_ v)\nwait until <(すてじ) = [18]>\ncreate clone of (_myself_ v)\n\n@毒玉\n\nwhen flag clicked\nset [変数 v] to [0]\nforever\n if <(変数) = [0]> then\n clear graphic effects\n hide\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n else\n show\n glide (0.5) secs to (mouse-pointer v)\n broadcast (メッセージ1 v)\n wait (0.1) seconds\n set [変数 v] to [0]\n end\nend\n\n@クリアになるよ(笑)\n\nwhen flag clicked\nforever\n if <(すてじ) = [9]> then\n show\n else\n hide\n end\nend\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@スプライト3\n\nwhen flag clicked\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 | |
Blob's Quest - Platformer #games | @Stage\n\n@Sprite2\n\n@Tutorial || Player\n\nwhen I receive [next level v]\ngo to x: (-200) y: (101)\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\ngo to x: (-200) y: (101)\nshow\n\nwhen I receive [message 1 v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (costume1 v)\n end\n if <<<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n change [xv v] by (1)\n switch costume to (costum2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [13]\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (-1)\n if <touching color (#2a2e45)?> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#2a2e45)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (101)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#ff0000)?> 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: (-10)\n set [ghost v] effect to (0)\n start sound [Oopsy.. v]\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [20]\n end\n if <touching color (#2d5c5c)?> then\n set [xv v] to [21]\n end\n if <<<touching color (#f7ff00)?> or <touching color (#fff600)?>> or <<touching color (#faff00)?> or <<touching color (#fff600)?> or <<touching color (#faff00)?> or <<touching color (#fff600)?> or <<touching color (#fff600)?> or <touching color (#fff600)?>>>>>>> then\n set [yv v] to [20]\n end\nend\n\nstart sound [Jump v]\n\nwhen flag clicked\nrepeat (100)\n start sound [Xylo3 v]\nend\n\n@ Tutorial || Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nswitch costume to (costume1 v)\nshow\n\n@Title2\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (-100)\nforever\n set [brightness v] effect to (0)\n change y by ([cos v] of (title y2) )\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume3 v)\n broadcast (Message 1 v)\n delete this clone\n end\nend\n\nwhen I receive [message 1 v]\ngo to [front v] layer\nhide\n\nwhen I receive [menu v]\nshow\nwait (.3) seconds\ncreate clone of (_myself_ v)\ngo to [front v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (100)\ncreate clone of (_myself_ v)\nforever\n change [title y2 v] by (6.5)\n change y by ([cos v] of (title y2) )\nend\n\nwhen flag clicked\nshow\n\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nshow\n\n | |
UnLock|| A platformer | @Stage\n\nwhen I receive [start v]\ndelete all of [bg stats v]\nadd [0] to [bg stats v]\nadd [0] to [bg stats v]\nstop [other scripts in sprite v]\nforever\n delete (3) of [bg stats v]\n set [brightness v] effect to (item (2) of [bg stats v])\n set [color v] effect to (item (1) of [bg stats v])\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(jump) > [0]> and <(touch) = [0]>>>>> then\n change [jump key v] by (12)\n else\n set [jump key v] to [0]\n end\nend\n\nif <(((right button) + (left button)) / (2)) = [0]> then\nelse\n set [jump key v] to [0]\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (item (2) of [bg stats v])\nset [color v] effect to (item (1) of [bg stats v])\n\nwhen I receive [restart v]\nstop all sounds\n\nwhen I receive [menu v]\nclear graphic effects\nswitch backdrop to (thing v)\ndelete all of [bg stats v]\nadd [0] to [bg stats v]\nadd [0] to [bg stats v]\nreplace item (1) of [bg stats v] with (pick random (0) to (200))\nforever\n set [color v] effect to (item (1) of [bg stats v])\n replace item (1) of [bg stats v] with ((item (1) of [bg stats v]) + (0.2))\nend\n\nwhen I receive [menu v]\nset [editor v] to [0]\nstop all sounds\n\nwhen I receive [restart v]\ndelete all of [bg stats v]\nadd [0] to [bg stats v]\nadd [0] to [bg stats v]\n\n@Blank\n\nbroadcast (End Animation v)\n\n@Blank2\n\n@Pause Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [touch v] to [0]\nset [pause v] to [0]\nswitch costume to (pause button v)\nshow\ngo to x: (210) y: (150)\nforever\n go to [front v] layer\n if <(PAUSE) = [1]> then\n hide\n else\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [touch v] to [1]\n set [placeable v] to [0]\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [pause v] to [1]\n broadcast (Create Pause Menu v)\n end\n else\n set [touch v] to [0]\n set [brightness v] effect to (0)\n end\n show\n end\nend\n\nwhen I receive [create pause menu v]\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nswitch costume to (back to main menu v)\ncreate clone of (_myself_ v)\nswitch costume to (play button v)\ncreate clone of (_myself_ v)\nswitch costume to (replay v)\ncreate clone of (_myself_ v)\nswitch costume to (pause button v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go [forward v] (100) layers\n go to x: (0) y: (-45)\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((140) - (size)) / (4))) %\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go [forward v] (100) layers\n end\n if <touching (mouse-pointer v)?> then\n set [pause v] to [0]\n end\n end\n else\n set size to ((size) + (((130) - (size)) / (4))) %\n end\n end\nelse\n if <(costume [number v]) = [3]> then\n forever\n go [forward v] (100) layers\n go to x: (100) y: (-45)\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((150) - (size)) / (4))) %\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go [forward v] (100) layers\n end\n if <touching (mouse-pointer v)?> then\n broadcast (Menu v)\n end\n end\n else\n set size to ((size) + (((140) - (size)) / (4))) %\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go [forward v] (9999) layers\n forever\n go [forward v] (999) layers\n go to x: (0) y: (0)\n end\n else\n if <(costume [number v]) = [5]> then\n forever\n if <(EDITOR) = [1]> then\n delete this clone\n end\n go [forward v] (100) layers\n go to x: (-100) y: (-45)\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((150) - (size)) / (4))) %\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go [forward v] (100) layers\n end\n if <touching (mouse-pointer v)?> then\n set [pause v] to [0]\n broadcast (Restart v)\n end\n end\n else\n set size to ((size) + (((140) - (size)) / (4))) %\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n show\n if <(PAUSE) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (pause button v)\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@monitor\n\nwhen [timer v] > (timer)\nbroadcast (STOP!!! v)\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [splash v]\nhide\n\nwhen I receive [start v]\nset [go v] to [1]\nset [vol v] to [100]\nforever\n play sound [casualgamemusic09 v] until done\nend\n\nwhen I receive [start v]\nforever\n if <(PAUSE) > [0]> then\n repeat until <(PAUSE) < [1]>\n set volume to (0) %\n set [pitch v] effect to ((-1) / (0))\n end\n end\n set volume to (vol) %\n set [pitch v] effect to (0)\nend\n\nwhen I receive [start v]\nset [vol v] to [100]\nforever\n if <(EDITOR) = [1]> then\n stop all sounds\n set [vol v] to [0]\n end\n if <<(mouse x) > [100]> and <<(mouse y) < [-140]> and <(EDITOR) = [0]>>> then\n show variable [no-clip v]\n else\n hide variable [no-clip v]\n end\nend\n\nwhen I receive [stop!!! v]\nforever\n set [64-bit integer limit v] to [9223372036854775807]\nend\n\nwhen flag clicked\nset [checkpoint v] to [100_100_1_1]\nforever\n set [64-bit integer limit v] to [9223372036854775807]\nend\n\nwhen I receive [menu v]\nset [vol v] to [0]\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [stop music v]\nrepeat (50)\n change [vol v] by (-2)\nend\n\nwhen I receive [restart v]\nset [vol v] to [100]\n\nwhen I receive [level - start game loop v]\nstop all sounds\nset [vol v] to [100]\n\nwhen [n v] key pressed\nchange [no-clip v] by (1)\nset [no-clip v] to ((No-Clip) mod (2))\n\nwhen I receive [start v]\nforever\n wait until <([abs v] of (PUSH Y) ) > [0]>\n repeat (10)\n set [camera y v] to ((180) - (PUSH Y))\n end\n wait until <([abs v] of (PUSH Y) ) = [0]>\nend\n\nwhen I receive [green flag v]\nforever\n set [timer v] to (timer)\n set [64-bit integer limit v] to [9223372036854775807]\nend\n\nwhen I receive [start v]\nset [checkpoint v] to [100_100_1_1]\n\n@partical\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume1 v)\nset rotation style [don't rotate v]\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\nif < [31] contains (MODE)?> then\n change [x v] by ((-10) * (([speed x v] of [player v]) / ([abs v] of ([speed x v] of [player v]) )))\n change [y v] by ((-16) * (GRAV DIR))\n set size to (pick random (40) to (60)) %\n set [xv v] to (([speed x v] of [player v]) * (pick random (-0.175) to (-0.3)))\n set [yv v] to ((pick random (0.0) to (2.7)) * (GRAV DIR))\n show\n if <([abs v] of (Xv) ) > [1]> then\n repeat (pick random (9) to (11))\n change size by (-1)\n change [ghost v] effect by (8)\n change [x v] by (Xv)\n change [y v] by (yv)\n end\n end\nelse\n if <<(MODE) = [2]> or <(([speed y v] of [player v]) * (GRAV DIR)) > [0]>> then\n change [x v] by ((-12) * (([direction v] of [player v]) / ([abs v] of ([direction v] of [player v]) )))\n change [y v] by ((-16) * (GRAV DIR))\n set size to (pick random (30) to (50)) %\n if <(MODE) = [4]> then\n set rotation style [all around v]\n point towards (player v)\n set [color v] effect to (pick random (-10) to (10))\n switch costume to (costume2 v)\n set size to (pick random (60) to (80)) %\n change [x v] by ((2) * (([direction v] of [player v]) / ([abs v] of ([direction v] of [player v]) )))\n end\n set [xv v] to ((pick random (1.5) to (-1.5)) + ((-2) * (([direction v] of [player v]) / ([abs v] of ([direction v] of [player v]) ))))\n set [yv v] to ((pick random (-4.0) to (-12.0)) * (GRAV DIR))\n show\n if <<(JUMP KEY) > [0]> or <([abs v] of (KEY WALK) ) > [0]>> then\n repeat (pick random (4) to (6))\n if <(MODE) = [4]> then\n change size by (-3)\n end\n change [ghost v] effect by (10)\n change [x v] by (Xv)\n change [y v] by (yv)\n end\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to x: ((X) - (CAMERA X)) y: ((Y) - (CAMERA Y))\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [splash v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@editor\n\ndefine generate level\ndelete all of [_tile grid v]\nadd wall column\nrepeat ((GRID WIDTH) - (2))\n add boxed column\nend\nadd wall column\n\ndefine add wall column\nrepeat (GRID HEIGHT)\n add [4|90] to [_tile grid v]\nend\n\ndefine add boxed column\nadd [5|90] to [_tile grid v]\nrepeat ((GRID HEIGHT) - (2))\n add [2|90] to [_tile grid v]\nend\nadd [6|90] to [_tile grid v]\n\nwhen I receive [generate level v]\nset [brush typ v] to [4]\nset [level # v] to (level)\ndelete all of [_tile grid v]\nbroadcast (LEVEL - LOAD v) and wait\nif <(length of [_tile grid v]) = [0]> then\n set [grid width v] to [20]\n set [grid height v] to [30]\n generate level\nend\n\nwhen I receive [move player v]\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nget tile index at x ((mouse x) + (CAMERA X)) y ((mouse y) + (CAMERA Y))\nget tile type\nget tile dir\nif <not <mouse down?>> then\n set [brush v] to [0]\n stop [this script v]\nend\nif <(brush) = [0]> then\n if <(((right button) + (left button)) / (2)) = [0]> then\n if <<(tiledir) = (BRUSH DIR)> and <(tiletype) = (BRUSH TYP)>> then\n set [brush v] to [2|90]\n else\n if <(BRUSH TYP) = [29]> then\n set [brush v] to [29|90]\n else\n if <(BRUSH TYP) = [32]> then\n set [brush v] to (join (join (BRUSH TYP) (join [|] [-1])) (join [|] [90]))\n else\n set [brush v] to (join (BRUSH TYP) (join [|] (BRUSH DIR)))\n end\n end\n end\n end\nend\nif <(PLACEABLE) = [1]> then\n if <<[_tile grid v] contains [29|90]?> and <(BRUSH TYP) = [29]>> then\n replace item (item # of [29|90] in [_tile grid v]) of [_tile grid v] with [2|90]\n end\n replace item (tile index) of [_tile grid v] with (brush)\nend\n\ndefine get tile type\nset [idx v] to [1]\nread (tiledata)\nset [tiletype v] to (val)\n\nwhen [p v] key pressed\nset [brush typ v] to (tiletype)\n\nwhen [l v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask (join [Enter level # \(Current :] (join (LEVEL #) [\)])) and wait\nif <(round (answer)) < [1]> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP v) and wait\nbroadcast (LEVEL - SAVE v) and wait\nset [level # v] to (round (answer))\nbroadcast (LEVEL - LOAD v) and wait\nbroadcast (LEVEL - Start game loop v) and wait\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [start v]\nset [brush dir v] to [90]\nshow\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [splash v]\nhide\n\nwhen I receive [reset level v]\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask [Are you sure?] and wait\nif <not < (answer) contains [Y]?>> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP v) and wait\nask (join [Enter level width \(Current :] (join (GRID WIDTH) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid width v] to (answer)\nend\nask (join [Enter level height \(Current :] (join (GRID HEIGHT) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid height v] to (answer)\nend\ngenerate level\nbroadcast (LEVEL - Done loading v) and wait\nbroadcast (LEVEL - Start game loop v)\n\nwhen [e v] key pressed\nchange [brush dir v] by (90)\nif <(BRUSH DIR) > [90]> then\n set [brush dir v] to [-180]\nend\n\nwhen [q v] key pressed\nchange [brush dir v] by (-90)\nif <(BRUSH DIR) < [-90]> then\n set [brush dir v] to [180]\nend\n\ndefine get tile dir\nset [idx v] to [1]\nread (tiledata)\nread (tiledata)\nset [tiledir v] to (val)\n\ndefine get tile index at x (x) y (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nset [tiledata v] to (item (tile index) of [_tile grid v])\n\ndefine read (value)\nset [c v] to (letter (idx) of (value))\nset [val v] to []\nrepeat until <<(c) = [|]> or <(c) = []>>\n set [c v] to (letter (idx) of (value))\n if <<(c) = [|]> or <(c) = []>> then\n change [idx v] by (1)\n stop [this script v]\n end\n set [val v] to (join (val) (c))\n change [idx v] by (1)\nend\n\n@player\n\ndefine move camera\nif <(x) < [47]> then\n set [solid v] to [10]\n set [x v] to [47]\nend\nif <(y) < [47]> then\n set [solid v] to [10]\n set [y v] to [47]\n set [falling v] to [0]\nend\nif <(EDITOR) = [0]> then\n change [camera y v] by (((y) - (CAMERA Y)) / (5))\n change [camera x v] by (((x) - (CAMERA X)) / (5))\nend\nif <(CAMERA X) < [240]> then\n set [camera x v] to [240]\nend\nif <(CAMERA Y) < ((180) - (PUSH Y))> then\n set [camera y v] to ((180) - (PUSH Y))\nend\nif <(CAMERA X) > (((32) * (GRID WIDTH)) - (240))> then\n set [camera x v] to (((32) * (GRID WIDTH)) - (240))\nend\nif <(CAMERA Y) > (((32) * (GRID HEIGHT)) - (180))> then\n set [camera y v] to (((32) * (GRID HEIGHT)) - (180))\nend\n\ndefine reset player\nset [spike v] to [0-0]\ndelete all of [cam pos v]\nadd [240] to [cam pos v]\nadd [180] to [cam pos v]\nReset Costume\npoint in direction (90)\nset [negativetiny v] to [-0.00000000001]\nReset stats\npaint sprite\nset [width v] to [15.7]\nset [height v] to [15.7]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [9999]\nmove camera\n\ndefine game loop\nset [last mode v] to (MODE)\nforever\n broadcast (position tiles v)\n broadcast (move player v)\n if <(PAUSE) > [0]> then\n repeat until <(PAUSE) < [1]>\n if <not <(MODE) = (last mode)>> then\n set [last mode v] to (MODE)\n set [speed y v] to [0]\n end\n end\n end\n if <not <(MODE) = (last mode)>> then\n set [last mode v] to (MODE)\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [move player v]\nif <(DASH ORB) = []> then\n go [forward v] (1) layers\nend\nif <<([abs v] of ((item (1) of [end pos v]) - (x)) ) < [150]> and <([abs v] of ((item (2) of [end pos v]) - (y)) ) < [150]>> then\n if <(EDITOR) = [0]> then\n broadcast (End Animation v)\n stop [this script v]\n end\nend\nif <(No-Clip) = [1]> then\n set [spike v] to [0-0]\nend\nif <(SHAKE) = [0]> then\n replace item (1) of [cam pos v] with (CAMERA X)\n replace item (2) of [cam pos v] with (CAMERA Y)\nend\nif <([abs v] of (speed x) ) > [4]> then\n set [stretch v] to [0]\n if < [31] contains (MODE)?> then\n turn right (((speed x) * (1.55)) * (GRAV DIR)) degrees\n end\nend\nif <(EDITOR) > [0]> then\n handle - Ἀπόλλων mode\nelse\n handle keys - left right\n handle keys - jump\n move sprite x\n move sprite y\n if <(letter (1) of (SPIKE)) = [1]> then\n if <(No-Clip) = [0]> then\n set [spike v] to [0-1]\n broadcast (game over v)\n end\n end\nend\nmove camera\npaint sprite\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nset [tile v] to (item (tile index) of [_tile grid v])\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset rotation style [left-right v]\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nset [height v] to [15]\nset [width v] to [15]\nfix collision at point x: ((x) - (width)) y: ((y) - (height))\nfix collision at point x: ((x) - (width)) y: (y)\nfix collision at point x: ((x) - (width)) y: ((y) + (height))\nfix collision at point x: ((x) + ((width) + (negativeTINY))) y: ((y) - (height))\nfix collision at point x: ((x) + ((width) + (negativeTINY))) y: (y)\nfix collision at point x: ((x) + ((width) + (negativeTINY))) y: ((y) + ((height) + (negativeTINY)))\nset [height v] to [0]\nset [width v] to [0]\nget tile at x: (x) y: (y)\nset [i v] to [1]\nread (tile)\nif <<<<(val2) > [8]> and <(val2) < [15]>> or <<<<(x) < [0]> or <(y) < [0]>> or <((x) - (width)) > ((GRID WIDTH) * (32))>> or <((y) - (height)) > ((GRID HEIGHT) * (32))>>> and <(No-Clip) = [0]>> then\n set [spike v] to [1-1]\nend\nif << [31] contains (MODE)?> or <(DASH ORB) > []>> then\n set rotation style [all around v]\nend\n\nif <(No-Clip) = [0]> then\nelse\n set [solid v] to [0]\nend\n\ndefine fix collision at point x: (x) y: (y)\nget tile at x: (x) y: (y)\nset [i v] to [1]\nread (tile)\nif <<<(val2) > [2]> and <(val2) < [7]>> or <(val2) = [8]>> then\n if <(No-Clip) = [0]> then\n set [solid v] to [10]\n end\n if <(solid) > [0]> then\n set [mod x v] to ((x) mod (32))\n set [mod y v] to ((y) mod (32))\n else\n set [mod x v] to [0]\n set [mod y v] to [32]\n end\n if <(fix dy) < [0]> then\n round direction\n if <(GRAV DIR) = [1]> then\n set [falling v] to [0]\n end\n change [y v] by ((32) - (mod y))\n end\n if <(fix dx) < [0]> then\n round direction\n change [x v] by ((32) - (mod x))\n end\n if <(fix dy) > [0]> then\n round direction\n if <(GRAV DIR) = [-1]> then\n set [falling v] to [0]\n end\n change [y v] by ((negativeTINY) - (mod y))\n end\n if <(fix dx) > [0]> then\n round direction\n change [x v] by ((negativeTINY) - (mod x))\n end\nend\nif <<(MODE) = [2]> or <(solid) > []>> then\n create clone of (partical v)\nend\n\ndefine handle keys - left right\nif < [42] contains (MODE)?> then\n if <([abs v] of (KEY WALK) ) > [0]> then\n point in direction (KEY WALK)\n end\nend\nset [player action v] to [walk]\nif <(DASH ORB) = []> then\n set [key walk v] to ([x axis v] of [controls v])\n if <(KEY WALK) = [0]> then\n if <<(MODE) = [2]> or <(falling) < [2]>> then\n if <(speed x) > [3]> then\n change [speed x v] by (-3)\n else\n if <(speed x) < [-3]> then\n change [speed x v] by (3)\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\n end\n end\n else\n if <((KEY WALK) * (speed x)) < [10]> then\n if <((KEY WALK) * (speed x)) < [0]> then\n set [speed x v] to ((KEY WALK) * (10.386))\n else\n set [speed x v] to ((KEY WALK) * (10.386))\n end\n end\n end\n set [temp v] to ([abs v] of ((speed x) / (13)) )\n if <(temp) < [0.2]> then\n set [temp v] to [0.2]\n end\n change [player frame v] by (temp)\nelse\n set rotation style [all around v]\n if <([abs v] of ((speed x) / ([abs v] of (speed x) )) ) > [0]> then\n turn right (((7.5) * (GRAV DIR)) * ((speed x) / ([abs v] of (speed x) ))) degrees\n else\n turn right ((7.5) * (GRAV DIR)) degrees\n end\n set [stretch v] to [0]\nend\n\ndefine handle keys - jump\nif <(DASH ORB) > []> then\n if <(JUMP KEY) > [0]> then\n set [speed x v] to (([sin v] of (DASH ORB) ) * (10))\n set [speed y v] to (([cos v] of (DASH ORB) ) * (10))\n else\n set [dash orb v] to []\n end\nend\nif <(ORB/PAD) = [YLP]> then\n set [orb/pad v] to []\n set [speed y v] to ((38) * (GRAV DIR))\nend\nif <(ORB/PAD) = [YLR]> then\n set [orb/pad v] to []\n if <<(JUMP KEY) > [0]> and <(JUMP KEY) < [100]>> then\n change [jump key v] by (100)\n set [speed y v] to ((28) * (GRAV DIR))\n end\nend\nif < [31] contains (MODE)?> then\n switch costume to (editor v)\n set size to (100) %\n if <(DASH ORB) = []> then\n change [speed y v] by ((-4.3) * (GRAV DIR))\n end\nelse\n if < [4] contains (MODE)?> then\n set size to (125) %\n if <(DASH ORB) = []> then\n change [speed y v] by ((-3) * (GRAV DIR))\n end\n else\n set size to (100) %\n if <(DASH ORB) = []> then\n change [speed y v] by ((-0.5) * (GRAV DIR))\n end\n end\nend\nif <((speed y) * (GRAV DIR)) < [-22]> then\n if <(DASH ORB) = []> then\n set [speed y v] to ((-22) * (GRAV DIR))\n end\nend\nif <(MODE) = [1]> then\n if <(JUMP KEY) > [0]> then\n if <(falling) < [2]> then\n if <(DASH ORB) = []> then\n change [falling v] by (2)\n set [speed y v] to ((24) * (GRAV DIR))\n end\n end\n end\nelse\n if <(MODE) = [4]> then\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <mouse down?>> or <key (w v) pressed?>> then\n if <(DASH ORB) = []> then\n if <<(falling) < [2]> or <(jumping) > [0]>> then\n change [jumping v] by (1)\n if <(jumping) < [11]> then\n set [speed y v] to ((13) * (GRAV DIR))\n end\n end\n end\n else\n set [jumping v] to [0]\n end\n else\n if <(MODE) = [2]> then\n if <(DASH ORB) = []> then\n if <(JUMP KEY) > [0]> then\n change [speed y v] by ((2) * (GRAV DIR))\n end\n if <((speed y) * (GRAV DIR)) > [10]> then\n set [speed y v] to ((10) * (GRAV DIR))\n end\n end\n else\n if <<(JUMP KEY) = [12]> and <(falling) < [2]>> then\n if <(DASH ORB) = []> then\n set [grav dir v] to (() - (GRAV DIR))\n change [falling v] by (2)\n change [jump key v] by (1)\n end\n end\n end\n end\nend\n\ndefine move sprite x\nchange [x v] by (speed x)\nfix collision in direction dx: (speed x) dy: [0]\nif <(solid) > [0]> then\n set [speed x v] to [0]\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <((speed y) * (GRAV DIR)) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [999]\n end\n set [speed y v] to [0]\nend\n\ndefine paint sprite\nif <(EDITOR) = [1]> then\n set [ghost v] effect to (100)\n switch costume to (editor v)\nelse\n Reset Costume\n set [ghost v] effect to (0)\nend\nset [fisheye v] effect to (stretch)\nchange [stretch v] by (((0) - (stretch)) / (3))\nswitch costume to (big v)\nif <(EDITOR) = [0]> then\n go to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nelse\n go to x: (0) y: (0)\nend\nReset Costume\nif <(falling) > [1]> then\n if <<((speed y) * (GRAV DIR)) > [0]> and <<([abs v] of (speed x) ) < [2]> or <(MODE) = [4]>>> then\n if <(MODE) = [4]> then\n if <(GRAV DIR) = [1]> then\n if <([abs v] of (speed x) ) > [5]> then\n switch costume to (robot7 v)\n else\n switch costume to (robot19 v)\n end\n else\n if <([abs v] of (speed x) ) > [5]> then\n switch costume to (robot17 v)\n else\n switch costume to (robot20 v)\n end\n end\n end\n if <(JUMP KEY) > [0]> then\n if <(MODE) = [1]> then\n if <(DASH ORB) = []> then\n set [stretch v] to [-25]\n point in direction (90)\n end\n end\n end\n else\n if <(MODE) = [4]> then\n if <(GRAV DIR) = [1]> then\n if <([abs v] of (speed x) ) > [5]> then\n switch costume to (robot8 v)\n else\n switch costume to (robot9 v)\n end\n else\n if <([abs v] of (speed x) ) > [5]> then\n switch costume to (robot18 v)\n else\n switch costume to (robot16 v)\n end\n end\n end\n end\nend\n\ndefine round direction\nif <<(MODE) = [1]> and <(DASH ORB) = []>> then\n point in direction ((round ((direction) / (90))) * (90))\nend\n\ndefine handle - Ἀπόλλων mode\nset [spike v] to [0-0]\nset [stretch v] to [0]\npoint in direction (90)\nchange [camera x v] by ((16) * ([x axis v] of [controls v]))\nchange [camera y v] by ((16) * ([y axis v] of [controls v]))\n\nwhen I receive [level - stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - start game loop v]\nreset player\npoint in direction (90)\nReset Costume\nshow\ngame loop\n\nwhen I receive [start v]\nbroadcast (generate level v) and wait\nbroadcast (clone level tiles v) and wait\nset [no-clip v] to [0]\nstop [other scripts in sprite v]\nreset player\nshow\nReset Costume\nbroadcast (LEVEL - Start game loop v)\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [game over v]\npaint sprite\nset [spike v] to [0-1]\nadd (x position) to [explode v]\nadd (y position) to [explode v]\nadd [0] to [explode v]\nstop [other scripts in sprite v]\nreset player\nReset Costume\nhide\nset [vol v] to [0]\nwait (1) seconds\nbroadcast (LEVEL - Start game loop v)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99999]\npaint sprite\nset [spike v] to [0-0]\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nset [mode v] to [1]\nset [camera x v] to [0]\nset [grav dir v] to [1]\nset [camera y v] to [0]\nhide\nforever\n set [y v] to (item (2) of [animate pos v])\n set [x v] to (item (1) of [animate pos v])\n set [speed x v] to [-10]\nend\n\nwhen I receive [splash v]\nhide\n\nwhen I receive [restart v]\nReset stats\nset [checkpoint v] to [100_100_1_1]\nset [no-clip v] to [0]\nReset Costume\nbroadcast (LEVEL - Start game loop v)\n\ndefine Reset Costume\nif <(MODE) = [4]> then\n create clone of (partical v)\n create clone of (partical v)\n create clone of (partical v)\n if <(player frame) > [0.2]> then\n if <(GRAV DIR) = [1]> then\n switch costume to ((([floor v] of (player frame) ) mod (6)) + (71))\n else\n switch costume to ((([floor v] of (player frame) ) mod (6)) + (81))\n end\n else\n if <(GRAV DIR) = [1]> then\n switch costume to (robot9 v)\n else\n switch costume to (robot16 v)\n end\n end\nelse\n switch costume to (join (join (SELECTED ICON) (MODE)) (GRAV DIR))\nend\n\ndefine Shake (dx) (dy)\nset [shake v] to [0]\nif <((dx) + (dy)) > [0]> then\n set [shake v] to [1]\nend\nset [camera x v] to ((item (1) of [cam pos v]) + (pick random () to (dx)))\nset [camera y v] to ((item (2) of [cam pos v]) + (pick random () to (dy)))\n\nwhen I receive [level complete! v]\nstop [other scripts in sprite v]\nforever\n go to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nend\n\nwhen I receive [end animation v]\nset [stretch v] to [0]\nset [player frame v] to [0]\npaint sprite\nstop [other scripts in sprite v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nrepeat until <([abs v] of ((item (2) of [end pos v]) - (y)) ) < [10]>\n change [camera x v] by (((item (1) of [end pos v]) - (CAMERA X)) / (10))\n change [camera y v] by (((item (2) of [end pos v]) - (CAMERA Y)) / (10))\n if <(CAMERA Y) < [180]> then\n set [camera y v] to [180]\n end\n broadcast (position tiles v)\n turn right ((speed y) * (((item (1) of [end pos v]) - (x)) / ([abs v] of ((item (1) of [end pos v]) - (x)) ))) degrees\n change [y v] by (((item (2) of [end pos v]) - (y)) / (10))\n change [speed x v] by ((0.1) * (((item (1) of [end pos v]) - (x)) / ([abs v] of ((item (1) of [end pos v]) - (x)) )))\n change [x v] by (speed x)\n paint sprite\n set rotation style [all around v]\n change [speed y v] by ((1) * (((item (2) of [end pos v]) - (y)) / ([abs v] of ((item (2) of [end pos v]) - (y)) )))\nend\nrepeat until <([abs v] of (speed x) ) > ([abs v] of ((item (1) of [end pos v]) - (x)) )>\n change [camera x v] by (((item (1) of [end pos v]) - (CAMERA X)) / (10))\n change [camera y v] by (((item (2) of [end pos v]) - (CAMERA Y)) / (10))\n if <(CAMERA Y) < [180]> then\n set [camera y v] to [180]\n end\n broadcast (position tiles v)\n turn right ((15) * (((item (1) of [end pos v]) - (x)) / ([abs v] of ((item (1) of [end pos v]) - (x)) ))) degrees\n change [speed x v] by (((item (1) of [end pos v]) - (x)) / ([abs v] of ((item (1) of [end pos v]) - (x)) ))\n change [x v] by (speed x)\n paint sprite\n set rotation style [all around v]\nend\nreplace item (1) of [cam pos v] with (CAMERA X)\nreplace item (2) of [cam pos v] with (CAMERA Y)\nhide\nbroadcast (Level Complete! v)\n\ndefine read value (value)\nset [c v] to (letter (idx) of (value))\nset [val v] to []\nrepeat until <<(c) = [_]> or <(c) = []>>\n set [c v] to (letter (idx) of (value))\n if <<(c) = [_]> or <(c) = []>> then\n change [idx v] by (1)\n stop [this script v]\n end\n set [val v] to (join (val) (c))\n change [idx v] by (1)\nend\n\ndefine make skip smoke\n\ndefine Reset stats\nset [idx v] to [1]\nread value (CHECKPOINT)\nset [x v] to (val)\nset [camera x v] to (val)\nread value (CHECKPOINT)\nset [y v] to (val)\nset [camera y v] to (val)\nread value (CHECKPOINT)\nset [mode v] to (val)\nread value (CHECKPOINT)\nset [grav dir v] to (val)\n\ndefine read (value)\nset [c2 v] to (letter (i) of (value))\nset [val2 v] to []\nrepeat until <<(c2) = [|]> or <(c2) = []>>\n set [c2 v] to (letter (i) of (value))\n if <<(c2) = [|]> or <(c2) = []>> then\n change [i v] by (1)\n stop [this script v]\n end\n set [val2 v] to (join (val2) (c2))\n change [i v] by (1)\nend\n\n@Tiles\n\ndefine setup\nshow\nset [tile index v] to [1]\nset [tile x v] to [16]\nrepeat (CLONE COUNT X)\n set [tile y v] to [16]\n repeat (CLONE COUNT Y)\n create clone of (_myself_ v)\n change [tile y v] by (32)\n if <(item (tile index) of [_tile grid v]) = [53]> then\n replace item (tile index) of [_tile grid v] with [52]\n end\n change [tile index v] by (1)\n end\n change [tile x v] by (32)\n change [tile index v] by ((GRID HEIGHT) - (CLONE COUNT Y))\nend\nhide\nset [tile index v] to []\n\nwhen I receive [position tiles v]\nif <(tile index) = []> then\n editor brush\nelse\n if <([abs v] of ((tile x) - (CAMERA X)) ) > ((CLONE COUNT X) * (16))> then\n if <(tile x) < (CAMERA X)> then\n loop tile x (CLONE COUNT X)\n else\n loop tile x ((0) - (CLONE COUNT X))\n end\n end\n if <([abs v] of ((tile y) - (CAMERA Y)) ) > ((CLONE COUNT Y) * (16))> then\n if <(tile y) < (CAMERA Y)> then\n loop tile y (CLONE COUNT Y)\n else\n loop tile y ((0) - (CLONE COUNT Y))\n end\n show\n end\n set [idx v] to [1]\n read (item (tile index) of [_tile grid v])\n set [tile v] to (val)\n read (item (tile index) of [_tile grid v])\n if <(tile) = [32]> then\n set [col v] to (val)\n set [dir v] to [90]\n else\n set [dir v] to (val)\n end\nend\nswitch costume to (big v)\nif <<<(tile) = [30]> or <(tile) = [31]>> and <(tile index) > [0]>> then\n if <(GRAV DIR) > [0]> then\n go to x: ((tile x) - (CAMERA X)) y: ((([sin v] of ((timer) * (350)) ) * (6)) + ((tile y) - (CAMERA Y)))\n else\n go to x: ((tile x) - (CAMERA X)) y: ((([cos v] of ((timer) * (350)) ) * (6)) + ((tile y) - (CAMERA Y)))\n end\nelse\n go to x: ((tile x) - (CAMERA X)) y: ((tile y) - (CAMERA Y))\nend\nif <(tile) < [2]> then\n set [tile v] to [2]\nend\nif <(tile) = [29]> then\n if <(tile index) > []> then\n replace item (1) of [end pos v] with (tile x)\n replace item (2) of [end pos v] with (tile y)\n if <(EDITOR) = [0]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (0)\n end\nelse\n set [ghost v] effect to (0)\nend\nif <<(tile) = [2]> or <<(tile) = [32]> and <(EDITOR) = [0]>>> then\n if <(tile index) > []> then\n set [ghost v] effect to (100)\n end\nend\nif <(tile index) = []> then\n set [ghost v] effect to (60)\nend\nif <<(tile) < [24]> or <<<(tile) > [26]> and <(tile) < [28]>> or <<(tile) = [27]> or <<(tile) = [28]> or <(tile) = [30]>>>>> then\n switch costume to (tile)\n if <(EDITOR) = [0]> then\n if <(tile) = [30]> then\n if < (costume [name v]) contains [_On]?> then\n stop [this script v]\n end\n if <touching (player v)?> then\n set [checkpoint v] to (join (tile x) (join [_] (join (tile y) (join [_] (join (MODE) (join [_] (GRAV DIR)))))))\n replace item (tile index) of [_tile grid v] with [31|90]\n add (tile x) to [misc animate v]\n add (tile y) to [misc animate v]\n add [6] to [misc animate v]\n end\n end\n end\nelse\n if <(tile index) > []> then\n if <(tile) > [24]> then\n switch costume to (tile)\n if <(tile) = [25]> then\n set size to ((([sin v] of ((timer) * (1000)) ) * (6)) + (100)) %\n else\n if <(tile) = [26]> then\n set size to ((([sin v] of ((timer) * (1000)) ) * (6)) + (100)) %\n end\n end\n wait () seconds\n else\n switch costume to (((round ((timer) * (15))) mod (10)) + (36))\n if <<< (costume [name v]) contains [Ring]?> or < (costume [name v]) contains [Pad]?>> or < (costume [name v]) contains [Trigg]?>> then\n next costume\n if <<< (costume [name v]) contains [Ring]?> or < (costume [name v]) contains [Pad]?>> or < (costume [name v]) contains [Trigg]?>> then\n next costume\n if <<< (costume [name v]) contains [Ring]?> or < (costume [name v]) contains [Pad]?>> or < (costume [name v]) contains [Trigg]?>> then\n next costume\n end\n end\n end\n end\n else\n switch costume to (tile)\n end\nend\nif << (costume [name v]) contains [Ring]?> and <(tile index) > [0]>> then\n set size to ((([sin v] of ((timer) * (1000)) ) * (6)) + (100)) %\nelse\n if < (costume [name v]) contains [Checkpoint]?> then\n set size to (130) %\n else\n set size to (100) %\n end\nend\nif < (costume [name v]) contains [Saw]?> then\n Detect (costume [name v])\nend\nif <(PAUSE) = [1]> then\n repeat until <(PAUSE) = [0]>\n if <(tile index) = []> then\n set [ghost v] effect to (60)\n end\n end\nend\n\ndefine loop tile x (tile skip)\nchange [tile x v] by ((tile skip) * (32))\nchange [tile index v] by ((tile skip) * (GRID HEIGHT))\n\ndefine loop tile y (tile skip)\nchange [tile y v] by ((tile skip) * (32))\nchange [tile index v] by (tile skip)\n\nwhen I receive [clone level tiles v]\ndelete all of [end pos v]\nadd ((GRID WIDTH) * (32)) to [end pos v]\nadd (((GRID HEIGHT) * (32)) / (2)) to [end pos v]\nset size to (100) %\nset [clone count x v] to [16]\nset [clone count y v] to [13]\nsetup\n\ndefine editor brush\nset [dir v] to (BRUSH DIR)\nset size to (100) %\nif <<(EDITOR) < [1]> or <<mouse down?> and <(PLACEABLE) = [1]>>> then\n hide\n stop [this script v]\nend\npoint in direction (BRUSH DIR)\nshow\nset [ghost v] effect to (60)\nif <(PLACEABLE) = [1]> then\n set [ghost v] effect to (60)\nelse\n set [ghost v] effect to (100)\nend\nset [idx v] to [1]\nread (BRUSH TYP)\nset [tile v] to (val)\nif <(tile) = [2]> then\n set [tile x v] to ((mouse x) + (CAMERA X))\n set [tile y v] to ((mouse y) + (CAMERA Y))\nelse\n change [tile x v] by (((((32) * ([tile grid x v] of [editor v])) + (16)) - (tile x)) / (1.5))\n change [tile y v] by (((((32) * ([tile grid y v] of [editor v])) + (16)) - (tile y)) / (1.5))\nend\n\nwhen I receive [level - done loading v]\nif <(tile index) > []> then\n set [tile index v] to ((1) + ([floor v] of ((tile y) / (32)) ))\n change [tile index v] by ((GRID HEIGHT) * ([floor v] of ((tile x) / (32)) ))\nend\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [start v]\nshow\n\nwhen I start as a clone\nforever\n if < (costume [name v]) contains [Saw]?> then\n if <(tile index) > []> then\n turn right (10) degrees\n end\n else\n point in direction (dir)\n end\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [splash v]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [ghost v] to [0]\n\nwhen I start as a clone\nforever\n if <<(EDITOR) < [1]> and <(tile index) > []>> then\n if <(No-Clip) = [0]> then\n if < (costume [name v]) contains [Portal]?> then\n set size to (75) %\n if <touching (player v)?> then\n set size to (100) %\n if < (costume [name v]) contains [Ship]?> then\n set [mode v] to [2]\n else\n if < (costume [name v]) contains [Grav]?> then\n if <touching (player v)?> then\n if < (costume [name v]) contains [_Toggle]?> then\n add (tile x) to [misc animate v]\n add (tile y) to [misc animate v]\n set [grav dir v] to (() - (GRAV DIR))\n add [3] to [misc animate v]\n wait until <not <touching (player v)?>>\n else\n if < (costume [name v]) contains [-1]?> then\n if <(GRAV DIR) = [1]> then\n add (tile x) to [misc animate v]\n add (tile y) to [misc animate v]\n set [grav dir v] to [-1]\n add [2] to [misc animate v]\n end\n else\n if <(GRAV DIR) = [-1]> then\n add (tile x) to [misc animate v]\n add (tile y) to [misc animate v]\n set [grav dir v] to [1]\n add [1] to [misc animate v]\n end\n end\n wait until <not <touching (player v)?>>\n end\n end\n else\n if < (costume [name v]) contains [Cube]?> then\n set [mode v] to [1]\n else\n if < (costume [name v]) contains [Robot]?> then\n set [mode v] to [4]\n else\n set [mode v] to [3]\n end\n end\n end\n end\n end\n set size to (100) %\n else\n if < (costume [name v]) contains [YellowJumpPad]?> then\n if <touching (player v)?> then\n add (tile x) to [misc animate v]\n add ((tile y) - (16)) to [misc animate v]\n set [orb/pad v] to [YLP]\n add [5] to [misc animate v]\n wait until <not <touching (player v)?>>\n end\n else\n if < (costume [name v]) contains [YellowJumpPad]?> then\n if <touching (player v)?> then\n add (tile x) to [misc animate v]\n add ((tile y) - (16)) to [misc animate v]\n set [orb/pad v] to [YLP]\n add [5] to [misc animate v]\n wait until <not <touching (player v)?>>\n end\n else\n if < (costume [name v]) contains [YellowJumpRing]?> then\n if <touching (player v)?> then\n set [orb/pad v] to [YLR]\n if <<(JUMP KEY) > [0]> and <(JUMP KEY) < [100]>> then\n add (tile x) to [misc animate v]\n if < (costume [name v]) contains [Trigg]?> then\n next costume\n end\n add (tile y) to [misc animate v]\n add [4] to [misc animate v]\n add (tile x) to [misc animate v]\n add (tile y) to [misc animate v]\n add [2] to [misc animate v]\n end\n wait until <not <touching (player v)?>>\n end\n else\n if < (costume [name v]) contains [Dash_Orb]?> then\n set size to ((([sin v] of ((timer) * (500)) ) * (10)) + (100)) %\n if <touching (player v)?> then\n if <<(JUMP KEY) > [0]> and <(JUMP KEY) < [100]>> then\n change [jump key v] by (100)\n set [dash orb v] to (dir)\n wait until <not <touching (player v)?>>\n end\n set size to ((([sin v] of ((timer) * (500)) ) * (10)) + (100)) %\n end\n set size to ((([sin v] of ((timer) * (500)) ) * (10)) + (100)) %\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Detect (cos)\nif < (costume [name v]) contains [Saw]?> then\n set size to (80) %\nend\nswitch costume to (cos)\nif <touching (player v)?> then\n if <(letter (3) of (SPIKE)) < [1]> then\n set [spike v] to [1-1]\n end\nend\nset size to (100) %\n\nwhen I receive [restart v]\ncycles\n\ndefine cycles\nreplace item (item # of [31|90] in [_tile grid v]) of [_tile grid v] with [30|90]\nreplace item (item # of [31|0] in [_tile grid v]) of [_tile grid v] with [30|0]\nreplace item (item # of [31|180] in [_tile grid v]) of [_tile grid v] with [30|180]\nreplace item (item # of [31|-90] in [_tile grid v]) of [_tile grid v] with [30|-90]\n\ndefine read (value)\nset [c v] to (letter (idx) of (value))\nset [val v] to []\nrepeat until <<(c) = [|]> or <(c) = []>>\n set [c v] to (letter (idx) of (value))\n if <<(c) = [|]> or <(c) = []>> then\n change [idx v] by (1)\n stop [this script v]\n end\n set [val v] to (join (val) (c))\n change [idx v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <(tile index) > []> then\n if <(tile) = [32]> then\n if <<([abs v] of (([x v] of [player v]) - (tile x)) ) < [10]> and <(col) > [-1]>> then\n repeat until <<([abs v] of ((col) - (item (1) of [bg stats v])) ) < [.01]> or <(col) = []>>\n replace item (1) of [bg stats v] with ((item (1) of [bg stats v]) + (((col) - (item (1) of [bg stats v])) / (10)))\n end\n end\n if <(col) = [-1]> then\n if <(EDITOR) = [1]> then\n ask [Enter color value \(0 - 200\)] and wait\n set [idx v] to [1]\n read (item (tile index) of [_tile grid v])\n replace item (tile index) of [_tile grid v] with (join (val) (join [|] (answer)))\n end\n end\n end\n end\nend\n\nwhen I receive [level - start game loop v]\npoint in direction (dir)\n\nwhen I receive [start v]\npoint in direction (dir)\n\nwhen I start as a clone\npoint in direction (dir)\n\n@Controls\n\nwhen I start as a clone\ngo [forward v] (100) layers\nforever\n if <(PAUSE) = [1]> then\n wait until <(PAUSE) = [0]>\n end\n go to x: (-157) y: (140)\n if <(EDITOR) = [0]> then\n show\n go to x: (-157) y: (140)\n set size to (100) %\n else\n hide\n end\n if <(EDITOR) = [0]> then\n if < (costume [name v]) contains [Left]?> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\n if <mouse down?> then\n set [left button v] to [1]\n else\n set [left button v] to [0]\n end\n else\n set [brightness v] effect to (0)\n set [left button v] to [0]\n end\n if <((right button) + (left button)) > [0]> then\n switch costume to (left_on v)\n else\n switch costume to (left_off v)\n end\n else\n if < (costume [name v]) contains [Right]?> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\n if <mouse down?> then\n set [right button v] to [1]\n else\n set [right button v] to [0]\n end\n else\n set [brightness v] effect to (0)\n set [right button v] to [0]\n end\n if <((right button) + (left button)) > [0]> then\n switch costume to (right_on v)\n else\n switch costume to (right_off v)\n end\n else\n if < (costume [name v]) contains [jump]?> then\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\n if <mouse down?> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\n else\n set [brightness v] effect to (0)\n set [jump v] to [0]\n end\n end\n end\n end\n end\nend\n\nswitch costume to (right_off v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nswitch costume to (right_off v)\ncreate clone of (_myself_ v)\nswitch costume to (left_off v)\ncreate clone of (_myself_ v)\nswitch costume to (jump v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nforever\n set [x axis v] to (<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(right button) = [1]>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(left button) = [1]>>)\n set [y axis v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(up down \(mobile\)) > [0]>> - <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(up down \(mobile\)) < [0]>>)\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [splash v]\nhide\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nswitch costume to (right_off v)\n\n@BG\n\nwhen I receive [stop!!! v]\nshow\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nswitch costume to (tiny v)\nset size to (150) %\nswitch costume to (thing v)\ngo to [back v] layer\nshow\nforever\n go to [back v] layer\n set x to ((CAMERA X) * (-0.1))\n set y to ((CAMERA Y) * (-0.05))\n if <(x position) < [-270]> then\n change x by (540)\n end\n if <(x position) > [270]> then\n change x by (-540)\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\n go [forward v] (-999999) layers\n change x by (-1)\n if <(x position) < [-270]> then\n change x by (540)\n end\nend\n\nwhen I receive [splash v]\nshow\n\n@Level Store\n\ndefine write value (value) delimiter (delimiter)\nset [encoded v] to (join (encoded) (join (value) (delimiter)))\n\ndefine Save level (level #)\nset [encoded v] to []\nwrite value [1] delimiter [_]\nwrite value (GRID WIDTH) delimiter [_]\nwrite value (GRID HEIGHT) delimiter [_]\nset [tile index v] to [1]\nset [tile v] to (item (tile index) of [_tile grid v])\nset [length v] to [0]\nrepeat (GRID HEIGHT)\n repeat (GRID WIDTH)\n if <<(length) < [26]> and <(tile) = (item (tile index) of [_tile grid v])>> then\n change [length v] by (1)\n else\n if <(tile) = [2]> then\n if <not < (tile) contains [|]?>> then\n set [tile v] to []\n end\n end\n write value (tile) delimiter (item (length) of [z - a v])\n set [tile v] to (item (tile index) of [_tile grid v])\n set [length v] to [1]\n end\n change [tile index v] by (GRID HEIGHT)\n end\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\nend\nwrite value (tile) delimiter (item (length) of [z - a v])\nrepeat ((level #) - (length of [level store v]))\n add [\[empty file\]] to [level store v]\nend\nreplace item (level #) of [level store v] with (encoded)\n\ndefine load level (level #)\nset [encoded v] to (item (level #) of [level store v])\nset [read idx v] to [1]\nread value\nif <not <(value) = [1]>> then\n stop [this script v]\nend\ndelete all of [_tile grid v]\nread value\nset [grid width v] to (value)\nread value\nset [grid height v] to (value)\nrepeat ((GRID WIDTH) * (GRID HEIGHT))\n add [] to [_tile grid v]\nend\nset [tile index v] to [1]\nrepeat until <(read idx) > (length of (encoded))>\n read value\n if <(value) = []> then\n set [value v] to [2]\n end\n repeat (item # of (letter) in [z - a v])\n replace item (tile index) of [_tile grid v] with (value)\n change [tile index v] by (GRID HEIGHT)\n if <(tile index) > ((GRID WIDTH) * (GRID HEIGHT))> then\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\n end\n end\nend\n\ndefine read letter\nset [letter v] to (letter (read idx) of (encoded))\nchange [read idx v] by (1)\n\ndefine read value\nset [value v] to []\nread letter\nrepeat until <<<(letter) > [9]> and <not <(letter) = [|]>>> or <(letter) = []>>\n set [value v] to (join (value) (letter))\n read letter\nend\n\nwhen I receive [level - save v]\nSave level (LEVEL #)\n\nwhen I receive [level - load v]\nload level (LEVEL #)\nbroadcast (LEVEL - Done loading v) and wait\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [start v]\nshow\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [splash v]\nhide\n\n@Death Particle Effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset rotation style [don't rotate v]\nset [speed v] to (pick random (10.0) to (13.0))\nswitch costume to (spew v)\npoint in direction (pick random (-180) to (180))\ngo to (player v)\nshow\nset size to (pick random (75) to (100)) %\nrepeat (pick random (10) to (13))\n move (speed) steps\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [splash v]\nhide\n\nwhen flag clicked\nhide\nforever\n Check Boom\nend\n\ndefine Check Boom\nif <(length of [explode v]) > [0]> then\n go to x: (item (1) of [explode v]) y: (item (2) of [explode v])\n set [color v] effect to (item (3) of [explode v])\n delete (1) of [explode v]\n delete (1) of [explode v]\n delete (1) of [explode v]\n start sound [explode_11\[1\] v]\n show\n set [ghost v] effect to (0)\n set size to (100) %\n repeat (15)\n switch costume to (boom!!! v)\n go to [front v] layer\n change [ghost v] effect by (7)\n change size by (37.5)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n Check Boom\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Main Menu\n\ndefine bounce to size (siz) dampening (dampening) force (force)\nset [bounce v] to (((bounce) * (force)) + (((siz) - (size)) * (dampening)))\nchange size by (bounce)\nif <([abs v] of (bounce) ) < [2]> then\n set [bounce v] to [0]\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nhide variable [level # v]\nhide\nbroadcast (Setup menu v)\n\nwhen I receive [menu v]\ndelete this clone\n\ndefine move out\ncreate clone of (partical v)\nif < (costume [name v]) contains [cube]?> then\n point in direction ((round ((direction) / (90))) * (90))\nend\nrepeat until <not <(y position) < [-83]>>\n change y by (1)\nend\nset [sy v] to [0]\nif <(pick random (1) to (10)) = [2]> then\n if <(x position) > [-190]> then\n if < (costume [name v]) contains [cube]?> then\n set [sy v] to [28]\n end\n end\nend\n\nwhen I receive [fade v]\nif <not <(costume [name v]) = [fade]>> then\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine clone fade (cos)\nswitch costume to (fade v)\ncreate clone of (_myself_ v)\nswitch costume to (cos)\n\nwhen I receive [character select v]\ndelete this clone\n\nwhen I receive [setup menu v]\ndelete this clone\n\nwhen I receive [setup menu v]\ngo to [front v] layer\nswitch costume to (fixed ui v)\ncreate clone of (_myself_ v)\nswitch costume to (start v)\ncreate clone of (_myself_ v)\nswitch costume to (editor v)\ncreate clone of (_myself_ v)\nswitch costume to (scroll v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nchange x by (480)\ncreate clone of (_myself_ v)\nswitch costume to (icon2cube v)\ncreate clone of (_myself_ v)\nswitch costume to (exit v)\ncreate clone of (_myself_ v)\nswitch costume to (player select v)\ncreate clone of (_myself_ v)\nswitch costume to (more games v)\ncreate clone of (_myself_ v)\ngo to [back v] layer\nswitch costume to (glow v)\ncreate clone of (_myself_ v)\n\ndefine Moar Games (cos)\nswitch costume to (box thingy v)\ncreate clone of (_myself_ v)\nswitch costume to (cos)\n\nwhen I start as a clone\nshow\nforever\n if <not <<(costume [name v]) = [back2]> or <(costume [name v]) = [box thingy]>>> then\n if <(length of [other games i recommend: v]) = [0]> then\n if <(costume [number v]) < [3]> then\n go to x: (((costume [number v]) * (117)) - (117)) y: (0)\n if <touching (mouse-pointer v)?> then\n bounce to size [110] dampening [0.8] force [0.7]\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [editor v] to ((costume [number v]) - (1))\n clone fade (costume [name v])\n end\n end\n else\n bounce to size [100] dampening [0.8] force [0.7]\n end\n else\n if <(costume [number v]) = [5]> then\n forever\n go [forward v] (2) layers\n set [color v] effect to (item (1) of [bg stats v])\n change x by (-10)\n if <(x position) < [-480]> then\n change x by (960)\n end\n end\n else\n if < (costume [name v]) contains [Icon]?> then\n delete all of [animate pos v]\n add [] to [animate pos v]\n add [] to [animate pos v]\n show\n go to x: (-300) y: (-93)\n set [sy v] to [0]\n forever\n go to [front v] layer\n replace item (1) of [animate pos v] with (x position)\n replace item (2) of [animate pos v] with (y position)\n turn right (15) degrees\n change x by (10)\n if <(x position) > [250]> then\n show\n switch costume to (pick random (10) to (26))\n if <not <(username) = [TheRealGDColon]>> then\n if <(costume [number v]) = [12]> then\n switch costume to (pick random (13) to (27))\n end\n if <(costume [number v]) = [26]> then\n switch costume to (pick random (13) to (25))\n end\n end\n point in direction (90)\n set y to (-81)\n set [sy v] to [0]\n set [color v] effect to (pick random (-500) to (500))\n change x by (-520)\n wait (pick random (0.7) to (1.5)) seconds\n end\n change [sy v] by (-4.3)\n change y by (sy)\n if <(y position) < [-83]> then\n move out\n end\n end\n else\n if <(costume [number v]) = [6]> then\n change [count v] by (((0) - (count)) / (1.1))\n go to x: (-219) y: (160)\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((115) - (size)) / (4))) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [count v] by (1)\n if <(count) > [1]> then\n stop [all v]\n end\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (4))) %\n end\n else\n if <(costume [number v]) = [7]> then\n broadcast (fade v)\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n change [ghost v] effect by (10)\n if <(EDITOR) < [1]> then\n broadcast (level select v)\n else\n broadcast (Start v)\n end\n repeat (9)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(costume [number v]) = [8]> then\n go to x: (-117) y: (0)\n if <touching (mouse-pointer v)?> then\n bounce to size [110] dampening [0.8] force [0.7]\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (Character Select v)\n end\n end\n else\n bounce to size [100] dampening [0.8] force [0.7]\n end\n else\n if <(costume [number v]) = [9]> then\n go to [front v] layer\n go to x: (195) y: (-137)\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (4))) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n Moar Games (costume [name v])\n end\n end\n else\n set size to ((size) + (((100) - (size)) / (4))) %\n end\n else\n if <(costume [name v]) = [glow]> then\n go to x: (0) y: (0)\n set [color v] effect to (item (1) of [bg stats v])\n else\n go to x: (0) y: (0)\n forever\n go [forward v] (99999) layers\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [back2]> then\n forever\n go to x: (-180) y: (100)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (4))) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Stop More Games v)\n end\n else\n set size to ((size) + (((100) - (size)) / (4))) %\n end\n end\n else\n switch costume to (back2 v)\n create clone of (_myself_ v)\n switch costume to (resize tiny v)\n set size to (100) %\n switch costume to (box thingy v)\n switch costume to (box thingy v)\n set [yv v] to [0]\n go to x: (0) y: (400)\n go to [front v] layer\n forever\n go to [front v] layer\n change y by (Yv)\n change [yv v] by (-4)\n if <(y position) < [0]> then\n set [yv v] to ([abs v] of ((Yv) * (0.5)) )\n set y to (0)\n end\n delete all of [other games i recommend: v]\n add [https://scratch.mit.edu/projects/558782668/] to [other games i recommend: v]\n add [https://scratch.mit.edu/projects/628173520/] to [other games i recommend: v]\n add [https://scratch.mit.edu/projects/860151753/] to [other games i recommend: v]\n if <([abs v] of (Yv) ) < [1]> then\n change y by (Yv)\n set [yv v] to [0]\n set y to (0)\n hide list [other games i recommend: v]\n end\n end\n end\n end\nend\n\nwhen I receive [stop more games v]\nif <<(costume [name v]) = [back2]> or <(costume [name v]) = [box thingy]>> then\n show list [other games i recommend: v]\n delete all of [other games i recommend: v]\n delete this clone\nend\n\nwhen this sprite clicked\nif < (costume [name v]) contains [Icon]?> then\n hide\n add (x position) to [explode v]\n add (y position) to [explode v]\n add (pick random (0) to (200)) to [explode v]\n repeat until <(x position) > [230]>\n delete all of [animate pos v]\n end\n add [] to [animate pos v]\n add [] to [animate pos v]\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nforever\n play sound [584131_Geometry-Dash-Menu-Theme v] until done\nend\n\nwhen I receive [green flag v]\nbroadcast (Menu v)\nshow list [other games i recommend: v]\ndelete all of [other games i recommend: v]\n\n@Character Select\n\nwhen flag clicked\nhide\n\nwhen I receive [character select v]\nSetup\n\ndefine Setup\ngo to x: (0) y: (0)\nset size to (100) %\ndelete all of [locked icons v]\nhide\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nswitch costume to (selected cube v)\ncreate clone of (_myself_ v)\nswitch costume to (icon1 v)\nset [mode typ v] to [1]\nset [typ v] to [1]\nset [row v] to [1]\nrepeat (11)\n add [] to [locked icons v]\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (icon1 v)\nset [typ v] to [2]\ncreate clone of (_myself_ v)\nif <(username) = [TheRealGDColon]> then\n replace item (3) of [locked icons v] with []\nelse\n replace item (3) of [locked icons v] with []\nend\nif <(username) = [zZoinkk]> then\n replace item (11) of [locked icons v] with []\nelse\n replace item (11) of [locked icons v] with [/]\nend\nswitch costume to (selected lcon v)\ncreate clone of (_myself_ v)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nswitch costume to (border v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) < [3]> then\n forever\n go to x: (-172) y: (35)\n end\nelse\n if <(costume [number v]) > [7]> then\n if <(typ) = [1]> then\n go to x: ((((costume [number v]) - (8)) * (32)) + (-170)) y: ((row) * (-10))\n forever\n if <(x position) > [170]> then\n change y by (-32)\n set x to (() - (x position))\n end\n set size to (85) %\n if <(item ((costume [number v]) - (7)) of [locked icons v]) = [/]> then\n switch costume to (locked v)\n end\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <not <(costume [number v]) = [6]>> then\n set [selected icon v] to (costume [name v])\n end\n end\n end\n end\n else\n set size to (175) %\n go to x: (4) y: (93)\n forever\n switch costume to (SELECTED ICON)\n end\n end\n else\n if < (costume [name v]) contains [Selected]?> then\n forever\n read value (SELECTED ICON)\n go to x: ((((val) - (1)) * (32)) + (-170)) y: (-10)\n end\n else\n if <(costume [number v]) = [4]> then\n forever\n go to x: (0) y: (0)\n end\n else\n if <(costume [number v]) = [5]> then\n forever\n go to [front v] layer\n go to x: (-209) y: (151)\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (2))\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Setup menu v)\n end\n else\n change size by (((100) - (size)) / (2))\n end\n end\n else\n go to x: (0) y: (0)\n end\n end\n end\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [setup menu v]\ndelete this clone\n\nwhen I receive [splash v]\nhide\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine read value (value)\nset [idx v] to [1]\nset [c v] to []\nset [val v] to []\nrepeat (length of (value))\n set [c v] to (letter (idx) of (value))\n if < [0123456789] contains (c)?> then\n set [val v] to (join (val) (c))\n end\n change [idx v] by (1)\nend\n\n@Toenail\n\nwhen flag clicked\nforever\n go to x: (0) y: (9999)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\nwhen [timer v] > ([timer v] of [monitor v])\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [20]>\n change y by (-10)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [menu v]\nforever\n switch costume to (vector thumbnail v)\n go to x: (0) y: (9999)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Orb/Portal effects\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nif < (costume [name v]) contains [Ball]?> then\n set size to (100) %\n repeat (15)\n change size by (-7)\n change [ghost v] effect by (7)\n end\n delete this clone\nelse\n if < (costume [name v]) contains [Ring]?> then\n set size to (0) %\n repeat (10)\n go to [front v] layer\n change size by (8)\n change [ghost v] effect by (-1)\n end\n delete this clone\n else\n if < (costume [name v]) contains [ZAP]?> then\n start sound [glass-broken-43626 v]\n clear graphic effects\n wait (0.05) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n else\n set size to (0) %\n repeat (10)\n change size by (10)\n change [ghost v] effect by (7)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [green flag v]\nhide\nforever\n check list\nend\n\nwhen I receive [saving v]\nshow\ngo to x: (0) y: (155)\nforever\n switch costume to ((((timer) * (3)) mod (3)) + (7))\nend\n\ndefine check list\nif <(length of [misc animate v]) > [0]> then\n set [x v] to (item (1) of [misc animate v])\n set [y v] to (item (2) of [misc animate v])\n switch costume to (item (3) of [misc animate v])\n delete (1) of [misc animate v]\n delete (1) of [misc animate v]\n delete (1) of [misc animate v]\n create clone of (_myself_ v)\nend\n\nwhen I receive [done saving v]\nhide\nstop [other scripts in sprite v]\nforever\n check list\nend\n\n@Mobile Editor\n\ndefine Setup\ngo to x: (0) y: (0)\nswitch costume to (tab v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [front v] layer\nset size to (100) %\nif <(costume [number v]) = [1]> then\n Setup tabs\n forever\n go [forward v] (1) layers\n end\nelse\n if << (costume [name v]) contains [_Tab]?> and <(costume [number v]) < [7]>> then\n go [forward v] (1000) layers\n forever\n go [forward v] (1000) layers\n go to x: ((((costume [number v]) - (3)) * (55)) + (-100)) y: (-92)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go [forward v] (1000) layers\n end\n if <touching (mouse-pointer v)?> then\n set [selected tab v] to (costume [name v])\n end\n end\n else\n set [brightness v] effect to (0)\n end\n if <(SELECTED TAB) = (costume [name v])> then\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n else\n set [ghost v] effect to (30)\n set [brightness v] effect to (20)\n end\n end\n else\n if <<(costume [number v]) > [6]> and < (costume [name v]) contains [_Tab]?>> then\n forever\n go to [front v] layer\n set size to (60) %\n if <not < (costume [name v]) contains (SELECTED TAB)?>> then\n hide\n else\n show\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n set [ghost v] effect to (0)\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go to [front v] layer\n end\n if <touching (mouse-pointer v)?> then\n if < (costume [name v]) contains (SELECTED TAB)?> then\n if <not <((costume [number v]) - (4)) = (BRUSH TYP)>> then\n set [brush dir v] to [90]\n set [brush typ v] to ((costume [number v]) - (4))\n end\n end\n end\n end\n else\n if <((costume [number v]) - (4)) = (BRUSH TYP)> then\n set [ghost v] effect to (0)\n set [brightness v] effect to (15)\n else\n set [ghost v] effect to (30)\n set [brightness v] effect to (0)\n end\n end\n end\n else\n if <(costume [name v]) = [delete]> then\n forever\n go to x: (-199) y: (-126)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (4))\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go to [front v] layer\n end\n if <touching (mouse-pointer v)?> then\n set [brush typ v] to [2]\n end\n end\n else\n change size by (((100) - (size)) / (4))\n end\n end\n else\n if <(costume [name v]) = [save]> then\n forever\n set [my y v] to ((155) + (EDITOR Y))\n go to x: (-199) y: (155)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [placeable v] to [0]\n change size by (((115) - (size)) / (4))\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [placeable v] to [0]\n end\n end\n if <touching (mouse-pointer v)?> then\n broadcast (saving v)\n broadcast (LEVEL - SAVE v) and wait\n broadcast (done saving v)\n end\n end\n else\n change size by (((100) - (size)) / (4))\n end\n end\n else\n if <(costume [name v]) = [reset]> then\n forever\n go to x: (-199) y: (-155)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (4))\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [placeable v] to [0]\n end\n end\n if <touching (mouse-pointer v)?> then\n broadcast (Reset Level v) and wait\n end\n end\n else\n change size by (((100) - (size)) / (4))\n end\n end\n else\n if < (costume [name v]) contains [ROTATE]?> then\n forever\n set [my y v] to ((155) + (EDITOR Y))\n go to [front v] layer\n set size to (160) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [placeable v] to [0]\n end\n if <mouse down?> then\n repeat until <<not <mouse down?>> or < (costume [name v]) contains [5]?>>\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [placeable v] to [0]\n end\n end\n read value (costume [name v])\n if <touching (mouse-pointer v)?> then\n change [brush dir v] by (val)\n end\n end\n else\n set [brightness v] effect to (-20)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Setup tabs\nset [brush typ v] to [3]\nset [selected tab v] to [Blocks_Tab]\nswitch costume to (blocks_tab v)\ncreate clone of (_myself_ v)\nswitch costume to (danger_tab v)\ncreate clone of (_myself_ v)\nswitch costume to (portals_tab v)\ncreate clone of (_myself_ v)\nswitch costume to (decorations_tab v)\ncreate clone of (_myself_ v)\nswitch costume to (transporters_tab v)\ncreate clone of (_myself_ v)\nCreate Tab Buttons\nswitch costume to (tab v)\ngo to x: (0) y: (0)\n\ndefine Create Tab Buttons\ngo to x: (-129) y: (-126)\nswitch costume to (blocks_tab2 v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n if <(x position) > [135]> then\n set x to (-129)\n change y by (-34)\n else\n change x by (34)\n end\nend\ngo to x: (-129) y: (-126)\nrepeat (8)\n create clone of (_myself_ v)\n next costume\n if <(x position) > [135]> then\n set x to (-129)\n change y by (-34)\n else\n change x by (34)\n end\nend\ngo to x: (-129) y: (-126)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n if <(x position) > [135]> then\n set x to (-129)\n change y by (-34)\n else\n change x by (34)\n end\nend\ngo to x: (-129) y: (-126)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\n if <(x position) > [135]> then\n set x to (-129)\n change y by (-34)\n else\n change x by (34)\n end\nend\ngo to x: (-129) y: (-126)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n if <(x position) > [135]> then\n set x to (-129)\n change y by (-34)\n else\n change x by (34)\n end\nend\nswitch costume to (save v)\ncreate clone of (_myself_ v)\nswitch costume to (delete v)\ncreate clone of (_myself_ v)\nswitch costume to (reset v)\ncreate clone of (_myself_ v)\nswitch costume to (rotate-5 v)\ncreate clone of (_myself_ v)\nswitch costume to (rotate5 v)\ncreate clone of (_myself_ v)\nswitch costume to (rotate90 v)\ncreate clone of (_myself_ v)\nswitch costume to (rotate-90 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(EDITOR) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nshow\nforever\n repeat until <(EDITOR) = [1]>\n set [push y v] to [0]\n end\n wait (2) seconds\n broadcast (EDITOR v)\n Setup\n wait until <(EDITOR) = [0]>\nend\n\nwhen I receive [green flag v]\nforever\n go to [front v] layer\n set size to (100) %\n switch costume to (detector v)\n set [ghost v] effect to (100)\n if <<touching (mouse-pointer v)?> or <(mouse y) < [-179]>> then\n set [placeable v] to [0]\n if <(EDITOR Y) > [0]> then\n change [editor y v] by (-10)\n end\n else\n set [placeable v] to [1]\n if <(EDITOR Y) < [70]> then\n change [editor y v] by (10)\n end\n end\n set y to ((0) - (EDITOR Y))\nend\n\nwhen I receive [editor v]\nset [push y v] to [32]\nset [camera y v] to ((180) - (PUSH Y))\n\nwhen I start as a clone\nset [my y v] to (y position)\nforever\n pos y ((my y) - (EDITOR Y)) (costume [name v])\nend\n\ndefine pos y (y) (cos)\nswitch costume to (big v)\nset y to (y)\nswitch costume to (cos)\n\ndefine read value (value)\nset [idx v] to [1]\nset [c v] to []\nset [val v] to []\nrepeat (length of (value))\n set [c v] to (letter (idx) of (value))\n if < [0123456789-] contains (c)?> then\n set [val v] to (join (val) (c))\n end\n change [idx v] by (1)\nend\n\n@mobile editor move\n\ndefine setup keys\ngo to x: (184) y: (-124)\nswitch costume to (up v)\ncreate clone of (_myself_ v)\ngo to x: (184) y: (-159)\nswitch costume to (down v)\ncreate clone of (_myself_ v)\ngo to x: (153) y: (-142)\nswitch costume to (left v)\ncreate clone of (_myself_ v)\ngo to x: (215) y: (-142)\nswitch costume to (right v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [my y v] to (y position)\nchange x by (15)\nforever\n if <(EDITOR) = [0]> then\n delete this clone\n end\n set y to ((my y) - (EDITOR Y))\n show\n go to [front v] layer\n go [forward v] (9999999999999999999999999999999) layers\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n set [right button v] to [1]\n set [left button v] to [0]\n else\n if <(costume [number v]) = [2]> then\n set [left button v] to [1]\n set [right button v] to [0]\n else\n if <(costume [number v]) = [3]> then\n set [up down \(mobile\) v] to [1]\n else\n set [up down \(mobile\) v] to [-1]\n end\n end\n end\n else\n set [up down \(mobile\) v] to [0]\n set [left button v] to [0]\n set [right button v] to [0]\n end\n else\n set [brightness v] effect to (-50)\n end\nend\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [green flag v]\nhide\nforever\n if <(EDITOR) = [0]> then\n set [up down \(mobile\) v] to [0]\n end\nend\n\nwhen I receive [green flag v]\nhide\nforever\n wait until <(EDITOR) = [1]>\n wait (2) seconds\n setup keys\n wait until <(EDITOR) = [0]>\nend\n\n@End\n\nwhen flag clicked\nhide\n\nwhen I receive [level complete! v]\nbroadcast (stop music v)\nbroadcast (delete v) and wait\nset [siz v] to [70]\ngo to x: ((item (1) of [end pos v]) - (CAMERA X)) y: ((item (2) of [end pos v]) - (CAMERA Y))\nswitch costume to (boom v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nwait (0.1) seconds\nclear graphic effects\ndelete all of [dirs v]\nadd [-150] to [dirs v]\nadd [-125] to [dirs v]\nadd [-100] to [dirs v]\nadd [-75] to [dirs v]\nadd [-50] to [dirs v]\nadd [-25] to [dirs v]\nadd [0] to [dirs v]\nadd [25] to [dirs v]\nadd [50] to [dirs v]\nadd [75] to [dirs v]\nadd [100] to [dirs v]\nadd [125] to [dirs v]\nadd [150] to [dirs v]\nset [repeat length v] to [0]\nclear graphic effects\nstart sound [endStart_02\[1\] v]\nhide\nswitch costume to (ray v)\nreset timer\nrepeat (length of [dirs v])\n set [rvalue v] to (pick random (1) to (length of [dirs v]))\n point in direction ((pick random (-10) to (10)) + (item (rvalue) of [dirs v]))\n delete (rvalue) of [dirs v]\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nset [siz v] to [70]\nswitch costume to (boom v)\ncreate clone of (_myself_ v)\nswitch costume to (level complete v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n show\n go [forward v] (99999999999) layers\n if <<(costume [name v]) = [Menu]> or <(costume [name v]) = [Replay]>> then\n go to [front v] layer\n go [forward v] (500) layers\n go to (end v)\n if <(costume [name v]) = [Replay]> then\n change x by (-95)\n else\n change x by (95)\n end\n change y by (-121)\n if <([abs v] of () ) < [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go to [front v] layer\n go [forward v] (500000) layers\n end\n repeat (3)\n change size by (5)\n go [forward v] (500000) layers\n end\n go [forward v] (500000) layers\n set size to (100) %\n if <(costume [name v]) = [Replay]> then\n broadcast (Restart v)\n else\n broadcast (Menu v)\n end\n end\n else\n set size to (100) %\n end\n else\n set size to (100) %\n end\n else\n if <(costume [name v]) = [Ray]> then\n switch costume to (teeny weeny small v)\n show\n set size to (pick random (85) to (100)) %\n go to x: ((item (1) of [end pos v]) - (CAMERA X)) y: ((item (2) of [end pos v]) - (CAMERA Y))\n set [ghost v] effect to (pick random (20) to (70))\n switch costume to (ray v)\n wait until <(length of [dirs v]) < [1]>\n repeat (20)\n change [ghost v] effect by (4)\n end\n delete this clone\n else\n if <(costume [name v]) = [level complete]> then\n show\n point in direction (90)\n go to x: (0) y: (70)\n set size to (0) %\n repeat (5)\n go to [front v] layer\n change size by (17.5)\n end\n repeat (75)\n switch costume to (boom2 v)\n create clone of (_myself_ v)\n switch costume to (level complete v)\n end\n wait (0.1) seconds\n broadcast (Box v)\n switch costume to (boom2 v)\n create clone of (_myself_ v)\n switch costume to (level complete v)\n delete this clone\n else\n if <(costume [name v]) = [boom]> then\n set size to (0) %\n show\n repeat ((siz) / (5))\n change [ghost v] effect by (7)\n change size by ((siz) * (5))\n end\n delete this clone\n else\n if <(costume [name v]) = [boom2]> then\n go to (random position v)\n set size to (0) %\n clear graphic effects\n show\n repeat (pick random (10) to (15))\n switch costume to (dust v)\n create clone of (_myself_ v)\n switch costume to (boom2 v)\n change [ghost v] effect by (10)\n change size by (60)\n end\n delete this clone\n else\n if <(costume [name v]) = [dust]> then\n set rotation style [don't rotate v]\n set size to (pick random (70) to (110)) %\n point in direction (pick random (-180) to (180))\n clear graphic effects\n show\n repeat (pick random (7) to (10))\n move (7) steps\n change [ghost v] effect by (6)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [box v]\nbroadcast (delete v) and wait\nset size to (100) %\npoint in direction (90)\nset [clone v] to [1]\nswitch costume to (replay v)\ncreate clone of (_myself_ v)\nswitch costume to (menu v)\ncreate clone of (_myself_ v)\nset [clone v] to [0]\nif <(clone) = [0]> then\n switch costume to (box v)\n show\n go to x: (0) y: (321)\n set [speed y v] to [-1]\n go to [front v] layer\n go [forward v] (420) layers\n repeat until <([abs v] of (Speed y) ) < [.1]>\n set [end v] to [1]\n change [speed y v] by (-3)\n change y by (Speed y)\n if <(y position) < [0]> then\n set y to (0)\n set [speed y v] to ((Speed y) * (-0.58))\n end\n end\n set [end v] to [1]\n set y to (0)\n set [speed y v] to [0]\nend\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [level complete]> then\n go to [front v] layer\n end\nend\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\ndefine Shake (dx) (dy)\nset [shake v] to [0]\nif <((dx) + (dy)) > [0]> then\n set [shake v] to [1]\nend\nset [camera x v] to ((item (1) of [cam pos v]) + (pick random () to (dx)))\nset [camera y v] to ((item (2) of [cam pos v]) + (pick random () to (dy)))\n\nwhen I receive [level complete! v]\nwait until <(length of [dirs v]) > [0]>\nrepeat until <(length of [dirs v]) < [1]>\n Shake [10] [10]\n broadcast (position tiles v)\nend\n\nwhen I receive [level - start game loop v]\nstop [other scripts in sprite v]\nbroadcast (delete v)\ndelete this clone\n\ngo to (end v)\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@blank2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [reported v] to [No]\nforever\n set [timer v] to (timer)\n switch costume to (report v)\n if <(mouse y) < [0]> then\n set [report v] to <<touching (mouse-pointer v)?> and <not <<(username) = [Ppxixi]> or <(username) = [Iphone_ATT_TWC115]>>>>\n end\n switch costume to (blank v)\n if <(Report) = [true]> then\n if <mouse down?> then\n repeat until <not <mouse down?>>\n set [report v] to <<touching (mouse-pointer v)?> and <not <<(username) = [Ppxixi]> or <(username) = [Iphone_ATT_TWC115]>>>>\n end\n if <(Report) = [true]> then\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen [timer v] > (timer)\ngo to x: (0) y: (0)\nset [reported v] to [No]\nforever\n set [timer v] to (timer)\n switch costume to (report v)\n if <(mouse y) < [0]> then\n set [report v] to <<touching (mouse-pointer v)?> and <not <<(username) = [Ppxixi]> or <(username) = [Iphone_ATT_TWC115]>>>>\n end\n switch costume to (blank v)\n if <(Report) = [true]> then\n if <mouse down?> then\n repeat until <not <mouse down?>>\n set [report v] to <<touching (mouse-pointer v)?> and <not <<(username) = [Ppxixi]> or <(username) = [Iphone_ATT_TWC115]>>>>\n end\n if <(Report) = [true]> then\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\n@pls\n\nwhen flag clicked\nstop [other scripts in sprite v]\nshow\nbroadcast (Green Flag v)\nforever\n go [forward v] (10000) layers\n if <<is turbowarp?> or <is compiled?>> then\n set [ghost v] effect to (100)\n hide\n else\n show\n set [ghost v] effect to (0)\n broadcast (STOP!!! v)\n end\nend\n\nwhen [timer v] > ([timer v] of [monitor v])\nshow\nforever\n go [forward v] (10000) layers\n hide\nend\n\nwhen I receive [stop stopping v]\nstop [other scripts in sprite v]\nhide\nwait (.1) seconds\nbroadcast (Green Flag v) and wait\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@clicker\n\nwhen [timer v] > ([timer v] of [monitor v])\nstop [other scripts in sprite v]\nshow\nforever\n go to [front v] layer\n go [forward v] (999999999999999999999999999999999) layers\n hide\nend\n\nwhen flag clicked\nstop [other scripts in sprite v]\nshow\nbroadcast (Green Flag v)\nforever\n go to [front v] layer\n go [forward v] (999999999999999999999999999999999) layers\n if <<is turbowarp?> or <is compiled?>> then\n hide\n set [ghost v] effect to (100)\n else\n show\n set [ghost v] effect to (0)\n end\n clicker\nend\n\ndefine clicker\nset [ghost v] effect to (50)\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n repeat until <not <mouse down?>>\n go to [front v] layer\n go [forward v] (999999999999999999999999999999999999999999999) layers\n end\n if <touching (mouse-pointer v)?> then\n broadcast (stop stopping v)\n end\n end\nend\n\nwhen I receive [stop stopping v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@level select\n\nwhen I receive [level select v]\nset [color v] effect to (0)\npoint in direction (90)\nsetup\npoint in direction (90)\nforever\n change [col v] by (((((level) * (20)) + (100)) - (col)) / (4))\n set [color v] effect to (col)\n switch costume to (bg v)\nend\n\ndefine setup\nset [level v] to [1]\nset rotation style [all around v]\ngo to [front v] layer\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (level1 v)\ncreate clone of (_myself_ v)\nswitch costume to (level2 v)\ncreate clone of (_myself_ v)\nswitch costume to (level3 v)\ncreate clone of (_myself_ v)\nswitch costume to (level4 v)\ncreate clone of (_myself_ v)\nswitch costume to (level5 v)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\nswitch costume to (arrows v)\npoint in direction (90)\ngo to x: (210) y: (0)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-210) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (border v)\ncreate clone of (_myself_ v)\ngo to [back v] layer\nshow\nswitch costume to (bg v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [level]?> then\n pos x (() - (((level) - ((costume [number v]) - (1))) * (480))) y [80] (costume [name v])\nend\nshow\nforever\n if <(level) < [1]> then\n set [level v] to [5]\n end\n if <(level) > [5]> then\n set [level v] to [1]\n end\n if < (costume [name v]) contains [level]?> then\n pos x ((x position) + (((() - (((level) - ((costume [number v]) - (1))) * (480))) - (x position)) / (4))) y [80] (costume [name v])\n else\n if < (costume [name v]) contains [play]?> then\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change size by (((110) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n set [level # v] to (level)\n broadcast (Start v)\n end\n end\n else\n change size by (((100) - (size)) / (4))\n end\n else\n if < (costume [name v]) contains [arrows]?> then\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change size by (((110) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n change [level v] by (<(x position) > [0]> - <(x position) < [0]>)\n end\n end\n else\n change size by (((100) - (size)) / (4))\n end\n else\n if <(costume [name v]) = [border]> then\n go to [front v] layer\n end\n end\n end\n end\nend\n\ndefine pos x (x) y (y) (cos)\nswitch costume to (bg v)\ngo to x: (x) y: (y)\nswitch costume to (cos)\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@time\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n if <(end) = [0]> then\n change size by (((80) - (size)) / (3))\n else\n if <([y position v] of [end v]) = [0]> then\n set size to (50) %\n end\n end\n change costume to (join [n] (letter (index) of (time)))\n if <(end) = [1]> then\n set x to (((((index) - (0.5)) - ((length of (round (time))) / (2))) * ((size) / (3.8))) + (-40))\n go to [front v] layer\n else\n set x to (((((index) - (0.5)) - ((length of (round (time))) / (2))) * ((size) / (3.8))) + (-10))\n end\n if <(end) = [1]> then\n if <([y position v] of [end v]) = [0]> then\n set y to (0)\n end\n else\n set y to (160)\n end\n if <(EDITOR) = [1]> then\n hide\n else\n show\n end\nend\n\ndefine setup\nhide\nswitch costume to (clone machine v)\nset size to (100) %\nhide\ngo to x: (-80) y: (135)\nset [index v] to [1]\nrepeat (8)\n create clone of (_myself_ v)\n change x by ((size) / (10))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (90) %\nend\n\nwhen I receive [level - start game loop v]\nwait (.1) seconds\nreset timer\nsetup\n\nwhen I receive [menu v]\nset [end v] to [0]\ndelete this clone\n\nwhen I receive [stop!!! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [level - start game loop v]\nset [end v] to [0]\nset [time v] to [0.00]\nreset timer\nrepeat until <<([abs v] of ([x axis v] of [controls v]) ) > [0]> or <<([abs v] of ([y axis v] of [controls v]) ) > [0]> or <(JUMP KEY) > [0]>>>\n reset timer\nend\nforever\n if <(letter (3) of (SPIKE)) = [0]> then\n set [time v] to (timer)\n end\n if <(PAUSE) = [1]> then\n repeat until <(PAUSE) = [0]>\n end\nend\n\nwhen I receive [box v]\nif <(costume [name v]) = [clone machine]> then\n wait (.5) seconds\n show\n switch costume to (ntime : v)\n go to [front v] layer\n set x to (20)\n set y to (0)\n set size to (50) %\n repeat until <(end) = [0]>\n go to [front v] layer\n end\n hide\nend\n\nwhen I receive [fade v]\nreset timer\nrepeat until <<([abs v] of ([x axis v] of [controls v]) ) > [0]> or <<([abs v] of ([y axis v] of [controls v]) ) > [0]> or <(JUMP KEY) > [0]>>>\n reset timer\nend\n\nwhen I receive [level - start game loop v]\ndelete this clone\n\nwhen I receive [end animation v]\nif <(costume [name v]) = [clone machine]> then\n stop [other scripts in sprite v]\nend\n\n@@ToadFanSchool\n\nwhen flag clicked\nswitch costume to (na gd v)\ngo to x: (8) y: (0)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait until <not <key (left arrow v) pressed?>>\n end\n if <key (right arrow v) pressed?> then\n next costume\n wait until <not <key (right arrow v) pressed?>>\n end\nend\n\n@dash\n\nwhen flag clicked\nforever\n point in direction (DASH ORB)\n go to (player v)\n set [brightness v] effect to (100)\n go to [front v] layer\n set [ghost v] effect to (5)\n if <(DASH ORB) > []> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game over v]\nset [dash orb v] to []\n\nwhen I receive [green flag v]\nset [dash orb v] to []\n\nwhen I receive [menu v]\nset [dash orb v] to []\n\nwhen I receive [end animation v]\nset [dash orb v] to []\n\n | |
Robot - A Multiplayer Platformer | @Stage\n\nwhen I receive [game tick v]\nreplace item (1) of [dev tools v] with [Press \(t\) to close]\nreplace item (2) of [dev tools v] with (join (join [Mouse: \(] (join ([floor v] of ((mouse x) + (~SCROLL X)) ) (join [, ] (mouse y)))) [\)])\nreplace item (3) of [dev tools v] with (join (join [Position: \(] (join ([floor v] of ([x v] of [player v]) ) (join [, ] ([floor v] of ([y v] of [player v]) )))) [\)])\nreplace item (4) of [dev tools v] with (join [Scroll X: ] ([floor v] of (~SCROLL X) ))\nreplace item (5) of [dev tools v] with (join (([floor v] of ([y v] of [player v]) ) + (91)) (join [, ] ([floor v] of (([y v] of [player v]) - (29)) )))\nreplace item (6) of [dev tools v] with (join [Time: ] ([floor v] of (*Game Time) ))\nreplace item (7) of [dev tools v] with (join [Completed: ] (☁ Completed))\nreplace item (8) of [dev tools v] with (join [Completed with Coin: ] (☁ Completed with Coin))\nreplace item (9) of [dev tools v] with (join [World Record: ] (☁ World Record))\n\nwhen flag clicked\nAdd\nset [-player deaths v] to [0]\nshow list [dev tools v]\nset [*game timer v] to [0]\nset [gameplay v] to [0]\nreplace item (1) of [collected coins v] with [0]\n\ndefine Add\ndelete all of [dev tools v]\nrepeat (9)\n add [] to [dev tools v]\nend\n\nwhen I receive [game start v]\nset [gameplay v] to [1]\nrepeat until <(timer) > ((*Game Timer) + (300))>\n if <(Gameplay) = [0]> then\n stop [this script v]\n end\n set [*game time v] to ((timer) - (*Game Timer))\nend\nset [gameplay v] to [2]\nset [*player lives v] to [0]\n\nwhen I receive [game start v]\nforever\n wait until <not <key (t v) pressed?>>\n wait until <key (t v) pressed?>\n hide list [dev tools v]\n wait until <not <key (t v) pressed?>>\n wait until <key (t v) pressed?>\n show list [dev tools v]\nend\n\nwhen I receive [infinite tick v]\nif <mouse down?> then\n change [~mouse v] by (1)\nelse\n set [~mouse v] to [0]\nend\n\nwhen I receive [level complete v]\nset [gameplay v] to [0]\nif <(item (1) of [-level times v]) > ((*Game Time) - (1))> then\n replace item (1) of [-level times v] with ((*Game Time) - (1))\nend\n\nwhen I receive [player death v]\nif <(Gameplay) = [1]> then\n set [gameplay v] to [0]\nend\n\nwhen I receive [player death v]\nstop [other scripts in sprite v]\nstart sound [hurt v]\n\nwhen I receive [level complete v]\nstop [other scripts in sprite v]\n\nwhen I receive [game start v]\nset volume to (30) %\nforever\n play sound [Itty Bitty 8 Bit v] until done\nend\n\n@Blank Sprite\n\nset [☁ completed v] to [0]\nset [☁ completed with coin v] to [0]\n\nset [☁ world record v] to [300]\n\nwhen flag clicked\nif <<(username) = [Animator180]> and <(☁ Scratcher Status) = [0]>> then\n set [☁ scratcher status v] to [1]\nend\n\nset [☁ scratcher status v] to [0]\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Platformer\nset rotation style [left-right v]\nif <<(player state) = [crouch]> or <(player state) = [slide]>> then\n switch costume to (crouch v)\nelse\n switch costume to (hitbox v)\nend\nif <<(*Right Control) = [1]> and <(player state) = [normal]>> then\n point in direction (90)\n change [x vel v] by (2.5)\nend\nif <<(*Left Control) = [1]> and <(player state) = [normal]>> then\n point in direction (-90)\n change [x vel v] by (-2.5)\nend\nif <(player state) = [slide]> then\n set [x vel v] to ((x vel) * (0.93))\n set [y slope 2 v] to ((y) - (y slope))\n set [y slope v] to (y)\n if <(in air) > [0]> then\n set [player state v] to [normal]\n end\nelse\n set [x vel v] to ((x vel) * (0.8))\n set [y slope v] to [0]\n set [y slope 2 v] to [0]\nend\nChange x by (round (x vel))\nif <(*Down Control) > [0]> then\n if <([abs v] of (x vel) ) > [3]> then\n if <(in air) = [0]> then\n set [player state v] to [slide]\n if <<(y slope 2) < [0]> and <([abs v] of (x vel) ) < [12]>> then\n if <(x vel) > [0]> then\n change [x vel v] by (1)\n else\n change [x vel v] by (-1)\n end\n end\n end\n else\n if <(in air) = [0]> then\n set [player state v] to [crouch]\n end\n end\nelse\n if <([touch sensor v] of [sensor v]) = [false]> then\n set [player state v] to [normal]\n end\nend\nif <(player state) = [normal]> then\n set [previous direction v] to (direction)\n if <(Player Bounce?) = [1]> then\n if <<(*Up) > [0]> and <not <(player state) = [hurt]>>> then\n set [y vel v] to [18]\n else\n set [y vel v] to [12]\n end\n end\nend\nif <<<(*Up Limit) = [true]> and <(in air) < [4]>> and <not <(player state) = [hurt]>>> then\n if <<([touch sensor v] of [sensor v]) = [false]> and <not <(player state) = [crouch]>>> then\n if <(in air) = [1]> then\n start sound [Jump v]\n end\n set [y vel v] to [14]\n end\nend\nif <(Player Hurt) = [1]> then\n set [*player lives v] to [0]\nend\nchange [y vel v] by (-1)\nif <(y vel) < [-20]> then\n set [y vel v] to [-20]\nend\nChange y by (y vel)\nPosition\nchange [~scroll x v] by (((x) - (~SCROLL X)) / (1))\nBoundaries\nif <(y) < [-180]> then\n hide\n set [*player lives v] to [0]\nend\nif <<touching (non-solid objects v)?> or <touching (pipe sensor v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\nAnimation\n\ndefine Change y by (sy)\nchange [y v] by (round (sy))\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (ground collision v)?> or <touching (solid objects v)?>>>\n if <(sy) < [0]> then\n set [in air v] to [0]\n set [frames v] to [0]\n change [y v] by (1)\n else\n change [y v] by (-1)\n set [y vel v] to [0]\n end\n Position\n set [y vel v] to (round ((y vel) * (0.9)))\nend\n\ndefine Change x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (ground collision v)?> or <touching (solid objects v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (ground collision v)?> or <touching (solid objects v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (ground collision v)?> or <touching (solid objects v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (~SCROLL X)) y: (y)\n\ndefine Setup\nset [*player lives v] to [1]\nset [level beaten? v] to [0]\nset [*down control v] to [0]\nset [*left control v] to [0]\nset [*right control v] to [0]\nset [*up v] to [0]\nset [x v] to [-175]\nset [y v] to [-66]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [~scroll x v] to [0]\nset [player state v] to [normal]\nset [in air v] to [0]\nset [player bounce? v] to [0]\nset [previous direction v] to [90]\nset [player hurt v] to [0]\nset [y slope v] to [0]\nset [y slope 2 v] to [0]\nset [invinsibility frames v] to [0]\nPosition\ngo to [front v] layer\nswitch costume to (stand1 v)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (70) %\nset [*game timer v] to (timer)\n\ndefine Animation\nif <(player state) = [crouch]> then\n switch costume to (crouch1 v)\nelse\n if <(player state) = [slide]> then\n switch costume to ((([floor v] of ((timer) * (4)) ) mod (2)) + (27))\n else\n if <(in air) > [0]> then\n if <(y vel) > [0]> then\n switch costume to (run jump v)\n else\n switch costume to (run drop v)\n end\n else\n if <([abs v] of (x vel) ) > [0.3]> then\n switch costume to ((([floor v] of ((timer) * (20)) ) mod (16)) + (6))\n else\n switch costume to ((([floor v] of ((timer) * (3)) ) mod (2)) + (4))\n end\n end\n end\nend\n\ndefine Controls\nset [*right control v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> + (0))\nset [*left control v] to (<<key (left arrow v) pressed?> or <key (a v) pressed?>> + (0))\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [*up v] by (1)\nelse\n set [*up v] to [0]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [*down control v] by (1)\nelse\n set [*down control v] to [0]\nend\nset [*up limit v] to <<(*Up) > [0]> and <(*Up) < [5]>>\n\nwhen I receive [game start v]\nset [ghost v] effect to (100)\nshow\nset volume to (30) %\nrepeat (10)\n Setup\n change [ghost v] effect by (-10)\n broadcast (Game Tick v)\nend\nrepeat until <<(*Player Lives) = [0]> or <(Level Beaten?) = [1]>>\n Controls\n Platformer\n broadcast (Game Tick v)\n if <key (r v) pressed?> then\n Setup\n end\nend\nif <(*Player Lives) = [0]> then\n broadcast (Player Death v)\nend\n\nwhen I receive [player death v]\nclear graphic effects\nrepeat (20)\n switch costume to ((([floor v] of ((timer) * (8)) ) mod (2)) + (32))\nend\nset [y vel v] to [10]\nrepeat until <(y position) < [-180]>\n switch costume to ((([floor v] of ((timer) * (8)) ) mod (2)) + (32))\n change y by (y vel)\n change [y vel v] by (-1)\nend\nhide\nwait (1) seconds\nbroadcast (Game Fade v)\n\nwhen I receive [level complete v]\nstop [other scripts in sprite v]\npoint in direction (90)\nswitch costume to (grab flagpole v)\nset [x v] to [6965]\nPosition\nrepeat (18)\n show\nend\nstart sound [nsmb_flagpole v]\nglide (0.7) secs to x: (95) y: (-77)\nwait (0.5) seconds\nstart sound [Win v]\nrepeat until <(x position) > [240]>\n switch costume to ((([floor v] of ((timer) * (20)) ) mod (16)) + (6))\n change x by (8)\nend\nhide\nwait (1) seconds\nbroadcast (Get Time v)\n\ndefine Boundaries\nif <(~SCROLL X) < [0]> then\n set [~scroll x v] to [0]\nend\nif <(~SCROLL X) > [6870]> then\n set [~scroll x v] to [6870]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\n Position\nend\nif <(x) > [7090]> then\n set [x v] to [7090]\n Position\nend\n\n@Non-Solid Objects\n\nwhen flag clicked\nset volume to (10) %\nhide\n\nwhen I receive [game tick v]\nset [object costume v] to (costume [number v])\nswitch costume to (bypass v)\nset size to (Infinity) %\ngo to x: ((object x) - (~SCROLL X)) y: (object y)\nset size to (100) %\nswitch costume to (object costume)\nif <(ID) = [1]> then\n switch costume to (flagpole v)\n if <<<touching (player v)?> and <([touching v] of [player v]) = [1]>> and <(touched?) = [0]>> then\n broadcast (Level Complete v)\n set [touched? v] to [1]\n end\nend\nif <(ID) = [2]> then\n if <<<touching (player v)?> and <([touching v] of [player v]) = [1]>> and <(touched?) = [0]>> then\n set [touched? v] to [1]\n set [frames v] to [0]\n change [*game coins v] by (1)\n end\n if <(touched?) = [0]> then\n switch costume to (coins v)\n else\n if <(frames) = [1]> then\n start sound [Collect v]\n end\n switch costume to (glow v)\n set size to ((80) + ((frames) * (10))) %\n change [ghost v] effect by ((100) / (12))\n if <(frames) > [15]> then\n delete this clone\n end\n end\n change [frames v] by (1)\nend\nif <(ID) = [3]> then\n if <<<touching (player v)?> and <([touching v] of [player v]) = [1]>> and <(touched?) = [0]>> then\n set [touched? v] to [1]\n set [frames v] to [0]\n if <(item (1) of [collected coins v]) = [0]> then\n start sound [Coin v]\n replace item (1) of [collected coins v] with [1]\n end\n change [*game coins v] by (1)\n end\n if <(touched?) = [0]> then\n switch costume to (big coin v)\n else\n turn right (15) degrees\n change [object y v] by ((11) + ((frames) * (-2)))\n if <(frames) > [15]> then\n delete this clone\n end\n if <(frames) > [10]> then\n change [ghost v] effect by (20)\n end\n end\n change [frames v] by (1)\nend\nif <(ID) = [4]> then\n Enemy Movement\nend\nif <(ID) = [5]> then\n switch costume to (flag1 v)\nend\n\ndefine Clone x: (x) y: (y) Repeat: (number) ID: (id) Border 1: (border 1) Border 2: (border 2)\nclear graphic effects\nset [object x v] to (x)\nset [object y v] to (y)\nset [id v] to (id)\nset [border 1 v] to (border 1)\nset [border 2 v] to (border 2)\nrepeat (number)\n create clone of (_myself_ v)\n change [object x v] by (35)\nend\n\nwhen I start as a clone\nset volume to (30) %\nshow\nset [touched? v] to [0]\nset [old y v] to (object y)\nif <(ID) = [6]> then\n switch costume to (flag2 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (8)\n show\n end\n glide (0.7) secs to x: (130) y: (-175)\nend\nforever\n if <<([abs v] of (x position) ) > [270]> or <([abs v] of (y position) ) > [210]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [game start v]\npoint in direction (90)\nhide\nAdd\nset [frames v] to [0]\nClone x: [1365] y: [55] Repeat: [3] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [460] y: [50] Repeat: [3] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [2665] y: [85] Repeat: [3] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [3340] y: [130] Repeat: [3] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [5635] y: [95] Repeat: [3] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [770] y: [7] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [830] y: [-7] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [890] y: [-21] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [950] y: [-35] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [1010] y: [-49] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [4635] y: [-32] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [4695] y: [-48] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [4755] y: [-64] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [4815] y: [-80] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [7623] y: [14] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [7658] y: [34] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [7693] y: [34] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [7728] y: [14] Repeat: [1] ID: [2] Border 1: [0] Border 2: [0]\nClone x: [300] y: [-95] Repeat: [1] ID: [4] Border 1: [-220] Border 2: [390]\nClone x: [2210] y: [-33] Repeat: [1] ID: [4] Border 1: [1935] Border 2: [2210]\nClone x: [2890] y: [-104] Repeat: [1] ID: [4] Border 1: [2845] Border 2: [3160]\nClone x: [3485] y: [-105] Repeat: [1] ID: [4] Border 1: [3260] Border 2: [3485]\nClone x: [4520] y: [-43] Repeat: [1] ID: [4] Border 1: [4260] Border 2: [4550]\nClone x: [4890] y: [-115] Repeat: [1] ID: [4] Border 1: [4850] Border 2: [5020]\nClone x: [5880] y: [-114] Repeat: [1] ID: [4] Border 1: [5850] Border 2: [5985]\nClone x: [1710] y: [-95] Repeat: [1] ID: [4] Border 1: [1520] Border 2: [1710]\nClone x: [6305] y: [-42] Repeat: [1] ID: [4] Border 1: [6180] Border 2: [6305]\nClone x: [4423] y: [145] Repeat: [1] ID: [3] Border 1: [0] Border 2: [0]\nClone x: [7000] y: [0] Repeat: [1] ID: [1] Border 1: [0] Border 2: [0]\nClone x: [7000] y: [0] Repeat: [1] ID: [5] Border 1: [0] Border 2: [0]\n\nbroadcast (Game Start v)\n\nwhen I receive [hard reset v]\nset [*game coins v] to [0]\nset [*real coins v] to [0]\n\nwhen I receive [delete level v]\ndelete this clone\n\nwhen I receive [game reset v]\nset [*game coins v] to [0]\nset [*real coins v] to [0]\n\ndefine Add\ndelete all of [power up v]\nrepeat (4)\n add [0] to [power up v]\nend\n\nwhen I receive [level complete v]\nif <(ID) = [5]> then\n go to x: (130) y: (0)\n set [id v] to [6]\n create clone of (_myself_ v)\n set [id v] to [5]\n switch costume to (flag1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Can Move (location)\nset [can move? v] to (<([abs v] of ((~SCROLL X) - (object x)) ) > (location)> + (0))\nif <<(ID) = [7]> and <(Can Move?) = [1]>> then\n set [frames v] to [50]\nend\n\ndefine Enemy Movement\nif <(touched?) = [0]> then\n if <(Can Move?) = [0]> then\n switch costume to ((6) + ([floor v] of ((frames) mod (6)) ))\n if <(object x) < (border 1)> then\n point in direction (90)\n end\n if <(object x) > (border 2)> then\n point in direction (-90)\n end\n if <(direction) = [90]> then\n change [object x v] by (2)\n else\n change [object x v] by (-2)\n end\n set rotation style [left-right v]\n set [player bounce? v] to [0]\n change [frames v] by (0.5)\n else\n set rotation style [left-right v]\n if <([x v] of [player v]) > (object x)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nelse\n if <(death state) = [1]> then\n switch costume to (slide death1 v)\n change [object y v] by ((14) + ((frames) * (-1.5)))\n if <(frames) = [1]> then\n start sound [squish v]\n end\n set rotation style [all around v]\n if <(previous direction) = [-90]> then\n turn right (15) degrees\n change [object x v] by (-4)\n else\n turn right (-15) degrees\n change [object x v] by (4)\n end\n change [frames v] by (1)\n if <(y position) < [-240]> then\n delete this clone\n end\n else\n if <(frames) = [0]> then\n set [player bounce? v] to [1]\n start sound [boing v]\n else\n set [player bounce? v] to [0]\n end\n if <(frames) < [4]> then\n switch costume to ((12) + ([floor v] of ((frames) mod (6)) ))\n end\n if <(frames) > [10]> then\n delete this clone\n end\n change [frames v] by (0.5)\n end\nend\nif <<touching (player v)?> and <<([touching v] of [player v]) = [1]> and <(touched?) = [0]>>> then\n set [frames v] to [0]\n if <<([in air v] of [player v]) > [5]> or <([player state v] of [player v]) = [slide]>> then\n set [touched? v] to [1]\n set [death state v] to (<([player state v] of [player v]) = [slide]> + (0))\n set [previous direction v] to (direction)\n else\n set [player hurt v] to [1]\n end\nend\nCan Move [280]\n\n@Solid Objects\n\nwhen I receive [game tick v]\nset [block costume v] to (costume [number v])\nswitch costume to (bypass v)\nset size to (Infinity) %\ngo to x: ((block x) - (~SCROLL X)) y: (block y)\nset size to (125) %\nswitch costume to (block costume)\nif <(ID) = [1]> then\n switch costume to (brick v)\n if <<([y vel v] of [player v]) = [0]> and <<<touching (player v)?> and <([up sensor v] of [sensor v]) = [true]>> and <(touched?) = [0]>>> then\n start sound [Mario Breaking block Epic Sound FX v]\n delete this clone\n end\nend\nif <(ID) = [2]> then\n if <(touched?) = [1]> then\n switch costume to (block2 v)\n else\n switch costume to (block v)\n end\n if <<([y vel v] of [player v]) = [0]> and <<<touching (player v)?> and <([up sensor v] of [sensor v]) = [true]>> and <(touched?) = [0]>>> then\n replace item (1) of [blocks v] with (block x)\n replace item (2) of [blocks v] with (block y)\n create clone of (effects v)\n start sound [Collect v]\n change [*game coins v] by (1)\n set [touched? v] to [1]\n end\nend\nif <(ID) = [3]> then\n switch costume to (disappearing platform v)\n if <(touched?) = [1]> then\n if <(frames) > [4]> then\n set [ghost v] effect to (((frames) * (15)) - (60))\n end\n change [frames v] by (1)\n if <(frames) > [10]> then\n delete this clone\n end\n end\n if <<<<touching (player v)?> and <([down sensor v] of [sensor v]) = [true]>> and <([y v] of [player v]) > (block y)>> and <(touched?) = [0]>> then\n set [frames v] to [0]\n set [touched? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\ndelete all of [blocks v]\nrepeat (6)\n add [0] to [blocks v]\nend\n\ndefine Clone x: (x) y: (y) ID: (id)\nclear graphic effects\nset [block x v] to (x)\nset [block y v] to (y)\nset [id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [game start v]\nClone x: [-30] y: [25] ID: [1]\nClone x: [0] y: [25] ID: [2]\nClone x: [30] y: [25] ID: [1]\nClone x: [1950] y: [87] ID: [1]\nClone x: [1980] y: [87] ID: [2]\nClone x: [2010] y: [87] ID: [1]\nClone x: [5400] y: [98] ID: [1]\nClone x: [5430] y: [98] ID: [2]\nClone x: [5460] y: [98] ID: [1]\n\nwhen I start as a clone\nshow\nset volume to (30) %\nset [touched? v] to [0]\nforever\n if <<([abs v] of (x position) ) > [270]> or <([abs v] of (y position) ) > [210]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete level v]\ndelete this clone\n\n@Ground Collision\n\nwhen flag clicked\nhide\n\ndefine Clone\nswitch costume to (1 v)\nset [x v] to [0]\ncreate clone of (_myself_ v)\nrepeat (15)\n next costume\n change [x v] by (480)\n create clone of (_myself_ v)\nend\nset [x v] to [8000]\n\nwhen I receive [game tick v]\nset [costume v] to (costume [number v])\nswitch costume to (bypass v)\nset size to (Infinity) %\ngo to x: ((x) - (~SCROLL X)) y: (y)\nset size to (100) %\nswitch costume to (costume)\n\nwhen I receive [game start v]\nshow\nClone\nhide\n\nwhen I receive [delete level v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<([abs v] of (x position) ) > [500]> or <([abs v] of (y position) ) > [210]>> then\n hide\n else\n show\n end\nend\n\n@Sensor\n\nwhen I receive [game tick v]\nshow\nswitch costume to (sensor v)\ngo to (player v)\nset [up sensor v] to <<touching (ground collision v)?> or <touching (solid objects v)?>>\nswitch costume to (hitbox detector v)\nset [touch sensor v] to <<touching (ground collision v)?> or <touching (solid objects v)?>>\nswitch costume to (sensor2 v)\nset [down sensor v] to <<touching (ground collision v)?> or <touching (solid objects v)?>>\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen flag clicked\nhide\nset [different text v] to [0]\nreplace item (1) of [-level times v] with [300]\nset [change v] to [0]\n\ndefine Write Text (text) Movement (movement) Icon (icon) Size (size) Fade (fade)\nset [fade v] to (fade)\nif <(icon) = [1]> then\n switch costume to (coin v)\n set size to (105) %\n create clone of (_myself_ v)\n change x by (20)\n change y by (-6)\nend\nset size to (100) %\nif <(movement) = [1]> then\n set [i v] to (length of (text))\nelse\n set [i v] to [1]\nend\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n if <(movement) = [1]> then\n change x by (-18)\n change [i v] by (-1)\n else\n change x by (18)\n change [i v] by (1)\n end\n create clone of (_myself_ v)\n if <(costume [number v]) = [11]> then\n change x by (-10)\n end\nend\nif <(icon) = [2]> then\n change x by (-25)\n change y by (2.5)\n switch costume to (timer v)\n set size to (50) %\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [18]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-8)\n end\nelse\n if <(Fade) = [1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [game start v]\nhide\nclear graphic effects\nset [*game coins v] to [0]\nforever\n broadcast (Delete Text v)\n clear graphic effects\n if <(*Player Lives) > [0]> then\n go to x: (235) y: (153)\n Write Text ([ceiling v] of ((300) - (*Game Time)) ) Movement [1] Icon [2] Size [0] Fade [0]\n go to x: (-210) y: (157)\n Write Text (*Game Coins) Movement [0] Icon [1] Size [0] Fade [0]\n set size to (85) %\n go to x: (-210) y: (122)\n Clone Coins\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [delete text v]\ndelete this clone\n\nwhen I receive [delete level v]\nstop [other scripts in sprite v]\nbroadcast (Delete Text v)\nhide\n\nwhen I receive [level start v]\nstop [other scripts in sprite v]\nbroadcast (Text Fade v)\n\nwhen I receive [player death v]\nreplace item (1) of [collected coins v] with [0]\nset [-game? v] to [1]\nchange [-player deaths v] by (1)\nstop [other scripts in sprite v]\nhide\nwait (0.5) seconds\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (glow v)\ncreate clone of (_myself_ v)\nstart sound [Lose v]\nif <(Gameplay) = [2]> then\n switch costume to (time's up! v)\nelse\n switch costume to (you died v)\nend\nshow\nset size to (50) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change size by (5)\n change [ghost v] effect by (-10)\nend\nset [gameplay v] to [0]\n\nwhen I receive [text fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Delete Text v)\n\nwhen I receive [game tick v]\nif <(*Game Coins) > [49]> then\n change [*game coins v] by (-50)\nend\n\ndefine Clone Coins\nswitch costume to ((item (1) of [collected coins v]) + (16))\nif <(costume [number v]) = [16]> then\n set [ghost v] effect to (20)\nend\ncreate clone of (_myself_ v)\nchange x by (34)\n\nwhen I receive [get time v]\nbroadcast (Text Fade v)\nset [different text v] to (☁ Scratcher Status)\nset [fade v] to [1]\nclear graphic effects\nwait (0.5) seconds\nset volume to (50) %\nstart sound [Collect v]\nstop [other scripts in sprite v]\nhide\nGet Results <(Different Text) = [1]>\nwait (0.5) seconds\ngo to x: (0) y: (-155)\nswitch costume to (click v)\ncreate clone of (_myself_ v)\nwait until <(~Mouse) = [1]>\nstart sound [Click v]\nbroadcast (Text Fade v)\nset [change v] to [1]\nbroadcast (Game Fade v)\n\ndefine Shorten (text)\nset [i v] to [1]\nset [shortened time v] to []\nrepeat ((length of ([floor v] of (text) )) + (2))\n set [shortened time v] to (join (Shortened Time) (letter (i) of (text)))\n change [i v] by (1)\nend\n\nwhen I receive [level complete v]\nstop [other scripts in sprite v]\n\nset [different text v] to [1]\nbroadcast (Get Time v)\n\ndefine Get Results <different text>\ngo to x: (-30) y: (12)\nif <different text> then\n go to x: (-53) y: (25)\nend\ngo to [front v] layer\nswitch costume to (time v)\nset size to (100) %\ncreate clone of (_myself_ v)\ngo to x: (22) y: (12)\nif <different text> then\n go to x: (-1) y: (25)\nend\nShorten (item (1) of [-level times v])\nWrite Text (Shortened Time) Movement [0] Icon [4] Size [0] Fade [1]\nswitch costume to (coins v)\ngo to x: (-55) y: (-12)\nif <different text> then\n go to x: (-78) y: (0)\nend\ncreate clone of (_myself_ v)\ngo to x: (-30) y: (-12)\nif <different text> then\n go to x: (-53) y: (0)\nend\nWrite Text (*Game Coins) Movement [0] Icon [4] Size [0] Fade [1]\nCloud\nif <different text> then\n go to x: (-37) y: (-25)\n switch costume to (world record v)\n create clone of (_myself_ v)\n go to x: (27) y: (-25)\n Write Text (☁ World Record) Movement [0] Icon [4] Size [0] Fade [1]\nend\n\ndefine Cloud\nif <(Shortened Time) < [20]> then\n stop [all v]\nend\nchange [☁ completed v] by (1)\nif <(item (1) of [collected coins v]) = [1]> then\n change [☁ completed with coin v] by (1)\nend\nif <(Shortened Time) < (☁ World Record)> then\n set [☁ world record v] to (Shortened Time)\nend\n\n@Scrolling Background\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\nforever\n set [ghost v] effect to (40)\n set x to ((((~SCROLL X) / (-1.3)) mod (480)) + (-480))\nend\n\nwhen I receive [world map v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v)\nforever\n set [time v] to (timer)\n broadcast (Infinite Tick v)\nend\n\nwhen [timer v] > (time)\nif <not <(username) = [Animator180]>> then\n show list [dev tools v]\nend\nif <(costume [number v]) = [2]> then\n start sound [smw_lemmy_wendy_incorrect v]\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [game start v]\nset [turbo mode v] to [0]\nforever\n repeat (10)\n set [turbo mode tick v] to (timer)\n end\n set [turbo mode time v] to ((timer) - (Turbo Mode Tick))\n if <(Turbo Mode Time) = [0]> then\n switch costume to (turbo mode v)\n stop [all v]\n end\nend\n\n@Effects\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (100) %\nswitch costume to (coin v)\ngo [forward v] (5) layers\nset [x v] to (item (1) of [blocks v])\nset y to (item (2) of [blocks v])\nset [movement v] to [10]\nrepeat (9)\n change y by (Movement)\n change [movement v] by (-1)\nend\nset size to (80) %\nswitch costume to (glow v)\nrepeat (15)\n change size by (10)\n change [ghost v] effect by ((100) / (12))\nend\ndelete this clone\n\nwhen I receive [game tick v]\nset x to ((x) - (~SCROLL X))\nif <([abs v] of (x position) ) > [240]> then\n hide\nelse\n show\nend\n\n@Game Fade\n\nwhen flag clicked\nhide\n\nwhen I receive [game fade v]\nswitch costume to (screen v)\nshow\nif <([change v] of [text v]) = [0]> then\n set [ghost v] effect to (100)\nend\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Delete Level v)\nwait (1) seconds\nif <([change v] of [text v]) = [0]> then\n wait (0.5) seconds\n broadcast (Game Start v)\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n switch costume to (screen2 v)\n set [brightness v] effect to (-100)\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [get time v]\nswitch costume to (screen v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-6)\nend\n\nwhen I receive [fade v]\nswitch costume to (level 1 v)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (Game Start v)\nswitch backdrop to (background 1 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Title\n\nwhen flag clicked\nswitch backdrop to (title background v)\nshow\nswitch costume to (title v)\nset y to (180)\nset size to (100) %\nset [y vel2 v] to [0]\nrepeat (11)\n change y by (y vel2)\n change [y vel2 v] by (-1)\nend\nset [y vel2 v] to [5]\nrepeat (10)\n change y by (y vel2)\n change [y vel2 v] by (-1)\nend\nswitch costume to (click v)\ncreate clone of (_myself_ v)\nswitch costume to (title v)\nrepeat until <(~Mouse) = [1]>\n if <touching (mouse-pointer v)?> then\n change size by (((105) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\nwait (0.5) seconds\nbroadcast (Fade v)\n\nwhen I start as a clone\ngo to x: (0) y: (-145)\nset size to (0) %\nrepeat until <(~Mouse) = [1]>\n change size by (((100) - (size)) / (5))\nend\nstop all sounds\nset volume to (30) %\nstart sound [Click v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (2)\nend\n\nwhen I receive [fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Slide\n\nwhen I receive [slide sound stop v]\nstop [other scripts in sprite v]\nset volume to (10) %\nforever\n wait until <([player state v] of [player v]) = [slide]>\n broadcast (Slide Sound Start v)\n wait until <not <([player state v] of [player v]) = [slide]>>\n broadcast (Slide Sound Stop v)\nend\n\nwhen I receive [slide sound start v]\nplay sound [Slide Start v] until done\nforever\n play sound [Slide Sound v] until done\nend\n\nwhen I receive [game start v]\nbroadcast (Slide Sound Stop v)\n\nwhen I receive [player death v]\nstop [other scripts in sprite v]\n\nwhen I receive [level complete v]\nstop [other scripts in sprite v]\n\n | |
Destiny Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [2019-04-20_-_Quiet_Time_-_David_Fesliyan v] until done\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to ((0) + ((10) * ([sin v] of (((timer) - (50)) * (15)) )))\nend\n\n@my friend\n\nwhen flag clicked\nhide\n\nwhen I receive [boing v]\nset [fallspeed v] to [18]\n\nwhen I receive [coolieu v]\nstarting position\n\nbroadcast (coolieu v)\n\nwhen I receive [end of end v]\n\nwhen flag clicked\n\nwait (17) seconds\n\nwhen I receive [end intro v]\n\nstarting position\n\nwhen I receive [back v]\ngo to x: (-220) y: (-70)\nif <(level) = [6]> then\n go to x: (-220) y: (120)\nend\nif <(level) = [7]> then\n go to x: (-220) y: (50)\nend\nif <(level) = [8]> then\n go to x: (-220) y: (-50)\nend\nif <(level) = [9]> then\n go to x: (-220) y: (0)\nend\nif <(level) = [10]> then\n go to x: (-220) y: (50)\nend\nset [player x v] to (x position)\nwait (0.1) seconds\nset [fallspeed v] to [0]\nset [dead v] to [0]\n\ndefine starting position\nchange [level v] by (1)\ngo to x: (-220) y: (0)\nif <(level) = [6]> then\n go to x: (-220) y: (120)\nend\nif <(level) = [7]> then\n go to x: (-220) y: (50)\nend\nif <(level) = [8]> then\n go to x: (-220) y: (-50)\nend\nif <(level) = [9]> then\n go to x: (-220) y: (0)\nend\nif <(level) = [10]> then\n go to x: (-220) y: (50)\nend\nset [fallspeed v] to [0]\n\nrepeat (5)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [begin! v]\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [good v] to [1]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [0]\nset [fallspeed v] to [0]\ngo to x: (0) y: (0)\nforever\n if <(good) = [1]> then\n change [fallspeed v] by (-1)\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [runspeed v] by (-1)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [runspeed v] by (1)\n end\n if <(runspeed) > [7]> then\n set [runspeed v] to [7]\n end\n if <[-7] > (runspeed)> then\n set [runspeed v] to [-7]\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [runspeed v] to ((runspeed) * (0.8))\n end\n if <touching (water v)?> then\n change x by ((runspeed) / (3))\n else\n change x by (runspeed)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((runspeed) * (-1))\n if <<<key (w v) pressed?> or <key (w v) pressed?>> or <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n set [fallspeed v] to [10]\n if <([abs v] of (runspeed) ) = (runspeed)> then\n set [runspeed v] to [-4]\n else\n set [runspeed v] to [4]\n end\n else\n set [runspeed v] to [0]\n end\n end\n change y by (fallspeed)\n set [y v] to (y position)\n if <touching (ground v)?> then\n change y by ((fallspeed) - ((fallspeed) * (2)))\n set [fallspeed v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [fallspeed v] to [12]\n end\n change y by (1)\n if <touching (spikes v)?> then\n set [player x v] to (x position)\n set [dead v] to [1]\n broadcast (dead v)\n repeat (5)\n change [brightness v] effect by (20)\n end\n wait until <(dead) = [0]>\n end\n if <(x position) > [230]> then\n starting position\n end\n if <(y position) < [-160]> then\n set [player x v] to (x position)\n set [dead v] to [1]\n broadcast (dead v)\n repeat (5)\n change [brightness v] effect by (20)\n end\n wait until <(dead) = [0]>\n end\n if <touching (trampoline v)?> then\n set [fallspeed v] to [18]\n broadcast (jump v)\n end\n if <key (n v) pressed?> then\n starting position\n wait until <not <key (n v) pressed?>>\n end\n end\nend\n\n@Decor\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (level)\nhide\n\nwhen I receive [begin! v]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Clouds\n\nwhen flag clicked\nforever\n set x to ((0) + ((10) * ([sin v] of (((timer) - (50)) * (50)) )))\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Tire Swing\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (29) y: (91)\nforever\n point in direction ((90) + ((10) * ([cos v] of (((timer) - (50)) * (100)) )))\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n go to x: (29) y: (91)\n end\n if <(level) = [2]> then\n show\n go to x: (220) y: (108)\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 show\n go to x: (50) y: (100)\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (-100) y: (0)\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n show\n go to x: (-230) y: (130)\n end\n if <(level) = [12]> then\n show\n go to x: (-230) y: (130)\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n if <(level) = [15]> then\n if <(level) = [16]> then\n show\n go to x: (-100) y: (100)\n end\nend\n\n@CharacterSprite1Sprite1\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [back v]\nwait (0.1) seconds\nshow\nrepeat (5)\n change [brightness v] effect by (-20)\nend\n\nwhen I receive [dead v]\nrepeat (5)\n change [brightness v] effect by (20)\nend\nhide\n\nrepeat (10)\n change [brightness v] effect by (-20)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin! v]\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [begin! v]\nshow\nset [brightness v] effect to (0)\ngo to [front v] layer\nforever\n go to (my friend v)\n if <(fallspeed) = [0]> then\n switch costume to (costume1 v)\n end\n if <(fallspeed) > [0]> then\n switch costume to (costume4 v)\n end\n set [x of player v] to (x position)\n set [y of player v] to (y position)\n if <[0] > (fallspeed)> then\n switch costume to (costume5 v)\n end\n if <<(fallspeed) = [0]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume3 v)\n end\n if <<(fallspeed) = [0]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (costume2 v)\n end\n if <<(fallspeed) > [0]> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume7 v)\n end\n if <<(fallspeed) > [0]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (costume6 v)\n end\n if <<[0] > (fallspeed)> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (costume8 v)\n end\n if <<[0] > (fallspeed)> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (costume9 v)\n end\nend\n\nwhen I receive [begin! v]\nwait (1.1) seconds\ngo to [front v] layer\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [begin! v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Death Animation\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [dead v]\ngo to [front v] layer\nset x to (player x)\nswitch costume to (costume1 v)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\n next costume\nend\nrepeat (5)\n change [ghost v] effect by (20)\n next costume\nend\nbroadcast (Back v)\nwait (0.1) seconds\nset x to (player x)\nswitch costume to (costume1 v)\nrepeat (5)\n change [ghost v] effect by (-20)\n next costume\nend\nrepeat (5)\n change [ghost v] effect by (20)\n next costume\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@Water\n\nwhen flag clicked\nforever\n switch costume to (level)\n set [ghost v] effect to (50)\n set y to ((0) + ((10) * ([cos v] of (((timer) - (50)) * (300)) )))\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n hide\n end\n if <(level) = [3]> then\n show\n go to x: (-29) y: (-91)\n go to [front v] layer\n end\n if <(level) = [4]> then\n hide\n end\n if <(level) = [5]> then\n if <(level) = [6]> then\n if <(level) = [7]> then\n if <(level) = [8]> then\n show\n go to x: (0) y: (-130)\n go to [front v] layer\n end\n if <(level) = [9]> then\n show\n go to x: (-80) y: (-20)\n go to [front v] layer\n end\n if <(level) = [10]> then\n hide\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n hide\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n show\n go to x: (-150) y: (-90)\n go to [front v] layer\n end\n if <(level) = [16]> then\n hide\n end\nend\n\ngo to x: (220) y: (108)\n\nwhen I receive [jump v]\nset [trampoline animation v] to [-5]\nrepeat until <(trampoline animation) = [0]>\n change [trampoline animation v] by (1)\n change y by (trampoline animation)\nend\nset [trampoline animation v] to [5]\nrepeat until <(trampoline animation) = [0]>\n change [trampoline animation v] by (-1)\n change y by (trampoline animation)\nend\n\n@Sprite1\n\n@INTRO \n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (20)\nset [ghost v] effect to (0)\nset size to (300) %\nswitch costume to (ezgif v)\nrepeat (82)\n next costume\nend\nbroadcast (BEGIN! v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Shadow\n\nwhen flag clicked\n\ndefine assign y position\nset y to (y of player)\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change y by (-1)\nend\nchange y by (-10)\n\nwhen I receive [explode v]\nhide\n\nwhen I receive [begin! v]\nhide\nshow\ngo to [front v] layer\nset rotation style [left-right v]\nforever\n set size to ((100) - ((distance to [charactersprite1sprite1 v]) / (3))) %\n set [ghost v] effect to ((50) + ((distance to [charactersprite1sprite1 v]) / (5)))\n set x to (x of player)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\n assign y position\nend\n\nwhen I receive [begin! v]\nwait (1) seconds\ngo to [front v] layer\n\n | After a week of hard ( not that hard ) work, I present you RED BALL - 1\n\nNOTE THAT THIS IS NOT CONNECTED WITH THE REAL STORY\n\nEXACTLY - 238 BLOCKS!!! WHAT!?\n\n#38 on Trending all, #14 on art!!!? - 8-1-2022\n#6 on Trending, #1 on stories!!! What? - 9-1-2022 |
Radiant-a platformer #games #trending | @Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (left up v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [trampoline v]\nchange [sy v] by (45)\n\nwhen I receive [new skin 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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [700] y: [3]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [30]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\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 [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((x) - (SCROLL X)) ((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 [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1898] y: [71]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [2120] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\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 [x v] to (x)\nset [y v] to (y)\n\nshow\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [800] y: [100]\n Clone at x: [600] y: [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (bob v)\n end\n end\n end\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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\nend\n\n@Trampoline\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (Trampoline v)\n next costume\n wait (0.01) seconds\n next costume\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (spring v)\n Clone at x: [1630] y: [-100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (spring v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (spring v)\n Clone at x: [348] y: [-35]\n Clone at x: [478] y: [-35]\n Clone at x: [600] y: [-35]\n end\n set [x v] to [-9999999999]\n end\n set [x v] to [-9999999999]\nend\nset [x v] to [-9999999999]\n\ndefine Position (x) (y)\ngo to [back v] layer\nset size to (200) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [700] y: [3]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [30]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (blnak v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\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 [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@TB\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\n\n@Skip Button\n\nwhen flag clicked\nset size to (100) %\nhide\nshow\ngo to x: (-188) y: (-148)\n\nwhen I receive [tick v]\nif <<key (s v) pressed?> or <mouse down?>> then\n if <touching (mouse-pointer v)?> then\n change [level v] by (1)\n broadcast (Setup v)\n wait until <not <<key (s v) pressed?> or <mouse down?>>>\n wait until <not <<key (s v) pressed?> or <mouse down?>>>\n else\n end\nend\n\nif <touching (mouse-pointer v)?> then\n change [level v] by (1)\n broadcast (Setup v)\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [normal coins' v] by (1)\n change [coins v] by (1)\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-208] y: [-6]\n Clone at x: [87] y: [-6]\n Clone at x: [144] y: [-6]\n Clone at x: [364] y: [6]\n Clone at x: [720] y: [32]\n Clone at x: [1142] y: [122]\n Clone at x: [1624] y: [-30]\n Clone at x: [1624] y: [30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin1 v)\n Clone at x: [-160] y: [-33]\n Clone at x: [167] y: [144]\n Clone at x: [382] y: [117]\n Clone at x: [720] y: [73]\n Clone at x: [780] y: [73]\n Clone at x: [840] y: [73]\n Clone at x: [1614] y: [85]\n Clone at x: [1909] y: [59]\n else\n if <(LEVEL) = [3]> then\n switch costume to (coin1 v)\n Clone at x: [-147] y: [12]\n Clone at x: [175] y: [30]\n Clone at x: [415] y: [85]\n Clone at x: [539] y: [85]\n Clone at x: [700] y: [107]\n Clone at x: [1477] y: [100]\n Clone at x: [1428] y: [180]\n else\n end\n set [x v] to [-9999999999]\n end\n set [x v] to [-9999999999]\nend\nset [x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nset [normal coins' v] to [0]\nset [collected v] to [0]\n\n@Text\n\nwhen I receive [green flag v]\nset [coins v] to [0]\nshow variable [coins v]\nshow\n\n@lf_UI\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\nend\nwait (4) seconds\nrepeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\nwhen flag clicked\ncheck\n\ndefine check\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nhide\nset [ghost v] effect to (100)\nwait (pick random (11) to (16)) seconds\nforever\n if <<(Stared?) = [1]> and <(Loved?) = [1]>> then\n stop [this script v]\n end\n show\n repeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\n end\n wait (4) seconds\n repeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\n end\n hide\n wait (pick random (20) to (40)) seconds\nend\n\n@Detector\n\nwhen flag clicked\nshow\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nbroadcast (alert v)\n\nwhen I start as a clone\nshow\ngo to x: (-15) y: (0)\nif <(@id) = [1]> then\n switch costume to (fave v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to ((1) - (Stared?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\nelse\n if <(@id) = [2]> then\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to ((1) - (Loved?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\n else\n end\nend\n\n@Shop Button\n\nwhen flag clicked\nswitch costume to (shop button v)\ngo to x: (-177) y: (147)\nhide\n\nshow\n\nwhen I receive [tick v]\n\nif <touching (mouse-pointer v)?> then\n set size to (130) %\n if <mouse down?> then\n broadcast (Shop Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n set size to (110) %\nend\n\nwhen I receive [shop close v]\nshow\n\n@Shop\n\nwhen flag clicked\nswitch costume to (shop v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [shop open v]\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nwait (0.5) seconds\nforever\n if <mouse down?> then\n broadcast (Shop Close v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [shop close v]\nhide\n\nwait (0.5) seconds\nforever\n if <mouse down?> then\n broadcast (Shop Close v)\n wait until <not <mouse down?>>\n end\nend\n\n@Shop Things\n\nwhen flag clicked\nhide\ngo to x: (33) y: (52)\n\nwhen I receive [shop open v]\nshow\nwait (0.5) seconds\nforever\nend\n\nwhen I receive [shop close v]\nhide\n\nwait (0.5) seconds\n\n | Hi ! \nIt one of my best platformer ! I sincerely hope you will like it ^^ and, if you want to play once again : go see this one https://scratch.mit.edu/projects/535183297/\nhttps://scratch.mit.edu/projects/558391146/\nCould finish all my platformers ???\n\n\nHAVE FUN ! ? |
Ninja Cat 2 - Platformer Game (Mobile-friendly) | @Stage\n\nwhen I receive [backdrop v]\nswitch backdrop to (item (RunningUsersProgramStepNumber) of [stepcount/costumenumber v])\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [levelup v]\nnext backdrop\n\n@Platforms\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [3]> then\n switch costume to (level3clone v)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n switch costume to (level7clone v)\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n show\n switch costume to (Level)\nend\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\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\nwhen I start as a clone\ngo to x: (0) y: (0)\nglide (2) secs to x: (0) y: (-50)\nforever\n glide (4) secs to x: (0) y: (50)\n glide (4) secs to x: (0) y: (-50)\nend\n\nwhen I receive [hideoriginalcodesonfarleft v]\nif <<(costume [name v]) = [Level3Clone]> or <(costume [name v]) = [Level7clone]>> then\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n glide (2) secs to x: (0) y: (-50)\n forever\n glide (4) secs to x: (0) y: (50)\n glide (4) secs to x: (0) y: (-50)\n end\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\n@ListControl\n\ndefine EmptyListsAndVariables\ndelete all of [mainlist v]\ndelete all of [stepcount/costumenumber v]\nset [listitemnumberandnewcloneposition v] to [0]\n\nwhen flag clicked\nEmptyListsAndVariables\nbroadcast (Start v)\n\nwhen I receive [levelup v]\nEmptyListsAndVariables\n\n@YControlCharacter\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nset y to (42)\n\nwhen I receive [jump v]\nset [yvelocity v] to [7.5]\nset [stoodonplatforms? v] to [No]\nwait until <(StoodOnPlatforms?) = [Yes]>\n\nwhen [up arrow v] key pressed\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nset [ghost v] effect to (99)\nbroadcast (xtracker v)\nPositionControlCharacter\nshow\nforever\n change [yvelocity v] by (-0.4)\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 set [stoodonplatforms? v] to [Yes]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n set [stoodonplatforms? v] to [No]\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 if <touching (ghosts v)?> then\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 I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [positioncontrolcharacter v]\nPositionControlCharacter\n\nclear graphic effects\n\nwhen I receive [restartlevel v]\nPositionControlCharacter\n\nclear graphic effects\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\ndefine PositionControlCharacter\ngo to x: (-200) y: (-130)\n\nbroadcast (#ReleaseTheFruit v)\n\nset [xvelocity v] to ((XVelocity) * (0.85))\nif <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\nend\n\nwhen I receive [xtracker v]\nforever\n set x to ([x position v] of [xcontrolcharacter v])\nend\n\nwhen I receive [resetplayerposition v]\nPositionControlCharacter\n\nwait until <(StoodOnPlatforms?) = [Yes]>\n\nwhen I receive [levelup v]\nset [stoodonplatforms? v] to [Yes]\n\n@XControlCharacter\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [jump v]\nset [stoodonplatforms? v] to [No]\nrepeat until <(StoodOnPlatforms?) = [Yes]>\n if <(direction) = [90]> then\n change x by (4)\n if <touching (platforms v)?> then\n set [stoodonplatforms? v] to [Yes]\n change x by (-8)\n stop [this script v]\n end\n else\n change x by (-4)\n if <touching (platforms v)?> then\n set [stoodonplatforms? v] to [Yes]\n change x by (8)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nPositionControlCharacter\nstop [other scripts in sprite v]\nset [ghost v] effect to (99)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\npoint in direction (90)\nshow\nforever\n set y to ([y position v] of [ycontrolcharacter v])\nend\n\nset [xvelocity v] to ((XVelocity) * (0.85))\nif <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [positioncontrolcharacter v]\nPositionControlCharacter\n\nclear graphic effects\n\nwhen I receive [restartlevel v]\nPositionControlCharacter\n\nclear graphic effects\n\nchange x by (-1)\nset [xvelocity v] to [0]\n\nif <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\nend\n\ndefine PositionControlCharacter\nrepeat (3)\n wait (0.1) seconds\n go to x: (-200) y: (-150)\n point in direction (90)\nend\n\nbroadcast (#ReleaseTheFruit v)\n\nwhen I receive [run v]\nset [runfinished? v] to [No]\nrepeat (item (RunningUsersProgramStepNumber) of [stepcount/costumenumber v])\n if <(direction) = [90]> then\n change x by (30)\n if <touching (platforms v)?> then\n change x by (-30)\n stop [this script v]\n else\n change x by (-30)\n glide (0.1) secs to x: ((x position) + (30)) y: (y position)\n end\n else\n change x by (-30)\n if <touching (platforms v)?> then\n change x by (30)\n stop [this script v]\n else\n change x by (30)\n glide (0.1) secs to x: ((x position) - (30)) y: (y position)\n end\n end\nend\nwait until <<(YVelocity) = [0]> and <(StoodOnPlatforms?) = [Yes]>>\n\nset [runfinished? v] to [Yes]\n\nwhen I receive [levelup v]\npoint in direction (90)\n\nwhen I receive [restartlevel v]\npoint in direction (90)\n\nwhen I receive [turn v]\nturn right (180) degrees\n\nwhen I receive [continuewithlevel v]\nPositionControlCharacter\n\nwhen I receive [stopandresetlevelinplay v]\nPositionControlCharacter\n\nwhen I receive [resetplayerposition v]\nPositionControlCharacter\n\nwhen I receive [levelup v]\nPositionControlCharacter\n\nrepeat (3)\n wait (0.1) seconds\nend\n\n@RunningUsersProgram\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset x to (-150)\nset y to (170)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (HideOriginalCodesOnFarLeft v)\nset [runningusersprogramstepnumber v] to [1]\nrepeat (length of [mainlist v])\n broadcast (item (RunningUsersProgramStepNumber) of [mainlist v]) and wait\n change [runningusersprogramstepnumber v] by (1)\nend\ncreate clone of (scratch cat v)\nbroadcast (ResetPlayerPosition v)\nbroadcast (UnhideCode v)\nset [runfinished? v] to [Yes]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nshow\n\nbroadcast (ResetPlayerPosition v) and wait\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nset [runfinished? v] to [Yes]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nshow\n\nbroadcast (#ReleaseTheFruit v)\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nbroadcast (UnhideCode v)\nset [runfinished? v] to [Yes]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nshow\nshow\n\nset [runfinished? v] to [Yes]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nshow\n\n@Run\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to x: (-228) y: (168)\nset [local_clone_position_number v] to [0]\n\nwhen this sprite clicked\nif <(x position) < [-220]> then\n if <(mouse x) < [-205]> then\n create clone of (_myself_ v)\n go to x: (-228) y: (168)\n stop [this script v]\n end\n if <(mouse x) < [-186]> then\n next costume\n stop [this script v]\n end\n if <(mouse x) < [-168]> then\n switch costume to ((costume [number v]) - (1))\n stop [this script v]\n end\nend\nif <(mouse x) < [-131]> then\n delete (local_clone_position_number) of [mainlist v]\n delete (local_clone_position_number) of [stepcount/costumenumber v]\n change [listitemnumberandnewcloneposition v] by (-1)\n set [movelistitemup/shiftcodeup if item number greater than... v] to (local_clone_position_number)\n broadcast (JiggleCodeUpWards v)\n delete this clone\nend\nif <(mouse x) < [-108]> then\n next costume\n replace item (local_clone_position_number) of [stepcount/costumenumber v] with (costume [name v])\n stop [this script v]\nend\nif <(mouse x) < [-90]> then\n switch costume to ((costume [number v]) - (1))\n replace item (local_clone_position_number) of [stepcount/costumenumber v] with (costume [name v])\n stop [this script v]\nend\n\nwhen I start as a clone\nchange [listitemnumberandnewcloneposition v] by (1)\nset [local_clone_position_number v] to (ListItemNumberAndNewClonePosition)\nset x to (-150)\nset y to ((170) - ((ListItemNumberAndNewClonePosition) * (17)))\nadd [Run] to [mainlist v]\nadd (costume [number v]) to [stepcount/costumenumber v]\n\nforever\n say (mouse x)\nend\n\nwhen I receive [jigglecodeupwards v]\nif <(local_clone_position_number) > [0]> then\n if <(local_clone_position_number) > (MoveListItemUp/ShiftCodeUp if item number greater than...)> then\n change [local_clone_position_number v] by (-1)\n end\n set y to ((170) - ((local_clone_position_number) * (17)))\nend\n\nwhen I receive [stopandresetlevelinplay v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [hideoriginalcodesonfarleft v]\nhide\n\nstop [other scripts in sprite v]\ndelete this clone\n\nif <(x position) < [-220]> then\n\nwhen I receive [unhidecode v]\nshow\nclear graphic effects\n\n@Turn\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [restartlevel v]\nshow\n\nwhen I receive [hideoriginalcodesonfarleft v]\nhide\n\nwhen I receive [unhidecode v]\nshow\nclear graphic effects\n\nwhen I receive [stopandresetlevelinplay v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (-228) y: (143)\nset [local_clone_position_number v] to [0]\n\nwhen this sprite clicked\nif <(x position) < [-220]> then\n create clone of (_myself_ v)\n go to x: (-228) y: (143)\n stop [this script v]\nend\nif <(mouse x) < [-131]> then\n delete (local_clone_position_number) of [mainlist v]\n delete (local_clone_position_number) of [stepcount/costumenumber v]\n change [listitemnumberandnewcloneposition v] by (-1)\n set [movelistitemup/shiftcodeup if item number greater than... v] to (local_clone_position_number)\n broadcast (JiggleCodeUpWards v)\n delete this clone\nend\n\nif <(mouse x) < [-210]> then\n\nwhen I start as a clone\nchange [listitemnumberandnewcloneposition v] by (1)\nset [local_clone_position_number v] to (ListItemNumberAndNewClonePosition)\nset x to (-150)\nset y to ((170) - ((ListItemNumberAndNewClonePosition) * (17)))\nadd [Turn] to [mainlist v]\nadd (costume [number v]) to [stepcount/costumenumber v]\n\nforever\n say (mouse x)\nend\n\nwhen I receive [jigglecodeupwards v]\nif <(local_clone_position_number) > [0]> then\n if <(local_clone_position_number) > (MoveListItemUp/ShiftCodeUp if item number greater than...)> then\n change [local_clone_position_number v] by (-1)\n end\n set y to ((170) - ((local_clone_position_number) * (17)))\nend\n\nwhen I receive [levelup v]\ndelete this clone\n\n@Jump\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nshow\n\nwhen I receive [hideoriginalcodesonfarleft v]\nhide\n\nwhen I receive [unhidecode v]\nshow\nclear graphic effects\n\nwhen I receive [stopandresetlevelinplay v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (-228) y: (118)\nset [local_clone_position_number v] to [0]\n\nwhen this sprite clicked\nif <(x position) < [-220]> then\n create clone of (_myself_ v)\n go to x: (-228) y: (118)\n stop [this script v]\nend\nif <(mouse x) < [-131]> then\n delete (local_clone_position_number) of [mainlist v]\n delete (local_clone_position_number) of [stepcount/costumenumber v]\n change [listitemnumberandnewcloneposition v] by (-1)\n set [movelistitemup/shiftcodeup if item number greater than... v] to (local_clone_position_number)\n broadcast (JiggleCodeUpWards v)\n delete this clone\nend\n\nif <(mouse x) < [-210]> then\n\nwhen I start as a clone\nchange [listitemnumberandnewcloneposition v] by (1)\nset [local_clone_position_number v] to (ListItemNumberAndNewClonePosition)\nset x to (-150)\nset y to ((170) - ((ListItemNumberAndNewClonePosition) * (17)))\nadd [Jump] to [mainlist v]\nadd (costume [number v]) to [stepcount/costumenumber v]\n\nforever\n say (mouse x)\nend\n\nwhen I receive [jigglecodeupwards v]\nif <(local_clone_position_number) > [0]> then\n if <(local_clone_position_number) > (MoveListItemUp/ShiftCodeUp if item number greater than...)> then\n change [local_clone_position_number v] by (-1)\n end\n set y to ((170) - ((local_clone_position_number) * (17)))\nend\n\n@Wait\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nshow\n\nwhen I receive [hideoriginalcodesonfarleft v]\nhide\n\nwhen I receive [unhidecode v]\nshow\nclear graphic effects\n\nwhen I receive [stopandresetlevelinplay v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (-228) y: (93)\nset [local_clone_position_number v] to [0]\n\nwhen this sprite clicked\nif <(x position) < [-220]> then\n if <(mouse x) < [-205]> then\n create clone of (_myself_ v)\n go to x: (-228) y: (93)\n stop [this script v]\n end\n if <(mouse x) < [-186]> then\n next costume\n stop [this script v]\n end\n if <(mouse x) < [-168]> then\n switch costume to ((costume [number v]) - (1))\n stop [this script v]\n end\nend\nif <(mouse x) < [-131]> then\n delete (local_clone_position_number) of [mainlist v]\n delete (local_clone_position_number) of [stepcount/costumenumber v]\n change [listitemnumberandnewcloneposition v] by (-1)\n set [movelistitemup/shiftcodeup if item number greater than... v] to (local_clone_position_number)\n broadcast (JiggleCodeUpWards v)\n delete this clone\nend\nif <(mouse x) < [-108]> then\n next costume\n replace item (local_clone_position_number) of [stepcount/costumenumber v] with (costume [name v])\n stop [this script v]\nend\nif <(mouse x) < [-90]> then\n switch costume to ((costume [number v]) - (1))\n replace item (local_clone_position_number) of [stepcount/costumenumber v] with (costume [name v])\n stop [this script v]\nend\n\nwhen I start as a clone\nchange [listitemnumberandnewcloneposition v] by (1)\nset [local_clone_position_number v] to (ListItemNumberAndNewClonePosition)\nset x to (-150)\nset y to ((170) - ((ListItemNumberAndNewClonePosition) * (17)))\nadd [Wait] to [mainlist v]\nadd (costume [number v]) to [stepcount/costumenumber v]\n\nforever\n say (mouse x)\nend\n\nwhen I receive [jigglecodeupwards v]\nif <(local_clone_position_number) > [0]> then\n if <(local_clone_position_number) > (MoveListItemUp/ShiftCodeUp if item number greater than...)> then\n change [local_clone_position_number v] by (-1)\n end\n set y to ((170) - ((local_clone_position_number) * (17)))\nend\n\nwhen I receive [wait v]\nwait (item (RunningUsersProgramStepNumber) of [stepcount/costumenumber v]) seconds\n\n@Music\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nshow\n\nwhen I receive [hideoriginalcodesonfarleft v]\nhide\n\nwhen I receive [unhidecode v]\nshow\nclear graphic effects\n\nwhen I receive [stopandresetlevelinplay v]\nstop all sounds\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (-228) y: (68)\nset [local_clone_position_number v] to [0]\nforever\n play sound [happy-and-fun-background-music-upbeat-ukulele v] until done\nend\n\nwhen this sprite clicked\nif <(x position) < [-220]> then\n if <(mouse x) < [-205]> then\n create clone of (_myself_ v)\n go to x: (-228) y: (68)\n stop [this script v]\n end\n if <(mouse x) < [-186]> then\n next costume\n stop [this script v]\n end\n if <(mouse x) < [-168]> then\n switch costume to ((costume [number v]) - (1))\n stop [this script v]\n end\nend\nif <(mouse x) < [-131]> then\n delete (local_clone_position_number) of [mainlist v]\n delete (local_clone_position_number) of [stepcount/costumenumber v]\n change [listitemnumberandnewcloneposition v] by (-1)\n set [movelistitemup/shiftcodeup if item number greater than... v] to (local_clone_position_number)\n broadcast (JiggleCodeUpWards v)\n delete this clone\nend\nif <(mouse x) < [-108]> then\n next costume\n replace item (local_clone_position_number) of [stepcount/costumenumber v] with (costume [name v])\n stop [this script v]\nend\nif <(mouse x) < [-90]> then\n switch costume to ((costume [number v]) - (1))\n replace item (local_clone_position_number) of [stepcount/costumenumber v] with (costume [name v])\n stop [this script v]\nend\n\nwhen I start as a clone\nchange [listitemnumberandnewcloneposition v] by (1)\nset [local_clone_position_number v] to (ListItemNumberAndNewClonePosition)\nset x to (-150)\nset y to ((170) - ((ListItemNumberAndNewClonePosition) * (17)))\nadd [Music] to [mainlist v]\nadd (costume [number v]) to [stepcount/costumenumber v]\n\nwhen I receive [jigglecodeupwards v]\nif <(local_clone_position_number) > [0]> then\n if <(local_clone_position_number) > (MoveListItemUp/ShiftCodeUp if item number greater than...)> then\n change [local_clone_position_number v] by (-1)\n end\n set y to ((170) - ((local_clone_position_number) * (17)))\nend\n\nwhen I receive [music v]\nstop all sounds\nstop [other scripts in sprite v]\nstart sound (item (RunningUsersProgramStepNumber) of [stepcount/costumenumber v])\n\nplay sound [Taylor Swift - Look What You Made Me Do v] until done\n\nforever\n\ndelete this clone\n\nstop [other scripts in sprite v]\n\n@Backdrop\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nshow\n\nwhen I receive [hideoriginalcodesonfarleft v]\nhide\n\nwhen I receive [unhidecode v]\nshow\nclear graphic effects\n\nwhen I receive [stopandresetlevelinplay v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (-228) y: (43)\nset [local_clone_position_number v] to [0]\n\nwhen this sprite clicked\nif <(x position) < [-220]> then\n if <(mouse x) < [-190]> then\n create clone of (_myself_ v)\n go to x: (-228) y: (43)\n stop [this script v]\n end\n if <(mouse x) < [-168]> then\n next costume\n stop [this script v]\n end\n if <(mouse x) < [-154]> then\n switch costume to ((costume [number v]) - (1))\n stop [this script v]\n end\nend\nif <(mouse x) < [-108]> then\n delete (local_clone_position_number) of [mainlist v]\n delete (local_clone_position_number) of [stepcount/costumenumber v]\n change [listitemnumberandnewcloneposition v] by (-1)\n set [movelistitemup/shiftcodeup if item number greater than... v] to (local_clone_position_number)\n broadcast (JiggleCodeUpWards v)\n delete this clone\nend\nif <(mouse x) < [-90]> then\n next costume\n replace item (local_clone_position_number) of [stepcount/costumenumber v] with (costume [name v])\n stop [this script v]\nend\nif <(mouse x) < [-76]> then\n switch costume to ((costume [number v]) - (1))\n replace item (local_clone_position_number) of [stepcount/costumenumber v] with (costume [name v])\n stop [this script v]\nend\n\nwhen I start as a clone\nchange [listitemnumberandnewcloneposition v] by (1)\nset [local_clone_position_number v] to (ListItemNumberAndNewClonePosition)\nset x to (-150)\nset y to ((170) - ((ListItemNumberAndNewClonePosition) * (17)))\nadd [Backdrop] to [mainlist v]\nadd (costume [number v]) to [stepcount/costumenumber v]\n\nforever\n say (mouse x)\nend\n\nwhen I receive [jigglecodeupwards v]\nif <(local_clone_position_number) > [0]> then\n if <(local_clone_position_number) > (MoveListItemUp/ShiftCodeUp if item number greater than...)> then\n change [local_clone_position_number v] by (-1)\n end\n set y to ((170) - ((local_clone_position_number) * (17)))\nend\n\nwhen I receive [wait v]\nwait (item (RunningUsersProgramStepNumber) of [stepcount/costumenumber v]) seconds\n\n@Dance\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nshow\n\nwhen I receive [hideoriginalcodesonfarleft v]\nhide\n\nwhen I receive [unhidecode v]\nshow\nclear graphic effects\n\nwhen I receive [stopandresetlevelinplay v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (-228) y: (18)\nset [local_clone_position_number v] to [0]\n\nwhen this sprite clicked\nif <(x position) < [-220]> then\n create clone of (_myself_ v)\n go to x: (-228) y: (18)\n stop [this script v]\nend\nif <(mouse x) < [-131]> then\n delete (local_clone_position_number) of [mainlist v]\n delete (local_clone_position_number) of [stepcount/costumenumber v]\n change [listitemnumberandnewcloneposition v] by (-1)\n set [movelistitemup/shiftcodeup if item number greater than... v] to (local_clone_position_number)\n broadcast (JiggleCodeUpWards v)\n delete this clone\nend\n\nwhen I start as a clone\nchange [listitemnumberandnewcloneposition v] by (1)\nset [local_clone_position_number v] to (ListItemNumberAndNewClonePosition)\nset x to (-150)\nset y to ((170) - ((ListItemNumberAndNewClonePosition) * (17)))\nadd [Dance] to [mainlist v]\nadd (costume [number v]) to [stepcount/costumenumber v]\n\nforever\n say (mouse x)\nend\n\nwhen I receive [jigglecodeupwards v]\nif <(local_clone_position_number) > [0]> then\n if <(local_clone_position_number) > (MoveListItemUp/ShiftCodeUp if item number greater than...)> then\n change [local_clone_position_number v] by (-1)\n end\n set y to ((170) - ((local_clone_position_number) * (17)))\nend\n\n@Scratch Cat\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\n\n\nwhen I receive [run v]\nif <(AmIAClone?) = [Yes]> then\n stop [this script v]\nend\nset [runfinished? v] to [No]\nrepeat until <<(YVelocity) = [0]> and <(StoodOnPlatforms?) = [Yes]>>\n next costume\nend\n\nwhen I receive [start v]\nshow\nif <(AmIAClone?) = [Yes]> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nforever\n set y to ([y position v] of [ycontrolcharacter v])\n set x to ([x position v] of [xcontrolcharacter v])\n point in direction ([direction v] of [xcontrolcharacter v])\n if <touching (enemy! v)?> then\n say [Ow!] for (2) seconds\n broadcast (RestartLevel v)\n end\nend\n\nwhen I receive [dance v]\nif <(AmIAClone?) = [Yes]> then\n stop [this script v]\nend\nrepeat (40)\n switch costume to (pick random (1) to (16))\nend\n\nset [runfinished? v] to [No]\nrepeat until <(RunFinished?) = [Yes]>\n next costume\nend\n\nwhen I start as a clone\nif <(AmIAClone?) = [Yes]> then\n stop [this script v]\nend\nset [amiaclone? v] to [Yes]\nset [ghost v] effect to (50)\nwait (20) seconds\nrepeat (90)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [levelup v]\nset [runfinished? v] to [Yes]\n\nif <(AmIAClone?) = [Yes]> then\n stop [this script v]\nend\nset [amiaclone? v] to [Yes]\nset [ghost v] effect to (50)\nwait (20) seconds\nrepeat (90)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@StopAndResetLevelInPlay\n\nwhen this sprite clicked\ndelete all of [mainlist v]\ndelete all of [stepcount/costumenumber v]\nset [listitemnumberandnewcloneposition v] to [0]\nbroadcast (StopAndResetLevelInPlay v)\n\n@Tutorial\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hideoriginalcodesonfarleft v]\n\nhide\n\nwhen I receive [unhidecode v]\n\nshow\n\nwhen [space v] key pressed\nnext costume\ngo to [front v] layer\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nswitch costume to (click run v)\ngo to [front v] layer\nset [ghost v] effect to (30)\nwait (0.1) seconds\ngo to x: (0) y: (0)\nwait until <(item (1) of [mainlist v]) = [Run]>\nnext costume\nwait until <(item (1) of [stepcount/costumenumber v]) = [5]>\nnext costume\nwait until <(item (2) of [mainlist v]) = [Turn]>\nnext costume\nwait until <(item (3) of [mainlist v]) = [Jump]>\nnext costume\nwait until <(item (4) of [mainlist v]) = [Run]>\nnext costume\nwait until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\nhide\nwait (2) seconds\nshow\nnext costume\nwait until <(length of [mainlist v]) = [3]>\nnext costume\nwait until <(item (4) of [mainlist v]) = [Turn]>\nnext costume\nwait until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\nbroadcast (ShowExitDuringTutorial v)\nnext costume\n\nwhen I receive [levelup v]\nhide\n\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nset [level v] to [2]\n\nhide\n\n@portal\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\nset size to (100) %\nbroadcast (PortalPositioning v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [showexitduringtutorial v]\nset [level v] to [1]\ngo to x: (72) y: (-25)\nshow\nset size to (100) %\nforever\n if <touching (scratch cat v)?> then\n broadcast (AnimateLevelUp v)\n hide\n start sound [start v]\n change [level v] by (1)\n broadcast (LevelUp v)\n wait (1) seconds\n show\n end\nend\n\nbroadcast (#ReleaseTheFruit v)\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n go to x: (-7) y: (-26)\nend\nif <(Level) = [3]> then\n go to x: (-171) y: (-23)\nend\nif <(Level) = [4]> then\n go to x: (-221) y: (-35)\nend\nif <(Level) = [5]> then\n go to x: (135) y: (38)\nend\nif <(Level) = [6]> then\n go to x: (231) y: (-81)\nend\nif <(Level) = [7]> then\n go to x: (154) y: (23)\nend\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\ngo to x: (177) y: (162)\n\nset [level v] to [6]\n\ngo to [front v] layer\n\nif <(Mode) = [Normal]> then\nif <<(Mode) = [Hard]> or <(Mode) = [Hardcore]>> then\n if <(SmallDotsLeft) = [0]> then\n hide\n start sound [start v]\n broadcast (ScoreLevelUp v) and wait\n change [level v] by (1)\n broadcast (LevelUp v)\n wait (1) seconds\n else\n think [Collect all the dots!]\n end\nend\n\nbroadcast (ScoreLevelUp v) and wait\n\nwait (1) seconds\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (72) y: (-25)\nshow\nset size to (100) %\n\nif <(Level) = [6]> then\n go to x: (-219) y: (95)\nend\nif <(Level) = [7]> then\n go to x: (218) y: (-139)\nend\nif <(Level) = [87]> then\n go to x: (218) y: (-139)\nend\n\ngo to x: (-156) y: (224)\n\n@lava\n\nwhen I receive [gameover v]\nwait (0.2) seconds\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-193) y: (-165)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n if <touching (ycontrolcharacter v)?> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\nend\n\nswitch costume to (lava v)\n\nsay [NextLevel] for (2) seconds\n\nplay sound [Mine v] until done\n\nset [runfinished? v] to [Yes]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\n\n@Enemy!\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\n\nwhen I receive [restartlevel v]\nPosition\n\nwhen I receive [levelup v]\nPosition\n\ndefine Position\nstop [other scripts in sprite v]\nhide\nif <(Level) = [4]> then\n go to x: (-20) y: (-4)\n show\nend\nif <(Level) = [7]> then\n go to x: (-160) y: (-140)\n show\nend\nforever\n point in direction (90)\n repeat (28)\n wait (0.1) seconds\n next costume\n change x by (3)\n end\n point in direction (-90)\n repeat (28)\n wait (0.1) seconds\n next costume\n change x by (-3)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hideoriginalcodesonfarleft v]\nPosition\n\nforever\n point in direction (90)\n repeat (30)\n wait (0.1) seconds\n next costume\n change x by (3)\n end\n point in direction (-90)\n repeat (30)\n wait (0.1) seconds\n next costume\n change x by (-3)\n end\nend\n\n@coollogo_com-2796771\n\nwhen flag clicked\nhide\nforever\n if <not <(costume [number v]) = [11]>> then\n wait (1) seconds\n switch costume to (Level)\n end\nend\n\nwhen I receive [start v]\nshow\n\nhide\n\n@Sprite1\n\nwhen I receive [animatelevelup v]\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (25)\n show\n change [ghost v] effect by (-3)\n turn right (2) degrees\n go to [front v] layer\nend\nrepeat (25)\n change [brightness v] effect by (-2)\n turn right (2) degrees\n go to [front v] layer\nend\nrepeat (25)\n change [ghost v] effect by (-2)\n go to [front v] layer\n turn right (2) degrees\nend\nrepeat (50)\n change [brightness v] effect by (2)\n change [ghost v] effect by (2)\n go to [front v] layer\n turn right (2) degrees\nend\nif <(Level) = [8]> then\n broadcast (gameover v)\nend\n\nshow\n\ngo to [front v] layer\n\nshow\ngo to [front v] layer\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nset size to (200) %\n\n@coollogo_com-5041248\n\nwhen flag clicked\nhide\n\nwhen I receive [animatelevelup v]\nshow\nset size to (0) %\npoint in direction (70)\nrepeat (30)\n go to [front v] layer\n change size by (4)\n turn right (1) degrees\nend\nrepeat (30)\n go to [front v] layer\n change size by (4)\n turn right (-1) degrees\nend\nrepeat (60)\n go to [front v] layer\n change size by (-4)\n turn right (1) degrees\nend\nhide\n\nbroadcast (AnimateLevelUp v)\n\n@Sprite2\n\nwhen I receive [gameover v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Say winner v)\n\n@Sprite3\n\nwhen I receive [gameover v]\ngo to x: (0) y: (200)\nswitch costume to (1 v)\nwait (0.1) seconds\nforever\n go to [front v] layer\n show\n glide (2) secs to x: (0) y: (-136)\n wait (1) seconds\n glide (2) secs to x: (0) y: (200)\n hide\n next costume\n wait (1) seconds\nend\n\nswitch costume to (pick random (1) to (4))\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\nwhen I receive [hideoriginalcodesonfarleft v]\nhide\n\nwhen I receive [unhidecode v]\nif <(Level) > [1]> then\n show\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [say winner v]\nsay [Awesome Winner!] for (2) seconds\n\nchange y by (10)\n\n | In Generic City, you are the most powerful superhero of them all: Love Hero! When darkness descends upon the city and all seems lost, you're there to save the day with the power of...love?\n\nCONTROLS:\n⭐ WASD / arrow keys - move / jump\n⭐ SPACE - interact / shoot\n⭐ R - reset level (use in case of glitches)\n\nBONUS STUFF: (for AFTER you've beaten the game)\n⭐ Press E to enter Edit Mode and mess with the levels (warning: might be glitchy)!\n⭐ Press Z to enter Cheat Mode!\n\nFor those curious, the game timer is paused during cutscenes and dialogue, so they shouldn't affect your score. |
Notebook 2 - Platformer #games | @Stage\n\nwhen I receive [flag v]\nwait (0.45) seconds\nforever\n play sound [\[Event\] I am v] until done\nend\n\n@Player\n\nif <(X) > [0]> then\n set [x v] to [5]\nelse\n set [x v] to [-5]\nend\nset [y v] to [10]\n\nchange [playerx v] by \n\nchange [playerx v] by \n\nwhen I receive [flag v]\nset rotation style [left-right v]\nclear graphic effects\nset [playerx v] to (Checkpoint)\nset [x v] to [0]\npoint in direction (90)\nset size to (100) %\nshow\ngo to x: (0) y: (180)\nset [y v] to [0]\nset y to (180)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.2)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.2)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n change [playerx v] 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 y by (-4)\n change [playerx v] by ((X) * (-2))\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 (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <(U) = [1]>> or <key (w v) pressed?>> then\n set [y v] to [12.92]\n end\n end\n if <<(y position) < [-179]> or <touching (knifes >:\) v)?>> then\n broadcast (die v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat until <(round (PlayerX)) = (Checkpoint)>\n change [playerx v] by (((Checkpoint) - (PlayerX)) / (7))\n end\n set [playerx v] to (Checkpoint)\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (180)\n set [x v] to [0]\n set [y v] to [0]\n set y to (180)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <<[7505] < (PlayerX)> and <(y position) > [58]>> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nset [first? v] to [0]\nset [checkpoint v] to [0]\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Ground\n\nwhen I receive [flag v]\nclear graphic effects\nswitch costume to (costume2 v)\nrepeat (16)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine set x to (number1) (number2)\nforever\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PlayerX) + ((0) - (number1)))) y: (0)\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset x to (((costume [number v]) - (2)) * (480)) (costume [number v])\n\n@Knifes >:)\n\nwhen I receive [flag v]\nswitch costume to (costume1 v)\nset [spike x v] to [144]\nset [spike y v] to [-130]\ncreate clone of (_myself_ v)\nwait (0.00000001) seconds\nset [spike x v] to [705]\nset [spike y v] to ((-115) - (11))\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [spike x v] to [2200]\nset [spike y v] to [-13]\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [spike x v] to [2800]\nset [spike y v] to ((-118) - (11))\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [3065]\nset [spike y v] to ((-118) - (11))\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [3900]\nset [spike y v] to [-100]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [4975]\nset [spike y v] to [-120]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [5775]\nset [spike y v] to [-65]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [6150]\nset [spike y v] to [-60]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [6650]\nset [spike y v] to [-60]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [6780]\nset [spike y v] to [-60]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [7170]\nset [spike y v] to [-70]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [7190]\nset [spike y v] to [-70]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [7210]\nset [spike y v] to [-70]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [7230]\nset [spike y v] to [-70]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [7250]\nset [spike y v] to [-70]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [7270]\nset [spike y v] to [-70]\ncreate clone of (_myself_ v)\nwait (0.00001) seconds\nset [spike x v] to [7290]\nset [spike y v] to [-70]\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine set x to (number1) (number2) set y to (number3)\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n go to x: ((0) - ((PlayerX) + ((0) - (number1)))) y: (number3)\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [badx v] to (Spike X)\nset [bady v] to (Spike Y)\nshow\nset x to (BadX) (costume [number v]) set y to (BadY)\n\n@Checkpoint\n\nwhen I start as a clone\nif <not <(First?) = [0]>> then\n set [ghost v] effect to (100)\n hide\nend\nforever\n set y to (by)\n if <touching (player v)?> then\n change [first? v] by (1)\n set [checkpoint v] to (bx)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-1)\n end\n delete this clone\n end\nend\n\nwhen I receive [flag v]\nswitch costume to (costume1 v)\nset [checkpointx v] to [3551]\nset [checkpointy v] to [148]\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nset [checkpoint v] to [0]\nset [first? v] to [0]\nhide\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\ndefine set x to (number1) (number2) set y to (number3)\ngo to [front v] layer\nforever\n turn left (1) degrees\n if <<(PlayerX) > ((number1) - (960))> or <((number1) + (960)) > (PlayerX)>> then\n switch costume to (costume2 v)\n set x to ((0) - ((PlayerX) + ((0) - (number1))))\n switch costume to (number2)\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [bx v] to (CheckpointX)\nset [by v] to (CheckpointY)\nshow\nset x to (bx) (costume [number v]) set y to (by)\n\n@End Credits\n\nwhen I receive [end v]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (300)\nrepeat until <(y position) < [-480]>\n switch costume to (costume2 v)\n change y by (-0.5)\n switch costume to (costume1 v)\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Story\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nrepeat (4)\n wait (1) seconds\n start sound [Ting v]\n next costume\nend\nwait (1) seconds\nstart sound [Ta Ting v]\nswitch costume to (6 v)\nwait (1) seconds\nhide\nbroadcast (flag v)\n\nwhen flag clicked\nforever\n if <<(username) = [noodlebot743]> and <key (space v) pressed?>> then\n stop [other scripts in sprite v]\n hide\n broadcast (flag v)\n end\nend\n\n@TB\n\nwhen flag clicked\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0.002)\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\n | ★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move\n\n- Press Space when you have the Fire Flower to throw\n fireballs\n\n- Press Z to spin, which can instant-kill Koopas\n\n- Jump into pipes to use them\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nSuper Mario World for the SNES ported into Scratch as a fun platformer.\n\nThere is open space for you to run around, stomp on Koopa Troopas, and grab a Fire Flower. \n\nTo make the game much less annoying, enemies in the Overworld will not hurt you on contact. However, bosses can still hurt you.\n\nTo defeat Bowser, you need to hit him 20 times using a Fire Flower. Good luck!\n\n\n\n\n★★★★★★★★CHANGE LOG★★★★★★★★\n\n- Fixed glitch that allowed Bowser's fire flower to\nhurt Mario.\n\n- Fixed glitch that could despawn shells when being held at a level border\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\nAll credit goes to Nintendo, the creator of Super Mario World\n\nMusic is from Super Mario World and Yoshi's Island\n\n#Games #Mario #Platformer\n\n |
Thunder - A platformer | @Stage\n\nwhen I receive [normal v]\nset [game v] to [0]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [mario v]\nif <(game) = [0]> then\n set [game v] to [5]\n forever\n play sound [Mario v] until done\n end\nend\n\nwhen I receive [fruit ninja v]\nif <(game) = [0]> then\n set [game v] to [2]\n forever\n play sound [retry theme v] until done\n end\nend\n\nwhen I receive [jetpack joyride v]\nif <(game) = [0]> then\n set [game v] to [1]\n forever\n play sound [Jetpack Joyride v] until done\n end\nend\n\nwhen I receive [color switch v]\nif <(game) = [0]> then\n set [game v] to [4]\n forever\n play sound [ColorSwitch v] until done\n end\nend\n\n@player\n\ndefine ah\nchange y by ((Yv) * (-1))\nif <(Yv) > [0]> then\n repeat until <touching (ground v)?>\n change y by (1)\n end\nelse\n repeat until <touching (ground v)?>\n change y by (-1)\n end\nend\nset [yv v] to [0]\n\nwhen I receive [normal v]\nclear graphic effects\nerase all\nhide variable [playerx v]\nhide variable [py v]\nstop [other scripts in sprite v]\nshow\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume1 v)\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (-100)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change y by (-1)\n if <(Yv) > [0]> then\n change [yv v] by (-0.6)\n else\n change [yv v] by (-0.67)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (ground v)?> then\n ah\n end\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <<<(x position) > [238]> and <((level) mod (2)) = [1]>> and <(level) < [11]>> then\n go to x: (-200) y: (-100)\n set [yv v] to [0]\n set [xv v] to [0]\n change [level v] by (1)\n broadcast (Normal v)\n end\nend\n\nwhen I receive [jetpack joyride v]\nshow variable [playerx v]\nset [playerx v] to [0]\nstop [other scripts in sprite v]\nhide\nswitch backdrop to (backdrop3 v)\nswitch costume to (costume2 v)\nwait (1.2) seconds\nset [boom v] to [1]\nwait (0.2) seconds\nshow\nset rotation style [all around v]\npoint in direction (90)\nturn right (15) degrees\ngo to x: (-240) y: (-140)\nset [yv v] to [7]\nset [xv v] to [20]\nforever\n if <(Yv) > [0]> then\n change [yv v] by (-0.5)\n else\n change [yv v] by (-0.6)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.9)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.9)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n change y by (Yv)\n switch costume to (costume2 v)\n point in direction (90)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n if <(y position) < [-130]> then\n point in direction (90)\n else\n point in direction (105)\n end\n change [playerx v] by (5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (2)\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n if <touching (zap v)?> then\n die\n end\n go to [front v] layer\n if <(playerX) > [5000]> then\n set [xv v] to [20]\n repeat (70)\n if <(Yv) > [0]> then\n change [yv v] by (-0.5)\n else\n change [yv v] by (-0.6)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n change y by (Yv)\n switch costume to (costume2 v)\n point in direction (90)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n if <(y position) < [-130]> then\n point in direction (90)\n else\n point in direction (105)\n end\n end\n change [level v] by (1)\n broadcast (Normal v)\n end\nend\n\nwhen flag clicked\nset size to (80) %\nset [level v] to [1]\n\nbroadcast (Normal v)\n\ndefine die\nset [yv v] to [10]\nset [xv v] to [4]\nrepeat until <(y position) < [-170]>\n set [xv v] to ((Xv) * (0.99))\n change x by (Xv)\n change y by (Yv)\n change [yv v] by (-0.7)\n turn right (5) degrees\nend\nhide\nwait (1) seconds\nbroadcast (Jetpack Joyride v)\n\nbroadcast (Normal v)\n\nwhen I receive [fruit ninja v]\ndelete all of [px v]\ndelete all of [py v]\nhide variable [playerx v]\nstop [other scripts in sprite v]\nshow\nswitch backdrop to (wood v)\nswitch costume to (costume4 v)\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (-100)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change y by (-1)\n if <(Yv) > [0]> then\n change [yv v] by (-0.4)\n else\n change [yv v] by (-0.4)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.5)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n change y by (Yv)\n if <touching (ground v)?> then\n ah\n end\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [11]\n end\n end\n change y by (1)\n trail\nend\n\ndefine trail\ninsert (x position) at (1) of [px v] \ninsert (y position) at (1) of [py v] \nif <(length of [px v]) > [10]> then\n delete (11) of [px v]\n delete (11) of [py v]\nend\nerase all\nset [# v] to [1]\npen up\nset pen color to (#58a7e4)\nset pen size to (20)\nset pen (transparency v) to (0)\nrepeat (length of [px v])\n go to x: (item (#) of [px v]) y: (item (#) of [py v])\n pen down\n change [# v] by (1)\n change pen size by (-1.7)\n change pen (transparency v) by (9.5)\nend\npen up\ngo to x: (item (1) of [px v]) y: (item (1) of [py v])\n\nwhen I receive [crossy road v]\nshow variable [py v]\nset size to (80) %\nset [py v] to [0]\nstop [other scripts in sprite v]\nshow\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\npoint in direction (90)\nset rotation style [all around v]\ngo to x: (0) y: (-120)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <[180] > (x position)>> then\n repeat (8)\n change x by (7.5)\n end\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(x position) > [-180]>> then\n repeat (8)\n change x by (-7.5)\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n repeat (8)\n change [py v] by (7.5)\n set y to (-120)\n end\n end\nend\n\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n repeat (12)\n change [py v] by (-6)\n set y to (-144)\n end\nend\n\nset y to (-120)\n\nwhen I receive [cdie v]\nstop [other scripts in sprite v]\nset rotation style [all around v]\nset size to (80) %\nrepeat (20)\n turn right (15) degrees\n change size by (-4)\nend\nwait (0.1) seconds\nbroadcast (Crossy Road v)\n\nwhen I receive [color switch v]\nclear graphic effects\nstop [other scripts in sprite v]\nbroadcast (c v)\nshow\nswitch backdrop to (backdrop4 v)\nswitch costume to (costume1 v)\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (0) y: (-100)\nset [yv v] to [0]\nset [xv v] to [0]\nset [py v] to [-100]\nset [camy v] to [0]\nset [col v] to [1]\nforever\n change y by (-1)\n if <(Yv) > [0]> then\n change [yv v] by (-0.6)\n else\n change [yv v] by (-0.67)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (10)\n end\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n set y to ((pY) - (camY))\n change [py v] by (Yv)\n if <(y position) > [0]> then\n change [camy v] by (y position)\n set [camy v] to (round (camY))\n end\n if <(y position) = [-180]> then\n broadcast (Color Switch v)\n end\n cd\nend\n\nwhen I receive [c v]\nrepeat until <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n if <(y position) < [-120]> then\n set [yv v] to [6]\n end\nend\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [6]\n wait until <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n end\nend\n\nwhen I receive [swap v]\nclear graphic effects\nif <(col) = [1]> then\n\ndefine cd\nif <touching color (#32e3f2)?> then\n if <not <(col) = [1]>> then\n broadcast (Color Switch v)\n end\nelse\n if <touching color (#8d0bfb)?> then\n if <not <(col) = [2]>> then\n broadcast (Color Switch v)\n end\n else\n if <touching color (#ff0081)?> then\n if <not <(col) = [3]>> then\n broadcast (Color Switch v)\n end\n else\n if <touching color (#f6e006)?> then\n if <not <(col) = [4]>> then\n broadcast (Color Switch v)\n end\n end\n end\n end\nend\n\nbroadcast (swap v)\n\nwhen I receive [cw v]\nstop [other scripts in sprite v]\nrepeat until <(y position) = [180]>\n change y by (Yv)\n if <(Yv) > [-1]> then\n change [yv v] by (-0.6)\n else\n set [yv v] to [6]\n end\nend\nhide\nchange [level v] by (1)\nbroadcast (Normal v)\n\nwhen I receive [mario v]\nstop [other scripts in sprite v]\nclear graphic effects\nshow\nswitch backdrop to (backdrop5 v)\nswitch costume to (costume5 v)\npoint in direction (0)\nset rotation style [all around v]\ngo to x: (0) y: (0)\nset [yv v] to [0]\nset [xv v] to [0]\nset [px v] to [-747]\nset [py v] to [-150]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (1.5)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-0.75)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n turn right (Xv) degrees\n if <touching (sprite2 v)?> then\n set [xv v] to ((Xv) * (-1))\n turn right (Xv) degrees\n end\n set [yv v] to ((Yv) * (0.9))\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#46ab40)?> then\n set [yv v] to ((Yv) * (0.8))\n set [xv v] to ((Xv) * (0.8))\n end\n change [py v] by (([cos v] of (direction) ) * (Yv))\n change [px v] by (([sin v] of (direction) ) * (Yv))\n if <touching (sprite2 v)?> then\n set [yv v] to ((Yv) * (-1))\n repeat until <not <touching (sprite2 v)?>>\n change [py v] by (([cos v] of (direction) ) * (Yv))\n change [px v] by (([sin v] of (direction) ) * (Yv))\n end\n end\nend\n\nmove (Yv) steps\n\nwhen flag clicked\nhide\n\n@ground\n\nwhen I receive [normal v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (level)\nwait (1) seconds\nif <(level) = [11]> then\n start sound [Jackpot! The fat rat v]\nend\n\nwhen I receive [jetpack joyride v]\ngo to x: (0) y: (0)\nswitch costume to (costume11 v)\n\nwhen I receive [fruit ninja v]\ngo to x: (0) y: (0)\nswitch costume to (costume12 v)\n\nwhen I receive [crossy road v]\ngo to x: (0) y: (0)\nswitch costume to (costume13 v)\n\nwhen I receive [color switch v]\ngo to x: (0) y: (0)\nswitch costume to (costume14 v)\n\nwhen I receive [mario v]\ngo to x: (0) y: (0)\nswitch costume to (costume13 v)\n\nset [lap # v] to [4]\n\nwhen flag clicked\nhide\n\n@Jetpack World\n\nwhen I receive [jetpack joyride v]\nrepeat (1)\n delete this clone\nend\nhide\ngo to x: (0) y: (0)\nset [myx v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [myx v] by (155)\nend\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nshow\nforever\n set x to ((myX) - ((playerX) mod (155)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [normal v]\nhide\ndelete this clone\n\n@Booms\n\nwhen I receive [jetpack joyride v]\nset [boom v] to [0]\nwait until <(boom) = [1]>\nspawn\n\nwhen I receive [normal v]\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\nset [rv v] to (pick random (-15) to (15))\nset [xv v] to (pick random (5) to (18))\nset [yv v] to (pick random (4) to (13))\nrepeat (20)\n set x to ((myX) - (playerX))\n change [ghost v] effect by (1)\n change [myx v] by (xv)\n set [xv v] to ((xv) * (0.99))\n set [rv v] to ((rv) * (0.99))\n change [yv v] by (-0.3)\n change y by (yv)\n turn right (rv) degrees\nend\nrepeat (80)\n set x to ((myX) - (playerX))\n change [ghost v] effect by (1)\n change [myx v] by (xv)\n set [xv v] to ((xv) * (0.99))\n set [rv v] to ((rv) * (0.99))\n change [yv v] by (-0.4)\n change y by (yv)\n turn right (rv) degrees\n if <touching (ground v)?> then\n set [rv v] to ((rv) * (0.5))\n set [yv v] to ((yv) * (-0.7))\n set [xv v] to ((xv) * (0.7))\n end\nend\ndelete this clone\n\nwhen [space v] key pressed\nset [boom v] to [1]\n\ndefine spawn\npoint in direction (90)\nset [myx v] to [-230]\nset [playerx v] to [0]\ngo to x: (myX) y: (-135)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@App Icons\n\nwhen I receive [normal v]\nif <<((level) mod (2)) = [0]> and <(level) < [12]>> then\n switch costume to ((level) / (2))\n show\n wait until <touching (player v)?>\n setup ((level) / (2))\n hide\nelse\n hide\nend\n\ndefine setup (#)\nif <(#) = [1]> then\n broadcast (Jetpack Joyride v)\nelse\n if <(#) = [2]> then\n broadcast (Fruit Ninja v)\n else\n if <(#) = [3]> then\n broadcast (Crossy Road v)\n else\n if <(#) = [4]> then\n broadcast (Color Switch v)\n else\n broadcast (mario v)\n end\n end\n end\nend\n\n@ZAP\n\nwhen I start as a clone\nshow\npoint in direction ((pick random (-3) to (4)) * (45))\nif <((direction) mod (180)) = [0]> then\n set y to (pick random (-58) to (30))\n set [myx v] to ((playerX) + (250))\nelse\n set y to (pick random (-73) to (45))\n set [myx v] to ((playerX) + (325))\nend\nrepeat until <(x position) < [-250]>\n set x to ((myX) - (playerX))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [jetpack joyride v]\nrepeat (1)\n delete this clone\nend\nwait (4) seconds\nhide\ngo to x: (0) y: (-73)\nforever\n create clone of (_myself_ v)\n wait ((1) * (pick random (1.5) to (2.5))) seconds\nend\n\nwhen I receive [normal v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nrepeat (1)\n delete this clone\nend\n\n@Wall JJR\n\nwhen flag clicked\nhide\n\nwhen I receive [jetpack joyride v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait (0.1) seconds\nwait until <(boom) = [1]>\nwait (0.1) seconds\nrepeat (5)\n change x by (-1)\nend\nhide\n\nwhen I receive [normal v]\nhide\n\n@Jetpack World2\n\nwhen I receive [jetpack joyride v]\nrepeat (1)\n delete this clone\nend\nhide\ngo to x: (0) y: (0)\nset [myx v] to [70]\nrepeat (2)\n create clone of (_myself_ v)\n change [myx v] by (700)\nend\n\nwhen I start as a clone\nhide\ngo to [back v] layer\nshow\nforever\n set x to ((myX) - ((playerX) mod (700)))\n if <(x position) > [580]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [normal v]\nhide\ndelete this clone\n\nif <[-564] > (x position)> then\n hide\nelse\n show\nend\n\n@Fruit\n\nwhen I start as a clone\nif <(type) = [1]> then\n switch costume to (fruity)\n show\n go to x: (pick random (-200) to (200)) y: (-180)\n set [rv v] to (pick random (-15) to (15))\n if <(x position) < [0]> then\n set [xv v] to (pick random (-1.) to (7))\n else\n set [xv v] to (pick random (-7) to (1.))\n end\n set [yv v] to (pick random (8) to (13))\n repeat (10)\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.99))\n change [yv v] by (-0.3)\n turn right (rv) degrees\n end\n repeat until <<(y position) < [-170]> or <touching (player v)?>>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.99))\n change [yv v] by (-0.3)\n turn right (rv) degrees\n end\n if <touching (player v)?> then\n d\n change [fruit sliced: v] by (1)\n hide\n play sound [slice-1 v] until done\n end\n delete this clone\nelse\n if <(type) = [2]> then\n switch costume to ((fruity) + (1))\n change [xv v] by (pick random (-7) to (7.))\n change [yv v] by (pick random (-0.5) to (5))\n change [rv v] by (pick random (-5) to (5.))\n repeat until <(y position) < [-170]>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.99))\n change [yv v] by (-0.3)\n turn right (rv) degrees\n end\n delete this clone\n else\n turn right (pick random (1) to (720)) degrees\n switch costume to ((fruity) + (2))\n set [xv v] to (pick random (-4.) to (4))\n set [yv v] to (pick random (5) to (9))\n repeat until <(y position) < [-170]>\n change x by (xv)\n change y by (yv)\n set [xv v] to ((xv) * (0.99))\n change [yv v] by (-0.3)\n end\n delete this clone\n end\nend\n\nwhen I receive [fruit ninja v]\nshow variable [fruit sliced: v]\nrepeat (1)\n delete this clone\nend\nset [fruit sliced: v] to [0]\nset [type v] to [1]\nhide\nstop [other scripts in sprite v]\nrepeat (60)\n wait (pick random (0.3) to (1)) seconds\n set [fruity v] to ((1) + ((pick random (0) to (3)) * (3)))\n create clone of (_myself_ v)\nend\nif <(Fruit Sliced:) > [29]> then\n wait (5) seconds\n change [level v] by (1)\n broadcast (Normal v)\nelse\n wait (5) seconds\n broadcast (Fruit Ninja v)\nend\n\nwhen flag clicked\nhide\n\ndefine d\nset [type v] to [2]\ncreate clone of (_myself_ v)\nturn right (180) degrees\ncreate clone of (_myself_ v)\nset [type v] to [3]\nrepeat (pick random (3) to (5))\n create clone of (_myself_ v)\nend\n\nwhen I receive [normal v]\nhide variable [fruit sliced: v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nbroadcast (Normal v)\n\nset [# v] to [0]\n\nwhen I receive [fruit ninja v]\n\n@Crossy Road\n\nwhen I receive [crossy road v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\nh\nset [myy v] to [0]\nset [type v] to [1]\nforever\n wait until <(pY) > ((myY) - (310))>\n switch costume to (pick random (1) to (5))\n change [myy v] by ((item (costume [number v]) of [heights v]) * (60))\n create clone of (_myself_ v)\n if <(pY) > [2000]> then\n change [level v] by (1)\n broadcast (Normal v)\n end\nend\n\nwhen I start as a clone\nset x to (0)\nif <(type) = [1]> then\n show\n go to [back v] layer\n repeat until <(pY) > ((myY) + (200))>\n set y to ((myY) - (pY))\n hide\n if <(y position) = ((myY) - (pY))> then\n show\n end\n end\n delete this clone\nelse\n switch costume to (pick random (6) to (9))\n show\n go to [front v] layer\n if <(letter (id) of (dir)) = [1]> then\n point in direction (-90)\n set x to (240)\n else\n point in direction (90)\n set x to (-240)\n end\n repeat until <(pY) > ((myY) - (-380))>\n set y to (((myY) - (pY)) - (((id) - (1)) * (60)))\n hide\n if <(y position) = (((myY) - (pY)) - (((id) - (1)) * (60)))> then\n show\n end\n set [x v] to (x position)\n move ((letter (id) of (speed)) * (4)) steps\n if <touching (player v)?> then\n broadcast (cDie v)\n end\n if <(x) = (x position)> then\n delete this clone\n end\n end\n delete this clone\nend\n\nchange [myy v] by (72)\n\ndefine h\ndelete all of [heights v]\nadd [1] to [heights v]\nadd [2] to [heights v]\nadd [3] to [heights v]\nadd [1] to [heights v]\nadd [1] to [heights v]\n\nwhen I start as a clone\nwait (0.1) seconds\nif <<(type) = [1]> and <(costume [number v]) < [4]>> then\n set [dir v] to (join (pick random (0) to (1)) (join (pick random (0) to (1)) (pick random (0) to (1))))\n set [speed v] to (join (pick random (1) to (2)) (join (pick random (1) to (2)) (pick random (1) to (2))))\n set [type v] to [2]\n forever\n set [id v] to (pick random (1) to (costume [number v]))\n wait (pick random ((2.) / (costume [number v])) to ((6) / (costume [number v]))) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Color Switch\n\nwhen I receive [color switch v]\nset [myy v] to [40]\nforever\n go to x: (0) y: ((myY) - (camY))\n turn right (3) degrees\n hide\n if <([floor v] of (y position) ) = ([floor v] of ((myY) - (camY)) )> then\n show\n end\nend\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Color Switch2\n\nwhen I receive [color switch v]\npoint in direction (90)\nset [myy v] to [400]\nforever\n go to x: (108) y: ((myY) - (camY))\n turn right (3) degrees\n if <([floor v] of (y position) ) = ([floor v] of ((myY) - (camY)) )> then\n show\n else\n hide\n end\nend\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Color Switch4\n\nwhen I receive [color switch v]\npoint in direction (90)\nset [myy v] to [700]\nforever\n go to x: (0) y: ((myY) - (camY))\n turn right (-3) degrees\n hide\n if <([floor v] of (y position) ) = ([floor v] of ((myY) - (camY)) )> then\n show\n end\nend\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Color Switch5\n\nwhen I receive [color switch v]\nrepeat (1)\n delete this clone\nend\npoint in direction (90)\nset [myy v] to [40]\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nset [myy v] to [250]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nset [myy v] to [500]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to x: (0) y: ((myY) - (camY))\n hide\n if <([floor v] of (y position) ) = ([floor v] of ((myY) - (camY)) )> then\n show\n end\n if <touching (player v)?> then\n set [col v] to (costume [number v])\n broadcast (swap v)\n delete this clone\n end\nend\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Color Switch3\n\nwhen I receive [color switch v]\npoint in direction (90)\nset [myy v] to [400]\nforever\n go to x: (-108) y: ((myY) - (camY))\n turn right (-3) degrees\n if <([floor v] of (y position) ) = ([floor v] of ((myY) - (camY)) )> then\n show\n else\n hide\n end\nend\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Color Switch6\n\nwhen I receive [color switch v]\nrepeat (1)\n delete this clone\nend\npoint in direction (90)\nswitch costume to (costume1 v)\nset [myy v] to [900]\nrepeat (4)\n create clone of (_myself_ v)\n change [myy v] by (40)\nend\n\nwhen I start as a clone\nforever\n go to x: (([cos v] of (((timer) + (((myY) mod (900)) / (5))) * (50)) ) * (90)) y: ((myY) - (camY))\n hide\n if <([floor v] of (y position) ) = ([floor v] of ((myY) - (camY)) )> then\n show\n end\nend\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Color Switch7\n\nwhen I receive [color switch v]\npoint in direction (90)\nset [myy v] to [1100]\nforever\n go to x: (0) y: ((myY) - (camY))\n hide\n go to [back v] layer\n if <([floor v] of (y position) ) = ([floor v] of ((myY) - (camY)) )> then\n show\n end\n if <touching (player v)?> then\n broadcast (cw v)\n end\nend\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\nrepeat (1)\n delete this clone\nend\n\n@Sprite1\n\nwhen I receive [mario v]\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: ((0) - (PX)) y: ((0) - (PY))\nend\n\nwhen I receive [normal v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite2\n\nwhen I receive [mario v]\nshow\nforever\n go to [back v] layer\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: ((0) - (PX)) y: ((0) - (PY))\nend\n\nwhen I receive [normal v]\nhide variable [time left: v]\nhide variable [lap # v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [mario v]\nshow variable [time left: v]\nshow variable [lap # v]\nset [lap # v] to [1]\nset [time left: v] to [95]\nwait until <key (any v) pressed?>\nrepeat until <<(Time Left:) = [0]> or <(Lap #) = [4]>>\n wait (1) seconds\n change [time left: v] by (-1)\nend\nif <(Lap #) = [4]> then\n set [lap # v] to [Winner!]\nend\nwait (5) seconds\nif <(Lap #) = [Winner!]> then\n change [level v] by (1)\n broadcast (Normal v)\nelse\n broadcast (mario v)\nend\n\n@Sprite3\n\nwhen I receive [mario v]\nshow\nset [ghost v] effect to (100)\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (costume2 v)\n set size to (500) %\n switch costume to (costume1 v)\n go to x: ((0) - (PX)) y: ((0) - (PY))\nend\n\nwhen I receive [mario v]\nset [lap # v] to [1]\nrepeat until <(Lap #) = [4]>\n wait until <<touching (player v)?> and <(PX) > [0]>>\n wait until <<touching (player v)?> and <[0] > (PX)>>\n change [lap # v] by (1)\nend\n\nwhen I receive [normal v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite4\n\nwhen I receive [normal v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [mario v]\nset size to (100) %\nhide\nwait (1) seconds\nwait until <(Lap #) = [4]>\nshow\nrepeat (10)\n go to [front v] layer\n change size by (30)\nend\n\n@Sprite5\n\nset volume to (100) %\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite7\n\n@Intro\n\nwhen flag clicked\nif <(played?) = [0]> then\n set [played? v] to [1]\n start sound [Royalty Free - Hero Theme 5BSting5D v]\n go to x: (0) y: (0)\n set size to (80) %\n hide\n erase all\n set [special? v] to [1]\n create clone of (_myself_ v)\n set [special? v] to [0]\n clone\n set [special? v] to [2]\n create clone of (_myself_ v)\n set [special? v] to [3]\n wait (4) seconds\n switch costume to (costume32 v)\n set size to (20) %\n show\n switch costume to (costume6 v)\n point in direction (90)\n set rotation style [all around v]\n repeat (15)\n change size by (4)\n turn right (24) degrees\n end\n wait (0.5) seconds\n broadcast (logo1 v)\nelse\n broadcast (Normal v)\nend\n\nwhen I start as a clone\nif <(special?) = [1]> then\n show\n go to [back v] layer\n set size to (100) %\n switch costume to (costume32 v)\nelse\n if <(special?) = [0]> then\n wait (pick random (0.0) to (2)) seconds\n show\n move\n glide (1.5) secs to x: (0) y: (0)\n end\nend\n\ndefine clone\nswitch costume to (costume29 v)\nrepeat until <(costume [number v]) = [1]>\n create clone of (_myself_ v)\n next costume\nend\n\ndefine move\nset rotation style [don't rotate v]\npoint in direction (pick random (1) to (1000000))\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nmove (20) steps\n\nwhen I receive [logo1 v]\nif <(special?) = [0]> then\n set rotation style [don't rotate v]\n point in direction (((costume [number v]) - (8)) * (14.4))\n set [vroom v] to [10]\n repeat until <touching (_edge_ v)?>\n move (vroom) steps\n set [vroom v] to ((vroom) * (0.98))\n end\n repeat (2)\n move (vroom) steps\n set [vroom v] to ((vroom) * (0.98))\n end\n delete this clone\nelse\n wait (1.5) seconds\n if <(special?) = [3]> then\n broadcast (Normal v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n hide\n delete this clone\nend\n\nset [played? v] to [0]\n\n | + Spiky Dungeon +\n\nCan you escape it?\n\n+WASD or ARROW KEYS or TOUCH to move\n+ Avoid all saws and spiky shooters\n+ Find the exit at the end of each to level to pass onto the next\n+ Complete all 12 levels to win\n+ Your time is shown in seconds, the lower, the better!\n\n+ Music is Bumping by David Renda found at fesliyanstudios.com\n\n+ Sound effects made with Chiptone.com\n\n#5 on Trending Games! (as of May 20th, 2020)\n\nThanks to @TimMcCool for the turbo mode detector\n |
World's Largest Platformer [Collab!] | @Stage\n\nwhen flag clicked\nset [manager v] to [0]\nif <(LogoShown) = [false]> then\n switch backdrop to (thumbnail v)\n set [manager v] to [Intro]\n broadcast (Intro v)\n repeat (20)\n change [brightness v] effect by (-2)\n end\n set [brightness v] effect to (0)\n switch backdrop to (project v)\n wait until <(LogoShown) = [true]>\n set [manager v] to [Start]\n broadcast (Start v)\nelse\n set [brightness v] effect to (-100)\n switch backdrop to (project v)\n repeat (20)\n change [brightness v] effect by (5)\n end\n set [manager v] to [Start]\n broadcast (Start v)\nend\n\nset [logoshown v] to [false]\n\nwhen I receive [start v]\nset [manager v] to [Menu]\nbroadcast (Menu v)\n\nwhen flag clicked\nset volume to (100) %\nif <(LogoShown) = [false]> then\n wait until <(LogoShown) = [true]>\n forever\n play sound [Bensound - Adventures v] until done\n end\nelse\n forever\n play sound [Bensound - Adventures v] until done\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Music) = [1]> then\n repeat (20)\n change volume by (5)\n end\n set volume to (100) %\n wait until <not <(Music) = [1]>>\n else\n repeat (20)\n change volume by (-5)\n end\n set volume to (0) %\n wait until <not <(Music) = [0]>>\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (particle v)\n set size to (pick random (20) to (100)) %\n set [ghost v] effect to (pick random (0) to (70))\n set [brightness v] effect to (0)\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [v v] to (pick random (10) to (15))\n set [i v] to (pick random (2) to (7))\n go to [front v] layer\n show\n repeat until <<<(x position) < [-150]> or <[150] < (x position)>> or <<(y position) < [-150]> or <[150] < (y position)>>>\n move (v) steps\n change y by (i)\n change [i v] by (-0.3)\n set [v v] to ((v) * (0.95))\n end\n repeat (10)\n change [ghost v] effect by (10)\n move (v) steps\n change y by (i)\n change [i v] by (-0.3)\n set [v v] to ((v) * (0.95))\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [intro v]\nset [clone v] to [Backdrop]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone v] to [Particles]\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Backdrop]> then\n switch costume to (backdrop v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (-400) y: (0)\n point in direction (90)\n go to [back v] layer\n show\n repeat (25)\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (4))\n end\n wait (1.2) seconds\n set [logoshown v] to [true]\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n switch costume to (logo v)\n set size to (0) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (45)\n go to [front v] layer\n show\n start sound [Intro v]\n repeat (40)\n set [i v] to (((i) * (0.7)) + (((65) - (size)) / (5)))\n change [ghost v] effect by (-15)\n change size by (i)\n turn right (((90) - (direction)) / (4)) degrees\n end\n change x by (0.05)\n repeat (10)\n set [i v] to (((i) * (0.7)) + (((65) - (size)) / (5)))\n change [ghost v] effect by (10)\n change size by (i)\n change x by (x position)\n end\n delete this clone\nend\n\n@Menu\n\nwhen flag clicked\nset [owntrigger v] to [0]\nset [clone v] to [0]\nset [playercolor v] to [1]\nset [music v] to [1]\nset [levelchangetrigger v] to [0]\nset [show controls v] to [0]\nhide\nswitch costume to (button 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I start as a clone\nif <(Clone) = [Title]> then\n hide\n switch costume to (title v)\n set size to (0) %\n set [ghost v] effect to (100)\n go to x: (0) y: (115)\n point in direction (87)\n show\n set [v v] to [0]\n repeat until <not <(Manager) = [Menu]>>\n change [ghost v] effect by (-3)\n change [v v] by (6)\n turn right (([sin v] of (v) ) * (0.3)) degrees\n if <<<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [50]>> and <not <(Show Controls) = [1]>>> then\n change size by (((110) - (size)) / (4))\n if <mouse down?> then\n start sound [Select v]\n repeat (2)\n change [brightness v] effect by (0)\n change [v v] by (6)\n turn right (([sin v] of (v) ) * (0.3)) degrees\n if <<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [50]>> then\n change size by (((110) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\n change size by (((20) - (size)) / (2))\n end\n repeat (10)\n change [brightness v] effect by (0)\n change [v v] by (6)\n turn right (([sin v] of (v) ) * (0.3)) degrees\n if <<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [50]>> then\n change size by (((110) - (size)) / (4))\n else\n change size by (((100) - (size)) / (4))\n end\n change size by (((100) - (size)) / (4))\n end\n end\n else\n change size by (((100) - (size)) / (4))\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n change [v v] by (6)\n turn right (([sin v] of (v) ) * (0.2)) degrees\n end\n hide\n set [manager v] to [Ready]\n delete this clone\nend\n\nwhen I receive [menu v]\nif <not <(OwnTrigger) = [1]>> then\n set [owntrigger v] to [1]\n if <not <(EndTrigger) = [0]>> then\n wait (0.5) seconds\n end\n hide\n switch costume to (button 1 v)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to x: (0) y: (0)\n point in direction (90)\n wait (0.2) seconds\n set [clone v] to [Title]\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [clone v] to [Button 1]\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [clone v] to [Button 3]\n create clone of (_myself_ v)\n set [clone v] to [Button 4]\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [clone v] to [Button 5]\n create clone of (_myself_ v)\n set [clone v] to [Button 6]\n create clone of (_myself_ v)\n wait until <not <(Manager) = [Menu]>>\n set [owntrigger v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone) = [Button 1]> then\n hide\n switch costume to (button 1 v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-100)\n point in direction (90)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by (((-50) - (y position)) / (4))\n end\n set y to (-50)\n repeat until <not <(Manager) = [Menu]>>\n if <<touching (mouse-pointer v)?> and <not <(Show Controls) = [1]>>> then\n start sound [Touch v]\n set [brightness v] effect to (-10)\n repeat until <<not <touching (mouse-pointer v)?>> and <not <(Show Controls) = [1]>>>\n change size by (((90) - (size)) / (2))\n if <<mouse down?> and <not <(Show Controls) = [1]>>> then\n set [manager v] to [Play]\n broadcast (Play v)\n start sound [Select v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((80) - (size)) / (4))\n change [brightness v] effect by (5)\n end\n hide\n delete this clone\n end\n end\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (2))\n end\n if <<key (space v) pressed?> and <not <(Show Controls) = [1]>>> then\n set [manager v] to [Play]\n broadcast (Play v)\n start sound [Select v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((80) - (size)) / (4))\n change [brightness v] effect by (5)\n end\n hide\n delete this clone\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <<(Clone) = [Button 3]> or <(Clone) = [Button 4]>> then\n hide\n switch costume to (Clone)\n set size to (100) %\n set [ghost v] effect to (100)\n if <(costume [name v]) = [Button 3]> then\n go to x: (-100) y: (10)\n else\n go to x: (100) y: (10)\n end\n point in direction (90)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n if <(costume [name v]) = [Button 3]> then\n change x by (((-40) - (x position)) / (4))\n else\n change x by (((40) - (x position)) / (4))\n end\n end\n repeat until <not <(Manager) = [Menu]>>\n if <<<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [20]>> and <not <(Show Controls) = [1]>>> then\n start sound [Touch v]\n set [brightness v] effect to (-10)\n repeat until <<not <<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [30]>>> and <not <(Show Controls) = [1]>>>\n set [brightness v] effect to (-10)\n change size by (((100) - (size)) / (2))\n if <<mouse down?> and <not <(Show Controls) = [1]>>> then\n start sound [Wood Tap v]\n if <(costume [name v]) = [Button 3]> then\n if <not <(PlayerColor) = [1]>> then\n change [playercolor v] by (-1)\n wait until <not <<<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [30]>> and <mouse down?>>>\n else\n set [playercolor v] to [4]\n wait until <not <<<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [30]>> and <mouse down?>>>\n end\n else\n if <not <(PlayerColor) = [4]>> then\n change [playercolor v] by (1)\n wait until <not <<<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [30]>> and <mouse down?>>>\n else\n set [playercolor v] to [1]\n wait until <not <<<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [30]>> and <mouse down?>>>\n end\n end\n end\n end\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (2))\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <<(Clone) = [Button 5]> or <(Clone) = [Button 6]>> then\n hide\n switch costume to (join (Clone) [.1])\n set size to (100) %\n set [ghost v] effect to (100)\n if <(costume [name v]) = [Button 5.1]> then\n go to x: (-400) y: (-50)\n else\n go to x: (400) y: (-50)\n end\n point in direction (90)\n if <(costume [name v]) = (join [Button 5] (join (letter (9) of (costume [name v])) (letter (10) of (costume [name v]))))> then\n if <(Show Controls) = [0]> then\n switch costume to (button 5.1 v)\n else\n switch costume to (button 5.2 v)\n end\n if <(Show Controls) = [0]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-20)\n end\n else\n if <(Music) = [1]> then\n switch costume to (button 6.1 v)\n else\n switch costume to (button 6.2 v)\n end\n end\n show\n repeat (20)\n change [ghost v] effect by (-5)\n if <<(costume [name v]) = [Button 5.1]> or <(costume [name v]) = [Button 5.2]>> then\n change x by (((-130) - (x position)) / (4))\n else\n change x by (((130) - (x position)) / (4))\n end\n if <not <(Manager) = [Menu]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\n end\n end\n repeat until <not <(Manager) = [Menu]>>\n if <<<touching (mouse-pointer v)?> or <(distance to [mouse-pointer v]) < [20]>> and <not <(Show Controls) = [1]>>> then\n start sound [Touch v]\n set [brightness v] effect to (-10)\n repeat until <<not <touching (mouse-pointer v)?>> and <not <(Show Controls) = [1]>>>\n set [brightness v] effect to (-10)\n change size by (((90) - (size)) / (2))\n if <(costume [name v]) = (join [Button 5] (join (letter (9) of (costume [name v])) (letter (10) of (costume [name v]))))> then\n if <(Show Controls) = [0]> then\n switch costume to (button 5.1 v)\n else\n switch costume to (button 5.2 v)\n set [brightness v] effect to (-20)\n end\n else\n if <(Music) = [1]> then\n switch costume to (button 6.1 v)\n else\n switch costume to (button 6.2 v)\n end\n end\n if <<mouse down?> and <not <(Show Controls) = [1]>>> then\n start sound [Wood Tap v]\n if <(costume [name v]) = (join [Button 5] (join (letter (9) of (costume [name v])) (letter (10) of (costume [name v]))))> then\n if <(Show Controls) = [0]> then\n set [show controls v] to [1]\n set [clone v] to [Controls]\n create clone of (_myself_ v)\n set [clone v] to [Fade]\n create clone of (_myself_ v)\n else\n set [show controls v] to [0]\n end\n else\n if <(Music) = [1]> then\n set [music v] to [0]\n else\n set [music v] to [1]\n end\n end\n if <(costume [name v]) = (join [Button 5] (join (letter (9) of (costume [name v])) (letter (10) of (costume [name v]))))> then\n if <(Show Controls) = [0]> then\n switch costume to (button 5.1 v)\n set [brightness v] effect to (0)\n else\n switch costume to (button 5.2 v)\n set [brightness v] effect to (-20)\n end\n else\n if <(Music) = [1]> then\n switch costume to (button 6.1 v)\n else\n switch costume to (button 6.2 v)\n end\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n else\n change size by (((100) - (size)) / (2))\n end\n if <(costume [name v]) = (join [Button 5] (join (letter (9) of (costume [name v])) (letter (10) of (costume [name v]))))> then\n if <(Show Controls) = [0]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-20)\n end\n else\n set [brightness v] effect to (0)\n end\n end\n repeat (15)\n change [ghost v] effect by (7.5)\n end\n hide\n delete this clone\nend\n\nif <(costume [name v]) = (join [Button 5] (join (letter (9) of (costume [name v])) (letter (10) of (costume [name v]))))> then\n if <(Show Controls) = [0]> then\n switch costume to (button 5.1 v)\n set [brightness v] effect to (0)\n else\n switch costume to (button 5.2 v)\n set [brightness v] effect to (-20)\n end\nelse\n if <(Music) = [1]> then\n switch costume to (button 6.1 v)\n else\n switch costume to (button 6.2 v)\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Transition]> then\n hide\n switch costume to (transition v)\n set size to (120) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\n end\n change [level v] by (1)\n wait (0.05) seconds\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\nend\n\nwhen I receive [game v]\nrepeat until <not <(Manager) = [Game]>>\n if <(LevelChangeTrigger) = [1]> then\n set [clone v] to [Transition]\n create clone of (_myself_ v)\n set [levelchangetrigger v] to [0]\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Controls]> then\n hide\n switch costume to (controls v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-400)\n point in direction (90)\n go to [front v] layer\n show\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (4))\n end\n repeat until <<not <(Show Controls) = [1]>> or <not <(Manager) = [Menu]>>>\n if <mouse down?> then\n wait until <not <mouse down?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [show controls v] to [0]\n delete this clone\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Fade]> then\n if <(Manager) = [Menu]> then\n hide\n switch costume to (fade v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait until <<not <(Show Controls) = [1]>> or <not <(Manager) = [Menu]>>>\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n hide\n switch costume to (fade v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait until <not <(End) = [1]>>\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nwait until <not <(End) = [0]>>\nwait (3) seconds\nset [endtrigger v] to [1]\nset [clone v] to [Fade]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Font 8]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Icons 0]\nrepeat (3)\n set [clone v] to (join [Icons ] ((letter (7) of (Clone)) + (1)))\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nset [clone v] to [Diamonds]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Button 7]> then\n hide\n switch costume to (button 7 v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-100)\n point in direction (90)\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (4))\n end\n set y to (0)\n repeat until <not <(End) = [1]>>\n if <touching (mouse-pointer v)?> then\n start sound [Touch v]\n set [brightness v] effect to (-10)\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((90) - (size)) / (2))\n if <mouse down?> then\n set [end v] to [0]\n set [manager v] to [Menu]\n broadcast (Menu v)\n start sound [Select v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((80) - (size)) / (2))\n end\n hide\n delete this clone\n end\n end\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (2))\n end\n if <key (space v) pressed?> then\n set [end v] to [0]\n set [manager v] to [Menu]\n broadcast (Menu v)\n start sound [Select v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((80) - (size)) / (2))\n end\n hide\n delete this clone\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Font 8]> then\n hide\n switch costume to (font 8 v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (25)\n point in direction (90)\n go to [front v] layer\n set [v v] to [0]\n show\n repeat (20)\n change [v v] by (6)\n go to [front v] layer\n change [ghost v] effect by (-5)\n change y by (([sin v] of (v) ) * (1.5))\n end\n repeat until <not <(End) = [1]>>\n change [v v] by (6)\n change y by (([sin v] of (v) ) * (1.5))\n end\n repeat (10)\n change [v v] by (6)\n change [ghost v] effect by (10)\n change y by (([sin v] of (v) ) * (1.5))\n end\n delete this clone\nend\n\nturn right (([sin v] of (v) ) * (0.5)) degrees\n\nturn right (([sin v] of (v) ) * (0.5)) degrees\n\nturn right (([sin v] of (v) ) * (0.5)) degrees\n\nwhen I start as a clone\nif <(Clone) = (join [Icons ] (letter (7) of (Clone)))> then\n hide\n switch costume to (Clone)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: ((-150) + ((letter (7) of (costume [name v])) * (75))) y: (-75)\n point in direction (90)\n go to [front v] layer\n set [v v] to [0]\n show\n repeat (20)\n change [v v] by (6)\n go to [front v] layer\n change [ghost v] effect by (-5)\n change size by (([sin v] of (v) ) * (1))\n change y by (([sin v] of (v) ) * (1.5))\n end\n repeat until <not <(End) = [1]>>\n change [v v] by (6)\n change size by (([sin v] of (v) ) * (1))\n change y by (([sin v] of (v) ) * (1.5))\n end\n repeat (10)\n change [v v] by (6)\n change [ghost v] effect by (10)\n change size by (([sin v] of (v) ) * (1))\n change y by (([sin v] of (v) ) * (1.5))\n end\n delete this clone\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n if <(LDM) = [0]> then\n set [clone v] to [LDM]\n create clone of (_myself_ v)\n wait until <not <(LDM) = [0]>>\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [LDM]> then\n hide\n switch costume to (ldm v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-400)\n point in direction (90)\n go to [front v] layer\n set [v v] to [0]\n show\n repeat (20)\n change [v v] by (6)\n go to [front v] layer\n change [ghost v] effect by (-5)\n change size by (([sin v] of (v) ) * (1))\n change y by (((-167.5) - (y position)) / (4))\n end\n repeat until <not <(Manager) = [Game]>>\n repeat (20)\n change [v v] by (6)\n go to [front v] layer\n change size by (([sin v] of (v) ) * (1))\n change [ghost v] effect by (5)\n if <not <(LDM) = [0]>> then\n repeat (20)\n change [v v] by (6)\n go to [front v] layer\n change size by (([sin v] of (v) ) * (1))\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n repeat (20)\n change [v v] by (6)\n go to [front v] layer\n change size by (([sin v] of (v) ) * (1))\n change [ghost v] effect by (-5)\n if <not <(LDM) = [0]>> then\n repeat (20)\n change [v v] by (6)\n go to [front v] layer\n change size by (([sin v] of (v) ) * (1))\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n end\n repeat (20)\n change [v v] by (6)\n change [ghost v] effect by (5)\n change size by (([sin v] of (v) ) * (1))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Diamonds]> then\n hide\n switch costume to (join [Diamonds ] (Diamonds))\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (400) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (20)\n go to [front v] layer\n change x by (((0) - (x position)) / (4))\n end\n wait until <not <(End) = [1]>>\n repeat (10)\n change [ghost v] effect by (10)\n change x by (((100) - (x position)) / (2))\n end\n delete this clone\nend\n\nwait (1) seconds\n\n@Player\n\nwhen flag clicked\nset [deadtrigger v] to [0]\nset [jump v] to [0]\nset [rotatemodetrigger v] to [0]\nset [rotatetrigger v] to [0]\nset [leveltrigger v] to [0]\nhide\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [menu v]\nif <not <(EndTrigger) = [0]>> then\n wait (0.5) seconds\nend\nhide\nswitch costume to (default v)\nset size to (30) %\nset [ghost v] effect to (100)\nif <(PlayerColor) = [1]> then\n set [color v] effect to (0)\nend\nif <(PlayerColor) = [2]> then\n set [color v] effect to (25)\nend\nif <(PlayerColor) = [3]> then\n set [color v] effect to (75)\nend\nif <(PlayerColor) = [4]> then\n set [color v] effect to (-30)\nend\ngo to x: (0) y: (-50)\npoint in direction (90)\nwait (0.2) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (((15) - (y position)) / (4))\nend\nrepeat until <not <(Manager) = [Menu]>>\n if <(PlayerColor) = [1]> then\n set [color v] effect to (0)\n end\n if <(PlayerColor) = [2]> then\n set [color v] effect to (25)\n end\n if <(PlayerColor) = [3]> then\n set [color v] effect to (75)\n end\n if <(PlayerColor) = [4]> then\n set [color v] effect to (-30)\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nrepeat until <(Manager) = [Game]>\n hide\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n if <<touching (ground v)?> and <not <(DeathTrigger) = [1]>>> 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 <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [70]>>> then\n if <(x) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n change [y v] by (-1)\n change y by (y)\n if <<touching (ground v)?> and <not <(DeathTrigger) = [1]>>> then\n change y by ((-1) * (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [70]>>> and <not <(DeathTrigger) = [1]>>> and <not <(End) = [1]>>> then\n start sound [High Whoosh v]\n set [y v] to [12]\n end\n end\n change y by (1)\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <not <(End) = [1]>>> then\n if <not <(RotateModeTrigger) = [1]>> then\n if <not <<(x position) = [-220]> or <(x position) < [-220]>>> then\n change [x v] by (-1)\n end\n set [rotatetrigger v] to [Left]\n set rotation style [left-right v]\n point in direction (-90)\n end\n end\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <not <(End) = [1]>>> then\n if <not <(RotateModeTrigger) = [1]>> then\n change [x v] by (1)\n set [rotatetrigger v] to [Right]\n set rotation style [left-right v]\n point in direction (90)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen I receive [game v]\nset [deathtrigger v] to [0]\nset [rotatetrigger v] to [Right]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n if <<<touching (obstacles v)?> or <touching (enemies v)?>> and <not <(DeathTrigger) = [1]>>> then\n if <(EnemyKillerKillTrigger) = [1]> then\n if <touching (enemies v)?> then\n wait (0.05) seconds\n end\n end\n if <touching (obstacles v)?> then\n set [deadtrigger v] to [1]\n set [deathtrigger v] to [1]\n set [rotatemodetrigger v] to [1]\n start sound [Plopp v]\n switch costume to (hit v)\n if <(RotateTrigger) = [Left]> then\n point in direction (90)\n end\n set rotation style [all around v]\n move (-5) steps\n if <not <(y position) > [30]>> then\n set [y v] to [12]\n end\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((30) - (size)) / (4))\n if <(RotateTrigger) = [Right]> then\n turn right (5) degrees\n else\n turn left (5) degrees\n end\n end\n hide\n set [deadtrigger v] to [0]\n set [deathtrigger v] to [0]\n switch costume to (stand v)\n set size to (30) %\n go to x: (-190) y: (SpawnY)\n point in direction (90)\n show\n repeat (10)\n change [ghost v] effect by (-5)\n switch costume to (stand v)\n end\n set [rotatemodetrigger v] to [0]\n repeat (10)\n change [ghost v] effect by (-5)\n end\n point in direction (90)\n set rotation style [left-right v]\n else\n if <not <(EnemyKillTrigger) = [1]>> then\n set [deadtrigger v] to [1]\n set [deathtrigger v] to [1]\n set [rotatemodetrigger v] to [1]\n start sound [Plopp v]\n switch costume to (hit v)\n if <(RotateTrigger) = [Left]> then\n point in direction (90)\n end\n set rotation style [all around v]\n move (-5) steps\n if <not <(y position) > [30]>> then\n set [y v] to [12]\n end\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((30) - (size)) / (4))\n if <(RotateTrigger) = [Right]> then\n turn right (5) degrees\n else\n turn left (5) degrees\n end\n end\n hide\n set [deadtrigger v] to [0]\n set [deathtrigger v] to [0]\n switch costume to (stand v)\n set size to (30) %\n go to x: (-190) y: (SpawnY)\n point in direction (90)\n show\n repeat (10)\n change [ghost v] effect by (-5)\n switch costume to (stand v)\n end\n set [rotatemodetrigger v] to [0]\n repeat (10)\n change [ghost v] effect by (-5)\n end\n point in direction (90)\n set rotation style [left-right v]\n end\n end\n end\nend\n\nwhen I receive [game v]\nrepeat until <not <(Manager) = [Game]>>\n if <<<<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <(InAirTrigger) = [0]>> and <not <(End) = [1]>>> then\n repeat until <<not <<<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <(InAirTrigger) = [0]>>> and <not <(End) = [1]>>>\n if <<not <(RotateModeTrigger) = [1]>> and <not <(End) = [1]>>> then\n switch costume to (walk 1 v)\n end\n if <([abs v] of (x) ) > [6]> then\n wait (0.05) seconds\n else\n if <([abs v] of (x) ) > [4]> then\n wait (0.08) seconds\n else\n if <([abs v] of (x) ) > [2]> then\n wait (0.08) seconds\n else\n if <([abs v] of (x) ) > [0]> then\n wait (0.1) seconds\n end\n end\n end\n end\n if <<not <(RotateModeTrigger) = [1]>> and <not <(End) = [1]>>> then\n switch costume to (walk 2 v)\n end\n if <([abs v] of (x) ) > [6]> then\n wait (0.05) seconds\n else\n if <([abs v] of (x) ) > [4]> then\n wait (0.08) seconds\n else\n if <([abs v] of (x) ) > [2]> then\n wait (0.08) seconds\n else\n if <([abs v] of (x) ) > [0]> then\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nif <not <<(x position) = [-220]> or <(x position) < [-220]>>> then\n switch costume to (walk 2 v)\nend\nif <<not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> and <(Jump) = [0]>> then\n switch costume to (stand v)\n wait until <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> and <(Jump) = [0]>>\nelse\n if <([abs v] of (x) ) > [6]> then\n wait (0.05) seconds\n else\n if <([abs v] of (x) ) > [4]> then\n wait (0.08) seconds\n else\n if <([abs v] of (x) ) > [2]> then\n wait (0.08) seconds\n else\n if <([abs v] of (x) ) > [0]> then\n wait (0.1) seconds\n end\n end\n end\n end\n if <not <<(x position) = [-220]> or <(x position) < [-220]>>> then\n switch costume to (walk 1 v)\n end\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (stand v)\n wait until <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> and <(Jump) = [0]>>\n else\n if <([abs v] of (x) ) > [6]> then\n wait (0.05) seconds\n else\n if <([abs v] of (x) ) > [4]> then\n wait (0.08) seconds\n else\n if <([abs v] of (x) ) > [2]> then\n wait (0.08) seconds\n else\n if <([abs v] of (x) ) > [0]> then\n wait (0.1) seconds\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [70]>>> then\n set [jump v] to [1]\n wait until <(y) = [0]>\n wait until <(y) < [0]>\n wait until <(y) = [0]>\n set [jump v] to [0]\n end\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n if <<<(x position) > [200]> and <not <(DeathTrigger) = [1]>>> and <not <(End) = [1]>>> then\n set [rotatemodetrigger v] to [1]\n set [levelchangetrigger v] to [1]\n set [y v] to [12]\n switch costume to (swim 1 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n wait until <not <(LevelTrigger) = (Level)>>\n wait until <(LevelTrigger) = (Level)>\n end\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nset [deadtrigger v] to [0]\nrepeat until <not <(Manager) = [Game]>>\n set [leveltrigger v] to (Level)\n wait until <not <(LevelTrigger) = (Level)>>\n set [rotatemodetrigger v] to [1]\n set [x v] to [0]\n set [y v] to [0]\n hide\n switch costume to (stand v)\n set size to (30) %\n wait (0.05) seconds\n go to x: (-190) y: (SpawnY)\n point in direction (90)\n show\n repeat (10)\n change [ghost v] effect by (-5)\n end\n set [rotatemodetrigger v] to [0]\n repeat (10)\n change [ghost v] effect by (-5)\n end\n point in direction (90)\n set rotation style [left-right v]\nend\n\nwhen I receive [game v]\nset [rotatemodetrigger v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nhide\nswitch costume to (stand v)\nset size to (30) %\nset [ghost v] effect to (100)\ngo to x: (-190) y: (0)\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nset [rotatemodetrigger v] to [0]\nrepeat (10)\n change [ghost v] effect by (-5)\nend\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n if <(x position) < [-220]> then\n set x to (-220)\n switch costume to (stand v)\n set [x v] to [10]\n end\n if <(y position) > [150]> then\n set y to (150)\n end\n if <<not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> and <not <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n if <<<not <(RotateModeTrigger) = [1]>> and <(InAirTrigger) = [0]>> and <not <(End) = [1]>>> then\n switch costume to (stand v)\n end\n end\n if <touching (jumppads v)?> then\n set [y v] to [18]\n end\n if <(x position) < [-210]> then\n set [edgetrigger v] to [1]\n else\n set [edgetrigger v] to [0]\n end\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n if <<not <(RotateModeTrigger) = [1]>> and <not <(End) = [1]>>> then\n go to [front v] layer\n end\nend\n\nif <<not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> and <not <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n repeat until <<not <<not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> and <not <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>> or <not <(InAirTrigger) = [1]>>>\n switch costume to (jump v)\n end\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [70]>>> then\n set [jump v] to [1]\n wait (0.05) seconds\n if <touching (ground v)?> then\n set [jump v] to [0]\n end\n end\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nrepeat until <not <(Manager) = [Game]>>\n\nswitch costume to (jump v)\nrepeat until <not <(InAirTrigger) = [1]>>\n switch costume to (jump v)\nend\n\nif <(Level) = [4]> then\n set y to (40)\nend\n\nwhen I receive [game v]\nwait (0.1) seconds\nwait until <not <(End) = [0]>>\nset [x v] to [0]\nswitch costume to (stand v)\nrepeat (20)\n switch costume to (stand v)\n set x to (-190)\nend\nrepeat until <not <(x position) < [-100]>>\n change [x v] by (1)\nend\nset [y v] to [15]\nrepeat until <not <(x position) < [100]>>\n change [x v] by (1)\nend\nswitch costume to (stand v)\nset rotation style [left-right v]\npoint in direction (-90)\nwait until <not <(End) = [1]>>\nset rotation style [left-right v]\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (10)\n change [x v] by (0.5)\nend\nhide\n\nwhen I receive [game v]\nwait (0.1) seconds\nwait until <not <(End) = [0]>>\nwait until <(x position) > [-189]>\nrepeat until <not <(x position) < [-100]>>\n switch costume to (walk 1 v)\n wait (0.1) seconds\n switch costume to (walk 2 v)\n wait (0.1) seconds\nend\nswitch costume to (jump v)\n\n@Background\n\nwhen flag clicked\nset [leveltrigger v] to [0]\nhide\nswitch costume to (button 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [startgame v]\nset [leveltrigger v] to [0]\nswitch costume to (level 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\nset [brightness v] effect to (-10)\ngo to x: (0) y: (-400)\npoint in direction (90)\ngo to [back v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-4)\n change y by (((0) - (y position)) / (4))\nend\ngo to [back v] layer\nset y to (0)\nwait until <(Manager) = [Game]>\nrepeat until <not <(Manager) = [Game]>>\n set [leveltrigger v] to (Level)\n wait until <not <(LevelTrigger) = (Level)>>\n switch costume to (join [Level ] (Level))\n if <(costume [name v]) = [Level 11]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n wait until <not <(End) = [1]>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\nend\nrepeat (20)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (level 11.2 v)\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nwait (1) seconds\nwait until <not <([x position v] of [player v]) < [-10]>>\nrepeat (40)\n change y by (((-180) - (y position)) / (8))\nend\nwait until <not <(End) = [1]>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nset [level v] to [0]\nset [inairtrigger v] to [0]\nset [end v] to [0]\nset [endtrigger v] to [0]\nhide\nswitch costume to (blank v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [menu v]\nif <not <(EndTrigger) = [0]>> then\n wait (0.5) seconds\nend\nhide\nswitch costume to (blank v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-400)\npoint in direction (90)\nset [endtrigger v] to [0]\nshow\nrepeat (50)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (8))\nend\nset y to (0)\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nset [end v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nwait until <(Manager) = [Ready]>\nwait (0.1) seconds\nset [level v] to [1]\nhide\nswitch costume to (level 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-400)\npoint in direction (90)\nset [manager v] to [StartGame]\nbroadcast (StartGame v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (4))\nend\nset y to (0)\nset [manager v] to [Game]\nbroadcast (Game v)\n\nwhen I receive [game v]\ngo to [front v] layer\nrepeat until <not <(Manager) = [Game]>>\n set [leveltrigger v] to (Level)\n wait until <not <(LevelTrigger) = (Level)>>\n switch costume to (join [Level ] (Level))\n if <(costume [name v]) = [Level 11]> then\n set [end v] to [1]\n wait until <not <(End) = [1]>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [game v]\nset [end v] to [0]\nset [endtrigger v] to [0]\nrepeat until <not <(Manager) = [Game]>>\n if <touching (hitbox v)?> then\n set [inairtrigger v] to [0]\n else\n set [inairtrigger v] to [1]\n end\nend\n\nwhen I receive [game v]\ndelete all of [spawny specific v]\nadd [4] to [spawny specific v]\nadd [5] to [spawny specific v]\nadd [7] to [spawny specific v]\nset [spawny v] to [-100]\nrepeat until <not <(Manager) = [Game]>>\n if <[spawny specific v] contains (Level)?> then\n set [spawny v] to [40]\n else\n set [spawny v] to [-100]\n end\nend\n\n@Other\n\nwhen flag clicked\nhide\nswitch costume to (bee 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [startgame v]\nset [leveltrigger v] to [0]\nhide\nswitch costume to (bee 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-400)\npoint in direction (90)\nwait until <(Manager) = [Game]>\nrepeat until <not <(Manager) = [Game]>>\n if <(Level) = [1]> then\n set [clone v] to [Level 1.1]\n create clone of (_myself_ v)\n end\n if <(Level) = [5]> then\n set [clone v] to [Level 5.1]\n create clone of (_myself_ v)\n set [clone v] to [Level 5.2]\n create clone of (_myself_ v)\n end\n if <(Level) = [7]> then\n set [clone v] to [Level 7.1]\n create clone of (_myself_ v)\n end\n if <(Level) = [9]> then\n set [clone v] to [Level 9.1]\n create clone of (_myself_ v)\n end\n if <(Level) = [11]> then\n wait (1) seconds\n wait until <not <([x position v] of [player v]) < [-50]>>\n set [clone v] to [Level 11.1]\n repeat until <not <(End) = [1]>>\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\n set [leveltrigger v] to (Level)\n wait until <not <(LevelTrigger) = (Level)>>\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 1.1]> then\n switch costume to (bee 1 v)\n set size to (50) %\n set [ghost v] effect to (20)\n go to x: (180) y: (-10)\n set rotation style [left-right v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (bee 1 v)\n wait (0.05) seconds\n switch costume to (bee 2 v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 1.1]> then\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n point in direction (90)\n repeat (100)\n change x by (((-50) - (x position)) / (16))\n end\n wait (0.5) seconds\n point in direction (-90)\n repeat (100)\n change x by (((180) - (x position)) / (16))\n end\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 1.1]> then\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n change [v v] by (6)\n change y by (([sin v] of (v) ) * (2))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 5.1]> then\n switch costume to (bee 1 v)\n set size to (50) %\n set [ghost v] effect to (20)\n go to x: (180) y: (100)\n set rotation style [left-right v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (bee 1 v)\n wait (0.05) seconds\n switch costume to (bee 2 v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 5.1]> then\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n point in direction (90)\n repeat (100)\n change x by (((-50) - (x position)) / (16))\n end\n wait (0.5) seconds\n point in direction (-90)\n repeat (100)\n change x by (((180) - (x position)) / (16))\n end\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 5.1]> then\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n change [v v] by (6)\n change y by (([sin v] of (v) ) * (2))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 7.1]> then\n switch costume to (bee 1 v)\n set size to (50) %\n set [ghost v] effect to (20)\n go to x: (400) y: (100)\n set rotation style [left-right v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (bee 1 v)\n wait (0.05) seconds\n switch costume to (bee 2 v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 7.1]> then\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n point in direction (90)\n repeat (100)\n change x by (((-150) - (x position)) / (16))\n end\n wait (0.5) seconds\n point in direction (-90)\n repeat (100)\n change x by (((110) - (x position)) / (16))\n end\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 7.1]> then\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n change [v v] by (6)\n change y by (([sin v] of (v) ) * (2))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 5.2]> then\n switch costume to (switch 1 v)\n set size to (40) %\n set [ghost v] effect to (20)\n go to x: (30) y: (-120)\n set rotation style [all around v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n if <<touching (player v)?> and <<(BarnacleTrigger) = [0]> and <not <(RotateModeTrigger) = [1]>>>> then\n switch costume to (switch 2 v)\n set [barnacletrigger v] to [1]\n set [y v] to [10]\n play sound [Water Drop v] until done\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 9.1]> then\n switch costume to (switch 1 v)\n set size to (40) %\n set [ghost v] effect to (20)\n go to x: (150) y: (-120)\n set rotation style [all around v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n if <<<touching (player v)?> and <(BarnacleTrigger) = [0]>> and <not <(RotateModeTrigger) = [1]>>> then\n switch costume to (switch 2 v)\n set [barnacletrigger v] to [1]\n set [y v] to [10]\n play sound [Water Drop v] until done\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 11.1]> then\n hide\n switch costume to (particle v)\n set size to (pick random (150) to (225)) %\n set [ghost v] effect to (0)\n set [color v] effect to (pick random (0) to (2000))\n go to x: (pick random (-200) to (200)) y: (-185)\n set [ys v] to (pick random (-300) to (-180))\n repeat (15)\n change [ys v] by (15)\n set y to (ys)\n if <not <[-175] > (y position)>> then\n show\n end\n if <not <(End) = [1]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n set [clone v] to [Level 11.2]\n repeat (10)\n create clone of (_myself_ v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 11.2]> then\n change [color v] effect by (pick random (-25) to (25))\n show\n set [xv v] to (pick random (-10) to (10))\n set [yv v] to (pick random (0) to (25))\n repeat until <(y position) < [-170]>\n change [ghost v] effect by (3)\n set size to ((200) + ((yv) * (5))) %\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change [yv v] by (-1)\n change x by (xv)\n change y by (yv)\n if <not <(End) = [1]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n delete this clone\nend\n\n@Enemies\n\nwhen flag clicked\nset [clone v] to [0]\nset [enemykilltrigger v] to [0]\nset [enemykillerkilltrigger v] to [0]\nhide\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [startgame v]\nset [leveltrigger v] to [0]\nset [enemykilltrigger v] to [0]\nset [enemykillerkilltrigger v] to [0]\nhide\nswitch costume to (saw 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-400)\npoint in direction (90)\nwait until <(Manager) = [Game]>\nrepeat until <not <(Manager) = [Game]>>\n if <(Level) = [2]> then\n set [clone v] to [Level 2.1]\n create clone of (_myself_ v)\n end\n if <(Level) = [3]> then\n set [clone v] to [Level 3.1]\n create clone of (_myself_ v)\n end\n if <(Level) = [4]> then\n set [clone v] to [Level 4.1]\n create clone of (_myself_ v)\n set [clone v] to [Level 4.2]\n create clone of (_myself_ v)\n end\n if <(Level) = [5]> then\n set [clone v] to [Level 5.1]\n create clone of (_myself_ v)\n end\n if <(Level) = [6]> then\n set [clone v] to [Level 6.1]\n create clone of (_myself_ v)\n end\n if <(Level) = [7]> then\n set [clone v] to [Level 7.1]\n create clone of (_myself_ v)\n set [clone v] to [Level 7.2]\n create clone of (_myself_ v)\n end\n if <(Level) = [8]> then\n set [clone v] to [Level 8.1]\n create clone of (_myself_ v)\n end\n if <(Level) = [9]> then\n set [clone v] to [Level 9.1]\n create clone of (_myself_ v)\n set [clone v] to [Level 9.2]\n create clone of (_myself_ v)\n set [clone v] to [Level 9.3]\n create clone of (_myself_ v)\n end\n if <(Level) = [10]> then\n set [clone v] to [Level 10.1]\n create clone of (_myself_ v)\n set [clone v] to [Level 10.2]\n create clone of (_myself_ v)\n end\n set [leveltrigger v] to (Level)\n wait until <not <(LevelTrigger) = (Level)>>\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 2.1]> then\n switch costume to (saw 1 v)\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (65) y: (-150)\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n turn right (7.5) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 3.1]> then\n switch costume to (saw 1 v)\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (57) y: (-150)\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n turn right (7.5) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 4.1]> then\n switch costume to (fly 1 v)\n set size to (50) %\n set [ghost v] effect to (0)\n go to x: (400) y: (70)\n set rotation style [left-right v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n repeat (100)\n change x by (((130) - (x position)) / (16))\n end\n wait (0.5) seconds\n point in direction (90)\n repeat (100)\n change x by (((-160) - (x position)) / (16))\n end\n wait (0.5) seconds\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 4.1]> then\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (fly 1 v)\n wait (0.05) seconds\n switch costume to (fly 2 v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 4.1]> then\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n change [v v] by (6)\n change y by (([sin v] of (v) ) * (2))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 4.2]> then\n switch costume to (slime 1 v)\n set size to (50) %\n set [ghost v] effect to (0)\n go to x: (55) y: (-15)\n set rotation style [left-right v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n if <(([x position v] of [player v]) - (30)) < (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n change [v v] by (6)\n change x by (([sin v] of (v) ) * (1))\n if <<touching (player v)?> and <not <(RotateModeTrigger) = [1]>>> then\n if <([y position v] of [player v]) > (y position)> then\n set [enemykilltrigger v] to [1]\n set [y v] to [5]\n start sound [Suction Cup v]\n switch costume to (slime 2 v)\n repeat (20)\n change y by (((-60) - (y position)) / (4))\n if <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>> then\n delete this clone\n end\n end\n set [enemykilltrigger v] to [0]\n delete this clone\n end\n end\n end\n delete this clone\nend\n\nwhen I receive [game v]\nrepeat until <not <(Manager) = [Game]>>\n if <(Level) = [4]> then\n set [enemykillerkilltrigger v] to [1]\n else\n set [enemykillerkilltrigger v] to [0]\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 5.1]> then\n switch costume to (barnacle 1 v)\n set size to (70) %\n set [ghost v] effect to (0)\n go to x: (150) y: (-120)\n point in direction (90)\n show\n go [backward v] (1) layers\n set [v v] to [0]\n set [barnacletrigger v] to [0]\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (barnacle 1 v)\n change [v v] by (10)\n change y by (([sin v] of (v) ) * (2))\n if <(BarnacleTrigger) = [1]> then\n set [enemykilltrigger v] to [1]\n repeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n set [enemykilltrigger v] to [0]\n delete this clone\n end\n if <touching (player v)?> then\n switch costume to (barnacle 2 v)\n if <([x position v] of [player v]) < (x position)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n repeat (10)\n change [v v] by (10)\n change y by (([sin v] of (v) ) * (2))\n if <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>> then\n delete this clone\n end\n if <(BarnacleTrigger) = [1]> then\n repeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n delete this clone\n end\n end\n switch costume to (barnacle 1 v)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 9.1]> then\n switch costume to (fly 1 v)\n set size to (50) %\n set [ghost v] effect to (0)\n go to x: (400) y: (110)\n set rotation style [left-right v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n repeat (100)\n change x by (((100) - (x position)) / (16))\n end\n wait (0.5) seconds\n point in direction (90)\n repeat (100)\n change x by (((-180) - (x position)) / (16))\n end\n wait (0.5) seconds\n point in direction (-90)\n set y to (120)\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 6.1]> then\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (fly 1 v)\n wait (0.05) seconds\n switch costume to (fly 2 v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 6.1]> then\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n change [v v] by (6)\n change y by (([sin v] of (v) ) * (2))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 8.1]> then\n switch costume to (slime 1 v)\n set size to (70) %\n set [ghost v] effect to (0)\n go to x: (115) y: (-100)\n set rotation style [left-right v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n change [v v] by (6)\n change x by (([sin v] of (v) ) * (1))\n if <<<touching (hitbox v)?> and <(([y position v] of [player v]) - (10)) > (y position)>> and <not <(RotateModeTrigger) = [1]>>> then\n set [enemykilltrigger v] to [1]\n wait (0.05) seconds\n set [y v] to [5]\n start sound [Suction Cup v]\n switch costume to (slime 2 v)\n repeat (20)\n change y by (((-150) - (y position)) / (4))\n if <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>> then\n delete this clone\n end\n end\n set [enemykilltrigger v] to [0]\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 7.1]> then\n switch costume to (saw 1 v)\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (60) y: (-150)\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n turn right (7.5) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 9.1]> then\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (fly 1 v)\n wait (0.05) seconds\n switch costume to (fly 2 v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 9.1]> then\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n change [v v] by (6)\n change y by (([sin v] of (v) ) * (2))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 9.2]> then\n switch costume to (barnacle 1 v)\n set size to (70) %\n set [ghost v] effect to (0)\n go to x: (80) y: (45)\n point in direction (90)\n show\n go [backward v] (2) layers\n set [v v] to [0]\n set [barnacletrigger v] to [0]\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (barnacle 1 v)\n change [v v] by (10)\n change y by (([sin v] of (v) ) * (0.5))\n if <(BarnacleTrigger) = [1]> then\n set [enemykilltrigger v] to [1]\n repeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n set [enemykilltrigger v] to [0]\n delete this clone\n end\n if <<touching (player v)?> and <not <(RotateModeTrigger) = [1]>>> then\n switch costume to (barnacle 2 v)\n if <([x position v] of [player v]) < (x position)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n repeat (10)\n change [v v] by (10)\n change y by (([sin v] of (v) ) * (0.5))\n if <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>> then\n delete this clone\n end\n if <(BarnacleTrigger) = [1]> then\n repeat (20)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n delete this clone\n end\n end\n switch costume to (barnacle 1 v)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 9.3]> then\n switch costume to (saw 1 v)\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (60) y: (-150)\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n turn right (7.5) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 10.1]> then\n switch costume to (saw 1 v)\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-25) y: (-150)\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n turn right (7.5) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Level 10.2]> then\n switch costume to (slime 1 v)\n set size to (70) %\n set [ghost v] effect to (0)\n go to x: (160) y: (82)\n set rotation style [left-right v]\n point in direction (90)\n show\n go [backward v] (1) layers\n set [leveltrigger v] to (Level)\n set [v v] to [0]\n repeat until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n if <(([x position v] of [player v]) - (30)) < (x position)> then\n point in direction (90)\n else\n point in direction (90)\n end\n change [v v] by (6)\n change x by (([sin v] of (v) ) * (1))\n if <<touching (player v)?> and <not <(RotateModeTrigger) = [1]>>> then\n if <<([y position v] of [player v]) > (y position)> or <<(([y position v] of [player v]) + (10)) > (y position)> and <touching (hitbox v)?>>> then\n set [enemykilltrigger v] to [1]\n set [y v] to [5]\n start sound [Suction Cup v]\n switch costume to (slime 2 v)\n repeat (20)\n if <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>> then\n delete this clone\n end\n end\n set [enemykilltrigger v] to [0]\n end\n end\n end\n delete this clone\nend\n\n@Obstacles\n\nwhen flag clicked\nhide\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [startgame v]\nset [leveltrigger v] to [0]\nswitch costume to (level 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\nset [brightness v] effect to (-10)\ngo to x: (0) y: (-400)\npoint in direction (90)\ngo to [back v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (4))\nend\nset y to (0)\nwait until <(Manager) = [Game]>\nrepeat until <not <(Manager) = [Game]>>\n set [leveltrigger v] to (Level)\n set [ghost v] effect to (100)\n set y to (-400)\n repeat (20)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (4))\n end\n wait until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (join [Level ] (Level))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Trail\n\nwhen flag clicked\nset [trail v] to [1]\nhide\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [game v]\nrepeat until <not <(Manager) = [Game]>>\n if <<<<<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(InAirTrigger) = [1]>>> and <not <(RotateModeTrigger) = [1]>>> and <not <(End) = [1]>>> then\n if <not <(Trail) = [0]>> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (default v)\nset size to (pick random (0) to (30)) %\nset [ghost v] effect to (20)\ngo to x: (([x position v] of [player v]) - (pick random (-5) to (5))) y: (([y position v] of [player v]) - (25))\npoint in direction (90)\nshow\nif <not <(EdgeTrigger) = [1]>> then\n repeat (20)\n change [ghost v] effect by (5)\n if <not <touching (ground v)?>> then\n change y by (-1)\n turn right (pick random (2) to (5)) degrees\n end\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen I receive [game v]\nrepeat until <not <(Manager) = [Game]>>\n if <(LDM) = [1]> then\n set [trail v] to [1]\n else\n set [trail v] to [0]\n end\nend\n\n@Jumppads\n\nwhen flag clicked\nhide\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [startgame v]\nset [leveltrigger v] to [0]\nswitch costume to (level 1 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (-400)\npoint in direction (90)\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (4))\nend\nset y to (0)\nwait until <(Manager) = [Game]>\nrepeat until <not <(Manager) = [Game]>>\n set [leveltrigger v] to (Level)\n set y to (-400)\n repeat (20)\n change y by (((0) - (y position)) / (4))\n end\n wait until <<not <(LevelTrigger) = (Level)>> or <not <(Manager) = [Game]>>>\n switch costume to (join [Level ] (Level))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [game v]\nrepeat until <not <(Manager) = [Game]>>\n if <<touching (player v)?> and <not <(RotateModeTrigger) = [1]>>> then\n set [jump v] to [1]\n start sound [Jump v]\n repeat (5)\n change y by (((-30) - (y position)) / (2))\n end\n wait until <not <touching (player v)?>>\n repeat (20)\n change y by (((0) - (y position)) / (4))\n if <touching (player v)?> then\n start sound [Jump v]\n end\n end\n end\nend\n\n@Hitbox\n\nwhen flag clicked\nset [ldm v] to [1]\nhide\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [game v]\nset [ldm v] to [1]\nset [owndt v] to [0]\nswitch costume to (default v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nrepeat until <not <(Manager) = [Game]>>\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (25))\n if <<<not <(DeadTrigger) = [0]>> and <not <(OwnDT) = [1]>>> and <not <(LDM) = [0]>>> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I start as a clone\nswitch costume to (particle v)\nset size to (50) %\nset [ghost v] effect to (pick random (0) to (50))\nif <(PlayerColor) = [1]> then\n set [color v] effect to (0)\nend\nif <(PlayerColor) = [2]> then\n set [color v] effect to (25)\nend\nif <(PlayerColor) = [3]> then\n set [color v] effect to (75)\nend\nif <(PlayerColor) = [4]> then\n set [color v] effect to (-30)\nend\npoint in direction (90)\nchange y by (20)\ngo to [front v] layer\nset [v v] to (pick random (-5) to (5))\nset [i v] to (pick random (0) to (10))\nshow\nrepeat until <touching (_edge_ v)?>\n change size by (pick random (1) to (3))\n if <not <(DeadTrigger) = [0]>> then\n change x by (((([x position v] of [player v]) - (x position)) / (8)) + (v))\n end\n change y by (i)\n change [i v] by (-1.5)\nend\ndelete this clone\n\nset [owndt v] to [1]\nset [owndt v] to [0]\n\nwhen I receive [game v]\nrepeat until <not <(Manager) = [Game]>>\n if <key (l v) pressed?> then\n if <(LDM) = [1]> then\n set [ldm v] to [0]\n wait until <not <key (l v) pressed?>>\n else\n set [ldm v] to [1]\n wait until <not <key (l v) pressed?>>\n end\n end\nend\n\n@Diamonds\n\nwhen flag clicked\nset [diamondcollecttrigger v] to [0]\nset [diamonds v] to [0]\nhide\nswitch costume to (diamond v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I receive [startgame v]\nset [diamondcollecttrigger v] to [0]\nset [diamonds v] to [0]\nset [leveltrigger v] to [0]\nset [owntrigger v] to [0]\nhide\nswitch costume to (diamond v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\nwait until <(Manager) = [Game]>\nrepeat until <not <(Manager) = [Game]>>\n if <(Level) = [2]> then\n set [clone v] to [0057 | -055]\n if <not <(OwnTrigger) = [1]>> then\n create clone of (_myself_ v)\n end\n end\n if <(Level) = [3]> then\n set [clone v] to [-190 | 0040]\n if <not <(OwnTrigger) = [1]>> then\n create clone of (_myself_ v)\n end\n end\n if <(Level) = [4]> then\n set [clone v] to [-030 | -005]\n if <not <(OwnTrigger) = [1]>> then\n create clone of (_myself_ v)\n end\n end\n if <(Level) = [6]> then\n set [clone v] to [-180 | 0030]\n if <not <(OwnTrigger) = [1]>> then\n create clone of (_myself_ v)\n end\n end\n if <(Level) = [7]> then\n set [clone v] to [0175 | -105]\n if <not <(OwnTrigger) = [1]>> then\n create clone of (_myself_ v)\n end\n end\n if <(Level) = [8]> then\n set [clone v] to [-085 | -055]\n if <not <(OwnTrigger) = [1]>> then\n create clone of (_myself_ v)\n end\n end\n if <(Level) = [9]> then\n set [clone v] to [-215 | 0075]\n if <not <(OwnTrigger) = [1]>> then\n create clone of (_myself_ v)\n end\n end\n if <(Level) = [10]> then\n set [clone v] to [-060 | 0080]\n if <not <(OwnTrigger) = [1]>> then\n create clone of (_myself_ v)\n end\n end\n set [owntrigger v] to [1]\n set [leveltrigger v] to (Level)\n wait until <not <(LevelTrigger) = (Level)>>\n set [owntrigger v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (diamond v)\nset size to (60) %\nif <not <(DeadTrigger) = [1]>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\ngo to x: (join (join (letter (1) of (Clone)) (letter (2) of (Clone))) (join (letter (3) of (Clone)) (letter (4) of (Clone)))) y: (join (join (letter (8) of (Clone)) (letter (9) of (Clone))) (join (letter (10) of (Clone)) (letter (11) of (Clone))))\npoint in direction (90)\nset [leveltrigger v] to (Level)\nset [owntrigger v] to [0]\nset [v v] to [0]\nshow\nif <(DeadTrigger) = [1]> then\n repeat (20)\n change [v v] by (4)\n change [ghost v] effect by (-5)\n change y by (([sin v] of (v) ) * (0.5))\n end\nend\nrepeat until <not <(DeadTrigger) = [1]>>\n change [v v] by (4)\n change y by (([sin v] of (v) ) * (0.5))\nend\nrepeat until <<not <(Manager) = [Game]>> or <not <(LevelTrigger) = (Level)>>>\n change [v v] by (4)\n change y by (([sin v] of (v) ) * (0.5))\n if <<touching (player v)?> and <not <(DeadTrigger) = [1]>>> then\n start sound [Collect v]\n set [diamondcollecttrigger v] to [1]\n set [owntrigger v] to [1]\n change [diamonds v] by (1)\n set [yv v] to [5]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (yv)\n change [yv v] by (-0.5)\n end\n go to x: (join (join (letter (1) of (Clone)) (letter (2) of (Clone))) (join (letter (3) of (Clone)) (letter (4) of (Clone)))) y: (join (join (letter (8) of (Clone)) (letter (9) of (Clone))) (join (letter (10) of (Clone)) (letter (11) of (Clone))))\n wait until <<not <(Manager) = [Game]>> or <<not <(LevelTrigger) = (Level)>> or <(DeadTrigger) = [1]>>>\n set size to (60) %\n if <(DeadTrigger) = [1]> then\n set [v v] to [0]\n set [owntrigger v] to [0]\n change [diamonds v] by (-1)\n set size to (60) %\n go to x: (join (join (letter (1) of (Clone)) (letter (2) of (Clone))) (join (letter (3) of (Clone)) (letter (4) of (Clone)))) y: (join (join (letter (8) of (Clone)) (letter (9) of (Clone))) (join (letter (10) of (Clone)) (letter (11) of (Clone))))\n point in direction (90)\n repeat (20)\n change [v v] by (4)\n change [ghost v] effect by (-5)\n change y by (([sin v] of (v) ) * (0.5))\n end\n else\n delete this clone\n end\n end\nend\ndelete this clone\n\nswitch costume to (diamond v)\nset size to (60) %\nif <not <(DeadTrigger) = [1]>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\ngo to x: (join (join (letter (1) of (Clone)) (letter (2) of (Clone))) (join (letter (3) of (Clone)) (letter (4) of (Clone)))) y: (join (join (letter (8) of (Clone)) (letter (9) of (Clone))) (join (letter (10) of (Clone)) (letter (11) of (Clone))))\npoint in direction (90)\nset [leveltrigger v] to (Level)\nset [owntrigger v] to [0]\nset [v v] to [0]\nshow\nif <(DeadTrigger) = [1]> then\n change [v v] by (4)\n repeat (20)\n change [ghost v] effect by (-5)\n change y by (([sin v] of (v) ) * (0.5))\n end\nend\nrepeat until <<<not <(Manager) = [Game]>> or <not <(LevelTrigger) = (Level)>>> or <(DeadTrigger) = [1]>>\n change [v v] by (4)\n change y by (([sin v] of (v) ) * (0.5))\n if <<touching (player v)?> and <not <(DeadTrigger) = [1]>>> then\n start sound [Collect v]\n set [owntrigger v] to [1]\n change [diamonds v] by (1)\n set [yv v] to [2]\n repeat (20)\n change [ghost v] effect by (5)\n change y by (yv)\n change [yv v] by (-0.5)\n end\n wait until <<<not <(Manager) = [Game]>> or <not <(LevelTrigger) = (Level)>>> or <(DeadTrigger) = [1]>>\n end\nend\nif <(DeadTrigger) = [1]> then\n set [owntrigger v] to [0]\n if <(OwnTrigger) = [1]> then\n change [diamonds v] by (-1)\n repeat (10)\n change [v v] by (4)\n change [ghost v] effect by (10)\n change y by (([sin v] of (v) ) * (0.5))\n end\n delete this clone\n end\nend\ndelete this clone\n\nwait until <<<not <(Manager) = [Game]>> or <not <(LevelTrigger) = (Level)>>> or <(DeadTrigger) = [1]>>\n\nif <(DeadTrigger) = [1]> then\n set [owntrigger v] to [0]\n if <(OwnTrigger) = [1]> then\n change [diamonds v] by (-1)\n repeat (10)\n change [v v] by (4)\n change [ghost v] effect by (10)\n change y by (([sin v] of (v) ) * (0.5))\n end\n delete this clone\n end\nend\n\nif <(DeadTrigger) = [1]> then\n if <(DiamondCollectTrigger) = [1]> then\n change [diamonds v] by (-1)\n end\nend\nset [diamondcollecttrigger v] to [0]\n\nif <(OwnTrigger) = [1]> then\n change [diamonds v] by (-1)\n repeat (10)\n change [v v] by (4)\n change [ghost v] effect by (10)\n change y by (([sin v] of (v) ) * (0.5))\n end\n delete this clone\nend\n\nset [clone v] to [-030 | -111]\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (thumbnail 1 v)\npoint in direction (90)\ngo to x: (-400) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (thumbnail 1 v)\npoint in direction (90)\ngo to x: (-400) y: (0)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (2))\nend\nset x to (0)\n\n | CONTROLS:\nArrow keys/WASD/Mobile to move your player.\nAvoid spikes, lava, gears and pikes (they move.)\nCollect all coins, then go to the portal to advance.\nBounce on bounce pads.\nClimb any ladders nearby.\nJump on jump rings to get a boost.\nBlue pushes you right.\nYou can wall jump! :D |
Mario Platformer ~マリオ プラットフォーマー~ | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\n\nwhen I receive [開始 v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [minigame v]\nswitch backdrop to (背景4 v)\n\n@球\n\ndefine くぁwせdrftgyふいこlp\nrepeat (6)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\n\ndefine 横へいこうね\nrepeat until <not <touching (地面 v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine 縦型授業すたとんとん\nrepeat until <not <touching (地面 v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen I receive [開始 v]\n初期化\nswitch costume to (スキン)\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x v] by (-1)\n turn left (10) degrees\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n turn right (10) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n くぁwせdrftgyふいこlp\n if <touching (地面 v)?> then\n change y by (-5)\n 横へいこうね\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [壁 v]\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (地面 v)?> then\n 縦型授業すたとんとん\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [ジャンプ v]\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [開始 v]\nforever\n if <touching (針 v)?> then\n go to x: (-200) y: (-100)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(y position) < [-179]> then\n go to x: (-200) y: (-100)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<<touching (鉢1 v)?> or <touching (針2 v)?>> or <<touching (針3 v)?> or <<touching (針4 v)?> or <<touching (針5 v)?> or <touching (スプライト8 v)?>>>>> then\n go to x: (-200) y: (-100)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [開始 v]\nrepeat until <([costume # v] of [地面 v]) = [20]>\n if <touching (ゴール v)?> then\n go to x: (-222) y: (-91)\n broadcast (level v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\nshow\nset size to (85) %\ngo to x: (-200) y: (-50)\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\nwhen I receive [開始 v]\nclear graphic effects\nforever\n if <([costume # v] of [プラフォ君表示用の v]) = [7]> then\n change [color v] effect by (2)\n end\nend\n\n@地面\n\nwhen flag clicked\nhide\nswitch costume to (ステージ1 v)\n\nwhen I receive [level v]\nnext costume\n\nwhen I receive [開始 v]\nshow\nforever\n go to x: (46) y: (5)\nend\n\n@針\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [開始 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\n@次\n\nwhen I receive [level v]\nstart sound [ふっ v]\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\n@サムネイル\n\nwhen flag clicked\nshow\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nset [サムネの動き v] to [-25]\ngo to [front v] layer\nshow\ngo to x: (0) y: (300)\nrepeat (10)\n change y by (サムネの動き)\n change [サムネの動き v] by (1.5)\nend\nrepeat (20)\n change y by (サムネの動き)\n change [サムネの動き v] by (0.5)\nend\n\n@ホーム\n\nwhen I receive [開始 v]\nhide\n\nwhen I receive [ホーム画面 v]\nclear graphic effects\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n glide (1) secs to x: (0) y: (10)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n set [skin v] to (costume [number v])\nend\n\nwhen I receive [skin変更 v]\nnext costume\n\nwhen I receive [qawsed v]\nrepeat (25)\n change [pixelate v] effect by (5)\nend\nswitch costume to (コスチューム2 v)\n\nwhen I receive [minigame v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [演出 v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nset size to (100) %\nset [jksa v] to [0]\nbroadcast (qawsed v)\nrepeat (25)\n change size by (jksa)\n change [jksa v] by (5)\nend\n\nwhen I receive [qawsed v]\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (開始 v)\n\n@イントロバージョン2\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (212)\nshow\nglide (0.1) secs to x: (0) y: (0)\nstart sound [金属ロゴ表示1 v]\nrepeat (12)\n next costume\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (ホーム画面 v)\n\nwhen flag clicked\ngo to x: (0) y: (212)\nwait (0.3) seconds\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@ぷれい4\n\nwhen flag clicked\nset [ok1 v] to [0]\nswitch costume to (コスチューム1 v)\nhide\nrepeat until <(ok1) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (20)\n else\n clear graphic effects\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <<not <([costume # v] of [プラフォ君表示用の v]) = [7]>> or <<([costume # v] of [プラフォ君表示用の v]) = [7]> and <(鍵) = [1]>>> then\n set [ok1 v] to [1]\n switch costume to (コスチューム1 v)\n set volume to (volume) %\n broadcast (回転はじめ v)\n play sound [決定 v] until done\n broadcast (回転追わり v)\n broadcast (演出 v)\n hide\n broadcast (引退 v)\n hide\nend\n\nwhen I receive [ホーム画面 v]\ngo to x: (0) y: (-130)\nshow\nforever\n glide (1.5) secs to x: (0) y: (-120)\n glide (1.5) secs to x: (0) y: (-130)\nend\n\nwhen I receive [minigame v]\nhide\n\n@スプライト7\n\nwhen I receive [メッセージ1 v]\nif <not <(kaginotikk) = [1]>> then\n hide\n show\n glide (0.5) secs to x: (140) y: (155)\n wait (0.1) seconds\n glide (0.5) secs to x: (140) y: (200)\n hide\n set [kaginotikk v] to [1]\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [kaginotikk v] to [0]\n\n@★♥\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [星b v] to [No]\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 wait (0.6) seconds\n broadcast (メッセージ1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nset [ハートb v] to [No]\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 wait (0.6) seconds\n broadcast (メッセージ1 v)\n end\nend\n\n@プラフォ君表示用の\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset size to (140) %\n\nwhen I receive [ホーム画面 v]\nshow\n\nwhen I receive [次に移行 v]\nnext costume\n\nwhen I receive [戻るよ= v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [演出 v]\nhide\n\nwhen I receive [minigame v]\nhide\n\nwhen I receive [ホーム画面 v]\ngo to x: (0) y: (-50)\nshow\nforever\n glide (1.5) secs to x: (0) y: (-45)\n glide (1.5) secs to x: (0) y: (-55)\nend\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (-60) y: (-50)\nhide\n\nwhen I receive [ホーム画面 v]\nshow\n\nwhen this sprite clicked\nstart sound [Water Drop v]\nbroadcast (戻るよ= v)\nchange [スキン v] by (-1)\n\nwhen I receive [演出 v]\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (30)\n else\n set size to (90) %\n clear graphic effects\n end\nend\n\nwhen I receive [minigame v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nset [スキン v] to [1]\nhide\n\nwhen I receive [ホーム画面 v]\nshow\n\nwhen this sprite clicked\nstart sound [Water Drop v]\nbroadcast (次に移行 v)\nchange [スキン v] by (1)\n\nwhen I receive [演出 v]\nhide\n\nwhen flag clicked\ngo to x: (60) y: (-50)\nswitch costume to (コスチューム1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (30)\n else\n set size to (90) %\n clear graphic effects\n end\nend\n\nwhen I receive [minigame v]\nhide\n\n@スプライト6\n\nwhen flag clicked\ngo to [front v] layer\nset [鍵 v] to [0]\nforever\n if <(鍵) = [1]> then\n hide\n else\n if <([costume # v] of [プラフォ君表示用の v]) = [7]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nset [鍵 v] to [1]\nhide\n\nwhen I receive [minigame v]\nhide\n\n@ゴール\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nshow\nforever\n if <([costume # v] of [地面 v]) = [20]> then\n hide\n end\nend\n\n@スプライト4\n\nwhen I receive [開始 v]\nset volume to (80) %\nset [監視 v] to [1]\nstop all sounds\nforever\n play sound [yt1s v] until done\nend\n\nwhen I receive [ホーム画面 v]\nset volume to (60) %\nset [監視 v] to [0]\nrepeat until <(監視) = [1]>\n play sound [yt1s2 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [minigame v]\nset volume to (80) %\nset [監視 v] to [1]\nstop all sounds\nforever\n play sound [yt1s v] until done\nend\n\n@バネ\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [8]> then\n go to x: (-50) y: (-22)\n ジャンプ\n else\n hide\n end\nend\n\ndefine ジャンプ\nshow\nif <touching (球 v)?> then\n switch costume to (2 v)\n set [y v] to [22]\n start sound [ジャンプ v]\nelse\n switch costume to (1 v)\nend\n\nif <([costume # v] of [地面 v]) = [9]> then\n hide\nend\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\n@鉢1\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (-110) y: (-115)\n repeat until <([costume # v] of [地面 v]) = [11]>\n show\n glide (0.3) secs to x: (-110) y: (-160)\n wait (1.5) seconds\n glide (0.3) secs to x: (-110) y: (-115)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n hide\n end\nend\n\n@針2\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (-70) y: (-115)\n repeat until <([costume # v] of [地面 v]) = [11]>\n show\n glide (0.3) secs to x: (-70) y: (-160)\n wait (1.5) seconds\n glide (0.3) secs to x: (-70) y: (-115)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n hide\n end\nend\n\n@針3\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (-30) y: (-115)\n repeat until <([costume # v] of [地面 v]) = [11]>\n show\n glide (0.3) secs to x: (-30) y: (-160)\n wait (1.5) seconds\n glide (0.3) secs to x: (-30) y: (-115)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n hide\n end\nend\n\n@針4\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (10) y: (-115)\n repeat until <([costume # v] of [地面 v]) = [11]>\n show\n glide (0.3) secs to x: (10) y: (-160)\n wait (1.5) seconds\n glide (0.3) secs to x: (10) y: (-115)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n hide\n end\nend\n\n@針5\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (50) y: (-115)\n repeat until <([costume # v] of [地面 v]) = [11]>\n show\n glide (0.3) secs to x: (50) y: (-160)\n wait (1.5) seconds\n glide (0.3) secs to x: (50) y: (-115)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n hide\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [地面 v]) = [11]> then\n show\n turn right (-2) degrees\n else\n hide\n end\nend\n\n@ガイド役\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [20]> then\n show\n else\n hide\n end\nend\n\n@☁\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\ngo to x: (400) y: (0)\nglide (5) secs to x: (-100) y: (0)\nhide\ndelete this clone\n\nwhen I receive [開始 v]\nhide\nforever\n go to [back v] layer\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen flag clicked\nhide\n\n@外の枠\n\nwhen flag clicked\nhide\n\nwhen I receive [minigame v]\ngo to [back v] layer\nshow\n\n@ボール\n\ndefine ボール\ngo to x: (0) y: (-50)\npoint in direction ((90) - (pick random (230) to (310)))\nwait (1.5) seconds\nforever\n show\n repeat until <<touching (パドル v)?> or <touching (外の枠 v)?>>\n move (6) steps\n if on edge, bounce\n if <(pick random (1) to (3)) = [3]> then\n turn right (pick random (-3) to (3)) degrees\n end\n end\n if <touching (外の枠 v)?> then\n if <(direction) < [90]> then\n point in direction ((direction) - ((direction) * (2)))\n else\n point in direction ((direction) + (((180) - (direction)) * (2)))\n end\n repeat until <not <touching (外の枠 v)?>>\n move (10) steps\n end\n end\n if <touching (パドル v)?> then\n point in direction ((direction) + (((90) - (direction)) * (2)))\n repeat until <not <touching (パドル v)?>>\n move (10) steps\n if on edge, bounce\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [minigame v]\nボール\n\nwhen I receive [minigame v]\nforever\n if <(y position) < [-165]> then\n stop [all v]\n end\nend\n\nwhen I receive [minigame v]\nforever\n if <touching (ブロック v)?> then\n wait (0) seconds\n point in direction ((direction) + (((90) - (direction)) * (2)))\n end\n repeat until <not <touching (ブロック v)?>>\n move (10) steps\n if on edge, bounce\n end\nend\n\n@パドル\n\nwhen flag clicked\nhide\n\nwhen I receive [minigame v]\nshow\ngo to x: (0) y: (-170)\nforever\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <not <[90] < (x position)>>> then\n change x by (10)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> and <not <(x position) < [-90]>>> then\n change x by (-10)\n end\nend\n\n@ブロック\n\nwhen I start as a clone\nshow\nwait until <touching (ボール v)?>\nchange [point v] by (1)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [minigame v]\nswitch costume to (コスチューム1 v)\ngo to x: (-105) y: (168)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (42)\nend\nswitch costume to (コスチューム2 v)\ngo to x: (-105) y: (146)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (42)\nend\nswitch costume to (コスチューム3 v)\ngo to x: (-105) y: (124)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (42)\nend\ngo to x: (-105) y: (102)\nswitch costume to (コスチューム4 v)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (42)\nend\nswitch costume to (コスチューム5 v)\ngo to x: (-105) y: (80)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (42)\nend\nswitch costume to (コスチューム6 v)\ngo to x: (-105) y: (58)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (42)\nend\n\nwhen flag clicked\nset [point v] to [0]\nforever\n if <(point) = [36]> then\n broadcast (クリア!!!🎊 v)\n end\nend\n\n@スプライト1\n\nwhen this sprite clicked\nbroadcast (minigame v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [回転はじめ v]\nhide\n\nwhen I receive [ホーム画面 v]\ngo to x: (-190) y: (-150)\nshow\nforever\n glide (1.5) secs to x: (-190) y: (-140)\n glide (1.5) secs to x: (-190) y: (-150)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (20)\n else\n clear graphic effects\n set size to (100) %\n end\nend\n\n@スプライト9\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア!!!🎊 v]\nshow\nwait (1) seconds\nhide\nstop [all v]\n\n@秒数\n\nwhen I start as a clone\nforever\n if <[22] < (length of (秒))> then\n hide\n show variable [秒 v]\n else\n show\n switch costume to (letter (数字番号) of (秒))\n hide variable [秒 v]\n end\nend\n\ndefine 配置\ngo to x: (-250) y: (150)\nhide\nset [数字番号 v] to [0]\nrepeat (22)\n change [数字番号 v] by (1)\n change x by (20)\n create clone of (_myself_ v)\nend\nswitch costume to (+ v)\nshow\ngo to x: (-250) y: (150)\n\nwhen I receive [開始 v]\nset [秒 v] to [0]\nrepeat until <([costume # v] of [地面 v]) = [20]>\n wait (1) seconds\n change [秒 v] by (1)\nend\n\nwhen I receive [開始 v]\n配置\n\n | New project: https://scratch.mit.edu/projects/493687843/\n\nWelcome to my 2nd platformer!\n<^>/mobile\n\nToo hard? My last platformer "Sunstruck" was spammed with mail like "EZ" or "Short and Easy bruh"\nThat is why it is soo hard\n\nIf you like it pls give it a ❤️ and a ⭐\n\nNo: advertising, spam, or being rude\nYes: being nice\n\n(All levels ARE possible)\n\n\nPropose to be Featured studio\nhttps://scratch.mit.edu/studios/4228481/projects/\n\n\nhint below...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n(stars are beautiful so why not use them on the last level) |
Elements 2 | A platformer #all #games #art #platformer #trending | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@ball\n\nwhen flag clicked\nset [y spawn v] to [-129]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Platformer engine\nend\n\ndefine Platformer engine\nif on edge, bounce\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#003fff)?> then\n set [y v] to [16]\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nchange [ghost v] effect by (1000)\n\n | - Use arrow keys to move\n- Hold arrow key while on a wall to slide\n- Press up arrow while sliding to wall jump\n- Press space to dash\n- Don't touch spikes!\n- Lamps are checkpoints\n- Get the bowl of noodles! |
Escape! -A Platformer- | @Stage\n\nwhen flag clicked\nshow list [data v]\nforever\n wait until <not <key (e v) pressed?>>\n wait until <key (e v) pressed?>\n hide list [data v]\n wait until <not <key (e v) pressed?>>\n wait until <key (e v) pressed?>\n show list [data v]\nend\n\nwhen flag clicked\nset [fly v] to [0]\nset [infinite timer v] to [0]\nif <(username) = [NormanTheGamer]> then\n forever\n if <key (f v) pressed?> then\n set [fly v] to ((1) - (Fly))\n wait until <not <key (f v) pressed?>>\n end\n end\nend\n\nwhen I receive [tick v]\nchange [infinite timer v] by (1)\n\nwhen flag clicked\nforever\n delete all of [data v]\n add (join [x: ] (round ([x v] of [player v]))) to [data v]\n add (join [y: ] (round ([y v] of [player v]))) to [data v]\n add (join [coins: ] (__Coins)) to [data v]\n add (join [blue coins: ] (__Blue Coins)) to [data v]\n add (join [personal record: ] (__Personal Record)) to [data v]\n add (join [deaths: ] (deaths)) to [data v]\n add [] to [data v]\n add (join [completed: ] (☁ Completed)) to [data v]\n add (join [completed \(all coins\) ] (☁ Completed \(All Coins\))) to [data v]\nend\n\n@Blank\n\nwhen flag clicked\nif <(first time) = [0]> then\n broadcast (Reset All Data v)\n set [first time v] to [1]\nend\n\nset [first time v] to [0]\n\nwhen I receive [reset all data v]\nset [__personal record v] to [99999]\n\n@Player\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game On\n set [_move v] to [1]\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n if <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [exit v] to [reset]\n end\n end\n if <(EXIT) = [Win]> then\n broadcast (Win v)\n stop [this script v]\n else\n if <(EXIT) = [reset]> then\n broadcast (Timer v)\n else\n start sound [hurt \(1\) v]\n change [deaths v] by (1)\n Death\n end\n end\nend\n\ndefine Game On\nif <(Checkpoint) = [1]> then\n set [x v] to [4026]\n set [y v] to [-100]\nelse\n set [x v] to [-180]\n set [y v] to [-80]\nend\nset [wall v] to [0]\nset [scroll x v] to (SCROLL X)\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [dash ability v] to [0]\nset [resistance v] to [0]\nset volume to (100) %\npoint in direction (90)\nset size to (65) %\nclear graphic effects\nshow\n\ndefine Tick\nControls\nswitch costume to (1 v)\nif <(Fly) = [1]> then\n set [sx v] to (((-right) - (-left)) * (10))\n set [sy v] to ((<<key (up arrow v) pressed?> or <key (w v) pressed?>> - <<key (down arrow v) pressed?> or <key (s v) pressed?>>) * (10))\n if <(-space) > [0]> then\n set [sx v] to ((sx) * (3))\n set [sy v] to ((sy) * (3))\n end\nelse\n if <(resistance) = [0]> then\n if <not <<(dash ability) > [1]> and <(dash ability) < [6]>>> then\n if <(-right) = [1]> then\n change [sx v] by (2.1)\n point in direction (90)\n end\n if <(-left) = [1]> then\n change [sx v] by (-2.1)\n point in direction (-90)\n end\n set [sx v] to ((sx) * (0.8))\n end\n else\n if <(sx) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(-up) > [0]> then\n if <(in air) < [1]> then\n set [sy v] to [18]\n end\n if <(in air) < [1]> then\n start sound [Roblox New Jumping Sound Effect v]\n end\nend\nif <<(sy) > [-20]> and <<(Fly) = [0]> and <(_move) = [1]>>> then\n if <<(wall) = [1]> and <<(in air) > [5]> and <([abs v] of (sx) ) > [3]>>> then\n if <(sy) > [-8]> then\n change [sy v] by (-0.8)\n end\n else\n change [sy v] by (-1.5)\n end\nend\nChange player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [6720]> then\n set [scroll x v] to [6720]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(x) < [-240]> then\n set [x v] to [-240]\nend\nif <(x) > [6960]> then\n set [x v] to [6960]\nend\nif <(y) < [-181]> then\n set [y v] to [-181]\nend\nset rotation style [left-right v]\nPosition\nif <<<(y) < [-180]> or <touching (danger v)?>> and <(Fly) = [0]>> then\n set [exit v] to [Die]\nend\nif <<(-space) > [0]> and <<(dash ability) = [0]> and <(Fly) = [0]>>> then\n set [dash ability v] to [1]\n set [dash v] to (<(in air) > [0]> + ())\n start sound [High Whoosh v]\n set [brightness v] effect to (100)\nend\nif <<(dash ability) > [1]> and <(dash ability) < [6]>> then\n set [sx v] to ((direction) / (3))\n if <(dash) = [1]> then\n set [sy v] to [0]\n end\nend\nif <(dash ability) > [0]> then\n change [dash ability v] by (1)\n if <(dash ability) < [12]> then\n change [brightness v] effect by (-10)\n if <((dash ability) mod (2)) = [1]> then\n create clone of (trail v)\n end\n else\n set [brightness v] effect to (-10)\n end\n if <(dash ability) > [30]> then\n set [dash ability v] to [0]\n end\nelse\n set [brightness v] effect to (0)\nend\nif <(resistance) > [0]> then\n change [resistance v] by (1)\n if <(resistance) > [12]> then\n set [resistance v] to [0]\n end\nend\nAnimate\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 (semisolids 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)\nset [wall v] to [0]\nPosition\nif <<touching (level v)?> or <touching (semisolids v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (level v)?> or <touching (semisolids v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<(-up) > [0]> and <<(in air) > [5]> and <<([abs v] of (sx) ) > [3]> and <not <<(dash ability) > [1]> and <(dash ability) < [6]>>>>>> then\n set [sx v] to ((direction) / (-12))\n set [resistance v] to [1]\n set [sy v] to [17]\n start sound [Roblox New Jumping Sound Effect v]\n end\n repeat until <not <<touching (level v)?> or <touching (semisolids v)?>>>\n if <(sx) > [0]> then\n set [wall v] to [1]\n change [x v] by (-1)\n else\n set [wall v] to [1]\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <touching (lava v)?> then\n set [exit v] to [Die]\n start sound [recording1 v]\nend\n\ndefine Animate\nif <(in air) > [0]> then\n if <(sy) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nelse\n if <([abs v] of (sx) ) > [0.2]> then\n switch costume to ((([floor v] of (((Infinite Timer) / (30)) * (15)) ) mod (13)) + (5))\n else\n switch costume to (2 v)\n end\nend\nif <(Fly) = [1]> then\n switch costume to (stand v)\nend\nif <<(wall) = [1]> and <<(in air) > [5]> and <<([abs v] of (sx) ) > [3]> and <not <<(dash ability) > [1]> and <(dash ability) < [6]>>>>>> then\n switch costume to (wallslide v)\nend\n\ndefine Controls\nset [-right v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> + ())\nset [-left v] to (<<key (left arrow v) pressed?> or <key (a v) pressed?>> + ())\nset [-space v] to (<<key (space v) pressed?> or <<key (f v) pressed?> or <key (j v) pressed?>>> + ())\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [-up v] by (1)\nelse\n set [-up v] to [0]\nend\nif <(_move) = [0]> then\n set [-right v] to [0]\n set [-left v] to [0]\n set [-up v] to [0]\n set [-space v] to [0]\nend\nchange [movement v] by <<(-left) = [1]> or <<(-up) = [1]> or <<(-right) = [1]> or <(-space) > [0]>>>>\n\nwhen I receive [start game? v]\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\nbroadcast (grenn flag v) and wait\n\ndefine Death\nset [death tick v] to [0]\nset [ghost v] to [0]\nrepeat (50)\n set [sx v] to [0]\n set [sy v] to [0]\n set [_move v] to [0]\n Tick\n broadcast (Tick v) and wait\n change [death tick v] by (1)\n if <((Death Tick) mod (10)) = [1]> then\n set [ghost v] to ((1) - (ghost))\n set [ghost v] effect to ((ghost) * (100))\n end\nend\nset [ghost v] effect to (0)\n\nwhen I receive [title screen v]\nhide\n\nwhen I receive [timer v]\nset [checkpoint v] to [0]\nset [__coins v] to [0]\nset [__blue coins v] to [0]\nset [_move v] to [1]\nset [movement v] to [0]\nset [deaths v] to [0]\nbroadcast (Reset All Objects v) and wait\n\n@Level\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n repeat (costume [number v])\n Clone at x: ((i) * (480)) y: [0] costume: ((i) + (1))\n change [i v] by (1)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Trail\n\nwhen I receive [tick v]\nswitch costume to (1 v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to ([size v] of [player v]) %\npoint in direction ([direction v] of [player v])\nset rotation style [left-right v]\nchange [ghost v] effect by (10)\nif <(tick) > [1]> then\n show\nend\nchange [tick v] by (1)\nif <(tick) > [9]> then\n delete this clone\nend\n\nwhen I start as a clone\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\nset [costume v] to ([costume # v] of [player v])\nset [tick v] to [0]\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [tick v] to [0]\nhide\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Game Objects\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (100) %\nMovement\n\ndefine Clone at x: (x) y: (y) type: (type)\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\ndefine Movement\nif <<(type) = [1]> or <(type) = [2]>> then\n switch costume to ((([floor v] of (((Infinite Timer) / (20)) * (10)) ) mod (4)) + (1))\nend\nif <(type) = [1]> then\n if <touching (player v)?> then\n start sound [Coin v]\n change [__coins v] by (1)\n delete this clone\n end\nend\nif <(type) = [2]> then\n set [color v] effect to (100)\n if <touching (player v)?> then\n start sound [Collect v]\n change [__blue coins v] by (1)\n delete this clone\n end\nend\nif <(type) = [3]> then\n switch costume to ((5) + (Checkpoint))\n if <<touching (player v)?> and <(Checkpoint) = [0]>> then\n set [checkpoint v] to [1]\n start sound [Collect v]\n end\nend\nif <(type) = [4]> then\n switch costume to (7 v)\n if <touching (player v)?> then\n set [exit v] to [Win]\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [reset all objects v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [type v] to [0]\nif then\n delete this clone\nend\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [0] y: [-80] type: [1]\n Clone at x: [35] y: [-80] type: [1]\n Clone at x: [70] y: [-80] type: [1]\n Clone at x: [310] y: [0] type: [1]\n Clone at x: [655] y: [0] type: [1]\n Clone at x: [1042] y: [65] type: [1]\n Clone at x: [1682] y: [-100] type: [1]\n Clone at x: [1635] y: [130] type: [1]\n Clone at x: [1600] y: [130] type: [1]\n Clone at x: [1880] y: [13] type: [1]\n Clone at x: [1920] y: [13] type: [1]\n Clone at x: [1880] y: [-33] type: [1]\n Clone at x: [1920] y: [-33] type: [1]\n Clone at x: [2300] y: [20] type: [1]\n Clone at x: [2670] y: [135] type: [1]\n Clone at x: [2918] y: [135] type: [1]\n Clone at x: [3511] y: [162] type: [1]\n Clone at x: [3351] y: [162] type: [1]\n Clone at x: [2440] y: [293] type: [2]\n Clone at x: [3068] y: [-40] type: [2]\n Clone at x: [4270] y: [240] type: [2]\n Clone at x: [3251] y: [-20] type: [1]\n Clone at x: [4220] y: [240] type: [1]\n Clone at x: [4320] y: [240] type: [1]\n Clone at x: [4029] y: [-108] type: [3]\n Clone at x: [3880] y: [-30] type: [1]\n Clone at x: [3915] y: [-30] type: [1]\n Clone at x: [4133] y: [52] type: [1]\n Clone at x: [4295] y: [-28] type: [1]\n Clone at x: [4645] y: [10] type: [1]\n Clone at x: [4680] y: [10] type: [1]\n Clone at x: [4816] y: [264] type: [1]\n Clone at x: [5188] y: [182] type: [1]\n Clone at x: [5223] y: [182] type: [1]\n Clone at x: [5294] y: [16] type: [1]\n Clone at x: [5154] y: [16] type: [1]\n Clone at x: [5220] y: [-101] type: [1]\n Clone at x: [5360] y: [-101] type: [1]\n Clone at x: [5524] y: [-35] type: [1]\n Clone at x: [5624] y: [-35] type: [1]\n Clone at x: [5988] y: [-35] type: [1]\n Clone at x: [5888] y: [-35] type: [1]\n Clone at x: [6276] y: [8] type: [1]\n Clone at x: [6311] y: [8] type: [1]\n Clone at x: [6898] y: [114] type: [4]\nend\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Danger\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [960] y: [0] costume: [1]\n Clone at x: [2880] y: [0] costume: [2]\n Clone at x: [4800] y: [0] costume: [3]\n Clone at x: [5280] y: [0] costume: [4]\n Clone at x: [6240] y: [0] costume: [5]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\n@Semisolids\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nif <(y) > (([y v] of [player v]) + (-35))> then\n hide\nelse\n show\nend\nset [ghost v] effect to (100)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n Clone at x: [1615] y: [40] costume: [1]\n Clone at x: [1720] y: [-30] costume: [1]\n Clone at x: [2070] y: [13] costume: [1]\n Clone at x: [3255] y: [-50] costume: [2]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\n@Semisolid Art\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n Clone at x: [1615] y: [40] costume: [1]\n Clone at x: [1720] y: [-30] costume: [1]\n Clone at x: [2070] y: [13] costume: [1]\n Clone at x: [3255] y: [-50] costume: [2]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [tick v]\nif then\n delete this clone\nend\nshow\ngo to x: (-206) y: (150)\nswitch costume to (coins v)\ncreate clone of (_myself_ v)\ngo to x: (-175) y: (150)\nText (__Coins)\ngo to x: ((length of (timer)) * ((15) / (-2))) y: (150)\nText (timer)\nhide\n\ndefine Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n create clone of (_myself_ v)\n change x by (15)\n change [i v] by (1)\nend\n\nwhen I receive [start game? v]\nclear graphic effects\nbroadcast (Timer v)\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [timer v]\nset [movement v] to [0]\nrepeat until <(movement) > [0]>\n reset timer\nend\n\n@Title\n\nwhen flag clicked\nshow\nset [-use buttons v] to [1]\nshow list [fastest times v]\nbroadcast (Title Screen v)\nforever\n if <mouse down?> then\n change [-mouse v] by (1)\n else\n set [-mouse v] to [0]\n end\nend\n\nwhen flag clicked\nset volume to (30) %\n\nforever\n play sound [Dance Around v] until done\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (-100)\n change size by (((120) - (size)) / (5))\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n start sound [click xdxdxdxd v]\n broadcast (Intro v)\n set [-use buttons v] to [0]\n end\n end\n if <(costume [number v]) = [3]> then\n go to x: (120) y: (-100)\n change size by (((120) - (size)) / (5))\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n Make Fastest Times\n start sound [click xdxdxdxd v]\n hide list [fastest times v]\n set [-use buttons v] to [2]\n end\n end\n if <(costume [number v]) = [4]> then\n go to x: (180) y: (70)\n if <<touching (mouse-pointer v)?> and <(-mouse) = [1]>> then\n show list [fastest times v]\n start sound [click xdxdxdxd v]\n set [-use buttons v] to [1]\n end\n if <<(-use buttons) = [1]> or <(-use buttons) = [0]>> then\n hide\n else\n show\n end\n end\n if <<(-use buttons) = [1]> or <(costume [number v]) = [4]>> then\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game? v]\nhide\ndelete this clone\n\ndefine Title\nset size to (100) %\nswitch costume to (6 v)\nwait (0.5) seconds\nset size to (0) %\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nset size to (100) %\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\n\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\ndefine Make Fastest Times\ndelete all of [fastest times v]\nrepeat (50)\n add (join [Username] (join [ - ] [Score])) to [fastest times v]\nend\n\nwhen I receive [title screen v]\nshow\nset [-use buttons v] to [1]\nTitle\n\n@Background\n\nwhen flag clicked\nshow\n\nwhen I receive [title screen v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [tick v]\ngo to x: ((((0) - ((SCROLL X) / (1.3))) mod (480)) - (480)) y: ((0) - ((SCROLL Y) / (1.3)))\nswitch costume to (3 v)\nset [ghost v] effect to (70)\n\n@Win Screen\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (end screen v)\nif <(pick random (1) to (10)) = [1]> then\n start sound [fire in the hole \(1\) v]\nelse\n start sound [Win v]\nend\nset [game time v] to (timer)\nif <(timer) < (__Personal Record)> then\n set [__personal record v] to (timer)\n set [leaderboard time v] to ((__Personal Record) * (1000))\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nstart sound [Magic Spell v]\ngo to x: (-88) y: (39)\nWrite Text (join (__Coins) [/40])\nif <(__Coins) = [40]> then\n replace item (1) of [stars v] with [1]\nend\ngo to x: (-14) y: (2)\nWrite Text (join (__Blue Coins) [/3])\nif <(__Blue Coins) = [3]> then\n replace item (2) of [stars v] with [1]\nend\ngo to x: (-100) y: (-37)\nWrite Text (join (Game Time) [<45])\nif <(Game Time) < [45]> then\n replace item (3) of [stars v] with [1]\nend\nif <<(__Coins) = [40]> and <<(__Blue Coins) = [3]> and <(Game Time) < [45]>>> then\n replace item (4) of [stars v] with [1]\nend\nbroadcast (Update Cloud v)\ngo to x: (70) y: (-73)\nWrite Text (__Personal Record)\ngo to x: (-50) y: (140)\nswitch costume to ((17) + (item (1) of [stars v]))\ncreate clone of (_myself_ v)\ngo to x: (0) y: (140)\nswitch costume to ((17) + (item (2) of [stars v]))\ncreate clone of (_myself_ v)\ngo to x: (50) y: (140)\nswitch costume to ((17) + (item (3) of [stars v]))\ncreate clone of (_myself_ v)\nif <(item (4) of [stars v]) = [1]> then\n go to x: (100) y: (140)\n switch costume to (blue star v)\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (0)\nshow\nswitch costume to (results v)\ncreate clone of (_myself_ v)\nswitch costume to (end screen v)\nwait (1) seconds\nswitch costume to (click v)\ncreate clone of (_myself_ v)\nswitch costume to (end screen v)\nwait until <not <mouse down?>>\nwait until <mouse down?>\nstart sound [click xdxdxdxd v]\nbroadcast (Fade v) and wait\n\nset [exit v] to [win]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine Write Text (text)\nset [i v] to [1]\nrepeat (length of (text))\n switch costume to (letter (i) of (text))\n create clone of (_myself_ v)\n change x by (18)\n change [i v] by (1)\nend\nhide\n\nwhen I receive [reset all data v]\nAdd\n\ndefine Add\ndelete all of [stars v]\nrepeat (4)\n add [0] to [stars v]\nend\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\nwhen I receive [update cloud v]\nchange [☁ completed v] by (1)\nwait (0.2) seconds\nif <(item (4) of [stars v]) = [1]> then\n change [☁ completed \(all coins\) v] by (1)\nend\n\n@Intro\n\nwhen I receive [intro v]\nswitch costume to (1 v)\nset [brightness v] effect to (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Start Game? v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\nshow list [geometry dash: copy link v]\n\nwhen I receive [fade v]\nswitch costume to (fade v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nswitch costume to (2 v)\nif <((item (1) of [stars v]) + ((item (2) of [stars v]) + (item (3) of [stars v]))) = [3]> then\n switch costume to (3 v)\nend\nif <(item (4) of [stars v]) = [1]> then\n switch costume to (4 v)\nend\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (0.5) seconds\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nwait until <<key (any v) pressed?> or <mouse down?>>\nswitch costume to (5 v)\nhide list [geometry dash: copy link v]\nwait (1) seconds\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nwait until <<key (any v) pressed?> or <mouse down?>>\nshow list [geometry dash: copy link v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nbroadcast (Title Screen v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Level Art\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (bypass v)\nset size to ((1) / ()) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nswitch costume to (costume)\nset size to (100) %\nshow\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (() + ())\n set [i v] to [0]\n repeat (costume [number v])\n Clone at x: ((i) * (480)) y: [0] costume: ((i) + (1))\n change [i v] by (1)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) costume: (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [title screen v]\nhide\ndelete this clone\n\n@Wall\n\nwhen I receive [tick v]\nswitch costume to (blank v)\nset size to ((1) / ()) %\ngo to x: ((2877) - (SCROLL X)) y: (() - (SCROLL Y))\nswitch costume to (wall v)\nset size to (100) %\nif <touching (player v)?> then\n change [ghost v] effect by (10)\nelse\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game? v]\nshow\n\n@Music\n\nwhen I receive [start game? v]\nwait (0.5) seconds\nset volume to (30) %\nforever\n play sound [Tobu - Candyland v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@How To Play\n\nwhen I receive [start game? v]\nif <(How To Play) = [0]> then\n show\n wait (0.1) seconds\n wait until <(movement) > [0]>\n wait until <(timer) > [5]>\n set [how to play v] to [1]\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [reset all data v]\nset [how to play v] to [0]\n\nwhen I receive [tick v]\nif <(How To Play) = [0]> then\n change [ghost v] effect by (-10)\nelse\n change [ghost v] effect by (10)\nend\n\n | |
Electricity - Platformer || #games #all | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nswitch backdrop to (deaikso-faa9bbcf-25ca-4508-ab45-87a0d1c4083e v)\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nforever\n play sound [04 Emerald Hill Zone v] until done\nend\n\nwhen stage clicked\nbroadcast (Delete shop v)\n\n@chaos emerald\n\nwhen flag clicked\nhide\nwait (11.47) seconds\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n wait (0.1) seconds\n end\n repeat (10)\n change y by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [show emerald v]\nshow\n\nwhen I receive [sound emerald v]\nstart sound [chaos-emerald v]\nhide\n\nwhen flag clicked\nswitch costume to (costume17 v)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\nswitch costume to (costume17 v)\nforever\n if <([costume name v] of [platform v]) = [costume3]> then\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n end\n if <([costume name v] of [platform v]) = [costume6]> then\n switch costume to (costume2 v)\n go to x: (150) y: (-25)\n end\n if <([costume name v] of [platform v]) = [costume9]> then\n switch costume to (costume3 v)\n go to x: (200) y: (-25)\n end\n if <([costume name v] of [platform v]) = [costume12]> then\n switch costume to (costume4 v)\n go to x: (200) y: (-25)\n end\n if <([costume name v] of [platform v]) = [costume15]> then\n switch costume to (costume5 v)\n go to x: (0) y: (35)\n end\n if <([costume name v] of [platform v]) = [costume18]> then\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\nhide variable [☁ world record v]\nhide variable [speedrun \( world record\) v]\nhide variable [coins v]\nhide variable [speedrun v]\nwait (11.47) seconds\nshow\nset [☁ world record v] to (☁ World record)\nshow variable [speedrun v]\nshow variable [speedrun \( world record\) v]\nshow variable [coins v]\nset [skip v] to [0]\ndelete all of [straight speed left v]\ndelete all of [straight speed right v]\ndelete all of [straight jump v]\nadd [1.5] to [straight speed right v]\nadd [-1.5] to [straight speed left v]\nadd [15] to [straight jump v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow\nset [chaos emeralds v] to [0]\nset [down? v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (item (1) of [straight speed right v])\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (item (1) of [straight speed left v])\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-14]\n else\n set [x v] to [14]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (Straight jump)\n end\n end\n change y by (1)\n if <(x position) > [240]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (161)\n end\n if <touching (coins v)?> then\n broadcast (sound coins v)\n end\n if <touching (chaos emerald v)?> then\n broadcast (sound emerald v)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-193) y: (161)\n\nif <key (down arrow v) pressed?> then\n if <(costume [name v]) = [costume1]> then\n switch costume to (costume2 v)\n set [down? v] to [1]\n end\n if <(costume [name v]) = [costume3]> then\n switch costume to (costume4 v)\n set [down? v] to [1]\n end\nelse\n if <(costume [name v]) = [costume2]> then\n switch costume to (costume1 v)\n set [down? v] to [0]\n end\n if <(costume [name v]) = [costume4]> then\n switch costume to (costume3 v)\n set [down? v] to [0]\n end\nend\n\nwhen I receive [buy 3 yellow skin v]\nswitch costume to (costume3 v)\n\nwhen I receive [skip v]\ngo to x: (-193) y: (161)\n\nwhen I receive [buy 10 super green skin v]\nswitch costume to (costume7 v)\nreplace item (1) of [straight jump v] with [20]\n\nwhen I receive [buy 10 super grey skin v]\nswitch costume to (costume5 v)\nreplace item (1) of [straight speed right v] with [3]\nreplace item (1) of [straight speed left v] with [-3]\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nreset timer\nforever\n set [speedrun \( world record\) v] to (timer)\n if <([costume # v] of [platform v]) = [19]> then\n broadcast (Score speedrun v)\n stop [this script v]\n end\n if <(Skip) = [1]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nreset timer\nforever\n set [speedrun v] to (timer)\n if <([costume # v] of [platform v]) = [19]> then\n stop [this script v]\n end\nend\n\nwhen I receive [score speedrun v]\nshow variable [☁ world record v]\nif <(Speedrun \( world record\)) < (☁ World record)> then\n set [☁ world record v] to (Speedrun \( world record\))\nend\n\n@Platform\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new costume v]\nbroadcast (show coins v)\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (show emerald v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (show emerald v)\n stop [this script v]\n end\nend\n\nwhen I receive [skip v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (show emerald v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (show emerald v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (show emerald v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [18]> then\n broadcast (show emerald v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (Stop skip v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nbroadcast (Delete shop v)\n\n@Background 2\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (6 remaining v)\ngo to [front v] layer\ngo [forward v] (88888888) layers\ngo to x: (0) y: (0)\n\nwhen I receive [sound emerald v]\nnext costume\nchange [chaos emeralds v] by (1)\n\n@Love Fave Follow\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n go to x: (-104) y: (-200)\n wait (1) seconds\n glide (1) secs to x: (-51) y: (-125)\n wait (0.3) seconds\n go to [front v] layer\n glide (0.5) secs to x: (-20) y: (-125)\n wait (0.3) seconds\n glide (1) secs to x: (35) y: (-125)\n wait (2) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n go to x: (0) y: (-123)\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((50) + (size)) / (25))\n end\n wait (2.5) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n hide\n wait (2.5) seconds\n show\n go to x: (0) y: (-123)\n wait (4.1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n hide\n wait (3.3) seconds\n show\n go to x: (0) y: (-123)\n wait (3.3) seconds\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n hide\n wait (4.6) seconds\n show\n go to x: (0) y: (-123)\n wait (2) seconds\n hide\nend\n\nwhen flag clicked\nforever\n wait (30) seconds\n broadcast (love fave follow v)\nend\n\nwhen I receive [love fave follow v]\nswitch costume to (love fave follow!!! v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!2 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!3 v)\ncreate clone of (_myself_ v)\nswitch costume to (love fave follow!!!4 v)\ncreate clone of (_myself_ v)\nhide\n\n@coins\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nshow\nset [coins v] to [0]\nforever\n wait (0.01) seconds\n next costume\nend\n\nwhen I receive [sound coins v]\nchange [coins v] by (1)\nhide\nplay sound [26f8b9_sonic_ring_sound_effect v] until done\n\nwhen flag clicked\nforever\n if <([costume name v] of [platform v]) = [costume1]> then\n go to x: (0) y: (0)\n end\n if <([costume name v] of [platform v]) = [costume2]> then\n go to x: (75) y: (-40)\n end\n if <([costume name v] of [platform v]) = [costume3]> then\n go to x: (144) y: (59)\n end\n if <([costume name v] of [platform v]) = [costume4]> then\n go to x: (150) y: (125)\n end\n if <([costume name v] of [platform v]) = [costume5]> then\n go to x: (83) y: (30)\n end\n if <([costume name v] of [platform v]) = [costume6]> then\n go to x: (0) y: (15)\n end\n if <([costume name v] of [platform v]) = [costume7]> then\n go to x: (112) y: (50)\n end\n if <([costume name v] of [platform v]) = [costume8]> then\n go to x: (-15) y: (100)\n end\n if <([costume name v] of [platform v]) = [costume9]> then\n go to x: (-15) y: (100)\n end\n if <([costume name v] of [platform v]) = [costume10]> then\n go to x: (65) y: (40)\n end\n if <([costume name v] of [platform v]) = [costume11]> then\n go to x: (167) y: (-35)\n end\n if <([costume name v] of [platform v]) = [costume12]> then\n go to x: (0) y: (130)\n end\n if <([costume name v] of [platform v]) = [costume13]> then\n go to x: (120) y: (150)\n end\n if <([costume name v] of [platform v]) = [costume14]> then\n go to x: (-35) y: (-30)\n end\n if <([costume name v] of [platform v]) = [costume15]> then\n go to x: (185) y: (-30)\n end\n if <([costume name v] of [platform v]) = [costume16]> then\n go to x: (-200) y: (-35)\n end\n if <([costume name v] of [platform v]) = [costume17]> then\n go to x: (-200) y: (-35)\n end\n if <([costume name v] of [platform v]) = [costume18]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [show coins v]\nshow\n\n@spikes\n\nwhen I receive [new costume v]\nnext costume\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [skip v]\nnext costume\n\n@Reset\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (-158) y: (-152)\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\n@Shop\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nshow\ngo to x: (0) y: (-152)\nswitch costume to (button v)\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen this sprite clicked\nif <(costume [name v]) = [Button]> then\n hide\n create clone of (_myself_ v)\n show\n set [ghost v] effect to (100)\n switch costume to (shop v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (Clone 3 v)\n broadcast (Clone 10 v)\n broadcast (Clone 10,2 v)\nend\nif <(costume [number v]) = [3]> then\n if <(coins) > [2]> then\n change [coins v] by (-3)\n broadcast (Buy 3 yellow skin v)\n hide\n create clone of (_myself_ v)\n switch costume to (bought v)\n show\n go to x: (-50) y: (50)\n end\nend\nif <(costume [number v]) = [4]> then\n if <(coins) > [9]> then\n change [coins v] by (-10)\n broadcast (Buy 10 super grey skin v)\n end\nend\nif <(costume [number v]) = [5]> then\n if <(coins) > [9]> then\n change [coins v] by (-10)\n broadcast (Buy 10 super green skin v)\n end\nend\n\nwhen I receive [delete shop v]\nshow\nswitch costume to (button v)\nset size to (100) %\ngo to x: (0) y: (-152)\n\nwhen I receive [clone 3 v]\ncreate clone of (_myself_ v)\nswitch costume to (3 coins v)\nset size to (77) %\nshow\ngo [forward v] (99999) layers\ngo to x: (-15) y: (15)\nforever\n if <([costume # v] of [player v]) = [3]> then\n create clone of (_myself_ v)\n switch costume to (3 coins v)\n go to x: (-15) y: (15)\n hide\n end\nend\n\nwhen I receive [clone 10 v]\ncreate clone of (_myself_ v)\nswitch costume to (10 coins v)\nset size to (77) %\nshow\ngo [forward v] (99999) layers\ngo to x: (-15) y: (15)\n\nwhen I receive [clone 10,2 v]\ncreate clone of (_myself_ v)\nswitch costume to (10 coins2 v)\nset size to (77) %\nshow\ngo [forward v] (99999) layers\ngo to x: (-15) y: (-27)\n\n@Skip\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (158) y: (-152)\n\nwhen this sprite clicked\nif <([costume # v] of [platform v]) < [19]> then\n broadcast (Skip v)\n change [skip v] by (1)\nelse\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platform v]) = [4]> then\n if <(Chaos emeralds) = [1]> then\n stop [this script v]\n else\n broadcast (sound emerald v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platform v]) = [7]> then\n if <(Chaos emeralds) = [2]> then\n stop [this script v]\n else\n broadcast (sound emerald v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platform v]) = [10]> then\n if <(Chaos emeralds) = [3]> then\n stop [this script v]\n else\n broadcast (sound emerald v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platform v]) = [13]> then\n if <(Chaos emeralds) = [4]> then\n stop [this script v]\n else\n broadcast (sound emerald v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platform v]) = [16]> then\n if <(Chaos emeralds) = [5]> then\n stop [this script v]\n else\n broadcast (sound emerald v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [platform v]) = [19]> then\n if <(Chaos emeralds) = [6]> then\n stop [this script v]\n else\n broadcast (sound emerald v)\n end\n end\nend\n\nwhen I receive [stop skip v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n set size to (100) %\nend\n\n@ \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\ndefine Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [num v] to [0]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n switch costume to (logo v)\n set size to (0) %\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-10)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n if <(Num) = [0]> then\n change [num v] by (1)\n broadcast (Intro done v)\n end\n repeat until <(size) < [20]>\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n wait (.2) seconds\n delete this clone\nend\n\n | 日本語↓マジで読んでください。報告乱用ダルイ\n\nhello. I'm nearing retirement, so I made a 2D & 3D platformer! !\nFirst of all, please choose 2D or 3D to play.\n\nMethod of operation\nFor 2d\nYou can do it with the same operations as a normal plafo.\n\nFor 3d\nYou can move the viewpoint with the arrow keys and move with the wasd.\nYou can jump by pressing the space key.\n3D has several stages.\nnote! ! I borrow some 3D from Yoshi_studios32.\n\nこんにちわ。引退も迫ってきたんで2d&3dプラットフォーマー作って見ました!!\nまず始めに2dか3dかを選んでプレイしてください。\n\n操作方法\n2dの場合\n普通のプラフォと同じ操作でできます。\n\n3dの場合\n矢印きーで視点を動かしwasdで動けます。\nジャンプはスペースキーでジャンプできます。\n3dは、ステージがいくつかあります。\n注!!3dは、ScripthDev様のを結構借りております。ですが、ステージをいくつか変えており今新しいステージを作ってます |
Scrolling Platformer Engine #All | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n play sound [Avicii_-_Hey_Brother_Lyric v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-177) y: (-100)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n platformer\nend\n\nwhen I receive [next level v]\ngo to x: (-177) y: (-100)\n\ndefine platformer\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.75)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.75)\nend\nset [xv v] to ((xV) * (0.9))\nchange x by (xV)\nif <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> 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 [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yV)\nif <touching (base v)?> then\n change y by ((yV) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (base v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\nif <touching (next level v)?> then\n broadcast (Next Level v)\nend\nif <touching (bounce v)?> then\n set [yv v] to [18]\nend\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\nif <key (s v) pressed?> then\n broadcast (Next Level v)\n wait (2) seconds\nend\nif <<touching (danger v)?> or <touching (danger2 v)?>> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-177) y: (-100)\n set size to (100) %\n set [xv v] to [0]\nend\nif <(y position) < [-187]> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-177) y: (-100)\n set size to (100) %\nend\n\n@Base\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Move\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Front\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Next level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@transitioning\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ntransist\n\ndefine transist\nclear graphic effects\nshow\ngo to x: (0) y: (400)\nrepeat until <(round (y position)) = [0]>\n change y by (((y position) / (6)) * (-1))\n go to [front v] layer\nend\nwait (0.1) seconds\nrepeat until <(y position) > [324]>\n change y by (((325) - (round (y position))) / (6))\nend\nhide\n\n | ~Large update~\n・New stage added\n- Added new hidden skins\n・Add movement to some backgrounds\n・Stage 4\n・Stage 11\n・Stage 16\n・Addition of a function to display a warning when the body temperature rises\n・Addition of cloud variable "number of complete clearers"\n\n拡散してくれー頼むー!\n-=-=-=-=-=-=-=-=-=-=-=-遊び方=-=-=-=-=-=-=-=-=-=-=-=-=-=-\n*モバイル不対応*\n矢印キーで操作\n最初の画面で\n「Skin」と書いてあるボタンを押すとプレイヤーの色とプレイヤーが持っているものを選ぶことができます!\n左下には温度計があります!\n暑いと○んでしまうので、ステージの途中にある冷えピタ的なやつに触れて体温調節もしましょう。\n冷えピタにずっと触れていると逆に凍結してしまうので注意!!\n新しいギミックが盛りだくさん!\n本気で作ったので❤と⭐よろしくおねがいします!\nモバイルの人はこちらから!\nhttps://scratch.mit.edu/projects/724387688/\n英語\n*Not mobile compatible\nOperate with arrow keys\non the first screen\nBy pressing the button labeled "Skin" you can choose the color of the player and what the player has!\nThere is a thermometer in the lower left!\nIf it's hot, you'll get hot, so let's adjust your body temperature by touching the cool stuff in the middle of the stage.\nKeep in mind that if you touch the cold pita for a long time, it will freeze instead!\nLots of new gimmicks!\nI made it seriously, so thank you for your support ❤ and ⭐!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nネタバレ注意!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n初見殺し一覧\n・ステージ3の針は意外と避けづらい\n・ステージ4で上からは冷えピタに行けない\n・ステージ10の花火のうちスイカは八方向に飛び散る\n・ステージ15の水に当たり判定は無い\n・ステージ17ではヤシの実が降ってくる\n・ステージ19では抜ける地面が2つある\n・ステージ23の木は地面判定\n・ステージ24の真ん中の雲は地面判定\n・ステージ27の雷はなった瞬間2つに分かれる\n また右に行けば行くほど落ちる頻度は上がる\n・ステージ28の地面は全て冷えピタ\n リスポーン地点でジャンプしてると体温上がる\n・ステージ29はスイカにしか当たり判定がない\n・ステージ30は3秒経過で針が落ちてくる |
Climate Change Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [6 v] until done\nend\n\n@プレイヤー\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイしていいよ! v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> 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)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\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 (#04ff00)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching color (#04ff00)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n stop [this script v]\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n 初期設定プログラム\n end\n if <touching color (#0014ff)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [time v]\n\n@地面描画\n\nwhen I receive [スタート v]\n初期\nshow\npen down\ngo to x: (-200) y: (-130)\nglide (1) secs to x: (260) y: (-130)\npen up\nbroadcast (プレイしていいよ! v)\n\ndefine 初期\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nset pen size to (40)\ngo to x: (-260) y: (-130)\nset pen color to (#04ff00)\nrepeat (10)\n erase all\nend\n\nwhen I receive [ネクスト v]\n再描画\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\n\nwhen I receive [プレイしていいよ! v]\nswitch costume to (コスチューム2 v)\n\ndefine 再描画\n初期\nchange [ステージ v] by (1)\nif <(ステージ) = [2]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (260) y: (-130)\n pen up\n pen down\n go to x: (-50) y: (-130)\n glide (1) secs to x: (-50) y: (-10)\n pen up\n go to x: (70) y: (-130)\n pen down\n glide (1) secs to x: (70) y: (55)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [3]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (230) y: (0)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [4]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (260) y: (-130)\n pen up\n pen down\n go to x: (0) y: (-130)\n glide (1) secs to x: (0) y: (30)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [5]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (230) y: (-130)\n pen up\n go to x: (-65) y: (-130)\n set pen color to (#ff0000)\n pen down\n glide (1) secs to x: (65) y: (-130)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [6]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (-30) y: (-130)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [7]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (-100) y: (-130)\n pen up\n go to x: (60) y: (-160)\n pen down\n glide (1) secs to x: (60) y: (0)\n pen up\n pen down\n glide (1) secs to x: (230) y: (0)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [8]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (230) y: (-130)\n pen up\n go to x: (-100) y: (-130)\n set pen color to (#ff0000)\n pen down\n glide (1) secs to x: (100) y: (-130)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [9]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (260) y: (-130)\n pen up\n pen down\n go to x: (-50) y: (-130)\n glide (1) secs to x: (-50) y: (-10)\n pen up\n go to x: (70) y: (-130)\n pen down\n glide (1) secs to x: (70) y: (55)\n pen up\n pen up\n go to x: (-50) y: (-130)\n set pen color to (#ff0000)\n pen down\n glide (1) secs to x: (50) y: (-130)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [10]> then\n pen down\n go to x: (-200) y: (-130)\n glide (1) secs to x: (260) y: (-130)\n pen up\n go to x: (-70) y: (-130)\n pen down\n set pen color to (#0015ff)\n glide (1) secs to x: (30) y: (-130)\n pen up\n go to x: (60) y: (-130)\n set pen color to (#ff0000)\n pen down\n glide (1) secs to x: (60) y: (20)\n pen up\n broadcast (プレイしていいよ! v)\nend\nif <(ステージ) = [11]> then\n ラスト描画\nend\n\ndefine ラスト描画\ngo to x: (-220) y: (-160)\npen down\ngo to x: (-220) y: (-160)\nglide (1) secs to x: (230) y: (-160)\npen up\ngo to x: (220) y: (-160)\npen down\nglide (1) secs to x: (220) y: (180)\npen up\nbroadcast (プレイしていいよ! v)\n\n@ありがとう\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n if <(ステージ) = [11]> then\n show\n end\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (time)\nshow\n\n@pen\n\ndefine タイトル描画\nset pen color to (#ff0000)\nset pen size to (9)\ngo to x: ((-180) - (-50)) y: ((0) + (70))\nerase all\npen down\nchange x by (-30)\nchange y by (30)\nchange x by (30)\nchange y by (-60)\npen up\ngo to x: ((-160) - (-50)) y: ((-30) + (70))\npen down\nchange x by (30)\nchange y by (60)\nchange x by (-30)\nchange y by (-60)\npen up\ngo to x: ((-110) - (-50)) y: ((-30) + (70))\npen down\nglide (0.000001) secs to x: ((-70) - (-50)) y: ((30) + (70))\npen up\ngo to x: ((-110) - (-50)) y: ((0) + (70))\npen down\nglide (0) secs to x: ((-80) - (-50)) y: ((30) + (70))\nchange x by (-30)\nchange y by (-30)\npen up\ngo to x: ((-96) - (-50)) y: ((-30) + (70))\npen up\npen down\nglide (0) secs to x: ((-75) - (-50)) y: ((0) + (70))\nchange y by (-30)\nchange x by (-20)\npen up\ngo to x: ((-53) - (-50)) y: ((-30) + (70))\npen down\nchange y by (60)\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\npen up\ngo to x: ((0) - (-50)) y: ((-30) + (70))\npen down\nchange y by (60)\nchange x by (30)\npen up\ngo to x: ((0) - (-50)) y: ((0) + (70))\npen down\nchange x by (30)\npen up\ngo to x: ((0) - (-50)) y: ((-30) + (70))\npen down\nchange x by (30)\npen up\ngo to x: ((50) - (-50)) y: ((-30) + (70))\npen down\nchange y by (60)\ngo to x: ((89) - (-50)) y: ((-30) + (70))\nchange y by (60)\npen up\nプレイ描画 [15] []\npen up\ngo to x: (-230) y: (-177)\nset pen size to (100)\npen down\nset pen color to (#000000)\nglide (0) secs to x: (-230) y: (177)\npen up\ngo to x: (220) y: (-177)\nset pen size to (100)\npen down\nset pen color to (#000000)\nglide (0) secs to x: (220) y: (177)\n\nwhen flag clicked\nタイトル描画\n\ndefine プレイ描画 (太さ) (色)\nset pen size to (太さ)\nset pen color to (#ffc300)\ngo to x: (-130) y: (-100)\npen down\nchange y by (60)\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\npen up\ngo to x: (-70) y: (-40)\npen down\nchange y by (-60)\nchange x by (30)\npen up\ngo to x: (-20) y: (-100)\npen down\nglide (0) secs to x: (4) y: (-40)\nglide (0) secs to x: (28) y: (-100)\npen up\ngo to x: (-7) y: (-75)\npen down\nchange x by (22)\npen up\ngo to x: (50) y: (-40)\npen down\nglide (0) secs to x: (74) y: (-67)\nchange y by (-30)\npen up\ngo to x: (100) y: (-40)\npen down\nglide (0) secs to x: (74) y: (-67)\n\nwhen flag clicked\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (スタート v)\n erase all\n stop [this script v]\n end\nend\n\nwhen [timer v] > (time)\nwait (1) seconds\n\nset pen color to (#ff0000)\nset pen size to (9)\ngo to x: ((-180) - (-50)) y: ((0) + (70))\nerase all\npen down\nchange x by (-30)\nchange y by (30)\nchange x by (30)\nchange y by (-60)\npen up\ngo to x: ((-160) - (-50)) y: ((-30) + (70))\npen down\nchange x by (30)\nchange y by (60)\nchange x by (-30)\nchange y by (-60)\npen up\ngo to x: ((-110) - (-50)) y: ((-30) + (70))\npen down\nglide (0.000001) secs to x: ((-70) - (-50)) y: ((30) + (70))\npen up\ngo to x: ((-110) - (-50)) y: ((0) + (70))\npen down\nglide (0) secs to x: ((-80) - (-50)) y: ((30) + (70))\nchange x by (-30)\nchange y by (-30)\npen up\ngo to x: ((-96) - (-50)) y: ((-30) + (70))\npen up\npen down\nglide (0) secs to x: ((-75) - (-50)) y: ((0) + (70))\nchange y by (-30)\nchange x by (-20)\npen up\ngo to x: ((-53) - (-50)) y: ((-30) + (70))\npen down\nchange y by (60)\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\npen up\ngo to x: ((0) - (-50)) y: ((-30) + (70))\npen down\nchange y by (60)\nchange x by (30)\npen up\ngo to x: ((0) - (-50)) y: ((0) + (70))\npen down\nchange x by (30)\npen up\ngo to x: ((0) - (-50)) y: ((-30) + (70))\npen down\nchange x by (30)\npen up\ngo to x: ((50) - (-50)) y: ((-30) + (70))\npen down\nchange y by (60)\ngo to x: ((89) - (-50)) y: ((-30) + (70))\nchange y by (60)\npen up\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@☆と❤\n\nwhen flag clicked\nhide\n\nwhen I receive [♥と★ v]\nshow\ngo to x: (150) y: (192)\nrepeat (30)\n change y by (((160) - (y position)) / (10))\nend\nrepeat (20)\n change y by (((190) - (y position)) / (10))\nend\nhide\n\n | TOP LOVED!!! 7-20-20\n\n---------------------------INSTRUCTIONS----------------------\nDown arrow =up \nLeft arrow =right \nRight arrow =left\nSkip =Reset\nReset =Skip\nSorry Mobile You Don't Get Mixed Controls :(\n\n---------------------------NOTES------------------------------------\nIf you like it make sure to Leave a ❤️, ⭐, and a follow! :)\n\nCheck out my youtube channel!!! (It's about coding on scratch! Make sure to subscribe!)\n\nhttps://www.youtube.com/channel/UC3FJx1sdBUjLCU1YY9gi0CQ\n\n---------------------------CREDITS---------------------------------\nThanks to @timmccool for the heart and fav sprites \nThanks to @-skystudios- for the lava\nThanks To @Plant2 For the skip And reset Button \nThanks to @bookdog17 For everything else |
Synesthesia - A Text Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [3 v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [0]\nhide\n\ndefine prayer\nif <(!) = [0]> then\n if <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n switch costume to (中央 v)\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (2)\n switch costume to (プレイヤー右 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-2)\n switch costume to (プレイヤー左 v)\n end\n set [x v] to ((x) * (0.77))\n change x by (round (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 y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (ステージ v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (ステージ v)?> then\n 床\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [20]\n start sound [Low Whoosh v]\n end\n change y by (1)\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[4500] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[4500] < (scroll x)> then\n set [scroll x v] to [4500]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [0]>>))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n if <<(y position) < [-150]> and <not <(scroll y) = [0]>>> then\n set y to (-150)\n change [y v] by (2)\n end\nend\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nchange y by (-4)\nset [? v] to [0]\nrepeat until <<[100] < (?)> or <not <touching (ステージ v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [20]\n start sound [Low Whoosh v]\n set [x v] to ((-10) * ((x) / ([abs v] of (x) )))\nelse\n set [x v] to [0]\nend\n\ndefine 床\nset [? v] to [0]\nrepeat until <<[100] < (?)> or <not <touching (ステージ v)?>>>\n change [? v] by (1)\n change y by ((-1) * ((y) / ([abs v] of (y) )))\nend\nset [y v] to [0]\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\ngo to x: (0) y: (50)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n set size to (80) %\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (プレイヤー右 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (プレイヤー左 v)\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (とげとげ v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen I receive [クリア v]\nhide\n\n@チェックポイント\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1985] [90] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@ゴール\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [4150] [453] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n start sound [Magic Spell v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n set [! v] to [1]\n broadcast (クリア v)\n stop [this script v]\n end\nend\n\n@ステージ\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [1850] [0] [5]\n配置 [2400] [200] [6]\n配置 [3000] [200] [7]\n配置 [3300] [100] [8]\n配置 [3700] [100] [9]\n\n@コイン\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nswitch costume to (1 v)\n配置 [-100] [-75] [1]\n配置 [280] [40] [1]\n配置 [450] [40] [1]\n配置 [545] [-42] [1]\n配置 [675] [220] [1]\n配置 [1050] [-5] [1]\n配置 [1110] [-15] [1]\n配置 [1170] [-5] [1]\n配置 [1632] [30] [1]\n配置 [2380] [103] [1]\n配置 [2800] [443] [1]\n配置 [3200] [170] [1]\n配置 [3300] [170] [1]\n配置 [3398] [170] [1]\nswitch costume to (0 v)\n\nwhen I start as a clone\nwait (0.01) seconds\nforever\n if <touching (プレイヤー v)?> then\n start sound [Coin v]\n change [coin v] by (1)\n repeat (5)\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (4))\n end\n stop [other scripts in sprite v]\n change [2 v] by (30)\n clear graphic effects\n switch costume to (+1 v)\n go to [front v] layer\n set size to (100) %\n repeat (20)\n 移動 ((1) - (scroll x)) ((2) - (scroll y))\n change size by ((((0) - (size)) + (-5)) / (10))\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I receive [モンスターコイン v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n 配置 (monster coin X) ((monster coin Y) + (10)) [1]\nend\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n repeat until <(costume [number v]) = [9]>\n wait (0.05) seconds\n next costume\n end\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 start as a clone\nforever\n 移動 ((1) - (scroll x)) (((2) - (scroll y)) + (yショック))\nend\n\nwhen I receive [切り替え v]\ndelete this clone\n\n@チェックポイント2\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [3070] [445] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (START v)\nhide\n\n@スプライト2\n\nwhen I receive [クリア v]\nwait (1) seconds\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@とげとげ\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n配置 [400] [15] [1]\n配置 [1000] [0] [2]\n配置 [1500] [0] [3]\n配置 [1800] [0] [4]\n配置 [2000] [0] [5]\n配置 [2500] [300] [6]\n配置 [3000] [200] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [online v] to [1]\nwait (1) seconds\nset [☁ 1p v] to [0]\nset [☁ 2p v] to [0]\nset [☁ 3p v] to [0]\nset [☁ 4p v] to [0]\nset [☁ 5p v] to [0]\nset [☁ 6p v] to [0]\nset [☁ 7p v] to [0]\nset [☁ 8p v] to [0]\nset [☁ 9p v] to [0]\nset [☁ 10p v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nif <(☁ 1p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ 1p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\nelse\n if <(☁ 2p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ 2p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\n else\n if <(☁ 3p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ 3p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\n else\n if <(☁ 4p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ 4p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\n else\n if <(☁ 5p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ 5p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\n else\n if <(☁ 6p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ 6p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\n else\n if <(☁ 7p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ 7p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\n else\n if <(☁ 8p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ 8p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\n else\n if <(☁ 9p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ 9p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (!))))))\n end\n else\n if <(☁ 10p) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ 10p v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [プレイヤー v]))) (((scroll y) + ([y position v] of [プレイヤー v])) + (1500))) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((chat) + (10)) (join (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\nend\nbroadcast (オンライン! v)\nforever\nend\n\ndefine ユーザー名数値化\nset [user v] to [0]\nset [user2 v] to []\nrepeat (length of (username))\n change [user v] by (1)\n switch costume to (letter (user) of (username))\n set [user2 v] to (join (user2) (costume [number v]))\nend\nrepeat ((40) - (length of (user2)))\n set [user2 v] to (join (user2) [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 [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [〜 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((〜) + (1)) of (item (%) of [p1〜10 v])) (letter ((〜) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [〜 v] by (2)\n switch costume to (join (letter ((〜) - (1)) of (item (%) of [p1〜10 v])) (letter (〜) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ 1p) to [p1〜10 v]\n add (☁ 2p) to [p1〜10 v]\n add (☁ 3p) to [p1〜10 v]\n add (☁ 4p) to [p1〜10 v]\n add (☁ 5p) to [p1〜10 v]\n add (☁ 6p) to [p1〜10 v]\n add (☁ 7p) to [p1〜10 v]\n add (☁ 8p) to [p1〜10 v]\n add (☁ 9p) to [p1〜10 v]\n add (☁ 10p) to [p1〜10 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ 1p) to [1〜10 2 v]\n add (☁ 2p) to [1〜10 2 v]\n add (☁ 3p) to [1〜10 2 v]\n add (☁ 4p) to [1〜10 2 v]\n add (☁ 5p) to [1〜10 2 v]\n add (☁ 6p) to [1〜10 2 v]\n add (☁ 7p) to [1〜10 2 v]\n add (☁ 8p) to [1〜10 2 v]\n add (☁ 9p) to [1〜10 2 v]\n add (☁ 10p) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ 1p v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ 2p v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ 3p v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ 4p v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ 5p v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ 6p v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ 7p v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ 8p v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ 9p v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ 10p v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\n@スプライト8\n\nwhen flag clicked\ngo to x: (114) y: (-116)\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nshow\nrepeat (25)\n change [ghost v] effect by (5)\nend\n\nwhen this sprite clicked\nplay sound [ポップ v] until done\n\nwhen I receive [スタート v]\nrepeat (25)\n change [ghost v] effect by (5)\nend\nif <[3] < (ターボ)> then\n hide\nelse\n go to [front v] layer\n show\nend\n\nwhen I receive [バック v]\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-5)\nend\n\n | This is the sequel to the Sushi Platformer! Here's the link if you haven't played it yet: https://scratch.mit.edu/projects/103676705/\n\n~~~~~~~~~~~~~~~~~D I R E C T I O N S~~~~~~~~~~~~~~~~~\n☆ use arrow keys (up, left, right) or WAD to navigate the sushi (keys down and S are not needed)\n☆ to replay a certain stage you're on, press "r"\n☆ to skip a level, press "p"\n☆ try to reach the right end of the table\n☆ avoid METAL spoons, forks, knives, chopsticks, etc (especially moving ones too)\n☆ the orangish-pinkish meat is sashimi! It's very bouncy ^^\n☆ the green paste is wasabi! it's sticky.. but you can walk through or on top of it (slowly)..\n☆ the dark brown liquid is soy sauce! it's very slippery and makes you move faster than normal (and you can't stop if u keep running)!\n ***hint: if you want to go slow on the soy sauce, you have to \n "tap" on the arrow/WAD keys, not press down.\n☆ HELP THE SUSHIS ESCAPE THE RESTAURANT!! \n\n |
space platformer #all #games | @Stage\n\nwhen flag clicked\nforever\n play sound [Shy Guy \(YI_ Make Eggs, Throw Eggs\) v] until done\nend\n\nwhen flag clicked\nforever\n if <<(Stage#) = [1]> or <<(Stage#) = [2]> or <(Stage#) = [3]>>> then\n switch backdrop to (backdrop1 v)\n else\n if <(Stage#) = [4]> then\n switch backdrop to (backdrop2 v)\n else\n if <not <<(Stage#) = [1]> or <<(Stage#) = [2]> or <<(Stage#) = [3]> or <(Stage#) = [4]>>>>> then\n switch backdrop to (backdrop3 v)\n end\n end\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-180) y: (-80)\nRun\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 (#e9c530)?> or <<touching color (#d8b62d)?> or <touching color (#c9a92a)?>>> then\n change y by (1)\n if <<touching color (#e9c530)?> or <<touching color (#d8b62d)?> or <touching color (#c9a92a)?>>> then\n change y by (1)\n if <<touching color (#e9c530)?> or <<touching color (#d8b62d)?> or <touching color (#c9a92a)?>>> then\n change y by (1)\n if <<touching color (#e9c530)?> or <<touching color (#d8b62d)?> or <touching color (#c9a92a)?>>> then\n change y by (1)\n if <<touching color (#e9c530)?> or <<touching color (#d8b62d)?> or <touching color (#c9a92a)?>>> then\n change y by (1)\n if <<touching color (#e9c530)?> or <<touching color (#d8b62d)?> or <touching color (#c9a92a)?>>> 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 (#e9c530)?> or <<touching color (#d8b62d)?> or <touching color (#c9a92a)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#e9c530)?> or <<touching color (#d8b62d)?> or <touching color (#c9a92a)?>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n if <touching color (#e2b500)?> then\n set [yv v] to [22]\n end\n change y by (1)\nend\n\nif <(costume [number v]) = [1]> then\n switch costume to (costume1 v)\nelse\n if <(costume [number v]) = [3]> then\n switch costume to (costume4 v)\n end\nend\nwait until <touching color (#e9c530)?>\nif <(costume [number v]) = [2]> then\n switch costume to (costume3 v)\nelse\n if <(costume [number v]) = [4]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#d9c679)?> or <touching color (#c4b36e)?>> then\n go to x: (-180) y: (-80)\n end\nend\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\nrepeat until <<not <key (up arrow v) pressed?>> or <<(Yv) = [15]> or <(Yv) > [15]>>>\n change [yv v] by (5)\nend\n\nwhen [r v] key pressed\ngo to x: (-180) y: (-80)\n\n@Stage\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume3 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@PlayerShadow\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <<(Stage#) = [5]> or <(Stage#) > [5]>> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\n@Coin1\n\nwhen flag clicked\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\ngo to x: (179) y: (18)\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\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@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\ngo to x: (213) y: (3)\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@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@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@PlatformShadow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (movingplatform v)\nend\n\nwhen flag clicked\ngo to [back 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@Background\n\nwhen flag clicked\ngo to x: (-194) y: (136)\n\n@Tens\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@Ones\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 | New awesome game! https://scratch.mit.edu/projects/428617094\n===Escape===\nADS AND SPAM WILL BE REPORTED!\nIf you liked this, follow me, I have even better ones planned @Darkstar177\n>Use WASD, Arrow Keys, or Mobile to move.\n>Click the player to change it's color.\n>Avoid Spikes and Saws.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYou got scroll trolled >:) |
Fortnite Platformer. MOBILE & IPAD READY! | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(Level) = [7]>\nswitch backdrop to (backdrop2 v)\n\n@Sprite13\n\nwhen flag clicked\ngo to x: (139) y: (-170)\nhide\nwait until <(Level) = [1]>\nswitch costume to (costume1 v)\nrepeat until <(Level) = [2]>\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\nwait until <(Level) = [3]>\nswitch costume to (costume2 v)\nrepeat until <(Level) = [4]>\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Level) = [1]> then\n repeat (150)\n change y by (2)\n end\nend\ndelete this clone\n\nrepeat until <touching (_edge_ v)?>\n\nwhen I start as a clone\nforever\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\nif <(Level) = [3]> then\n repeat (150)\n change y by (2)\n end\nend\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@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@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) = [5]>\nshow\ngo to x: (174) y: (-156)\n\nwhen I receive [ded v]\nif <(Level) = [5]> then\n show\nend\n\nif <(Level) = [2]> then\n show\nend\n\nif <(Level) = [3]> then\n show\nend\n\nwait until <(Level) = [6]>\nshow\ngo to x: (-148) y: (100)\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 (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <<touching (sprite13 v)?> or <touching (sprite6 v)?>>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <<touching (sprite13 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 (sprite13 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 (sprite13 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\n\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\n\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@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@Sprite9\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (0.0001) seconds\nhide\n\nwait until <(Level) = [4]>\ngo to x: (7) y: (29)\nshow\nwait until <(Level) = [5]>\nhide\n\ngo to x: (248) y: (29)\n\nshow\n\nshow\n\nwait until <(Level) = [3]>\nhide\nwait until <(Level) = [6]>\ngo to x: (33) y: (42)\nshow\nwait until <(Level) = [7]>\nhide\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]>\nhide\n\nshow\nchange x by (10)\nwait until <(Level) = [4]>\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: (-13) y: (-105)\nwait until <(Level) = [3]>\nhide\n\nchange y by (10)\nshow\nwait until <(Level) = [4]>\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) = [5]>\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [ded v]\nif <(Level) = [5]> then\n show\nend\n\nwait until <(Level) = [6]>\nshow\nswitch costume to (costume2 v)\n\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@Sprite10\n\nwhen flag clicked\nhide\nhide\nwait until <(Level) = [6]>\npoint in direction (90)\ngo to x: (69) y: (16)\nshow\nwait until <(Level) = [7]>\nhide\n\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@Sprite2\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nwait until <(Level) = [2]>\nshow\ngo to x: (15) y: (-38)\n\nwait until <(Level) = [5]>\nshow\ngo to x: (-125) y: (79)\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\n\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 | Ok , it's my third platformer and an entry to @PrimeGuy_1001's contest\nthanks for 1k + loves and faves I was offline for a lot of days one day i opened and I had 4k+ messages\nthnx to @-Sprout15- for curating this\n\n___________________________________________\npropose to be featured here - https://scratch.mit.edu/studios/28715018/\nArrow keys to move \nDon't touch lava\n___________________________________________\nintro contest - https://scratch.mit.edu/projects/48216776/\nre-shared to edit the intro\n |
Renew || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [thumbnail v]\nbroadcast (end game v)\n\nwhen flag clicked\nforever\n play sound [Vexento - Inspire v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-196) y: (-17)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(x position) = [255]> or <(x position) > [255]>> then\n go to x: (-196) y: (-17)\n broadcast (next level v)\n end\n if <touching color (#cd0101)?> then\n go to x: (-196) y: (-17)\n end\n if <touching color (#00cc44)?> then\n set [y v] to [20]\n end\n if <touching color (#ff9400)?> then\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching color (#14148d)?> then\n if <key (right arrow v) pressed?> then\n change [x v] by (3)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-3)\n end\n end\nend\n\nwhen I receive [end game v]\nhide\nstop [all v]\n\n | Happy 560+ Loves & 475+ Favs!!!\nI Never Believed This Project Would Get Loved So Much! Thanks A Lot Fellow Scratchers!!!\n\nA Shout-Out To @ssnyder874 For Being The First Person To Actually Clear The Game & Score More Than 3000 Points!\n\nPlease Don't Comment About The Slope Glitch Because I Glitched It & I Wanted To Make It Almost Impossible!\n-------------------------------------------------------------------------\nControls & Objectives Are Inside.\n\nScore System - \n+ Every Time You Clear A Level, You Will get 200 Points. \n+ Every Time You Die, You Will Loose 100 Points.\n\nSo, Don't Die To Score More ! |
2.5D Minecraft Platformer | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 2 v)\nforever\n if <(LEVEL) = [3]> then\nend\n\nwhen I receive [level 3 v]\nset [brightness v] effect to (90)\n\nrepeat (10)\n\nwait (5) seconds\nswitch backdrop to (blue sky 2 2 v)\n\nforever\n\nwhen I receive [level 4 v]\nset [brightness v] effect to (-100)\n\nwhen I receive [level 5 v]\nswitch backdrop to (blue sky 2 2 v)\nset [brightness v] effect to (0)\n\nwhen I receive [level 2 v]\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [level 6 v]\nset [brightness v] effect to (0)\nswitch backdrop to (blue sky 2 3 v) and wait\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [1]> then\n clear graphic effects\n switch backdrop to (blue sky 2 2 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [7]> then\n switch backdrop to (backdrop1 v)\n set [brightness v] effect to (100)\n end\nend\n\nforever\n\nwait (0.0) seconds\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [8]> then\n switch backdrop to (blue sky 2 v)\n clear graphic effects\n end\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [5]> then\n clear graphic effects\n switch backdrop to (level 3 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n if <(LEVEL) = [2]> then\n clear graphic effects\n switch backdrop to (blue sky 2 v)\n end\nend\n\n@blank\n\nwhen flag clicked\nset [can get hurt v] to [true]\nset [coins v] to [0]\n\n@Cube\n\nwhen flag clicked\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [flag v]\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to (world)\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n broadcast (win 2 v)\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset size to (90) %\nset [sx v] to [0]\nset [x v] to [0]\nset [in air v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n Change Player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n Change Player x by [8]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [restart]\nend\nchange [x v] by (8)\nchange [x v] by (-8)\n\nif <key (space v) pressed?> then\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest Die\nrepeat until <not <touching (sprite1 v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest Die\nif <touching (sprite1 v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (sprite1 v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (sprite1 v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\n\nwait (0.5) seconds\n\nshow\n\ndefine Test Die\nif <<touching (danger4 v)?> or <<touching (danger3 v)?> or <<touching (danger2 v)?> or <<touching (sprite5 v)?> and <(LEVEL) = [4]>>>>> then\n if <(can get hurt) = [true]> then\n set [exit v] to [restart]\n end\nend\n\nchange size by (-)\n\ndefine Game - win\nrepeat (50)\n point towards (sprite3 v)\n turn right (65) degrees\n move ((distance to [sprite3 v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (1)\nend\nbroadcast (home screen v)\nhide\nchange [level v] by (1)\n\nif <(in air) < [4]> then\n set [sy v] to [16]\nend\n\ndefine tick 2\n\nTick\n\nbroadcast (Tick v) and wait\n\nwait (0.02) seconds\n\nswitch costume to (cu v)\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <not <<<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [13]>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n end\n else\n point in direction (90)\n end\nend\n\nwhen I receive [hide home screen v]\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nbroadcast (Tick v) and wait\nTick\n\ntick 2\n\ndefine win\nplay sound [Win v] until done\n\nwhen I receive [win 2 v]\nset volume to (100) %\nif <(EXIT) = [win]> then\n if <(sound effects) = [on]> then\n win\n end\nend\n\nwhen I receive [crystal v]\nif <(sound effects) = [on]> then\n set volume to (100) %\n play sound [Collect v] until done\nend\n\nbroadcast (home screen v)\n\nwhen I receive [jump v]\nset [sy v] to [40]\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\nwhen flag clicked\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [1 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume2 v)\nclear graphic effects\n\nwhen I receive [2 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume3 v)\nclear graphic effects\n\nwhen I receive [3 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume4 v)\nclear graphic effects\n\nwhen I receive [4 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume5 v)\nclear graphic effects\n\nwhen I receive [5 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume6 v)\nclear graphic effects\n\nwhen I receive [6 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume7 v)\nclear graphic effects\n\nwhen I receive [7 v]\nset [effect 2 v] to [off]\nset [effect v] to [on]\nswitch costume to (costume8 v)\nrepeat until <(effect) = [off]>\n change [color v] effect by (3)\nend\n\nwhen I receive [8 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume9 v)\nclear graphic effects\n\nwhen I receive [9 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume11 v)\nclear graphic effects\n\nwhen I receive [10 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume12 v)\nclear graphic effects\n\nwhen I receive [11 v]\nset [effect v] to [off]\nset [effect 2 v] to [on]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [12 v]\nset [effect v] to [off]\nset [effect 2 v] to [off]\nswitch costume to (costume13 v)\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <key (space v) pressed?> then\n set [ghost v] effect to (80)\n set [can get hurt v] to [false]\n else\n clear graphic effects\n set [can get hurt v] to [true]\n end\n end\nend\n\nwhen I receive [jump 2 v]\nset [sy v] to [20]\n\nwhen I receive [14 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [13 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume1 v)\nclear graphic effects\n\nwhen flag clicked\nset [jumps v] to [0]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n change [jumps v] by (1)\n wait (0.65) seconds\n end\nend\n\n@Sprite3\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n set [exit v] to [win]\n change [coins v] by (10)\nend\n\ndelete this clone\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nset [ghost v] effect to (50)\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [2400] y: [250]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [3019] y: [1320]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 1 v)\n Clone at x: [7385] y: [314]\n else\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (10)\n switch costume to (costume1 v)\n Clone at x: [2750] y: [307]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n Clone at x: [3752] y: [243]\n else\n if <(LEVEL) = [6]> then\n switch costume to (costume1 v)\n Clone at x: [4313] y: [-29]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume6 v)\n Clone at x: [3995] y: [258]\n else\n if <(LEVEL) = [8]> then\n clear graphic effects\n switch costume to (costume1 v)\n Clone at x: [6280] y: [311]\n else\n if <(LEVEL) = [9]> then\n clear graphic effects\n switch costume to (costume7 v)\n Clone at x: [99999999999999999999] y: [999999999]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nClone at x: [240] y: [22]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\nwhen flag clicked\nforever\n if <not <(LEVEL) = [7]>> then\n turn right (3) degrees\n else\n point in direction (90)\n end\nend\n\nrepeat (6)\n next costume\n wait (0.05) seconds\nend\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n wait (1) seconds\n wait\nend\n\ndefine wait\nwait (1) seconds\nwait (0.1) seconds\n\nwait (1) seconds\n\nwhen I receive [home screen v]\n\nwait (2) seconds\nset [exit v] to [die]\n\nwait (0.05) seconds\n\nwhen flag clicked\nforever\n go to [back v] layer\n set size to (120) %\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n switch costume to (costume6 v)\n else\n switch costume to (costume5 v)\n end\nend\n\n@Sprite2\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n change [coins v] by (1)\n if <(coins) = (COLLECTED MAX)> then\n broadcast (Open portal v)\n end\n broadcast (crystal v)\n delete this clone\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n switch costume to (crystal v)\n Clone at x: [420] y: [3]\n Clone at x: [520] y: [3]\n Clone at x: [638] y: [80]\n Clone at x: [807] y: [50]\n Clone at x: [1118] y: [50]\n Clone at x: [1301] y: [70]\n Clone at x: [1479] y: [45]\n Clone at x: [1585] y: [60]\n Clone at x: [2060] y: [-60]\n Clone at x: [2060] y: [-20]\n Clone at x: [2060] y: [20]\n Clone at x: [2060] y: [60]\n Clone at x: [2060] y: [100]\n Clone at x: [2060] y: [140]\nelse\n if <(LEVEL) = [2]> then\n set size to (100) %\n switch costume to (crystal v)\n Clone at x: [200] y: [139]\n Clone at x: [460] y: [230]\n Clone at x: [420] y: [230]\n Clone at x: [380] y: [230]\n Clone at x: [340] y: [230]\n Clone at x: [598] y: [310]\n Clone at x: [614] y: [346]\n Clone at x: [614] y: [346]\n Clone at x: [650] y: [367]\n Clone at x: [893] y: [510]\n Clone at x: [885] y: [556]\n Clone at x: [849] y: [577]\n Clone at x: [1010] y: [1382]\n Clone at x: [1010] y: [1420]\n Clone at x: [1010] y: [1460]\n Clone at x: [2854] y: [1100]\n Clone at x: [2894] y: [1100]\n Clone at x: [2934] y: [1100]\n else\n if <(LEVEL) = [3]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (crystal v)\n Clone at x: [484] y: [91]\n Clone at x: [604] y: [96]\n Clone at x: [854] y: [95]\n Clone at x: [1015] y: [151]\n Clone at x: [1243] y: [99]\n Clone at x: [1391] y: [307]\n Clone at x: [1833] y: [74]\n Clone at x: [1997] y: [151]\n Clone at x: [2146] y: [272]\n Clone at x: [2364] y: [117]\n Clone at x: [3306] y: [-87]\n Clone at x: [3498] y: [0]\n Clone at x: [3686] y: [50]\n Clone at x: [3854] y: [57]\n Clone at x: [4428] y: [366]\n Clone at x: [4549] y: [-154]\n Clone at x: [4597] y: [-132]\n Clone at x: [4637] y: [-128]\n Clone at x: [4677] y: [-124]\n Clone at x: [4707] y: [-120]\n Clone at x: [5423] y: [-88]\n Clone at x: [7420] y: [-56]\n else\n if <(LEVEL) = [4]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (crystal2 v)\n Clone at x: [631 ] y: [72]\n Clone at x: [822] y: [75]\n Clone at x: [1337] y: [86]\n Clone at x: [1474] y: [135]\n Clone at x: [1617] y: [177]\n Clone at x: [1765] y: [50]\n Clone at x: [2206] y: [212]\n Clone at x: [2528] y: [413]\n else\n if <(LEVEL) = [5]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (crystal v)\n Clone at x: [258] y: [-100]\n Clone at x: [258] y: [-50]\n Clone at x: [258] y: [0]\n Clone at x: [258] y: [50]\n Clone at x: [1037] y: [234]\n Clone at x: [1806] y: [327]\n Clone at x: [1998] y: [433]\n else\n if <(LEVEL) = [6]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (crystal2 v)\n Clone at x: [1062] y: [-37]\n Clone at x: [1382] y: [-6]\n Clone at x: [1495] y: [85]\n Clone at x: [1753] y: [170]\n Clone at x: [1890] y: [125]\n Clone at x: [2012] y: [151]\n Clone at x: [2329] y: [47]\n Clone at x: [2492] y: [36]\n Clone at x: [2648] y: [-27]\n Clone at x: [2824] y: [-2]\n Clone at x: [2981] y: [-30]\n Clone at x: [3170] y: [-30]\n else\n if <(LEVEL) = [7]> then\n go to [back v] layer\n set size to (120) %\n switch costume to (costume1 v)\n Clone at x: [545] y: [21]\n Clone at x: [831] y: [-19]\n Clone at x: [993] y: [40]\n Clone at x: [1160] y: [109]\n Clone at x: [1769] y: [137]\n Clone at x: [2854] y: [127]\n Clone at x: [3500] y: [128]\n Clone at x: [3706] y: [168]\n else\n if <(LEVEL) = [8]> then\n go to [back v] layer\n set size to (120) %\n set [brightness v] effect to (10)\n switch costume to (crystal v)\n Clone at x: [867] y: [124]\n Clone at x: [1065] y: [131]\n Clone at x: [1619] y: [360]\n Clone at x: [1761] y: [360]\n Clone at x: [1891] y: [360]\n Clone at x: [2015] y: [360]\n Clone at x: [2118] y: [83]\n Clone at x: [2338] y: [83]\n Clone at x: [2478] y: [83]\n Clone at x: [2822] y: [225]\n Clone at x: [2953] y: [225]\n Clone at x: [3078] y: [225]\n end\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n set [collected max v] to [27]\n else\n if <(LEVEL) = [2]> then\n set [collected max v] to [18]\n else\n if <(LEVEL) = [3]> then\n set [collected max v] to [22]\n else\n if <(LEVEL) = [4]> then\n set [collected max v] to [8]\n else\n if <(LEVEL) = [5]> then\n set [collected max v] to [7]\n else\n if <(LEVEL) = [6]> then\n set [collected max v] to [12]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\n@Screen Shot 2020-05-07 at 3\n\n@Sprite5\n\nwhen I receive [level 3 v]\nshow\nset [ghost v] effect to (20)\n\nwhen flag clicked\nhide\n\ndefine position (y)\nset y to (y)\nif <<<(LEVEL) = [3]> or <(LEVEL) = [4]>> or <(LEVEL) = [6]>> then\n if <(home screen?) < [yes]> then\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n go to [front v] layer\n if <(y) = (y position)> then\n show\n else\n hide\n end\n else\n check level\n if <(y) = (y position)> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition (join [-] (SCROLL Y))\n\nchange [y v] by (y)\n\nwhen flag clicked\nforever\n check level\n wait (0.03) seconds\n waves\n wait (0.03) seconds\nend\n\ndefine waves\nset [ghost v] effect to (30)\nset [fisheye v] effect to (-5)\nset [whirl v] effect to (-250)\nrepeat (50)\n change [whirl v] effect by (12)\n change [fisheye v] effect by (1)\n wait (0.05) seconds\nend\nrepeat (50)\n change [whirl v] effect by (-12)\n change [fisheye v] effect by (-1)\n wait (0.05) seconds\nend\n\ndefine check level\nif then\n switch costume to (costume1 v)\n set [ghost v] effect to (20)\nelse\n if <(LEVEL) = [4]> then\n clear graphic effects\n switch costume to (costume2 v)\n go to [back v] layer\n else\n if <<(LEVEL) = [5]> or <(LEVEL) > [6]>> then\n switch costume to (costume3 v)\n set [ghost v] effect to (100)\n hide\n end\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n check level\nend\n\nwhen I receive [home screen v]\nset [home screen? v] to [yes]\n\nwhen I receive [hide home screen v]\nset [home screen? v] to []\n\nif <(LEVEL) = [3]> then\n wait (0.03) seconds\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n switch costume to (costume4 v)\n show\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [1]> or <<(LEVEL) = [2]> or <(LEVEL) = [5]>>> then\n go to [back v] layer\n set [ghost v] effect to (1000000)\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n go to [back v] layer\n go to [back v] layer\n go [backward v] (1000000) layers\n end\nend\n\nwhen I receive [level 5 v]\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n hide\n go to [front v] layer\n end\nend\n\n@Sprite6\n\n@Sprite4\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [3]> then\n clear graphic effects\n switch costume to (screen shot 2020-05-07 at 9 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\nelse\n Clone at x: [99999] y: [0]\n switch costume to (screen shot 2020-05-07 at 23 v)\n set [ghost v] effect to (100)\n hide\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nClone at x: [0] y: [0]\n\nwhen I receive [level 1 v]\nhide\n\nif <(LEVEL) = [4]> then\n set [ghost v] effect to (100)\n hide\n delete this clone\nend\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\n@Sprite9\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nchange [coins v] by (1)\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nset size to (120) %\nset [ghost v] effect to (20)\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [2400] y: [250]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [3019] y: [1320]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 1 v)\n Clone at x: [7385] y: [314]\n else\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (0)\n set [ghost v] effect to (50)\n switch costume to (costume1 v)\n Clone at x: [2750] y: [307]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n Clone at x: [3752] y: [243]\n else\n if <(LEVEL) = [6]> then\n switch costume to (costume1 v)\n Clone at x: [4313] y: [-29]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume6 v)\n Clone at x: [3995] y: [258]\n else\n if <(LEVEL) = [8]> then\n clear graphic effects\n switch costume to (costume1 v)\n Clone at x: [6280] y: [311]\n end\n end\n end\n end\n end\n end\n end\nend\nnext costume\n\nClone at x: [240] y: [22]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nforever\n turn right (-3) degrees\nend\n\nswitch costume to (costume1 v)\n\nrepeat (6)\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [7385] y: [314]\n\nwhen I start as a clone\n\n@danger\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n else\n if <(LEVEL) = [5]> then\n clear graphic effects\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [6]> then\n clear graphic effects\n switch costume to (costume3 v)\n else\n if <(LEVEL) = [8]> then\n clear graphic effects\n switch costume to (costume3 v)\n else\n hide\n delete this clone\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 <not <(LEVEL) = [7]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\nClone at x: [0] y: [0]\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@light\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n go to (cube v)\n wait (0.03) seconds\n else\n if <(LEVEL) = [6]> then\n show\n go to [back v] layer\n go [forward v] (1) layers\n go to (cube v)\n set [ghost v] effect to (49)\n wait (0.03) seconds\n else\n hide\n hide\n end\n end\nend\n\n@Sprite7\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nif <not <(LEVEL) = [6]>> then\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (istockphoto-165068447-612x15 v)\n Clone at x: [99999999] y: [0]\n set [ghost v] effect to (100)\n hide\n delete this clone\nelse\n if <(LEVEL) = [2]> then\n switch costume to (istockphoto-165068447-612x15 v)\n Clone at x: [99999999] y: [0]\n set [ghost v] effect to (100)\n hide\n hide\n delete this clone\n else\n if <(LEVEL) = [3]> then\n switch costume to (istockphoto-165068447-612x15 v)\n Clone at x: [99999999] y: [0]\n set [ghost v] effect to (100)\n hide\n hide\n hide\n delete this clone\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n show\n clear graphic effects\n switch costume to (costume2 v)\n go [backward v] (1) layers\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n switch costume to (228-2282773_candy-cane-svg-cut-file-candy-cane-svg \(1\) v)\n clear graphic effects\n go to [back v] layer\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (istockphoto-165068447-612x15 v)\n Clone at x: [360] y: [0]\n else\n switch costume to (istockphoto-165068447-612x15 v)\n Clone at x: [99999999] y: [0]\n set [ghost v] effect to (100)\n hide\n hide\n hide\n delete this clone\n end\n end\n end\n end\n end\nend\n\nset [ghost v] effect to (100)\nhide\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <not <(LEVEL) = [3]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [] y: []\n\nwhen I start as a clone\nforever\n if <not <(LEVEL) = [4]>> then\n go to [back v] layer\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n else\n go to [back v] layer\n go [forward v] (7) layers\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nbroadcast (home screen v)\nshow\nforever\n go to [back v] layer\nend\n\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\n\nwhen I receive [hide home screen v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (world)\nend\n\nwhen I receive [home screen v]\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\nend\n\ngo [backward v] (1) layers\ngo [backward v] (1) layers\ngo [backward v] (1) layers\n\ngo [backward v] (1) layers\n\n@Sprite16\n\nwhen flag clicked\nshow\nforever\n set [brightness v] effect to (100)\n set size to (120) %\n turn right (0.5) degrees\n go to [front v] layer\n go [backward v] (4) layers\nend\n\nwhen flag clicked\nshow\nforever\n if <(world) = [4]> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (60)\n end\nend\n\nwhen I receive [hide home screen v]\nhide\n\nwhen I receive [home screen v]\nshow\nforever\n set [brightness v] effect to (100)\n set size to (120) %\n turn right (0.5) degrees\n go to [front v] layer\n go [backward v] (4) layers\nend\n\n@Sprite12\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\nforever\n set size to (150) %\n go to x: (0) y: (03)\n go to [front v] layer\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (10000) layers\nend\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [next level v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nforever\n set [world v] to (costume [number v])\nend\n\nwhen I receive [hide home screen v]\nhide\n\nwhen I receive [home screen v]\nswitch costume to (LEVEL)\nshow\nforever\n set size to (150) %\n go to x: (0) y: (03)\n go to [front v] layer\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (10000) layers\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nforever\n front layer\nend\n\n@previous\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen this sprite clicked\nset volume to (10) %\nbroadcast (previous level v)\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [hide home screen v]\nhide\n\nwhen I receive [home screen v]\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen I receive [front layer v]\nshow\nswitch costume to (costume1 v)\nforever\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen I receive [front layer v]\nshow\nswitch costume to (costume1 v)\nforever\n if <(LEVEL) > []> then\n set [ghost v] effect to (15)\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\n end\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nforever\n front layer\nend\n\n@next\n\nwhen flag clicked\nbroadcast (front layer v)\nshow\nset [ghost v] effect to (15)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [hide home screen v]\nhide\n\nwhen I receive [home screen v]\nshow\nset [ghost v] effect to (15)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen I receive [hide home screen v]\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\nwhen I receive [front layer v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go to x: (0) y: (3)\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nforever\n front layer\nend\n\n@play?\n\nwhen flag clicked\nset [ghost v] effect to (15)\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (-80)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (110) %\n else\n switch costume to (costume1 v)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nset [level v] to (world)\nhide\nbroadcast (hide home screen v)\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen I receive [home screen v]\nset [ghost v] effect to (15)\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (-80)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (110) %\n else\n switch costume to (costume1 v)\n set size to (100) %\n end\nend\n\nwhen I receive [front layer v]\nset [ghost v] effect to (15)\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (-80)\n go to [front v] layer\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nforever\n front layer\nend\n\n@home\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (162)\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (home screen v)\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [home screen v]\nhide\n\n@sound effects\n\nwhen flag clicked\nshow\ngo to x: (-176) y: (162)\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (5_ \(1\) v)\n\nwhen this sprite clicked\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\n set [sound effects v] to [off]\n next costume\nelse\n set [sound effects v] to [on]\n next costume\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [home screen v]\nhide\n\nwhen flag clicked\nset [sound effects v] to [on]\nswitch costume to (5_ \(1\)2 v)\nforever\n\n@restart\n\nwhen flag clicked\nshow\ngo to x: (-96) y: (162)\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (5_ \(1\) v)\n\nwhen this sprite clicked\nset [exit v] to [restart]\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [home screen v]\nhide\n\n@music\n\nwhen flag clicked\nshow\ngo to x: (-136) y: (162)\n\nwhen I receive [hide home screen v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (5_ \(1\) v)\n\nwhen this sprite clicked\nif <(music) = [on]> then\n set [music v] to [off]\n next costume\nelse\n set [music v] to [on]\n next costume\nend\nset volume to (10) %\nif <(sound effects) = [on]> then\n play sound [click v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [home screen v]\nhide\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nswitch costume to (5_ \(1\) v)\nset [music v] to [on]\n\n@Sprite18\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n if <(cursor) = [home]> then\n show\n clear graphic effects\n switch costume to (home v)\n go to [front v] layer\n end\n if <(cursor) = [restart]> then\n show\n clear graphic effects\n switch costume to (restart v)\n go to [front v] layer\n end\n if <(cursor) = [music]> then\n clear graphic effects\n show\n switch costume to (music v)\n end\n if <(cursor) = [sound effects]> then\n show\n clear graphic effects\n switch costume to (sound effects v)\n end\n if <(cursor) = [previous]> then\n show\n clear graphic effects\n switch costume to (previous v)\n end\n if <(cursor) = [next]> then\n show\n clear graphic effects\n switch costume to (next v)\n end\n if <(cursor) = [play]> then\n show\n clear graphic effects\n switch costume to (play? v)\n end\n if <(cursor) = [shop]> then\n switch costume to (shop v)\n clear graphic effects\n show\n end\n if <(cursor) = []> then\n set [ghost v] effect to (100)\n show\n end\nend\n\n\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\n\nwhen I receive [hide home screen v]\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [home screen v]\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [front layer v]\nforever\n go to [front v] layer\n go to [front v] layer\n go [forward v] (1000000000) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <not <(LEVEL) = [4]>> then\n set [brightness v] effect to (0)\n set [ghost v] effect to (70)\n else\n set [brightness v] effect to (-40)\n set [ghost v] effect to (85)\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (previous v)?> then\n set [cursor v] to [previous]\n else\n if <touching (next v)?> then\n set [cursor v] to [next]\n else\n if <touching (play? v)?> then\n set [cursor v] to [play]\n else\n if <touching (home v)?> then\n set [cursor v] to [home]\n else\n if <touching (sound effects v)?> then\n set [cursor v] to [sound effects]\n else\n if <touching (restart v)?> then\n set [cursor v] to [restart]\n else\n if <touching (music v)?> then\n set [cursor v] to [music]\n else\n if <touching (shop v)?> then\n set [cursor v] to [shop]\n else\n set [cursor v] to []\n set [cursor v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n@Sprite19\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n if <touching (sprite30 v)?> then\n broadcast (jump 2 v)\n delete this clone\n else\n if <(can get hurt) = [true]> then\n set [exit v] to [reset]\n end\n end\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n hide\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [5]> then\n hide\n else\n if <(LEVEL) = [6]> then\n show\n Clone at x: [360] y: [38]\n Clone at x: [3420] y: [54]\n Clone at x: [3600] y: [54]\n Clone at x: [3813] y: [54]\n Clone at x: [4026] y: [54]\n Clone at x: [4239] y: [54]\n Clone at x: [4652] y: [54]\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nset [color v] effect to (150)\nset [brightness v] effect to (0)\nset [ghost v] effect to (30)\nforever\n set size to (130) %\n repeat (23)\n switch costume to ((costume [number v]) + (1))\n end\n switch costume to (costume24 v)\n repeat (23)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\ndelete this clone\n\nrepeat (23)\n\nwhen I start as a clone\nforever\n\n@Sprite20\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n if <touching (sprite30 v)?> then\n broadcast (jump 2 v)\n delete this clone\n else\n if <(can get hurt) = [true]> then\n set [exit v] to [reset]\n end\n end\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n hide\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [5]> then\n hide\n else\n if <(LEVEL) = [6]> then\n show\n Clone at x: [600] y: [38]\n Clone at x: [1555] y: [177]\n Clone at x: [3420] y: [54]\n Clone at x: [3600] y: [54]\n Clone at x: [3813] y: [54]\n Clone at x: [4026] y: [54]\n Clone at x: [4239] y: [54]\n Clone at x: [4652] y: [54]\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nset [color v] effect to (150)\nforever\n set size to (130) %\n switch costume to (costume24 v)\n repeat (23)\n switch costume to ((costume [number v]) - (1))\n end\n repeat (23)\n switch costume to ((costume [number v]) + (1))\n end\nend\n\ndelete this clone\n\nrepeat (23)\n\nif <(SCROLL X) > [3000]> then\n switch costume to (costume24 v)\n repeat (23)\n switch costume to ((costume [number v]) - (1))\n wait (0.015) seconds\n end\n repeat (23)\n wait (0.015) seconds\n switch costume to ((costume [number v]) + (1))\n end\nend\n\n@Sprite21\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n if <touching (sprite30 v)?> then\n broadcast (jump 2 v)\n delete this clone\n else\n if <(can get hurt) = [true]> then\n set [exit v] to [reset]\n end\n end\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n hide\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [5]> then\n hide\n else\n if <(LEVEL) = [6]> then\n show\n Clone at x: [1070] y: [-200]\n Clone at x: [1390] y: [-200]\n Clone at x: [1650] y: [-200]\n Clone at x: [1895] y: [-200]\n Clone at x: [2423] y: [-200]\n Clone at x: [2579] y: [-200]\n Clone at x: [2751] y: [-200]\n Clone at x: [2915] y: [-200]\n Clone at x: [3080] y: [-200]\n end\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nset [color v] effect to (150)\nforever\n set size to (130) %\n repeat (22)\n switch costume to ((costume [number v]) + (1))\n end\n switch costume to (costume23 v)\n repeat (22)\n switch costume to ((costume [number v]) - (1))\n end\n wait (pick random (0) to (1.5)) seconds\nend\n\ndelete this clone\n\nrepeat (23)\n\nClone at x: [2784] y: [-175]\nClone at x: [2717] y: [-150]\n\n@Sprite22\n\nwhen flag clicked\nwait (1) seconds\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen flag clicked\nforever\n if <(music) = [on]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\n\nwhen I receive [crystal v]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\n\ngo to (cube v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (30)\ngo to x: (123) y: (180)\nglide (0.3) secs to x: (124) y: (161)\ndelete this clone\n\nwhen [space v] key pressed\nset [mouse pointer v] to (join (mouse x) (join [, ] (mouse y)))\n\n@Sprite24\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n front layer\nend\n\ndefine front layer\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n@Sprite35\n\nwhen flag clicked\nforever\n if <(length of (coins)) = [1]> then\nend\n\nwhen flag clicked\nforever\n if <(coins) > [99]> then\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (0)\n show\n else\n set [brightness v] effect to (-100)\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <(coins) > [9]> then\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (0)\n show\n else\n set [brightness v] effect to (-100)\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (coins)) = [1]> then\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (0)\n show\n else\n set [brightness v] effect to (-100)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (coins)) = [1]> then\n go to x: (150) y: (160)\n show\n switch costume to ((letter (1) of (coins)) + (1))\n else\n if <(length of (coins)) = [2]> then\n go to x: (165) y: (160)\n show\n switch costume to ((letter (2) of (coins)) + (1))\n else\n if <(length of (coins)) = [3]> then\n go to x: (180) y: (160)\n switch costume to ((letter (3) of (coins)) + (1))\n else\n if <(length of (coins)) = [4]> then\n go to x: (195) y: (160)\n switch costume to ((letter (4) of (coins)) + (1))\n else\n if <(length of (coins)) = [5]> then\n switch costume to ((letter (5) of (coins)) + (1))\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <(coins) > [999]> then\n if <(LEVEL) = [4]> then\n set [brightness v] effect to (0)\n show\n else\n set [brightness v] effect to (-100)\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (coins)) = [1]> then\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite25\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n broadcast (jump v)\nend\n\nwhen I receive [setup v]\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [7]> then\n set size to (100) %\n switch costume to ( v)\n Clone at x: [1364] y: [-170]\n Clone at x: [3050] y: [60]\n Clone at x: [3200] y: [60]\n Clone at x: [3350] y: [60]\nelse\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n set [collected max v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to ( v)\nforever\n if <touching (cube v)?> then\n set [brightness v] effect to (40)\n wait (0.05) seconds\n clear graphic effects\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nClone at x: [2605] y: [-105]\nClone at x: [3980] y: [35]\nClone at x: [ 4120] y: [35]\nClone at x: [ 4260] y: [35]\n\n@danger2\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume5 v)\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [7]> then\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [2000] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (costume5 v)\n Clone at x: [360] y: [0]\n else\n Clone at x: [99999999999] y: [0]\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\nClone at x: [0] y: [0]\n\nwhen I start as a clone\nclear graphic effects\n\n@danger3\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [8]> then\n broadcast (level 1 v)\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [1330] y: [0]\n Clone at x: [600] y: [0]\nend\n\ngo [backward v] (4) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\nClone at x: [] y: []\n\nClone at x: [360] y: [0]\n\nrepeat (6)\n\nbroadcast (setup v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nif <(LEVEL) = [5]> then\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Sprite26\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n broadcast (jump v)\nend\n\nwhen I receive [setup v]\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [8]> then\n set size to (100) %\n switch costume to ( v)\n Clone at x: [2653] y: [-150]\n Clone at x: [4400] y: [55]\n Clone at x: [4550] y: [55]\n Clone at x: [4700] y: [55]\nend\nset [x v] to [-99999]\n\nClone at x: [2605] y: [-105]\nClone at x: [3980] y: [35]\nClone at x: [ 4120] y: [35]\nClone at x: [ 4260] y: [35]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n set [collected max v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to ( v)\nforever\n if <touching (cube v)?> then\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nClone at x: [2605] y: [-105]\n\n@Sprite27\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ([floor v] of ((x) - ((SCROLL X) / (5))) ) ([floor v] of (((y) - (SCROLL Y)) / (5)) )\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [8]> then\n switch costume to (costume2 \(1\) v)\n Clone at x: [470] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) < [8]> then\n switch costume to (costume2 v)\n end\nend\n\ngo [backward v] (4) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\nClone at x: [] y: []\n\nClone at x: [360] y: [0]\n\nrepeat (6)\n\nbroadcast (setup v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nif <(LEVEL) = [5]> then\n\nshow\nshow\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Sprite1\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n broadcast (level 2 v) and wait\n Clone at x: [370] y: [210]\n Clone at x: [370] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [100] y: [210]\n Clone at x: [150] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [350] y: [210]\n Clone at x: [600] y: [-200]\n Clone at x: [400] y: [-200]\n Clone at x: [20] y: [-230]\n else\n if <(LEVEL) = [3]> then\n broadcast (level 3 v)\n switch costume to (screen shot 2020-05-07 at 3 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [300]\n Clone at x: [600] y: [-300]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (costume2 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [200]\n else\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (costume10 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [100]\n Clone at x: [500] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n broadcast (level 6 v)\n switch costume to (costume18 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume27 v)\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 1 7 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [700] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n show\n show\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo [backward v] (4) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\nClone at x: [] y: []\n\nClone at x: [360] y: [0]\n\nrepeat (6)\n broadcast (Tick v) and wait\nend\n\nbroadcast (setup v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nif <(LEVEL) = [5]> then\n\nshow\nshow\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [4]> then\n go to [front v] layer\n go [backward v] (35) layers\n else\n go to [back v] layer\n go [backward v] (15) layers\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@shop\n\nwhen flag clicked\nset [spent v] to [0]\nswitch costume to (5_ \(1\)2 v)\n\nwhen I start as a clone\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n clear graphic effects\n repeat (8)\n next costume\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\n switch costume to (5_ \(1\)10 v)\n next costume\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n switch costume to (5_ \(1\)10 v)\n forever\n go to [front v] layer\n go [forward v] (10) layers\n if <mouse down?> then\n broadcast (close store v)\n stop [this script v]\n end\n end\nend\n\nwhen this sprite clicked\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (50)\n end\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nset [1 v] to []\nset [2 v] to []\nset [3 v] to []\nset [4 v] to []\nset [5 v] to []\nset [6 v] to []\nset [7 v] to []\nset [8 v] to []\nset [9 v] to []\nset [10 v] to []\nset [11 v] to []\nset [12 v] to []\nset [13 v] to []\nset [14 v] to []\nforever\n if <(costume [number v]) = [9]> then\n change [color v] effect by (5)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n broadcast (close store v)\nelse\n if <(costume [number v]) = [3]> then\n if <(1) = []> then\n if <(coins) > [24]> then\n broadcast (1 v)\n change [coins v] by (-25)\n change [spent v] by (25)\n broadcast (close store v)\n set [1 v] to [bought]\n end\n else\n broadcast (1 v)\n broadcast (close store v)\n end\n else\n if <(costume [number v]) = [4]> then\n if <(2) = []> then\n if <(coins) > [24]> then\n broadcast (2 v)\n change [coins v] by (-25)\n change [spent v] by (25)\n broadcast (close store v)\n set [2 v] to [bought]\n end\n else\n broadcast (2 v)\n broadcast (close store v)\n end\n else\n if <(costume [number v]) = [5]> then\n if <(3) = []> then\n if <(coins) > [24]> then\n broadcast (3 v)\n change [coins v] by (-25)\n change [spent v] by (25)\n broadcast (close store v)\n set [3 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (3 v)\n end\n else\n if <(costume [number v]) = [6]> then\n if <(4) = []> then\n if <(coins) > [24]> then\n broadcast (4 v)\n change [coins v] by (-25)\n change [spent v] by (25)\n broadcast (close store v)\n set [4 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (4 v)\n end\n else\n if <(costume [number v]) = [7]> then\n if <(5) = []> then\n if <(coins) > [24]> then\n broadcast (5 v)\n change [coins v] by (-25)\n change [spent v] by (25)\n broadcast (close store v)\n set [5 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (5 v)\n end\n else\n if <(costume [number v]) = [8]> then\n if <(6) = []> then\n if <(coins) > [24]> then\n broadcast (6 v)\n change [coins v] by (-25)\n change [spent v] by (25)\n broadcast (close store v)\n set [6 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (6 v)\n end\n else\n if <(costume [number v]) = [9]> then\n if <(7) = []> then\n if <(coins) > [49]> then\n broadcast (7 v)\n change [coins v] by (-50)\n change [spent v] by (50)\n broadcast (close store v)\n set [7 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (7 v)\n end\n else\n if <(costume [number v]) = [10]> then\n if <(8) = []> then\n if <(coins) > [49]> then\n broadcast (8 v)\n change [coins v] by (-50)\n change [spent v] by (50)\n broadcast (close store v)\n set [8 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (8 v)\n end\n else\n if <(costume [number v]) = [11]> then\n if <(9) = []> then\n if <(coins) > [49]> then\n broadcast (9 v)\n change [coins v] by (-50)\n change [spent v] by (50)\n broadcast (close store v)\n set [9 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (9 v)\n end\n else\n if <(costume [number v]) = [12]> then\n if <(10) = []> then\n if <(coins) > [49]> then\n broadcast (10 v)\n change [coins v] by (-50)\n change [spent v] by (50)\n broadcast (close store v)\n set [10 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (10 v)\n end\n else\n if <(costume [number v]) = [13]> then\n if <(11) = []> then\n if <(coins) > [99]> then\n broadcast (11 v)\n change [coins v] by (-100)\n change [spent v] by (100)\n broadcast (close store v)\n set [11 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (11 v)\n end\n else\n if <(costume [number v]) = [14]> then\n if <(12) = []> then\n if <(coins) > [499]> then\n broadcast (12 v)\n change [coins v] by (-500)\n change [spent v] by (500)\n broadcast (close store v)\n set [12 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (12 v)\n end\n else\n if <(costume [number v]) = [15]> then\n if <(13) = []> then\n if <(coins) > [49]> then\n broadcast (13 v)\n change [coins v] by (-50)\n change [spent v] by (50)\n broadcast (close store v)\n set [13 v] to [bought]\n end\n else\n broadcast (close store v)\n broadcast (13 v)\n end\n else\n if <(costume [number v]) = [16]> then\n broadcast (close store v)\n broadcast (14 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [close store v]\nswitch costume to (5_ \(1\)2 v)\nrepeat (8)\n delete this clone\nend\n\nwhen I receive [home screen v]\nbroadcast (close store v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@costume1 (4)\n\n@Sprite28\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (80) %\nforever\n go to [front v] layer\n go to x: (80) y: (30)\n change x by (pick random (-25) to (25))\n repeat (20)\n change [ghost v] effect by (-4)\n change y by (0.5)\n end\n repeat (300)\n change size by (-0.25)\n change [color v] effect by (0.1)\n change [ghost v] effect by (0.5)\n change y by (0.5)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n if <not <([costume # v] of [shop v]) = [1]>> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\n@Sprite29\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (80) %\nforever\n go to [back v] layer\n go to (cube v)\n change x by (pick random (-25) to (25))\n repeat (20)\n change [ghost v] effect by (-4)\n change y by (0.5)\n end\n repeat (300)\n change size by (-0.25)\n change [color v] effect by (0.1)\n change [ghost v] effect by (0.5)\n if <key (up arrow v) pressed?> then\n change y by (0.1)\n else\n change y by (0.5)\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n if <(effect 2) = [on]> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\n@Sprite30\n\nwhen flag clicked\nforever\n go to (cube v)\n set [ghost v] effect to (100)\nend\n\n@Sprite31\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n broadcast (jump v)\nend\n\nwhen I receive [setup v]\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set size to (100) %\n switch costume to ( v)\n Clone at x: [2060] y: [-118]\nend\nset [x v] to [-99999]\n\nClone at x: [2605] y: [-105]\nClone at x: [3980] y: [35]\nClone at x: [ 4120] y: [35]\nClone at x: [ 4260] y: [35]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n set [collected max v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to ( v)\nforever\n if <touching (cube v)?> then\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nClone at x: [2605] y: [-105]\n\nwhen I start as a clone\nforever\n if <touching (sprite30 v)?> then\n broadcast (bounce 2 v)\n stop [this script v]\n end\nend\n\n@Sprite32\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n switch costume to (costume2 v)\nend\n\ngo [backward v] (4) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\nClone at x: [] y: []\n\nClone at x: [360] y: [0]\n\nrepeat (6)\n\nbroadcast (setup v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nif <(LEVEL) = [5]> then\n\nshow\nshow\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (15) layers\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [backward v] (1000) layers\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (30) layers\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n go to [back v] layer\n end\nend\n\n@danger4\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n broadcast (level 1 v)\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n switch costume to (level 1 1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <not <(LEVEL) = [7]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [360] y: [100]\nClone at x: [360] y: [400]\n\nClone at x: [0] y: [0]\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Sprite33\n\nwhen flag clicked\nhide\nforever\n if <<(LEVEL) = [1]> or <(LEVEL) = [7]>> then\n create clone of (_myself_ v)\n wait (pick random (0) to (5)) seconds\n end\nend\n\nwhen I start as a clone\nset [speed v] to (pick random (1) to (5))\nshow\nset size to (pick random (50) to (150)) %\nset [ghost v] effect to (pick random (50) to (80))\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-240) y: (pick random (100) to (180))\n repeat until <(x position) > [240]>\n change x by (speed)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n go to x: (240) y: (pick random (100) to (180))\n repeat until <(x position) < [-240]>\n change x by ((speed) - ((speed) * (2)))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\n\n@Sprite34\n\nwhen flag clicked\nhide\nset [ghost v] effect to (20)\ngo to x: (145) y: (-150)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (5) seconds\nset volume to (100) %\nstart sound [Connect v]\nswitch costume to ( v)\ngo to x: (145) y: (-200)\nshow\nrepeat (23)\n change y by (2)\nend\nwait (3) seconds\nrepeat (10)\n change y by (-5)\nend\nhide\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(jumps) > [9]> then\n start sound [Connect v]\n switch costume to (jump 10 times v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(jumps) > [99]> then\n start sound [Connect v]\n switch costume to (jumped 100 times v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(jumps) > [49]> then\n start sound [Connect v]\n switch costume to (jumped 50 times v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(coins) > [9]> then\n start sound [Connect v]\n switch costume to (10 v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(coins) > [49]> then\n start sound [Connect v]\n switch costume to (50 v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(coins) > [500]> then\n start sound [Connect v]\n switch costume to (500 v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(spent) > [24]> then\n start sound [Connect v]\n switch costume to (spent 25 v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(spent) > [49]> then\n start sound [Connect v]\n switch costume to (spent 50 v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(spent) > [499]> then\n start sound [Connect v]\n switch costume to (500 v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(12) = [bought]> then\n start sound [Connect v]\n switch costume to (mystery skin v)\n go to x: (145) y: (-200)\n show\n repeat (23)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n wait (1) seconds\n switch costume to (invincibility v)\n go to x: (145) y: (-200)\n show\n repeat (25)\n change y by (2)\n end\n wait (3) seconds\n repeat (10)\n change y by (-5)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [bounce 2 v]\nstart sound [Connect v]\nswitch costume to (bounce v)\ngo to x: (145) y: (-200)\nshow\nrepeat (23)\n change y by (2)\nend\nwait (3) seconds\nrepeat (10)\n change y by (-5)\nend\nhide\nstop [this script v]\n\nstart sound [Connect v]\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nstart sound [Connect v]\nswitch costume to (2 v)\ngo to x: (110) y: (-200)\nshow\nrepeat (30)\n change y by (2)\nend\nwait (3) seconds\nrepeat (30)\n change y by (-5)\nend\nhide\nstop [this script v]\n\n@Sprite36\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nif <not <(LEVEL) = [6]>> then\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n position ([floor v] of ((x) - ((SCROLL X) / (5))) ) ([floor v] of ((y) - ((SCROLL Y) / (5))) )\nend\n\nbroadcast (Tick v) and wait\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [ghost v] effect to (100)\n hide\n delete this clone\nelse\n if <(LEVEL) = [2]> then\n hide\n delete this clone\n else\n if <(LEVEL) = [3]> then\n hide\n delete this clone\n else\n if <(LEVEL) = [4]> then\n hide\n delete this clone\n else\n if <(LEVEL) = [5]> then\n hide\n delete this clone\n else\n if <(LEVEL) = [6]> then\n switch costume to (istockphoto-165068447-612x4 v)\n clear graphic effects\n Clone at x: [475] y: [0]\n go to [back v] layer\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [360] y: [100]\n else\n set [ghost v] effect to (100)\n hide\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <not <(LEVEL) = [3]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [] y: []\n\nwhen I start as a clone\nforever\n if <not <(LEVEL) = [4]>> then\n go to [back v] layer\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n go [backward v] (1) layers\n else\n go to [back v] layer\n go [forward v] (10) layers\n end\nend\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (50)\n broadcast (alert v)\n else\n stop [this script v]\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n | you are skater that have to go to the end flag to pass to the next track. \nDOUBLE CLICK THE FLAG ARROW KEYS TO MOVE AND DOUBLE CLICK THE FLAG \nALL LEVELS ARE POSSIBLE\nmore levels added |
easy a platformer 1 | @Stage\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [5]> then\n switch costume to (level done! v)\n Clone at x: [360] y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\n\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\n\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\n\n\n\n@Player\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\nwhen [timer v] > (my variable)\nhide\n\nwhen flag clicked\nreset timer\nset [my variable v] to [0]\nforever\n set [my variable v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - WIN\n else\n Game - DIE\n end\nend\n\ndefine Game on\npoint in direction (90)\nset size to (100) %\nset [in air v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change Player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n Change Player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nset [scroll x v] to (X)\nPosition\nif <(Y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest - DIE\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\nTest - DIE\nif <touching (platforms v)?> then\n repeat (20)\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 (-20)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nchange [x v] by (-8)\n\nchange [x v] by (8)\n\nset [sy v] to [0]\n\ndefine Game - DIE\nset [exit v] to []\nrepeat (5)\n change size by (20)\n wait (0.1) seconds\n change size by (-20)\n wait (0.1) seconds\nend\nset size to (100) %\nhide\nwait (0.5) seconds\n\nshow\n\ndefine Test - DIE\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\ndefine Game - WIN\ngo to (exit v)\nrepeat (50)\n turn right (15) degrees\n change size by (-1)\nend\nhide\nchange [level v] by (1)\npoint in direction (90)\nwait (1) seconds\n\n@Exit\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [y v] to (y)\nset [x v] to (x)\n\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) = [1]> then\n Clone at x: [3224] y: [15]\nelse\n if <(Level) = [2]> then\n Clone at x: [3233] y: [132]\n else\n if <(Level) = [3]> then\n Clone at x: [3274] y: [72]\n else\n if <(Level) = [4]> then\n Clone at x: [1778] y: [53]\n else\n if <<(Level) > [5]> or <(Level) = [5]>> then\n Clone at x: [1778] y: [53]\n end\n end\n end\n end\nend\n\nhide\n\nset [x v] to [-99999]\n\nClone at x: [1778] y: [53]\n\n | ===================japan==================\n日本語は下\n【English】\nThis game is controlled by the arrow keys. When you reach the right end of the stage, you can go to the next stage. Repeat this process to move forward. However, if you fall into a hole or hit a needle, you will have to start over from the beginning of the stage you are in. Please be careful. Have fun!\nI want you to press ♥ and ★. It will encourage me in the future and I am very happy!\n【日本語】\nこのゲームは、矢印キーで操作します。ステージの右端に到達すると、次のステージに行くことができます。これを繰り返すことで先に進むことができます。ただし、穴に落ちたり、針に当たったりすると、今いるステージの最初からやり直しになります。気をつけてくださいね。楽しんでくださいね。♥と★を押してほしい。将来の励みになるし、とても幸せな気持ちになれる。 |
Kirby's Dreamland 3 - A Scrolling Platformer | @Stage\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nstart sound [2018-05-19_-_Video_Game_Adventure_-_David_Fesliyan.mp3 v]\n\n@Player\n\nwhen flag clicked\nshow\nshow variable [level v]\npoint in direction (90)\ngo to x: (-215) y: (-146)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform (12) (-1) (0.7) (2)\nend\n\ndefine None\nswitch costume to (hitbox v)\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x velocity v] by (running speed)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <key (up arrow v) pressed?>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (idle v)\nif <(Y Velocity) > [2]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (fall v)\nend\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (Walk)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n go to x: (-215) y: (-146)\n change [level v] by (1)\n broadcast (idk v)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <touching (spikes v)?> then\n change [deaths v] by (1)\n go to x: (-215) y: (-146)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n repeat until <(Level) = [11]>\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-215) y: (-146)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show variable [time v]\n show variable [deaths v]\n hide variable [level v]\n else\n hide variable [time v]\n hide variable [deaths v]\n hide variable [level v]\n end\nend\n\nwhen flag clicked\nshow\nshow variable [level v]\n\nwhen flag clicked\nshow variable [level v]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n if <(LEVEL) = [2]> then\n broadcast (Change v)\n switch costume to (2 v)\n end\nend\n\nwhen I receive [yaya v]\nswitch costume to (2 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [idk v]\nnext costume\n\n@Flag\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (225) y: (37)\n end\n if <(Level) = [2]> then\n go to x: (224) y: (-150)\n end\n if <(Level) = [3]> then\n go to x: (231) y: (-82)\n end\n if <(Level) = [4]> then\n go to x: (225) y: (101)\n end\n if <(Level) = [5]> then\n go to x: (-75) y: (-34)\n end\n if <(Level) = [6]> then\n go to x: (221) y: (106)\n end\n if <(Level) = [7]> then\n go to x: (-210) y: (127)\n end\n if <(Level) = [8]> then\n go to x: (-129) y: (111)\n end\n if <(Level) = [9]> then\n go to x: (-207) y: (117)\n end\n if <(Level) = [10]> then\n go to x: (211) y: (109)\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n wait (0.05) seconds\n next costume\n if <touching (player v)?> then\n broadcast (yaya v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | ---------------------------------------------------------------------\nUse arrows to move (↑ to jump, ← & →)\n---------------------------------------------------------------------\nTouch the right wall to get to the next level\n--------------------------------------------------------------------- |
The Red Ninja 3 || A platformer | @Stage\n\n@player\n\ndefine engine\nswitch costume to (kostüm3 v)\nif <(x position) > [220]> then\n broadcast (go in v)\n wait (1) seconds\n go to x: (-200) y: (-139)\n change [level v] by (1)\nend\nif <<(y position) < [-170]> or <touching (spikes v)?>> then\n broadcast (2 v)\n go to x: (-200) y: (-139)\n start sound [Bonk v]\n set [vx v] to [0]\n set [vy v] to [0]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n change [vx v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n point in direction (-90)\n change [vx v] by (-1)\nend\nset rotation style [left-right v]\nset [vx v] to ((vx) * (0.84))\nchange x by (vx)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (1)\n if <touching (hitbox v)?> then\n change y by (-5)\n change x by ((-1) * (vx))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <not <(vx) = [0]>>> then\n set [m v] to [walljump]\n set [vy v] to [4]\n set [vx v] to (((vx) / ([abs v] of (vx) )) * (-3))\n else\n set [m v] to [wallslide]\n set [vx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching (hitbox v)?> then\n if <(vy) = [-3]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [m v] to [run]\n else\n if <([abs v] of (vx) ) > [.1]> then\n set [m v] to [slide]\n else\n set [m v] to [stand]\n end\n end\n end\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <touching color (#ffac39)?>>> then\n set [m v] to [jump]\n set [vy v] to [6]\n end\nend\nif <<<<(m) = [jump]> or <(m) = [walljump]>> and <(vy) < [0]>> or <<<(m) = [run]> or <(m) = [slide]>> and <(vy) < [-3]>>> then\n set [m v] to [fall]\nend\nchange y by (3)\nif <(vy) > [-15]> then\n change [vy v] by ((1) / (-6))\nend\nchange y by (-2)\nif <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (-1)\n if <not <touching (hitbox v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (vy)\nif <touching (hitbox v)?> then\n change y by (-2)\n if <touching (hitbox v)?> then\n change y by ((-1) * (vy))\n set [vy v] to [-3]\n end\n change y by (2)\nend\nif <touching color (#ffac39)?> then\n set [vy v] to [15]\nend\nif <touching color (#77fff5)?> then\n set [vx v] to [35]\nend\nif <touching color (#be00ff)?> then\n set [vx v] to [-35]\nend\n\nwhen I receive [start v]\nset [done? v] to [1]\nshow\nset [vx v] to [0]\nset [vy v] to [0]\nset size to (150) %\ngo to x: (-200) y: (-139)\nshow\nforever\n if <(level) = [14]> then\n hide\n else\n engine\n switch costume to (kostüm2 v)\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nset volume to (75) %\nplay sound [Vexento - Pegasus v] until done\nplay sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nplay sound [Vexento_-_Sunrise\[Converterino v] until done\n\nwhen flag clicked\nset [done? v] to [0]\nhide\n\nwhen I receive [to start v]\ngo to x: (-200) y: (-100)\n\n@hitbox\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nshow\nforever\n switch costume to ((level) + (1))\n if <(level) = [14]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\n@black\n\nwhen I receive [go in v]\nset [brightness v] effect to (4)\ngo to x: (-465) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat until <([abs v] of (x position) ) < [2]>\n change x by (((0) - (x position)) / (6))\nend\nset x to (0)\ngo to x: (0) y: (0)\nbroadcast (to start v)\nrepeat (32)\n change x by (((465) - (x position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nwait until <(done?) = [1]>\nhide\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\nset size to (100) %\nswitch costume to (thumbnail v)\nforever\n set size to (100) %\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (thumbnail v)\n go to [front v] layer\n if <<key (x v) pressed?> and <not <(level) > [19]>>> then\n set [level v] to ((level) + (1))\n wait until <not <key (x v) pressed?>>\n set [vx v] to [0]\n set [vy v] to [0]\n broadcast (to start v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait until <(done?) = [1]>\nrepeat (50)\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (75)\n set [brightness v] effect to (pick random (25) to (-25))\n if <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-230) to (240)) y: (176)\n else\n go to x: (240) y: (pick random (176) to (-150))\n end\n point in direction (pick random (-110) to (-125))\n repeat until <<[-150] > (y position)> or <[-230] > (x position)>>\n move (10) steps\n end\nend\n\nchange [brightness v] effect by (25)\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\nshow\nforever\n switch costume to ((level) + (1))\n if <(level) = [14]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [menu v]\nswitch costume to (0 v)\n\nhide\ngo to x: (0) y: (-2)\nset [done? v] to [0]\nset [level v] to [1]\nset size to (100) %\n\n@Outro (@dn_scrtch)\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n hide\n switch costume to (tile 1 v)\n set size to (65) %\n set [ghost v] effect to (100)\n go to x: (-400) y: (0)\n point in direction (0)\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (0.5) seconds\n switch costume to (logo v)\n wait (0.25) seconds\n set [i v] to [0]\n repeat (15)\n turn right ([tan v] of (i) ) degrees\n change [i v] by (5)\n end\n repeat (5)\n turn right (30) degrees\n end\n repeat (20)\n turn right (((90) - (direction)) / (4)) degrees\n end\n point in direction (90)\n set [i v] to [0]\n repeat (40)\n change [ghost v] effect by (5)\n change size by ([tan v] of (i) )\n change [i v] by (5)\n end\n hide\n switch costume to (username v)\n set [ghost v] effect to (100)\n set size to (200) %\n point in direction (90)\n go to x: (0) y: (-20)\n show\n repeat (40)\n change [ghost v] effect by (-2.5)\n change size by (((100) - (size)) / (8))\n end\n set [ghost v] effect to (0)\n set size to (100) %\n wait (1) seconds\n set [clone v] to [4]\n change [clone v] by (1)\n create clone of (_myself_ v)\n wait (0.75) seconds\n change [clone v] by (1)\n create clone of (_myself_ v)\n wait (0.4) seconds\n change [clone v] by (1)\n create clone of (_myself_ v)\n wait (2) seconds\n change [clone v] by (1)\n create clone of (_myself_ v)\n set [s v] to [0]\n wait (3.5) seconds\n forever\n point in direction ((([sin v] of (s) ) * (10)) + (90))\n change [s v] by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n hide\n switch costume to (tile 2 v)\n set size to (65) %\n set [ghost v] effect to (100)\n go to x: (0) y: (400)\n point in direction (90)\n go to [back v] layer\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (4))\n end\n set [ghost v] effect to (0)\n set y to (0)\n wait (0.25) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [3]> then\n hide\n switch costume to (tile 3 v)\n set size to (65) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (180)\n go to [back v] layer\n show\n repeat (30)\n change [ghost v] effect by (-5)\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [4]> then\n hide\n switch costume to (tile 4 v)\n set size to (65) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n point in direction (90)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (8))\n end\n set [ghost v] effect to (0)\n set y to (0)\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <<(Clone) > [4]> and <not <(Clone) > [7]>>> then\n hide\n switch costume to (join [Icon ] ((Clone) - (4)))\n set size to (75) %\n set [ghost v] effect to (100)\n go to x: ((-200) + (((Clone) - (4)) * (100))) y: (-400)\n point in direction (0)\n show\n repeat (20)\n change [ghost v] effect by (-3)\n change y by (((-125) - (y position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait (6) seconds\n forever\n repeat (20)\n change [ghost v] effect by (5)\n end\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [8]> then\n hide\n switch costume to (logo v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (0) y: (100)\n point in direction (0)\n go to [back v] layer\n show\n repeat (20)\n change [ghost v] effect by (-5)\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (1) seconds\n forever\n set [i v] to [0]\n repeat (15)\n turn right ([tan v] of (i) ) degrees\n change [i v] by (5)\n end\n repeat (5)\n turn right (30) degrees\n end\n repeat (20)\n turn right (((90) - (direction)) / (4)) degrees\n end\n point in direction (90)\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [8]> then\n wait (3) seconds\n set [s v] to [0]\n forever\n change size by ([sin v] of (s) )\n change [s v] by (20)\n end\nend\n\nwhen flag clicked\nset [clone v] to [0]\nhide\nswitch costume to (logo v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\nset [level v] to [1]\nhide\nwait until <(level) = [14]>\nrepeat (10)\n stop all sounds\n wait (0) seconds\nend\nset [clone v] to [0]\nhide\nswitch costume to (logo v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (400) y: (0)\npoint in direction (90)\nstart sound [JJD - Velocity v]\nwait (0.5) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\n@Intro (@dn_scrtch)\n\nwhen flag clicked\nset [clone v] to [0]\nhide\nswitch costume to (logo v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nswitch costume to (logo v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (400) y: (0)\npoint in direction (90)\nstart sound [Introsound v]\nset [clone v] to [Load]\ncreate clone of (_myself_ v)\nset [clone v] to [0]\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (4) seconds\ngo to [back v] layer\nswitch costume to (logo v)\nset size to (200) %\nset [ghost v] effect to (100)\ngo to x: (400) y: (0)\npoint in direction (90)\nshow\nrepeat (20)\n change [ghost v] effect by (-3)\n change x by (((-100) - (x position)) / (4))\nend\nwait (0.5) seconds\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\nwait (2.5) seconds\nset [i v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [logoshown v] to [true]\nbroadcast (start v)\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n hide\n switch costume to (tile 1 v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (-400) y: (0)\n point in direction (0)\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (8))\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (3) seconds\n switch costume to (logo v)\n set [i v] to [0]\n repeat (15)\n turn right ([tan v] of (i) ) degrees\n change [i v] by (5)\n end\n repeat (5)\n turn right (30) degrees\n end\n repeat (20)\n turn right (((90) - (direction)) / (4)) degrees\n end\n point in direction (90)\n set [i v] to [0]\n repeat (10)\n change [ghost v] effect by (5)\n change size by (((80) - (size)) / (2))\n end\n repeat (10)\n change [ghost v] effect by (-5)\n change size by (((40) - (size)) / (2))\n end\n repeat (20)\n change [ghost v] effect by (5)\n change [whirl v] effect by (100)\n turn right (2) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [2]> then\n hide\n switch costume to (tile 2 v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (0) y: (400)\n point in direction (90)\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (8))\n end\n set [ghost v] effect to (0)\n set y to (0)\n wait (2.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [3]> then\n hide\n switch costume to (tile 3 v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (400) y: (0)\n point in direction (0)\n show\n repeat (40)\n go to [back v] layer\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (8))\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [ghost v] effect to (0)\n set x to (0)\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [4]> then\n hide\n switch costume to (tile 4 v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (0) y: (-400)\n point in direction (90)\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change y by (((0) - (y position)) / (8))\n end\n set [ghost v] effect to (0)\n set y to (0)\n wait (0.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Load]> then\n switch costume to (load v)\n set size to (100) %\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-500) y: (0)\n show\n repeat (300)\n go to [front v] layer\n change x by (1.5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by (1.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [5]> then\n hide\n switch costume to (username v)\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (100) y: (-400)\n point in direction (90)\n show\n repeat (20)\n change [ghost v] effect by (-3)\n change y by (((-150) - (y position)) / (4))\n end\n wait (1.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((50) - (size)) / (2))\n end\n delete this clone\nend\n\n | 文句や質問は使い方とメモクレをすべて読んでからいって?\n\n宣伝に関しては一番下に書いてある\nAbout advertising, it is written at the bottom.\n\n自作があるため、説明が長いです。ご了承ください。\n(説明下)(Under explanation)\n\nストーリーが下にあるから絶対読んで!\nThe story is below so be sure to read it!\n\n\nThis is probably the first list of stick figures in history.\n1. Forced respawn (details explained!)\n2. When you fix the rocket, a preview of the next work will be played⁉\n(Currently in production...) If it's popular, I'll add it!\n3. Use the original gimmick with a different texture.\n4. Moving background (this was also the first part, but this time it also moves sideways)\n5. Guide (Updated version also compatible with mobile!)\n6. Press ★ and ♥ to jump in the air! (explanation!)\n7. World ranking (details explained!)\n8. Added moisture gauge\n\nNote: You must be a Scratcher to play online.\n\n-Operation- (Explanation that appeared frequently)\n[Movement] Arrow keys/A and D keys\n[Jump] Arrow key/W key\n[Crouch] Arrow key/S key/Z key\n[High jump] Jump from crouching\n[Sliding] Crouch + move at an angle\n[Wall kick] Move to wall + jump\n[Glider] Clear then press space key\n[Send emoticons] E key/R key\n[Return to start] Q key + R key\n[See who is currently playing] N key\n[Rainbow-colored stick figure] The person with the fastest time\n[Guide] You can show or hide the guide by pressing the G key.\nArrows will show you where to find your footing.\nRecommended when you can't clear it!\nWith the iPhone button at the bottom left\nEvolved to be usable on mobile too!\n[Return to respawn point] Press B + V keys to return to respawn point.\n[Aerial Jump] Only those who press ★ and ♥ can jump in the air by pressing the x key after clearing the game! !\n[Ranking] Shortly after you reach the goal, you can check the top 5 finishers so far! You can also do this with the K key.\nNumber 2 on the list is now number 1.\n(Even if the list is displayed, the first place is blank. It's a bug. Honestly, I don't think it will be fixed. If anyone can restore it, please leave a comment!)\n[Moisture gauge]\nThe moisture gauge will decrease at a constant rate. When it reaches 0%, the stick figure will collapse. If you touch emerald water, it will recover to 100%, but if you touch the fixed color of the stage, you will lose even more water gauge.\nThis time, I set the color so that the higher the flame temperature, the more moisture it loses.\nTemperature is low → Temperature is high\n[Red] → [Orange] → [White] → [Blue]\n\n\nThank you for always playing!\nI see all the comments! !\n\n【story】\nA stick man who enjoyed mountain climbing (main character and player)\nI wanted to know why the sun is so warm. So I quickly borrowed a rocket and took off! !\nHowever, just as they were about to land on the sun, the rocket broke! ! Will the stick man be able to collect the parts and return to Earth?\n\nココから日本語!!\n\n使い方に書いてあることで質問とか言語道断\n\n今回の恐らく棒人間史上初リスト\n1. 強制リスポーン(詳しくは説明!)\n2. ロケットを直すと次回作の予告が流れる⁉\n (重すぎてカクつく)\n3.本家様のギミックをテクスチャを変えて使用。\n4. 動く背景(第一弾でもあったが、今度は横にも動く)\n5.ガイド(モバイルにも対応したアップデート版!)\n6.★と♥を押すと空中ジャンプできる!(説明!)\n7.世界ランキング(詳しくは説明!)\n8.水分ゲージを追加\n\n注意:オンラインプレーにはScratcherになる必要があります。\n\n日本語\n -操作-(散々出てきた説明)\n【移動】矢印キー/AとDキー\n【ジャンプ】矢印キー/Wキー\n【しゃがみ】矢印キー/Sキー/Zキー\n【高いジャンプ】しゃがみからのジャンプ\n【滑る】斜めな場所でしゃがみ+移動\n【壁キック】壁に移動+ジャンプ\n【グライダー】クリアしてからスペースキー\n【絵文字をだす】Eキー/Rキー\n【スタートに戻る】Qキー+Rキー\n【今プレイしてる人を見る】Nキー\n【虹色の棒人間】タイムが一番速い人\n【ガイド】Gキーでガイドを表示、非表示にできる。\n矢印が足場を教えてくれます。\nクリアできないときにお勧め!\n左下のiPhoneのボタンで\nモバイルも使えるように進化!\nイージーMODEはクリアできない人とモバイルの方のために作りました。\n【リスポーン地点に戻る】Bキー+Vキーでリスポーン地点に戻れます。\n【空中ジャンプ】★と♥押してくれた人限定でクリア後にxキーで空中ジャンプができます!!\n【ランキング】 ゴールしたあとしばらくすると今までの上位5名が確認できる! Kキーでもできる。\n現在リストの2番が1位になるぅ。\n(リストが表示されても1位が空白なのはバグです。正直直る気がしません。戻せる人はコメントに!)\n【水分ゲージ】\n一定の速度で水分ゲージが減っていきます。0%になると棒人間が倒れてしまいます。エメラルド色の水に触れれば100%に回復しますが、ステージの決まった色に触れると、さらに多くの水分ゲージを失います。\n今回は、実際に炎の温度が高い色ほど多くの水分げーじを失うように設定しました。\n 温度が低い→温度が高い\n【赤】→【オレンジ】→【白】→【青】\n\nいつも遊んでくれてありがとう!\nコメント全部見てるよ!!\n\n注意:今まで色々なことをモバイルにも対応させてきましたが、モバイルでエンドムービーを流すと、重すぎて落ちるので、追加は断念しました。pcならできます。それでも見たいという方は、\nhttps://scratch.mit.edu/projects/952070594/\nで再生してね。\n\n【ストーリー】\n登山を満喫した棒人間(主人公かつプレイヤー)\nは、太陽の温かい理由が知りたくなった。そこで急遽、ロケットを借りて飛び立つ!!\nだが、太陽着陸間近で、ロケットが壊れてしまった!!棒人間は部品を集めて地球に帰ることができるのだろうか...\n\n宣伝に関して。\n★と♥を押してくれたらいくらでも宣伝して!\nだけど一応★と♥押したか書いてね!\n\nKANATOKOのタイム\nハード:37.4\nイージー:44.4\n\nRegarding advertising.\nIf you press ★ and ♥, please promote it as much as you like!\nBut just in case, please write down whether you pressed ★ or ♥!\n\n |
Cloud Multiplayer Platformer | @Stage\n\nwhen I receive [begin v]\nset volume to (50) %\nwait (.2) seconds\nforever\n play sound [Nebula v] until done\nend\n\nrepeat (10)\n change volume by (5)\nend\n\nrepeat (10)\n change volume by (-5)\nend\nplay sound [Nebula v] until done\n\nstart sound [Nebula v]\n\nwhen I receive [full v]\nstop [all v]\n\n@player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [##spawnx v] to [-220]\nset [##spawny v] to [-120]\nset [scroll x v] to [0]\nshow list [chat v]\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 [inair v] by (1)\nset [player y v] to (y)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to (##SpawnX)\nset [y v] to (##SpawnY)\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to (##SpawnX)\nset [scroll y v] to (##SpawnY)\nset [inair v] to [0]\nset [exit v] to []\nset size to (90) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\n\ndefine TICK\nset [#### v] to ((Para?) + ((Immortal?) + (Jetpack?)))\nset [time v] to (join [Special skill remaining time: ] (####))\nswitch costume to (costume2 v)\nhide variable [time v]\nif <touching (platform3 v)?> then\n set [jetpack? v] to [10]\n set [immortal? v] to [0]\n set [para? v] to [0]\n show variable [time v]\nend\nif <touching (platform4 v)?> then\n set [immortal? v] to [10]\n set [jetpack? v] to [0]\n set [para? v] to [0]\n show variable [time v]\nend\nif <touching (platform5 v)?> then\n set [para? v] to [10]\n set [jetpack? v] to [0]\n set [immortal? v] to [0]\n show variable [time v]\nend\nif <(####) > [0]> then\n show variable [time v]\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [&&&&offline v] to [100]\n set [&&&&offline v] to [500]\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [&&&&offline v] to [100]\n set [&&&&offline v] to [500]\n change [sx v] by (2)\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <[0.9] < ([abs v] of (sx) )> 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 set [&&&&offline v] to [100]\n set [&&&&offline v] to [500]\n if <not <touching (ladders v)?>> then\n if <not <(Jetpack?) > [0]>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n if <(Para?) > [0]> then\n set [sy v] to [25]\n end\n end\n else\n set [sy v] to [8]\n end\n end\nend\nif <(sy) > [-20]> then\n if <not <touching (ladders v)?>> then\n change [sy v] by (-2)\n end\nend\nif <touching (ladders v)?> then\n set [inair v] to [0]\n set [sy v] to [0]\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [&&&&offline v] to [100]\n set [&&&&offline v] to [500]\n CHANGE PLAYER Y BY [8]\n end\n if <<<(mouse y) < (y position)> and <mouse down?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n set [&&&&offline v] to [100]\n set [&&&&offline v] to [500]\n CHANGE PLAYER Y BY [-8]\n end\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[960] < (SCROLL X)> then\n set [scroll x v] to [960]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <[900] < (SCROLL Y)> then\n set [scroll y v] to [900]\nend\nPosition\nif <(Jetpack?) > [0]> then\n switch costume to (costume3 v)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [&&&&offline v] to [100]\n set [&&&&offline v] to [500]\n switch costume to (costume4 v)\n end\nelse\n if <(Immortal?) > [0]> then\n switch costume to (costume5 v)\n else\n if <<(inair) > [0]> and <(Para?) > [0]>> then\n switch costume to (costume6 v)\n set [sy v] to [-1]\n end\n end\nend\n\nswitch costume to (costume2 v)\n\nwhen I receive [begin v]\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <not <key (t v) pressed?>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nbroadcast (tick v)\n\ndefine TEST-DIE\nif <touching (dangers v)?> then\n if <not <(Immortal?) > [0]>> then\n set [exit v] to [die]\n end\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (18)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-18)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\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]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ new new p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ new new p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ new p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ new p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ new new p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ new p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ new new p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ new 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 [☁ new p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((###LOCAL TIME) * (10))) to encoded\nwrite (direction) to encoded\nwrite (costume [number v]) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nswitch backdrop to (blank v)\n\nwhen I receive [@test-die v]\nbroadcast (tick v)\nGAME - DIE\nif <touching (enemy v)?> then\n set [exit v] to [die]\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(Jetpack?) > [0]> then\n change [jetpack? v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide variable [time v]\nforever\n if <(Immortal?) > [0]> then\n change [immortal? v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Para?) > [0]> then\n change [para? v] by (-1)\n wait (1) seconds\n end\nend\n\nchange [sy v] by (-1)\n\nswitch costume to (costume6 v)\n\nwhen flag clicked\nset [collected v] to [0]\nhide variable [##display val v]\nset [###local time v] to [0]\nforever\n change [###local time v] by (1)\nend\n\nwhen I receive [begin v]\nshow variable [##display val v]\n\nwhen flag clicked\nforever\n if <(COLLECTED) > [50]> then\n set [collected v] to [50]\n end\nend\n\nwhen I receive [joined v]\nset [&&&&offline v] to [500]\nforever\n change [&&&&offline v] by (-1)\n if <(&&&&OFFLINE) = [0]> then\n stop [all v]\n end\nend\n\n@opponents\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\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 size 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\n go to [front v] layer\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ NEW NEW P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ NEW NEW P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ NEW P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ NEW P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ NEW NEW P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ NEW P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ NEW NEW P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ NEW 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 (☁ NEW P10)\n end\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\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\npoint in direction (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nset [x val v] to ((value) - (SCROLL X))\nvalue=read from encode\nset [y val v] to ((value) - (SCROLL Y))\nPOSTION (x val) (y val)\nvalue=read from encode\nbroadcast (Decode chat v)\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 I receive [decode chat v]\nDecode chat (value)\n\nDecode chat (value)\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\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n clear graphic effects\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [tick v]\n\ngo to [front v] layer\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (3/1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\nend\n\ndefine POSTION (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)\ngo [backward v] (1) layers\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@DANGERs \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [320]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [320]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Coins\n\nwhen flag clicked\nforever\n set [display value v] to (join (COLLECTED) (join [ / ] (COLLECT MAX)))\nend\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECT MAX)> then\n broadcast (Open exit v)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [collected v] to [0]\nset [collect max v] to [50]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [-20] y: [-40]\n Clone at x: [60] y: [-40]\n Clone at x: [-20] y: [40]\n Clone at x: [-100] y: [40]\n Clone at x: [-140] y: [40]\n Clone at x: [300] y: [-80]\n Clone at x: [340] y: [0]\n Clone at x: [420] y: [-80]\n Clone at x: [660] y: [-120]\n Clone at x: [620] y: [-40]\n Clone at x: [20] y: [200]\n Clone at x: [-140] y: [560]\n Clone at x: [580] y: [80]\n Clone at x: [420] y: [200]\n Clone at x: [900] y: [-120]\n Clone at x: [740] y: [-120]\n Clone at x: [740] y: [40]\n Clone at x: [1020] y: [240]\n Clone at x: [940] y: [240]\n Clone at x: [940] y: [400]\n Clone at x: [80] y: [100]\n Clone at x: [-100] y: [320]\n Clone at x: [140] y: [320]\n Clone at x: [-100] y: [860]\n Clone at x: [-100] y: [900]\n Clone at x: [-100] y: [940]\n Clone at x: [-100] y: [980]\n Clone at x: [260] y: [200]\n Clone at x: [-100] y: [1020]\n Clone at x: [540] y: [320]\n Clone at x: [620] y: [320]\n Clone at x: [740] y: [200]\n Clone at x: [1180] y: [-80]\n Clone at x: [1140] y: [-80]\n Clone at x: [1140] y: [160]\n Clone at x: [1180] y: [160]\n Clone at x: [860] y: [480]\n Clone at x: [944] y: [600]\n Clone at x: [1140] y: [600]\n Clone at x: [1140] y: [680]\n Clone at x: [1140] y: [760]\n Clone at x: [1140] y: [840]\n Clone at x: [979] y: [1022]\n Clone at x: [900] y: [920]\n Clone at x: [140] y: [600]\n Clone at x: [460] y: [760]\n Clone at x: [300] y: [320]\n Clone at x: [340] y: [320]\n Clone at x: [865] y: [0]\n Clone at x: [820] y: [1140]\n Clone at x: [740] y: [80]\nelse\nend\nset [x v] to [-99999]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 [tick v]\nset [##display val v] to (join (COLLECTED) (join [ / ] (join (COLLECT MAX) [ Coins])))\n\n@Ladders\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (3/1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\nend\n\ndefine POSTION (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\n@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\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 (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n Smooth Gliding ((startx) - (80))\n Smooth Gliding (startx)\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (6))\nend\n\ndelete this clone\n\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(Player Y) > (y)> then\n set [sy v] to [16]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n broadcast (@Test-Die v)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n CLONE [-60] [-125]\n CLONE [580] [-125]\n CLONE [220] [195]\n CLONE [-20] [555]\n CLONE [860] [320]\n CLONE [380] [555]\n CLONE [1100] [600]\nend\nset [x v] to [-99999]\n\n@Checkpoint \n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [# v] to [0]\n switch costume to (close flag v)\n Clone at x: [-200] y: [-140]\n Clone at x: [40] y: [300]\n Clone at x: [520] y: [20]\n Clone at x: [1030] y: [20]\n Clone at x: [1030] y: [385]\n Clone at x: [120] y: [660]\n Clone at x: [1180] y: [900]\nend\nset [x v] to [-99999]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n switch costume to (green flag v)\n set [##spawnx v] to ((x) - (15))\n set [##spawny v] to ((y) + (20))\n set [checkpoint v] to (#)\n end\nend\nif <not <(Checkpoint) = (#)>> then\n switch costume to (close flag v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [# v] by (1)\ncreate clone of (_myself_ v)\n\n@Bouncy\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [# v] to [0]\n switch costume to (bouncy_2 v)\n Clone at x: [260] y: [-140]\n Clone at x: [660] y: [60]\n Clone at x: [-220] y: [380]\n Clone at x: [20] y: [540]\n Clone at x: [700] y: [180]\n Clone at x: [420] y: [540]\n Clone at x: [780] y: [460]\nend\nset [x v] to [-99999]\n\nClone at x: [4307] y: [100]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (2))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [# v] by (1)\ncreate clone of (_myself_ v)\n\nset [checkpoint v] to (#)\n\nset [sy v] to [32]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [sy v] to [28]\n switch costume to (bouncy v)\n repeat (2)\n next costume\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n else\n switch costume to (bouncy v)\n end\nend\n\n@Loading...\n\nwhen I start as a clone\nshow\nswitch costume to (run_r1 v)\nforever\n next costume\n wait (.05) seconds\nend\n\nwhen I receive [joined v]\ndelete this clone\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\n\n@PLATFORM2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (3/1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\nend\n\ndefine POSTION (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)\ngo to [back v] layer\ngo [backward v] (1) layers\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@PLATFORM3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (3/1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\nchange [x v] by (x)\nchange [y v] by (y)\ngo to [back v] layer\n\n@PLATFORM4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (3/1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n create clone of (_myself_ v)\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\nchange [x v] by (x)\nchange [y v] by (y)\ngo to [back v] layer\n\n@PLATFORM5\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (3/1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [0] Y [360]\n CLONE AT X [0] Y [360]\n create clone of (_myself_ v)\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\nchange [x v] by (x)\nchange [y v] by (y)\ngo to [back v] layer\n\ncreate clone of (_myself_ v)\n\n@PLATFORM6\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <(COLLECTED) = [50]> then\n switch costume to (level 1 2 v)\n if <touching (player v)?> then\n set [win v] to [1]\n stop [all v]\n end\n else\n switch costume to (level 1 8 v)\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ngo [backward v] (1) layers\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (3/1 v)\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\n CLONE AT X [480] Y [0]\n CLONE AT X [-960] Y [360]\n CLONE AT X [480] Y [0]\nend\n\nwhen flag clicked\nset [win v] to [0]\n\n@Sprite1\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\nset [shake v] to [15]\nhide variable [##display val v]\nhide variable [time v]\nset size to (115) %\nrepeat (15)\n switch costume to (costume2 v)\n go to x: (pick random ((0) - (shake)) to (shake)) y: (pick random ((0) - (shake)) to (shake))\n change [shake v] by (-1)\n change size by (-1)\n if <(win) = [1]> then\n switch costume to (yay you win v)\n else\n switch costume to (costume1 v)\n end\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n reset timer\nend\n\nset [collected v] to [50]\n\n | Instructions:\nArrow Keys\nWAD\navoid many dangers in the volcano, such as spikes, lava geysers, and magma cubes!\n#3 ON GAMES TRENDING!! :D\nwhat the community is loving!! :D\ncheck out underwater platformer! https://scratch.mit.edu/projects/482963901/\nCredits:\n@xXEdgeXx and @GlizzyGobbler765 for some player code\n@icmy123 for enemy ai code, edited by me\n@ori_gin for the lava spray\n@legendscroll for treasure\nmusic by Alan Walker\n#all |
Sun platformer #all #games | @Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nbroadcast (スタート v)\nwait (0.01) seconds\nwait until <(ステージ) = [18]>\nswitch backdrop to (背景2 v)\n\n@武器\n\nwhen I receive [スタート v]\nset [剣ある? v] to [0]\nwait until <(ステージ) = [5]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [10]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [15]>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [4]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [10]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [15]>\nset [剣ある? v] to [1]\nwait until <touching (プレイヤー2 v)?>\nset [剣ある? v] to [0]\n\nwhen I receive [スタート v]\nset size to (100) %\nclear graphic effects\nshow\nforever\n switch costume to (ステージ)\n if <touching (プレイヤー2 v)?> then\n set [持ち物 v] to (costume [name v])\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n change size by ([cos v] of (た) )\nend\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [15]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [10]>\nset size to (100) %\nclear graphic effects\nshow\n\nset [ステージ v] to [4]\n\n@プレイヤー2\n\nwhen I receive [スタート v]\nset [ライフ v] to [20]\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [重力 v] to [0.9]\nset [ステージ v] to [1]\nset [スピード v] to [0.7]\nset [ジャンプ力 v] to [13]\nset [命はあるんか v] to [1]\nset [地面の摩擦 v] to [0.9]\nset [壁キックの跳ね返り v] to [5]\nset [壁キックのジャンプ力 v] to [10]\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\ngo to [front v] layer\nset [x2 v] to [0]\nset [y2 v] to [0]\nclear graphic effects\ngo to x: (-200) y: (-80)\nshow\nforever\n if <<not <(ライフ) = [0]>> and <(命はあるんか) = [1]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < [0]>> and <(攻撃状態) = [0]>>> then\n point in direction (-90)\n if <<touching (マグマ v)?> or <touching (ソウルサンド v)?>> then\n change [x2 v] by ((0) - ((スピード) / (2.5)))\n else\n change [x2 v] by ((0) - (スピード))\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <[0] < (mouse x)>> and <(攻撃状態) = [0]>>> then\n point in direction (90)\n if <<touching (マグマ v)?> or <touching (ソウルサンド v)?>> then\n change [x2 v] by ((スピード) / (2.5))\n else\n change [x2 v] by (スピード)\n end\n end\n set [x2 v] to ((x2) * (地面の摩擦))\n change x by (x2)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by (1)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change x by ((0) - (x2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n if <not <touching (マグマ v)?>> then\n if <(x2) > [0]> then\n set [x2 v] to ((0) - (壁キックの跳ね返り))\n else\n set [x2 v] to (壁キックの跳ね返り)\n end\n set [y2 v] to (壁キックのジャンプ力)\n end\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y2 v] by ((0) - (重力))\n if <<touching (マグマ v)?> and <(y2) < [-2]>> then\n set [y2 v] to [-2]\n end\n change y by (y2)\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n change y by ((0) - (y2))\n set [y2 v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>>> then\n set [y2 v] to [4]\n else\n if <<<touching (ステージ v)?> or <touching (マグマブロック v)?>> or <touching (ソウルサンド v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <[0] < (mouse y)>> and <(攻撃状態) = [0]>>> then\n set [y2 v] to (ジャンプ力)\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <<[225] < (x position)> and <<not <(ステージ) = [17]>> and <not <(ステージ) = [8]>>>> then\n NEXT\n end\n if <<(ステージ) = [17]> and <<touching (地面2 v)?> and <(y position) < [0]>>> then\n NEXT\n end\n if <<[180] < (y position)> and <(ステージ) = [8]>> then\n NEXT\n end\nend\n\ndefine NEXT\nbroadcast (next v)\nset [x2 v] to [0]\nset [y2 v] to [100]\nset [命はあるんか v] to [0]\nwait (0.4) seconds\nchange [ステージ v] by (1)\nwait (0.1) seconds\nset [x2 v] to [0]\nset [y2 v] to [0]\ngo to x: (-200) y: (0)\nwait (2) seconds\nset [命はあるんか v] to [1]\n\nwhen I receive [スタート v]\nforever\n if <touching (マグマ v)?> then\n repeat until <not <touching (マグマ v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-9)\n broadcast (ダメージ v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) < [0.01]> then\n broadcast (やられた v)\n set [ライフ v] to [0]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ライフ) = [0]> then\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n set [ghost v] effect to (0)\n point in direction (90)\n wait (0.5) seconds\n set [ライフ v] to [20]\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (ゾンビ v)?> then\n start sound [う v]\n change [ライフ v] by (-8)\n broadcast (ダメージ v)\n if <(x position) < (ゾンビ位置x)> then\n set [x2 v] to [-10]\n set [y2 v] to [10]\n else\n set [x2 v] to [10]\n set [y2 v] to [10]\n end\n wait (0.35) seconds\n end\nend\n\nwhen I receive [ダメージ v]\nrepeat (10)\n switch costume to (スティーブ やられた v)\nend\n\nwhen I receive [スタート v]\nforever\n if <(y position) < [-180]> then\n repeat until <(ライフ) < [0.01]>\n change [ライフ v] by (-20)\n start sound [う v]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (サボテン v)?> then\n repeat until <not <touching (サボテン v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-7)\n broadcast (ダメージ v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマ v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (炎 v)?> then\n repeat until <not <touching (炎 v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-8)\n broadcast (ダメージ v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (炎 v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (マグマブロック v)?> then\n repeat until <not <touching (マグマブロック v)?>>\n if <not <(ライフ) = [0]>> then\n change [ライフ v] by (-5)\n broadcast (ダメージ v)\n start sound [う v]\n end\n wait (0.2) seconds\n end\n else\n if <not <touching (マグマブロック v)?>> then\n switch costume to (普通 v)\n end\n end\nend\n\nchange [ステージ v] by (-1)\n\n@ステージ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@Health2\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to ((ライフ) + (1))\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\ngo to [front v] layer\n\n@武器2\n\nwhen I receive [next v]\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [プレイヤー2 v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー2 v]) + (23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (-100)\n end\n else\n set [右左 v] to [左]\n go to x: (([x position v] of [プレイヤー2 v]) + (-23)) y: (([y position v] of [プレイヤー2 v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [持ち物 v] to [1]\nforever\n if <(右左) = [右]> then\n switch costume to ((持ち物) + (1))\n else\n switch costume to (持ち物)\n end\nend\n\nwhen I receive [attack v]\nset [攻撃 v] to [1]\nif <(右左) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\nelse\n repeat (4)\n turn left (15) degrees\n end\nend\nset [攻撃 v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (attack v)\n end\n wait until <not <key (space v) pressed?>>\nend\n\n@Next!\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\ngo to [front v] layer\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [move v] to [OK]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\n@地面2\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\n\n@太陽\n\nwhen flag clicked\nset [た v] to [0]\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n change [た v] by (10)\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (た) )\nend\n\n@Glow\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [武器 v]) y: (([y position v] of [武器 v]) + (-5))\n point in direction ((timer) * (8))\n set size to (500) %\n go to [back v] layer\n if <(剣ある?) = [1]> then\n show\n clear graphic effects\n else\n repeat (20)\n change [ghost v] effect by (5)\n change size by (5)\n end\n hide\n end\nend\n\n@(๑•̀ㅂ•́)و✧\n\nwhen I receive [最後 v]\nshow\nstop [all v]\n\nwhen I receive [スタート v]\nforever\n if <(φ\(* ̄0 ̄\)) > [100]> then\n broadcast (最後 v)\n end\nend\n\nwhen I receive [スタート v]\nset [φ\(* ̄0 ̄\) v] to [0]\nforever\n change [φ\(* ̄0 ̄\) v] by (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [time v]\nhide\nforever\n if <(ステージ) = [19]> then\n wait (2.5) seconds\n show variable [☁ 世界記録 v]\n show variable [time v]\n end\nend\n\nwhen I receive [スタート v]\nwait (0.01) seconds\nwait until <(ステージ) = [19]>\nset [time v] to ((round ((timer) * (10))) / (10))\nwait (0.01) seconds\nforever\n if <<(time) < (☁ 世界記録)> and <(ステージ) = [19]>> then\n set [☁ 世界記録 v] to (time)\n wait (1) seconds\n end\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Slime Particles\n\nwhen flag clicked\nhide\n\nwhen I receive [slime death v]\nrepeat (2)\n Particles\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\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 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 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 else\n change y 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\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (4)\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(複製対策) = [1]> then\n delete this clone\nend\nset [複製対策 v] to [1]\n\nwhen I receive [2 v]\nrepeat (2)\n 2\nend\n\ndefine 2\nrepeat (4)\n switch costume to (pick random (4) to (5))\n create clone of (_myself_ v)\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [攻撃状態 v] to [1]\n set [ghost v] effect to (10)\n if <mouse down?> then\n broadcast (attack v)\n wait (0.1) seconds\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (70)\n set [攻撃状態 v] to [0]\n end\nend\n\nwhen [space v] key pressed\nhide\n\n@スプライト2\n\n@ゾンビ\n\nwhen I start as a clone\nset [hp v] to [20]\nforever\n if <<touching (武器2 v)?> and <(攻撃) = [1]>> then\n switch costume to (player2 v)\n broadcast (攻撃 v)\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [9]\n set [ゾンビy v] to [8]\n else\n set [ゾンビx v] to [-9]\n set [ゾンビy v] to [8]\n end\n change [hp v] by ([costume name v] of [武器2 v])\n if <(HP) < [0.01]> then\n switch costume to (player2 v)\n start sound [Enderman death v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [Enderman screams v]\n else\n start sound [Enderman hurt v]\n end\n wait until <(攻撃) = [0]>\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nwait (0.01) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n if <not <(ライフ) = [0]>> then\n if <([x position v] of [プレイヤー2 v]) < (x position)> then\n point in direction (-90)\n change [ゾンビx v] by (-0.2)\n end\n if <(x position) < ([x position v] of [プレイヤー2 v])> then\n point in direction (90)\n change [ゾンビx v] by (0.2)\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by (1)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー2 v])>> then\n if <(ゾンビx) > [0]> then\n set [ゾンビx v] to ((0) - (壁キックの跳ね返り))\n else\n set [ゾンビx v] to (壁キックの跳ね返り)\n end\n set [ゾンビy v] to (壁キックのジャンプ力)\n else\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (マグマ v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (マグマ v)?> and <(y position) < ([y position v] of [プレイヤー2 v])>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (ステージ v)?> or <<touching (ソウルサンド v)?> or <touching (マグマブロック v)?>>> then\n if <((y position) + (10)) < ([y position v] of [プレイヤー2 v])> then\n set [ゾンビy v] to [12]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [5]> then\n go to x: (300) y: (0)\nend\nif <(ステージ) = [7]> then\n go to x: (300) y: (0)\nend\n\nwhen I start as a clone\nswitch costume to (player v)\nforever\n set [ゾンビ位置x v] to (x position)\n set [ゾンビ位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\nrepeat (10)\n delete this clone\nend\nif <(ステージ) = [3]> then\n create clone of (_myself_ v)\nend\nif <(ステージ) = [6]> then\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [12]> then\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(ステージ) = [14]> then\n repeat (5)\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\nend\nif <(ステージ) = [16]> then\n go to x: (250) y: (150)\n repeat (2)\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.5)) seconds\n end\n repeat (3)\n go to x: (250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\n go to x: (-250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [スタート v]\nset [削除 v] to [0]\nwait (1) seconds\nset [削除 v] to [1]\n\nwhen I start as a clone\nif <(削除) = [0]> then\n delete this clone\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait until <(ステージ) = [3]>\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [6]>\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [12]>\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [14]>\nrepeat (5)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\nwait until <(ステージ) = [16]>\ngo to x: (250) y: (150)\nwait (0.5) seconds\nrepeat (2)\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.5)) seconds\nend\nrepeat (3)\n go to x: (250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\n go to x: (-250) y: (150)\n wait (pick random (1.5) to (1.7)) seconds\n create clone of (_myself_ v)\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [攻撃 v]\nwait (0.3) seconds\nswitch costume to (player v)\n\nwhen I start as a clone\nforever\n if <(y position) < [-175]> then\n broadcast (攻撃 v)\n switch costume to (player2 v)\n set [hp v] to [0]\n switch costume to (player2 v)\n start sound [Enderman death v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (2 v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <[16] < (ステージ)> then\n delete this clone\n end\nend\n\n | Minecraft Platformer 5 - Mobile friendly platformer! \n- マインクラフトプラットフォーマー\n➊ Move with ARROW keys, WASD keys or MOBILE!\n➋ To chop, craft or attack press SPACE or ACTION!\n❸ Please love, fav and follow!\n\n\n\nPro tips\n➊ Try the JUNGLE, SPOOKY & EGYPT levels!\n➋ STORY MODE -> beat each level in turn.\n❸ Every mode has their OWN HIGH SCORES!\n❹ HARDCORE MODE = story mode but with 1 life!\n❺ Chests at the end give RANDOM BIG BONUSES!\n\nYou can craft, build, dodge, fight, jump, explore, get hats, become a ghoul and even train your own pet! \n\nYes, you can leave a walkthrough below to help people out, or even post speedrun videos online of how to win this game. Lots of scratchers watch them!\n\n\nマインクラフトプラットフォーマー 携帯電話の準備\n作成、構築、かわす、戦う、ジャンプする、発見する、解決する、さらには自分のペットを訓練することもできます!\n\nキーボードまたは携帯電話を使用します。\nアクションまたはスペースバーを押して移動します。\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #1 #animation #atomicmagicnumber #episode #mobile\n#5 #2022 #2023 #game #trending #famous #explore #adventure #fun #problem #build #create #solve #find \n-------------------------------------------------------------------------\nOfficial Cheat - to thank you for reading this stuff:\nOnce a game, click the timer to pause it for 5 seconds! \n--------------------------------------------------------------- |
Minecraft Platformer 3 | @Stage\n\n@README\n\n@System\n\nwhen flag clicked\nforever\n delete all of [z-index v]\n broadcast (Layer sort v)\nend\n\ndelete all of [tile x on the player v]\ndelete all of [tile y on the player v]\nset [i v] to (((Clone Count X) * (-30)) / (2))\nrepeat (Clone Count X)\n log (i)\n add (i) to [tile x on the player v]\n change [i v] by (30)\nend\nset [i v] to (((Clone Count Y) * (-30)) / (2))\nrepeat (Clone Count Y)\n log (i)\n add (i) to [tile y on the player v]\n change [i v] by (30)\nend\n\nwhen flag clicked\nbroadcast (Menu - Setup v)\nhide variable [time: v]\nset [menu - select v] to [None]\nset [#daylight cycle v] to [Day]\nset [menu - selectworld v] to []\nset [#gamemode v] to (item (1) of [#gamemode v])\nwait until <(#Gamemode) = (item (3) of [#gamemode v])>\nset [clone count x v] to ((480) / (30))\nset [clone count y v] to ((360) / (30))\nset [#level v] to [1]\nif <(Menu - SelectWorld) = (join [_] (item (1) of [#biome v]))> then\n set [#level v] to [1]\nend\nif <(Menu - SelectWorld) = (join [_] (item (2) of [#biome v]))> then\n set [#level v] to [10]\nend\nset [#frame v] to [0]\nrepeat until <(#Frame) > [28]>\n change [#frame v] by (1)\nend\nset [#frame v] to [0]\nbroadcast (Set - Player Spawn v)\n\nwhen I receive [set - player spawn v]\nbroadcast (Set - Generate level v)\nset [time: v] to [0]\nrepeat until <(#Level) = [11]>\n change [#frame v] by (1)\nend\nif <(Menu - SelectWorld) = []> then\n show variable [time: v]\n set [time: v] to (join ((round (((#Frame) / (30)) * (10))) / (10)) [s])\nend\n\ndelete all of [#gamemode v]\nadd [Menu] to [#gamemode v]\nadd [Menu - SelectWorld] to [#gamemode v]\nadd [Set] to [#gamemode v]\nadd [Playing] to [#gamemode v]\n\ndelete all of [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\nadd [-210] to [respawn x v]\n\ndelete all of [respawn y v]\nadd [-90] to [respawn y v]\nadd [-90] to [respawn y v]\nadd [-90] to [respawn y v]\nadd [120] to [respawn y v]\nadd [-90] to [respawn y v]\nadd [-90] to [respawn y v]\nadd [-90] to [respawn y v]\nadd [-90] to [respawn y v]\nadd [-90] to [respawn y v]\nadd [-90] to [respawn y v]\nadd [-90] to [respawn y v]\n\nwhen [c v] key pressed\nif <(username) = [-Jikky-]> then\n show variable [#biome v]\n show variable [#frame v]\n show variable [#gamemode v]\n show variable [#level v]\n show variable [#daylight cycle v]\n hide list [#gamemode v]\n hide list [#biome v]\n wait until <not <key (c v) pressed?>>\n wait until <key (c v) pressed?>\n hide variable [#biome v]\n hide variable [#frame v]\n hide variable [#gamemode v]\n hide variable [#level v]\n hide variable [#daylight cycle v]\n show list [#gamemode v]\n show list [#biome v]\nend\n\nwhen I receive [set - generate level v]\nif <<(#Level) > [0]> and <(#Level) < [10]>> then\n set [#biome v] to [Plains]\nend\nif <<(#Level) > [9]> and <(#Level) < [20]>> then\n set [#biome v] to [Desert]\nend\n\ndelete all of [#biome v]\nadd [Plains] to [#biome v]\nadd [Desert] to [#biome v]\n\nset [#daylight cycle v] to [Day]\n\nset [#daylight cycle v] to [Sunset]\n\nset [#daylight cycle v] to [Night]\n\n@Player\n\nwhen I receive [layer sort v]\nZ-index Sprite by [0]\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\ndefine Player - Tile X Y\nset [j v] to [1]\nrepeat (length of [tile x on the player v])\n if <(item (j) of [tile x on the player v]) < (Player X)> then\n set [player tile x v] to (j)\n if <(item ((((Player tile Y) - (2)) * (Clone Count X)) + (Player tile X)) of [tile list v]) = [0]> then\n if <<not <(item ((((Player tile Y) - (2)) * (Clone Count X)) + ((Player tile X) + (1))) of [tile list v]) = [0]>> and <(player vy) = [0]>> then\n set [player tile x v] to ((Player tile X) + (1))\n end\n if <<not <(item ((((Player tile Y) - (2)) * (Clone Count X)) + ((Player tile X) - (1))) of [tile list v]) = [0]>> and <(player vy) = [0]>> then\n set [player tile x v] to ((Player tile X) - (1))\n end\n end\n end\n change [j v] by (1)\nend\nset [j v] to [1]\nrepeat (length of [tile y on the player v])\n if <(item (j) of [tile y on the player v]) < (Player Y)> then\n set [player tile y v] to (j)\n end\n change [j v] by (1)\nend\n\nwhen I receive [set - player spawn v]\nforever\n if <(#Gamemode) = (item (4) of [#gamemode v])> then\n if <<(Player - touch water?) = [Yes]> and <not <(([abs v] of (player vx) ) + ([abs v] of (player vy) )) = [0]>>> then\n SE\n else\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> and <(🧑touch ground?) < [3]>> then\n SE\n end\n if <<<<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>>> and <(🧑touch ground?) = [0]>> and <not <(player vx) = [0]>>> then\n SE\n if <(Player - touch water?) = [No]> then\n wait (0.2) seconds\n end\n if <(Player - touch slime?) = [Yes]> then\n wait (0.1) seconds\n end\n end\n if <<(🧑touch ground?) > [5]> and <(Player - touch water?) = [No]>> then\n end\n if <(Player - touch water?) = [Yes]> then\n wait (0.6) seconds\n end\n end\nend\n\ndefine Set costume <left> <right> <jumping>\nchange [player - animator v] by (1)\nif <(player - animator) = [3]> then\n set [player - animator v] to [0]\n if <(Player - Costume) = [6]> then\n set [player - costume v] to [3]\n else\n change [player - costume v] by (1)\n end\nend\nif <<<left> or <right>> and <not <(player vx) = [0]>>> then\n switch costume to (Player - Costume)\nelse\n if <<jumping> and <(Player - touch slime?) = [No]>> then\n switch costume to (jump v)\n else\n switch costume to (idle v)\n end\nend\n\ndefine Player - Respawn\nset size to (400) %\nset [#gamemode v] to (item (3) of [#gamemode v])\nset [player - spawn x v] to (item (#Level) of [respawn x v])\nset [player - spawn y v] to (item (#Level) of [respawn y v])\ngo to x: (Player - Spawn X) y: (Player - Spawn Y)\nset [player - animator v] to [0]\nset [player - costume v] to [2]\nset [player vx v] to [0]\nset [player vy v] to [0]\nset [🧑touch ground? v] to [3]\nset [player - touch ice? v] to [No]\nset [player - touch slime? v] to [No]\nset [player - touch water? v] to [No]\nset [#gamemode v] to (item (4) of [#gamemode v])\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [set - player spawn v]\nPlayer - Respawn\nset [death v] to [0]\nrepeat until <not <(#Gamemode) = (item (4) of [#gamemode v])>>\n show\n clear graphic effects\n switch costume to (hitbox v)\n set [player x v] to (x position)\n set [player y v] to (y position)\n Player - Tile X Y\n if <<(Goal Dir) = [→]> and <(x position) > [230]>> then\n hide\n change [#level v] by (1)\n broadcast (Set - Player Spawn v) and wait\n end\n if <<(Goal Dir) = [↑]> and <(y position) > [170]>> then\n hide\n change [#level v] by (1)\n broadcast (Set - Player Spawn v) and wait\n end\n if <(y position) < [-175]> then\n hide\n set [#gamemode v] to (item (3) of [#gamemode v])\n start sound [player hurt v]\n wait (0.3) seconds\n change [death v] by (1)\n Player - Respawn\n end\n if <touching (water v)?> then\n set [player vy v] to ((player vy) * (0.4))\n end\n if <touching (damage blocks//lava v)?> then\n hide\n create clone of (_myself_ v)\n set [#gamemode v] to (item (3) of [#gamemode v])\n start sound [lava_falling v]\n wait (0.3) seconds\n change [death v] by (1)\n Player - Respawn\n end\n if <touching (damage blocks//cactus v)?> then\n hide\n create clone of (_myself_ v)\n set [#gamemode v] to (item (3) of [#gamemode v])\n start sound [player hurt v]\n wait (0.3) seconds\n change [death v] by (1)\n Player - Respawn\n end\n if <(#Gamemode) = (item (4) of [#gamemode v])> then\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n if <(Player - touch ice?) = [Yes]> then\n change [player vx v] by (-0.4)\n else\n change [player vx v] by (-2)\n end\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n point in direction (90)\n if <(Player - touch ice?) = [Yes]> then\n change [player vx v] by (0.4)\n else\n change [player vx v] by (2)\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <(🧑touch ground?) < [3]> then\n if <(Player - touch slime?) = [Yes]> then\n set [player vy v] to [16]\n else\n set [player vy v] to [12]\n end\n end\n if <(Player - touch water?) = [Yes]> then\n set [player vy v] to [8]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> and <(🧑touch ground?) < [5]>> then\n change [player vy v] by (-0.8)\n else\n change [player vy v] by (-1.8)\n end\n if <(#Daylight cycle) = [Night]> then\n change [brightness v] effect by (-25)\n end\n Change X [8.1]\n Move in steps (([abs v] of (player vx) ) + ([abs v] of (player vy) ))\n Set costume <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> <<(🧑touch ground?) > [0]> and <(Player - touch water?) = [No]>>\nend\n\ndefine Change X (vmax)\nif <<(Player - touch water?) = [Yes]> or <<(Player - touch slime?) = [Yes]> and <(🧑touch ground?) < [3]>>> then\n set [player μ v] to [0.6]\nelse\n if <(Player - touch ice?) = [Yes]> then\n set [player μ v] to [0.98]\n else\n set [player μ v] to [0.75]\n end\nend\nset [player vx v] to ((player vx) * (player μ))\nif <(player vx) > ((vmax) * (player μ))> then\n set [player vx v] to ((vmax) * (player μ))\nend\nif <(player vx) < ((vmax) * (() - (player μ)))> then\n set [player vx v] to ((vmax) * (() - (player μ)))\nend\nif <(Player - touch ice?) = [Yes]> then\n if <([abs v] of (player vx) ) < [0.1]> then\n set [player vx v] to [0]\n end\nelse\n if <([abs v] of (player vx) ) < [1]> then\n set [player vx v] to [0]\n end\nend\n\ndefine SE\nset volume to (100) %\nif <(Player - touch water?) = [Yes]> then\n start sound (pick random (18) to (21))\nelse\n if <(Player - touch slime?) = [Yes]> then\n start sound [Slime v]\n else\n if <(Player - touch ice?) = [Yes]> then\n start sound (pick random (6) to (11))\n else\n if <(item ((((Player tile Y) - (2)) * (Clone Count X)) + (Player tile X)) of [tile list v]) = [2]> then\n start sound (pick random (30) to (33))\n end\n if <(item ((((Player tile Y) - (2)) * (Clone Count X)) + (Player tile X)) of [tile list v]) = [3]> then\n start sound (pick random (2) to (5))\n end\n if <(item ((((Player tile Y) - (2)) * (Clone Count X)) + (Player tile X)) of [tile list v]) = [4]> then\n start sound (pick random (6) to (9))\n end\n if <(item ((((Player tile Y) - (2)) * (Clone Count X)) + (Player tile X)) of [tile list v]) = [7]> then\n start sound (pick random (26) to (29))\n end\n end\n end\nend\n\ndefine Move in steps (steps)\nif <(🧑touch ground?) > [4]> then\n set [player - touch slime? v] to [No]\nend\nif <(🧑touch ground?) > [3]> then\n set [player - touch water? v] to [No]\nend\nchange [🧑touch ground? v] by (1)\nrepeat (steps)\n set [player - last pos v] to (x position)\n change x by ((player vx) / (steps))\n if <<touching (stage blocks v)?> or <<touching (slime v)?> or <touching (ice v)?>>> then\n set [player vx v] to [0]\n set x to (player - last pos)\n end\n set [player - last pos v] to (y position)\n change y by ((player vy) / (steps))\n if <touching (water v)?> then\n set [player - touch water? v] to [Yes]\n set [🧑touch ground? v] to [2]\n end\n if <touching (slime v)?> then\n set [player - touch slime? v] to [Yes]\n set y to (player - last pos)\n set [🧑touch ground? v] to [0]\n if <([abs v] of (player vy) ) < [2]> then\n set [player vy v] to [0]\n else\n set [player vy v] to ((player vy) * (-0.5))\n end\n end\n if <touching (ice v)?> then\n set [player - touch ice? v] to [Yes]\n set y to (player - last pos)\n if <(player vy) < [0]> then\n set [🧑touch ground? v] to [0]\n end\n set [player vy v] to [0]\n end\n if <touching (stage blocks v)?> then\n set [player - touch water? v] to [No]\n set [player - touch slime? v] to [No]\n set [player - touch ice? v] to [No]\n set y to (player - last pos)\n if <(player vy) < [0]> then\n set [🧑touch ground? v] to [0]\n end\n set [player vy v] to [0]\n end\nend\n\nwhen I start as a clone\nshow\nset size to (400) %\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nset [player vy v] to [12]\nrepeat until <(direction) < [0]>\n switch costume to (hurt1 v)\n change [ghost v] effect by (5)\n change x by (-1)\n turn left (5) degrees\n change y by (player vy)\n change [player vy v] by (-1.5)\nend\nhide\ndelete this clone\n\nwhen I receive [menu - setup v]\nhide\n\nwhen [r v] key pressed\nif <(username) = [-Jikky-]> then\n broadcast (Set - Player Spawn v)\nend\n\n@generator\n\ndefine Generate\nif <(#Level) = [1]> then\n 1-1\nend\nif <(#Level) = [2]> then\n 1-2\nend\nif <(#Level) = [3]> then\n 1-3\nend\nif <(#Level) = [4]> then\n 1-4\nend\nif <(#Level) = [5]> then\n 1-5\nend\nif <(#Level) = [6]> then\n 1-6\nend\nif <(#Level) = [7]> then\n 1-7\nend\nif <(#Level) = [8]> then\n 1-8\nend\nif <(#Level) = [9]> then\n 1-9\nend\nif <(#Level) = [10]> then\n 2-1\nend\nif <(#Level) = [11]> then\n 2-2\nend\n\ndefine List add 0\nrepeat (((Clone Count X) * (Clone Count Y)) - (length of [tile list v]))\n add [0] to [tile list v]\nend\n\nwhen I receive [set - generate level v]\ndelete all of [tile list v]\nGenerate\nList add 0\n\ndefine 1-1\nrepeat (Clone Count X)\n add [2] to [tile list v]\nend\nrepeat (Clone Count X)\n add [3] to [tile list v]\nend\n\ndefine 1-2\nrepeat (10)\n add [2] to [tile list v]\nend\nrepeat (4)\n add [3] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (4)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [2] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (4)\n add [3] to [tile list v]\nend\n\ndefine 1-3\nrepeat (Clone Count X)\n add [2] to [tile list v]\nend\nrepeat (14)\n add [3] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (14)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (9)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (8)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (5)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (12)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nadd [0] to [tile list v]\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (14)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (14)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\n\ndefine 1-4\nrepeat (6)\n add [2] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (4)\n add [3] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (4)\n add [-1] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (10)\n add [0] to [tile list v]\nend\nrepeat (5)\n add [2] to [tile list v]\n repeat (15)\n add [0] to [tile list v]\n end\nend\nadd [3] to [tile list v]\n\ndefine 1-5\nrepeat (16)\n add [2] to [tile list v]\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nrepeat (4)\n add [#1] to [tile list v]\nend\nrepeat (10)\n add [2] to [tile list v]\nend\nrepeat (6)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (4)\n add [#1] to [tile list v]\nend\nrepeat (5)\n add [2] to [tile list v]\nend\nrepeat (11)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (4)\n add [#1] to [tile list v]\nend\n\ndefine 1-6\nrepeat (3)\n add [3] to [tile list v]\nend\nrepeat (3)\n repeat (2)\n add [-1] to [tile list v]\n end\n repeat (1)\n add [2] to [tile list v]\n end\nend\nrepeat (3)\n add [-1] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (5)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (2)\n repeat (2)\n add [0] to [tile list v]\n end\n add [2] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (8)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (2)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (11)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\n\ndefine 1-7\nadd [3] to [tile list v]\nrepeat (2)\n add [2] to [tile list v]\nend\nrepeat (10)\n add [#1] to [tile list v]\nend\nrepeat (3)\n add [2] to [tile list v]\nend\nadd [0] to [tile list v]\nadd [3] to [tile list v]\nadd [3] to [tile list v]\nrepeat (10)\n add [#1] to [tile list v]\nend\nrepeat (3)\n add [3] to [tile list v]\nend\nrepeat (6)\n add [0] to [tile list v]\nend\nrepeat (5)\n add [2] to [tile list v]\nend\nrepeat (11)\n add [0] to [tile list v]\nend\nrepeat (5)\n add [3] to [tile list v]\nend\n\ndefine 1-8\nrepeat (2)\n repeat (3)\n add [3] to [tile list v]\n end\n repeat (3)\n add [-1] to [tile list v]\n end\nend\nrepeat (2)\n add [3] to [tile list v]\nend\nadd [2] to [tile list v]\nadd [-1] to [tile list v]\nrepeat (14)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nadd [-1] to [tile list v]\nrepeat (15)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nrepeat (8)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (3)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (2)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nrepeat (3)\n add [2] to [tile list v]\nend\nrepeat (3)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (8)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nrepeat (15)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nadd [2] to [tile list v]\nrepeat (14)\n add [0] to [tile list v]\nend\nadd [-1] to [tile list v]\nrepeat (2)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (7)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (3)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nadd [-1] to [tile list v]\nrepeat (6)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\n\ndefine 2-1\nrepeat (Clone Count X)\n add [7] to [tile list v]\nend\nrepeat (9)\n add [7] to [tile list v]\nend\nrepeat (2)\n add [0] to [tile list v]\nend\nadd [-2] to [tile list v]\nrepeat (4)\n add [7] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (4)\n add [7] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nrepeat (4)\n add [7] to [tile list v]\nend\nrepeat (12)\n add [0] to [tile list v]\nend\nrepeat (3)\n add [7] to [tile list v]\nend\nadd [0] to [tile list v]\n\ndefine 1-9\nrepeat (4)\n add [3] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (4)\n if <(pick random (0) to (1)) = [1]> then\n add [2] to [tile list v]\n else\n add [7] to [tile list v]\n end\nend\nrepeat (5)\n if <(pick random (0) to (4)) = [4]> then\n add [2] to [tile list v]\n else\n add [7] to [tile list v]\n end\nend\nrepeat (2)\n add [5] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nadd [2] to [tile list v]\nrepeat (4)\n if <(pick random (0) to (1)) = [1]> then\n add [3] to [tile list v]\n else\n add [7] to [tile list v]\n end\nend\nrepeat (5)\n if <(pick random (0) to (4)) = [4]> then\n add [2] to [tile list v]\n else\n add [7] to [tile list v]\n end\nend\nrepeat (2)\n add [7] to [tile list v]\nend\nrepeat (4)\n add [0] to [tile list v]\nend\nadd [3] to [tile list v]\nrepeat (4)\n add [0] to [tile list v]\nend\nadd [7] to [tile list v]\nrepeat (4)\n if <(pick random (0) to (4)) = [4]> then\n add [3] to [tile list v]\n else\n add [7] to [tile list v]\n end\nend\nrepeat (2)\n add [0] to [tile list v]\nend\nrepeat (9)\n add [0] to [tile list v]\nend\nrepeat (2)\n add [7] to [tile list v]\nend\n\ndefine 2-2\nrepeat (Clone Count X)\n add [7] to [tile list v]\nend\nrepeat (11)\n add [7] to [tile list v]\nend\nrepeat (3)\n add [#1] to [tile list v]\nend\nrepeat (2)\n add [7] to [tile list v]\nend\nrepeat (5)\n add [0] to [tile list v]\nend\nrepeat (10)\n add [0] to [tile list v]\nend\nrepeat (10)\n add [7] to [tile list v]\n repeat (15)\n add [0] to [tile list v]\n end\nend\n\n@Stage Blocks\n\nwhen I receive [layer sort v]\nZ-index Sprite by [1]\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\ndefine Generate Shadow (up) (low) <left end> <right end>\nif <not <<left end> or <right end>>> then\n if <<not <(item ((tile id) + ((up) * (1))) of [tile list v]) = [0]>> and <<not <(item ((tile id) + ((low) * (1))) of [tile list v]) = [0]>> and <<not <(item ((tile id) - (1)) of [tile list v]) = [0]>> and <not <(item ((tile id) + (1)) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-5)\n if <<not <(item ((tile id) + (((up) * (1)) - (1))) of [tile list v]) = [0]>> and <<not <(item ((tile id) + (((up) * (1)) + (1))) of [tile list v]) = [0]>> and <<not <(item ((tile id) + (((low) * (1)) - (1))) of [tile list v]) = [0]>> and <not <(item ((tile id) + (((low) * (1)) + (1))) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-10)\n if <<not <(item ((tile id) + ((up) * (2))) of [tile list v]) = [0]>> and <<not <(item ((tile id) + ((low) * (2))) of [tile list v]) = [0]>> and <<not <(item ((tile id) - (2)) of [tile list v]) = [0]>> and <not <(item ((tile id) + (2)) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-15)\n end\n if <<(((tile id) - (2)) mod (Clone Count X)) = [0]> or <(((tile id) + (1)) mod (Clone Count X)) = [0]>> then\n if <<not <(item ((tile id) + ((up) * (2))) of [tile list v]) = [0]>> and <not <(item ((tile id) + ((low) * (2))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-15)\n end\n end\n end\n end\nelse\n if <<left end> and <<not <(item ((tile id) + ((up) * (1))) of [tile list v]) = [0]>> and <<not <(item ((tile id) + ((low) * (1))) of [tile list v]) = [0]>> and <not <(item ((tile id) + (1)) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-5)\n if <<not <(item ((tile id) + (((up) * (1)) + (1))) of [tile list v]) = [0]>> and <not <(item ((tile id) + ((low) + (1))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-10)\n if <<not <(item ((tile id) + ((up) * (2))) of [tile list v]) = [0]>> and <not <(item ((tile id) + ((low) * (2))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-15)\n end\n end\n end\n if <<right end> and <<not <(item ((tile id) + ((up) * (1))) of [tile list v]) = [0]>> and <<not <(item ((tile id) + ((low) * (1))) of [tile list v]) = [0]>> and <not <(item ((tile id) - (1)) of [tile list v]) = [0]>>>>> then\n set [brightness v] effect to (-5)\n if <<not <(item ((tile id) + (((up) * (1)) - (1))) of [tile list v]) = [0]>> and <not <(item ((tile id) + (((low) * (1)) - (1))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-10)\n if <<not <(item ((tile id) + ((up) * (2))) of [tile list v]) = [0]>> and <not <(item ((tile id) + ((low) * (2))) of [tile list v]) = [0]>>> then\n set [brightness v] effect to (-15)\n end\n end\n end\nend\n\ndefine Generate Stage Blocks\nshow\nrepeat (1)\n delete this clone\nend\nset [tile id v] to [1]\nset [tile y v] to ((((Clone Count Y) * (-30)) / (2)) + ((30) / (2)))\nrepeat (Clone Count Y)\n set [tile x v] to ((((Clone Count X) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count X)\n if <(item (tile id) of [tile list v]) > [0]> then\n create clone of (_myself_ v)\n end\n change [tile x v] by (30)\n change [tile id v] by (1)\n end\n change [tile y v] by (30)\nend\nhide\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (tile x) y: (tile y)\nChange block (Clone Count X) ((0) - (Clone Count X))\nGenerate Shadow (Clone Count X) ((0) - (Clone Count X)) <(((tile id) - (1)) mod (Clone Count X)) = [0]> <((tile id) mod (Clone Count X)) = [0]>\nif <(#Daylight cycle) = [Night]> then\n change [brightness v] effect by (-25)\nend\nset [tile v] to (item (tile id) of [tile list v])\nswitch costume to (tile)\n\nwhen I receive [set - generate level v]\nwait (0) seconds\nGenerate Stage Blocks\n\ndefine Change block (up) (low)\nif <not <<(item ((tile id) + ((up) * (1))) of [tile list v]) = [0]> or <<(item ((tile id) + ((up) * (2))) of [tile list v]) = [0]> or <(item ((tile id) + ((up) * (3))) of [tile list v]) = [0]>>>> then\n if <(pick random (1) to (3)) = [1]> then\n if <(#Biome) = (item (1) of [#biome v])> then\n replace item (tile id) of [tile list v] with [4]\n end\n if <(#Biome) = (item (2) of [#biome v])> then\n replace item (tile id) of [tile list v] with [8]\n end\n end\n if <not <<(item ((tile id) + ((up) * (4))) of [tile list v]) = [0]> or <(item ((tile id) + ((up) * (5))) of [tile list v]) = [0]>>> then\n if <(#Biome) = (item (1) of [#biome v])> then\n replace item (tile id) of [tile list v] with [4]\n if <(pick random (1) to (5)) = [1]> then\n replace item (tile id) of [tile list v] with [5]\n end\n if <(pick random (1) to (10)) = [1]> then\n replace item (tile id) of [tile list v] with [6]\n end\n end\n if <(#Biome) = (item (2) of [#biome v])> then\n replace item (tile id) of [tile list v] with [8]\n end\n end\nend\n\n@Water\n\nwhen I receive [layer sort v]\nif <(水ブロック層) = [1]> then\n Z-index Sprite by [1]\nend\nif <(水ブロック層) = [2]> then\n Z-index Sprite by [-1]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [set - generate level v]\nwait (0) seconds\nclear graphic effects\nGenerate Stage Blocks\n\ndefine Generate Stage Blocks\nshow\nrepeat (1)\n delete this clone\nend\nset [水ブロック層 v] to [0]\nrepeat (2)\n set [tile id v] to [1]\n change [水ブロック層 v] by (1)\n set [tile y v] to ((((Clone Count Y) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count Y)\n set [tile x v] to ((((Clone Count X) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count X)\n if < (item (tile id) of [tile list v]) contains [#]?> then\n create clone of (_myself_ v)\n end\n change [tile x v] by (30)\n change [tile id v] by (1)\n end\n change [tile y v] by (30)\n end\nend\nhide\n\nwhen I start as a clone\nclear graphic effects\nif <(水ブロック層) = [1]> then\n set [ghost v] effect to (0)\nend\nif <(水ブロック層) = [2]> then\n set [ghost v] effect to (50)\nend\ngo to x: (tile x) y: (tile y)\nset [tile v] to (item (letter (2) of (tile id)) of [tile list v])\nif <(#Daylight cycle) = [Night]> then\n change [brightness v] effect by (-25)\nend\nswitch costume to (tile)\n\n@草\n\nwhen I receive [layer sort v]\nZ-index Sprite by [2]\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [set - generate level v]\nwait (0) seconds\nGenerate Kusa Blocks (Clone Count X) ((0) - (Clone Count X))\n\ndefine Generate Kusa Blocks (up) (low)\nshow\nrepeat (1)\n delete this clone\nend\nset [tile id v] to [1]\nset [tile y v] to ((((Clone Count Y) * (-30)) / (2)) + ((30) / (2)))\nrepeat (Clone Count Y)\n set [tile x v] to ((((Clone Count X) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count X)\n if <<(item ((tile id) + (low)) of [tile list v]) = [3]> and <<(item (tile id) of [tile list v]) = [0]> and <(item ((tile id) + (up)) of [tile list v]) = [0]>>> then\n if <(pick random (1) to (16)) < [6]> then\n switch costume to (item (1) of [object list v])\n create clone of (_myself_ v)\n else\n if <(pick random (1) to (16)) < [2]> then\n switch costume to (item (pick random (2) to (8)) of [object list v])\n create clone of (_myself_ v)\n end\n end\n end\n if <(#Biome) = [Desert]> then\n if <<(item ((tile id) + (low)) of [tile list v]) = [5]> and <<(item (tile id) of [tile list v]) = [0]> and <(item ((tile id) + (up)) of [tile list v]) = [0]>>> then\n if <(pick random (1) to (16)) < [2]> then\n switch costume to (dead bush v)\n create clone of (_myself_ v)\n end\n end\n end\n change [tile id v] by (1)\n change [tile x v] by (30)\n end\n change [tile y v] by (30)\nend\nhide\n\nwhen I start as a clone\nclear graphic effects\ngo to x: (tile x) y: ((tile y) - (1))\nif <(#Daylight cycle) = [Night]> then\n change [brightness v] effect by (-25)\nend\n\ndelete all of [object list v]\nadd [Grass] to [object list v]\nadd [Azure Bluet] to [object list v]\nadd [Oxeye Daisy] to [object list v]\nadd [Cornflower] to [object list v]\nadd [Tulip//Red Tulip] to [object list v]\nadd [Tulip//Orange Tulip] to [object list v]\nadd [Tulip//White Tulip] to [object list v]\nadd [Tulip//Pink Tulip] to [object list v]\n\n@Damage Blocks//Lava\n\nwhen I receive [layer sort v]\nZ-index Sprite by [-1]\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [set - generate level v]\nwait (0) seconds\nclear graphic effects\nGenerate Damage Blocks\n\ndefine Change costume\nif <(lava costume) = [1]> then\n repeat until <(lava costume) = [20]>\n if <(lava animator) = [3]> then\n set [lava animator v] to [0]\n change [lava costume v] by (1)\n else\n change [lava animator v] by (1)\n end\n switch costume to (lava costume)\n end\nend\nif <(lava costume) = [20]> then\n repeat until <(lava costume) = [1]>\n if <(lava animator) = [3]> then\n set [lava animator v] to [0]\n change [lava costume v] by (-1)\n else\n change [lava animator v] by (1)\n end\n switch costume to (lava costume)\n end\nend\n\ndefine Generate Damage Blocks\nshow\nrepeat (1)\n delete this clone\nend\nset [tile id v] to [1]\nset [tile y v] to ((((Clone Count Y) * (-30)) / (2)) + ((30) / (2)))\nrepeat (Clone Count Y)\n set [tile x v] to ((((Clone Count X) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count X)\n if <(item (tile id) of [tile list v]) = [-1]> then\n create clone of (_myself_ v)\n end\n change [tile x v] by (30)\n change [tile id v] by (1)\n end\n change [tile y v] by (30)\nend\nhide\n\nwhen I start as a clone\ngo to x: (tile x) y: ((tile y) - (1))\nswitch costume to (tile)\nforever\n Change costume\nend\n\n@Damage Blocks//Cactus\n\nwhen I start as a clone\ngo to x: (tile x) y: (tile y)\nswitch costume to (tile)\n\nwhen I receive [set - generate level v]\nwait (0) seconds\nclear graphic effects\nGenerate Damage Blocks\n\ndefine Generate Damage Blocks\nshow\nrepeat (1)\n delete this clone\nend\nset [tile id v] to [1]\nset [tile y v] to ((((Clone Count Y) * (-30)) / (2)) + ((30) / (2)))\nrepeat (Clone Count Y)\n set [tile x v] to ((((Clone Count X) * (-30)) / (2)) + ((30) / (2)))\n repeat (Clone Count X)\n if <(item (tile id) of [tile list v]) = [-2]> then\n create clone of (_myself_ v)\n end\n change [tile x v] by (30)\n change [tile id v] by (1)\n end\n change [tile y v] by (30)\nend\nhide\n\nwhen I receive [layer sort v]\nZ-index Sprite by [-1]\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\n@Music\n\nwhen I receive [menu - close v]\nwait until <(#Gamemode) = (item (4) of [#gamemode v])>\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Minecraft \(cavequest remix\) v] until done\n else\n play sound [Moog City \(Felix Zophar Remix\) v] until done\n end\nend\n\n@THANK YOU\n\nwhen flag clicked\nhide\n\nwhen I receive [set - generate level v]\nif <(#Level) = [11]> then\n go to [front v] layer\n show\nend\n\n@Effects\n\nwhen I receive [layer sort v]\nZ-index Sprite by [-999]\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [set - player spawn v]\nhide\nif <(#Level) = [1]> then\n switch costume to (場面切り替え v)\n show\n set [ghost v] effect to (0)\n repeat (15)\n change [ghost v] effect by ((100) / (15))\n end\nend\nwait until <(#Gamemode) = (item (4) of [#gamemode v])>\nforever\n if <(#Gamemode) = (item (3) of [#gamemode v])> then\n switch costume to (death screen v)\n set [ghost v] effect to (0)\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\n hide\nend\n\nwhen I receive [menu - setup v]\nhide\n\nwhen I receive [menu - close v]\nwait until <(#Frame) = [1]>\nif <(#Gamemode) = (item (3) of [#gamemode v])> then\n show\n switch costume to (soil bg v)\n go to x: (0) y: (0)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nshow\n\n@Weather\n\nwhen I receive [layer sort v]\nif <(cloud_num) = [-1]> then\n Z-index Sprite by [999]\nend\nif <(cloud_num) > [0]> then\n Z-index Sprite by [998]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [menu - close v]\nhide\nset [cloud_num v] to [-1]\ncreate clone of (_myself_ v)\nset [cloud_num v] to [1]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(cloud_num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\nwhen I start as a clone\nif <(cloud_num) = [-1]> then\n show\n forever\n if <(#Daylight cycle) = [Day]> then\n switch costume to (sun v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Sunset]> then\n switch costume to (sunset v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Night]> then\n switch costume to (moon v)\n go to x: ((0) + ((220) * ([cos v] of (((#Frame) / (30)) + (180)) ))) y: ((-250) + ((380) * ([sin v] of ((#Frame) / (30)) )))\n end\n end\nend\nif <(cloud_num) > [0]> then\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [forward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\n end\n switch costume to ((1) + (pick random (1) to (11)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n if <(#Daylight cycle) = [Night]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (20)\n end\n if <(#Gamemode) = (item (1) of [#gamemode v])> then\n end\n change [cloud_num v] by (-1)\n delete this clone\nend\n\n@Backgrounds\n\nwhen I receive [layer sort v]\nZ-index Sprite by [1000]\nif <<(clone id) = [Day]> and <(#Daylight Cycle) = [Day]>> then\n Z-index Sprite by [1001]\nend\nif <<(clone id) = [Sunset]> and <(#Daylight Cycle) = [Sunset]>> then\n Z-index Sprite by [1001]\nend\nif <<(clone id) = [Night]> and <(#Daylight Cycle) = [Night]>> then\n Z-index Sprite by [1001]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [menu - close v]\nhide\nclear graphic effects\nset size to (100) %\nswitch costume to (day v)\ngo to x: (0) y: (0)\nset [clone id v] to [Day]\ncreate clone of (_myself_ v)\nswitch costume to (sunset v)\ngo to x: (0) y: (0)\nset [clone id v] to [Sunset]\ncreate clone of (_myself_ v)\nswitch costume to (night v)\ngo to x: (0) y: (0)\nset [clone id v] to [Night]\ncreate clone of (_myself_ v)\nswitch costume to (cloudy v)\ngo to x: (0) y: (0)\nset [clone id v] to [Cloudy]\ncreate clone of (_myself_ v)\n\nset [#daylight cycle v] to [Sunset]\n\nwhen I start as a clone\nforever\n if <(clone id) = [Day]> then\n if <(#Daylight cycle) = [Day]> then\n show\n clear graphic effects\n end\n if <(#Daylight cycle) = [Sunset]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait until <not <(#Daylight cycle) = [Sunset]>>\n end\n if <(#Daylight cycle) = [Night]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait until <not <(#Daylight cycle) = [Night]>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone id) = [Sunset]> then\n if <(#Daylight cycle) = [Day]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait until <not <(#Daylight cycle) = [Day]>>\n end\n if <(#Daylight cycle) = [Sunset]> then\n show\n clear graphic effects\n end\n if <(#Daylight cycle) = [Night]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait until <not <(#Daylight cycle) = [Night]>>\n end\n end\nend\n\nset [#daylight cycle v] to [Day]\n\nset [#daylight cycle v] to [Night]\n\nwhen I start as a clone\nforever\n if <(clone id) = [Night]> then\n if <(#Daylight cycle) = [Day]> then\n set [ghost v] effect to (100)\n wait until <not <(#Daylight cycle) = [Day]>>\n end\n if <(#Daylight cycle) = [Sunset]> then\n set [ghost v] effect to (100)\n wait until <not <(#Daylight cycle) = [Sunset]>>\n end\n if <(#Daylight cycle) = [Night]> then\n show\n clear graphic effects\n end\n end\nend\n\n@Menu\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [layer sort v]\nif <(clone id) = [Bg#]> then\n Z-index Sprite by [1000]\nend\nif <(clone id) = [_Bg#]> then\n Z-index Sprite by [997]\nend\nif <<(clone id) = [Title#]> or <<(clone id) = [Play]> or <(clone id) = [Select world]>>> then\n Z-index Sprite by [0]\nend\nif <(clone id) = [Splash#]> then\n Z-index Sprite by [-1]\nend\nif <(#Gamemode) = (item (3) of [#gamemode v])> then\n Z-index Sprite by [-1]\nend\n\nwhen I start as a clone\nif <(#Gamemode) = (item (2) of [#gamemode v])> then\n show\n set [menu - select v] to []\n set [menu - selectworld v] to []\n repeat until <not <(#Gamemode) = [Menu - SelectWorld]>>\n if <touching (mouse-pointer v)?> then\n if <not < (clone id) contains [#]?>> then\n set [menu - select v] to (clone id)\n change size by (((90) - (size)) / (5))\n if <mouse down?> then\n if <(clone id) = [Play]> then\n if <not <(Menu - SelectWorld) = []>> then\n start sound [Click v]\n broadcast (Menu - Close v)\n end\n else\n set [menu - selectworld v] to (Menu - Select)\n end\n end\n end\n end\n if <(clone id) = (Menu - SelectWorld)> then\n set [brightness v] effect to (20)\n else\n if <not < (clone id) contains [#]?>> then\n set [brightness v] effect to (0)\n change size by (((80) - (size)) / (5))\n end\n if <(clone id) = (Menu - Select)> then\n set [brightness v] effect to (12)\n end\n end\n end\nend\n\nwhen I receive [menu - setup v]\nhide\nset size to (100) %\nswitch costume to (bg# v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (title# v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (splash# v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset size to (10) %\nswitch costume to (play v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (-20)\ncreate clone of (_myself_ v)\nswitch costume to (select world v)\nset [clone id v] to (costume [name v])\ngo to x: (0) y: (-90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(#Gamemode) = (item (1) of [#gamemode v])> then\n show\n set [menu - select v] to [Play]\n repeat until <not <(#Gamemode) = (item (1) of [#gamemode v])>>\n if <<(clone id) = [Play]> or <(clone id) = [Select world]>> then\n change size by (((90) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n set [brightness v] effect to (0)\n if <<key ((join [enter] []) v) pressed?> or <key (space v) pressed?>> then\n start sound [Click v]\n broadcast (Menu - Close v)\n end\n if <<touching (mouse-pointer v)?> and <<not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>>> then\n if <not < (clone id) contains [#]?>> then\n set [menu - select v] to (clone id)\n change size by (((110) - (size)) / (5))\n if <mouse down?> then\n start sound [Click v]\n broadcast (Menu - Close v)\n end\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [menu - select v] to [Play]\n if <(clone id) = (Menu - Select)> then\n change size by (((110) - (size)) / (5))\n end\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [menu - select v] to [Select world]\n if <(clone id) = (Menu - Select)> then\n change size by (((110) - (size)) / (5))\n end\n end\n if <(clone id) = (Menu - Select)> then\n set [brightness v] effect to (12)\n end\n if <(clone id) = [Splash#]> then\n repeat (10)\n change size by (-0.5)\n end\n repeat (10)\n change size by (0.5)\n end\n end\n end\nend\n\nwhen I receive [menu - close v]\nif <(Menu - Select) = [Play]> then\n set [#gamemode v] to (item (3) of [#gamemode v])\nend\nif <(Menu - Select) = [Select world]> then\n set [#gamemode v] to (item (2) of [#gamemode v])\nend\nhide\nrepeat (1)\n delete this clone\nend\nset size to (100) %\nif <(#Gamemode) = (item (2) of [#gamemode v])> then\n switch costume to (_bg# v)\n set [clone id v] to (costume [name v])\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (_select world# v)\n set [clone id v] to (costume [name v])\n go to x: (0) y: (100)\n create clone of (_myself_ v)\n set size to (50) %\n switch costume to (_plains v)\n set [clone id v] to (costume [name v])\n go to x: (-60) y: (-50)\n create clone of (_myself_ v)\n switch costume to (_desert v)\n set [clone id v] to (costume [name v])\n go to x: (60) y: (-50)\n create clone of (_myself_ v)\n switch costume to (play v)\n set [clone id v] to (costume [name v])\n go to x: (0) y: (-130)\n create clone of (_myself_ v)\nend\n\n@UI\n\nwhen I receive [set - generate level v]\nhide\nclear graphic effects\nrepeat (1)\n delete this clone\nend\nset [ui - select v] to []\nwait until <(Death) > [4]>\ngo to x: (260) y: (140)\nswitch costume to (skip button v)\nset [clone id v] to (costume [name v])\ncreate clone of (_myself_ v)\nif <(Skipped) = [0]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-180)\n switch costume to (subtitle - skip v)\n set [clone id v] to (costume [name v])\n create clone of (_myself_ v)\n go to x: (0) y: (-150)\n switch costume to (background v)\n set [clone id v] to (costume [name v])\n create clone of (_myself_ v)\nend\n\nwhen I receive [layer sort v]\nif <(clone id) = [Skip Button]> then\n Z-index Sprite by [1]\nend\nif <(clone id) = [Background]> then\n Z-index Sprite by [-2]\nend\nif < (clone id) contains [Subtitle]?> then\n Z-index Sprite by [-3]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I receive [menu - setup v]\nhide\nset [skipped v] to [0]\n\nwhen I start as a clone\nwait (0.2) seconds\nif <(clone id) = [Skip Button]> then\n show\n set [j v] to [0]\n repeat (10)\n change x by ((-0.2) * ((j) * (j)))\n change [j v] by (1)\n end\nend\nset [j v] to (#Level)\nrepeat until <not <(j) = (#Level)>>\n if <(clone id) = [Skip Button]> then\n set [ui - select v] to []\n change size by (((100) - (size)) / (5))\n if <touching (mouse-pointer v)?> then\n set [ui - select v] to [Skip Button]\n change size by (((120) - (size)) / (5))\n if <mouse down?> then\n change [skipped v] by (1)\n change [#level v] by (1)\n broadcast (Set - Player Spawn v)\n end\n end\n if <key (t v) pressed?> then\n change [skipped v] by (1)\n change [#level v] by (1)\n broadcast (Set - Player Spawn v)\n end\n end\n if <(clone id) = [Subtitle - Skip]> then\n if <(UI - Select) = [Skip Button]> then\n show\n repeat (15)\n change [ghost v] effect by ((-100) / (15))\n change y by (((-150) - (y position)) / (5))\n end\n wait until <not <(UI - Select) = [Skip Button]>>\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n go to x: (0) y: (-180)\n wait until <(UI - Select) = [Skip Button]>\n end\n end\n if <(clone id) = [Background]> then\n if <(UI - Select) = [Skip Button]> then\n show\n repeat (20)\n change [ghost v] effect by ((-100) / (15))\n end\n wait until <not <(UI - Select) = [Skip Button]>>\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(UI - Select) = [Skip Button]>\n end\n end\nend\n\n | |
Floodwater -- PLATFORMER -- #games #all | @Stage\n\nwhen I receive [start v]\nwait (1) seconds\nset volume to (100) %\nforever\n play sound [Tobu - Colors v] until done\n wait (1) seconds\n play sound [Vexento - Tevo v] until done\nend\n\nwhen I receive [sound v]\nset volume to (0) %\n\nwhen I receive [sound on v]\nset volume to (100) %\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 (70) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [start v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (70) %\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)?> or <touching (moving 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)?> or <touching (moving 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 (gears v)?> or <touching (danger v)?>> or <touching (killer wheel2 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 [start v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nset [change? v] to [0]\nforever\n if <touching (flag v)?> then\n start sound [Ding Sound Effect v]\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen I receive [respawn v]\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (moving danger v)?>> then\n go to x: (-200) y: (-65)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-200) y: (-65)\n end\nend\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Intro\n\nwhen flag clicked\nshow\nstart sound [Tobu - Hope \(Edited\) v]\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nswitch costume to (background v)\nwait (9) seconds\nrepeat (10)\n show\n change [ghost v] effect by (-10)\nend\nhide\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [clone id v] to [1]\nwait (0.03) seconds\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\nwait (0.03) seconds\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n hide\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n go to [front v] layer\n switch costume to (oc v)\n go to x: (1000) y: (0)\n wait (3) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n end\n repeat (140)\n set [brightness v] effect to (0)\n change y by (([sin v] of (Direction) ) * (1))\n change [direction v] by (5)\n point in direction (([tan v] of ((timer) * (120)) ) + (90))\n end\n point in direction (90)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\n end\n repeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\n end\n broadcast (Start v)\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n hide\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n go to [front v] layer\n switch costume to (name logo v)\n go to x: (1000) y: (0)\n wait (2.5) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n end\n repeat (140)\n set [brightness v] effect to (0)\n change y by (([sin v] of (Direction) ) * (1))\n change [direction v] by (5)\n point in direction (([tan v] of ((timer) * (120)) ) + (90))\n end\n point in direction (90)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\n end\n repeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\n end\n hide\nend\n\nwhen I receive [end of intro v]\n\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\n\nwhen I receive [end of intro v]\n\nif <(Clone ID) = [4]> then\n show\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (ending transition v)\n wait (0.03) seconds\n repeat (10)\n show\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n show\n point in direction (90)\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (0)\n switch costume to (flash v)\n go to [front v] layer\n clear graphic effects\n repeat (50)\n change [ghost v] effect by (10)\n end\nend\n\n@Love fave\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@Sun\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (212) y: (166)\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n wait (0.03) seconds\n repeat (10)\n change size by (1.5)\n end\n wait (0.03) seconds\n repeat (10)\n change size by (-1.5)\n end\n wait (0.03) seconds\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Flag\n\nwhen flag clicked\nhide\nswitch costume to (green flag v)\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Stuff\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (34)\nforever\n go to x: (-26) y: (19)\n glide (7) secs to x: (-300) y: (13)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\n\n@Moving ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [4]> then\n switch costume to (costume4 v)\n go to x: (-56) y: (-32)\n repeat until <(costume [number v]) = [5]>\n repeat (40)\n change x by (3)\n end\n repeat (40)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [9]> then\n switch costume to (costume9 v)\n go to x: (-130) y: (-100)\n repeat until <(costume [number v]) = [10]>\n repeat (60)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n broadcast (Sound v)\nelse\n switch costume to (costume1 v)\n broadcast (Sound On v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\n@Moving danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [7]> then\n switch costume to (costume7 v)\n go to x: (-56) y: (-105)\n repeat until <(costume [number v]) = [8]>\n repeat (50)\n change x by (3)\n end\n repeat (50)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n switch costume to (costume10 v)\n go to x: (-126) y: (132)\n repeat until <(costume [number v]) = [11]>\n repeat (80)\n change x by (3)\n end\n repeat (80)\n change x by (-3)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Skip\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\n\nwhen I receive [start v]\nforever\n if <([costume # v] of [ground v]) = [11]> then\n change volume by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(volume) = [90]> then\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.03)\ngo to x: (95) y: (-1000)\nrepeat until <(round (y position)) = [-27]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (5))\nend\nset y to (-27)\n\n | Hello everyone!\n\nWelcome to my first platformer!\n\nInstructions are in game, but here they are just in case:\n-Spam the flag to start the game\n-You are the white cube\n-You can move using the arrow keys (PC)\n-You can go right and left by holding your finger on the side of the screen (mobile)\n-You can jump by holding your finger on the upper half of the screen (mobile)\n-Get to the right side of the screen to go to the next level\n-Don't touch spikes\n-Bounce pads bounce you high up\n\nAll levels are possible\n\nIf you loved and faved, you can do a suggestion for a new level. I'll then add that level to the project, with your name on the screen :)\n\nHave fun! |
避けるplatformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nhide\nforever\n play sound [Calm song v] until done\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [rainbow color v]\nforever\n if <touching (particles v)?> then\n forever\n set [player rainbow v] to [true]\n change [color v] effect by (1)\n end\n end\nend\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nhide\ngo to x: (-210) y: (20)\nshow\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> 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 color (#21b300)?> then\n change y by (1)\n end\n if <touching color (#21b300)?> then\n change y by (1)\n end\n if <touching color (#21b300)?> then\n change y by (1)\n end\n if <touching color (#21b300)?> then\n change y by (1)\n end\n if <touching color (#21b300)?> 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?>> 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 color (#21b300)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n if <not <color (#0c0000) is touching (#21b300)?>> then\n switch costume to (player v)\n end\n end\n end\n change y by (-1)\n if <<touching color (#21b300)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> 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 color (#b9b9b9)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reset v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n if <not <color (#0c0000) is touching (#21b300)?>> then\n switch costume to (player v)\n end\n end\n end\n if <touching (particles v)?> then\n set [color v] effect to (player color effect)\n end\n if <key (space v) pressed?> then\n if <not <(The Level) = [11]>> then\n broadcast (Next Level v)\n change [the level v] by (1)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [thumbnail ready v] to [false]\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [thumbnail ready v] to [true]\nshow\nwait (2) seconds\ngo to x: (0) y: (0)\nbroadcast (start v)\nhide\ngo to [front v] layer\nclear graphic effects\n\n@particles\n\nwhen I start as a clone\nshow\nset [player color effect v] to (pick random (1) to (100))\nset [rainbow color v] to (pick random (1) to (200))\nif <(rainbow color) = [50]> then\n broadcast (rainbow color v)\nend\nswitch costume to (costume1 v)\nset [color v] effect to (player color effect)\ngo to x: (pick random (-180) to (180)) y: (180)\nrepeat until <touching color (#21b300)?>\n change y by (-10)\nend\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\ndelete this clone\n\nwhen I receive [rainbow color v]\nforever\n change [color v] effect by (10)\nend\n\nwhen flag clicked\nhide\nset [player rainbow v] to [false]\nset [rainbow color v] to [0]\nset [player color effect v] to [0]\nforever\n wait (pick random (5) to (10)) seconds\n if <not <(player rainbow) = [true]>> then\n create clone of (_myself_ v)\n end\nend\n\n@notification\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n if <(player rainbow) = [true]> then\n show\n wait (6) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\nend\n\n | Easy. Use the up to jump and the arrows to move.\nDon't touch spikes or lava.\nAdded background\n73 levels\nCan you collect all 10 coins? |
3D&2D, platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Music L1 v] until done\nend\n\n@Mario\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to x: (-210) y: (13)\nset size to (200) %\ngo to [front v] layer\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n end\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\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 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 ((0) - (X))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n start sound [壁キック v]\n if <[0] < (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> and <touching (地面 v)?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n change y by (1)\n if <<<<[-190] > (y position)> or <touching (敵 v)?>> or <touching (マグマ v)?>> or <touching (回り針 v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-186) y: (13)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (ジャンプ台 v)?> then\n set [y v] to [23]\n end\n if <(x position) > [235]> then\n change [ステージ v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-186) y: (13)\n show\n end\n if <<<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> or <key (s v) pressed?>> then\n switch costume to (しゃがむ v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <not <<<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> or <key (s v) pressed?>>> then\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (mariojump v)\n else\n point in direction (90)\n switch costume to (mariowalk1 v)\n repeat until <not <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>\n switch costume to (mariowalk1 v)\n wait (0.1) seconds\n repeat until <(costume [name v]) = [MarioWalk4]>\n next costume\n wait (0.1) seconds\n end\n end\n end\n else\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (mariojump v)\n else\n point in direction (-90)\n repeat until <not <<key (left arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>>\n switch costume to (mariowalk1 v)\n wait (0.1) seconds\n repeat until <(costume [name v]) = [MarioWalk4]>\n next costume\n wait (0.1) seconds\n end\n end\n end\n else\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (mariojump v)\n else\n switch costume to (mariowalk1 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <key (k v) pressed?>\n wait until <not <key (k v) pressed?>>\n go to x: (-210) y: (13)\n change [ステージ v] by (1)\nend\n\n@地面\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@雲\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2)) seconds\nend\n\nwhen I start as a clone\nset [必需品 v] to (pick random (50) to (120))\ngo to x: (280) y: ((170) - (必需品))\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (0) to (50))\ngo to [back v] layer\ngo [forward v] (5) layers\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (90))\nset size to ((85) + ((必需品) / (2))) %\nshow\nrepeat until <(x position) < [-260]>\n change x by ((0) - (round ((必需品) / (15))))\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change x by ((0) - (round ((必需品) / (15))))\nend\ndelete this clone\n\n@敵\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\n\n | ▶️Use Arrows keys or W.A.S.D to move!\nAvoid spikes, lava and pits!\n❤️ + ⭐ if you enjoy!\n\nPLEASE do not advertise\n\n\nThe original got mass-reported so I remade it instead of just making part 2 xD\nPlease don't report this |
Beethoven (platformer) MOBILE FRIENDLY!! | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nplay sound [monodyL v] until done\n\nwhen I receive [lol v]\nplay sound [LFZ - Popsicle \[NCS Release\] v] until done\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-214) y: (125)\n\nwhen I receive [lol v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\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 vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel 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 [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <<(costume [number v]) = [1]> and <touching (sprite1 v)?>> then\n broadcast (Restart v)\n end\n if <key (a v) pressed?> then\n next costume\n wait (0.1) seconds\n end\nend\n\n@download\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (5)\n change size by (-10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (-10)\n wait (0.05) seconds\nend\nrepeat (10)\n turn right (15) degrees\n change size by (-10)\n wait (0.05) seconds\nend\nbroadcast (message1 v)\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [color v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nset size to (10) %\nshow\nrepeat (10)\n change size by (10)\nend\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nbroadcast (lol v)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [lol v]\nwait (pick random (2) to (4)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [lol v]\nforever\n repeat (30)\n change x by (1)\n wait (0.05) seconds\n end\n repeat (30)\n change x by (-1)\n wait (0.05) seconds\n end\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n | Sonic A Platformer\n\nMobile version: https://scratch.mit.edu/projects/727499051/ \n\nUse r to reset the level\nUse m to mute/unmute the music\n\nTurboWarp: turbowarp.org/724938888\n\n-Use the arrows to move\n-Dont touch the spikes\n\nI hope you like the game! |
Alone - Platformer | @Stage\n\nwhen I receive [music v]\nwait (0.1) seconds\nwait until <(level) > [26]>\nbroadcast (Challenge v)\nset [extra levels v] to [1]\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]\nstop [other scripts in sprite v]\nbroadcast (Music 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\nwhen I receive [music v]\nwait (0.1) seconds\nwait until <(level) > [25]>\nstart sound [Cheer v]\nchange [☁ beaten platformer v] by (1)\n\n@Blank\n\nwhen I receive [hard reset v]\nset [personal record v] to [99999]\nset [level v] to [1]\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) > [0]>>> 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) = [31]> then\n go to x: (-240) y: (-105)\nend\n\nwhen I receive [player death v]\ngo to x: (-200) y: (-104)\nif <(pick random (1) to (20)) = [1]> then\n start sound [bruh v]\nelse\n start sound [Crunch v]\nend\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?>>\nwait (0.1) seconds\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) > [40]>>> 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) < [-40]>>> 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) > [0]>>> 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) = [32]> then\n broadcast (End v)\nend\nif <(level) = [26]> then\n broadcast (Game Complete 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) = [27]> 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) = [27]> then\n switch costume to (key door v)\n show\n go to x: (244) y: (33)\n else\n if <(level) = [28]> then\n switch costume to (key door v)\n show\n go to x: (240) y: (-64)\n else\n if <(level) = [29]> then\n switch costume to (key door v)\n show\n go to x: (246) y: (-64)\n else\n if <(level) = [31]> 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) = [27]> then\n show\n go to x: (182) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (128))\n else\n if <(level) = [28]> then\n show\n go to x: (-168) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (70))\n else\n if <(level) = [29]> then\n show\n go to x: (-113) y: ((([sin v] of ((timer) * (150)) ) * (7)) + (84))\n else\n if <(level) = [31]> 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) = [28]> or <<(level) = [29]> or <(level) = [31]>>>>> 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) = [28]> then\n switch costume to ((5) + (switch))\n else\n if <(level) = [29]> then\n switch costume to ((7) + (switch))\n else\n if <(level) = [31]> 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 [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@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)\nset [beaten? v] to [0]\nforever\n broadcast (Delete Text 2 v)\n go to x: (-300) y: (160)\n Write Text (join (level) [/25])\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 [game complete v]\nstop [other scripts in sprite v]\nwait (0) seconds\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\nwhen I receive [challenge v]\nforever\n broadcast (Delete Text 2 v)\n go to x: (-300) y: (160)\n Write Text (join (level) [/31])\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ndelete this clone\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]> and <touching (mouse-pointer v)?>> 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]> and <touching (mouse-pointer v)?>> 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\nwhen I receive [game complete v]\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [challenge v]\ndelete this clone\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 | Part 1: https://scratch.mit.edu/projects/629372491/\nPart 2: https://scratch.mit.edu/projects/634135768/\nPart 4: https://scratch.mit.edu/projects/650839915/\nPart 5: https://scratch.mit.edu/projects/650849246\nPart 6: https://scratch.mit.edu/projects/656069524/\n\n======================================= \n ※Rescue 3※\n=======================================\nʜɪ ᴀʟʟ!!! ᴍᴇ @hern1 ɪs ɢᴏɪɴɢ ᴛᴏ ᴘʀᴇsᴇɴᴛ ᴀ ɴᴇᴡ ʀᴇsᴄᴜᴇ ᴘʀᴏᴊᴇᴄᴛ, ʀᴇsᴄᴜᴇ 3 !!! ᴘʟᴇᴀsᴇ ᴍᴀᴋᴇ ᴛʜɪs ᴏɴ ᴛʀᴇɴᴅɪɴɢ 1sᴛ ᴘᴀɢᴇ.\nʏᴏᴜ ᴡɪʟʟ ғᴇᴇʟ ʙᴀᴅ ɪғ ʏᴏᴜ ᴅᴏɴ'ᴛ ʟᴏᴠᴇ ᴀɴᴅ sᴛᴀʀ.\nʀᴇᴍɪx ᴍᴀᴋᴇ ʏᴏᴜ ʜᴀᴘᴘʏ.\nғᴏʟʟᴏᴡ ᴍᴇ @hern1 ғᴏʀ ᴍᴏʀᴇ ᴀᴍᴀᴢɪɴɢ ᴘʟᴀᴛғᴏʀᴍᴇʀ!!!\nɪ ᴡɪʟʟ ᴅᴏ ᴘᴀʀᴛ 4 ᴡʜᴇɴ ɪ ғɪɴɪsʜ ᴍʏ ᴇxᴀᴍ.\nᴘʟᴀʏ ɪᴛ ᴏɴ ᴛᴜʀʙᴏᴡᴀʀᴘ ɪғ ɪᴛ ɪs ʟᴀɢɢʏ ᴏʀ ᴄʀᴀsʜɪɴɢ.\nᴛʜᴇ ɢᴀᴍᴇ ᴡɪʟʟ ʟᴏᴀᴅ ғᴀsᴛᴇʀ ᴀɴᴅ sᴍᴏᴏᴛʜᴇʀ. https://turbowarp.org/632554962\nᴀᴅᴠᴇʀᴛɪsɪɴɢ ɪs ᴀʟʟᴏᴡᴇᴅ ɪғ ʏᴏᴜ ʟᴏᴠᴇ ᴀɴᴅ sᴛᴀʀ.\nsᴏʀʀʏ ɪғ ᴛʜᴇ ᴡᴀᴛᴇʀ ɪs ɴᴏᴛ ғʟᴏᴡ sᴍᴏᴏᴛʜʟʏ.\n======================================= \n ※Story※\n=======================================\nʏᴏᴜ ʟɪᴠᴇ ʜᴀᴘᴘɪʟʏ ᴡɪᴛʜ ʏᴏᴜʀ ғᴀᴍɪʟʏ...\nᴏɴᴇ ᴅᴀʏ, ʙᴀᴅ ᴘᴇᴏᴘʟᴇ ᴄᴀᴍᴇ...\nᴛʜᴇʏ sᴛᴏʟᴇ ʏᴏᴜʀ ᴘᴀʀᴇɴᴛs.\nʏᴏᴜ ɴᴇᴇᴅ ᴛᴏ ʀᴇsᴄᴜᴇ ᴛʜᴇᴍ!\n=======================================\n ※Stats※\n=======================================\n1 ᴍᴏɴᴛʜ ᴏғ ᴡᴏʀᴋ\n188 ᴀssᴇᴛs\n2173 ʙʟᴏᴄᴋs\n22 sᴘʀɪᴛᴇs ( ɪɴᴄʟᴜᴅᴇᴅ ᴛʜᴇ ʙʟᴀɴᴋ sᴘʀɪᴛᴇ. )\n21 sᴘʀɪᴛᴇs ( ɴᴏᴛ ɪɴᴄʟᴜᴅᴇᴅ ᴛʜᴇ ʙʟᴀɴᴋ sᴘʀɪᴛᴇ. )\n=======================================\n ※Rules※\n=========================================\nᴡ, ᴀ, s, ᴅ ᴛᴏ ᴍᴏᴠᴇ.\nᴀᴠᴏɪᴅ sᴘɪᴋᴇs, sᴀᴡ, ʟᴀᴠᴀ ᴀɴᴅ ᴇɴᴇᴍʏ.\nᴘʀᴇss sᴘᴀᴄᴇ ᴛᴏ ᴜsᴇ ʏᴏᴜʀ sᴡᴏʀᴅ.\nᴛʜᴇ ᴍᴀᴘ ɪs ɪɴ ᴛʜᴇ ᴇɴᴅ ᴏғ ᴛʜᴇ ɢᴀᴍᴇ!!!\nᴊᴜᴍᴘ ᴏɴ ᴛʀᴀᴍᴘᴏʟɪɴᴇ ᴛᴏ ᴊᴜᴍᴘ ʜɪɢʜᴇʀ.\nᴊᴜᴍᴘ ᴏɴ ᴛʜᴇ ᴊᴜᴍᴘ ʙᴏᴏsᴛ ᴛᴏ ᴅᴏ ᴀ ᴅᴏᴜʙʟᴇ ᴊᴜᴍᴘ.\n\n=======================================\n ※ᴄʀᴇᴅɪᴛs※\n =======================================\nᴛʜᴀɴᴋs ᴛᴏ @JC_ProGold ғᴏʀ ᴛʜᴇ sʟɪᴍᴇ ᴄᴏsᴛᴜᴍᴇ. \n \nᴛʜᴀɴᴋs ᴛᴏ ɪ ᴅᴏɴ'ᴛ ᴋɴᴏᴡ ᴡʜᴏ ( ɪғ ʏᴏᴜ ᴋɴᴏᴡ ᴘʟᴇᴀsᴇ\nᴛᴇʟʟ ᴍᴇ. ) ғᴏʀ ᴛʜᴇ ɪɴᴛʀᴏ.\n \nᴛʜᴀɴᴋs ᴛᴏ @-InfinityCode- ғᴏʀ ᴛʜᴇ sʟɪᴍᴇ ᴘᴀʀᴛɪᴄᴀʟ ᴄᴏᴅᴇ ᴀɴᴅ ᴛʜᴇ sʟɪᴍᴇ ᴄᴏᴅᴇ.\n \nᴛʜᴀɴᴋs ᴛᴏ @Tao196 ғᴏʀ ʜᴇʟᴘɪɴɢ ᴍᴇ ғɪxɪɴɢ sᴏᴍᴇ\nɢʟɪᴛᴄʜ.\n\nᴛʜᴇ ʀᴇsᴛ ᴀʟʟ ʙʏ ᴍᴇ.\n \nʟᴏᴠᴇ sᴛᴀʀ ᴀɴᴅ ғᴏʟʟᴏᴡ ғᴏʀ ᴍᴏʀᴇ.\n\n\n\n\nTags ( Ignore ): \n\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#Tutorials #Tutorials #Tutorials #Tutorials #Tutorials \n#games #all #fun #platformer #spikes #awesome #saw\n#lava #text #like #fav #art #follow #hern1 #enjoy #lol #good #water #ground #hope #you #enjoy #thumbnail #music #sword #slime #background #enemy #turbowarp #credits #cave\n#cloud #map #grassland #rescue #map #story #intro #key #door #trampoline #jump #boost #jumpboost #good #awesome #desert #3 |
Explore - Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [マリオ v] until done\nend\n\n@A.私\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-220) y: (-30)\ngo to [back v] layer\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange [ghost v] effect by (100)\n\nwhen [z v] key pressed\n\nwhen flag clicked\n\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(判定) = [生きてる]> then\nend\n\n\nwait until <not <key (space v) pressed?>>\n\nchange size by (10)\n\nwhen flag clicked\nforever\n\nif <key (space v) pressed?> then\n change size by (10)\nend\nwait until <not <key (space v) pressed?>>\n\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nset [敵生存? v] to [はい]\nset [敵生存? v] to [はい]\n\nif <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [壁 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]\nelse\n set [xのやつ v] to [0]\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [判定 v] to [生きてる]\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) < [-160]> or <touching (敵 v)?>> then\n if <not <touching (判定1 v)?>> then\n set [判定 v] to [死]\n start sound [しんじった v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (お亡くなり v)\n wait (2) seconds\n set [判定 v] to [生きてる]\n clear graphic effects\n go to x: (-210) y: (0)\n end\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [xのやつ v] by (-0.7)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [xのやつ v] by (0.7)\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 (道 v)?> or <touching (?ブロック v)?>> then\n change y by (1)\n if <<touching (道 v)?> or <touching (?ブロック v)?>> then\n change y by (1)\n if <<touching (道 v)?> or <touching (?ブロック v)?>> then\n change y by (1)\n if <<touching (道 v)?> or <touching (?ブロック v)?>> then\n change y by (1)\n if <<touching (道 v)?> or <touching (?ブロック v)?>> then\n change y by (1)\n if <<touching (道 v)?> or <touching (?ブロック v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (道 v)?> or <touching (?ブロック 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 [12]\n start sound [じゃんぷ 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 (道 v)?> or <touching (?ブロック 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 change [ステージ v] by (1)\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\n@道\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [next v]\nnext costume\n\n@敵\n\nif <touching (道 v)?> then\n if <[0] < ([y position v] of [a.私 v])> then\n set [敵y v] to [16.3]\n start sound [smb_jump-small v]\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [お亡くなり v]\nif <not <(敵生存?) = [はい]>> then\n clear graphic effects\n hide\n broadcast (判定も隠れrp v)\n wait (2) seconds\n go to x: (230) y: (0)\n broadcast (無 v)\n show\nend\n\nwhen I receive [さよなら的 v]\nset [敵生存? v] to [はい]\nhide\n\nwhen flag clicked\nset [敵生存? v] to [そうだね]\n\nwhen flag clicked\nshow\ngo to x: (230) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nset [敵x v] to [0]\nset [敵y v] to [0]\nforever\n if <(y position) < [-160]> then\n if <<([x position v] of [a.私 v]) < (x position)> and <not <(判定) = [死]>>> then\n change [敵x v] by (-0.25)\n point in direction (-90)\n end\n if <<(x position) < ([x position v] of [a.私 v])> and <not <(判定) = [死]>>> then\n change [敵x v] by (0.25)\n point in direction (90)\n end\n set [敵x v] to ((敵x) * (0.9))\n change x by (敵x)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change x by ((敵x) * (-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 [壁 v]\n if <(敵x) > [0]> then\n set [敵x v] to [-7]\n else\n set [敵x v] to [7]\n end\n set [敵y v] to [15]\n else\n set [敵x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n change y by (1)\n change [敵y v] by (-1)\n change y by (敵y)\n if <touching (道 v)?> then\n change y by ((敵y) * (-1))\n set [敵y v] to [0]\n end\nend\n\nwhen I receive [next v]\nhide\n\n@判定1\n\nwhen flag clicked\nshow\nforever\n go to (敵 v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (99)\nforever\n if <touching (a.私 v)?> then\n if <not <(判定) = [死]>> then\n broadcast (さよなら的 v)\n start sound [Squish v]\n hide\n end\n end\nend\n\nwhen I receive [判定も隠れrp v]\nhide\n\nwhen I receive [無 v]\nshow\n\n@判定2\n\nwhen flag clicked\nforever\n if <(ステージ) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (99)\nforever\n if <(ステージ) = [3]> then\n if <touching (a.私 v)?> then\n broadcast (j v)\n hide\n \n end\n end\nend\n\n@?ブロック\n\nwhen I receive [j v]\nstart sound [Coin v]\nswitch costume to (block2 v)\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <(ステージ) = [3]> then\n show\n else\n hide\n end\nend\n\n@コイン\n\nwhen I receive [j v]\nset [ghost v] effect to (0)\nshow\nglide (0.1) secs to x: (0) y: (75)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@コイン2\n\nwhen flag clicked\nhide\ngo to x: (-70) y: (-80)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(ステージ) = [5]> then\n show\n go to x: (-70) y: (-80)\n if <touching (a.私 v)?> then\n start sound [Coin v]\n glide (0.1) secs to x: (-70) y: (-30)\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (25)\n end\n \n end\n end\nend\n\nset [ghost v] effect to (0)\n\n@コイン3\n\nwhen flag clicked\nhide\ngo to x: (20) y: (-80)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(ステージ) = [5]> then\n show\n go to x: (20) y: (-80)\n if <touching (a.私 v)?> then\n start sound [Coin v]\n glide (0.1) secs to x: (20) y: (-30)\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (25)\n end\n \n end\n end\nend\n\nset [ghost v] effect to (0)\n\n@コイン4\n\nwhen flag clicked\nhide\ngo to x: (110) y: (-80)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(ステージ) = [5]> then\n show\n go to x: (110) y: (-80)\n if <touching (a.私 v)?> then\n start sound [Coin v]\n glide (0.1) secs to x: (110) y: (-30)\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (25)\n end\n \n end\n end\nend\n\nset [ghost v] effect to (0)\n\n@スプライト1\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n go to (a.私 v)\n point in direction ([direction v] of [a.私 v])\nend\n\nwhen flag clicked\nforever\n if <(判定) = [生きてる]> then\n show\n else\n hide\n end\nend\n\n@おさむね\n\nwhen flag clicked\nhide\n\n | Find some amazing level codes you can try to load: https://scratch.mit.edu/discuss/topic/398503/?page=2\n\nThe forum thread is closed because there has been a new version released, you can find it here:\nhttps://scratch.mit.edu/projects/394572893/\n\nUSE THE ARROW KEYS TO SCROLL IN THE EDITOR\ngray blocks are ground, red and saws kill you, yellow is bouncy, blue is water, blue flags are checkpoints, once your done put down a green flag flag to mark the end\nto delete a block, click on "eraser" and tap on the blocks u want to delete\n\nif it looks pixellated, it's because the blocks are using stamp (pen), there are no clones and all collisions are done by calculating\n\nnot moblie friendly, sorry |
Remixable Scrolling Platformer Engine | @Stage\n\nwhen flag clicked\nforever\n play sound [Adventures v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n set [ghost v] effect to (100)\n set size to (100) %\nend\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (161)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Warriyo - Mortals \(feat. Laura Brehm\) \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\n@Décor\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n repeat (25)\n change y by (1)\n end\n repeat (25)\n change y by (-1)\n end\nend\n\nwhen I receive [new costume v]\nnext costume\nrepeat (10)\n change y by (-20)\nend\ngo to x: (0) y: (-180)\nrepeat (10)\n change y by (20)\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n repeat (25)\n change y by (1)\n end\n repeat (25)\n change y by (-1)\n end\nend\n\nwhen I receive [new costume v]\nnext costume\nrepeat (10)\n change y by (-20)\nend\ngo to x: (0) y: (-180)\nrepeat (10)\n change y by (20)\nend\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n repeat (25)\n change y by (1)\n end\n repeat (25)\n change y by (-1)\n end\nend\n\nwhen I receive [new costume v]\nnext costume\nrepeat (10)\n change y by (-20)\nend\nrepeat (10)\n change y by (20)\nend\n\n | Part 1: https://scratch.mit.edu/projects/629372491/\nPart 3: https://scratch.mit.edu/projects/640642835/\nPart 4: https://scratch.mit.edu/projects/650839915/\n\n======================================= \n ※Rescue 2※\n=======================================\nʜɪ ᴀʟʟ!!! ᴍᴇ @hern1 ɪs ɢᴏɪɴɢ ᴛᴏ ᴘʀᴇsᴇɴᴛ ᴀ ɴᴇᴡ ʀᴇsᴄᴜᴇ ᴘʀᴏᴊᴇᴄᴛ, ʀᴇsᴄᴜᴇ 2 !!! ᴘʟᴇᴀsᴇ ᴍᴀᴋᴇ ᴛʜɪs ᴏɴ ᴛʀᴇɴᴅɪɴɢ 1sᴛ ᴘᴀɢᴇ.\nʏᴏᴜ ᴡɪʟʟ ғᴇᴇʟ ʙᴀᴅ ɪғ ʏᴏᴜ ᴅᴏɴ'ᴛ ʟᴏᴠᴇ ᴀɴᴅ sᴛᴀʀ.\nʀᴇᴍɪx ᴍᴀᴋᴇ ʏᴏᴜ ʜᴀᴘᴘʏ.\nғᴏʟʟᴏᴡ ᴍᴇ @hern1 ғᴏʀ ᴍᴏʀᴇ ᴀᴍᴀᴢɪɴɢ ᴘʟᴀᴛғᴏʀᴍᴇʀ!!!\nɪ ᴡɪʟʟ ᴅᴏ ᴘᴀʀᴛ 3 ᴡʜᴇɴ ɪᴛ ʀᴇᴀᴄʜ 100 ʟᴏᴠᴇs.\nᴘʟᴀʏ ɪᴛ ᴏɴ ᴛᴜʀʙᴏᴡᴀʀᴘ ɪғ ɪᴛ ɪs ʟᴀɢɢʏ ᴏʀ ᴄʀᴀsʜɪɴɢ.\nᴛʜᴇ ɢᴀᴍᴇ ᴡɪʟʟ ʟᴏᴀᴅ ғᴀsᴛᴇʀ ᴀɴᴅ sᴍᴏᴏᴛʜᴇʀ. https://turbowarp.org/632554962\nᴀᴅᴠᴇʀᴛɪsɪɴɢ ɪs ᴀʟʟᴏᴡᴇᴅ ɪғ ʏᴏᴜ ʟᴏᴠᴇ ᴀɴᴅ sᴛᴀʀ.\nsᴏʀʀʏ ɪғ ᴛʜᴇ ᴡᴀᴛᴇʀ ɪs ɴᴏᴛ ғʟᴏᴡ sᴍᴏᴏᴛʜʟʏ.\n======================================= \n ※Story※\n=======================================\nʏᴏᴜ ʟɪᴠᴇ ʜᴀᴘᴘɪʟʏ ᴡɪᴛʜ ʏᴏᴜʀ ғᴀᴍɪʟʏ...\nᴏɴᴇ ᴅᴀʏ, ʙᴀᴅ ᴘᴇᴏᴘʟᴇ ᴄᴀᴍᴇ...\nᴛʜᴇʏ sᴛᴏʟᴇ ʏᴏᴜʀ ᴘᴀʀᴇɴᴛs.\nʏᴏᴜ ɴᴇᴇᴅ ᴛᴏ ʀᴇsᴄᴜᴇ ᴛʜᴇᴍ!\n=======================================\n ※Stats※\n=======================================\n1 ᴍᴏɴᴛʜ ᴏғ ᴡᴏʀᴋ\n156 ᴀssᴇᴛs\n2090 ʙʟᴏᴄᴋs\n21 sᴘʀɪᴛᴇs ( ɪɴᴄʟᴜᴅᴇᴅ ᴛʜᴇ ʙʟᴀɴᴋ sᴘʀɪᴛᴇ. )\n20 sᴘʀɪᴛᴇs ( ɴᴏᴛ ɪɴᴄʟᴜᴅᴇᴅ ᴛʜᴇ ʙʟᴀɴᴋ sᴘʀɪᴛᴇ. )\n=======================================\n ※Rules※\n=========================================\nᴡ, ᴀ, s, ᴅ ᴛᴏ ᴍᴏᴠᴇ.\nᴀᴠᴏɪᴅ sᴘɪᴋᴇs, sᴀᴡ, ʟᴀᴠᴀ ᴀɴᴅ ᴇɴᴇᴍʏ.\nᴘʀᴇss sᴘᴀᴄᴇ ᴛᴏ ᴜsᴇ ʏᴏᴜʀ sᴡᴏʀᴅ.\nᴛʜᴇ ᴍᴀᴘ ɪs ɪɴ ᴛʜᴇ ᴇɴᴅ ᴏғ ᴛʜᴇ ɢᴀᴍᴇ!!!\nᴊᴜᴍᴘ ᴏɴ ᴛʀᴀᴍᴘᴏʟɪɴᴇ ᴛᴏ ᴊᴜᴍᴘ ʜɪɢʜᴇʀ.\nᴊᴜᴍᴘ ᴏɴ ᴛʜᴇ ᴊᴜᴍᴘ ʙᴏᴏsᴛ ᴛᴏ ᴅᴏ ᴀ ᴅᴏᴜʙʟᴇ ᴊᴜᴍᴘ.\n\n=======================================\n ※ᴄʀᴇᴅɪᴛs※\n =======================================\nᴛʜᴀɴᴋs ᴛᴏ @JC_ProGold ғᴏʀ ᴛʜᴇ sʟɪᴍᴇ ᴄᴏsᴛᴜᴍᴇ. \n \nᴛʜᴀɴᴋs ᴛᴏ ɪ ᴅᴏɴ'ᴛ ᴋɴᴏᴡ ᴡʜᴏ ( ɪғ ʏᴏᴜ ᴋɴᴏᴡ ᴘʟᴇᴀsᴇ\nᴛᴇʟʟ ᴍᴇ. ) ғᴏʀ ᴛʜᴇ ɪɴᴛʀᴏ.\n \nᴛʜᴀɴᴋs ᴛᴏ @-InfinityCode- ғᴏʀ ᴛʜᴇ sʟɪᴍᴇ ᴘᴀʀᴛɪᴄᴀʟ ᴄᴏᴅᴇ ᴀɴᴅ ᴛʜᴇ sʟɪᴍᴇ ᴄᴏᴅᴇ.\n \nᴛʜᴀɴᴋs ᴛᴏ @Tao196 ғᴏʀ ʜᴇʟᴘɪɴɢ ᴍᴇ ғɪxɪɴɢ sᴏᴍᴇ\nɢʟɪᴛᴄʜ.\n\nᴛʜᴇ ʀᴇsᴛ ᴀʟʟ ʙʏ ᴍᴇ.\n \nʟᴏᴠᴇ sᴛᴀʀ ᴀɴᴅ ғᴏʟʟᴏᴡ ғᴏʀ ᴍᴏʀᴇ.\n\n\n\n\nTags ( Ignore ): \n\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#All #Games #Trending #All #Games #Trending\n#Tutorials #Tutorials #Tutorials #Tutorials #Tutorials \n#games #all #fun #platformer #spikes #awesome #saw\n#lava #text #like #fav #art #follow #hern1 #enjoy #lol #good #water #ground #hope #you #enjoy #thumbnail #music #sword #slime #background #enemy #turbowarp #credits #cave\n#cloud #map #grassland #rescue #map #story #intro \n |
Gray Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (stars v)\n\nwhen I receive [background v]\nif <(level) = [4]> then\n switch backdrop to (cave 1 v)\n if <(level) = [5]> then\n switch backdrop to (cave 2 v)\n end\n if <(level) = [6]> then\n switch backdrop to (cave 3 v)\n end\n if <(level) = [7]> then\n switch backdrop to (backdrop1 v)\n end\nelse\n switch backdrop to (backdrop1 v)\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch backdrop to (cave 1 v)\n end\n if <(level) = [5]> then\n switch backdrop to (cave 2 v)\n end\n if <(level) = [6]> then\n switch backdrop to (cave 3 v)\n end\n if <(level) = [7]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\nend\n\nif then\nend\n\n@anti-lag\n\n@anti-lag2\n\n@anti-lag3\n\n@INTRO 2\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nrepeat (10)\n create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\npoint in direction (90)\nset size to (10) %\nshow\nrepeat (9)\n show\n change size by (10)\nend\nrepeat (72)\n turn right (5) degrees\nend\nrepeat (72)\n turn left (5) degrees\nend\nwait (0.3) seconds\nrepeat (10)\n change size by (-10)\nend\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\npoint in direction (90)\nset size to (100) %\nshow\nrepeat (7)\n wait (0.3) seconds\n next costume\nend\nhide\nbroadcast (background v)\nwait (0.2) seconds\nbroadcast (start v)\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (60)\ngo to (random position v)\nforever\n glide (4) secs to (random position v)\nend\n\nwhen I start as a clone\nwait (8.5) seconds\ndelete this clone\n\nwhen I receive [hide v]\nhide\n\n@player\n\nwhen I receive [start v]\nforever\n set [timer 2 v] to (Time:)\n if <[11] = (level)> then\n stop [this script v]\n end\n if <[11] = (level)> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow variable [time: v]\nset volume to (100) %\nreset timer\nset size to (100) %\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nset [deaths v] to [0]\nforever\n change [y v] by (-1)\n if <not <touching (water v)?>> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(clones of player) = [big]> then\n switch costume to (3 v)\n end\n if <(clones of player) = [small]> then\n switch costume to (6 v)\n end\n change [x v] by (-1)\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 if <(clones of player) = [big]> then\n switch costume to (2 v)\n end\n if <(clones of player) = [small]> then\n switch costume to (6 v)\n end\n change [x v] by (1)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n create clone of (_myself_ v)\n set [y v] to [16]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (floor 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 (floor v)?>> or <<<mouse down?> and <(mouse y) > (y position)>> and <touching (floor v)?>>> then\n set [y v] to [14]\n end\n change y by (1)\n if <<touching (obsticals v)?> or <<<touching (saw v)?> or <touching (sprite3 v)?>> or <<touching (saw2 v)?> or <<touching (enemy v)?> or <touching (lava v)?>>>>> then\n broadcast (death v)\n set [x v] to [0]\n set [y v] to [0]\n repeat (20)\n change y by (2)\n change [ghost v] effect by (5)\n end\n wait (0) seconds\n set [ghost v] effect to (0)\n go to x: (-217) y: (-20)\n end\n if <touching (launch pad v)?> then\n set [y v] to [20]\n end\n if <not <<key (down arrow v) pressed?> or <<<key (s v) pressed?> or <<key (s v) pressed?> or <<key (d v) pressed?> or <key (w v) pressed?>>>> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n switch costume to (1 v)\n end\n if <<(x position) > [210]> and <not <(level) = [11]>>> then\n go to x: (-217) y: (-20)\n change [level v] by (1)\n wait (0.2) seconds\n set [x v] to [0]\n set [y v] to [0]\n broadcast (net lv v)\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<<mouse down?> and <(mouse y) < (y position)>> or <<mouse down?> and <touching (mouse-pointer v)?>>>> then\n switch costume to (6 v)\n set [clones of player v] to [small]\n end\n if <not <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<<mouse down?> and <(mouse y) > (y position)>> or <<mouse down?> and <touching (mouse-pointer v)?>>>>> then\n set [clones of player v] to [big]\n end\n if <touching (back pushy thingy v)?> then\n set [x v] to [-20]\n end\n if <touching (foward pushy thingy v)?> then\n set [x v] to [20]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n create clone of (_myself_ v)\n end\n end\n if <touching (sprite1 v)?> then\n set [y v] to [18]\n end\nend\n\nwhen I start as a clone\nif <(clones of player) = [big]> then\n switch costume to (7 v)\nend\nif <(clones of player) = [small]> then\n switch costume to (8 v)\nend\nset size to (100) %\nrepeat (5)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [death v]\nplay sound [Crunch v] until done\n\nwhen I receive [net lv v]\ngo to x: (-217) y: (-20)\n\nwhen flag clicked\nforever\n if <not <<key (down arrow v) pressed?> or <<<key (s v) pressed?> or <<key (s v) pressed?> or <<key (d v) pressed?> or <key (w v) pressed?>>>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>> then\n switch costume to (1 v)\n end\nend\n\nwait (0) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n set [time: v] to (timer)\n if <[11] = (level)> then\n stop [this script v]\n end\n if <[11] = (level)> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide variable [time: v]\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nset [x v] to [0]\n\nwhen I receive [start v]\nforever\n play sound [Treenan v] until done\nend\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (pick random (0) to (100))\ngo to [back v] layer\nshow\nswitch costume to (pick random (1) to (2))\nset size to (pick random (50) to (90)) %\nset [ghost v] effect to (30)\nglide (0) secs to x: (400) y: (y position)\nglide (11) secs to x: (-400) y: (y position)\nrepeat (100)\n change x by (-10)\nend\n\nwhen I receive [start v]\n\nwhen I start as a clone\nwait (8) seconds\ndelete this clone\n\nwhen flag clicked\nwait (8) seconds\nset [brightness v] effect to (0)\ngo to [back v] layer\nset size to (30) %\nforever\n go to x: (200) y: (pick random (160) to (70))\n wait (1) seconds\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\nend\n\n@launch pad\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nset size to (75) %\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwait (0.01) seconds\n\nswitch costume to (costume3 v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\nplay sound [Big Boing v] until done\n\nwhen I receive [start v]\npoint in direction (90)\nforever\n if <(level) = [2]> then\n go to x: (-38) y: (22)\n show\n end\n if <(level) = [3]> then\n hide\n end\n if <(level) = [4]> then\n go to x: (-190) y: (-84)\n show\n end\n if <(level) = [5]> then\n hide\n end\n if <(level) = [8]> then\n show\n go to x: (-131) y: (-82)\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [10]> then\n go to x: (-130) y: (-82)\n show\n end\n if <(level) = [11]> then\n go to x: (0) y: (-82)\n show\n end\nend\n\npoint in direction (90)\n\nwait (0.5) seconds\n\nshow\n\nwait (0.08) seconds\nswitch costume to (costume2 v)\nwait (0.08) seconds\nswitch costume to (costume1 v)\n\n@obsticals\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nshow\nforever\n switch costume to (level)\nend\n\n@shadow objects\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [11]> then\n go to [front v] layer\n end\nend\n\n@floor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@start\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nset [brightness v] effect to (60)\nset [ghost v] effect to (0)\ngo to x: (-309) y: (186)\nshow\nset size to (150) %\nforever\n repeat (10)\n change size by (3)\n wait (0) seconds\n end\n wait (2) seconds\n repeat (10)\n wait (0) seconds\n change size by (-3)\n end\n wait (2) seconds\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (200) y: (158)\ngo to [front v] layer\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(level) = [11]>>> then\n broadcast (start point v)\n broadcast (net lv v)\n broadcast (skipped v)\n change [level v] by (1)\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(level) = [11]>>>>\n end\nend\n\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (200) y: (158)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@timmer stuff\n\nwhen I receive [start v]\nforever\n set [timer 2 v] to (Time:)\n if <<(☁ top speed) > (timer 2)> and <[11] = (level)>> then\n set [☁ top speed v] to (timer 2)\n set [☁ name of speed runner v] to (username)\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [skipped v]\nset [timer 2 v] to [99999999999999999999999999999999999999999]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set [☁ name of speed runner v] to (☁ name of speed runner)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [5]> then\n show\n go to x: (0) y: (-30)\n forever\n show\n repeat (5)\n change y by (5)\n wait (0) seconds\n end\n wait (1) seconds\n repeat (5)\n change y by (-5)\n wait (0) seconds\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@coin\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nshow\n\nwhen I receive [net lv v]\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n if <(level) = [2]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (-163) y: (140)\n show\n set [ghost v] effect to (0)\n stop [this script v]\n end\n if <(level) = [3]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [start v]\nforever\n if <(level) = [3]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (93) y: (10)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [4]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [4]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (0) y: (94)\n show\n set [ghost v] effect to (0)\n stop [this script v]\n end\n if <(level) = [5]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [5]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (0) y: (-60)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [6]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [7]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (70) y: (110)\n show\n set [ghost v] effect to (0)\n stop [this script v]\n end\n if <(level) = [8]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [8]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (154) y: (118)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [9]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [9]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (43) y: (111)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [10]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n wait (0) seconds\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n end\nend\n\nplay sound [Collect v] until done\n\nset [thing v] to [0]\nwait (0.1) seconds\nchange [thing v] by (1)\nwait (0) seconds\nset [thing v] to [0]\n\nset [thing v] to [0]\nwait (0.1) seconds\nchange [thing v] by (1)\nwait (0) seconds\nset [thing v] to [0]\n\nwhen flag clicked\nforever\n next costume\n wait (0) seconds\nend\n\nwhen I receive [net lv v]\nforever\n if <touching (player v)?> then\n play sound [Collect v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [10]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (-127) y: (143)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [11]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [11]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (0) y: (78)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [12]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n wait (.2) seconds\n wait (0) seconds\n go to x: (0) y: (-30)\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\n if <(level) = [6]> then\n stop [this script v]\n end\nend\n\nwait (0) seconds\n\n@back pushy thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n show\n go to x: (85) y: (-92)\n end\n if <(level) = [7]> then\n show\n go to x: (75) y: (70)\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 hide\n end\n if <(level) = [11]> then\n show\n go to x: (65) y: (-82)\n end\nend\n\nif <(level) = [2]> then\n go to x: (142) y: (-96)\n show\nend\nif <(level) = [3]> then\n hide\nend\n\nhide\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <[3] = (level)> then\n show\n forever\n go to x: (-93) y: (-170)\n repeat (20)\n change y by (1)\n wait (0.1) seconds\n end\n repeat (20)\n change y by (-1)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[4] = (level)> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@INTRO 3\n\nwhen I start as a clone\nshow\nforever\n if <[0] = (my variable)> then\n set [my variable v] to [1]\n glide (1) secs to x: (-150) y: (-274)\n hide\n wait (1.5) seconds\n show\n glide (0.8) secs to x: (-150) y: (274)\n delete this clone\n end\n if <[1] = (my variable)> then\n set [my variable v] to [2]\n glide (1) secs to x: (150) y: (274)\n hide\n wait (1.5) seconds\n show\n glide (0.8) secs to x: (150) y: (-274)\n delete this clone\n end\n if <[2] = (my variable)> then\n set [my variable v] to [3]\n glide (1) secs to x: (300) y: (100)\n hide\n wait (1.3) seconds\n show\n glide (1) secs to x: (-300) y: (100)\n delete this clone\n end\n if <[3] = (my variable)> then\n set [my variable v] to [4]\n glide (1) secs to x: (-300) y: (-100)\n hide\n wait (1.3) seconds\n show\n glide (1) secs to x: (300) y: (-100)\n delete this clone\n end\n if <[4] = (my variable)> then\n repeat (2)\n switch costume to (costume3 v)\n show\n set size to (10) %\n repeat (20)\n change size by (10)\n end\n hide\n wait (2) seconds\n end\n stop [this script v]\n end\nend\n\nwait (0.) seconds\n\nshow\n\nset size to (2) %\n\ncreate clone of (_myself_ v)\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nset [my variable v] to [0]\n\nwhen flag clicked\nhide\nset [my variable v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nwait (0.3) seconds\ngo to x: (-150) y: (274)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-274)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (1) seconds\nswitch costume to (costume1 v)\ngo to x: (-300) y: (100)\ncreate clone of (_myself_ v)\ngo to x: (300) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (1.3) seconds\nswitch costume to (costume3 v)\ngo to x: (200) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (-200) y: (0)\ncreate clone of (_myself_ v)\n\n@INTRO 1\n\nwhen flag clicked\nerase all\nset pen color to (#808080)\nerase all\nset pen size to (20)\nforever\n pen down\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nwait (0) seconds\nerase all\n\nwhen flag clicked\nerase all\ncreate clone of (_myself_ v)\nset size to (2) %\nwait (0.1) seconds\ngo to x: (-240) y: (180)\nglide (1.2) secs to x: (240) y: (180)\nglide (1.2) secs to x: (240) y: (-180)\nglide (1.2) secs to x: (-240) y: (-180)\nglide (1.2) secs to x: (-240) y: (180)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nerase all\nrepeat (40)\n change pen size by (15)\n wait (0) seconds\nend\nwait (0.3) seconds\nstop [other scripts in sprite v]\nerase all\n\nwhen flag clicked\nplay sound [Richard Caddock, WRLD, Nitro Fun, Slippy & Subtact - Break The Silence v] until done\n\n@foward pushy thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [6]> then\n go to x: (-95) y: (-90)\n show\n end\n if <(level) = [7]> then\n hide\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 go to x: (-200) y: (-90)\n show\n end\n if <(level) = [11]> then\n go to x: (-65) y: (-82)\n show\n end\nend\n\nif <(level) = [2]> then\n go to x: (-46) y: (-36)\n show\nend\nif <(level) = [3]> then\n hide\nend\nif <(level) = [4]> then\n go to x: (0) y: (-20)\n show\nend\nif <(level) = [5]> then\n hide\nend\n\n@like and love\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n wait (pick random (30) to (45)) seconds\n show\n go to [front v] layer\n set [ghost v] effect to (30)\n go to x: (-150) y: (170)\n repeat (10)\n wait (0) seconds\n change y by (-5)\n end\n play sound [Collect v] until done\n wait (1) seconds\n repeat (15)\n wait (0) seconds\n change y by (5)\n end\n hide\nend\n\n@enemy\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (0.25) seconds\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-.5)\n change [brightness v] effect by (5)\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [dye v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [9]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [start v]\nglide (0) secs to x: (165) y: (-97)\nhide\nforever\n if <(level) = [8]> then\n forever\n if <(level) = [8]> then\n show\n switch costume to (costume3 v)\n glide (0.9) secs to x: (80) y: (-97)\n switch costume to (costume2 v)\n glide (0.9) secs to x: (165) y: (-97)\n else\n set rotation style [left-right v]\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [8]> then\n forever\n if <(level) = [8]> then\n show\n wait (0) seconds\n create clone of (_myself_ v)\n else\n hide\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n go to (enemy v)\n if <(level) = [8]> then\n show\n end\n if <touching (player v)?> then\n broadcast (dye v)\n wait (0) seconds\n hide\n stop [this script v]\n end\nend\n\n | Welcome to my first project! I really hope that you enjoy it!\nThe goal is to help ~Breeze~ the cube get back to the clouds.\nArrow keys to move left, right jump etc.\nDon't touch the lava!\nThe blue is bouncy |
Wizard || A Platformer #Games | @Stage\n\nwhen I receive [clearalllists v]\nset [save code v] to []\ndelete all of [aboveblocktype v]\ndelete all of [aboveblockx v]\ndelete all of [aboveblocky v]\ndelete all of [blocktype v]\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [bombx v]\ndelete all of [bomby v]\ndelete all of [breakx v]\ndelete all of [breaky v]\ndelete all of [deleteblocklist v]\ndelete all of [deleteenemylist v]\ndelete all of [deleteitemlist v]\ndelete all of [enemydir v]\ndelete all of [enemyextra v]\ndelete all of [enemystate v]\ndelete all of [enemytype v]\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [enemyyvel v]\ndelete all of [entype v]\ndelete all of [enx v]\ndelete all of [eny v]\ndelete all of [hotbar v]\ndelete all of [itemdirection v]\ndelete all of [itemlist v]\ndelete all of [itemstate v]\ndelete all of [itemtype v]\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemyvelocity v]\ndelete all of [particlemakedir v]\ndelete all of [particlemaketype v]\ndelete all of [particlemakex v]\ndelete all of [particlemakey v]\ndelete all of [pipedir v]\ndelete all of [pipetype v]\ndelete all of [pipex v]\ndelete all of [pipey v]\ndelete all of [semitype v]\ndelete all of [semix v]\ndelete all of [semiy v]\ndelete all of [uniquebounce v]\ndelete all of [uniquestate v]\ndelete all of [uniquetype v]\ndelete all of [uniquex v]\ndelete all of [uniquey v]\ndelete all of [untype v]\ndelete all of [unx v]\ndelete all of [uny v]\ndelete all of [enkey v]\ndelete all of [enemykey v]\ndelete all of [pipestate v]\n\nwhen flag clicked\nstart sound [Home v]\nforever\n wait (0.1) seconds\n if <<<<(EditMode) = [0]> and <(AllowMovement) = [1]>> and <<(Dead) = [0]> and <(HitGoal) = [0]>>> and <(Menu) = [0]>> then\n wait (0.1) seconds\n if <<(Timer) < [100]> and <(HurryUpPlayed?) = [0]>> then\n if <(EditMode) = [0]> then\n set [hurryupplayed? v] to [1]\n play sound [100 Seconds v] until done\n end\n else\n if <(StarTimer) > [0]> then\n if <(EditMode) = [0]> then\n play sound [Star v] until done\n end\n else\n if <(PTimer) > [0]> then\n if <(EditMode) = [0]> then\n play sound [PSwitch v] until done\n end\n else\n if <<<(EditMode) = [0]> and <(AllowMovement) = [1]>> and <<(Dead) = [0]> and <(HitGoal) = [0]>>> then\n if <<(CurrentTheme) = [1]> or <(CurrentTheme) = [6]>> then\n if <(EditMode) = [0]> then\n play sound [1/6 v] until done\n end\n end\n if <<(CurrentTheme) = [2]> or <(CurrentTheme) = [5]>> then\n if <(EditMode) = [0]> then\n play sound [2/5 v] until done\n end\n end\n if <<(CurrentTheme) = [4]> or <(CurrentTheme) = [12]>> then\n if <(EditMode) = [0]> then\n play sound [4/12 v] until done\n end\n end\n if <(CurrentTheme) = [7]> then\n if <(EditMode) = [0]> then\n play sound [7 v] until done\n end\n end\n if <(CurrentTheme) = [3]> then\n if <(EditMode) = [0]> then\n play sound [3 v] until done\n end\n end\n if <(CurrentTheme) = [9]> then\n if <(EditMode) = [0]> then\n play sound [9 v] until done\n end\n end\n if <(CurrentTheme) = [10]> then\n if <(EditMode) = [0]> then\n play sound [10 v] until done\n end\n end\n if <(CurrentTheme) = [11]> then\n if <(EditMode) = [0]> then\n play sound [11 v] until done\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Empty\n\nbroadcast (Save Code v)\n\nbroadcast (ClearLevel v)\n\n@Player\n\nwhen I receive [player update v]\nshow\nset [movedbyconveyer v] to [0]\nchange [gametimer v] by (0.01)\nset [noclipping v] to [0]\nchange y by (1)\nif <(EditMode) = [0]> then\n go to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\n set rotation style [don't rotate v]\n if <<<(y position) < [-168]> or <(((y position) - (MapY)) / (32)) < (CurrentLavaLevel)>> and <<(Dead) = [0]> and <<(AllowMovement) = [1]> and <(AllowControl) = [1]>>>> then\n broadcast (Death v)\n broadcast (Environment Update v)\n stop [this script v]\n end\n if <(StarTimer) > [0]> then\n change [startimer v] by ((-1) / (30))\n set [color v] effect to ((round ((((GameTimer) * (720)) mod (200)) / (25))) * (25))\n if <(StarTimer) < [0]> then\n set [startimer v] to [0]\n stop all sounds\n clear graphic effects\n end\n end\n if <(AllowControl) = [1]> then\n change [timer v] by ((-1) / (30))\n if <<((Timer) + ((1) / (30))) > [100]> and <(Timer) < [100]>> then\n stop all sounds\n end\n if <(Timer) < [0]> then\n set [timer v] to [0]\n broadcast (Death v)\n end\n end\n if <(AllowMovement) = [1]> then\n if <(PTimer) > [0]> then\n change [ptimer v] by ((-1) / (30))\n if <(PTimer) < [0]> then\n set [ptimer v] to [0]\n stop all sounds\n end\n end\n if <(MaintainClimbing) = [1]> then\n set [crouching v] to [0]\n if <(Powerup) = [None]> then\n set [small v] to [1]\n else\n set [small v] to [0]\n end\n PlayerHitboxSwitch\n Climbing\n else\n set [small v] to [0]\n if <(Crouching) = [1]> then\n switch costume to (standhitbox v)\n change y by (2)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n switch costume to (crouchhitbox v)\n set [small v] to [1]\n else\n set [crouching v] to [0]\n end\n change y by (-2)\n end\n PlayerHitboxSwitch\n if <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n if <(Powerup) = [J]> then\n FrogMovement\n else\n SwimmingYMovement\n end\n else\n YMovement\n if <(y position) > [160]> then\n set y to (160)\n end\n PlayerHitboxSwitch\n XMovement\n end\n if <<(Drifting) = [1]> and <((GameTimer) mod (0.02)) < [0.01]>> then\n add ((((x position) + ((XVel) * (-5))) - (MapX)) / (32)) to [particlemakex v]\n add ((((y position) - (18)) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\n start sound [skid v]\n end\n end\n end\nend\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nset y to ((round (y position)) - (1))\nif <<(MaintainClimbing) = [0]> and <(Climbing) = [1]>> then\n set [climbing v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [3]\n end\nend\nset [maintainclimbing v] to [0]\nbroadcast (Environment Update v)\n\ndefine XMovement\nset [drifting v] to [0]\nif <(SlidingExtra) > [0]> then\n set [xvel v] to ((XVel) / (1.08))\nelse\n if <(Crouching) = [1]> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <<key (space v) pressed?> and <(AllowControl) = [1]>> then\n set [xvel v] to ((XVel) / (1.2))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\n end\nend\nif <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> and <(AllowControl) = [1]>> then\n if <<(YVel) = [0]> or <<(YVel) = (Gravity)> or <<(RaccoonFloat) > [0]> or <(RaccoonFlight) > [0]>>>> then\n point in direction (-90)\n end\n if <<(Crouching) = [0]> and <(SlidingExtra) = [0]>> then\n if <<key (space v) pressed?> and <(AllowControl) = [1]>> then\n change [xvel v] by (-1.2)\n if <<(XVel) > [-1.2]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n change [xvel v] by (1.15)\n set [drifting v] to [1]\n end\n else\n change [xvel v] by (-0.8)\n if <<(XVel) > [-0.7]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n change [xvel v] by (0.799)\n set [drifting v] to [1]\n end\n end\n end\nend\nif <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <(AllowControl) = [1]>> then\n if <<(YVel) = [0]> or <<(YVel) = (Gravity)> or <<(RaccoonFloat) > [0]> or <(RaccoonFlight) > [0]>>>> then\n point in direction (90)\n end\n if <<(Crouching) = [0]> and <(SlidingExtra) = [0]>> then\n if <<key (space v) pressed?> and <(AllowControl) = [1]>> then\n change [xvel v] by (1.2)\n if <<(XVel) < [1.2]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n change [xvel v] by (-1.15)\n set [drifting v] to [1]\n end\n else\n change [xvel v] by (0.8)\n if <<(XVel) < [0.7]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n change [xvel v] by (-0.799)\n set [drifting v] to [1]\n end\n end\n end\nend\nif <(RaccoonFlight) > [0]> then\n if <([abs v] of (XVel) ) > [5.8]> then\n set [xvel v] to ((([abs v] of (XVel) ) / (XVel)) * (5.8))\n end\nend\nif <<<<(Powerup) = [J]> and <<(Crouching) = [0]> and <(SlidingExtra) = [0]>>> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> and <((((PlayerTimer) * (15)) mod (3)) + (1)) < [1.4]>> then\n set [xvel v] to ((XVel) / (2))\nend\nset rotation style [don't rotate v]\nchange x by ((XVel) + (ConveyorXVel))\nPlayerHitboxSwitchSides\nset [xoffset v] to [0]\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n XSides\nend\nset [conveyorxvel v] to [0]\n\nwhen flag clicked\nswitch costume to (idlenone v)\nset size to (400) %\nset rotation style [left-right v]\nset [levelbyme? v] to [1]\nset [savingprocess v] to [0]\nset [originalspawnx v] to [0]\nset [originalspawny v] to [-64]\nset [goalx v] to [0]\nset [goaly v] to [-1]\nset [spawnx v] to [0]\nset [spawny v] to [-64]\nset [gametimer v] to [0]\nset [editmode v] to [0]\nset [itemlistno. v] to [1]\nset [itemmenu v] to [0]\nset [itemlistselected v] to [0]\nset [invincible v] to [0]\nset [groundlevel v] to [0]\nset [-1theme v] to [2]\nset [0theme v] to [1]\nset [1theme v] to [3]\nset [-1camera v] to [1]\nset [0camera v] to [1]\nset [1camera v] to [1]\nset [-1water v] to [-1]\nset [0water v] to [-1]\nset [1water v] to [-1]\nset [-1lava v] to [-1]\nset [0lava v] to [-1]\nset [1lava v] to [-1]\nset [fullleveltimer v] to [300]\nset [startimer v] to [0]\nset [hurryupplayed? v] to [0]\nset [startimer v] to [0]\nset [ptimer v] to [0]\ngo to x: (0) y: (0)\nbroadcast (ClearAllLists v) and wait\nHotbar\nItemList\n\ndefine YCeiling\nset [offset v] to [0]\nrepeat until <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>>\n change [offset v] by (0.5)\n change y by (-0.5)\n if <(Offset) > [15]> then\n set y to ((PlayerY) + (MapY))\n stop [this script v]\n end\nend\n\ndefine YFloor\nset [offset v] to [0]\nrepeat until <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <<not <(YVel) > [0]>> and <touching (semisolids v)?>>>>\n change [offset v] by (0.5)\n change y by (0.5)\n if <(Offset) > [15]> then\n set y to ((PlayerY) + (MapY))\n stop [this script v]\n end\nend\n\ndefine XSides\nset [offset v] to [-0.5]\nif <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n set [xvel v] to ((XVel) / (2))\nelse\n if <(ConveyorXVel) = [0]> then\n if <key (space v) pressed?> then\n set [xvel v] to ((XVel) / (25))\n else\n set [xvel v] to ((XVel) / (17))\n end\n else\n set [xvel v] to ((XVel) / (1.2))\n end\nend\nset [playerx v] to ((x position) - (MapX))\nrepeat until <<not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> or <(Offset) > [48]>>\n change [offset v] by (0.5)\n set [xoffset v] to (Offset)\n set x to ((PlayerX) + (MapX))\n change x by ((Offset) * (-1))\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n set x to ((PlayerX) + (MapX))\n change x by (Offset)\n else\n stop [this script v]\n end\nend\nif <(Offset) > [48]> then\n set x to ((PlayerX) + (MapX))\n set [xoffset v] to (Offset)\n set [noclipping v] to [1]\n stop [this script v]\nend\n\ndefine YMovement\nif <(YVel) > [-14]> then\n change [yvel v] by (Gravity)\n if <<(YVel) > [0]> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(AllowControl) = [1]>>>> then\n set [yvel v] to ((YVel) / (1.1))\n if <(YVel) > [12]> then\n set [yvel v] to ((YVel) / (1.8))\n end\n end\nelse\n set [raccoonflightactive v] to [0]\nend\nif <(RaccoonWCooldown) = [1]> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [raccoonwcooldown v] to [0]\n end\nend\nif <(RaccoonSpaceCooldown) = [1]> then\n if <not <key (space v) pressed?>> then\n set [raccoonspacecooldown v] to [0]\n end\nend\nif <<<(Powerup) = [R]> and <(AllowControl) = [1]>> and <<(Holding) = [0]> and <<(Climbing) = [0]> and <<(Crouching) = [0]> and <(SlidingExtra) = [0]>>>>> then\n if <(YVel) < [-2]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(RaccoonWCooldown) = [0]>> then\n start sound [Float v]\n set [raccoonfloat v] to [1]\n set [raccoonwcooldown v] to [1]\n end\n end\n if <(RaccoonFloat) > [0]> then\n if <(YVel) > [6]> then\n set [yvel v] to ((YVel) / (1.1))\n end\n if <(YVel) < [-2]> then\n set [yvel v] to [-2]\n end\n change [raccoonfloat v] by (-0.1)\n if <(RaccoonFloat) < [0]> then\n set [raccoonfloat v] to [0]\n end\n end\n if <(RaccoonFlightActive) = [1]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(RaccoonWCooldown) = [0]>> then\n start sound [Float v]\n set [raccoonflight v] to [1]\n set [raccoonwcooldown v] to [1]\n end\n if <(RaccoonFlight) > [0]> then\n if <(YVel) < [5]> then\n set [yvel v] to [5]\n end\n change [raccoonflight v] by (-0.1)\n if <(RaccoonFlight) < [0]> then\n set [raccoonflight v] to [0]\n end\n end\n end\n if <<key (space v) pressed?> and <<(RaccoonSpaceCooldown) = [0]> and <(RaccoonSpin) = [0]>>> then\n start sound [Spin v]\n set [raccoonspin v] to [1]\n set [raccoonspacecooldown v] to [1]\n set [raccoonfloat v] to [0]\n set [raccoonflight v] to [0]\n set [playertimer v] to [0]\n broadcast (SpinAttack v)\n end\n if <(RaccoonSpin) > [0]> then\n change [raccoonspin v] by (-0.09)\n if <(RaccoonSpin) < [0]> then\n set [raccoonspin v] to [0]\n end\n end\nelse\n set [raccoonfloat v] to [0]\n set [raccoonflight v] to [0]\n set [raccoonflightactive v] to [0]\n set [raccoonspin v] to [0]\nend\nif <<(ThrowCooldown) = [0.2]> and <not <key (space v) pressed?>>> then\n set [throwcooldown v] to [0]\nend\nif <<<<(Powerup) = [F]> or <(Powerup) = [H]>> and <(AllowControl) = [1]>> and <<(Holding) = [0]> and <<(Climbing) = [0]> and <<(Crouching) = [0]> and <(SlidingExtra) = [0]>>>>> then\n if <<key (space v) pressed?> and <(ThrowCooldown) = [0]>> then\n if <(Powerup) = [F]> then\n start sound [Fireball v]\n add (((x position) - (MapX)) / (32)) to [enemyx v]\n add ((((y position) + (8)) - (MapY)) / (32)) to [enemyy v]\n add [k] to [enemytype v]\n add [0] to [enemystate v]\n add [0] to [enemyyvel v]\n add [0] to [enemyextra v]\n add ((direction) / (1.5)) to [enemydir v]\n add [0] to [enemykey v]\n else\n add (((x position) - (MapX)) / (32)) to [enemyx v]\n add ((((y position) + (16)) - (MapY)) / (32)) to [enemyy v]\n add [u] to [enemytype v]\n add [0] to [enemystate v]\n add [13] to [enemyyvel v]\n add [0] to [enemyextra v]\n add (direction) to [enemydir v]\n add [0] to [enemykey v]\n end\n set [throwcooldown v] to [1]\n set [playertimer v] to [0]\n end\n if <(ThrowCooldown) > [0]> then\n change [throwcooldown v] by (-0.1)\n if <(ThrowCooldown) < [0.2]> then\n set [throwcooldown v] to [0.2]\n end\n end\nelse\n set [throwcooldown v] to [0]\nend\nif <(YVel) > [0]> then\n if <(Powerup) = [None]> then\n switch costume to (risehitbox v)\n end\nelse\n switch costume to (fallhitbox v)\nend\nchange y by ((YVel) / (2))\nif <(YVel) > [0]> then\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n change y by ((YVel) / (2))\n end\nelse\n if <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>>> then\n change y by ((YVel) / (2))\n end\nend\nif <(YVel) > [0]> then\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n set [yvel v] to [1.1]\n YCeiling\n end\nelse\n if <(YVel) > [-5]> then\n change y by (-4)\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n GoingDownScript\n else\n change y by (4)\n end\n else\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n GoingDownScript\n end\n end\nend\nif <(SlidingExtra) > [0]> then\n change [slidingextra v] by (-0.05)\n if <<(SlidingExtra) < [0]> or <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n set [slidingextra v] to [0]\n end\nend\nif <<(YVel) = [0]> or <(YVel) = (Gravity)>> then\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(AllowControl) = [1]>> then\n Sliding\n PlayerHitboxSwitch\n else\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(AllowControl) = [1]>> then\n start sound [jump v]\n set [yvel v] to (((15.2) + (([abs v] of (XVel) ) / (5.4))) + (<(Powerup) = [J]> * (2)))\n if <(Crouching) = [1]> then\n set [yvel v] to (Gravity)\n change y by (24)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <([abs v] of (XVel) ) < [1]> then\n set [yvel v] to [4]\n change [xvel v] by ((direction) / (30))\n end\n else\n set [yvel v] to (((15.2) + (([abs v] of (XVel) ) / (5.4))) + (<(Powerup) = [J]> * (2)))\n set [crouching v] to [0]\n set [small v] to [0]\n end\n change y by (-24)\n else\n if <<([abs v] of (XVel) ) > [7.19]> and <(Powerup) = [R]>> then\n set [raccoonflightactive v] to [1]\n end\n end\n end\n end\nend\n\ndefine YSmoothing\nif <(YVel) < [1]> then\n set [offset v] to [0]\n set [playery v] to ((y position) - (MapY))\n repeat until <<not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> or <(Offset) > ((16) + ([abs v] of (XVel) ))>>\n change [offset v] by (0.5)\n set y to ((PlayerY) + (MapY))\n change y by (Offset)\n end\n if <(Offset) > ((16) + ([abs v] of (XVel) ))> then\n set y to ((PlayerY) + (MapY))\n end\nend\n\nwhen I receive [costuming v]\nset rotation style [left-right v]\nif <<(RaccoonSpin) > [0]> or <(ThrowCooldown) > [0.5]>> then\n change [playertimer v] by (0.01)\nelse\n change [playertimer v] by ((0.01) + (([abs v] of (XVel) ) / (1000)))\nend\nif <(Kicked) > [0]> then\n change [kicked v] by (-0.1)\n if <(Kicked) < [0]> then\n set [kicked v] to [0]\n end\nend\nif <(Dead) = [1]> then\n switch costume to (deadnone v)\nelse\n if <(UsingDoor) = [0]> then\n if <(Holding) = [0]> then\n if <(Powerup) = [J]> then\n FrogCostumes\n else\n if <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n SwimmingCostumes\n else\n RegularCostumes\n end\n end\n else\n HoldCostumes\n end\n else\n if <([abs v] of (UsingDoor) ) > [0]> then\n switch costume to (join [Walk] (join (Powerup) (([floor v] of (((PlayerTimer) * ((15) + (<not <(Powerup) = [None]>> * (5)))) mod ((2) + (<not <(Powerup) = [None]>> * (2)))) ) + (1))))\n end\n if <([abs v] of (UsingDoor) ) > [0.75]> then\n switch costume to (join [Idle] (Powerup))\n set [playertimer v] to [0.07]\n end\n if <(UsingDoor) < [0.75]> then\n set [brightness v] effect to ((((UsingDoor) * (1.33)) * (100)) - (100))\n end\n if <(UsingDoor) < [0]> then\n set [brightness v] effect to (((UsingDoor) * (1.33)) * (100))\n end\n if <(UsingDoor) > [0]> then\n change [usingdoor v] by (-0.05)\n if <(UsingDoor) < [0]> then\n set [usingdoor v] to [0]\n clear graphic effects\n end\n end\n if <(UsingDoor) < [0]> then\n change [usingdoor v] by (0.05)\n if <(UsingDoor) > [0]> then\n set [usingdoor v] to [0]\n clear graphic effects\n end\n end\n end\nend\n\nwhen [e v] key pressed\nstop all sounds\nset [showfullhud v] to [1]\nset [ptimer v] to [0]\nset [startimer v] to [0]\nset [justedited v] to [0]\nset [hurryupplayed? v] to [0]\nset [levelbyme? v] to [1]\nif <<(PlacingPipes) = [0]> or <(EditMode) = [0]>> then\n broadcast (StartLoop v)\n if <(EditMode) = [0]> then\n set [editmode v] to [1]\n if <(y position) < [-120]> then\n set y to (0)\n end\n if <([abs v] of (x position) ) > [100]> then\n set x to (0)\n end\n else\n set [spawnx v] to (OriginalSpawnX)\n set [spawny v] to (OriginalSpawnY)\n set [editmode v] to [0]\n end\n Convert\n BasicReset\n clear graphic effects\n set [itemmenu v] to [0]\nend\n\nwhen [f v] key pressed\nset [justedited v] to [0]\nif <<(PlacingPipes) = [0]> and <not <(EditMode) = [0]>>> then\n change [itemlistno. v] by (1)\n if <(ItemListNo.) > (length of [itemlist v])> then\n set [itemlistno. v] to [1]\n end\n set [costumeselected v] to (item (ItemListNo.) of [itemlist v])\nend\n\ndefine Convert\nset [redblueswitch v] to [0]\ndelete all of [itemdirection v]\ndelete all of [itemstate v]\ndelete all of [itemtype v]\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemyvelocity v]\ndelete all of [enemyyvel v]\ndelete all of [enemystate v]\ndelete all of [enemytype v]\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [enemydir v]\ndelete all of [enemyextra v]\ndelete all of [uniquebounce v]\ndelete all of [uniquestate v]\ndelete all of [uniquetype v]\ndelete all of [uniquex v]\ndelete all of [uniquey v]\ndelete all of [enemykey v]\ndelete all of [pipestate v]\nset [offset v] to [0]\nrepeat (length of [enx v])\n change [offset v] by (1)\n add (item (Offset) of [enx v]) to [enemyx v]\n add (item (Offset) of [eny v]) to [enemyy v]\n add (item (Offset) of [entype v]) to [enemytype v]\n add (item (Offset) of [enkey v]) to [enemykey v]\n add [0] to [enemystate v]\n add [0] to [enemyyvel v]\n add [-90] to [enemydir v]\n add [0] to [enemyextra v]\nend\nset [offset v] to [0]\nrepeat (length of [unx v])\n change [offset v] by (1)\n add (item (Offset) of [unx v]) to [uniquex v]\n add (item (Offset) of [uny v]) to [uniquey v]\n if <(item (Offset) of [untype v]) = ["]> then\n add ["] to [uniquetype v]\n else\n add (item (Offset) of [untype v]) to [uniquetype v]\n end\n add [0] to [uniquestate v]\n add [0] to [uniquebounce v]\nend\nset [offset v] to [0]\nrepeat (length of [pipex v])\n add [0] to [pipestate v]\nend\n\ndefine FindEnemyAt (x) (y)\nset [scanno. v] to [0]\nrepeat (length of [enx v])\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [enx v]) = (x)> and <(item (ScanNo.) of [eny v]) = (y)>> then\n set [foundposition v] to [1]\n stop [this script v]\n end\nend\n\ndefine ItemList\ndelete all of [itemlist v]\nadd [1] to [itemlist v]\nadd [2] to [itemlist v]\nadd [3] to [itemlist v]\nadd [8] to [itemlist v]\nadd [!] to [itemlist v]\nadd [.] to [itemlist v]\nadd [$C] to [itemlist v]\nadd [$M] to [itemlist v]\nadd [$F] to [itemlist v]\nadd [$R] to [itemlist v]\nadd [$J] to [itemlist v]\nadd [$H] to [itemlist v]\nadd [$\(] to [itemlist v]\nadd [$o] to [itemlist v]\nadd [$S] to [itemlist v]\nadd [$U] to [itemlist v]\nadd [!C] to [itemlist v]\nadd [!M] to [itemlist v]\nadd [!F] to [itemlist v]\nadd [!R] to [itemlist v]\nadd [!J] to [itemlist v]\nadd [!H] to [itemlist v]\nadd [!\(] to [itemlist v]\nadd [!o] to [itemlist v]\nadd [!S] to [itemlist v]\nadd [!U] to [itemlist v]\nadd [,C] to [itemlist v]\nadd [,\(] to [itemlist v]\nadd [,U] to [itemlist v]\nadd ["] to [itemlist v]\nadd [*] to [itemlist v]\nadd [6] to [itemlist v]\nadd [\(] to [itemlist v]\nadd [%] to [itemlist v]\nadd [&] to [itemlist v]\nadd [4] to [itemlist v]\nadd [5] to [itemlist v]\nadd [7] to [itemlist v]\nadd [9] to [itemlist v]\nadd [10] to [itemlist v]\nadd [11] to [itemlist v]\nadd [12] to [itemlist v]\nadd [13] to [itemlist v]\nadd [14] to [itemlist v]\nadd [25] to [itemlist v]\nadd [23] to [itemlist v]\nadd [26] to [itemlist v]\nadd [24] to [itemlist v]\nadd [27] to [itemlist v]\nadd [15] to [itemlist v]\nadd [22] to [itemlist v]\nadd [16] to [itemlist v]\nadd [19] to [itemlist v]\nadd [18] to [itemlist v]\nadd [20] to [itemlist v]\nadd [28] to [itemlist v]\nadd [21] to [itemlist v]\nadd [a] to [itemlist v]\nadd [b] to [itemlist v]\nadd [e] to [itemlist v]\nadd [h] to [itemlist v]\nadd [i] to [itemlist v]\nadd [v] to [itemlist v]\nadd [d] to [itemlist v]\nadd [w] to [itemlist v]\nadd [f] to [itemlist v]\nadd [m] to [itemlist v]\nadd [s] to [itemlist v]\nadd [p] to [itemlist v]\nadd [n] to [itemlist v]\nadd [\)] to [itemlist v]\nadd [/] to [itemlist v]\nadd [17] to [itemlist v]\nadd [£1] to [itemlist v]\nadd [£2] to [itemlist v]\nadd [£3] to [itemlist v]\nadd [£4] to [itemlist v]\nadd [£7] to [itemlist v]\nadd [£8] to [itemlist v]\nadd [£5] to [itemlist v]\nadd [£6] to [itemlist v]\nadd [£9] to [itemlist v]\nadd [£10] to [itemlist v]\nadd [Key] to [itemlist v]\nadd [o] to [itemlist v]\nadd [+] to [itemlist v]\nadd ['] to [itemlist v]\nadd [#] to [itemlist v]\nadd [Water] to [itemlist v]\nadd [Lava] to [itemlist v]\nadd [Spawn] to [itemlist v]\nadd [-] to [itemlist v]\nadd [Goal] to [itemlist v]\n\ndefine Hotbar\ndelete all of [hotbar v]\nadd [1] to [hotbar v]\nadd [2] to [hotbar v]\nadd [!] to [hotbar v]\nadd [.] to [hotbar v]\nadd [4] to [hotbar v]\nadd [a] to [hotbar v]\nadd [b] to [hotbar v]\nadd [Goal] to [hotbar v]\nset [costumeselected v] to (item (ItemListNo.) of [hotbar v])\n\nwhen I receive [respawn v]\npoint in direction (90)\nclear graphic effects\nset [startimer v] to [0]\nset [ptimer v] to [0]\nset [hurryupplayed? v] to [0]\nset [gametimer v] to [0]\nset [mapx v] to ((SpawnX) * (-1))\nset [mapy v] to ((SpawnY) * (-1))\nset [playerx v] to (SpawnX)\nset [playery v] to (SpawnY)\nset [groundlevel v] to [0]\nset [coins v] to [0]\nif <(PlayerY) > [1124]> then\n set [groundlevel v] to [1]\nend\nif <(PlayerY) < [-163]> then\n set [groundlevel v] to [-1]\nend\nBasicReset\nConvert\ngo to x: ((SpawnX) + (MapX)) y: ((SpawnY) + (MapY))\nbroadcast (MapLimitsCheck v)\nwait (0) seconds\ngo to x: ((SpawnX) + (MapX)) y: ((SpawnY) + (MapY))\nBasicReset\ngo to x: ((SpawnX) + (MapX)) y: ((SpawnY) + (MapY))\n\nwhen I receive [powerup v]\nset [invincible v] to [1]\nif <not <(Powerup) = [R]>> then\n set [raccoonfloat v] to [0]\nend\nset [crouching v] to [1]\nset [ghost v] effect to (100)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nwait (0.2) seconds\nset [ghost v] effect to (100)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nwait (0.2) seconds\nset [ghost v] effect to (100)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nwait (0.4) seconds\nset [invincible v] to [0]\n\nwhen I receive [powerdown v]\nset [raccoonfloat v] to [0]\nif <(Powerup) = [None]> then\n broadcast (Death v)\nelse\n start sound [PowerDown v]\n if <(Powerup) = [M]> then\n set [powerup v] to [None]\n set [crouching v] to [0]\n else\n set [powerup v] to [M]\n end\n set [invincible v] to [1]\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.4) seconds\n set [invincible v] to [0]\nend\n\ndefine PlayerHitboxSwitch\nif <(Crouching) = [1]> then\n switch costume to (crouchhitbox v)\n set [small v] to [1]\nelse\n switch costume to (standhitbox v)\n if <(Powerup) = [None]> then\n if <(YVel) > [0]> then\n switch costume to (risehitbox v)\n else\n switch costume to (fallhitbox v)\n end\n set [small v] to [1]\n end\nend\n\nwhen I receive [usepipe v]\ngo [backward v] (24) layers\nset [allowcontrol v] to [0]\nset [allowmovement v] to [0]\nset [usingpipe v] to [1]\nset [yvel v] to [0]\nset [crouching v] to [0]\nset [drifting v] to [0]\nif <<(StarTimer) = [0]> and <(PTimer) = [0]>> then\n stop all sounds\nend\nif <(letter (1) of (item (PipeUsingNo.) of [pipedir v])) = [D]> then\n set [xvel v] to [0]\n if <(letter (2) of (item (PipeUsingNo.) of [pipedir v])) = [o]> then\n set [playerx v] to ((item (PipeUsingNo.) of [pipex v]) * (32))\n set [usingdoor v] to [1]\n wait (0.6) seconds\n else\n set [xvel v] to [0]\n set [playerx v] to (((item (PipeUsingNo.) of [pipex v]) * (32)) - (16))\n repeat (15)\n change [playery v] by (-2)\n end\n change [playery v] by (-1)\n end\nend\nif <(letter (1) of (item (PipeUsingNo.) of [pipedir v])) = [U]> then\n set [xvel v] to [0]\n set [playerx v] to (((item (PipeUsingNo.) of [pipex v]) * (32)) - (16))\n repeat (15)\n change [playery v] by (2)\n end\n change [playery v] by (1)\nend\nif <<(item (PipeUsingNo.) of [pipedir v]) = [L1]> or <(item (PipeUsingNo.) of [pipedir v]) = [L2]>> then\n set [xvel v] to [-2]\n repeat (15)\n change [playerx v] by (-2)\n end\nend\nif <<(item (PipeUsingNo.) of [pipedir v]) = [R1]> or <(item (PipeUsingNo.) of [pipedir v]) = [R2]>> then\n set [xvel v] to [2]\n repeat (15)\n change [playerx v] by (2)\n end\nend\nbroadcast (PipeFadeFast v)\nwait (0.1) seconds\nset [gametimer v] to [0]\nset [mapx v] to ((PipeDestinationX) * (-1))\nset [mapy v] to ((PipeDestinationY) * (-1))\nset [playerx v] to (PipeDestinationX)\nset [playery v] to (PipeDestinationY)\nset [groundlevel v] to [0]\nif <(PlayerY) > [1124]> then\n set [groundlevel v] to [1]\nend\nif <(PlayerY) < [-163]> then\n set [groundlevel v] to [-1]\nend\nwait (0) seconds\nif <<(StarTimer) = [0]> and <(PTimer) = [0]>> then\n stop all sounds\nend\nif <(letter (1) of (item (PipeDestinationNo.) of [pipedir v])) = [D]> then\n set [xvel v] to [0]\n if <(letter (2) of (item (PipeDestinationNo.) of [pipedir v])) = [o]> then\n change [playery v] by (2)\n set [usingdoor v] to [-1]\n wait (0.6) seconds\n else\n change [playery v] by (-30)\n repeat (15)\n change [playery v] by (2)\n end\n end\nend\nif <(letter (1) of (item (PipeDestinationNo.) of [pipedir v])) = [U]> then\n set [xvel v] to [0]\n change [playery v] by (30)\n repeat ((26) - (<(Powerup) = [None]> * (11)))\n change [playery v] by (-2)\n end\nend\nif <<(item (PipeDestinationNo.) of [pipedir v]) = [L1]> or <(item (PipeDestinationNo.) of [pipedir v]) = [L2]>> then\n set [xvel v] to [-2]\n change [playery v] by (1)\n change [playerx v] by (-14)\n repeat (15)\n change [playerx v] by (2)\n end\nend\nif <<(item (PipeDestinationNo.) of [pipedir v]) = [R1]> or <(item (PipeDestinationNo.) of [pipedir v]) = [R2]>> then\n set [xvel v] to [2]\n change [playery v] by (1)\n change [playerx v] by (44)\n repeat (15)\n change [playerx v] by (-2)\n end\nend\nset [xvel v] to [0]\nset [yvel v] to [-0.1]\nset [usingpipe v] to [0]\nset [allowcontrol v] to [1]\nset [allowmovement v] to [1]\ngo to [back v] layer\ngo [forward v] (8) layers\nif <not <(Powerup) = [None]>> then\n switch costume to (standhitbox v)\n change y by (2)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n switch costume to (standnone v)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (26)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (-26)\n else\n change [playery v] by (26)\n set [crouching v] to [1]\n end\n else\n set [crouching v] to [1]\n end\n end\n change y by (-2)\nend\n\ndefine HoldCostumes\nif <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n switch costume to (join [HoldJump] (Powerup))\n set [playertimer v] to [0.07]\nelse\n if <([abs v] of (XVel) ) > [0.05]> then\n switch costume to (join [HoldRun] (join (Powerup) (([floor v] of (((PlayerTimer) * ((15) + (<not <(Powerup) = [None]>> * (5)))) mod ((2) + (<not <(Powerup) = [None]>> * (2)))) ) + (1))))\n else\n switch costume to (join [HoldIdle] (Powerup))\n set [playertimer v] to [0.07]\n end\nend\n\ndefine RegularCostumes\nif <(MaintainClimbing) = [1]> then\n switch costume to (join [Climb] (join (Powerup) (([floor v] of (((PlayerTimer) * (15)) mod (2)) ) + (1))))\nelse\n if <<(SlidingExtra) > [0]> and <([abs v] of (XVel) ) > [1]>> then\n switch costume to (join [Slide] (Powerup))\n else\n if <(ThrowCooldown) > [0.2]> then\n if <(Powerup) = [H]> then\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n switch costume to (join [ThrowH] (([floor v] of (((PlayerTimer) * (20)) mod (2)) ) + (3)))\n else\n switch costume to (join [ThrowH] (([floor v] of (((PlayerTimer) * (20)) mod (2)) ) + (1)))\n end\n else\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n switch costume to (join [Throw] (([floor v] of (((PlayerTimer) * (20)) mod (2)) ) + (3)))\n else\n switch costume to (join [Throw] (([floor v] of (((PlayerTimer) * (20)) mod (2)) ) + (1)))\n end\n end\n else\n if <(RaccoonSpin) > [0]> then\n switch costume to (join [Spin] (([floor v] of (((PlayerTimer) * (40)) mod (4)) ) + (1)))\n else\n if <(RaccoonFlight) > [0]> then\n switch costume to (join [Fly] (([floor v] of (((PlayerTimer) * (30)) mod (4)) ) + (1)))\n else\n if <(RaccoonFloat) > [0]> then\n switch costume to (join [Float] (([floor v] of (((PlayerTimer) * (30)) mod (4)) ) + (1)))\n else\n if <(Crouching) = [1]> then\n switch costume to (join [Crouch] (Powerup))\n else\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n if <([abs v] of (XVel) ) > [7.19]> then\n switch costume to (join [Glide] (Powerup))\n else\n switch costume to (join [Jump] (Powerup))\n end\n set [playertimer v] to [0.07]\n else\n if <(Drifting) = [1]> then\n switch costume to (join [Drift] (Powerup))\n set [playertimer v] to [0.07]\n else\n if <(Kicked) > [0]> then\n switch costume to (join [Kick] (Powerup))\n else\n if <([abs v] of (XVel) ) > [0.05]> then\n if <([abs v] of (XVel) ) > [7.19]> then\n switch costume to (join [Run] (join (Powerup) (([floor v] of (((PlayerTimer) * ((20) + (<not <(Powerup) = [None]>> * (5)))) mod ((2) + (<not <(Powerup) = [None]>> * (2)))) ) + (1))))\n else\n switch costume to (join [Walk] (join (Powerup) (([floor v] of (((PlayerTimer) * ((15) + (<not <(Powerup) = [None]>> * (5)))) mod ((2) + (<not <(Powerup) = [None]>> * (2)))) ) + (1))))\n end\n else\n switch costume to (join [Idle] (Powerup))\n set [playertimer v] to [0.07]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Climbing\nset [yvel v] to ((YVel) / (2))\nset [xvel v] to ((XVel) / (2))\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> 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 <(YVel) > [0]> then\n if <(Powerup) = [None]> then\n switch costume to (risehitbox v)\n end\nelse\n switch costume to (fallhitbox v)\nend\nchange y by ((YVel) / (2))\nif <(YVel) > [0]> then\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n change y by ((YVel) / (2))\n end\nelse\n if <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>>> then\n change y by ((YVel) / (2))\n end\nend\nif <(YVel) > [0]> then\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n set [yvel v] to [1.1]\n YCeiling\n end\nelse\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n if <(YVel) > [-5]> then\n change y by (-4)\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n GoingDownScript\n else\n change y by (4)\n end\n else\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n GoingDownScript\n end\n end\n set [maintainclimbing v] to [0]\n end\nend\nif <(y position) > [160]> then\n set y to (160)\nend\nset [drifting v] to [0]\nPlayerHitboxSwitchSides\nchange x by ((XVel) + (ConveyorXVel))\nset [xoffset v] to [0]\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n XSides\nend\nset [conveyorxvel v] to [0]\n\ndefine BasicReset\ngo to [back v] layer\ngo [forward v] (8) layers\nset [startimer v] to [0]\nset [hitgoal v] to [0]\nset [xvel v] to [0]\nset [yvel v] to (Gravity)\nset [crouching v] to [0]\nset [powerup v] to [None]\nset [usingpipe v] to [0]\nset [holding v] to [0]\nset [climbing v] to [0]\nset [maintainclimbing v] to [0]\nset [coins v] to [0]\nset [timer v] to (FullLevelTimer)\nset [dead v] to [0]\nset [keys v] to [0]\nset [redblueswitch v] to [0]\nset [allowcontrol v] to [0]\nif <(EditMode) = [0]> then\n broadcast (BriefInvincibility v)\nend\n\nwhen I receive [death v]\nset [invincible v] to [1]\nset [allowcontrol v] to [0]\nset [allowmovement v] to [0]\nset [dead v] to [1]\nstop all sounds\nstart sound [Death v]\nwait (1) seconds\nif <(Dead) = [0]> then\n stop [this script v]\nend\nset [yvel v] to [12]\ngo to [front v] layer\ngo [backward v] (13) layers\nif <(y position) < [-160]> then\n wait (1.5) seconds\nelse\n repeat (45)\n change [yvel v] by (-1)\n change [playery v] by (YVel)\n if <(Dead) = [0]> then\n stop [this script v]\n end\n end\nend\ngo to [back v] layer\ngo [forward v] (9) layers\nset [invincible v] to [0]\nbroadcast (FadeFast v)\nwait (0.5) seconds\nbroadcast (Respawn v)\nConvert\n\nwhen I receive [briefinvincibility v]\nset [invincible v] to [1]\nset [allowmovement v] to [0]\nset [allowcontrol v] to [0]\nwait (0.3) seconds\nset [allowmovement v] to [1]\nset [allowcontrol v] to [1]\nset [ghost v] effect to (100)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nwait (0.2) seconds\nset [ghost v] effect to (100)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nwait (0.2) seconds\nset [invincible v] to [0]\n\nwhen I receive [startlevelfull v]\nset [spawnx v] to (OriginalSpawnX)\nset [spawny v] to (OriginalSpawnY)\nset [editmode v] to [0]\nset [allowcontrol v] to [0]\nbroadcast (Respawn v)\n\nwhen [q v] key pressed\nset [justedited v] to [0]\nif <<(PlacingPipes) = [0]> and <not <(EditMode) = [0]>>> then\n change [editmode v] by (1)\n if <(EditMode) > [3]> then\n set [editmode v] to [1]\n end\nend\n\nwhen I receive [goal v]\nset [hitgoal v] to [1]\nset [allowcontrol v] to [0]\nset [invincible v] to [1]\nset [xvel v] to [0]\nset [climbing v] to [0]\nset [maintainclimbing v] to [0]\nstop all sounds\nstart sound [Goal v]\nwait until <<<(YVel) = [0]> or <(YVel) = (Gravity)>> or <<(y position) < [50]> or <(HitGoal) = [0]>>>\nrepeat (120)\n if <not <(EditMode) = [0]>> then\n set [yvel v] to [0]\n set [xvel v] to [0]\n stop [this script v]\n end\n point in direction (90)\n set [xvel v] to [3]\n if <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n if <(y position) < [-20]> then\n set [yvel v] to [6]\n end\n end\nend\nBasicReset\nif <(LevelByMe?) = [1]> then\n broadcast (FadeOutInstant v)\n broadcast (Respawn v)\n set [editmode v] to [1]\n go to x: ((SpawnX) + (MapX)) y: ((SpawnY) + (MapY))\nelse\n broadcast (PipeFadeFast v)\n broadcast (ReturnToMenu v)\n stop all sounds\nend\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\ndefine SwimmingYMovement\nif <(YVel) = [1.1]> then\n set [yvel v] to [0.7]\nend\nif <(YVel) > [-3]> then\n change [yvel v] by ((Gravity) / (3))\n if <<(YVel) > [0]> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(AllowControl) = [1]>>>> then\n set [yvel v] to ((YVel) / (1.1))\n end\nend\nif <(YVel) > [8]> then\n set [yvel v] to [8]\nend\nif <(YVel) < [-3]> then\n set [yvel v] to [-3]\nend\nif <(RaccoonSpaceCooldown) = [1]> then\n if <not <key (space v) pressed?>> then\n set [raccoonspacecooldown v] to [0]\n end\nend\nif <<<(Powerup) = [R]> and <(AllowControl) = [1]>> and <<(Holding) = [0]> and <<(Climbing) = [0]> and <<(Crouching) = [0]> and <(SlidingExtra) = [0]>>>>> then\n if <<key (space v) pressed?> and <<(RaccoonSpaceCooldown) = [0]> and <(RaccoonSpin) = [0]>>> then\n set [raccoonspin v] to [1]\n start sound [Spin v]\n set [raccoonspacecooldown v] to [1]\n set [raccoonfloat v] to [0]\n set [raccoonflight v] to [0]\n set [playertimer v] to [0]\n broadcast (SpinAttack v)\n end\n if <(RaccoonSpin) > [0]> then\n change [raccoonspin v] by (-0.09)\n if <(RaccoonSpin) < [0]> then\n set [raccoonspin v] to [0]\n end\n end\nelse\n set [raccoonspin v] to [0]\nend\nif <<(ThrowCooldown) = [0.2]> and <not <key (space v) pressed?>>> then\n set [throwcooldown v] to [0]\nend\nif <<<<(Powerup) = [F]> or <(Powerup) = [H]>> and <(AllowControl) = [1]>> and <<(Holding) = [0]> and <<(Climbing) = [0]> and <<(Crouching) = [0]> and <(SlidingExtra) = [0]>>>>> then\n if <<key (space v) pressed?> and <(ThrowCooldown) = [0]>> then\n if <(Powerup) = [F]> then\n start sound [Fireball v]\n add (((x position) - (MapX)) / (32)) to [enemyx v]\n add ((((y position) + (8)) - (MapY)) / (32)) to [enemyy v]\n add [k] to [enemytype v]\n add [0] to [enemystate v]\n add [0] to [enemyyvel v]\n add [0] to [enemyextra v]\n add ((direction) / (1.5)) to [enemydir v]\n add [0] to [enemykey v]\n else\n add (((x position) - (MapX)) / (32)) to [enemyx v]\n add ((((y position) + (16)) - (MapY)) / (32)) to [enemyy v]\n add [u] to [enemytype v]\n add [0] to [enemystate v]\n add [13] to [enemyyvel v]\n add [0] to [enemyextra v]\n add (direction) to [enemydir v]\n add [0] to [enemykey v]\n end\n set [throwcooldown v] to [1]\n set [playertimer v] to [0]\n end\n if <(ThrowCooldown) > [0]> then\n change [throwcooldown v] by (-0.1)\n if <(ThrowCooldown) < [0.2]> then\n set [throwcooldown v] to [0.2]\n end\n end\nelse\n set [throwcooldown v] to [0]\nend\nset [raccoonfloat v] to [0]\nset [raccoonflight v] to [0]\nset [raccoonflightactive v] to [0]\nif <(YVel) > [0]> then\n if <(Powerup) = [None]> then\n switch costume to (risehitbox v)\n end\nelse\n switch costume to (fallhitbox v)\nend\nchange y by ((YVel) / (2))\nif <(YVel) > [0]> then\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n change y by ((YVel) / (2))\n end\nelse\n if <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>>> then\n change y by ((YVel) / (2))\n end\nend\nif <(YVel) > [0]> then\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n set [yvel v] to [1.1]\n YCeiling\n end\nelse\n if <(YVel) > [-5]> then\n change y by (-4)\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n GoingDownScript\n else\n change y by (4)\n end\n else\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n GoingDownScript\n end\n end\n set [maintainclimbing v] to [0]\nend\nif <(SlidingExtra) > [0]> then\n change [slidingextra v] by (-0.05)\n if <<(SlidingExtra) < [0]> or <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n set [slidingextra v] to [0]\n end\nend\nif <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(AllowControl) = [1]>> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n Sliding\n PlayerHitboxSwitch\nelse\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(AllowControl) = [1]> and <(YVel) < [1]>>> then\n if <not <((round ((YVel) * (10))) / (10)) = [0.4]>> then\n start sound [swim v]\n end\n set [yvel v] to ((4.2) + (([abs v] of (XVel) ) / (5.4)))\n if <(Crouching) = [1]> then\n set [yvel v] to (Gravity)\n change y by (24)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <([abs v] of (XVel) ) < [1]> then\n set [yvel v] to [4]\n change [xvel v] by ((direction) / (30))\n end\n else\n set [yvel v] to ((4.2) + (([abs v] of (XVel) ) / (5.4)))\n set [crouching v] to [0]\n set [small v] to [0]\n end\n change y by (-24)\n else\n if <<([abs v] of (XVel) ) > [7.19]> and <(Powerup) = [R]>> then\n set [raccoonflightactive v] to [1]\n end\n end\n end\nend\nif <not <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(AllowControl) = [1]>> then\n set [yvel v] to [8]\n end\nend\nif <(y position) > [170]> then\n set y to (170)\nend\nSwimmingXMovement\n\ndefine SwimmingXMovement\nset [drifting v] to [0]\nif <(SlidingExtra) > [0]> then\n set [xvel v] to ((XVel) / (1.1))\nelse\n if <(Crouching) = [1]> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <key (space v) pressed?> then\n set [xvel v] to ((XVel) / (1.14))\n else\n set [xvel v] to ((XVel) / (1.2))\n end\n end\nend\nif <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> and <(AllowControl) = [1]>> then\n if <<(YVel) = [0]> or <<(YVel) = (Gravity)> or <(XVel) < [0]>>> then\n point in direction (-90)\n end\n if <<(Crouching) = [0]> and <(SlidingExtra) = [0]>> then\n if <<key (space v) pressed?> and <(AllowControl) = [1]>> then\n change [xvel v] by (-0.6)\n if <<(XVel) > [-0.6]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n change [xvel v] by (0.55)\n set [drifting v] to [1]\n end\n else\n change [xvel v] by (-0.4)\n if <<(XVel) > [-0.4]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n change [xvel v] by (0.39)\n set [drifting v] to [1]\n end\n end\n end\nend\nif <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <(AllowControl) = [1]>> then\n if <<(YVel) = [0]> or <<(YVel) = (Gravity)> or <(XVel) > [0]>>> then\n point in direction (90)\n end\n if <<(Crouching) = [0]> and <(SlidingExtra) = [0]>> then\n if <<key (space v) pressed?> and <(AllowControl) = [1]>> then\n change [xvel v] by (0.6)\n if <<(XVel) < [0.6]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n change [xvel v] by (-0.55)\n set [drifting v] to [1]\n end\n else\n change [xvel v] by (0.4)\n if <<(XVel) < [0.4]> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n change [xvel v] by (-0.39)\n set [drifting v] to [1]\n end\n end\n end\nend\nPlayerHitboxSwitchSides\nchange x by ((XVel) + (ConveyorXVel))\nset [xoffset v] to [0]\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n XSides\nend\nset [conveyorxvel v] to [0]\n\ndefine SwimmingCostumes\nif <(MaintainClimbing) = [1]> then\n switch costume to (join [Climb] (join (Powerup) (([floor v] of (((PlayerTimer) * (15)) mod (2)) ) + (1))))\nelse\n if <<(SlidingExtra) > [0]> and <([abs v] of (XVel) ) > [1]>> then\n switch costume to (join [Slide] (Powerup))\n else\n if <(ThrowCooldown) > [0.2]> then\n if <(Powerup) = [H]> then\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n switch costume to (join [ThrowH] (([floor v] of (((PlayerTimer) * (20)) mod (2)) ) + (3)))\n else\n switch costume to (join [ThrowH] (([floor v] of (((PlayerTimer) * (20)) mod (2)) ) + (1)))\n end\n else\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n switch costume to (join [Throw] (([floor v] of (((PlayerTimer) * (20)) mod (2)) ) + (3)))\n else\n switch costume to (join [Throw] (([floor v] of (((PlayerTimer) * (20)) mod (2)) ) + (1)))\n end\n end\n else\n if <(RaccoonSpin) > [0]> then\n switch costume to (join [Spin] (([floor v] of (((PlayerTimer) * (40)) mod (4)) ) + (1)))\n else\n if <(Crouching) = [1]> then\n switch costume to (join [Crouch] (Powerup))\n else\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n switch costume to (join [Swim] (join (Powerup) (([floor v] of (((PlayerTimer) * (12)) mod ((4) + (<not <(Powerup) = [None]>> * (1)))) ) + (1))))\n else\n if <(Drifting) = [1]> then\n switch costume to (join [Drift] (Powerup))\n set [playertimer v] to [0.07]\n else\n if <(Kicked) > [0]> then\n switch costume to (join [Kick] (Powerup))\n else\n if <([abs v] of (XVel) ) > [0.05]> then\n if <([abs v] of (XVel) ) > [7.19]> then\n switch costume to (join [Run] (join (Powerup) (([floor v] of (((PlayerTimer) * ((20) + (<not <(Powerup) = [None]>> * (5)))) mod ((2) + (<not <(Powerup) = [None]>> * (2)))) ) + (1))))\n else\n switch costume to (join [Walk] (join (Powerup) (([floor v] of (((PlayerTimer) * ((15) + (<not <(Powerup) = [None]>> * (5)))) mod ((2) + (<not <(Powerup) = [None]>> * (2)))) ) + (1))))\n end\n else\n switch costume to (join [Idle] (Powerup))\n set [playertimer v] to [0.07]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine PlayerHitboxSwitchSides\nif <(Crouching) = [1]> then\n switch costume to (crouchhitbox v)\n set [small v] to [1]\nelse\n switch costume to (sideshitbox v)\n if <(Powerup) = [None]> then\n switch costume to (sidesnone v)\n set [small v] to [1]\n end\nend\n\ndefine GoingDownScript\nYFloor\nset [raccoonwcooldown v] to [0]\nset [raccoonflightactive v] to [0]\nset [raccoonfloat v] to [0]\nif <<(YVel) < [-2]> and <([abs v] of (XVel) ) > [2]>> then\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add ((((y position) - (18)) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\nend\nset [yvel v] to (Gravity)\nif <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(Holding) = [0]>> and <<(AllowControl) = [1]> and <not <(Powerup) = [None]>>>> then\n set [crouching v] to [1]\n switch costume to (crouchhitbox v)\n set [small v] to [1]\nend\n\ndefine Sliding\nif <(Powerup) = [H]> then\n set [slidingextra v] to [0]\nelse\n set rotation style [don't rotate v]\n SlideLeft\n SlideRight\n PlayerHitboxSwitch\nend\n\ndefine SlideLeft\nswitch costume to (slidingleft v)\nset [offset v] to [0]\nset [playery v] to ((y position) - (MapY))\nrepeat until <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <(Offset) > [16]>>\n change [offset v] by (0.5)\n change y by (-1)\nend\nif <<(Offset) > [16]> or <(Offset) < [2]>> then\n set y to ((PlayerY) + (MapY))\nelse\n set y to ((PlayerY) + (MapY))\n change y by ((Offset) / (-2))\n set [slidingextra v] to [1]\n change [xvel v] by ((Offset) / (-24))\n if <(XVel) < [-8]> then\n set [xvel v] to [-8]\n end\nend\n\ndefine SlideRight\nswitch costume to (slidingright v)\nset [offset v] to [0]\nset [playery v] to ((y position) - (MapY))\nrepeat until <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <(Offset) > [16]>>\n change [offset v] by (0.5)\n change y by (-1)\nend\nif <<(Offset) > [16]> or <(Offset) < [2]>> then\n set y to ((PlayerY) + (MapY))\n SlideLeft\nelse\n set y to ((PlayerY) + (MapY))\n change y by ((Offset) / (-2))\n set [slidingextra v] to [1]\n change [xvel v] by ((Offset) / (16))\n if <(XVel) > [8]> then\n set [xvel v] to [8]\n end\nend\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n if <(ItemMenu) = [1]> then\n change [inventoryscroll v] by (-0.5)\n if <(InventoryScroll) < [0]> then\n set [inventoryscroll v] to [0]\n end\n else\n if <<(PlacingPipes) = [0]> and <not <(EditMode) = [0]>>> then\n change [itemlistno. v] by (1)\n if <(ItemListNo.) > (length of [hotbar v])> then\n set [itemlistno. v] to [1]\n end\n set [costumeselected v] to (item (ItemListNo.) of [hotbar v])\n end\n end\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n if <(ItemMenu) = [1]> then\n change [inventoryscroll v] by (0.5)\n if <(InventoryScroll) > [5]> then\n set [inventoryscroll v] to [5]\n end\n else\n if <<(PlacingPipes) = [0]> and <not <(EditMode) = [0]>>> then\n change [itemlistno. v] by (-1)\n if <(ItemListNo.) < [1]> then\n set [itemlistno. v] to (length of [hotbar v])\n end\n set [costumeselected v] to (item (ItemListNo.) of [hotbar v])\n end\n end\nend\n\nwhen [b v] key pressed\nset [justedited v] to [0]\nif <<(PlacingPipes) = [0]> and <not <(EditMode) = [0]>>> then\n set [editmode v] to [1]\nend\n\nwhen [i v] key pressed\nset [justedited v] to [0]\nif <<(PlacingPipes) = [0]> and <not <(EditMode) = [0]>>> then\n set [editmode v] to [3]\nend\n\ndefine FrogCostumes\nif <(MaintainClimbing) = [1]> then\n switch costume to (join [Climb] (join (Powerup) (([floor v] of (((PlayerTimer) * (15)) mod (2)) ) + (1))))\nelse\n if <<(SlidingExtra) > [0]> and <([abs v] of (XVel) ) > [1]>> then\n switch costume to (join [Slide] (Powerup))\n else\n if <(Crouching) = [1]> then\n switch costume to (join [Crouch] (Powerup))\n else\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n if <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n if <<([abs v] of (YVel) ) > [1.2]> and <([abs v] of (YVel) ) > ([abs v] of (XVel) )>> then\n if <(YVel) > [0]> then\n switch costume to (join [SwimUpJ] (([floor v] of (((PlayerTimer) * (15)) mod (3)) ) + (1)))\n else\n switch costume to (join [SwimDownJ] (([floor v] of (((PlayerTimer) * (15)) mod (3)) ) + (1)))\n end\n else\n if <([abs v] of (XVel) ) > [0.1]> then\n switch costume to (join [SwimSidesJ] (([floor v] of (((PlayerTimer) * (15)) mod (3)) ) + (1)))\n else\n switch costume to (join [SwimIdleJ] (([floor v] of (((PlayerTimer) * (15)) mod (2)) ) + (1)))\n end\n end\n else\n switch costume to (join [Jump] (Powerup))\n set [playertimer v] to [0.07]\n end\n else\n if <(Kicked) > [0]> then\n switch costume to (join [Kick] (Powerup))\n else\n if <([abs v] of (XVel) ) > [0.05]> then\n switch costume to (join [Walk] (join (Powerup) (([floor v] of (((PlayerTimer) * (15)) mod (3)) ) + (1))))\n else\n switch costume to (join [Idle] (Powerup))\n set [playertimer v] to [0.07]\n end\n end\n end\n end\n end\nend\n\ndefine FrogMovement\nif <(YVel) = [1.1]> then\n set [yvel v] to [-1]\nend\nif <(YVel) > [8]> then\n set [yvel v] to [8]\nend\nif <(YVel) < [-8]> then\n set [yvel v] to [-8]\nend\nset [raccoonfloat v] to [0]\nset [raccoonflight v] to [0]\nset [throwcooldown v] to [0]\nset [raccoonspin v] to [0]\nset [raccoonflightactive v] to [0]\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (0.6)\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yvel v] by (-0.6)\nend\nif <key (space v) pressed?> then\n set [yvel v] to ((YVel) / (1.14))\nelse\n set [yvel v] to ((YVel) / (1.2))\nend\nif <(YVel) > [0]> then\n if <(Powerup) = [None]> then\n switch costume to (risehitbox v)\n end\nelse\n switch costume to (fallhitbox v)\nend\nchange y by ((YVel) / (2))\nif <(YVel) > [0]> then\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n change y by ((YVel) / (2))\n end\nelse\n if <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>>> then\n change y by ((YVel) / (2))\n end\nend\nif <(YVel) > [0]> then\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n set [yvel v] to [1.1]\n YCeiling\n end\nelse\n if <(YVel) > [-5]> then\n change y by (-4)\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n GoingDownScript\n else\n change y by (4)\n end\n else\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n GoingDownScript\n end\n end\n set [maintainclimbing v] to [0]\nend\nif <(SlidingExtra) > [0]> then\n change [slidingextra v] by (-0.05)\n if <<(SlidingExtra) < [0]> or <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n set [slidingextra v] to [0]\n end\nend\nif <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(AllowControl) = [1]>> and <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n Sliding\n PlayerHitboxSwitch\nelse\n if <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> then\n if <<((((PlayerTimer) * (15)) mod (9)) + (1)) < [1.4]> and <(([abs v] of (YVel) ) + ([abs v] of (XVel) )) > [1]>> then\n start sound [swim v]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(AllowControl) = [1]> and <(YVel) < [1]>>> then\n if <<(YVel) = [0]> or <(YVel) = (Gravity)>> then\n set [yvel v] to [4]\n start sound [swim v]\n end\n if <(Crouching) = [1]> then\n set [yvel v] to (Gravity)\n change y by (24)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <([abs v] of (XVel) ) < [1]> then\n set [yvel v] to [4]\n change [xvel v] by ((direction) / (30))\n end\n else\n set [crouching v] to [0]\n set [small v] to [0]\n end\n change y by (-24)\n else\n if <<([abs v] of (XVel) ) > [7.19]> and <(Powerup) = [R]>> then\n set [raccoonflightactive v] to [1]\n end\n end\n end\nend\nif <not <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(AllowControl) = [1]>> then\n set [yvel v] to [8]\n end\nend\nif <(y position) > [160]> then\n set y to (160)\nend\nSwimmingXMovement\n\nwhen [v v] key pressed\nset [justedited v] to [0]\nif <not <(EditMode) = [0]>> then\n if <(ItemMenu) = [1]> then\n set [itemmenu v] to [0.9]\n set [itemlistselected v] to [0]\n else\n set [itemmenu v] to [1]\n end\nend\n\nwhen I receive [returntomenu v]\nset [menu v] to [1]\nbroadcast (FadeOutInstant v)\n\nwhen [r v] key pressed\nif <<not <(EditMode) = [0]>> and <(Menu) = [0]>> then\n if <(ShowFullHUD) = [1]> then\n set [showfullhud v] to [0]\n else\n set [showfullhud v] to [1]\n end\nend\n\n@Blocks\n\nwhen flag clicked\ndelete all of [blocktype v]\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [pipedir v]\ndelete all of [pipetype v]\ndelete all of [pipex v]\ndelete all of [pipey v]\ndelete all of [pipestate v]\nswitch costume to (block v)\nset size to (400) %\nset rotation style [don't rotate v]\npoint in direction (90)\nset [costumeselected v] to [1]\n\nwhen I receive [map update v]\nif <[1] = [1]> then\n delete this clone\nend\nif <((length of [pipex v]) mod (2)) = [1]> then\n set [placingpipes v] to [1]\nelse\n set [placingpipes v] to [0]\nend\nshow\nclear graphic effects\nif <not <mouse down?>> then\n set [justedited v] to [0]\nend\nif <(CostumeSelected) = [Pick]> then\n set [costumeselected v] to [1]\n set [blocktypeselected v] to [Block]\n set [editmode v] to [3]\nend\nif <<<mouse down?> and <(mouse y) > [-121]>> and <<(ItemMenu) = [0]> and <<(TouchingMenu) = [0]> and <<(SavingProcess) = [0]> and <not <(join (round (((mouse x) - (MapX)) / (32))) (round (((mouse y) - (MapY)) / (32)))) = (JustEdited)>>>>>> then\n if <(EditMode) = [1]> then\n BlockTypeSelected\n set [scanlength v] to (length of [blockx v])\n if <(length of [semix v]) > (ScanLength)> then\n set [scanlength v] to (length of [semix v])\n end\n if <(length of [enx v]) > (ScanLength)> then\n set [scanlength v] to (length of [enx v])\n end\n if <(length of [unx v]) > (ScanLength)> then\n set [scanlength v] to (length of [unx v])\n end\n if <(length of [pipex v]) > (ScanLength)> then\n set [scanlength v] to (length of [pipex v])\n end\n Attempt Placement\n end\n if <(EditMode) = [2]> then\n set [scanlength v] to (length of [blockx v])\n if <(length of [semix v]) > (ScanLength)> then\n set [scanlength v] to (length of [semix v])\n end\n if <(length of [enx v]) > (ScanLength)> then\n set [scanlength v] to (length of [enx v])\n end\n if <(length of [unx v]) > (ScanLength)> then\n set [scanlength v] to (length of [unx v])\n end\n if <(length of [pipex v]) > (ScanLength)> then\n set [scanlength v] to (length of [pipex v])\n end\n ScanFor (round (((mouse x) - (MapX)) / (32))) (round (((mouse y) - (MapY)) / (32)))\n if <(FoundPosition) = [1]> then\n if <(FoundInList) = [Block]> then\n delete (ScanNo.) of [blockx v]\n delete (ScanNo.) of [blocky v]\n delete (ScanNo.) of [blocktype v]\n end\n if <(FoundInList) = [Enemy]> then\n delete (ScanNo.) of [enx v]\n delete (ScanNo.) of [eny v]\n delete (ScanNo.) of [entype v]\n delete (ScanNo.) of [enkey v]\n end\n if <(FoundInList) = [Semi]> then\n delete (ScanNo.) of [semix v]\n delete (ScanNo.) of [semiy v]\n delete (ScanNo.) of [semitype v]\n end\n if <(FoundInList) = [Unique]> then\n delete (ScanNo.) of [unx v]\n delete (ScanNo.) of [uny v]\n delete (ScanNo.) of [untype v]\n end\n if <(FoundInList) = [Pipe]> then\n delete (ScanNo.) of [pipedir v]\n delete (ScanNo.) of [pipetype v]\n delete (ScanNo.) of [pipex v]\n delete (ScanNo.) of [pipey v]\n if <((ScanNo.) mod (2)) = [0]> then\n delete ((ScanNo.) - (1)) of [pipedir v]\n delete ((ScanNo.) - (1)) of [pipetype v]\n delete ((ScanNo.) - (1)) of [pipex v]\n delete ((ScanNo.) - (1)) of [pipey v]\n else\n delete (ScanNo.) of [pipedir v]\n delete (ScanNo.) of [pipetype v]\n delete (ScanNo.) of [pipex v]\n delete (ScanNo.) of [pipey v]\n end\n end\n Fix Surroundings\n end\n end\n if <(EditMode) = [3]> then\n ScanFor (round (((mouse x) - (MapX)) / (32))) (round (((mouse y) - (MapY)) / (32)))\n if <(FoundPosition) = [1]> then\n CheckBlock'sType\n if <<(FoundInList) = [Block]> or <(FoundInList) = [Semi]>> then\n set [costumeselected v] to (BlockTypeBeingEdited)\n if <(CostumeSelected) = [Pick]> then\n set [costumeselected v] to [1]\n end\n else\n set [costumeselected v] to (BlockTypeBeingEditedFull)\n if <(CostumeSelected) = [l]> then\n set [costumeselected v] to [Key]\n end\n if <(CostumeSelected) = [Pick]> then\n set [costumeselected v] to [1]\n end\n end\n else\n if <<((round (((mouse x) - (MapX)) / (32))) * (32)) = (OriginalSpawnX)> and <((round (((mouse y) - (MapY)) / (32))) * (32)) = (OriginalSpawnY)>> then\n set [costumeselected v] to [Spawn]\n set [foundposition v] to [1]\n end\n if <<((round (((mouse x) - (MapX)) / (32))) * (32)) = (GoalX)> and <((round (((mouse y) - (MapY)) / (32))) * (32)) = (GoalY)>> then\n set [costumeselected v] to [Goal]\n set [foundposition v] to [1]\n end\n end\n if <(FoundPosition) = [1]> then\n set [editmode v] to [1]\n set [itemmenu v] to [0.5]\n end\n end\n set [justedited v] to (join (round (((mouse x) - (MapX)) / (32))) (round (((mouse y) - (MapY)) / (32))))\nend\nLoad Blocks\nGoToMouse\nhide\nset [ghost v] effect to (50)\nif <(EditMode) = [1]> then\n BlockTypeSelected\n if <<(BlockTypeSelected) = [Block]> or <(BlockTypeSelected) = [Semi]>> then\n switch costume to (join (CostumeSelected) [b])\n else\n switch costume to (CostumeSelected)\n if <(BlockTypeSelected) = [Pipe]> then\n if <(CostumeSelected) = [£1]> then\n if <((length of [pipex v]) mod (2)) = [0]> then\n switch costume to (£11 v)\n else\n switch costume to (£12 v)\n end\n end\n if <(CostumeSelected) = [£2]> then\n switch costume to (£2 v)\n end\n if <(CostumeSelected) = [£3]> then\n if <((length of [pipex v]) mod (2)) = [0]> then\n switch costume to (£31 v)\n else\n switch costume to (£32 v)\n end\n end\n if <(CostumeSelected) = [£4]> then\n switch costume to (£4 v)\n end\n if <(CostumeSelected) = [£5]> then\n if <((length of [pipex v]) mod (2)) = [0]> then\n switch costume to (£51 v)\n else\n switch costume to (£52 v)\n end\n end\n if <(CostumeSelected) = [£6]> then\n switch costume to (£61 v)\n end\n if <(CostumeSelected) = [£7]> then\n if <((length of [pipex v]) mod (2)) = [0]> then\n switch costume to (£71 v)\n else\n switch costume to (£72 v)\n end\n end\n if <(CostumeSelected) = [£8]> then\n switch costume to (£81 v)\n end\n if <(CostumeSelected) = [£9]> then\n switch costume to (£9 v)\n end\n if <(CostumeSelected) = [£10]> then\n switch costume to (£10 v)\n end\n end\n end\nend\nif <(EditMode) = [2]> then\n switch costume to (erase v)\nend\nif <(EditMode) = [3]> then\n switch costume to (pick v)\nend\nbroadcast (EnemyUpdate v)\n\ndefine Load Blocks\nif <[1] = [1]> then\n delete this clone\nend\nset [blockno. v] to ((item # of (round (((MapX) / (-32)) - (8))) in [blockx v]) - (1))\nif <(BlockNo.) < [0]> then\n set [blockno. v] to [0]\nend\nrepeat ((length of [blockx v]) - (BlockNo.))\n change [blockno. v] by (1)\n set [x v] to (((item (BlockNo.) of [blockx v]) * (32)) + (MapX))\n set [y v] to (((item (BlockNo.) of [blocky v]) * (32)) + (MapY))\n go to x: (X) y: (Y)\n if <(X) > [242]> then\n set [blockno. v] to [0]\n if <not <(EditMode) = [0]>> then\n PlayerSpawnShow\n end\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [242]> and <([abs v] of (Y) ) < [182]>> then\n if <(EditMode) = [0]> then\n switch costume to (block v)\n if <<(item (BlockNo.) of [blocktype v]) = [10b]> or <(item (BlockNo.) of [blocktype v]) = [13b]>> then\n switch costume to (sloperight v)\n end\n if <<(item (BlockNo.) of [blocktype v]) = [11b]> or <(item (BlockNo.) of [blocktype v]) = [14b]>> then\n switch costume to (slopeleft v)\n end\n else\n switch costume to (item (BlockNo.) of [blocktype v])\n end\n if <(EditMode) = [0]> then\n if <<<(letter (length of (item (BlockNo.) of [blocktype v])) of (item (BlockNo.) of [blocktype v])) = [a]> and <not <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [64]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [64]>>>> or <<(item (BlockNo.) of [blocktype v]) = [23j]> or <<(item (BlockNo.) of [blocktype v]) = [23l]> or <(item (BlockNo.) of [blocktype v]) = [23m]>>>> then\n switch costume to (item (BlockNo.) of [blocktype v])\n stamp\n else\n create clone of (_myself_ v)\n end\n else\n stamp\n end\n end\nend\nset [blockno. v] to [0]\nif <not <(EditMode) = [0]>> then\n PlayerSpawnShow\nend\n\ndefine Attempt Placement\nScanFor (round (((mouse x) - (MapX)) / (32))) (round (((mouse y) - (MapY)) / (32)))\nCheckBlock'sType\nif <(BlockTypeBeingEdited) = (CostumeSelected)> then\n stop [this script v]\nend\nif <<<((round (((mouse x) - (MapX)) / (32))) * (32)) = (OriginalSpawnX)> and <((round (((mouse y) - (MapY)) / (32))) * (32)) = (OriginalSpawnY)>> or <<((round (((mouse x) - (MapX)) / (32))) * (32)) = (GoalX)> and <((round (((mouse y) - (MapY)) / (32))) * (32)) = (GoalY)>>> then\n stop [this script v]\nend\nif <(FoundPosition) = [0]> then\n MakePlacement\nelse\n if <not <<(CostumeSelected) = [Water]> or <(CostumeSelected) = [Lava]>>> then\n if <(FoundInList) = [Block]> then\n delete (ScanNo.) of [blocktype v]\n delete (ScanNo.) of [blockx v]\n delete (ScanNo.) of [blocky v]\n end\n if <(FoundInList) = [Semi]> then\n if <(BlockTypeSelected) = [Enemy]> then\n end\n if <(FoundInList) = [Enemy]> then\n if <<(CostumeSelected) = [Key]> and <not <<(item (ScanNo.) of [entype v]) = [o]> or <(item (ScanNo.) of [entype v]) = [l]>>>> then\n if <(item (ScanNo.) of [enkey v]) = [1]> then\n replace item (ScanNo.) of [enkey v] with [0]\n else\n replace item (ScanNo.) of [enkey v] with [1]\n end\n set [justedited v] to (join (round (((mouse x) - (MapX)) / (32))) (round (((mouse y) - (MapY)) / (32))))\n stop [this script v]\n else\n delete (ScanNo.) of [entype v]\n delete (ScanNo.) of [enx v]\n delete (ScanNo.) of [eny v]\n delete (ScanNo.) of [enkey v]\n end\n end\n if <(FoundInList) = [Unique]> then\n delete (ScanNo.) of [untype v]\n delete (ScanNo.) of [unx v]\n delete (ScanNo.) of [uny v]\n end\n if <(FoundInList) = [Pipe]> then\n if <(BlockTypeSelected) = [Enemy]> then\n end\n end\n MakePlacement\nend\n\ndefine ScanFor (x) (y)\nset [foundinlist v] to []\nset [foundposition v] to [0]\nset [scanno. v] to ((item # of ((x) - (2)) in [blockx v]) - (2))\nrepeat until <<(item (ScanNo.) of [blockx v]) > ((x) + (2))> or <(ScanNo.) > (length of [blockx v])>>\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [blockx v]) = (x)> and <(item (ScanNo.) of [blocky v]) = (y)>> then\n set [foundinlist v] to [Block]\n set [foundposition v] to [1]\n stop [this script v]\n end\nend\nset [scanno. v] to ((item # of ((x) - (2)) in [semix v]) - (2))\nrepeat until <<(item (ScanNo.) of [semix v]) > ((x) + (2))> or <(ScanNo.) > (length of [semix v])>>\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [semix v]) = (x)> and <(item (ScanNo.) of [semiy v]) = (y)>> then\n set [foundinlist v] to [Semi]\n set [foundposition v] to [1]\n set [foundinsemiat v] to (ScanNo.)\n if <(FixingSurroundings) = [1]> then\n stop [this script v]\n end\n end\nend\nif <<(FixingSurroundings) = [0]> or <<(ThisBlock'sType) = [4]> or <(ThisBlock'sType) = [5]>>> then\n set [scanno. v] to ((item # of ((x) - (2)) in [unx v]) - (2))\n repeat until <<(item (ScanNo.) of [unx v]) > ((x) + (2))> or <(ScanNo.) > (length of [unx v])>>\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [unx v]) = (x)> and <(item (ScanNo.) of [uny v]) = (y)>> then\n set [foundinlist v] to [Unique]\n set [foundposition v] to [1]\n stop [this script v]\n end\n end\nend\nif <(FixingSurroundings) = [0]> then\n set [scanno. v] to [0]\n repeat (length of [pipex v])\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [pipex v]) = (x)> and <(item (ScanNo.) of [pipey v]) = (y)>> then\n set [foundinlist v] to [Pipe]\n set [foundposition v] to [1]\n set [foundinpipeat v] to (ScanNo.)\n end\n end\n set [scanno. v] to [0]\n repeat (length of [enx v])\n change [scanno. v] by (1)\n if <<(item (ScanNo.) of [enx v]) = (x)> and <(item (ScanNo.) of [eny v]) = (y)>> then\n set [foundinlist v] to [Enemy]\n set [foundposition v] to [1]\n stop [this script v]\n end\n end\n if <(FoundPosition) = [1]> then\n if <(FoundInList) = [Semi]> then\n set [scanno. v] to (FoundInSemiAt)\n end\n if <(FoundInList) = [Pipe]> then\n set [scanno. v] to (FoundInPipeAt)\n end\n end\nend\n\ndefine Find Placement (x) (y)\nif <(BlockTypeSelected) = [Block]> then\n set [scanno. v] to ((item # of (x) in [blockx v]) - (1))\n repeat until <<not <(item (ScanNo.) of [blockx v]) < (x)>> or <(ScanNo.) > (length of [blockx v])>>\n change [scanno. v] by (1)\n end\n if <(ScanNo.) > (length of [blockx v])> then\n set [scanno. v] to ((length of [blockx v]) + (1))\n end\n set [placementno. v] to (ScanNo.)\nend\nif <(BlockTypeSelected) = [Semi]> then\n set [scanno. v] to ((item # of (x) in [semix v]) - (1))\n repeat until <<not <(item (ScanNo.) of [semix v]) < (x)>> or <(ScanNo.) > (length of [semix v])>>\n change [scanno. v] by (1)\n end\n if <(ScanNo.) > (length of [semix v])> then\n set [scanno. v] to ((length of [semix v]) + (1))\n end\n set [placementno. v] to (ScanNo.)\nend\nif <<(BlockTypeSelected) = [Enemy]> or <(BlockTypeSelected) = [Key]>> then\n set [scanno. v] to ((item # of (x) in [eny v]) - (1))\n repeat until <<not <(item (ScanNo.) of [eny v]) < (y)>> or <(ScanNo.) > (length of [eny v])>>\n change [scanno. v] by (1)\n end\n if <(ScanNo.) > (length of [eny v])> then\n set [scanno. v] to ((length of [eny v]) + (1))\n end\n set [placementno. v] to (ScanNo.)\nend\nif <(BlockTypeSelected) = [Unique]> then\n set [scanno. v] to ((item # of (x) in [unx v]) - (1))\n repeat until <<not <(item (ScanNo.) of [unx v]) < (x)>> or <(ScanNo.) > (length of [unx v])>>\n change [scanno. v] by (1)\n end\n if <(ScanNo.) > (length of [unx v])> then\n set [scanno. v] to ((length of [unx v]) + (1))\n end\n set [placementno. v] to (ScanNo.)\nend\nif <(BlockTypeSelected) = [Pipe]> then\n set [scanno. v] to ((length of [pipex v]) + (1))\n set [placementno. v] to (ScanNo.)\nend\n\ndefine Fix Costume\nif <(FixingSurroundings) = [1]> then\n CheckBlock'sType\n set [thisblock'stype v] to (BlockTypeBeingEdited)\n set [thisblockstypefull v] to (BlockTypeBeingEditedFull)\nend\nset [sides v] to []\nset [pipesides v] to []\nset [semisides v] to []\nScanFor ((round (((x position) - (MapX)) / (32))) + (1)) (round (((y position) - (MapY)) / (32)))\nCheckBlock'sType\nif <<(FoundPosition) = [1]> and <<(BlockTypeBeingEdited) = (ThisBlock'sType)> or <<<(ThisBlock'sType) = [5]> and <not <<(BlockTypeBeingEdited) = [\]> or <(FoundInList) = [Semi]>>>> or <<<<(ThisBlock'sType) = [9]> and <<(BlockTypeBeingEdited) = [10]> or <(BlockTypeBeingEdited) = [11]>>> or <<(ThisBlock'sType) = [12]> and <<(BlockTypeBeingEdited) = [13]> or <(BlockTypeBeingEdited) = [14]>>>> or <<<(ThisBlock'sType) = [3]> and <(BlockTypeBeingEdited) = [2]>> or <<(ThisBlock'sType) = [8]> and <<(BlockTypeBeingEdited) = [2]> or <(BlockTypeBeingEdited) = [3]>>>>>>>> then\n set [sides v] to (join (Sides) [R])\n if <<(ThisBlock'sType) = [5]> and <(BlockTypeBeingEdited) = [4]>> then\n set [pipesides v] to (join (PipeSides) [R])\n end\nend\nScanFor (round (((x position) - (MapX)) / (32))) ((round (((y position) - (MapY)) / (32))) + (1))\nCheckBlock'sType\nif <<<(FoundPosition) = [1]> and <<(BlockTypeBeingEdited) = (ThisBlock'sType)> or <<<(ThisBlock'sType) = [4]> and <not <<(BlockTypeBeingEdited) = [\]> or <(FoundInList) = [Semi]>>>> or <<<<(ThisBlock'sType) = [9]> and <<(BlockTypeBeingEdited) = [10]> or <(BlockTypeBeingEdited) = [11]>>> or <<(ThisBlock'sType) = [12]> and <<(BlockTypeBeingEdited) = [13]> or <(BlockTypeBeingEdited) = [14]>>>> or <<<(ThisBlock'sType) = [3]> and <(BlockTypeBeingEdited) = [2]>> or <<(ThisBlock'sType) = [8]> and <<(BlockTypeBeingEdited) = [2]> or <(BlockTypeBeingEdited) = [3]>>>>>>>> or <<((round (((y position) - (MapY)) / (32))) - (1)) = [-7]> or <<((round (((y position) - (MapY)) / (32))) - (1)) = [34]> or <((round (((y position) - (MapY)) / (32))) - (1)) = [76]>>>> then\n set [sides v] to (join (Sides) [U])\n if <<(ThisBlock'sType) = [4]> and <(BlockTypeBeingEdited) = [5]>> then\n set [pipesides v] to (join (PipeSides) [U])\n end\nend\nScanFor ((round (((x position) - (MapX)) / (32))) - (1)) (round (((y position) - (MapY)) / (32)))\nCheckBlock'sType\nif <<(FoundPosition) = [1]> and <<(BlockTypeBeingEdited) = (ThisBlock'sType)> or <<<(ThisBlock'sType) = [5]> and <not <<(BlockTypeBeingEdited) = [\]> or <(FoundInList) = [Semi]>>>> or <<<<(ThisBlock'sType) = [9]> and <<(BlockTypeBeingEdited) = [10]> or <(BlockTypeBeingEdited) = [11]>>> or <<(ThisBlock'sType) = [12]> and <<(BlockTypeBeingEdited) = [13]> or <(BlockTypeBeingEdited) = [14]>>>> or <<<(ThisBlock'sType) = [3]> and <(BlockTypeBeingEdited) = [2]>> or <<(ThisBlock'sType) = [8]> and <<(BlockTypeBeingEdited) = [2]> or <(BlockTypeBeingEdited) = [3]>>>>>>>> then\n set [sides v] to (join (Sides) [L])\n if <<(ThisBlock'sType) = [5]> and <(BlockTypeBeingEdited) = [4]>> then\n set [pipesides v] to (join (PipeSides) [L])\n end\n if <<<(ThisBlock'sType) = [3]> and <(BlockTypeBeingEdited) = [2]>> or <<(ThisBlock'sType) = [8]> and <<(BlockTypeBeingEdited) = [2]> or <(BlockTypeBeingEdited) = [3]>>>> then\n set [semisides v] to (join (SemiSides) [L])\n end\n if <<<(ThisBlock'sType) = [3]> and <<(BlockTypeBeingEditedFull) = [2f]> or <(BlockTypeBeingEditedFull) = [2l]>>> or <<(ThisBlock'sType) = [8]> and <<<(BlockTypeBeingEditedFull) = [2f]> or <(BlockTypeBeingEditedFull) = [2l]>> or <<(BlockTypeBeingEditedFull) = [3f]> or <(BlockTypeBeingEditedFull) = [3l]>>>>> then\n set [semisides v] to (join (SemiSides) [U])\n end\nend\nScanFor (round (((x position) - (MapX)) / (32))) ((round (((y position) - (MapY)) / (32))) - (1))\nCheckBlock'sType\nif <<<(FoundPosition) = [1]> and <<(BlockTypeBeingEdited) = (ThisBlock'sType)> or <<<(ThisBlock'sType) = [4]> and <not <<(BlockTypeBeingEdited) = [\]> or <(FoundInList) = [Semi]>>>> or <<<<(ThisBlock'sType) = [9]> and <<(BlockTypeBeingEdited) = [10]> or <(BlockTypeBeingEdited) = [11]>>> or <<(ThisBlock'sType) = [12]> and <<(BlockTypeBeingEdited) = [13]> or <(BlockTypeBeingEdited) = [14]>>>> or <<<(ThisBlock'sType) = [3]> and <(BlockTypeBeingEdited) = [2]>> or <<(ThisBlock'sType) = [8]> and <<(BlockTypeBeingEdited) = [2]> or <(BlockTypeBeingEdited) = [3]>>>>>>>> or <<((round (((y position) - (MapY)) / (32))) - (1)) = [-6]> or <<((round (((y position) - (MapY)) / (32))) - (1)) = [35]> or <((round (((y position) - (MapY)) / (32))) - (1)) = [-48]>>>> then\n set [sides v] to (join (Sides) [D])\n if <<(ThisBlock'sType) = [4]> and <(BlockTypeBeingEdited) = [5]>> then\n set [pipesides v] to (join (PipeSides) [D])\n end\nend\nif <not <(ThisBlock'sType) = [x]>> then\n switch costume to (join (ThisBlock'sType) [a])\n if < (SemiSides) contains [L]?> then\n switch costume to (join (ThisBlock'sType) [q])\n if < (SemiSides) contains [U]?> then\n switch costume to (join (ThisBlock'sType) [r])\n end\n end\n if <(length of (Sides)) = [3]> then\n if <not < (Sides) contains [U]?>> then\n switch costume to (join (ThisBlock'sType) [b])\n if < (PipeSides) contains [R]?> then\n switch costume to (join (ThisBlock'sType) [p])\n end\n if < (PipeSides) contains [L]?> then\n switch costume to (join (ThisBlock'sType) [q])\n end\n end\n if <not < (Sides) contains [D]?>> then\n switch costume to (join (ThisBlock'sType) [d])\n if < (PipeSides) contains [R]?> then\n switch costume to (join (ThisBlock'sType) [r])\n end\n if < (PipeSides) contains [L]?> then\n switch costume to (join (ThisBlock'sType) [s])\n end\n if < (SemiSides) contains [L]?> then\n switch costume to (join (ThisBlock'sType) [p])\n end\n end\n if <not < (Sides) contains [L]?>> then\n switch costume to (join (ThisBlock'sType) [e])\n if < (PipeSides) contains [U]?> then\n switch costume to (join (ThisBlock'sType) [q])\n end\n if < (PipeSides) contains [D]?> then\n switch costume to (join (ThisBlock'sType) [p])\n end\n end\n if <not < (Sides) contains [R]?>> then\n switch costume to (join (ThisBlock'sType) [c])\n if < (PipeSides) contains [U]?> then\n switch costume to (join (ThisBlock'sType) [s])\n end\n if < (PipeSides) contains [D]?> then\n switch costume to (join (ThisBlock'sType) [r])\n end\n end\n end\n if <(length of (Sides)) = [2]> then\n if << (Sides) contains [U]?> and < (Sides) contains [D]?>> then\n switch costume to (join (ThisBlock'sType) [j])\n end\n if << (Sides) contains [L]?> and < (Sides) contains [R]?>> then\n switch costume to (join (ThisBlock'sType) [k])\n end\n if << (Sides) contains [L]?> and < (Sides) contains [D]?>> then\n switch costume to (join (ThisBlock'sType) [f])\n end\n if << (Sides) contains [L]?> and < (Sides) contains [U]?>> then\n switch costume to (join (ThisBlock'sType) [g])\n end\n if << (Sides) contains [R]?> and < (Sides) contains [U]?>> then\n switch costume to (join (ThisBlock'sType) [h])\n end\n if << (Sides) contains [R]?> and < (Sides) contains [D]?>> then\n switch costume to (join (ThisBlock'sType) [i])\n end\n end\n if <(length of (Sides)) = [1]> then\n if <(Sides) = [U]> then\n switch costume to (join (ThisBlock'sType) [m])\n end\n if <(Sides) = [D]> then\n switch costume to (join (ThisBlock'sType) [l])\n end\n if <(Sides) = [L]> then\n switch costume to (join (ThisBlock'sType) [o])\n end\n if <(Sides) = [R]> then\n switch costume to (join (ThisBlock'sType) [n])\n end\n end\n if <(length of (Sides)) = [0]> then\n switch costume to (join (ThisBlock'sType) [b])\n end\n if <(ThisBlock'sType) = [6]> then\n switch costume to (join (ThisBlock'sType) [b])\n end\n if <(ThisBlock'sType) = [10]> then\n switch costume to (10b v)\n if < (Sides) contains [U]?> then\n switch costume to (10c v)\n end\n end\n if <(ThisBlock'sType) = [11]> then\n switch costume to (11b v)\n if < (Sides) contains [U]?> then\n switch costume to (11c v)\n end\n end\n if <(ThisBlock'sType) = [13]> then\n switch costume to (13b v)\n if < (Sides) contains [U]?> then\n switch costume to (13c v)\n end\n end\n if <(ThisBlock'sType) = [14]> then\n switch costume to (14b v)\n if < (Sides) contains [U]?> then\n switch costume to (14c v)\n end\n end\n if <(ThisBlock'sType) = [17]> then\n switch costume to (17b v)\n if < (Sides) contains [U]?> then\n switch costume to (17c v)\n end\n end\n if <(ThisBlock'sType) = [18]> then\n switch costume to (18a v)\n if < (Sides) contains [U]?> then\n switch costume to (18c v)\n end\n end\n if <(ThisBlock'sType) = [19]> then\n if <((ScanNo.) mod (4)) < [2]> then\n switch costume to (19a v)\n else\n switch costume to (19c v)\n end\n end\n if <(ThisBlock'sType) = [20]> then\n switch costume to (20a v)\n end\n if <(ThisBlock'sType) = [21]> then\n switch costume to (21a v)\n if < (Sides) contains [R]?> then\n switch costume to (21c v)\n end\n end\n if <(ThisBlock'sType) = [22]> then\n switch costume to (22b v)\n if <(length of (Sides)) = [4]> then\n switch costume to (22a v)\n end\n end\n if <(ThisBlock'sType) = [24]> then\n switch costume to (24a v)\n end\n if <(ThisBlock'sType) = [26]> then\n switch costume to (26a v)\n if < (Sides) contains [D]?> then\n switch costume to (26c v)\n end\n end\n if <(ThisBlock'sType) = [27]> then\n switch costume to (27k v)\n if < (Sides) contains [R]?> then\n switch costume to (27f v)\n end\n if < (Sides) contains [L]?> then\n switch costume to (27i v)\n end\n if << (Sides) contains [L]?> and < (Sides) contains [R]?>> then\n switch costume to (27b v)\n end\n end\n if <(ThisBlock'sType) = [28]> then\n switch costume to (28a v)\n end\nend\nset [thisblockstypefull v] to (costume [name v])\n\ndefine GoToMouse\ngo to x: (((round (((mouse x) - (MapX)) / (32))) * (32)) + (MapX)) y: (((round (((mouse y) - (MapY)) / (32))) * (32)) + (MapY))\n\ndefine Fix Surroundings\nset [fixingsurroundings v] to [1]\nGoToMouse\nchange x by (32)\nScanFor (round (((x position) - (MapX)) / (32))) (round (((y position) - (MapY)) / (32)))\nif <<(FoundPosition) = [1]> and <<(FoundInList) = [Block]> or <(FoundInList) = [Semi]>>> then\n set [placementno. v] to (ScanNo.)\n set [placementlist v] to (FoundInList)\n Fix Costume\n Replace Costume\nend\nGoToMouse\nchange y by (32)\nScanFor (round (((x position) - (MapX)) / (32))) (round (((y position) - (MapY)) / (32)))\nif <<(FoundPosition) = [1]> and <<(FoundInList) = [Block]> or <(FoundInList) = [Semi]>>> then\n set [placementno. v] to (ScanNo.)\n set [placementlist v] to (FoundInList)\n Fix Costume\n Replace Costume\nend\nGoToMouse\nchange x by (-32)\nScanFor (round (((x position) - (MapX)) / (32))) (round (((y position) - (MapY)) / (32)))\nif <<(FoundPosition) = [1]> and <<(FoundInList) = [Block]> or <(FoundInList) = [Semi]>>> then\n set [placementno. v] to (ScanNo.)\n set [placementlist v] to (FoundInList)\n Fix Costume\n Replace Costume\nend\nGoToMouse\nchange y by (-32)\nScanFor (round (((x position) - (MapX)) / (32))) (round (((y position) - (MapY)) / (32)))\nif <<(FoundPosition) = [1]> and <<(FoundInList) = [Block]> or <(FoundInList) = [Semi]>>> then\n set [placementno. v] to (ScanNo.)\n set [placementlist v] to (FoundInList)\n Fix Costume\n Replace Costume\nend\nset [fixingsurroundings v] to [0]\n\nwhen I receive [costuming v]\nif <(BlockNo.) > [0]> then\n switch costume to (item (BlockNo.) of [blocktype v])\nend\nif <not <(EditMode) = [0]>> then\n show\nend\n\ndefine Replace Costume\nif <(PlacementList) = [Block]> then\n replace item (PlacementNo.) of [blocktype v] with (costume [name v])\nend\nif <(PlacementList) = [Semi]> then\n replace item (PlacementNo.) of [semitype v] with (costume [name v])\nend\n\ndefine CheckBlock'sType\nset [blocktypebeingedited v] to []\nset [blocktypebeingeditedfull v] to []\nif <(FoundInList) = [Block]> then\n if <(round (join (letter (1) of (item (ScanNo.) of [blocktype v])) (letter (2) of (item (ScanNo.) of [blocktype v])))) = [0]> then\n set [blocktypebeingedited v] to (letter (1) of (item (ScanNo.) of [blocktype v]))\n else\n set [blocktypebeingedited v] to (join (letter (1) of (item (ScanNo.) of [blocktype v])) (letter (2) of (item (ScanNo.) of [blocktype v])))\n end\n set [blocktypebeingeditedfull v] to (item (ScanNo.) of [blocktype v])\nend\nif <(FoundInList) = [Semi]> then\n if <(round (join (letter (1) of (item (ScanNo.) of [semitype v])) (letter (2) of (item (ScanNo.) of [semitype v])))) = [0]> then\n set [blocktypebeingedited v] to (letter (1) of (item (ScanNo.) of [semitype v]))\n else\n set [blocktypebeingedited v] to (join (letter (1) of (item (ScanNo.) of [semitype v])) (letter (2) of (item (ScanNo.) of [semitype v])))\n end\n set [blocktypebeingeditedfull v] to (item (ScanNo.) of [semitype v])\nend\nif <(FoundInList) = [Enemy]> then\n set [blocktypebeingedited v] to [\]\n if <(EditMode) = [3]> then\n set [blocktypebeingeditedfull v] to (item (ScanNo.) of [entype v])\n else\n set [blocktypebeingeditedfull v] to [\]\n end\nend\nif <(FoundInList) = [Unique]> then\n set [blocktypebeingedited v] to [0]\n if <(EditMode) = [3]> then\n set [blocktypebeingeditedfull v] to (item (ScanNo.) of [untype v])\n else\n set [blocktypebeingeditedfull v] to [0]\n end\n if <<<(item (ScanNo.) of [untype v]) = [.]> or <(letter (1) of (item (ScanNo.) of [untype v])) = [,]>> or <<(item (ScanNo.) of [untype v]) = [#]> or <<(item (ScanNo.) of [untype v]) = [']> or <(item (ScanNo.) of [untype v]) = [\(]>>>> then\n set [blocktypebeingedited v] to [\]\n end\nend\nif <(FoundInList) = [Pipe]> then\n set [blocktypebeingedited v] to [\]\n if <(EditMode) = [3]> then\n set [blocktypebeingeditedfull v] to (item (ScanNo.) of [pipetype v])\n else\n set [blocktypebeingeditedfull v] to [\]\n end\nend\n\ndefine BlockTypeSelected\nif <(CostumeSelected) < [100]> then\n set [blocktypeselected v] to [Unique]\nelse\n set [blocktypeselected v] to [Enemy]\nend\nif <<<<(CostumeSelected) = [1]> or <(CostumeSelected) = [14]>> or <<<(CostumeSelected) = [11]> or <(CostumeSelected) = [15]>> or <<(CostumeSelected) = [12]> or <(CostumeSelected) = [13]>>>> or <<<(CostumeSelected) = [4]> or <<(CostumeSelected) = [16]> or <(CostumeSelected) = [17]>>> or <<<(CostumeSelected) = [5]> or <(CostumeSelected) = [22]>> or <<(CostumeSelected) = [7]> or <<(CostumeSelected) = [9]> or <(CostumeSelected) = [10]>>>>>> then\n set [blocktypeselected v] to [Block]\nend\nif <<<<(CostumeSelected) = [2]> or <(CostumeSelected) = [18]>> or <<(CostumeSelected) = [19]> or <(CostumeSelected) = [20]>>> or <<<<(CostumeSelected) = [21]> or <(CostumeSelected) = [26]>> or <<(CostumeSelected) = [3]> or <(CostumeSelected) = [25]>>> or <<<(CostumeSelected) = [6]> or <(CostumeSelected) = [28]>> or <<<(CostumeSelected) = [8]> or <(CostumeSelected) = [27]>> or <<(CostumeSelected) = [23]> or <(CostumeSelected) = [24]>>>>>> then\n set [blocktypeselected v] to [Semi]\nend\nif <(letter (1) of (CostumeSelected)) = [£]> then\n set [blocktypeselected v] to [Pipe]\nend\nif <(CostumeSelected) = [Spawn]> then\n set [blocktypeselected v] to [Spawn]\nend\nif <(CostumeSelected) = [Goal]> then\n set [blocktypeselected v] to [Goal]\nend\nif <(CostumeSelected) = [Water]> then\n set [blocktypeselected v] to [Water]\nend\nif <(CostumeSelected) = [Lava]> then\n set [blocktypeselected v] to [Lava]\nend\nif <(CostumeSelected) = [Key]> then\n set [blocktypeselected v] to [Key]\nend\n\ndefine MakePlacement\nset [thisblock'stype v] to (CostumeSelected)\nFind Placement (round (((mouse x) - (MapX)) / (32))) (round (((mouse y) - (MapY)) / (32)))\nGoToMouse\nFix Costume\nif <not <(costume [name v]) = [Block]>> then\n BlockTypeSelected\n if <(BlockTypeSelected) = [Block]> then\n insert (round (((mouse x) - (MapX)) / (32))) at (PlacementNo.) of [blockx v] \n insert (round (((mouse y) - (MapY)) / (32))) at (PlacementNo.) of [blocky v] \n insert (costume [name v]) at (PlacementNo.) of [blocktype v] \n end\n if <(BlockTypeSelected) = [Semi]> then\n insert (round (((mouse x) - (MapX)) / (32))) at (PlacementNo.) of [semix v] \n insert (round (((mouse y) - (MapY)) / (32))) at (PlacementNo.) of [semiy v] \n insert (costume [name v]) at (PlacementNo.) of [semitype v] \n end\n if <(BlockTypeSelected) = [Enemy]> then\n insert (round (((mouse x) - (MapX)) / (32))) at (PlacementNo.) of [enx v] \n insert (round (((mouse y) - (MapY)) / (32))) at (PlacementNo.) of [eny v] \n insert (CostumeSelected) at (PlacementNo.) of [entype v] \n insert [0] at (PlacementNo.) of [enkey v] \n end\n if <(BlockTypeSelected) = [Unique]> then\n insert (round (((mouse x) - (MapX)) / (32))) at (PlacementNo.) of [unx v] \n insert (round (((mouse y) - (MapY)) / (32))) at (PlacementNo.) of [uny v] \n insert (costume [name v]) at (PlacementNo.) of [untype v] \n end\n if <(BlockTypeSelected) = [Pipe]> then\n insert (round (((mouse x) - (MapX)) / (32))) at (PlacementNo.) of [pipex v] \n insert (round (((mouse y) - (MapY)) / (32))) at (PlacementNo.) of [pipey v] \n insert (CostumeSelected) at (PlacementNo.) of [pipetype v] \n if <(CostumeSelected) = [£1]> then\n insert [D1] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£2]> then\n insert [D2] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£3]> then\n insert [U1] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£4]> then\n insert [U2] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£5]> then\n insert [R1] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£6]> then\n insert [R2] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£7]> then\n insert [L1] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£8]> then\n insert [L2] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£9]> then\n insert [Door] at (PlacementNo.) of [pipedir v] \n end\n if <(CostumeSelected) = [£10]> then\n insert [DoorL] at (PlacementNo.) of [pipedir v] \n end\n insert [0] at (PlacementNo.) of [pipestate v] \n end\n if <(BlockTypeSelected) = [Spawn]> then\n set [originalspawnx v] to ((round (((mouse x) - (MapX)) / (32))) * (32))\n set [originalspawny v] to ((round (((mouse y) - (MapY)) / (32))) * (32))\n set [spawnx v] to (OriginalSpawnX)\n set [spawny v] to (OriginalSpawnY)\n end\n if <(BlockTypeSelected) = [Goal]> then\n set [goalx v] to ((round (((mouse x) - (MapX)) / (32))) * (32))\n set [goaly v] to ((round (((mouse y) - (MapY)) / (32))) * (32))\n set [goallevel v] to (GroundLevel)\n end\n if <(BlockTypeSelected) = [Water]> then\n if <(GroundLevel) = [1]> then\n set [1water v] to ((round (((mouse y) - (MapY)) / (32))) * (32))\n end\n if <(GroundLevel) = [0]> then\n set [0water v] to ((round (((mouse y) - (MapY)) / (32))) * (32))\n end\n if <(GroundLevel) = [-1]> then\n set [-1water v] to ((round (((mouse y) - (MapY)) / (32))) * (32))\n end\n set [costumeselected v] to (item (1) of [hotbar v])\n set [itemmenu v] to [0.9]\n end\n if <(BlockTypeSelected) = [Lava]> then\n if <(GroundLevel) = [1]> then\n set [1lava v] to ((round (((mouse y) - (MapY)) / (32))) * (32))\n end\n if <(GroundLevel) = [0]> then\n set [0lava v] to ((round (((mouse y) - (MapY)) / (32))) * (32))\n end\n if <(GroundLevel) = [-1]> then\n set [-1lava v] to ((round (((mouse y) - (MapY)) / (32))) * (32))\n end\n set [costumeselected v] to (item (1) of [hotbar v])\n set [itemmenu v] to [0.9]\n end\n if <(BlockTypeSelected) = [Key]> then\n insert (round (((mouse x) - (MapX)) / (32))) at (PlacementNo.) of [enx v] \n insert (round (((mouse y) - (MapY)) / (32))) at (PlacementNo.) of [eny v] \n insert [l] at (PlacementNo.) of [entype v] \n insert [1] at (PlacementNo.) of [enkey v] \n end\n set [justedited v] to (join (round (((mouse x) - (MapX)) / (32))) (round (((mouse y) - (MapY)) / (32))))\n change [scanlength v] by (1)\nend\nFix Surroundings\n\ndefine PlayerSpawnShow\ngo to x: ((OriginalSpawnX) + (MapX)) y: ((OriginalSpawnY) + (MapY))\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n switch costume to (spawn v)\n stamp\nend\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@UniqueBlocks\n\nwhen flag clicked\ndelete all of [untype v]\ndelete all of [unx v]\ndelete all of [uny v]\nset size to (400) %\nset rotation style [don't rotate v]\npoint in direction (90)\nhide\n\nwhen I receive [map update v]\nif <[1] = [1]> then\n delete this clone\nend\ndelete all of [aboveblocktype v]\ndelete all of [aboveblockx v]\ndelete all of [aboveblocky v]\nset [conveyerdistance v] to [30]\nif <(length of [deleteblocklist v]) > [0]> then\n DeleteBlocks\nend\nif <(length of [vinebeaddedatx v]) > [0]> then\n AddVines\nend\nshow\nLoad Unique\nhide\n\ndefine Load Unique\nif <[1] = [1]> then\n delete this clone\nend\nif <(EditMode) = [0]> then\n set [uniqueno. v] to ((item # of (round (((MapX) / (-32)) - (8))) in [uniquex v]) - (1))\n if <(UniqueNo.) < [0]> then\n set [uniqueno. v] to [0]\n end\n repeat ((length of [uniquex v]) - (UniqueNo.))\n change [uniqueno. v] by (1)\n set [x v] to (((item (UniqueNo.) of [uniquex v]) * (32)) + (MapX))\n set [y v] to (((item (UniqueNo.) of [uniquey v]) * (32)) + (MapY))\n if <(X) > [242]> then\n set [uniqueno. v] to [0]\n GoalShow\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [242]> and <([abs v] of (Y) ) < [182]>> then\n go to x: (X) y: (Y)\n switch costume to (hitbox v)\n if <<<<(item (UniqueNo.) of [uniquetype v]) = [\(]> or <<(item (UniqueNo.) of [uniquetype v]) = [-]> or <<<(item (UniqueNo.) of [uniquetype v]) = [.]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [!]> and <not <(PTimer) = [0]>>>>>> or <(letter (1) of (item (UniqueNo.) of [uniquetype v])) = [,]>> or <<<(item (UniqueNo.) of [uniquetype v]) = [#]> and <(RedBlueSwitch) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [']> and <(RedBlueSwitch) = [1]>>>> then\n hide\n create clone of (_myself_ v)\n show\n else\n create clone of (_myself_ v)\n end\n end\n end\nelse\n set [uniqueno. v] to ((item # of (round (((MapX) / (-32)) - (8))) in [unx v]) - (1))\n if <(UniqueNo.) < [0]> then\n set [uniqueno. v] to [0]\n end\n repeat ((length of [unx v]) - (UniqueNo.))\n change [uniqueno. v] by (1)\n set [x v] to (((item (UniqueNo.) of [unx v]) * (32)) + (MapX))\n set [y v] to (((item (UniqueNo.) of [uny v]) * (32)) + (MapY))\n go to x: (X) y: (Y)\n if <(X) > [242]> then\n set [uniqueno. v] to [0]\n GoalShow\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [242]> and <([abs v] of (Y) ) < [182]>> then\n switch costume to (join (item (UniqueNo.) of [untype v]) [1])\n stamp\n end\n end\nend\nGoalShow\nset [uniqueno. v] to [0]\n\nwhen I receive [costuming v]\nif <(UniqueNo.) > [0]> then\n if <not <(item (UniqueNo.) of [uniquebounce v]) = [0]>> then\n change y by (([sin v] of ((item (UniqueNo.) of [uniquebounce v]) * (2400)) ) * (8))\n change size by (([sin v] of ((item (UniqueNo.) of [uniquebounce v]) * (2400)) ) * (50))\n replace item (UniqueNo.) of [uniquebounce v] with ((item (UniqueNo.) of [uniquebounce v]) + (0.009))\n if <(item (UniqueNo.) of [uniquebounce v]) > [0.08]> then\n replace item (UniqueNo.) of [uniquebounce v] with [0]\n end\n go [forward v] (4) layers\n end\n if <(item (UniqueNo.) of [uniquetype v]) = ["]> then\n switch costume to (join ["] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n stop [this script v]\n end\n if <<(letter (1) of (item (UniqueNo.) of [uniquetype v])) = [$]> and <not <(item (UniqueNo.) of [uniquetype v]) = [$]>>> then\n switch costume to (join [$] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [$]> then\n switch costume to ($ v)\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [%]> then\n if <(PTimer) = [0]> then\n switch costume to (join [%] (([floor v] of (((GameTimer) * (45)) mod (4)) ) + (2)))\n else\n switch costume to (%2 v)\n end\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [&]> then\n if <(PTimer) = [0]> then\n switch costume to (join [&] (([floor v] of (((GameTimer) * (45)) mod (4)) ) + (2)))\n else\n switch costume to (&2 v)\n end\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [*]> then\n switch costume to (*1 v)\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [\(]> then\n show\n switch costume to (join [\(] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n stamp\n delete this clone\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [\)]> then\n switch costume to (join [\)] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [-]> then\n if <<((item (UniqueNo.) of [uniquex v]) * (32)) = (SpawnX)> and <((item (UniqueNo.) of [uniquey v]) * (32)) = (SpawnY)>> then\n switch costume to (-5 v)\n if <(item (UniqueNo.) of [uniquestate v]) > [0]> then\n switch costume to (-4 v)\n end\n if <(item (UniqueNo.) of [uniquestate v]) > [0.33]> then\n switch costume to (-3 v)\n end\n if <(item (UniqueNo.) of [uniquestate v]) > [0.66]> then\n switch costume to (-2 v)\n end\n else\n switch costume to (-1 v)\n end\n stamp\n delete this clone\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [+]> then\n if <(RedBlueSwitch) = [0]> then\n switch costume to (+1 v)\n else\n switch costume to (+2 v)\n end\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [']> then\n show\n if <(RedBlueSwitch) = [0]> then\n switch costume to ('1 v)\n else\n switch costume to ('2 v)\n stamp\n delete this clone\n end\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [#]> then\n show\n if <(RedBlueSwitch) = [0]> then\n switch costume to (#1 v)\n stamp\n delete this clone\n else\n switch costume to (#2 v)\n end\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [/]> then\n switch costume to (/1 v)\n end\n if <<<(item (UniqueNo.) of [uniquetype v]) = [.]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [!]> and <not <(PTimer) = [0]>>>> then\n if <(PTimer) = [0]> then\n switch costume to (join [.] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n else\n switch costume to (.1 v)\n end\n stamp\n stop [this script v]\n end\n if <<<(letter (1) of (item (UniqueNo.) of [uniquetype v])) = [!]> and <not <(item (UniqueNo.) of [uniquetype v]) = [!]>>> or <<<(item (UniqueNo.) of [uniquetype v]) = [!]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [.]> and <not <(PTimer) = [0]>>>>> then\n if <(PTimer) = [0]> then\n switch costume to (join [!] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n else\n switch costume to (!1 v)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [environment update v]\nif <<(UniqueNo.) > [0]> and <(AllowMovement) = [1]>> then\n if <<<(letter (1) of (item (UniqueNo.) of [uniquetype v])) = [!]> and <not <(item (UniqueNo.) of [uniquetype v]) = [!]>>> or <<<(item (UniqueNo.) of [uniquetype v]) = [!]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [.]> and <not <(PTimer) = [0]>>>>> then\n if <<<(YVel) = [1.1]> and <(Crouching) = [0]>> or <<(YVel) = [4]> and <(Crouching) = [1]>>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<((y position) - ([y position v] of [player v])) < ((64) - ((Small) * (30)))> and <((y position) - ([y position v] of [player v])) > ((32) - ((Small) * (32)))>>> then\n if <<<(Climbing) = [1]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <(Climbing) = [0]>> then\n if <<<(item (UniqueNo.) of [uniquetype v]) = [!]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [.]> and <not <(PTimer) = [0]>>>> then\n if <(item (UniqueNo.) of [uniquebounce v]) = [0]> then\n replace item (UniqueNo.) of [uniquebounce v] with [0.01]\n start sound [Bump v]\n end\n if <not <(Powerup) = [None]>> then\n add (UniqueNo.) to [deleteblocklist v]\n add (item (UniqueNo.) of [uniquex v]) to [particlemakex v]\n add (item (UniqueNo.) of [uniquey v]) to [particlemakey v]\n add [Brick] to [particlemaketype v]\n start sound [BrickShatter v]\n end\n else\n ItemBlockUsed\n end\n set [blockbouncex v] to (x position)\n set [blockbouncey v] to ((y position) + (32))\n broadcast (BouncedBlock v)\n end\n end\n end\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = ["]> then\n if <<<(YVel) = [1.1]> and <(Crouching) = [0]>> or <<(YVel) = [4]> and <(Crouching) = [1]>>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<((y position) - ([y position v] of [player v])) < ((64) - ((Small) * (30)))> and <((y position) - ([y position v] of [player v])) > ((32) - ((Small) * (32)))>>> then\n if <<<(Climbing) = [1]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <(Climbing) = [0]>> then\n if <(item (UniqueNo.) of [uniquebounce v]) = [0]> then\n replace item (UniqueNo.) of [uniquebounce v] with [0.01]\n start sound [Bump v]\n end\n add (x position) to [aboveblockx v]\n add ((y position) + (32)) to [aboveblocky v]\n add [Note] to [aboveblocktype v]\n broadcast (NoteBouncedBlock v)\n end\n end\n end\n switch costume to (abovescan v)\n if <<touching (enemies + other v)?> or <touching (items v)?>> then\n if <(item (UniqueNo.) of [uniquebounce v]) = [0]> then\n replace item (UniqueNo.) of [uniquebounce v] with [0.01]\n start sound [Bump v]\n end\n add (x position) to [aboveblockx v]\n add ((y position) + (32)) to [aboveblocky v]\n add [Note] to [aboveblocktype v]\n broadcast (NoteBouncedBlock v)\n end\n stop [this script v]\n end\n if <<(letter (1) of (item (UniqueNo.) of [uniquetype v])) = [$]> and <not <(item (UniqueNo.) of [uniquetype v]) = [$]>>> then\n if <<<(YVel) = [1.1]> and <(Crouching) = [0]>> or <<(YVel) = [4]> and <(Crouching) = [1]>>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<((y position) - ([y position v] of [player v])) < ((64) - ((Small) * (30)))> and <((y position) - ([y position v] of [player v])) > ((32) - ((Small) * (32)))>>> then\n if <<<(Climbing) = [1]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <(Climbing) = [0]>> then\n ItemBlockUsed\n set [blockbouncex v] to (x position)\n set [blockbouncey v] to ((y position) + (32))\n broadcast (BouncedBlock v)\n end\n end\n end\n stop [this script v]\n end\n if <<(item (UniqueNo.) of [uniquetype v]) = [%]> and <(PTimer) = [0]>> then\n switch costume to (abovescan v)\n if <<touching (enemies + other v)?> or <touching (items v)?>> then\n add (x position) to [aboveblockx v]\n add ((y position) + (32)) to [aboveblocky v]\n add [Left] to [aboveblocktype v]\n broadcast (NoteBouncedBlock v)\n end\n switch costume to (hitbox v)\n stop [this script v]\n end\n if <<(item (UniqueNo.) of [uniquetype v]) = [&]> and <(PTimer) = [0]>> then\n switch costume to (abovescan v)\n if <<touching (enemies + other v)?> or <touching (items v)?>> then\n add (x position) to [aboveblockx v]\n add ((y position) + (32)) to [aboveblocky v]\n add [Right] to [aboveblocktype v]\n broadcast (NoteBouncedBlock v)\n end\n switch costume to (hitbox v)\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [\(]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [24]> and <<((y position) - ([y position v] of [player v])) < ((48) - ((Small) * (24)))> and <<((y position) - ([y position v] of [player v])) > [-24]> and <(Holding) = [0]>>>> then\n if <<<<key (w v) pressed?> or <key (s v) pressed?>> or <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>>> and <not <<(YVel) = [0]> or <(YVel) = (Gravity)>>>> then\n set [climbing v] to [1]\n end\n if <(Climbing) = [1]> then\n set [maintainclimbing v] to [1]\n end\n end\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [\)]> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [30]> and <<<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> or <not <(ConveyorXVel) = [0]>>> and <<((y position) - ([y position v] of [player v])) > [-30]> and <((y position) - ([y position v] of [player v])) < ((48) - ((Small) * (24)))>>>> or <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<((y position) - ([y position v] of [player v])) > [-34]> and <((y position) - ([y position v] of [player v])) < [-24]>>> or <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<(YVel) = [1.1]> or <(YVel) = [4]>>> and <<((y position) - ([y position v] of [player v])) < ((64) - ((Small) * (30)))> and <((y position) - ([y position v] of [player v])) > ((32) - ((Small) * (32)))>>>>> then\n if <<(Invincible) = [0]> and <(AllowControl) = [1]>> then\n broadcast (Powerdown v)\n end\n end\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [-]> then\n if <<([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])) > [-48]>>> then\n if <not <<((item (UniqueNo.) of [uniquex v]) * (32)) = (SpawnX)> and <((item (UniqueNo.) of [uniquey v]) * (32)) = (SpawnY)>>> then\n set [spawnx v] to ((item (UniqueNo.) of [uniquex v]) * (32))\n set [spawny v] to ((item (UniqueNo.) of [uniquey v]) * (32))\n replace item (UniqueNo.) of [uniquestate v] with [1]\n start sound [clear v]\n end\n end\n if <(item (UniqueNo.) of [uniquestate v]) > [0]> then\n replace item (UniqueNo.) of [uniquestate v] with ((item (UniqueNo.) of [uniquestate v]) - (0.15))\n if <(item (UniqueNo.) of [uniquestate v]) < [0]> then\n replace item (UniqueNo.) of [uniquestate v] with [0]\n end\n end\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [+]> then\n if <<<(YVel) = [1.1]> and <(Crouching) = [0]>> or <<(YVel) = [4]> and <(Crouching) = [1]>>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<((y position) - ([y position v] of [player v])) < ((64) - ((Small) * (30)))> and <((y position) - ([y position v] of [player v])) > ((32) - ((Small) * (32)))>>> then\n if <<<(Climbing) = [1]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <(Climbing) = [0]>> then\n if <(item (UniqueNo.) of [uniquebounce v]) = [0]> then\n replace item (UniqueNo.) of [uniquebounce v] with [0.01]\n BlockInteractedWith\n set [blockbouncex v] to (x position)\n set [blockbouncey v] to ((y position) + (32))\n broadcast (BouncedBlock v)\n end\n end\n end\n end\n stop [this script v]\n end\n if <(item (UniqueNo.) of [uniquetype v]) = [/]> then\n replace item (UniqueNo.) of [uniquestate v] with ((item (UniqueNo.) of [uniquestate v]) + (0.01))\n if <(item (UniqueNo.) of [uniquestate v]) > [1.2]> then\n add (item (UniqueNo.) of [uniquex v]) to [enemyx v]\n add (item (UniqueNo.) of [uniquey v]) to [enemyy v]\n add [r] to [enemytype v]\n add [0] to [enemystate v]\n add [0] to [enemyyvel v]\n add [0] to [enemyextra v]\n if <([x position v] of [player v]) > (x position)> then\n add [90] to [enemydir v]\n else\n add [-90] to [enemydir v]\n end\n add [0] to [enemykey v]\n replace item (UniqueNo.) of [uniquestate v] with [0]\n if <([x position v] of [player v]) > (x position)> then\n add ((item (UniqueNo.) of [uniquex v]) + (0.5)) to [particlemakex v]\n else\n add ((item (UniqueNo.) of [uniquex v]) - (0.5)) to [particlemakex v]\n end\n add (item (UniqueNo.) of [uniquey v]) to [particlemakey v]\n add [0] to [particlemakedir v]\n add [Poof] to [particlemaketype v]\n start sound [bomb-omb v]\n end\n stop [this script v]\n end\n if <<<(item (UniqueNo.) of [uniquetype v]) = [.]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [!]> and <not <(PTimer) = [0]>>>> then\n show\n if <<([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])) > [-24]>>> then\n CoinCollected\n end\n stop [this script v]\n end\nend\n\ndefine DeleteBlocks\nrepeat (length of [deleteblocklist v])\n delete (item (1) of [deleteblocklist v]) of [uniquetype v]\n delete (item (1) of [deleteblocklist v]) of [uniquex v]\n delete (item (1) of [deleteblocklist v]) of [uniquey v]\n delete (item (1) of [deleteblocklist v]) of [uniquebounce v]\n delete (item (1) of [deleteblocklist v]) of [uniquestate v]\n RealignKilledBlocksList (item (1) of [deleteblocklist v])\n delete (1) of [deleteblocklist v]\nend\n\nwhen I receive [thwompbreakblock v]\nif <<(UniqueNo.) > [0]> and <not <<(item (UniqueNo.) of [uniquetype v]) = [\(]> or <(item (UniqueNo.) of [uniquetype v]) = [-]>>>> then\n BreakBlock\nend\n\ndefine BreakBlock\nset [offset v] to [0]\nrepeat (length of [breakx v])\n change [offset v] by (1)\n if <<([abs v] of ((x position) - (item (Offset) of [breakx v])) ) < [26]> and <([abs v] of ((y position) - ((item (Offset) of [breaky v]) + (<<<(item (UniqueNo.) of [uniquetype v]) = [.]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [!]> and <not <(PTimer) = [0]>>>> * (32)))) ) < [16]>> then\n BlockInteractedWith\n end\nend\n\nwhen I receive [shellbreakblock v]\nif <(UniqueNo.) > [0]> then\n if <<([abs v] of ((x position) - (BreakX)) ) < [26]> and <([abs v] of ((y position) - (BreakY)) ) < [16]>> then\n BlockInteractedWith\n end\nend\n\nwhen I receive [background update v]\nif <<(UniqueNo.) > [0]> and <(AllowMovement) = [1]>> then\n if <(item (UniqueNo.) of [uniquetype v]) = ["]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<((y position) - ([y position v] of [player v])) < [-28]> and <((y position) - ([y position v] of [player v])) > [-36]>>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [20]\n else\n set [yvel v] to [12]\n end\n set [xvel v] to [0]\n if <(item (UniqueNo.) of [uniquebounce v]) = [0]> then\n replace item (UniqueNo.) of [uniquebounce v] with [0.01]\n start sound [Bump v]\n end\n end\n stop [this script v]\n end\n if <<(item (UniqueNo.) of [uniquetype v]) = [%]> and <(PTimer) = [0]>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < (ConveyerDistance)> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [30]> and <<((y position) - ([y position v] of [player v])) < [-28]> and <((y position) - ([y position v] of [player v])) > [-34]>>> then\n set [conveyorxvel v] to [-2]\n set [conveyerdistance v] to ([abs v] of ((x position) - ([x position v] of [player v])) )\n set [movedbyconveyer v] to [1]\n end\n end\n stop [this script v]\n end\n if <<(item (UniqueNo.) of [uniquetype v]) = [&]> and <(PTimer) = [0]>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < (ConveyerDistance)> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [30]> and <<((y position) - ([y position v] of [player v])) < [-28]> and <((y position) - ([y position v] of [player v])) > [-36]>>> then\n set [conveyorxvel v] to [2]\n set [conveyerdistance v] to ([abs v] of ((x position) - ([x position v] of [player v])) )\n set [movedbyconveyer v] to [1]\n end\n end\n stop [this script v]\n end\n if <<(letter (1) of (item (UniqueNo.) of [uniquetype v])) = [,]> and <(item (UniqueNo.) of [uniquestate v]) = [0]>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<((y position) - ([y position v] of [player v])) < ((64) - ((Small) * (28)))> and <((y position) - ([y position v] of [player v])) > ((32) - ((Small) * (32)))>>> then\n if <<<<(Climbing) = [1]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <(Climbing) = [0]>> and <(YVel) > [0]>> then\n ItemBlockUsed\n replace item (UniqueNo.) of [uniquestate v] with [1]\n end\n end\n stop [this script v]\n end\nend\n\nwhen I receive [bombbreakblock v]\nif <<(UniqueNo.) > [0]> and <not <<<(item (UniqueNo.) of [uniquetype v]) = [\(]> or <(item (UniqueNo.) of [uniquetype v]) = ["]>> or <(item (UniqueNo.) of [uniquetype v]) = [-]>>>> then\n BombBreakBlock\nend\n\ndefine BombBreakBlock\nset [offset v] to [0]\nrepeat (length of [bombx v])\n change [offset v] by (1)\n if <<([abs v] of ((x position) - (item (Offset) of [bombx v])) ) < [24]> and <([abs v] of ((y position) - (item (Offset) of [bomby v])) ) < [24]>> then\n if <<<(item (UniqueNo.) of [uniquetype v]) = [.]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [!]> and <not <(PTimer) = [0]>>>> then\n CoinCollected\n else\n add (UniqueNo.) to [deleteblocklist v]\n add (item (UniqueNo.) of [uniquex v]) to [particlemakex v]\n add (item (UniqueNo.) of [uniquey v]) to [particlemakey v]\n add [Brick] to [particlemaketype v]\n start sound [BrickShatter v]\n end\n stop [this script v]\n end\nend\n\ndefine SpawnItemFromBlock\nstart sound [ItemSprout v]\nadd [90] to [itemdirection v]\nadd [0] to [itemstate v]\nif <<(Powerup) = [None]> and <not <<(letter (2) of (item (UniqueNo.) of [uniquetype v])) = [S]> or <(letter (2) of (item (UniqueNo.) of [uniquetype v])) = [U]>>>> then\n add [M] to [itemtype v]\nelse\n add (letter (2) of (item (UniqueNo.) of [uniquetype v])) to [itemtype v]\nend\nadd (item (UniqueNo.) of [uniquex v]) to [itemx v]\nadd ((item (UniqueNo.) of [uniquey v]) + (0.25)) to [itemy v]\nadd [0] to [itemyvelocity v]\n\ndefine ItemBlockUsed\nstart sound [Bump v]\nreplace item (UniqueNo.) of [uniquebounce v] with [0.01]\nif <(letter (2) of (item (UniqueNo.) of [uniquetype v])) = [C]> then\n add [Coin] to [particlemaketype v]\n add (item (UniqueNo.) of [uniquex v]) to [particlemakex v]\n add ((item (UniqueNo.) of [uniquey v]) + (1)) to [particlemakey v]\n add [0] to [particlemakedir v]\n start sound [Coin v]\nelse\n if <(letter (2) of (item (UniqueNo.) of [uniquetype v])) = [\(]> then\n add (item (UniqueNo.) of [uniquex v]) to [enemyx v]\n add ((item (UniqueNo.) of [uniquey v]) + (0.25)) to [enemyy v]\n add [g] to [enemytype v]\n add [0.2] to [enemystate v]\n add [0] to [enemyyvel v]\n add [0] to [enemyextra v]\n add [90] to [enemydir v]\n add [0] to [enemykey v]\n start sound [ItemSprout v]\n else\n if <(letter (2) of (item (UniqueNo.) of [uniquetype v])) = [o]> then\n add (item (UniqueNo.) of [uniquex v]) to [enemyx v]\n add ((item (UniqueNo.) of [uniquey v]) + (1)) to [enemyy v]\n add [o] to [enemytype v]\n add [0] to [enemystate v]\n add [0] to [enemyyvel v]\n add [0] to [enemyextra v]\n add [-90] to [enemydir v]\n add [0] to [enemykey v]\n else\n SpawnItemFromBlock\n end\n end\nend\nreplace item (UniqueNo.) of [uniquetype v] with [$]\n\ndefine GoalShow\nif <not <(GoalY) = [-1]>> then\n switch costume to (goal v)\n go to x: ((GoalX) + (MapX)) y: ((GoalY) + (MapY))\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [190]>> then\n stamp\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [36]> and <<((y position) - ([y position v] of [player v])) < ((65) - ((Small) * (32)))> and <((y position) - ([y position v] of [player v])) > [-50]>>> and <<(HitGoal) = [0]> and <<(AllowControl) = [1]> and <(EditMode) = [0]>>>> then\n broadcast (Goal v)\n end\n end\nend\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\ndefine BlockInteractedWith\nstart sound [Bump v]\nif <<<(letter (1) of (item (UniqueNo.) of [uniquetype v])) = [!]> and <not <(item (UniqueNo.) of [uniquetype v]) = [!]>>> or <<<(item (UniqueNo.) of [uniquetype v]) = [!]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [.]> and <not <(PTimer) = [0]>>>>> then\n if <<<(item (UniqueNo.) of [uniquetype v]) = [!]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [.]> and <not <(PTimer) = [0]>>>> then\n add (UniqueNo.) to [deleteblocklist v]\n add (item (UniqueNo.) of [uniquex v]) to [particlemakex v]\n add (item (UniqueNo.) of [uniquey v]) to [particlemakey v]\n add [Brick] to [particlemaketype v]\n start sound [BrickShatter v]\n else\n ItemBlockUsed\n end\nend\nif <(item (UniqueNo.) of [uniquetype v]) = ["]> then\n add (x position) to [aboveblockx v]\n add ((y position) + (32)) to [aboveblocky v]\n broadcast (NoteBouncedBlock v)\n replace item (UniqueNo.) of [uniquebounce v] with [0.01]\nend\nif <<(letter (1) of (item (UniqueNo.) of [uniquetype v])) = [$]> and <not <(item (UniqueNo.) of [uniquetype v]) = [$]>>> then\n ItemBlockUsed\nend\nif <(item (UniqueNo.) of [uniquetype v]) = [+]> then\n if <(RedBlueSwitch) = [1]> then\n set [redblueswitch v] to [0]\n else\n set [redblueswitch v] to [1]\n end\n replace item (UniqueNo.) of [uniquebounce v] with [0.01]\nend\nif <<<(item (UniqueNo.) of [uniquetype v]) = [.]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [!]> and <not <(PTimer) = [0]>>>> then\n CoinCollected\nend\n\nwhen I receive [spinattack v]\nif <(UniqueNo.) > [0]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [40]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [16]>> then\n BlockInteractedWith\n end\nend\n\ndefine AddVines\nrepeat (length of [vinebeaddedatx v])\n set [offset v] to (item # of ((item (1) of [vinebeaddedatx v]) - (6)) in [uniquex v])\n repeat until <<not <(item (Offset) of [uniquex v]) < (item (1) of [vinebeaddedatx v])>> or <(Offset) > (length of [uniquex v])>>\n change [offset v] by (1)\n end\n if <(Offset) > (length of [uniquex v])> then\n set [offset v] to ((length of [uniquex v]) + (1))\n end\n insert [0] at (Offset) of [uniquebounce v] \n insert [0] at (Offset) of [uniquestate v] \n insert [\(] at (Offset) of [uniquetype v] \n insert (item (1) of [vinebeaddedatx v]) at (Offset) of [uniquex v] \n insert (item (1) of [vinebeaddedaty v]) at (Offset) of [uniquey v] \n delete (1) of [vinebeaddedatx v]\n delete (1) of [vinebeaddedaty v]\nend\n\ndefine RealignKilledBlocksList (deleteno.)\nset [offset v] to [0]\nrepeat (length of [deleteblocklist v])\n change [offset v] by (1)\n if <(item (Offset) of [deleteblocklist v]) > (deleteno.)> then\n replace item (Offset) of [deleteblocklist v] with ((item (Offset) of [deleteblocklist v]) - (1))\n end\nend\n\nwhen I receive [shellhit v]\nif <<(UniqueNo.) > [0]> and <<<(item (UniqueNo.) of [uniquetype v]) = [.]> and <(PTimer) = [0]>> or <<(item (UniqueNo.) of [uniquetype v]) = [!]> and <not <(PTimer) = [0]>>>>> then\n if <<([abs v] of ((x position) - (ShellHitX)) ) < [16]> and <([abs v] of ((y position) - (ShellHitY)) ) < [28]>> then\n CoinCollected\n end\nend\n\ndefine CoinCollected\nstart sound [Coin v]\nadd (UniqueNo.) to [deleteblocklist v]\nadd [Coin] to [particlemaketype v]\nadd (item (UniqueNo.) of [uniquex v]) to [particlemakex v]\nadd (item (UniqueNo.) of [uniquey v]) to [particlemakey v]\nadd [0] to [particlemakedir v]\ndelete this clone\n\n@SemiSolids\n\nwhen flag clicked\ndelete all of [semitype v]\ndelete all of [semix v]\ndelete all of [semiy v]\nset size to (400) %\nset rotation style [don't rotate v]\npoint in direction (90)\nhide\n\nwhen I receive [map update v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\nshow\nLoad Blocks\nhide\n\ndefine Load Blocks\nif <[1] = [1]> then\n delete this clone\nend\nset [blockno. v] to ((item # of (round (((MapX) / (-32)) - (8))) in [semix v]) - (1))\nif <(BlockNo.) < [0]> then\n set [blockno. v] to [0]\nend\nrepeat ((length of [semix v]) - (BlockNo.))\n change [blockno. v] by (1)\n set [x v] to (((item (BlockNo.) of [semix v]) * (32)) + (MapX))\n set [y v] to (((item (BlockNo.) of [semiy v]) * (32)) + (MapY))\n go to x: (X) y: (Y)\n if <(X) > [240]> then\n set [blockno. v] to [0]\n stop [this script v]\n end\n if <<([abs v] of (X) ) < [242]> and <([abs v] of (Y) ) < [182]>> then\n hide\n switch costume to (hitbox v)\n set [semisolidtype v] to (letter (length of (item (BlockNo.) of [semitype v])) of (item (BlockNo.) of [semitype v]))\n if <<<<(SemiSolidType) = [b]> or <(SemiSolidType) = [f]>> or <(SemiSolidType) = [i]>> or <<(SemiSolidType) = [o]> or <<(SemiSolidType) = [n]> or <<(SemiSolidType) = [k]> or <(SemiSolidType) = [l]>>>>> then\n show\n end\n if <<(SemiSolidType) = [a]> or <not <(EditMode) = [0]>>> then\n switch costume to (item (BlockNo.) of [semitype v])\n stamp\n else\n create clone of (_myself_ v)\n end\n end\nend\nset [blockno. v] to [0]\n\nwhen I receive [costuming v]\nif <(BlockNo.) > [0]> then\n switch costume to (item (BlockNo.) of [semitype v])\n show\n go to x: (X) y: (Y)\n stamp\n delete this clone\nelse\n WaterShow\nend\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\ndefine WaterShow\nif <(GroundLevel) = [1]> then\n if <(1Theme) = [7]> then\n set [currentwaterlevel v] to (((2800) / (32)) + (0.6))\n Water [2800]\n else\n set [currentwaterlevel v] to (((1Water) / (32)) + (0.6))\n Water (1Water)\n end\nend\nif <(GroundLevel) = [0]> then\n if <(0Theme) = [7]> then\n set [currentwaterlevel v] to (((2800) / (32)) + (0.6))\n Water [2800]\n else\n set [currentwaterlevel v] to (((0Water) / (32)) + (0.6))\n Water (0Water)\n end\nend\nif <(GroundLevel) = [-1]> then\n if <(-1Theme) = [7]> then\n set [currentwaterlevel v] to (((2800) / (32)) + (0.6))\n Water [2800]\n else\n set [currentwaterlevel v] to (((-1Water) / (32)) + (0.6))\n Water (-1Water)\n end\nend\n\ndefine Water (y)\nif <<(y) = [-1]> and <not <<(CostumeSelected) = [Water]> and <(EditMode) = [1]>>>> then\n set [currentwaterlevel v] to [$]\nelse\n show\n set [ghost v] effect to (50)\n if <<(CostumeSelected) = [Water]> and <(EditMode) = [1]>> then\n switch costume to (costume1 v)\n set size to (400) %\n switch costume to (join [Water] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n go to x: ((MapX) mod (32)) y: (((round (((mouse y) - (MapY)) / (32))) * (32)) + (MapY))\n set [currentwaterlevel v] to [$]\n else\n switch costume to (costume1 v)\n set size to (400) %\n switch costume to (join [Water] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n go to x: ((MapX) mod (32)) y: ((y) + (MapY))\n if <(y position) > [280]> then\n switch costume to (costume1 v)\n set size to (400) %\n switch costume to (join [Water] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n go to x: ((MapX) mod (32)) y: (288)\n set [ghost v] effect to (50)\n end\n if <(y position) < [-180]> then\n hide\n end\n end\nend\n\n@Background\n\nwhen flag clicked\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\nset [menu v] to [1]\nshow list [save code v]\nbroadcast (StartLoop v)\n\nwhen I receive [background update v]\nif <(CloneNo.) = [0]> then\n erase all\n if <(EditMode) = [0]> then\n if <<(AllowMovement) = [1]> or <(GameTimer) < [0.4]>> then\n if <(HitGoal) = [1]> then\n set [mapx v] to ((GoalX) * (-1))\n set [mapy v] to (((GoalY) - (60)) * (-1))\n else\n if <(GroundLevel) = [1]> then\n CameraMovement (1Camera)\n end\n if <(GroundLevel) = [0]> then\n CameraMovement (0Camera)\n end\n if <(GroundLevel) = [-1]> then\n CameraMovement (-1Camera)\n end\n end\n end\n else\n if <(ItemMenu) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [mapy v] by ((-5) * ((<key (space v) pressed?> * (2)) + (1)))\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [mapy v] by ((5) * ((<key (space v) pressed?> * (2)) + (1)))\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [mapx v] by ((-5) * ((<key (space v) pressed?> * (2)) + (1)))\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [mapx v] by ((5) * ((<key (space v) pressed?> * (2)) + (1)))\n end\n end\n end\n MapLimits\nend\nswitch costume to (costume1 v)\nset size to (400) %\nif <(GroundLevel) = [1]> then\n set [currenttheme v] to (1Theme)\nend\nif <(GroundLevel) = [0]> then\n set [currenttheme v] to (0Theme)\nend\nif <(GroundLevel) = [-1]> then\n set [currenttheme v] to (-1Theme)\nend\nswitch costume to (CurrentTheme)\nif <(CurrentTheme) = [9]> then\n if <<((GameTimer) mod (2)) < [1.31]> and <not <((GameTimer) mod (2)) < [1.2]>>> then\n switch costume to (costume1 v)\n set size to (400) %\n if <((GameTimer) mod (2)) < [1.30]> then\n switch costume to (9-6 v)\n end\n if <((GameTimer) mod (2)) < [1.28]> then\n switch costume to (9-3/5 v)\n end\n if <((GameTimer) mod (2)) < [1.26]> then\n switch costume to (9-2/4 v)\n end\n if <((GameTimer) mod (2)) < [1.24]> then\n switch costume to (9-3/5 v)\n end\n if <((GameTimer) mod (2)) < [1.22]> then\n switch costume to (9-2/4 v)\n if <<((GameTimer) mod (2)) < [1.21]> and <(EditMode) = [0]>> then\n start sound [thunder v]\n end\n end\n end\nend\ngo to x: ((((MapX) / (2)) mod (1024)) + ((CloneNo.) * (-1024))) y: (((MapY) / (2)) + ((<(GroundLevel) = [1]> * (664)) + ((<(GroundLevel) = [0]> * (8)) + (<(GroundLevel) = [-1]> * (-664)))))\nif <([abs v] of ((((MapX) / (2)) mod (1024)) + ((CloneNo.) * (-1024))) ) < [740]> then\n show\n stamp\n hide\nend\nif <<not <(GoalY) = [-1]>> and <(GoalLevel) = (GroundLevel)>> then\n switch costume to (costume1 v)\n set size to (400) %\n switch costume to (end v)\n go to x: ((GoalX) + (MapX)) y: ((MapY) mod (32))\n if <([abs v] of (x position) ) < [465]> then\n show\n stamp\n hide\n end\nend\nif <(CloneNo.) = [0]> then\n broadcast (Map Update v)\nend\n\nwhen I receive [maplimitscheck v]\nMapLimits\n\ndefine MapLimits\nif <(CameraShake) > [0]> then\n change [mapx v] by (round (([sin v] of ((CameraShake) * (360)) ) * (5)))\n change [camerashake v] by (-0.2)\n if <(CameraShake) < [0.05]> then\n set [camerashake v] to [0]\n end\nend\nif <(GroundLevel) = [1]> then\n if <(MapY) > [-1256]> then\n set [mapy v] to [-1256]\n end\n if <(MapY) < [-2314]> then\n set [mapy v] to [-2314]\n end\nend\nif <(GroundLevel) = [0]> then\n if <(MapY) > [56]> then\n set [mapy v] to [56]\n end\n if <(MapY) < [-970]> then\n set [mapy v] to [-970]\n end\nend\nif <(GroundLevel) = [-1]> then\n if <(MapY) > [1400]> then\n set [mapy v] to [1400]\n end\n if <(MapY) < [342]> then\n set [mapy v] to [342]\n end\nend\nif <<<(MapX) < ((GoalX) * (-1))> and <<(EditMode) = [0]> or <<not <(EditMode) = [0]>> and <not <(CostumeSelected) = [Goal]>>>>> and <<(GroundLevel) = (GoalLevel)> and <not <(GoalY) = [-1]>>>> then\n set [mapx v] to ((GoalX) * (-1))\nend\n\ndefine CameraMovement (type)\nif <(type) = [1]> then\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (2)))\n if <(((PlayerY) * (-1)) - (MapY)) < [0]> then\n if <([abs v] of (((PlayerY) * (-1)) - (MapY)) ) > [40]> then\n change [mapy v] by (round ((round ((((PlayerY) * (-1)) - (MapY)) / (2))) - ((([abs v] of (((PlayerY) * (-1)) - (MapY)) ) / (((PlayerY) * (-1)) - (MapY))) * (20))))\n end\n else\n change [mapy v] by (round ((((PlayerY) * (-1)) - (MapY)) / (2)))\n end\nend\nif <(type) = [2]> then\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (2)))\n if <(((PlayerY) * (-1)) - (MapY)) < [0]> then\n if <([abs v] of (((PlayerY) * (-1)) - (MapY)) ) > [40]> then\n change [mapy v] by (round ((round ((((PlayerY) * (-1)) - (MapY)) / (2))) - ((([abs v] of (((PlayerY) * (-1)) - (MapY)) ) / (((PlayerY) * (-1)) - (MapY))) * (20))))\n end\n else\n change [mapy v] by (round ((((PlayerY) * (-1)) - (MapY)) / (2)))\n end\n if <(MapX) > [0]> then\n set [mapx v] to [0]\n end\nend\nif <(type) = [3]> then\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (2)))\nend\nif <(type) = [4]> then\n if <(((PlayerY) * (-1)) - (MapY)) < [0]> then\n if <([abs v] of (((PlayerY) * (-1)) - (MapY)) ) > [40]> then\n change [mapy v] by (round ((round ((((PlayerY) * (-1)) - (MapY)) / (2))) - ((([abs v] of (((PlayerY) * (-1)) - (MapY)) ) / (((PlayerY) * (-1)) - (MapY))) * (20))))\n end\n else\n change [mapy v] by (round ((((PlayerY) * (-1)) - (MapY)) / (2)))\n end\nend\nif <(type) = [5]> then\n if <(round ((((PlayerX) * (-1)) - (MapX)) / (2))) < [0]> then\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (2)))\n end\nend\nif <(type) = [6]> then\n if <(((PlayerY) * (-1)) - (MapY)) < [-40]> then\n change [mapy v] by (round ((round ((((PlayerY) * (-1)) - (MapY)) / (2))) - ((([abs v] of (((PlayerY) * (-1)) - (MapY)) ) / (((PlayerY) * (-1)) - (MapY))) * (20))))\n end\nend\nif <(type) = [8]> then\n if <(AllowControl) = [1]> then\n change [mapx v] by (-1)\n end\nend\nif <(type) = [9]> then\n if <(AllowControl) = [1]> then\n change [mapy v] by (-1)\n end\nend\n\nwhen I receive [menuupdate v]\nerase all\n\nwhen flag clicked\nswitch costume to (main v)\nset [brightness v] effect to (-100)\nwait (2.5) seconds\nclear graphic effects\nif <(Menu) = [1]> then\n set [brightness v] effect to (25)\n repeat (10)\n change [brightness v] effect by (-2.5)\n end\n clear graphic effects\nend\n\nwhen I receive [transitiontomaker v]\nclear graphic effects\n\nwhen I receive [startloop v]\nreset timer\nwait (0) seconds\nforever\n if <(Menu) = [0]> then\n broadcast (Background Update v)\n end\n if <(Menu) = [0.5]> then\n broadcast (LevelIntroUpdate v)\n set [allowcontrol v] to [0]\n end\n if <(Menu) = [1]> then\n broadcast (MenuUpdate v)\n show\n go to x: (0) y: (0)\n switch costume to (main v)\n change [gametimer v] by (0.01)\n set [allowcontrol v] to [0]\n end\n set [fps v] to ((1) / (timer))\n reset timer\nend\n\n@Enemies + Other\n\nwhen flag clicked\ndelete all of [entype v]\ndelete all of [enx v]\ndelete all of [eny v]\nset [enemygravity v] to [0.98]\nset size to (400) %\nset rotation style [left-right v]\npoint in direction (90)\nhide\n\nwhen I receive [enemyupdate v]\nif <[1] = [1]> then\n delete this clone\nend\ndelete all of [breakx v]\ndelete all of [breaky v]\ndelete all of [bombx v]\ndelete all of [bomby v]\nset [shellhitx v] to [0]\nset [shellhity v] to [0]\nif <(length of [deleteenemylist v]) > [0]> then\n DeleteEnemies\nend\nswitch costume to (hitbox v)\nhide\nLoad Enemies\nbroadcast (Enemy Bumping Update v)\n\ndefine Load Enemies\nif <[1] = [1]> then\n delete this clone\nend\nset [enemyno. v] to [0]\nif <(EditMode) = [0]> then\n repeat (length of [enemyx v])\n change [enemyno. v] by (1)\n set [x v] to (((item (EnemyNo.) of [enemyx v]) * (32)) + (MapX))\n set [y v] to (((item (EnemyNo.) of [enemyy v]) * (32)) + (MapY))\n go to x: (X) y: (Y)\n if <<([abs v] of ((X) + ((<(item (EnemyNo.) of [enemytype v]) = [d]> * (16)) + (<<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>> * (-16)))) ) < [226]> and <<(Y) > ((-140) + (<(item (EnemyNo.) of [enemytype v]) = [d]> * (26)))> and <(Y) < [180]>>> then\n create clone of (_myself_ v)\n end\n end\nelse\n repeat (length of [enx v])\n change [enemyno. v] by (1)\n set [x v] to (((item (EnemyNo.) of [enx v]) * (32)) + (MapX))\n set [y v] to (((item (EnemyNo.) of [eny v]) * (32)) + (MapY))\n go to x: (X) y: (Y)\n if <<([abs v] of (X) ) < [240]> and <([abs v] of (Y) ) < [180]>> then\n point in direction (-90)\n switch costume to (join (item (EnemyNo.) of [entype v]) [1])\n stamp\n if <<(item (EnemyNo.) of [enkey v]) = [1]> and <not <(item (EnemyNo.) of [entype v]) = [l]>>> then\n change x by (12)\n change y by (12)\n switch costume to (l1 v)\n stamp\n end\n end\n end\nend\nset [enemyno. v] to [0]\n\ndefine FindFloor\nset [offset v] to [0]\nif <<touching (enemies + other v)?> and <not <<<(item (EnemyNo.) of [enemytype v]) = [b]> or <(item (EnemyNo.) of [enemytype v]) = [e]>> and <(item (EnemyNo.) of [enemystate v]) = [2]>>>> then\n replace item (EnemyNo.) of [enemyyvel v] with [0]\n repeat until <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <<touching (semisolids v)?> or <touching (enemies + other v)?>>>>\n change y by (1)\n change [offset v] by (1)\n if <(Offset) > [18]> then\n set y to (Y)\n stop [this script v]\n end\n end\nelse\n repeat until <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>>>\n change y by (1)\n change [offset v] by (1)\n if <(Offset) > [12]> then\n set y to (Y)\n stop [this script v]\n end\n end\nend\n\ndefine FindCeiling\nset [offset v] to [0]\nrepeat until <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>>\n change [offset v] by (1)\n change y by (-1)\n if <(Offset) > [47]> then\n set y to (Y)\n stop [this script v]\n end\nend\n\nwhen I receive [environment update v]\nif <(EnemyNo.) > [0]> then\n if <(AllowControl) = [0]> then\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [a]> then\n BasicDamagePlayer\n if <(SlidingExtra) = [0]> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [28]>> and <([y position v] of [player v]) > ((y position) + (4))>> then\n add (EnemyNo.) to [deleteenemylist v]\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [GSquash] to [particlemaketype v]\n set [yvel v] to [16]\n start sound [Stomp v]\n end\n end\n end\n if <<(item (EnemyNo.) of [enemytype v]) = [b]> or <(item (EnemyNo.) of [enemytype v]) = [e]>> then\n BasicDamagePlayer\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n switch costume to (shellcheck v)\n if <<touching (enemies + other v)?> or <touching (uniqueblocks v)?>> then\n set [shellhitx v] to (x position)\n set [shellhity v] to (y position)\n set [shellhitno. v] to (EnemyNo.)\n broadcast (ShellHit v)\n end\n switch costume to (hitbox3 v)\n end\n if <(SlidingExtra) = [0]> then\n if <(item (EnemyNo.) of [enemystate v]) = [1]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < ((28) + (<key (space v) pressed?> * (6)))> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [14]>> then\n if <<key (space v) pressed?> and <<(Holding) = [0]> and <<(item (EnemyNo.) of [enemyyvel v]) = [0]> or <(item (EnemyNo.) of [enemyyvel v]) = (EnemyGravity)>>>> then\n if <(item (EnemyNo.) of [enemytype v]) = [b]> then\n set [holding v] to [GKoopaShell]\n else\n set [holding v] to [RKoopaShell]\n end\n set [holdingtimer v] to [0]\n add (EnemyNo.) to [deleteenemylist v]\n hide\n else\n replace item (EnemyNo.) of [enemystate v] with [2]\n replace item (EnemyNo.) of [enemydir v] with ([direction v] of [player v])\n set [kicked v] to [1]\n start sound [Kick v]\n end\n end\n end\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [28]>> and <<([y position v] of [player v]) > ((y position) + (4))> and <(YVel) < [6]>>> then\n start sound [Stomp v]\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n else\n if <(item (EnemyNo.) of [enemystate v]) = [1]> then\n replace item (EnemyNo.) of [enemystate v] with [2]\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n if <(item (EnemyNo.) of [enemykey v]) = [1]> then\n NewKey (((x position) - (MapX)) / (32)) (((y position) - (MapY)) / (32))\n replace item (EnemyNo.) of [enemykey v] with [0]\n end\n end\n replace item (EnemyNo.) of [enemydir v] with ([direction v] of [player v])\n set [yvel v] to [16]\n end\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [d]> then\n ThwompDamagePlayer\n end\n if <(item (EnemyNo.) of [enemytype v]) = [f]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n BasicDamagePlayer\n end\n if <(SlidingExtra) = [0]> then\n if <(item (EnemyNo.) of [enemystate v]) > [0]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < ((28) + (<key (space v) pressed?> * (6)))> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [14]>> then\n if <<<key (space v) pressed?> and <(item (EnemyNo.) of [enemystate v]) < [10]>> and <<(Holding) = [0]> and <<(item (EnemyNo.) of [enemyyvel v]) = [0]> or <(item (EnemyNo.) of [enemyyvel v]) = (EnemyGravity)>>>> then\n set [holding v] to [Bomb]\n set [holdingtimer v] to (item (EnemyNo.) of [enemystate v])\n add (EnemyNo.) to [deleteenemylist v]\n hide\n end\n end\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (0.1))\n if <(item (EnemyNo.) of [enemystate v]) > [12]> then\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Explosion] to [particlemaketype v]\n BombExplosion\n start sound [bomb-omb v]\n end\n end\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [28]>> and <([y position v] of [player v]) > ((y position) + (4))>> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n set [yvel v] to [16]\n start sound [Stomp v]\n if <(item (EnemyNo.) of [enemykey v]) = [1]> then\n NewKey (((x position) - (MapX)) / (32)) (((y position) - (MapY)) / (32))\n replace item (EnemyNo.) of [enemykey v] with [0]\n end\n end\n end\n end\n end\n if <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>> then\n PlantDamagePlayer\n end\n if <(item (EnemyNo.) of [enemytype v]) = [j]> then\n FireballDamagePlayer\n if <<([abs v] of (x position) ) > [220]> or <([abs v] of (y position) ) > [160]>> then\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\n hide\n end\n if <(item (EnemyNo.) of [enemytype v]) = [k]> then\n show\n if <touching (enemies + other v)?> then\n set [fireballhitx v] to (x position)\n set [fireballhity v] to (y position)\n set [fireballno.hit v] to (EnemyNo.)\n broadcast (FireballHit v)\n end\n if <<([abs v] of (x position) ) > [220]> or <([abs v] of (y position) ) > [160]>> then\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\n hide\n end\n if <(item (EnemyNo.) of [enemytype v]) = [l]> then\n if <<([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])) > [-24]>>> then\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [m]> then\n BasicDamagePlayer\n end\n if <(item (EnemyNo.) of [enemytype v]) = [n]> then\n BoomBoomDamagePlayer\n end\n if <(item (EnemyNo.) of [enemytype v]) = [o]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [27]> and <<((y position) - ([y position v] of [player v])) < [-16]> and <((y position) - ([y position v] of [player v])) > [-36]>>> then\n PTimer\n end\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < ((28) + (<key (space v) pressed?> * (6)))> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [14]>> then\n if <<key (space v) pressed?> and <<<(Holding) = [0]> and <(PTimer) = [0]>> and <<(item (EnemyNo.) of [enemyyvel v]) = [0]> or <(item (EnemyNo.) of [enemyyvel v]) = (EnemyGravity)>>>> then\n set [holding v] to [PSwitch]\n set [holdingtimer v] to [1]\n add (EnemyNo.) to [deleteenemylist v]\n hide\n end\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [p]> then\n BasicDamagePlayer\n if <(SlidingExtra) = [0]> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [28]>> and <([y position v] of [player v]) > ((y position) + (4))>> then\n add (EnemyNo.) to [deleteenemylist v]\n set [yvel v] to [16]\n start sound [Stomp v]\n end\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [q]> then\n if <<([abs v] of (x position) ) > [220]> or <([abs v] of (y position) ) > [160]>> then\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\n if <(item (EnemyNo.) of [enemyextra v]) > [1]> then\n BasicDamagePlayer\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [r]> then\n BasicDamagePlayer\n if <(SlidingExtra) = [0]> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [28]>> and <([y position v] of [player v]) > ((y position) + (4))>> then\n add (EnemyNo.) to [deleteenemylist v]\n set [yvel v] to [16]\n start sound [hit1 v]\n end\n end\n if <<([abs v] of (x position) ) > [220]> or <([abs v] of (y position) ) > [160]>> then\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [s]> then\n replace item (EnemyNo.) of [enemyextra v] with ((item (EnemyNo.) of [enemyextra v]) + (0.01))\n if <(item (EnemyNo.) of [enemyextra v]) > [1]> then\n ThrowHammer\n replace item (EnemyNo.) of [enemyextra v] with [0]\n end\n BasicDamagePlayer\n if <(SlidingExtra) = [0]> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [28]>> and <([y position v] of [player v]) > ((y position) + (4))>> then\n add (EnemyNo.) to [deleteenemylist v]\n set [yvel v] to [16]\n start sound [Stomp v]\n end\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [t]> then\n BasicDamagePlayer\n if <<([abs v] of (x position) ) > [220]> or <([abs v] of (y position) ) > [160]>> then\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [u]> then\n show\n if <touching (enemies + other v)?> then\n set [fireballhitx v] to (x position)\n set [fireballhity v] to (y position)\n set [fireballno.hit v] to (EnemyNo.)\n broadcast (HammerHit v)\n end\n if <<([abs v] of (x position) ) > [220]> or <([abs v] of (y position) ) > [160]>> then\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\n hide\n end\n if <(item (EnemyNo.) of [enemytype v]) = [v]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n BasicDamagePlayer\n if <(SlidingExtra) = [0]> then\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [28]>> and <([y position v] of [player v]) > ((y position) + (4))>> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n set [yvel v] to [16]\n start sound [dry bones v]\n end\n end\n else\n replace item (EnemyNo.) of [enemyextra v] with ((item (EnemyNo.) of [enemyextra v]) + (0.01))\n if <(item (EnemyNo.) of [enemyextra v]) > [1.8]> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n replace item (EnemyNo.) of [enemyextra v] with [0]\n end\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [w]> then\n BasicDamagePlayer\n end\nelse\n broadcast (Costuming v)\nend\n\ndefine XFix\nset [offset v] to [0]\nrepeat until <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>>\n change [offset v] by (0.5)\n set x to (X)\n change x by (Offset)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n set x to (X)\n change x by ((Offset) * (-1))\n end\n if <(Offset) > [25]> then\n set x to (X)\n if <<(item (EnemyNo.) of [enemytype v]) = [o]> or <<(item (EnemyNo.) of [enemyyvel v]) = [0.5]> or <(item (EnemyNo.) of [enemyyvel v]) = [-0.48]>>> then\n stop [this script v]\n else\n EnemyDeathByOther\n delete this clone\n end\n end\nend\n\nwhen I receive [bouncedblock v]\nif <(EnemyNo.) > [0]> then\n if <<([abs v] of ((x position) - (BlockBounceX)) ) < [28]> and <([abs v] of ((y position) - (BlockBounceY)) ) < [24]>> then\n if <not <(item (EnemyNo.) of [enemytype v]) = [o]>> then\n EnemyDeathByOther\n end\n end\nend\n\nwhen I receive [costuming v]\nif <(EnemyNo.) > [0]> then\n if <(item (EnemyNo.) of [enemytype v]) = [a]> then\n set rotation style [don't rotate v]\n switch costume to (join [a] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [b]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n set rotation style [left-right v]\n switch costume to (join [b] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n end\n if <(item (EnemyNo.) of [enemystate v]) = [1]> then\n set rotation style [don't rotate v]\n switch costume to (b3 v)\n end\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n set rotation style [don't rotate v]\n switch costume to (join [b] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (3)))\n end\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [c]> then\n switch costume to (join [c] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [d]> then\n show\n switch costume to (d1 v)\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [e]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n set rotation style [left-right v]\n switch costume to (join [e] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n end\n if <(item (EnemyNo.) of [enemystate v]) = [1]> then\n set rotation style [don't rotate v]\n switch costume to (e3 v)\n end\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n set rotation style [don't rotate v]\n switch costume to (join [e] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (3)))\n end\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [f]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n set rotation style [left-right v]\n switch costume to (join [f] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n end\n if <(item (EnemyNo.) of [enemystate v]) > [0]> then\n set rotation style [left-right v]\n switch costume to (join [f] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (3)))\n end\n if <(item (EnemyNo.) of [enemystate v]) > [2]> then\n set rotation style [left-right v]\n switch costume to (join [f] (([floor v] of (((GameTimer) * (30)) mod (4)) ) + (3)))\n end\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [g]> then\n switch costume to (join [g] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n show\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [h]> then\n switch costume to (join [h] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n if <<(item (EnemyNo.) of [enemystate v]) > [5]> or <(item (EnemyNo.) of [enemystate v]) < [1]>> then\n switch costume to (join [h] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (3)))\n end\n show\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [i]> then\n if <([x position v] of [player v]) > ((x position) - (16))> then\n if <([y position v] of [player v]) > ((y position) + (15))> then\n switch costume to (i6 v)\n else\n switch costume to (i5 v)\n end\n else\n if <([y position v] of [player v]) > ((y position) + (15))> then\n switch costume to (i2 v)\n else\n switch costume to (i1 v)\n end\n end\n if <<(item (EnemyNo.) of [enemystate v]) > [5]> or <(item (EnemyNo.) of [enemystate v]) < [1]>> then\n if <([x position v] of [player v]) > ((x position) - (16))> then\n if <([y position v] of [player v]) > ((y position) + (15))> then\n switch costume to (i8 v)\n else\n switch costume to (i7 v)\n end\n else\n if <([y position v] of [player v]) > ((y position) + (15))> then\n switch costume to (i4 v)\n else\n switch costume to (i3 v)\n end\n end\n end\n show\n stop [this script v]\n end\n if <<(item (EnemyNo.) of [enemytype v]) = [j]> or <(item (EnemyNo.) of [enemytype v]) = [k]>> then\n switch costume to (join [j] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n go [forward v] (9) layers\n show\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [l]> then\n switch costume to (join [l] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n change y by (([sin v] of ((GameTimer) * (720)) ) * (2))\n show\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [m]> then\n switch costume to (join [m] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [n]> then\n if <<(item (EnemyNo.) of [enemystate v]) = [0]> or <(item (EnemyNo.) of [enemystate v]) = [2]>> then\n switch costume to (n1 v)\n end\n if <(item (EnemyNo.) of [enemystate v]) = [1]> then\n switch costume to (n2 v)\n end\n if <(item (EnemyNo.) of [enemystate v]) = [3]> then\n switch costume to (join [n] (([floor v] of (((GameTimer) * (30)) mod (4)) ) + (4)))\n end\n if <(item (EnemyNo.) of [enemystate v]) = [4]> then\n switch costume to (join [n] (([floor v] of (((GameTimer) * (30)) mod (4)) ) + (8)))\n show\n end\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [o]> then\n set rotation style [left-right v]\n point in direction (-90)\n if <(PTimer) = [0]> then\n switch costume to (join [o] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n else\n switch costume to (o5 v)\n end\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [p]> then\n if <<(item (EnemyNo.) of [enemyextra v]) < [2]> or <(item (EnemyNo.) of [enemyextra v]) > [5.3]>> then\n switch costume to (join [p] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n else\n switch costume to (join [p] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (6)))\n if <(item (EnemyNo.) of [enemyextra v]) < [4.5]> then\n switch costume to (p5 v)\n end\n if <(item (EnemyNo.) of [enemyextra v]) < [3.5]> then\n switch costume to (p4 v)\n end\n if <(item (EnemyNo.) of [enemyextra v]) < [2.5]> then\n switch costume to (p3 v)\n end\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [q]> then\n show\n if <<(item (EnemyNo.) of [enemyextra v]) < [1]> and <not <(item (EnemyNo.) of [enemyyvel v]) < [-1]>>> then\n go [backward v] (20) layers\n else\n go to [front v] layer\n go [backward v] (16) layers\n end\n switch costume to (join [q] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [r]> then\n switch costume to (r1 v)\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [s]> then\n if <(item (EnemyNo.) of [enemyextra v]) > [0.6]> then\n switch costume to (join [s] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (3)))\n else\n switch costume to (join [s] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n end\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [t]> then\n show\n set rotation style [all around v]\n point in direction ((([floor v] of (((GameTimer) * (30)) mod (8)) ) + (1)) * (45))\n switch costume to (t1 v)\n go to [front v] layer\n go [backward v] (12) layers\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [u]> then\n show\n set rotation style [all around v]\n point in direction ((([floor v] of (((GameTimer) * (30)) mod (8)) ) + (1)) * (45))\n switch costume to (u1 v)\n go to [front v] layer\n go [backward v] (14) layers\n stop [this script v]\n end\n if <(item (EnemyNo.) of [enemytype v]) = [v]> then\n show\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (join [v] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n else\n switch costume to (v4 v)\n if <(item (EnemyNo.) of [enemyextra v]) < [0.05]> then\n switch costume to (v3 v)\n end\n if <(item (EnemyNo.) of [enemyextra v]) > [1.65]> then\n switch costume to (v4 v)\n end\n if <(item (EnemyNo.) of [enemyextra v]) > [1.7]> then\n switch costume to (v6 v)\n end\n if <(item (EnemyNo.) of [enemyextra v]) > [1.75]> then\n switch costume to (v3 v)\n end\n end\n end\n if <(item (EnemyNo.) of [enemytype v]) = [w]> then\n if <(item (EnemyNo.) of [enemyextra v]) = [Fallen]> then\n set rotation style [left-right v]\n else\n set rotation style [all around v]\n end\n turn right (180) degrees\n switch costume to (join [w] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (2)))\n end\nend\n\ndefine BasicYMovement\nif <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n if <not <(item (EnemyNo.) of [enemytype v]) = [m]>> then\n if <(item (EnemyNo.) of [enemyyvel v]) > [-2]> then\n replace item (EnemyNo.) of [enemyyvel v] with ((item (EnemyNo.) of [enemyyvel v]) - ((EnemyGravity) / (2)))\n end\n if <(item (EnemyNo.) of [enemyyvel v]) < [-2]> then\n replace item (EnemyNo.) of [enemyyvel v] with [-2]\n end\n if <(item (EnemyNo.) of [enemyyvel v]) > [10]> then\n replace item (EnemyNo.) of [enemyyvel v] with [10]\n end\n end\nelse\n if <(item (EnemyNo.) of [enemyyvel v]) > [-8]> then\n replace item (EnemyNo.) of [enemyyvel v] with ((item (EnemyNo.) of [enemyyvel v]) - (EnemyGravity))\n end\n if <(item (EnemyNo.) of [enemyyvel v]) < [-8]> then\n replace item (EnemyNo.) of [enemyyvel v] with [-8]\n end\nend\nchange y by (item (EnemyNo.) of [enemyyvel v])\nif <(item (EnemyNo.) of [enemyyvel v]) > [0]> then\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n replace item (EnemyNo.) of [enemyyvel v] with [0.5]\n FindCeiling\n end\nelse\n switch costume to (bottom v)\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <<touching (semisolids v)?> or <<touching (enemies + other v)?> and <not <<<(item (EnemyNo.) of [enemytype v]) = [b]> or <(item (EnemyNo.) of [enemytype v]) = [e]>> and <(item (EnemyNo.) of [enemystate v]) = [2]>>>>>> then\n if <<(item (EnemyNo.) of [enemytype v]) = [f]> and <(item (EnemyNo.) of [enemystate v]) = [1]>> then\n if <([abs v] of (item (EnemyNo.) of [enemyyvel v]) ) > [4]> then\n replace item (EnemyNo.) of [enemyyvel v] with (([abs v] of (item (EnemyNo.) of [enemyyvel v]) ) / (1.4))\n else\n replace item (EnemyNo.) of [enemyyvel v] with [0]\n end\n else\n replace item (EnemyNo.) of [enemyyvel v] with [0]\n end\n FindFloor\n end\n switch costume to (hitbox v)\nend\n\ndefine BasicXMovement (speed)\nswitch costume to (hitbox v)\nif <(item (EnemyNo.) of [enemytype v]) = [n]> then\n switch costume to (boomboom v)\nend\nchange y by (1)\nchange x by ((direction) / ((90) / (speed)))\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing ((2) + ((speed) * (3)))\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n if <<<(item (EnemyNo.) of [enemytype v]) = [b]> or <(item (EnemyNo.) of [enemytype v]) = [e]>> and <(item (EnemyNo.) of [enemystate v]) = [2]>> then\n if <touching (uniqueblocks v)?> then\n set y to (((round (((y position) - (MapY)) / (32))) * (32)) + (MapY))\n change y by (2)\n move (8) steps\n set [breakx v] to (x position)\n set [breaky v] to (y position)\n move (-8) steps\n broadcast (ShellBreakBlock v)\n replace item (EnemyNo.) of [enemyyvel v] with [0]\n end\n end\n XFix\n turn right (180) degrees\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n turn right (180) degrees\n end\n if <not <(item (EnemyNo.) of [enemytype v]) = [n]>> then\n replace item (EnemyNo.) of [enemydir v] with (direction)\n end\nend\nif <<(item (EnemyNo.) of [enemytype v]) = [e]> and <<(item (EnemyNo.) of [enemyyvel v]) = [0]> and <(item (EnemyNo.) of [enemystate v]) = [0]>>> then\n switch costume to (hitboxfloorcheck v)\n if <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <<touching (semisolids v)?> or <touching (enemies + other v)?>>>> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n end\n switch costume to (hitbox v)\nend\nchange y by (-1)\n\ndefine DeleteEnemies\nrepeat (length of [deleteenemylist v])\n if <(item (item (1) of [deleteenemylist v]) of [enemykey v]) = [1]> then\n NewKey (item (item (1) of [deleteenemylist v]) of [enemyx v]) (item (item (1) of [deleteenemylist v]) of [enemyy v])\n end\n delete (item (1) of [deleteenemylist v]) of [enemydir v]\n delete (item (1) of [deleteenemylist v]) of [enemystate v]\n delete (item (1) of [deleteenemylist v]) of [enemytype v]\n delete (item (1) of [deleteenemylist v]) of [enemyx v]\n delete (item (1) of [deleteenemylist v]) of [enemyy v]\n delete (item (1) of [deleteenemylist v]) of [enemyyvel v]\n delete (item (1) of [deleteenemylist v]) of [enemyextra v]\n delete (item (1) of [deleteenemylist v]) of [enemykey v]\n RealignKilledEnemiesList (item (1) of [deleteenemylist v])\n delete (1) of [deleteenemylist v]\nend\n\nwhen I receive [shellhit v]\nif <not <(EnemyNo.) = [0]>> then\n if <<<([abs v] of (((x position) - ((16) * <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>>)) - (ShellHitX)) ) < [28]> and <([abs v] of ((y position) - (ShellHitY)) ) < [16]>> and <not <(EnemyNo.) = (ShellHitNo.)>>> then\n if <not <(item (EnemyNo.) of [enemytype v]) = [o]>> then\n if <not <<(item (EnemyNo.) of [enemytype v]) = [l]> or <(item (EnemyNo.) of [enemytype v]) = [v]>>> then\n start sound [hit1 v]\n end\n EnemyDeathByOther\n end\n end\nend\n\ndefine EnemyDeathByOther\nif <(item (EnemyNo.) of [enemytype v]) = [a]> then\n add [a2] to [particlemaketype v]\nend\nif <(item (EnemyNo.) of [enemytype v]) = [b]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n add [b1] to [particlemaketype v]\n else\n add [b2] to [particlemaketype v]\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [e]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n add [e1] to [particlemaketype v]\n else\n add [e2] to [particlemaketype v]\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [f]> then\n add [f] to [particlemaketype v]\nend\nif <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>> then\n add [h] to [particlemaketype v]\nend\nif <(item (EnemyNo.) of [enemytype v]) = [m]> then\n add [m] to [particlemaketype v]\nend\nif <(item (EnemyNo.) of [enemytype v]) = [p]> then\n add [p] to [particlemaketype v]\nend\nif <(item (EnemyNo.) of [enemytype v]) = [q]> then\n add [q] to [particlemaketype v]\nend\nif <(item (EnemyNo.) of [enemytype v]) = [r]> then\n add [Poof] to [particlemaketype v]\nend\nif <(item (EnemyNo.) of [enemytype v]) = [s]> then\n add [s] to [particlemaketype v]\nend\nif <(item (EnemyNo.) of [enemytype v]) = [w]> then\n add [w] to [particlemaketype v]\nend\nif <not <<<(item (EnemyNo.) of [enemytype v]) = [d]> or <(item (EnemyNo.) of [enemytype v]) = [v]>> or <<(item (EnemyNo.) of [enemytype v]) = [j]> or <<(item (EnemyNo.) of [enemytype v]) = [k]> or <(item (EnemyNo.) of [enemytype v]) = [n]>>>>> then\n add (EnemyNo.) to [deleteenemylist v]\n if <not <(item (EnemyNo.) of [enemytype v]) = [l]>> then\n add ((((x position) - (<<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>> * (16))) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add ((([abs v] of ((x position) - (ShellHitX)) ) / ((x position) - (ShellHitX))) * (90)) to [particlemakedir v]\n end\n delete this clone\nend\nif <<(item (EnemyNo.) of [enemytype v]) = [n]> and <not <(item (EnemyNo.) of [enemystate v]) = [4]>>> then\n replace item (EnemyNo.) of [enemystate v] with [4]\n replace item (EnemyNo.) of [enemyyvel v] with [1]\n replace item (EnemyNo.) of [enemydir v] with ((item (EnemyNo.) of [enemydir v]) - (1))\n replace item (EnemyNo.) of [enemyextra v] with [0]\nend\nif <(item (EnemyNo.) of [enemytype v]) = [v]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n start sound [dry bones v]\n replace item (EnemyNo.) of [enemystate v] with [1]\n end\nend\n\ndefine ThwompMovement\nif <(item (EnemyNo.) of [enemystate v]) > [2]> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (0.1))\n if <(item (EnemyNo.) of [enemystate v]) > [3]> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n end\nend\nif <(item (EnemyNo.) of [enemystate v]) = [2]> then\n change y by (2)\n if <(((y position) - (MapY)) / (32)) > (item (EnemyNo.) of [enemyextra v])> then\n set y to (((item (EnemyNo.) of [enemyextra v]) * (32)) + (MapY))\n replace item (EnemyNo.) of [enemystate v] with [2.05]\n end\nend\nif <<(item (EnemyNo.) of [enemystate v]) > [1]> and <(item (EnemyNo.) of [enemystate v]) < [2]>> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (0.05))\n if <(item (EnemyNo.) of [enemystate v]) > [2]> then\n replace item (EnemyNo.) of [enemystate v] with [2]\n end\nend\nif <(item (EnemyNo.) of [enemystate v]) = [1]> then\n if <(item (EnemyNo.) of [enemyyvel v]) > [-16]> then\n replace item (EnemyNo.) of [enemyyvel v] with ((item (EnemyNo.) of [enemyyvel v]) - (EnemyGravity))\n end\n change y by (item (EnemyNo.) of [enemyyvel v])\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>> then\n add ((x position) + (16)) to [breakx v]\n add ((y position) - (48)) to [breaky v]\n broadcast (ThwompBreakBlock v)\n replace item (EnemyNo.) of [enemyyvel v] with [0]\n FindFloor\n replace item (EnemyNo.) of [enemystate v] with [1.05]\n set [camerashake v] to [1]\n start sound [Thwomp v]\n end\nend\nif <(item (EnemyNo.) of [enemystate v]) = [0]> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [96]> and <([y position v] of [player v]) < (y position)>> then\n replace item (EnemyNo.) of [enemyextra v] with (((y position) - (MapY)) / (32))\n replace item (EnemyNo.) of [enemystate v] with [1]\n replace item (EnemyNo.) of [enemyyvel v] with [0]\n end\nend\n\nwhen I receive [enemy bumping update v]\nif <(EnemyNo.) > [0]> then\n if <<<(item (EnemyNo.) of [enemytype v]) = [c]> or <(item (EnemyNo.) of [enemytype v]) = [l]>> or <<(item (EnemyNo.) of [enemytype v]) = [b]> or <(item (EnemyNo.) of [enemytype v]) = [e]>>> then\n show\n end\n if <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>> then\n show\n switch costume to (hitbox2 v)\n end\nelse\n broadcast (Player Update v)\nend\n\nif <<(costume [name v]) = [Hitbox3]> and <not <<<(item (EnemyNo.) of [enemytype v]) = [b]> or <(item (EnemyNo.) of [enemytype v]) = [e]>> and <(item (EnemyNo.) of [enemystate v]) = [2]>>>> then\n switch costume to (hitbox4 v)\n if <touching (enemies + other v)?> then\n turn right (180) degrees\n replace item (EnemyNo.) of [enemydir v] with (direction)\n XFix\n end\n switch costume to (hitbox3 v)\nend\n\nwhen I receive [thwompbreakblock v]\nif <<(EnemyNo.) > [0]> and <not <<(item (EnemyNo.) of [enemytype v]) = [g]> or <(item (EnemyNo.) of [enemytype v]) = [u]>>>> then\n if <(length of [breakx v]) > [0]> then\n ThwompCrush\n end\nend\n\ndefine ThwompCrush\nset [offset v] to [0]\nrepeat (length of [breakx v])\n change [offset v] by (1)\n if <<([abs v] of (((x position) - ((16) * <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>>)) - (item (Offset) of [breakx v])) ) < [32]> and <([abs v] of ((y position) - ((item (Offset) of [breaky v]) + (32))) ) < [16]>> then\n if <(item (EnemyNo.) of [enemytype v]) = [o]> then\n PTimer\n else\n if <not <(item (EnemyNo.) of [enemytype v]) = [v]>> then\n start sound [hit1 v]\n end\n EnemyDeathByOther\n end\n stop [this script v]\n end\nend\n\nwhen I receive [notebouncedblock v]\nif <<(EnemyNo.) > [0]> and <not <(item (EnemyNo.) of [enemytype v]) = [d]>>> then\n if <(length of [aboveblockx v]) > [0]> then\n NoteBlockBounce/Conveyer\n end\nend\n\ndefine NoteBlockBounce/Conveyer\nset [offset v] to [0]\nrepeat (length of [aboveblockx v])\n change [offset v] by (1)\n if <<([abs v] of ((x position) - (item (Offset) of [aboveblockx v])) ) < [29]> and <<((y position) - (item (Offset) of [aboveblocky v])) < ((8) + (<(item (EnemyNo.) of [enemytype v]) = [d]> * (24)))> and <((y position) - (item (Offset) of [aboveblocky v])) > [-8]>>> then\n if <(item (Offset) of [aboveblocktype v]) = [Note]> then\n change y by (15)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n replace item (EnemyNo.) of [enemyyvel v] with [2]\n else\n replace item (EnemyNo.) of [enemyyvel v] with [14.6]\n end\n change y by (-15)\n stop [this script v]\n else\n if <(item (Offset) of [aboveblocktype v]) = [Left]> then\n replace item (EnemyNo.) of [enemyx v] with ((item (EnemyNo.) of [enemyx v]) - ((1) / (34.4)))\n else\n replace item (EnemyNo.) of [enemyx v] with ((item (EnemyNo.) of [enemyx v]) + ((1) / (34.4)))\n end\n stop [this script v]\n end\n end\nend\n\ndefine BasicDamagePlayer\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])) > [-4]>>> then\n if <<(SlidingExtra) = [0]> or <(item (EnemyNo.) of [enemytype v]) = [t]>> then\n AttemptToDamagePlayer\n else\n start sound [hit1 v]\n EnemyDeathByOther\n end\nend\n\ndefine ThwompDamagePlayer\nif <<([abs v] of (((x position) + (16)) - ([x position v] of [player v])) ) < [32]> and <<(((y position) - (16)) - ([y position v] of [player v])) < ((54) - ((Small) * (24)))> and <(((y position) - (16)) - ([y position v] of [player v])) > [-42]>>> then\n AttemptToDamagePlayer\nend\n\ndefine BombExplosion\nadd (x position) to [bombx v]\nadd (y position) to [bomby v]\nadd ((x position) + (32)) to [bombx v]\nadd (y position) to [bomby v]\nadd ((x position) - (32)) to [bombx v]\nadd (y position) to [bomby v]\nadd (x position) to [bombx v]\nadd ((y position) + (32)) to [bomby v]\nadd (x position) to [bombx v]\nadd ((y position) - (32)) to [bomby v]\nbroadcast (BombBreakBlock v)\nif <(distance to [player v]) < [32]> then\n if <<(Invincible) = [0]> and <(StarTimer) = [0]>> then\n broadcast (Powerdown v)\n end\nend\n\nwhen I receive [bombbreakblock v]\nif <<(EnemyNo.) > [0]> and <not <<(item (EnemyNo.) of [enemytype v]) = [g]> or <(item (EnemyNo.) of [enemytype v]) = [u]>>>> then\n if <(length of [bombx v]) > [0]> then\n Bomb\n end\nend\n\ndefine Bomb\nset [offset v] to [0]\nrepeat (length of [bombx v])\n change [offset v] by (1)\n if <<([abs v] of (((x position) - ((16) * <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>>)) - (item (Offset) of [bombx v])) ) < [16]> and <([abs v] of ((y position) - (item (Offset) of [bomby v])) ) < [16]>> then\n if <<(item (EnemyNo.) of [enemytype v]) = [f]> and <(item (EnemyNo.) of [enemystate v]) > [11.9]>> then\n add (EnemyNo.) to [deleteenemylist v]\n stop [this script v]\n else\n if <(item (EnemyNo.) of [enemytype v]) = [o]> then\n PTimer\n else\n if <not <(item (EnemyNo.) of [enemytype v]) = [v]>> then\n start sound [hit1 v]\n end\n EnemyDeathByOther\n end\n stop [this script v]\n end\n end\nend\n\ndefine VinePlant\nchange y by ((32) / (16))\nreplace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + ((1) / (16)))\nif <<(((item (EnemyNo.) of [enemystate v]) - ((1) / (16))) mod (1)) > [0.9]> and <((item (EnemyNo.) of [enemystate v]) mod (1)) < [0.1]>> then\n switch costume to (vineplant v)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n add (EnemyNo.) to [deleteenemylist v]\n else\n add (round (((x position) - (MapX)) / (32))) to [vinebeaddedatx v]\n add (round (((y position) - (MapY)) / (32))) to [vinebeaddedaty v]\n end\nend\n\ndefine PlantMovement\nchange y by (16)\nif <(AllowControl) = [1]> then\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + ((1) / (16)))\nend\nif <(item (EnemyNo.) of [enemystate v]) < [2]> then\n change y by ((-64) - ((item (EnemyNo.) of [enemystate v]) * (-32)))\nelse\n if <(item (EnemyNo.) of [enemystate v]) < [4]> then\nend\n\ndefine PlantDamagePlayer\nif <<([abs v] of (((x position) - (16)) - ([x position v] of [player v])) ) < [24]> and <<((y position) - ([y position v] of [player v])) < (((48) - (<<(item (EnemyNo.) of [enemystate v]) > [5]> or <(item (EnemyNo.) of [enemystate v]) < [1]>> * (12))) - ((Small) * (24)))> and <((y position) - ([y position v] of [player v])) > [-32]>>> then\n AttemptToDamagePlayer\nend\n\ndefine PlantFireball\nif <<((item (EnemyNo.) of [enemystate v]) - ((1) / (16))) < [3]> and <not <(item (EnemyNo.) of [enemystate v]) < [3]>>> then\n start sound [EnemyFireball v]\n add ((((x position) - (16)) - (MapX)) / (32)) to [enemyx v]\n add ((((y position) + (16)) - (MapY)) / (32)) to [enemyy v]\n add [j] to [enemytype v]\n add [0] to [enemystate v]\n add [0] to [enemyyvel v]\n add [0] to [enemyextra v]\n if <([x position v] of [player v]) > ((x position) - (16))> then\n if <([y position v] of [player v]) > ((y position) + (15))> then\n add [45] to [enemydir v]\n else\n add [135] to [enemydir v]\n end\n else\n if <([y position v] of [player v]) > ((y position) + (15))> then\n add [-45] to [enemydir v]\n else\n add [-135] to [enemydir v]\n end\n end\nend\n\ndefine PlantFireballMovement\nswitch costume to (fireballhitbox v)\nmove (3) steps\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\n add [0] to [particlemakedir v]\n add (EnemyNo.) to [deleteenemylist v]\nend\n\ndefine FireballDamagePlayer\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])) > [-4]>>> then\n if <<(Powerup) = [H]> and <(Crouching) = [1]>> then\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\n add [0] to [particlemakedir v]\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n else\n AttemptToDamagePlayer\n end\nend\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [spinattack v]\nif <<(EnemyNo.) > [0]> and <not <(item (EnemyNo.) of [enemytype v]) = [g]>>> then\n if <<([abs v] of (((x position) - ((16) * <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>>)) - ([x position v] of [player v])) ) < [56]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [16]>> then\n if <(item (EnemyNo.) of [enemytype v]) = [o]> then\n PTimer\n else\n if <not <(item (EnemyNo.) of [enemytype v]) = [v]>> then\n start sound [hit1 v]\n end\n EnemyDeathByOther\n end\n stop [this script v]\n end\nend\n\ndefine YSmoothing (height)\nrepeat (height)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (0.5)\n else\n stop [this script v]\n end\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by ((height) / (-2))\nend\n\ndefine FireballMovement\nswitch costume to (fireballhitbox v)\nmove (7) steps\nif <(direction) > [0]> then\n turn right (8) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\nelse\n turn left (8) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\nend\nif <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <<touching (semisolids v)?> and <([abs v] of (direction) ) > [90]>>> then\n move (-6) 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 (6) steps\n replace item (EnemyNo.) of [enemystate v] with ((item (EnemyNo.) of [enemystate v]) + (1))\n if <<(item (EnemyNo.) of [enemystate v]) > [6]> or <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <<touching (semisolids v)?> and <([abs v] of (direction) ) > [90]>>>> then\n add (EnemyNo.) to [deleteenemylist v]\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\n delete this clone\n end\nend\nreplace item (EnemyNo.) of [enemydir v] with (direction)\n\ndefine PositionTheVine\nset [offset v] to (item # of ((round (((x position) - (MapX)) / (32))) - (1)) in [uniquex v])\nrepeat until <<not <(item (Offset) of [uniquex v]) < (round (((x position) - (MapX)) / (32)))>> or <(Offset) > (length of [uniquex v])>>\n change [offset v] by (1)\nend\nif <(Offset) > (length of [uniquex v])> then\n set [offset v] to ((length of [uniquex v]) + (1))\nend\n\nwhen I receive [fireballhit v]\nif <not <(EnemyNo.) = [0]>> then\n if <<([abs v] of (((x position) - ((16) * <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>>)) - (FireballHitX)) ) < [28]> and <([abs v] of ((y position) - (FireballHitY)) ) < [24]>> then\n if <not <<<<(item (EnemyNo.) of [enemytype v]) = [o]> or <<(item (EnemyNo.) of [enemytype v]) = [v]> and <not <(item (EnemyNo.) of [enemystate v]) = [0]>>>> or <<(item (EnemyNo.) of [enemytype v]) = [c]> or <(item (EnemyNo.) of [enemytype v]) = [l]>>> or <<(item (EnemyNo.) of [enemytype v]) = [j]> or <(item (EnemyNo.) of [enemytype v]) = [k]>>>> then\n if <(item (EnemyNo.) of [enemytype v]) = [n]> then\n if <not <<(item (EnemyNo.) of [enemystate v]) = [4]> or <<(item (EnemyNo.) of [enemystate v]) = [0]> or <(item (EnemyNo.) of [enemystate v]) = [2]>>>> then\n replace item (EnemyNo.) of [enemystate v] with [4]\n replace item (EnemyNo.) of [enemyyvel v] with [1]\n replace item (EnemyNo.) of [enemydir v] with ((item (EnemyNo.) of [enemydir v]) - (0.67))\n replace item (EnemyNo.) of [enemyextra v] with [0]\n start sound [hit1 v]\n end\n else\n if <not <<(item (EnemyNo.) of [enemytype v]) = [d]> or <(item (EnemyNo.) of [enemytype v]) = [v]>>> then\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\n add (EnemyNo.) to [deleteenemylist v]\n start sound [hit1 v]\n end\n end\n add (FireballNo.Hit) to [deleteenemylist v]\n add (((FireballHitX) - (MapX)) / (32)) to [particlemakex v]\n add (((FireballHitY) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\n if <not <<(item (EnemyNo.) of [enemytype v]) = [n]> or <<(item (EnemyNo.) of [enemytype v]) = [d]> or <(item (EnemyNo.) of [enemytype v]) = [v]>>>> then\n delete this clone\n end\n end\n end\nend\n\ndefine NewKey (x) (y)\nchange [keys v] by (1)\nadd [Key] to [particlemaketype v]\nadd (x) to [particlemakex v]\nadd (y) to [particlemakey v]\nadd [0] to [particlemakedir v]\nstart sound [Coin v]\n\ndefine CheepCheepMovement\nif <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n if <([abs v] of (item (EnemyNo.) of [enemyyvel v]) ) > [0.1]> then\n BasicYMovement\n replace item (EnemyNo.) of [enemyyvel v] with ((item (EnemyNo.) of [enemyyvel v]) / (1.154))\n if <not <([abs v] of (item (EnemyNo.) of [enemyyvel v]) ) > [0.1]>> then\n replace item (EnemyNo.) of [enemyyvel v] with [0]\n end\n end\n BasicXMovement [1]\nelse\n BasicYMovement\n if <<(item (EnemyNo.) of [enemyyvel v]) = [0]> or <(item (EnemyNo.) of [enemyyvel v]) = (EnemyGravity)>> then\n if <(((GameTimer) + ((EnemyNo.) / (8))) mod (1)) < [0.05]> then\n replace item (EnemyNo.) of [enemyyvel v] with [8]\n end\n else\n BasicXMovement [1]\n end\nend\n\ndefine BoomBoomMovement\nswitch costume to (boomboom v)\nreplace item (EnemyNo.) of [enemyextra v] with ((item (EnemyNo.) of [enemyextra v]) + (0.1))\nif <(item (EnemyNo.) of [enemystate v]) = [4]> then\n hide\n if <(item (EnemyNo.) of [enemyextra v]) > [5]> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n replace item (EnemyNo.) of [enemyextra v] with [0]\n if <(item (EnemyNo.) of [enemydir v]) < [-92.9]> then\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Explosion] to [particlemaketype v]\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\n end\nelse\n if <(item (EnemyNo.) of [enemystate v]) = [3]> then\n BasicYMovement\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 if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [16]> then\n BasicXMovement [4]\n end\n if <(item (EnemyNo.) of [enemyextra v]) > [8]> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n replace item (EnemyNo.) of [enemyextra v] with [-2]\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n BasicYMovement\n BasicXMovement [0]\n if <(item (EnemyNo.) of [enemyextra v]) > [2]> then\n replace item (EnemyNo.) of [enemystate v] with [3]\n replace item (EnemyNo.) of [enemyextra v] with [0]\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [1]> then\n BasicYMovement\n if <(item (EnemyNo.) of [enemyyvel v]) = [0]> then\n replace item (EnemyNo.) of [enemystate v] with [2]\n replace item (EnemyNo.) of [enemyextra v] with [0]\n else\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 BasicXMovement [2]\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n BasicYMovement\n BasicXMovement [0]\n if <(item (EnemyNo.) of [enemyextra v]) > [4]> then\n replace item (EnemyNo.) of [enemystate v] with [1]\n replace item (EnemyNo.) of [enemyextra v] with [0]\n replace item (EnemyNo.) of [enemyyvel v] with [15]\n end\n end\nend\n\ndefine BoomBoomDamagePlayer\nif <<(item (EnemyNo.) of [enemystate v]) = [0]> or <(item (EnemyNo.) of [enemystate v]) = [2]>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [32]> and <<((y position) - ([y position v] of [player v])) < ((48) - ((Small) * (24)))> and <((y position) - ([y position v] of [player v])) > [-24]>>> then\n AttemptToDamagePlayer\n end\nend\nif <<(item (EnemyNo.) of [enemystate v]) = [1]> or <(item (EnemyNo.) of [enemystate v]) = [3]>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [32]> and <<((y position) - ([y position v] of [player v])) < ((48) - ((Small) * (24)))> and <((y position) - ([y position v] of [player v])) > [-4]>>> then\n AttemptToDamagePlayer\n end\n if <<<([abs v] of ((x position) - ([x position v] of [player v])) ) < [32]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [28]>> and <([y position v] of [player v]) > ((y position) + (4))>> then\n start sound [Stomp v]\n replace item (EnemyNo.) of [enemystate v] with [4]\n replace item (EnemyNo.) of [enemyyvel v] with [1]\n replace item (EnemyNo.) of [enemydir v] with ((item (EnemyNo.) of [enemydir v]) - (1))\n replace item (EnemyNo.) of [enemyextra v] with [0]\n set [yvel v] to [16]\n end\nend\n\ndefine RealignKilledEnemiesList (no.killed)\nset [offset v] to [0]\nrepeat (length of [deleteenemylist v])\n change [offset v] by (1)\n if <(item (Offset) of [deleteenemylist v]) > (no.killed)> then\n replace item (Offset) of [deleteenemylist v] with ((item (Offset) of [deleteenemylist v]) - (1))\n end\nend\n\ndefine PTimer\nif <(PTimer) = [0]> then\n set [ptimer v] to [10]\n stop all sounds\nend\n\ndefine AttemptToDamagePlayer\nif <(StarTimer) = [0]> then\n if <(Invincible) = [0]> then\n broadcast (Powerdown v)\n end\nelse\n start sound [hit1 v]\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Poof] to [particlemaketype v]\n add [0] to [particlemakedir v]\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\nend\n\ndefine SpikeBallMovement\nif <(item (EnemyNo.) of [enemyextra v]) = [0]> then\n if <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n if <not <(item (EnemyNo.) of [enemytype v]) = [m]>> then\n if <(item (EnemyNo.) of [enemyyvel v]) > [-2]> then\n replace item (EnemyNo.) of [enemyyvel v] with ((item (EnemyNo.) of [enemyyvel v]) - ((EnemyGravity) / (2)))\n end\n if <(item (EnemyNo.) of [enemyyvel v]) < [-2]> then\n replace item (EnemyNo.) of [enemyyvel v] with [-2]\n end\n if <(item (EnemyNo.) of [enemyyvel v]) > [10]> then\n replace item (EnemyNo.) of [enemyyvel v] with [10]\n end\n end\n else\n if <(item (EnemyNo.) of [enemyyvel v]) > [-8]> then\n replace item (EnemyNo.) of [enemyyvel v] with ((item (EnemyNo.) of [enemyyvel v]) - (EnemyGravity))\n end\n if <(item (EnemyNo.) of [enemyyvel v]) < [-8]> then\n replace item (EnemyNo.) of [enemyyvel v] with [-8]\n end\n end\n change y by (item (EnemyNo.) of [enemyyvel v])\n if <(item (EnemyNo.) of [enemyyvel v]) > [0]> then\n if <(item (EnemyNo.) of [enemyyvel v]) = [0]> then\n replace item (EnemyNo.) of [enemyextra v] with [1]\n end\nend\nif <<(item (EnemyNo.) of [enemyextra v]) > [0]> and <(item (EnemyNo.) of [enemyextra v]) < [2]>> then\n replace item (EnemyNo.) of [enemyextra v] with ((item (EnemyNo.) of [enemyextra v]) + (0.1))\nend\nif <not <(item (EnemyNo.) of [enemyextra v]) < [2]>> then\n move (4) steps\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n move (4) steps\n set [breakx v] to (x position)\n set [breaky v] to (y position)\n broadcast (ShellBreakBlock v)\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Explosion] to [particlemaketype v]\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\n end\nend\n\ndefine SpikeMovement\nreplace item (EnemyNo.) of [enemyextra v] with ((item (EnemyNo.) of [enemyextra v]) + (0.1))\nBasicYMovement\nif <(item (EnemyNo.) of [enemyextra v]) < [2]> then\n BasicXMovement [1.07]\nelse\n if <<((item (EnemyNo.) of [enemyextra v]) - (0.1)) < [2.5]> and <not <(item (EnemyNo.) of [enemyextra v]) < [2.5]>>> then\n SpawnSpikeBall\n end\n if <(item (EnemyNo.) of [enemyextra v]) > [5]> then\n BasicXMovement [1.07]\n else\n BasicXMovement [0]\n end\nend\nif <(item (EnemyNo.) of [enemyextra v]) > [12]> then\n replace item (EnemyNo.) of [enemyextra v] with [0]\nend\n\ndefine SpawnSpikeBall\nadd (((x position) - (MapX)) / (32)) to [enemyx v]\nadd (((y position) - (MapY)) / (32)) to [enemyy v]\nadd [q] to [enemytype v]\nadd [0] to [enemystate v]\nadd [10] to [enemyyvel v]\nadd [0] to [enemyextra v]\nadd (direction) to [enemydir v]\nadd [0] to [enemykey v]\n\ndefine BulletBillMovement\nmove (3) steps\n\ndefine ThrowHammer\nadd (((x position) - (MapX)) / (32)) to [enemyx v]\nadd ((((y position) + (16)) - (MapY)) / (32)) to [enemyy v]\nadd [t] to [enemytype v]\nadd [0] to [enemystate v]\nif <([y position v] of [player v]) > ((y position) + (32))> then\n add [13] to [enemyyvel v]\nelse\n add ((10) + (([abs v] of (([x position v] of [player v]) - (x position)) ) * (0.02))) to [enemyyvel v]\nend\nadd [0] to [enemyextra v]\nadd (direction) to [enemydir v]\nadd [0] to [enemykey v]\n\ndefine HammerMovement\nswitch costume to (fireballhitbox v)\nif <(item (EnemyNo.) of [enemyyvel v]) > [-8]> then\n replace item (EnemyNo.) of [enemyyvel v] with ((item (EnemyNo.) of [enemyyvel v]) - (EnemyGravity))\nend\nif <(item (EnemyNo.) of [enemyyvel v]) < [-8]> then\n replace item (EnemyNo.) of [enemyyvel v] with [-8]\nend\nchange y by (item (EnemyNo.) of [enemyyvel v])\nchange x by ((direction) / ((42) + ((-12) - ((item (EnemyNo.) of [enemyyvel v]) * (1.7)))))\n\nwhen I receive [hammerhit v]\nif <<not <(EnemyNo.) = [0]>> and <not <(item (EnemyNo.) of [enemytype v]) = [u]>>> then\n if <<([abs v] of (((x position) - ((16) * <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>>)) - (FireballHitX)) ) < [28]> and <([abs v] of ((y position) - (FireballHitY)) ) < [24]>> then\n if <not <<<<(item (EnemyNo.) of [enemytype v]) = [d]> or <(item (EnemyNo.) of [enemytype v]) = [o]>> or <<(item (EnemyNo.) of [enemytype v]) = [c]> or <(item (EnemyNo.) of [enemytype v]) = [l]>>> or <<(item (EnemyNo.) of [enemytype v]) = [j]> or <(item (EnemyNo.) of [enemytype v]) = [k]>>>> then\n start sound [hit1 v]\n EnemyDeathByOther\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <<((((y position) + (8)) - (MapY)) / (32)) < (CurrentLavaLevel)> and <(AllowControl) = [1]>> then\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\n add (EnemyNo.) to [deleteenemylist v]\n delete this clone\nend\npoint in direction (item (EnemyNo.) of [enemydir v])\nif <(AllowControl) = [0]> then\n if <not <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>>> then\n change y by (-1)\n stop [this script v]\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [a]> then\n BasicYMovement\n BasicXMovement [1.07]\nend\nif <<(item (EnemyNo.) of [enemytype v]) = [b]> or <(item (EnemyNo.) of [enemytype v]) = [e]>> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n BasicYMovement\n BasicXMovement [1.07]\n end\n if <(item (EnemyNo.) of [enemystate v]) = [1]> then\n BasicYMovement\n BasicXMovement [0]\n hide\n end\n if <(item (EnemyNo.) of [enemystate v]) = [2]> then\n BasicYMovement\n BasicXMovement [6.5]\n hide\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [c]> then\n hide\nend\nif <(item (EnemyNo.) of [enemytype v]) = [d]> then\n switch costume to (hitboxthwomp v)\n ThwompMovement\n switch costume to (thwompsupport v)\nend\nif <(item (EnemyNo.) of [enemytype v]) = [f]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n BasicYMovement\n BasicXMovement [1.07]\n end\n if <(item (EnemyNo.) of [enemystate v]) > [0]> then\n BasicYMovement\n replace item (EnemyNo.) of [enemyextra v] with ((item (EnemyNo.) of [enemyextra v]) - (0.17))\n if <(item (EnemyNo.) of [enemyextra v]) < [0]> then\n replace item (EnemyNo.) of [enemyextra v] with [0]\n end\n BasicXMovement (item (EnemyNo.) of [enemyextra v])\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [g]> then\n VinePlant\n hide\nend\nif <<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [i]>> then\n PlantMovement\n hide\n if <<(item (EnemyNo.) of [enemytype v]) = [i]> and <(AllowControl) = [1]>> then\n PlantFireball\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [j]> then\n PlantFireballMovement\n hide\nend\nif <(item (EnemyNo.) of [enemytype v]) = [k]> then\n FireballMovement\n hide\nend\nif <(item (EnemyNo.) of [enemytype v]) = [l]> then\n hide\nend\nif <(item (EnemyNo.) of [enemytype v]) = [m]> then\n CheepCheepMovement\nend\nif <(item (EnemyNo.) of [enemytype v]) = [n]> then\n BoomBoomMovement\nend\nif <(item (EnemyNo.) of [enemytype v]) = [o]> then\n BasicYMovement\n if <(item (EnemyNo.) of [enemyextra v]) = [1]> then\n BasicXMovement [5]\n if <(item (EnemyNo.) of [enemyyvel v]) = [0]> then\n replace item (EnemyNo.) of [enemyextra v] with [0]\n end\n else\n BasicXMovement [0]\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [p]> then\n SpikeMovement\nend\nif <(item (EnemyNo.) of [enemytype v]) = [q]> then\n SpikeBallMovement\n hide\nend\nif <(item (EnemyNo.) of [enemytype v]) = [r]> then\n BulletBillMovement\nend\nif <(item (EnemyNo.) of [enemytype v]) = [s]> then\n BasicYMovement\n if <(item (EnemyNo.) of [enemyextra v]) > [0.5]> then\n BasicXMovement [-1.07]\n if <<(item (EnemyNo.) of [enemyyvel v]) = [0]> and <<(item (EnemyNo.) of [enemyextra v]) > [0.7]> and <(item (EnemyNo.) of [enemyextra v]) < [0.9]>>> then\n if <((GameTimer) mod (1.2)) < [0.5]> then\n replace item (EnemyNo.) of [enemyyvel v] with [12]\n end\n end\n else\n BasicXMovement [1.07]\n end\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\nend\nif <(item (EnemyNo.) of [enemytype v]) = [t]> then\n HammerMovement\n hide\nend\nif <(item (EnemyNo.) of [enemytype v]) = [u]> then\n HammerMovement\n hide\nend\nif <(item (EnemyNo.) of [enemytype v]) = [v]> then\n if <(item (EnemyNo.) of [enemystate v]) = [0]> then\n BasicYMovement\n BasicXMovement [1.07]\n else\n BasicYMovement\n BasicXMovement [0]\n hide\n end\nend\nif <(item (EnemyNo.) of [enemytype v]) = [w]> then\n SpikeTopMovement\nend\nif <not <<<(item (EnemyNo.) of [enemytype v]) = [h]> or <(item (EnemyNo.) of [enemytype v]) = [c]>> or <<(item (EnemyNo.) of [enemytype v]) = [i]> or <(item (EnemyNo.) of [enemytype v]) = [l]>>>> then\n replace item (EnemyNo.) of [enemyx v] with (((x position) - (MapX)) / (32))\n replace item (EnemyNo.) of [enemyy v] with (((y position) - (MapY)) / (32))\n change y by (-1)\nend\nif <not <(item (EnemyNo.) of [enemytype v]) = [d]>> then\n switch costume to (hitbox3 v)\nend\n\ndefine SpikeTopMovement\nif <(y position) < [-134.5]> then\n delete this clone\nend\nset rotation style [all around v]\nif <(item (EnemyNo.) of [enemystate v]) = [0]> then\n switch costume to (spiketopcheck v)\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n set rotation style [left-right v]\n switch costume to (hitbox v)\n BasicYMovement\n BasicXMovement [1.07]\n replace item (EnemyNo.) of [enemyextra v] with [Fallen]\n change y by (-1)\n stop [this script v]\n end\n move (1.07) steps\n if <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>> then\n turn left (90) degrees\n replace item (EnemyNo.) of [enemystate v] with [Left]\n replace item (EnemyNo.) of [enemyextra v] with (direction)\n turn right (90) degrees\n end\n switch costume to (spiketopcheck2 v)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n turn right (90) degrees\n replace item (EnemyNo.) of [enemystate v] with [Right]\n replace item (EnemyNo.) of [enemyextra v] with (direction)\n turn left (90) degrees\n end\nelse\n if <(item (EnemyNo.) of [enemystate v]) = [Left]> then\n turn left (10) degrees\n if <(round (direction)) = (item (EnemyNo.) of [enemyextra v])> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n end\n end\n if <(item (EnemyNo.) of [enemystate v]) = [Right]> then\n turn right (10) degrees\n if <(round (direction)) = (item (EnemyNo.) of [enemyextra v])> then\n replace item (EnemyNo.) of [enemystate v] with [0]\n end\n end\n replace item (EnemyNo.) of [enemydir v] with (direction)\nend\n\n@HUD\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-150)\nset size to (400) %\ngo to [front v] layer\nset [inventoryscroll v] to [0]\n\ndefine LoadHUD\nset [hotbar? v] to [1]\nset x to (-208)\nif <(ItemMenu) = [1]> then\n set y to (-150)\n set [cloneno. v] to [0]\n repeat (9)\n change [cloneno. v] by (1)\n create clone of (_myself_ v)\n change x by (52)\n end\n go to x: (-168) y: ((140) + (((InventoryScroll) * (50)) mod (50)))\n set size to (340) %\n set [hotbar? v] to [0]\n set [cloneno. v] to (([floor v] of (InventoryScroll) ) * (10))\n repeat ((length of [itemlist v]) - (CloneNo.))\n change [cloneno. v] by (1)\n if <<((CloneNo.) mod (10)) = [1]> and <not <((CloneNo.) - (([floor v] of (InventoryScroll) ) * (10))) = [1]>>> then\n set x to (-168)\n change y by (-48)\n end\n if <not <(y position) < [-110]>> then\n if <(y position) > [148]> then\n set [ghost v] effect to (((y position) - (148)) * (5))\n change size by (((y position) - (148)) * (-1))\n end\n if <(y position) < [-88]> then\n set [ghost v] effect to (((y position) - (-88)) * (-5))\n change size by (((y position) - (-88)) * (1))\n end\n create clone of (_myself_ v)\n clear graphic effects\n change x by (((230) * (2)) / (11))\n set size to (340) %\n end\n end\n set size to (400) %\nelse\n set y to (-150)\n set [cloneno. v] to [0]\n repeat (9)\n change [cloneno. v] by (1)\n create clone of (_myself_ v)\n change x by (52)\n end\nend\nset [cloneno. v] to [0]\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (6) layers\nif <(Hotbar?) = [1]> then\n if <(CloneNo.) = [9]> then\n switch costume to (join [Extra] (([floor v] of (((GameTimer) * (15)) mod (6)) ) + (1)))\n if <touching (mouse-pointer v)?> then\n change size by (35)\n end\n else\n switch costume to (item (CloneNo.) of [hotbar v])\n if <<touching (mouse-pointer v)?> and <not <(CostumeSelected) = (item (CloneNo.) of [hotbar v])>>> then\n change size by (35)\n end\n if <(ItemListSelected) = [0]> then\n if <(CostumeSelected) = (item (CloneNo.) of [hotbar v])> then\n change size by (35)\n end\n else\n turn right (([sin v] of ((GameTimer) * (720)) ) * (8)) degrees\n if <not <(([sin v] of (((GameTimer) + ((CloneNo.) * (0.025))) * (1080)) ) * (20)) < [0]>> then\n set [brightness v] effect to (([sin v] of (((GameTimer) + ((CloneNo.) * (0.025))) * (1080)) ) * (25))\n end\n end\n end\n if <not <<<(PlacingPipes) = [1]> and <(letter (1) of (item (CloneNo.) of [hotbar v])) = [£]>> or <<(PlacingPipes) = [0]> or <<(Hotbar?) = [1]> and <(CloneNo.) = [9]>>>>> then\n if <(ItemListSelected) = [0]> then\n set [brightness v] effect to (-25)\n set size to (400) %\n end\n end\nelse\n go [backward v] (24) layers\n switch costume to (item (CloneNo.) of [itemlist v])\n if <touching (mouse-pointer v)?> then\n change size by (75)\n else\n if <(distance to [mouse-pointer v]) < [64]> then\n change size by (((distance to [mouse-pointer v]) - (64)) / (2))\n end\n end\n if <(CloneNo.) = (ItemListSelected)> then\n turn right (([sin v] of ((GameTimer) * (720)) ) * (8)) degrees\n change size by (([sin v] of ((GameTimer) * (360)) ) * (24))\n end\n if <not <<<(PlacingPipes) = [1]> and <(letter (1) of (item (CloneNo.) of [itemlist v])) = [£]>> or <(PlacingPipes) = [0]>>> then\n set [brightness v] effect to (-25)\n set size to (300) %\n end\nend\n\nwhen this sprite clicked\nif <(CloneNo.) > [0]> then\n if <(Hotbar?) = [0]> then\n set [editmode v] to [1]\n if <<<(PlacingPipes) = [1]> and <(letter (1) of (item (CloneNo.) of [itemlist v])) = [£]>> or <(PlacingPipes) = [0]>> then\n set [inventoryscroll v] to (([floor v] of (((CloneNo.) / (10)) - (1)) ) - (1.5))\n if <(InventoryScroll) < [0]> then\n set [inventoryscroll v] to [0]\n end\n if <(InventoryScroll) > [5]> then\n set [inventoryscroll v] to [5]\n end\n if <(CloneNo.) = (ItemListSelected)> then\n set [itemlistselected v] to [0]\n else\n set [gametimer v] to [0]\n set [itemlistselected v] to (CloneNo.)\n set [itemlistno. v] to (item # of (costume [name v]) in [itemlist v])\n if <<(ItemListNo.) > (length of [itemlist v])> or <(ItemListNo.) < [1]>> then\n set [itemlistno. v] to [1]\n end\n set [costumeselected v] to (item (ItemListNo.) of [itemlist v])\n end\n end\n else\n if <(CloneNo.) = [9]> then\n if <(ItemMenu) = [1]> then\n set [itemmenu v] to [0.9]\n set [itemlistselected v] to [0]\n else\n set [itemmenu v] to [1]\n end\n else\n if <<<(PlacingPipes) = [1]> and <(letter (1) of (item (CloneNo.) of [hotbar v])) = [£]>> or <<(PlacingPipes) = [0]> or <not <(ItemListSelected) = [0]>>>> then\n set [editmode v] to [1]\n if <(ItemListSelected) = [0]> then\n set [itemlistno. v] to (item # of (costume [name v]) in [hotbar v])\n if <<(ItemListNo.) > (length of [hotbar v])> or <(ItemListNo.) < [1]>> then\n set [itemlistno. v] to [1]\n end\n set [costumeselected v] to (item (ItemListNo.) of [hotbar v])\n else\n replace item (CloneNo.) of [hotbar v] with (item (ItemListSelected) of [itemlist v])\n set [itemlistselected v] to [0]\n end\n end\n end\n end\nend\n\nwhen I receive [costuming v]\nif <[1] = [1]> then\n delete this clone\nend\nshow\nif <<not <(ItemMenu) = [1]>> and <(ItemMenu) > [0]>> then\n change [itemmenu v] by (-0.1)\n if <(ItemMenu) < [0.1]> then\n set [itemmenu v] to [0]\n end\nend\nif <not <(EditMode) = [0]>> then\n LoadHUD\n go to x: (0) y: (-150)\nend\nif <(CloneNo.) = [0]> then\n if <(EditMode) = [0]> then\n if <([abs v] of (XVel) ) > [7.19]> then\n switch costume to (gamerun v)\n else\n switch costume to (gamewalk v)\n end\n else\n switch costume to (hud v)\n go [backward v] (8) layers\n if <(ItemMenu) = [1]> then\n hide\n end\n end\nend\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@HUD2\n\nwhen flag clicked\nset [showfullhud v] to [1]\nshow\ngo to x: (0) y: (-150)\nset size to (400) %\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [costuming v]\nif <[1] = [1]> then\n delete this clone\nend\nshow\nMakeClones\nset [touchingmenu v] to [0]\nif <(ItemMenu) = [1]> then\n switch costume to (itemmenu v)\nelse\n if <(EditMode) = [0]> then\n switch costume to (game v)\n else\n if <(ShowFullHUD) = [0]> then\n switch costume to (gameedit2 v)\n else\n switch costume to (gameedit v)\n end\n if <touching (mouse-pointer v)?> then\n set [touchingmenu v] to [1]\n end\n end\nend\n\ndefine MakeClones\nset [cloneno. v] to [0]\nif <<not <(EditMode) = [0]>> and <not <(ItemMenu) = [1]>>> then\n if <(ShowFullHUD) = [1]> then\n repeat (7)\n change [cloneno. v] by (1)\n create clone of (_myself_ v)\n end\n if <not <<<(CurrentWaterLevel) = [$]> or <(CurrentWaterLevel) = [88.1]>> or <<(CostumeSelected) = [Water]> and <(EditMode) = [1]>>>> then\n set [cloneno. v] to [10]\n create clone of (_myself_ v)\n end\n if <not <<<(CurrentLavaLevel) = [$]> or <(CurrentLavaLevel) = [40]>> or <<(CostumeSelected) = [Lava]> and <(EditMode) = [1]>>>> then\n set [cloneno. v] to [11]\n create clone of (_myself_ v)\n end\n end\n set [cloneno. v] to [12]\n create clone of (_myself_ v)\nend\nif <(LeavingToMenu) > [0]> then\n change [leavingtomenu v] by (-0.1)\n if <(LeavingToMenu) < [0]> then\n set [leavingtomenu v] to [0]\n end\nend\nif <not <(ItemMenu) = [1]>> then\n set [cloneno. v] to [13]\n create clone of (_myself_ v)\nend\nif <(ItemMenu) = [1]> then\n set [cloneno. v] to [14]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (3) layers\nif <(CloneNo.) = [1]> then\n go to x: (-216) y: (-104)\n switch costume to (floorchange v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Switches between the Sky, Ground and Underground Areas. \(Not themes\)]\n end\nend\nif <(CloneNo.) = [2]> then\n go to x: (-216) y: (-70)\n switch costume to (backchange v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Switches the Theme of the current area.]\n end\nend\nif <(CloneNo.) = [3]> then\n go to x: (-216) y: (-2)\n switch costume to (play v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Play the level from the beginning.]\n end\nend\nif <(CloneNo.) = [4]> then\n go to x: (216) y: (-36)\n if <(EditMode) = [1]> then\n switch costume to (pen v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Switch between placing, erasing and picking. \(Currently placing\) \[Q\]]\n end\n end\n if <(EditMode) = [2]> then\n switch costume to (eraser v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Switch between placing, erasing and picking. \(Currently erasing\) \[Q\]]\n end\n end\n if <(EditMode) = [3]> then\n switch costume to (picker v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Switch between placing, erasing and picking. \(Currently picking\) \[Q\]]\n end\n end\nend\nif <(CloneNo.) = [5]> then\n go to x: (216) y: (-70)\n if <(GroundLevel) = [1]> then\n switch costume to (join [Camera] (1Camera))\n end\n if <(GroundLevel) = [0]> then\n switch costume to (join [Camera] (0Camera))\n end\n if <(GroundLevel) = [-1]> then\n switch costume to (join [Camera] (-1Camera))\n end\n if <touching (mouse-pointer v)?> then\n change size by (40)\n if <(costume [name v]) = [Camera1]> then\n say [Changes how the camera moves in this area. \(Currently anywhere\) \(Will only take effect in Play mode\)]\n end\n if <(costume [name v]) = [Camera2]> then\n say [Changes how the camera moves in this area. \(Currently anywhere past a wall to the left\) \(Will only take effect in Play mode\)]\n end\n if <(costume [name v]) = [Camera3]> then\n say [Changes how the camera moves in this area. \(Currently will only move sideways\) \(Will only take effect in Play mode\)]\n end\n if <(costume [name v]) = [Camera4]> then\n say [Changes how the camera moves in this area. \(Currently will only move up or down\) \(Will only take effect in Play mode\)]\n end\n if <(costume [name v]) = [Camera5]> then\n say [Changes how the camera moves in this area. \(Currently will only move to the right\) \(Will only take effect in Play mode\)]\n end\n if <(costume [name v]) = [Camera6]> then\n say [Changes how the camera moves in this area. \(Currently will only move upwards\) \(Will only take effect in Play mode\)]\n end\n if <(costume [name v]) = [Camera7]> then\n say [Changes how the camera moves in this area. \(Currently will not move, but will move when you spawn or pipes or doors are used\) \(Will only take effect in Play mode\)]\n end\n if <(costume [name v]) = [Camera8]> then\n say [Changes how the camera moves in this area. \(Currently will auto scroll to the right\) \(Will only take effect in Play mode\)]\n end\n if <(costume [name v]) = [Camera9]> then\n say [Changes how the camera moves in this area. \(Currently will auto scroll upwards\) \(Will only take effect in Play mode\)]\n end\n end\nend\nif <(CloneNo.) = [6]> then\n go to x: (-216) y: (-36)\n switch costume to (timer v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say (join [Changes the time limit for the level. \(Min: 20 Max: 600\) \(Currently ] (join (FullLevelTimer) [\)]))\n end\nend\nif <(CloneNo.) = [7]> then\n go to x: (216) y: (-104)\n switch costume to (save v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Saves your Level as a code, which can be copied and played, or edited later.]\n end\nend\nif <(CloneNo.) = [10]> then\n go to x: (182) y: (-104)\n switch costume to (waterremove v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Removes water from the current area.]\n end\nend\nif <(CloneNo.) = [11]> then\n go to x: (150) y: (-104)\n if <<<(CurrentWaterLevel) = [$]> or <(CurrentWaterLevel) = [40]>> or <<(CostumeSelected) = [Water]> and <(EditMode) = [1]>>> then\n set x to (182)\n end\n switch costume to (lavaremove v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Removes lava from the current area.]\n end\nend\nif <(CloneNo.) = [12]> then\n go to x: (-224) y: (164)\n switch costume to (showhud v)\n if <(ShowFullHUD) = [0]> then\n switch costume to (showhud2 v)\n end\n if <touching (mouse-pointer v)?> then\n change size by (40)\n if <(ShowFullHUD) = [1]> then\n say [Toggles the HUD. \(currently showing\) \[R\]]\n else\n say [Toggles the HUD. \(currently hidden\) \[R\]]\n end\n end\nend\nif <(CloneNo.) = [13]> then\n go to x: (224) y: (164)\n switch costume to (exittomenu v)\n if <touching (mouse-pointer v)?> then\n change size by (40)\n say [Return to the Main Menu \(Progress will be lost\) \(Double Click\)]\n end\nend\nif <(CloneNo.) = [14]> then\n if <not <mouse down?>> then\n set [grabbedslider v] to [0]\n end\n switch costume to (scroller v)\n go to x: (-214) y: ((31) + (((InventoryScroll) + (-2.5)) * (-50)))\n if <touching (mouse-pointer v)?> then\n change size by (40)\n if <mouse down?> then\n set [grabbedslider v] to [1]\n end\n end\n if <(GrabbedSlider) = [1]> then\n set y to (mouse y)\n if <(y position) > [156]> then\n set y to (156)\n end\n if <(y position) < [-94]> then\n set y to (-94)\n end\n set [inventoryscroll v] to ((2.5) - (((y position) - (31)) / (50)))\n end\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [FloorChange]> then\n change [groundlevel v] by (-1)\n if <(GroundLevel) < [-1]> then\n set [groundlevel v] to [1]\n end\n if <(GroundLevel) = [1]> then\n set [mapy v] to [-1256]\n end\n if <(GroundLevel) = [0]> then\n set [mapy v] to [56]\n end\n if <(GroundLevel) = [-1]> then\n set [mapy v] to [342]\n end\nend\nif <(costume [name v]) = [BackChange]> then\n if <(GroundLevel) = [1]> then\n change [1theme v] by (1)\n if <(1Theme) > [12]> then\n set [1theme v] to [1]\n end\n end\n if <(GroundLevel) = [0]> then\n change [0theme v] by (1)\n if <(0Theme) > [12]> then\n set [0theme v] to [1]\n end\n end\n if <(GroundLevel) = [-1]> then\n change [-1theme v] by (1)\n if <(-1Theme) > [12]> then\n set [-1theme v] to [1]\n end\n end\nend\nif <(costume [name v]) = [Play]> then\n broadcast (PlayButtonClicked v)\nend\nif <<(costume [name v]) = [Pen]> or <<(costume [name v]) = [Eraser]> or <(costume [name v]) = [Picker]>>> then\n if <(PlacingPipes) = [0]> then\n change [editmode v] by (1)\n if <(EditMode) > [3]> then\n set [editmode v] to [1]\n end\n end\nend\nif < (costume [name v]) contains [Camera]?> then\n if <(GroundLevel) = [1]> then\n change [1camera v] by (1)\n if <(1Camera) > [9]> then\n set [1camera v] to [1]\n end\n end\n if <(GroundLevel) = [0]> then\n change [0camera v] by (1)\n if <(0Camera) > [9]> then\n set [0camera v] to [1]\n end\n end\n if <(GroundLevel) = [-1]> then\n change [-1camera v] by (1)\n if <(-1Camera) > [9]> then\n set [-1camera v] to [1]\n end\n end\nend\nif <(costume [name v]) = [WaterRemove]> then\n if <(GroundLevel) = [1]> then\n set [1water v] to [-1]\n end\n if <(GroundLevel) = [0]> then\n set [0water v] to [-1]\n end\n if <(GroundLevel) = [-1]> then\n set [-1water v] to [-1]\n end\n set [itemmenu v] to [0.9]\nend\nif <(costume [name v]) = [LavaRemove]> then\n if <(GroundLevel) = [1]> then\n set [1lava v] to [-1]\n end\n if <(GroundLevel) = [0]> then\n set [0lava v] to [-1]\n end\n if <(GroundLevel) = [-1]> then\n set [-1lava v] to [-1]\n end\n set [itemmenu v] to [0.9]\nend\nif <(costume [name v]) = [Timer]> then\n change [fullleveltimer v] by (20)\n if <(FullLevelTimer) > [600]> then\n set [fullleveltimer v] to [20]\n end\nend\nif <(costume [name v]) = [Save]> then\n broadcast (Save Code v)\nend\nif <<(costume [name v]) = [ShowHUD]> or <(costume [name v]) = [ShowHUD2]>> then\n if <(ShowFullHUD) = [1]> then\n set [showfullhud v] to [0]\n else\n set [showfullhud v] to [1]\n end\nend\nif <(costume [name v]) = [ExitToMenu]> then\n if <(LeavingToMenu) < [0.8]> then\n set [leavingtomenu v] to [2]\n else\n broadcast (ReturnToMenu v)\n stop all sounds\n end\nend\n\nwhen I receive [playbuttonclicked v]\nbroadcast (FadeFast v)\nwait (0.3) seconds\nbroadcast (StartLevelFull v)\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@Particles\n\nwhen flag clicked\nset rotation style [don't rotate v]\nset [clone? v] to [0]\nset size to (400) %\nhide\ndelete all of [particlemaketype v]\ndelete all of [particlemakex v]\ndelete all of [particlemakey v]\ndelete all of [particlemakedir v]\n\nwhen I start as a clone\nset [clone? v] to [1]\npoint in direction (ParticleDir)\nhide\n\nwhen I receive [costuming v]\nif <not <(EditMode) = [0]>> then\n delete this clone\nend\nif <(Clone?) = [0]> then\n if <(length of [particlemakex v]) > [0]> then\n AddParticles\n end\n if <(Holding) = [0]> then\n hide\n else\n go to [back v] layer\n go [forward v] (12) layers\n change [holdingtimer v] by (0.1)\n switch costume to (Holding)\n if <(Holding) = [Bomb]> then\n switch costume to (join [Bomb] (([floor v] of (((GameTimer) * (15)) mod (2)) ) + (1)))\n end\n if <(Holding) = [PSwitch]> then\n if <(PTimer) = [0]> then\n switch costume to (join [PSwitch] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n else\n switch costume to (pswitch5 v)\n end\n end\n if <<not <<(YVel) = [0]> or <(YVel) = (Gravity)>>> and <not <(Powerup) = [None]>>> then\n go [forward v] (12) layers\n end\n go to (player v)\n point in direction ([direction v] of [player v])\n if <(Small) = [0]> then\n change y by (12)\n end\n move (24) steps\n show\n if <<not <<key (space v) pressed?> and <(AllowControl) = [1]>>> or <<(Holding) = [Bomb]> and <(HoldingTimer) > [10]>>> then\n set [kicked v] to [1]\n SpawnThrownEnemy\n end\n end\nend\nif <(Clone?) = [1]> then\n go to [front v] layer\n go [backward v] (14) layers\n show\n go to x: (((ParticleX) * (32)) + (MapX)) y: (((ParticleY) * (32)) + (MapY))\n if <(ParticleType) = [Brick]> then\n if <([abs v] of (direction) ) < [150]> then\n if <(direction) > [0]> then\n turn right (6) degrees\n else\n turn left (6) degrees\n end\n set [particledir v] to (direction)\n end\n change x by (([sin v] of (direction) ) * (2))\n change y by (([cos v] of (direction) ) * (12))\n set [particlex v] to (((x position) - (MapX)) / (32))\n set [particley v] to (((y position) - (MapY)) / (32))\n switch costume to (join [Brick] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n if <(y position) < [-130]> then\n delete this clone\n end\n else\n if <(ParticleType) = [Drift]> then\n turn right (1) degrees\n switch costume to (join [Drift] ([ceiling v] of ((direction) / (3)) ))\n change y by (0.4)\n set [particley v] to (((y position) - (MapY)) / (32))\n if <(direction) > [12]> then\n delete this clone\n end\n else\n if <(ParticleType) = [Key]> then\n set rotation style [don't rotate v]\n if <(ParticleYVel) = [0]> then\n set [particleyvel v] to [6]\n end\n if <(ParticleYVel) > [-8]> then\n change [particleyvel v] by (-0.4)\n end\n if <(ParticleYVel) < [-0.5]> then\n delete this clone\n end\n change y by (ParticleYVel)\n set [particley v] to (((y position) - (MapY)) / (32))\n switch costume to (join [Key] ((7) - ([ceiling v] of (ParticleYVel) )))\n else\n if <(ParticleType) = [Coin]> then\n set rotation style [don't rotate v]\n if <(ParticleYVel) = [0]> then\n set [particleyvel v] to [7]\n end\n if <(ParticleYVel) > [-8]> then\n change [particleyvel v] by (-0.5)\n end\n if <(ParticleYVel) < [0.5]> then\n delete this clone\n end\n change y by (ParticleYVel)\n set [particley v] to (((y position) - (MapY)) / (32))\n switch costume to (join [c] ((8) - ([ceiling v] of (ParticleYVel) )))\n else\n if <(ParticleType) = [Poof]> then\n turn right (1) degrees\n switch costume to (join [Explosion] (([ceiling v] of ((direction) / (2)) ) + (4)))\n if <(direction) > [8]> then\n delete this clone\n end\n else\n if <(ParticleType) = [Explosion]> then\n turn right (1) degrees\n switch costume to (join [Explosion] (([ceiling v] of ((direction) / (2)) ) + (3)))\n if <(direction) > [10]> then\n delete this clone\n end\n else\n if <(ParticleType) = [GSquash]> then\n turn right (1) degrees\n switch costume to (ParticleType)\n if <(direction) > [16]> then\n delete this clone\n end\n else\n set rotation style [left-right v]\n if <(ParticleYVel) = [0]> then\n set [particleyvel v] to [8]\n end\n if <(ParticleYVel) > [-8]> then\n change [particleyvel v] by (-0.61)\n end\n change y by (ParticleYVel)\n move (2) steps\n set [particlex v] to (((x position) - (MapX)) / (32))\n set [particley v] to (((y position) - (MapY)) / (32))\n switch costume to (ParticleType)\n if <(y position) < [-130]> then\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine SpawnThrownEnemy\nstart sound [Kick v]\nadd (((x position) - (MapX)) / (32)) to [enemyx v]\nadd (((y position) - (MapY)) / (32)) to [enemyy v]\nif <(Holding) = [RKoopaShell]> then\n add [e] to [enemytype v]\n add [2] to [enemystate v]\n add [6] to [enemyyvel v]\n add [0] to [enemyextra v]\nend\nif <(Holding) = [GKoopaShell]> then\n add [b] to [enemytype v]\n add [2] to [enemystate v]\n add [6] to [enemyyvel v]\n add [0] to [enemyextra v]\nend\nif <(Holding) = [Bomb]> then\n add [f] to [enemytype v]\n add (HoldingTimer) to [enemystate v]\n add [6] to [enemyyvel v]\n add [6.5] to [enemyextra v]\nend\nif <(Holding) = [PSwitch]> then\n add [o] to [enemytype v]\n add [0] to [enemystate v]\n add [6] to [enemyyvel v]\n add [1] to [enemyextra v]\nend\nadd [0] to [enemykey v]\nadd ([direction v] of [player v]) to [enemydir v]\nset [holding v] to [0]\nset [kicking v] to [1]\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\ndefine AddParticles\nrepeat until <(length of [particlemakex v]) = [0]>\n set [particletype v] to (item (1) of [particlemaketype v])\n set [particlex v] to (item (1) of [particlemakex v])\n set [particley v] to (item (1) of [particlemakey v])\n set [particleyvel v] to [0]\n if <(item (1) of [particlemaketype v]) = [Coin]> then\n change [coins v] by (1)\n if <(Coins) > [99]> then\n set [coins v] to [0]\n end\n end\n if <(item (1) of [particlemaketype v]) = [Brick]> then\n set [particledir v] to [-30]\n create clone of (_myself_ v)\n set [particledir v] to [-15]\n create clone of (_myself_ v)\n set [particledir v] to [15]\n create clone of (_myself_ v)\n set [particledir v] to [30]\n create clone of (_myself_ v)\n else\n if <(length of (ParticleType)) < [3]> then\n set [particledir v] to (item (1) of [particlemakedir v])\n else\n set [particledir v] to [0]\n end\n create clone of (_myself_ v)\n end\n delete (1) of [particlemaketype v]\n delete (1) of [particlemakex v]\n delete (1) of [particlemakey v]\n delete (1) of [particlemakedir v]\nend\n\n@Items\n\nwhen flag clicked\nset size to (400) %\nset rotation style [don't rotate v]\npoint in direction (90)\nhide\ndelete all of [itemdirection v]\ndelete all of [itemstate v]\ndelete all of [itemtype v]\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemyvelocity v]\n\nwhen I receive [enemyupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [deleteitemlist v]) > [0]> then\n DeleteItems\nend\nswitch costume to (hitbox v)\nhide\nLoad Enemies\n\ndefine Load Enemies\nif <[1] = [1]> then\n delete this clone\nend\nset [itemno. v] to [0]\nif <(EditMode) = [0]> then\n repeat (length of [itemx v])\n change [itemno. v] by (1)\n set [x v] to (((item (ItemNo.) of [itemx v]) * (32)) + (MapX))\n set [y v] to (((item (ItemNo.) of [itemy v]) * (32)) + (MapY))\n go to x: (X) y: (Y)\n if <<([abs v] of (X) ) < [220]> and <<(Y) > [-140]> and <(Y) < [180]>>> then\n create clone of (_myself_ v)\n end\n end\nend\nset [itemno. v] to [0]\n\nwhen I start as a clone\nshow\nif <((((y position) + (8)) - (MapY)) / (32)) < (CurrentLavaLevel)> then\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Drift] to [particlemaketype v]\n add (ItemNo.) to [deleteitemlist v]\n delete this clone\nend\npoint in direction (item (ItemNo.) of [itemdirection v])\nif <(item (ItemNo.) of [itemtype v]) = [R]> then\n if <(item (ItemNo.) of [itemstate v]) < [1]> then\n change y by ((25) / (6))\n replace item (ItemNo.) of [itemstate v] with ((item (ItemNo.) of [itemstate v]) + ((1) / (16)))\n if <(item (ItemNo.) of [itemstate v]) > [1]> then\n replace item (ItemNo.) of [itemstate v] with [1]\n end\n else\n turn right (4) degrees\n if <<(direction) < [0]> and <(direction) > [-180]>> then\n change y by (([cos v] of (direction) ) * (1))\n else\n change y by (([cos v] of (direction) ) * (-1))\n end\n replace item (ItemNo.) of [itemdirection v] with (direction)\n change x by (([sin v] of (direction) ) * (3))\n change y by ((EnemyGravity) / (-2))\n end\nend\nif <<(item (ItemNo.) of [itemtype v]) = [M]> or <(item (ItemNo.) of [itemtype v]) = [U]>> then\n if <(item (ItemNo.) of [itemstate v]) < [1]> then\n change y by ((25) / (16))\n replace item (ItemNo.) of [itemstate v] with ((item (ItemNo.) of [itemstate v]) + ((1) / (16)))\n if <(item (ItemNo.) of [itemstate v]) > [1]> then\n replace item (ItemNo.) of [itemstate v] with [1]\n end\n else\n BasicYMovement\n BasicXMovement [2]\n end\nend\nif <(item (ItemNo.) of [itemtype v]) = [F]> then\n if <(item (ItemNo.) of [itemstate v]) < [1]> then\n change y by ((25) / (16))\n replace item (ItemNo.) of [itemstate v] with ((item (ItemNo.) of [itemstate v]) + ((1) / (16)))\n if <(item (ItemNo.) of [itemstate v]) > [1]> then\n replace item (ItemNo.) of [itemstate v] with [1]\n end\n else\n BasicYMovement\n end\nend\nif <(item (ItemNo.) of [itemtype v]) = [S]> then\n if <(item (ItemNo.) of [itemstate v]) < [1]> then\n change y by ((25) / (16))\n replace item (ItemNo.) of [itemstate v] with ((item (ItemNo.) of [itemstate v]) + ((1) / (16)))\n if <(item (ItemNo.) of [itemstate v]) > [1]> then\n replace item (ItemNo.) of [itemstate v] with [1]\n end\n else\n BasicYMovement\n BasicXMovement [3]\n end\nend\nif <<(item (ItemNo.) of [itemtype v]) = [J]> or <(item (ItemNo.) of [itemtype v]) = [H]>> then\n if <(item (ItemNo.) of [itemstate v]) < [1]> then\n change y by ((25) / (16))\n replace item (ItemNo.) of [itemstate v] with ((item (ItemNo.) of [itemstate v]) + ((1) / (16)))\n if <(item (ItemNo.) of [itemstate v]) > [1]> then\n replace item (ItemNo.) of [itemstate v] with [1]\n end\n else\n BasicYMovement\n BasicXMovement [2]\n end\nend\nreplace item (ItemNo.) of [itemx v] with (((x position) - (MapX)) / (32))\nreplace item (ItemNo.) of [itemy v] with (((y position) - (MapY)) / (32))\nchange y by (-2)\n\ndefine FindFloor\nset [offset v] to [0]\nif <touching (enemies + other v)?> then\n replace item (ItemNo.) of [itemyvelocity v] with [0]\n repeat until <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <<touching (semisolids v)?> or <touching (enemies + other v)?>>>>\n change y by (1)\n change [offset v] by (1)\n if <(Offset) > [18]> then\n set y to (Y)\n stop [this script v]\n end\n end\nelse\n repeat until <not <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <touching (semisolids v)?>>>\n change y by (1)\n change [offset v] by (1)\n if <(Offset) > [20]> then\n set y to ((Y) + (1))\n stop [this script v]\n end\n end\nend\n\ndefine FindCeiling\nset [offset v] to [0]\nrepeat until <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>>\n change [offset v] by (1)\n change y by (-1)\n if <(Offset) > [32]> then\n set y to (Y)\n stop [this script v]\n end\nend\n\nwhen I receive [environment update v]\nif <(ItemNo.) > [0]> then\n show\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [28]> and <<((y position) - ([y position v] of [player v])) < ((48) - ((Small) * (24)))> and <((y position) - ([y position v] of [player v])) > [-24]>>> then\n if <(item (ItemNo.) of [itemtype v]) = [U]> then\n start sound [1up v]\n else\n if <(item (ItemNo.) of [itemtype v]) = [S]> then\n stop all sounds\n set [startimer v] to [10]\n else\n if <<(Powerup) = (item (ItemNo.) of [itemtype v])> or <<(item (ItemNo.) of [itemtype v]) = [M]> and <not <(Powerup) = [None]>>>> then\n start sound [Coin v]\n else\n start sound [Powerup v]\n set [powerup v] to (item (ItemNo.) of [itemtype v])\n end\n broadcast (Powerup v)\n end\n end\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add (((y position) - (MapY)) / (32)) to [particlemakey v]\n add [Poof] to [particlemaketype v]\n add [0] to [particlemakedir v]\n add (ItemNo.) to [deleteitemlist v]\n end\nend\n\ndefine XFix\nset [offset v] to [0]\nrepeat until <not <<touching (blocks v)?> or <touching (uniqueblocks v)?>>>\n change [offset v] by (0.5)\n set x to (X)\n change x by (Offset)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n set x to (X)\n change x by ((Offset) * (-1))\n end\n if <(Offset) > [24]> then\n set x to (X)\n stop [this script v]\n end\nend\n\nwhen I receive [bouncedblock v]\nif <(ItemNo.) > [0]> then\n if <<([abs v] of ((x position) - (BlockBounceX)) ) < [28]> and <([abs v] of ((y position) - (BlockBounceY)) ) < [24]>> then\n replace item (ItemNo.) of [itemyvelocity v] with [14.6]\n end\nend\n\nwhen I receive [costuming v]\nif <(ItemNo.) > [0]> then\n switch costume to (item (ItemNo.) of [itemtype v])\n if <(item (ItemNo.) of [itemtype v]) = [R]> then\n set rotation style [left-right v]\n if <(item (ItemNo.) of [itemstate v]) > [0.99]> then\n go [forward v] (20) layers\n end\n end\n if <(item (ItemNo.) of [itemtype v]) = [S]> then\n switch costume to (join [S] (([floor v] of (((GameTimer) * (30)) mod (3)) ) + (1)))\n end\nend\n\ndefine BasicYMovement\nif <(((y position) - (MapY)) / (32)) < (CurrentWaterLevel)> then\n if <(item (ItemNo.) of [itemyvelocity v]) > [-2]> then\n replace item (ItemNo.) of [itemyvelocity v] with ((item (ItemNo.) of [itemyvelocity v]) - ((EnemyGravity) / (2)))\n end\n if <(item (ItemNo.) of [itemyvelocity v]) < [-2]> then\n replace item (ItemNo.) of [itemyvelocity v] with [-2]\n end\n if <(item (ItemNo.) of [itemyvelocity v]) > [10]> then\n replace item (ItemNo.) of [itemyvelocity v] with [10]\n end\nelse\n if <(item (ItemNo.) of [itemyvelocity v]) > [-8]> then\n replace item (ItemNo.) of [itemyvelocity v] with ((item (ItemNo.) of [itemyvelocity v]) - (EnemyGravity))\n end\n if <(item (ItemNo.) of [itemyvelocity v]) < [-8]> then\n replace item (ItemNo.) of [itemyvelocity v] with [-8]\n end\nend\nchange y by (item (ItemNo.) of [itemyvelocity v])\nif <(item (ItemNo.) of [itemyvelocity v]) > [0]> then\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n replace item (ItemNo.) of [itemyvelocity v] with [0.5]\n FindCeiling\n end\nelse\n switch costume to (bottom v)\n if <<<touching (blocks v)?> or <touching (uniqueblocks v)?>> or <<touching (semisolids v)?> or <touching (enemies + other v)?>>> then\n replace item (ItemNo.) of [itemyvelocity v] with [0]\n if <<(item (ItemNo.) of [itemtype v]) = [S]> or <<(item (ItemNo.) of [itemtype v]) = [J]> or <(item (ItemNo.) of [itemtype v]) = [H]>>> then\n replace item (ItemNo.) of [itemyvelocity v] with [12]\n end\n FindFloor\n end\n switch costume to (hitbox v)\nend\n\ndefine BasicXMovement (speed)\nswitch costume to (hitbox v)\nchange y by (1)\nchange x by ((direction) / ((90) / (speed)))\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n YSmoothing\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n XFix\n turn right (180) degrees\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n turn right (180) degrees\n end\n replace item (ItemNo.) of [itemdirection v] with (direction)\nend\nchange y by (-1)\n\nwhen I receive [enemy bumping update v]\nif <(ItemNo.) > [0]> then\n\nif <(costume [name v]) = [Hitbox3]> then\n switch costume to (hitbox4 v)\n if <touching (enemies + other v)?> then\n turn right (180) degrees\n replace item (ItemNo.) of [enemydir v] with (direction)\n XFix\n end\n switch costume to (hitbox3 v)\nend\n\nwhen I receive [notebouncedblock v]\nif <(ItemNo.) > [0]> then\n if <(length of [aboveblockx v]) > [0]> then\n NoteBlockBounce/Conveyer\n end\nend\n\ndefine NoteBlockBounce/Conveyer\nset [offset v] to [0]\nrepeat (length of [aboveblockx v])\n change [offset v] by (1)\n if <<([abs v] of ((x position) - (item (Offset) of [aboveblockx v])) ) < [28]> and <([abs v] of ((y position) - (item (Offset) of [aboveblocky v])) ) < [8]>> then\n if <(item (Offset) of [aboveblocktype v]) = [Note]> then\n replace item (ItemNo.) of [itemyvelocity v] with [14.6]\n else\n if <(item (Offset) of [aboveblocktype v]) = [Left]> then\n replace item (ItemNo.) of [itemx v] with ((item (ItemNo.) of [itemx v]) - ((1) / (34.4)))\n else\n replace item (ItemNo.) of [itemx v] with ((item (ItemNo.) of [itemx v]) + ((1) / (34.4)))\n end\n stop [this script v]\n end\n end\nend\n\ndefine DeleteItems\nrepeat (length of [deleteitemlist v])\n delete (item (1) of [deleteitemlist v]) of [itemdirection v]\n delete (item (1) of [deleteitemlist v]) of [itemstate v]\n delete (item (1) of [deleteitemlist v]) of [itemtype v]\n delete (item (1) of [deleteitemlist v]) of [itemx v]\n delete (item (1) of [deleteitemlist v]) of [itemy v]\n delete (item (1) of [deleteitemlist v]) of [itemyvelocity v]\n delete (1) of [deleteitemlist v]\nend\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\ndefine YSmoothing\nrepeat (10)\n if <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (0.5)\n else\n stop [this script v]\n end\nend\nif <<touching (blocks v)?> or <touching (uniqueblocks v)?>> then\n change y by (-5)\nend\n\n@Pipes\n\nwhen flag clicked\nset size to (400) %\nset rotation style [all around v]\npoint in direction (90)\nhide\n\nwhen I receive [enemyupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (hitbox v)\nshow\nLoad Pipes\nhide\n\ndefine Load Pipes\nif <[1] = [1]> then\n delete this clone\nend\nset [pipeno. v] to [0]\nrepeat (length of [pipex v])\n change [pipeno. v] by (1)\n set [x v] to (((item (PipeNo.) of [pipex v]) * (32)) + (MapX))\n set [y v] to (((item (PipeNo.) of [pipey v]) * (32)) + (MapY))\n go to x: (X) y: (Y)\n if <<([abs v] of (X) ) < [240]> and <<(Y) > [-170]> and <(Y) < [180]>>> then\n create clone of (_myself_ v)\n end\nend\nset [pipeno. v] to [0]\n\nwhen I start as a clone\nset [color v] effect to (((round ((PipeNo.) / (2))) - (1)) * (16))\nif <(item (PipeNo.) of [pipedir v]) = [D1]> then\n if <((PipeNo.) mod (2)) = [0]> then\n switch costume to (d12 v)\n else\n switch costume to (d11 v)\n DownPipeUsage\n end\nend\nif <(item (PipeNo.) of [pipedir v]) = [D2]> then\n switch costume to (d2 v)\n DownPipeUsage\nend\nif <(item (PipeNo.) of [pipedir v]) = [U1]> then\n if <((PipeNo.) mod (2)) = [0]> then\n switch costume to (u12 v)\n else\n switch costume to (u11 v)\n UpPipeUsage\n end\nend\nif <(item (PipeNo.) of [pipedir v]) = [U2]> then\n switch costume to (u2 v)\n UpPipeUsage\nend\nif <(item (PipeNo.) of [pipedir v]) = [R1]> then\n if <((PipeNo.) mod (2)) = [0]> then\n switch costume to (r12 v)\n else\n switch costume to (r11 v)\n RightPipeUsage\n end\nend\nif <(item (PipeNo.) of [pipedir v]) = [R2]> then\n switch costume to (r2 v)\n RightPipeUsage\nend\nif <(item (PipeNo.) of [pipedir v]) = [L1]> then\n if <((PipeNo.) mod (2)) = [0]> then\n switch costume to (l12 v)\n else\n switch costume to (l11 v)\n LeftPipeUsage\n end\nend\nif <(item (PipeNo.) of [pipedir v]) = [L2]> then\n switch costume to (l2 v)\n LeftPipeUsage\nend\nif <(item (PipeNo.) of [pipedir v]) = [Door]> then\n clear graphic effects\n switch costume to (£9 v)\n DoorUsage\n if <(UsingDoor) > [0]> then\n if <(PipeNo.) = (PipeUsingNo.)> then\n if <(UsingDoor) > [0.8]> then\n switch costume to (door1 v)\n else\n switch costume to (door2 v)\n end\n end\n end\n if <(UsingDoor) < [0]> then\n if <(PipeNo.) = (PipeDestinationNo.)> then\n if <(UsingDoor) > [-0.2]> then\n switch costume to (door1 v)\n else\n switch costume to (door2 v)\n end\n end\n end\nend\nif <(item (PipeNo.) of [pipedir v]) = [DoorL]> then\n clear graphic effects\n if <(item (PipeNo.) of [pipestate v]) = [1]> then\n switch costume to (door3 v)\n DoorUsage\n if <(UsingDoor) > [0]> then\n if <(PipeNo.) = (PipeUsingNo.)> then\n if <(UsingDoor) > [0.8]> then\n switch costume to (door4 v)\n else\n switch costume to (door5 v)\n end\n end\n end\n if <(UsingDoor) < [0]> then\n if <(PipeNo.) = (PipeDestinationNo.)> then\n if <(UsingDoor) > [-0.2]> then\n switch costume to (door4 v)\n else\n switch costume to (door5 v)\n end\n end\n end\n else\n switch costume to (£10 v)\n if <(item (PipeNo.) of [pipestate v]) > [0]> then\n set [playerx v] to ((item (PipeNo.) of [pipex v]) * (32))\n switch costume to (door3 v)\n replace item (PipeNo.) of [pipestate v] with ((item (PipeNo.) of [pipestate v]) + (0.05))\n if <(item (PipeNo.) of [pipestate v]) > [1]> then\n replace item (PipeNo.) of [pipestate v] with [1]\n UsePipe\n end\n end\n if <(item (PipeNo.) of [pipestate v]) = [0]> then\n if <(Keys) > [0]> then\n DoorUnlock\n end\n end\n end\nend\nif <<not <(EditMode) = [0]>> or <<(item (PipeNo.) of [pipedir v]) = [Door]> or <(item (PipeNo.) of [pipedir v]) = [DoorL]>>> then\n stamp\n hide\nend\ndelete this clone\n\ndefine DownPipeUsage\nif <not <(EditMode) = [0]>> then\n stop [this script v]\nend\nif <<<(YVel) = [0]> or <(YVel) = (Gravity)>> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(AllowControl) = [1]>>> then\n if <<([abs v] of (((x position) - (16)) - ([x position v] of [player v])) ) < [16]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [8]>> then\n start sound [PowerDown v]\n UsePipe\n end\nend\n\ndefine UpPipeUsage\nif <not <(EditMode) = [0]>> then\n stop [this script v]\nend\nif <<(YVel) = [1.1]> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(AllowControl) = [1]>>> then\n if <<([abs v] of (((x position) - (16)) - ([x position v] of [player v])) ) < [16]> and <<((y position) - ([y position v] of [player v])) > [-8]> and <((y position) - ([y position v] of [player v])) < ((40) - ((Small) * (32)))>>> then\n start sound [PowerDown v]\n UsePipe\n end\nend\n\ndefine UsePipe\nset [pipeusingno. v] to (PipeNo.)\nif <((PipeNo.) mod (2)) = [0]> then\n set [pipedestinationno. v] to ((PipeNo.) - (1))\nelse\n set [pipedestinationno. v] to ((PipeNo.) + (1))\nend\nif <(letter (2) of (item (PipeDestinationNo.) of [pipedir v])) = [o]> then\n if <<(item (PipeDestinationNo.) of [pipedir v]) = [DoorL]> and <(item (PipeDestinationNo.) of [pipestate v]) = [0]>> then\n stop [this script v]\n else\n set [pipedestinationx v] to ((item (PipeDestinationNo.) of [pipex v]) * (32))\n end\nelse\n set [pipedestinationx v] to (((item (PipeDestinationNo.) of [pipex v]) * (32)) - (16))\nend\nset [pipedestinationy v] to ((item (PipeDestinationNo.) of [pipey v]) * (32))\nbroadcast (UsePipe v)\n\ndefine RightPipeUsage\nif <not <(EditMode) = [0]>> then\n stop [this script v]\nend\nif <<<(YVel) = [0]> or <(YVel) = (Gravity)>> and <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <(AllowControl) = [1]>>> then\n if <<([abs v] of (((x position) - (-16)) - ([x position v] of [player v])) ) < [16]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [8]>> then\n start sound [PowerDown v]\n UsePipe\n end\nend\n\ndefine LeftPipeUsage\nif <not <(EditMode) = [0]>> then\n stop [this script v]\nend\nif <<<(YVel) = [0]> or <(YVel) = (Gravity)>> and <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <(AllowControl) = [1]>>> then\n if <<([abs v] of (((x position) - (16)) - ([x position v] of [player v])) ) < [16]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [8]>> then\n start sound [PowerDown v]\n UsePipe\n end\nend\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [costuming v]\nif <(PipeNo.) = [0]> then\n LavaShow\nend\n\ndefine LavaShow\nif <(GroundLevel) = [1]> then\n set [currentlavalevel v] to (((1Lava) / (32)) + (1))\n Lava (1Lava)\nend\nif <(GroundLevel) = [0]> then\n set [currentlavalevel v] to (((0Lava) / (32)) + (1))\n Lava (0Lava)\nend\nif <(GroundLevel) = [-1]> then\n set [currentlavalevel v] to (((-1Lava) / (32)) + (1))\n Lava (-1Lava)\nend\n\ndefine Lava (y)\nif <<(y) = [-1]> and <not <<(CostumeSelected) = [Lava]> and <(EditMode) = [1]>>>> then\n set [currentlavalevel v] to [$]\nelse\n show\n if <<(CostumeSelected) = [Lava]> and <(EditMode) = [1]>> then\n switch costume to (costume1 v)\n set size to (400) %\n switch costume to (join [Lava] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n go to x: ((MapX) mod (32)) y: (((round (((mouse y) - (MapY)) / (32))) * (32)) + (MapY))\n set [currentlavalevel v] to [$]\n else\n switch costume to (costume1 v)\n set size to (400) %\n switch costume to (join [Lava] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n go to x: ((MapX) mod (32)) y: ((y) + (MapY))\n if <(y position) > [280]> then\n switch costume to (costume1 v)\n set size to (400) %\n switch costume to (join [Lava] (([floor v] of (((GameTimer) * (15)) mod (4)) ) + (1)))\n go to x: ((MapX) mod (32)) y: (288)\n end\n if <(y position) < [-180]> then\n hide\n end\n end\nend\n\ndefine DoorUsage\nif <not <(EditMode) = [0]>> then\n stop [this script v]\nend\nif <<<(YVel) = [0]> or <(YVel) = (Gravity)>> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(AllowControl) = [1]>>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [12]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [8]>> then\n start sound [Door v]\n UsePipe\n end\nend\n\ndefine DoorUnlock\nif <not <(EditMode) = [0]>> then\n stop [this script v]\nend\nif <<<(YVel) = [0]> or <(YVel) = (Gravity)>> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(AllowControl) = [1]>>> then\n if <<([abs v] of ((x position) - ([x position v] of [player v])) ) < [12]> and <([abs v] of ((y position) - ([y position v] of [player v])) ) < [8]>> then\n change [keys v] by (-1)\n add [Key] to [particlemaketype v]\n add (((x position) - (MapX)) / (32)) to [particlemakex v]\n add ((((y position) + (16)) - (MapY)) / (32)) to [particlemakey v]\n add [0] to [particlemakedir v]\n replace item (PipeNo.) of [pipestate v] with [0.5]\n if <((PipeNo.) mod (2)) = [0]> then\n replace item ((PipeNo.) - (1)) of [pipestate v] with [1]\n else\n replace item ((PipeNo.) + (1)) of [pipestate v] with [1]\n end\n set [allowcontrol v] to [0]\n set [allowmovement v] to [0]\n end\nend\n\n@Text\n\nwhen I receive [costuming v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(EditMode) = [0]> then\n go to x: (120) y: (-142)\n if <(Coins) < [10]> then\n WriteWordHUD (join [0] (Coins))\n else\n WriteWordHUD (Coins)\n end\n go to x: (104) y: (-158)\n if <<([ceiling v] of (Timer) ) < [100]> and <([ceiling v] of (Timer) ) > [9]>> then\n WriteWordHUD (join [0] ([ceiling v] of (Timer) ))\n else\n if <(Timer) < [10]> then\n WriteWordHUD (join [00] ([ceiling v] of (Timer) ))\n else\n WriteWordHUD ([ceiling v] of (Timer) )\n end\n end\n if <(Keys) > [0]> then\n ShowKeys\n end\nend\n\nwhen flag clicked\nset [seenwarning v] to [0]\nset [codeinputshown v] to [0]\nset [codeloaded v] to [0]\nswitch costume to ( v)\ndelete all of [characters v]\nwait (2.5) seconds\nMakeCharacterList\nhide\nset size to (400) %\n\ndefine WriteWordHUD (word)\nshow\nset [letter v] to [0]\nrepeat (length of (word))\n change [letter v] by (1)\n switch costume to (join [1] (letter (Letter) of (word)))\n create clone of (_myself_ v)\n change x by (16)\nend\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [menuupdate v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nclear graphic effects\nset size to (500) %\ngo to x: (2) y: (-98)\nif <([abs v] of ((mouse y) - (y position)) ) < [16]> then\n change size by (50)\n if <mouse down?> then\n broadcast (TransitionToMaker v)\n end\nend\nset [word v] to [Make Level]\nWriteWord\nset [brightness v] effect to (100)\ngo to x: (0) y: (-96)\nset [word v] to [Make Level]\nWriteWord\nset size to (500) %\nclear graphic effects\ngo to x: (2) y: (-130)\nif <([abs v] of ((mouse y) - (y position)) ) < [16]> then\n change size by (50)\n if <mouse down?> then\n if <(CodeInputShown) = [0]> then\n broadcast (AskForACode v)\n end\n end\nend\nset [word v] to [Load Level]\nWriteWord\nset [brightness v] effect to (100)\ngo to x: (0) y: (-128)\nset [word v] to [Load Level]\nWriteWord\nclear graphic effects\nset size to (400) %\ngo to x: (2) y: (168)\nset [word v] to [Made By BenjaminWins11]\nif <<([abs v] of ((mouse y) - (y position)) ) < [16]> and <(letter (11) of (Word)) = [n]>> then\n change x by (-4)\nend\nWriteWord\nset [brightness v] effect to (100)\ngo to x: (0) y: (170)\nset [word v] to [Made By BenjaminWins11]\nWriteWord\nset size to (400) %\nclear graphic effects\n\ndefine ShowKeys\nshow\nswitch costume to (key1 v)\ngo to x: (170) y: (-150)\nrepeat (Keys)\n create clone of (_myself_ v)\n change x by (8)\n if <(x position) > [220]> then\n set x to (170)\n change y by (-16)\n if <(y position) < [-180]> then\n stop [this script v]\n end\n end\nend\nhide\n\ndefine MakeCharacterList\ndelete all of [characters v]\nswitch costume to (a v)\nrepeat until <(costume [number v]) = [1]>\n add (costume [name v]) to [characters v]\n next costume\nend\n\ndefine WriteWord\nshow\nset [letter v] to [0]\nset [wordletter v] to [0]\nchange x by (((length of (Word)) - (1)) * (((-8) / (400)) * (size)))\nif <<(length of (Word)) > (((23) / (400)) * (size))> and <not <(Menu) = [1]>>> then\n set x to (-176)\nend\nrepeat until <not <(Letter) < (length of (Word))>>\n NextWord\n if <<((x position) + ((length of (NewWord)) * (((16) / (400)) * (size)))) > [192]> and <(length of (NewWord)) < (((34) / (400)) * (size))>> then\n if <(y position) < [-160]> then\n stop [this script v]\n else\n set x to (-176)\n change y by (((-16) / (400)) * (size))\n end\n end\n repeat (length of (NewWord))\n change [letter v] by (1)\n switch costume to (item (item # of (letter (Letter) of (Word)) in [characters v]) of [characters v])\n if <(Word) = [Made by BenjaminWins11]> then\n change y by (([sin v] of (((GameTimer) + ((Letter) / (75))) * (720)) ) * (1))\n end\n create clone of (_myself_ v)\n if <(Word) = [Made by BenjaminWins11]> then\n change y by (([sin v] of (((GameTimer) + ((Letter) / (75))) * (720)) ) * (-1))\n end\n change x by (((16) / (400)) * (size))\n end\n change [letter v] by (1)\n change x by (((16) / (400)) * (size))\nend\nhide\n\ndefine NextWord\nset [newword v] to []\nchange [wordletter v] by (1)\nrepeat until <<(letter (WordLetter) of (Word)) = [ ]> or <(letter (WordLetter) of (Word)) = []>>\n set [newword v] to (join (NewWord) (letter (WordLetter) of (Word)))\n change [wordletter v] by (1)\nend\n\nwhen I receive [askforacode v]\nset [codeinputshown v] to [1]\nif <(SeenWarning) = [0]> then\n delete all of [save code v]\n hide list [save code v]\n add [To load a save code, you must either have your own from a level you saved,] to [save code v]\n add [or you can take one from the forum linked in Notes.] to [save code v]\n add [] to [save code v]\n add [If you take one from the forum, you must copy both the bold and small text.] to [save code v]\n add [This is done easily by just triple clicking the code, it should highlight the full] to [save code v]\n add [code, allowing you to Right click and Copy, or do Ctrl + C.] to [save code v]\n add [Link to Forum: https://scratch.mit.edu/discuss/topic/494544/] to [save code v]\n add [] to [save code v]\n add [Then paste the code into the box provided by doing Right click + Paste, or Ctrl + V.] to [save code v]\nend\nask [Enter a valid save code, either your own, or from the forum linked in Notes.] and wait\nset [seenwarning v] to [1]\nshow list [save code v]\nif <(length of (answer)) > [10]> then\n set [save code v] to (answer)\n broadcast (MenuFadeOut v)\n wait (0.16) seconds\n set [codeloaded v] to [0]\n set [menu v] to [0.5]\n set [levelbyme? v] to [0]\n broadcast (Load Code v)\n wait (2) seconds\n if <(CodeLoaded) = [0]> then\n set [failedcode v] to [1]\n set [seenwarning v] to [0]\n end\n wait (5) seconds\n if <(CodeLoaded) = [0]> then\n broadcast (StopTryingToLoadCode v)\n set [menu v] to [1]\n broadcast (PipeFadeFast v)\n end\nend\nset [codeinputshown v] to [0]\n\nwhen I receive [levelintroupdate v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to [front v] layer\nset [brightness v] effect to (100)\nset size to (400) %\nif <(FailedCode) = [1]> then\n go to x: (0) y: (30)\n set [word v] to [Invalid Code!]\n WriteWord\n go to x: (0) y: (0)\n set [word v] to [The code you entered was invalid. Please read the instructions shown.]\n WriteWord\nend\nif <(CodeLoaded) = [1]> then\n go to x: (0) y: (30)\n set [word v] to (Title)\n WriteWord\n go to x: (0) y: (-15)\n set [word v] to (Description)\n WriteWord\n go to x: (0) y: (-150)\n set [word v] to (join [Made By:] (Maker))\n WriteWord\nend\nclear graphic effects\n\nwhen I receive [transitiontomaker v]\nbroadcast (ClearLevel v)\nstop all sounds\nbroadcast (Respawn v)\nset [levelbyme? v] to [1]\nset [itemmenu v] to [0.9]\nset [menu v] to [0]\nset [editmode v] to [1]\nbroadcast (PipeFadeFast v)\n\n@Transition\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [costuming v]\ngo to [front v] layer\n\nwhen I receive [fadefast v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\nwhen I receive [pipefadefast v]\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\nhide\n\nwhen I receive [menufadeout v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [menuupdate v]\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [levelintroupdate v]\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [fadeoutinstant v]\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nwait (0.2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nclear graphic effects\nhide\n\n@Logo\n\nwhen flag clicked\nwait (0) seconds\nshow\nclear graphic effects\nset size to (100) %\nswitch costume to (thumbnail3 v)\ngo to [front v] layer\ngo to x: (0) y: (-5)\nrepeat (5)\n set y to (-5)\n change [brightness v] effect by (-20)\nend\nclear graphic effects\nstop [other scripts in sprite v]\nswitch costume to (logo2 v)\nset size to (350) %\ngo to x: (0) y: (500)\nhide\nwait (0.34) seconds\ngo to x: (0) y: (258)\nshow\n\nwhen I receive [menuupdate v]\nset drag mode [draggable v]\nif <(y position) < [259]> then\n show\n set y to ((((y position) - (45)) / (1.12)) + (45))\n set x to ((x position) / (1.12))\n if <(GameTimer) > [0.75]> then\n change y by (([sin v] of (((GameTimer) - (0.75)) * (480)) ) * (0.4))\n end\nend\n\nwhen I receive [background update v]\nhide\n\nwhen I receive [levelintroupdate v]\nhide\n\nwhen [timer v] > (0.2)\nset size to (100) %\nswitch costume to (thumbnail3 v)\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\nshow\ngo to [front v] layer\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\nwait until <(timer) < [0.2]>\nhide\n\n@Save/Load\n\ndefine MakeCode\nset [save code v] to (join (join (join [\[b\]Title: ] (Title)) (join [ | Description: ] (join (Description) [ | Made by: ]))) (join (Maker) [ | \[/b\]\[small\] ]))\nset [offset v] to [0]\nrepeat (length of [blockx v])\n change [offset v] by (1)\n set [save code v] to (join (Save Code) (item (Offset) of [blockx v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [blocky v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [blocktype v]))\n set [save code v] to (join (Save Code) [|])\nend\nset [save code v] to (join (Save Code) [S])\nset [offset v] to [0]\nrepeat (length of [semix v])\n change [offset v] by (1)\n set [save code v] to (join (Save Code) (item (Offset) of [semix v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [semiy v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [semitype v]))\n set [save code v] to (join (Save Code) [|])\nend\nset [save code v] to (join (Save Code) [U])\nset [offset v] to [0]\nrepeat (length of [unx v])\n change [offset v] by (1)\n set [save code v] to (join (Save Code) (item (Offset) of [unx v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [uny v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [untype v]))\n set [save code v] to (join (Save Code) [|])\nend\nset [save code v] to (join (Save Code) [E])\nset [offset v] to [0]\nrepeat (length of [enx v])\n change [offset v] by (1)\n set [save code v] to (join (Save Code) (item (Offset) of [enx v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [eny v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [entype v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [enkey v]))\n set [save code v] to (join (Save Code) [|])\nend\nset [save code v] to (join (Save Code) [P])\nset [offset v] to [0]\nrepeat (length of [pipex v])\n change [offset v] by (1)\n set [save code v] to (join (Save Code) (item (Offset) of [pipex v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [pipey v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [pipetype v]))\n set [save code v] to (join (Save Code) [|])\n set [save code v] to (join (Save Code) (item (Offset) of [pipedir v]))\n set [save code v] to (join (Save Code) [|])\nend\nset [save code v] to (join (Save Code) [E])\nset [save code v] to (join (Save Code) (-1Camera))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (-1Lava))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (-1Theme))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (-1Water))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (0Camera))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (0Lava))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (0Theme))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (0Water))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (1Camera))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (1Lava))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (1Theme))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (1Water))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (GoalX))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (GoalY))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (GoalLevel))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (OriginalSpawnX))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (OriginalSpawnY))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) (FullLevelTimer))\nset [save code v] to (join (Save Code) [|])\nset [save code v] to (join (Save Code) [\[/small\]])\n\nwhen I receive [save code v]\nhide\nset [savingprocess v] to [1]\nask [Enter the Name of the Level. \(23 character limit.\)] and wait\nif <<(length of (answer)) < [1]> or <(length of (answer)) > [23]>> then\n set [title v] to [None]\nelse\n set [title v] to (answer)\nend\nask [Enter a Description of your Level. \(optional\) \(maybe include the difficulty, specific instructions...\) \(167 character limit.\)] and wait\nif <<(length of (answer)) < [1]> or <(length of (answer)) > [167]>> then\n set [description v] to []\nelse\n set [description v] to (answer)\nend\nset [maker v] to (username)\nhide list [save code v]\ndelete all of [save code v]\nadd [To save your code, you will need to repeatedly click on it until the entire code] to [save code v]\nadd [is highlighted, then right click it and click copy.] to [save code v]\nadd [] to [save code v]\nadd [You cannot drag your mouse over the code to copy it as not all will be copied.] to [save code v]\nadd [] to [save code v]\nadd [Once you have copied the code, you can share it in the forum linked in Notes.] to [save code v]\nadd [Do not post it in the comments, they will be deleted if you do.] to [save code v]\nadd [] to [save code v]\nadd [Click Space to confirm that you have read this.] to [save code v]\nadd [If Space isn't working, click the game behind this list and try again.] to [save code v]\nMakeCode\nwait until <key (space v) pressed?>\nrepeat until <(answer) = (Save Code)>\n delete all of [save code v]\n add [Repeatedly click on the code until it is fully highlighted, then right click it and copy.] to [save code v]\n add [It works best if you repeatedly click on a word, try it on 'Title' at the start of the code.] to [save code v]\n add [] to [save code v]\n add [The save code is the line below this, starting with 'Title:'] to [save code v]\n add (Save Code) to [save code v]\n add [] to [save code v]\n add [When copied, enter it into the box to check that it was copied correctly.] to [save code v]\n ask [Enter the code you copied here:] and wait\n if <not <(answer) = (Save Code)>> then\n delete all of [save code v]\n add [Code Copied Incorrectly! Please try again, follow the instructions. Reloading...] to [save code v]\n wait (2) seconds\n end\nend\ndelete all of [save code v]\nadd [Code Copied Correctly! Feel free to share it in the forum linked in Notes so others] to [save code v]\nadd [can play it. Do not share anything that violates the Community Guidelines.] to [save code v]\nadd [] to [save code v]\nadd [I hope you enjoyed!] to [save code v]\nadd [] to [save code v]\nadd [Link to the save code forum:] to [save code v]\nadd [https://scratch.mit.edu/discuss/topic/494544/] to [save code v]\nadd [Click Space to return to the editor.] to [save code v]\nwait until <key (space v) pressed?>\nset [savingprocess v] to [0]\nshow list [save code v]\n\ndefine ExtractNext\nset [itemextracted v] to []\nrepeat until <(letter (ExtractLetter) of (Save Code)) = [|]>\n set [itemextracted v] to (join (ItemExtracted) (letter (ExtractLetter) of (Save Code)))\n change [extractletter v] by (1)\nend\nchange [extractletter v] by (1)\n\ndefine LoadCode\nset [extractletter v] to [0]\nif <<(letter (1) of (Save Code)) = [-]> or <(letter (1) of (Save Code)) < [10]>> then\n set [title v] to [Code copied incorrectly.]\n set [description v] to [The bold text \(Title, Description etc...\) is part of the code. Loading anyway...]\n set [maker v] to [Unknown]\nelse\n ExtractTo :\n change [extractletter v] by (1)\n ExtractNext\n set [title v] to (ItemExtracted)\n ExtractTo :\n change [extractletter v] by (1)\n ExtractNext\n set [description v] to (ItemExtracted)\n ExtractTo :\n change [extractletter v] by (1)\n ExtractNext\n set [maker v] to (ItemExtracted)\n change [extractletter v] by (1)\n if <(letter (ExtractLetter) of (Save Code)) = [\[]> then\n change [extractletter v] by (11)\n end\nend\nchange [extractletter v] by (1)\nrepeat until <(letter (ExtractLetter) of (Save Code)) = [S]>\n ExtractNext\n add (ItemExtracted) to [blockx v]\n ExtractNext\n add (ItemExtracted) to [blocky v]\n ExtractNext\n add (ItemExtracted) to [blocktype v]\nend\nchange [extractletter v] by (1)\nrepeat until <(letter (ExtractLetter) of (Save Code)) = [U]>\n ExtractNext\n add (ItemExtracted) to [semix v]\n ExtractNext\n add (ItemExtracted) to [semiy v]\n ExtractNext\n add (ItemExtracted) to [semitype v]\nend\nchange [extractletter v] by (1)\nrepeat until <(letter (ExtractLetter) of (Save Code)) = [E]>\n ExtractNext\n add (ItemExtracted) to [unx v]\n ExtractNext\n add (ItemExtracted) to [uny v]\n ExtractNext\n if <<(ItemExtracted) = [“]> or <(ItemExtracted) = [”]>> then\n add ["] to [untype v]\n else\n add (ItemExtracted) to [untype v]\n end\nend\nchange [extractletter v] by (1)\nrepeat until <(letter (ExtractLetter) of (Save Code)) = [P]>\n ExtractNext\n add (ItemExtracted) to [enx v]\n ExtractNext\n add (ItemExtracted) to [eny v]\n ExtractNext\n add (ItemExtracted) to [entype v]\n ExtractNext\n add (ItemExtracted) to [enkey v]\nend\nchange [extractletter v] by (1)\nrepeat until <(letter (ExtractLetter) of (Save Code)) = [E]>\n ExtractNext\n add (ItemExtracted) to [pipex v]\n ExtractNext\n add (ItemExtracted) to [pipey v]\n ExtractNext\n add (ItemExtracted) to [pipetype v]\n ExtractNext\n add (ItemExtracted) to [pipedir v]\nend\nchange [extractletter v] by (1)\nExtractNext\nset [-1camera v] to (ItemExtracted)\nExtractNext\nset [-1lava v] to (ItemExtracted)\nExtractNext\nset [-1theme v] to (ItemExtracted)\nExtractNext\nset [-1water v] to (ItemExtracted)\nExtractNext\nset [0camera v] to (ItemExtracted)\nExtractNext\nset [0lava v] to (ItemExtracted)\nExtractNext\nset [0theme v] to (ItemExtracted)\nExtractNext\nset [0water v] to (ItemExtracted)\nExtractNext\nset [1camera v] to (ItemExtracted)\nExtractNext\nset [1lava v] to (ItemExtracted)\nExtractNext\nset [1theme v] to (ItemExtracted)\nExtractNext\nset [1water v] to (ItemExtracted)\nExtractNext\nset [goalx v] to (ItemExtracted)\nExtractNext\nset [goaly v] to (ItemExtracted)\nExtractNext\nset [goallevel v] to (ItemExtracted)\nExtractNext\nset [originalspawnx v] to (ItemExtracted)\nExtractNext\nset [originalspawny v] to (ItemExtracted)\nExtractNext\nset [fullleveltimer v] to (ItemExtracted)\nset [codeloaded v] to [1]\nstop all sounds\n\ndefine ExtractTo :\nset [itemextracted v] to []\nrepeat until <(letter (ExtractLetter) of (Save Code)) = [:]>\n set [itemextracted v] to (join (ItemExtracted) (letter (ExtractLetter) of (Save Code)))\n change [extractletter v] by (1)\nend\nchange [extractletter v] by (1)\n\ndefine ClearLevel\ndelete all of [blocktype v]\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [enemydir v]\ndelete all of [enemyextra v]\ndelete all of [enemystate v]\ndelete all of [enemytype v]\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [enemyyvel v]\ndelete all of [entype v]\ndelete all of [enx v]\ndelete all of [eny v]\ndelete all of [itemdirection v]\ndelete all of [itemstate v]\ndelete all of [itemtype v]\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemyvelocity v]\ndelete all of [pipedir v]\ndelete all of [pipetype v]\ndelete all of [pipex v]\ndelete all of [pipey v]\ndelete all of [semitype v]\ndelete all of [semix v]\ndelete all of [semiy v]\ndelete all of [uniquebounce v]\ndelete all of [uniquestate v]\ndelete all of [uniquetype v]\ndelete all of [uniquex v]\ndelete all of [uniquey v]\ndelete all of [untype v]\ndelete all of [unx v]\ndelete all of [uny v]\ndelete all of [enkey v]\ndelete all of [enemykey v]\ndelete all of [pipestate v]\nset [originalspawnx v] to [0]\nset [originalspawny v] to [-64]\nset [goalx v] to [0]\nset [goaly v] to [-1]\nset [spawnx v] to [0]\nset [spawny v] to [-64]\nset [editmode v] to [1]\nset [itemlistno. v] to [1]\nset [itemmenu v] to [0.9]\nset [itemlistselected v] to [0]\nset [invincible v] to [0]\nset [groundlevel v] to [0]\nset [-1theme v] to [2]\nset [0theme v] to [1]\nset [1theme v] to [3]\nset [-1camera v] to [1]\nset [0camera v] to [1]\nset [1camera v] to [1]\nset [-1water v] to [-1]\nset [0water v] to [-1]\nset [1water v] to [-1]\nset [-1lava v] to [-1]\nset [0lava v] to [-1]\nset [1lava v] to [-1]\nset [fullleveltimer v] to [300]\n\nwhen I receive [load code v]\nset [failedcode v] to [0]\nset [codeloaded v] to [0]\nClearLevel\nLoadCode\nwait ((3) + ((length of (Description)) / (128))) seconds\nset [menu v] to [0]\nset [editmode v] to [0]\nset [ptimer v] to [0]\nset [startimer v] to [0]\nbroadcast (FadeOutInstant v)\nwait (0.15) seconds\nbroadcast (StartLevelFull v)\n\nwhen I receive [stoptryingtoloadcode v]\nstop [other scripts in sprite v]\n\nwhen I receive [clearlevel v]\nClearLevel\n\n | |
Parkour-(mobile friendly) scrolling platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [ParagonX9 - Chaoz Airflow.mp3 v] until done\nend\n\n@Pen\n\ndefine Draw Ground\nset [x v] to (Player X)\nset [y v] to (Player Y)\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [dangers v])) / (28))\n change [loop counter v] by (28)\n Get Coords (Loop Counter) [3]\n if <((Player X) + (240)) > ((X1) - (3))> then\n if <((Player X) - (240)) < ((X2) + (3))> then\n if <((Player Y) + (180)) > ((Y1) - (3))> then\n if <((Player Y) - (180)) < ((Y2) + (3))> then\n Draw Rectangle from ((X1) - (X)) ((Y1) - (Y)) to ((X2) - (X)) ((Y2) - (Y)) [3] <>\n end\n end\n end\n end\nend\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [ground v])) / (28))\n change [loop counter v] by (28)\n Get Coords (Loop Counter) [1]\n if <((Player X) + (240)) > ((X1) - (3))> then\n if <((Player X) - (240)) < ((X2) + (3))> then\n if <((Player Y) + (180)) > ((Y1) - (3))> then\n if <((Player Y) - (180)) < ((Y2) + (3))> then\n Draw Rectangle from ((X1) - (X)) ((Y1) - (Y)) to ((X2) - (X)) ((Y2) - (Y)) [1] <>\n end\n end\n end\n end\nend\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [jump pads v])) / (28))\n change [loop counter v] by (28)\n Get Coords (Loop Counter) [2]\n if <((Player X) + (240)) > ((X1) - (3))> then\n if <((Player X) - (240)) < ((X2) + (3))> then\n if <((Player Y) + (180)) > ((Y1) - (3))> then\n if <((Player Y) - (180)) < ((Y2) + (3))> then\n Draw Rectangle from ((X1) - (X)) ((Y1) - (Y)) to ((X2) - (X)) ((Y2) - (Y)) [2] <>\n end\n end\n end\n end\nend\nInstant Render Endpoint\n\ndefine Draw Rectangle from (x) (y) to (x2) (y2) (type) <filled?>\npen up\nset pen size to (8)\nif <(type) = [1]> then\n set pen color to (#3692ff)\nelse\n if <(type) = [2]> then\n set pen color to (#fff849)\n else\n set pen color to (#ea0303)\n end\nend\ngo to x: (x) y: (y)\npen down\nset [counter v] to [0]\nif <filled?> then\n repeat ([floor v] of (([abs v] of ((x) - (x2)) ) / (5)) )\n change [counter v] by (([abs v] of ((x) - (x2)) ) / (([floor v] of ([abs v] of ((x) - (x2)) ) ) / (5)))\n go to x: ((x) + (Counter)) y: (y)\n go to x: ((x) + (Counter)) y: (y2)\n end\nend\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: (y2)\ngo to x: (x2) y: (y2)\ngo to x: (x2) y: (y)\ngo to x: (x) y: (y)\npen up\n\nwhen flag clicked\nset [level v] to [1]\nset [editor v] to [0]\nif <(Editor) = [0]> then\n broadcast (Game v)\nelse\n broadcast (Editor v)\nend\n\ndefine Draw Player (x) (y) (transparency)\nset pen color to (#2167d0)\nset pen (brightness v) to (transparency)\npen up\ngo to x: ((x) + (4)) y: ((y) + (4))\nset pen size to (12)\npen down\ngo to x: ((x) - (4)) y: ((y) + (4))\ngo to x: ((x) - (4)) y: ((y) - (4))\ngo to x: ((x) + (4)) y: ((y) - (4))\ngo to x: ((x) + (4)) y: ((y) + (4))\npen up\nset [counter v] to [2]\nrepeat (2)\n go to x: (((x) - (4)) + (Counter)) y: ((y) - (4))\n pen down\n go to x: (((x) - (4)) + (Counter)) y: ((y) + (4))\n change [counter v] by (5)\nend\n\ndefine Touching?\nset [touching v] to [0]\nset [touching pad v] to [0]\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [ground v])) / (28))\n change [loop counter v] by (28)\n Get Coords (Loop Counter) [1]\n if <((Player X) + (7)) > ((X1) - (7))> then\n if <((Player X) - (7)) < ((X2) + (7))> then\n if <((Player Y) + (7)) > ((Y1) - (7))> then\n if <((Player Y) - (7)) < ((Y2) + (7))> then\n set [touching v] to [1]\n end\n end\n end\n end\nend\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [jump pads v])) / (28))\n change [loop counter v] by (28)\n Get Coords (Loop Counter) [2]\n if <((Player X) + (7)) > ((X1) - (7))> then\n if <((Player X) - (7)) < ((X2) + (7))> then\n if <((Player Y) + (7)) > ((Y1) - (7))> then\n if <((Player Y) - (7)) < ((Y2) + (7))> then\n set [touching pad v] to [1]\n end\n end\n end\n end\nend\nset [loop counter v] to [0]\nset [touching bad v] to [0]\nrepeat ((length of (item (Level) of [dangers v])) / (28))\n change [loop counter v] by (28)\n Get Coords (Loop Counter) [3]\n if <((Player X) + (7)) > ((X1) - (7))> then\n if <((Player X) - (7)) < ((X2) + (7))> then\n if <((Player Y) + (7)) > ((Y1) - (7))> then\n if <((Player Y) - (7)) < ((Y2) + (7))> then\n set [touching bad v] to [1]\n end\n end\n end\n end\nend\n\ndefine Touch Y\nTouching?\nif <(Touching) = [1]> then\n repeat until <(Touching) = [0]>\n if <(SY) < [0]> then\n change [player y v] by (1)\n else\n change [player y v] by (-1)\n end\n Touching?\n end\n if <(SY) < [0]> then\n set [can jump? v] to [True]\n end\n set [sy v] to [0]\nend\n\ndefine Touch X\nTouching?\nif <(Touching) = [1]> then\n repeat until <(Touching) = [0]>\n if <(SX) < [0]> then\n change [player x v] by (1)\n else\n change [player x v] by (-1)\n end\n Touching?\n end\n if <key (up arrow v) pressed?> then\n set [can jump? v] to [False]\n set [sy v] to [8]\n if <(SX) < [0]> then\n set [sx v] to [9]\n else\n set [sx v] to [-9]\n end\n else\n set [sx v] to [0]\n end\nend\n\ndefine Player (transparency start) (x) (y)\ninsert (((Old Y) + (Player Y)) / (2)) at (1) of [character places v] \ninsert (((Old X) + (Player X)) / (2)) at (1) of [character places v] \ninsert (Player Y) at (1) of [character places v] \ninsert (Player X) at (1) of [character places v] \nrepeat (4)\n delete (length of [character places v]) of [character places v]\nend\nset [old y v] to (Player Y)\nset [old x v] to (Player X)\nset [count v] to [42]\nset [player transparency v] to (transparency start)\nrepeat (19)\n change [count v] by (-2)\n Draw Player ((item ((Count) - (1)) of [character places v]) - (Player X)) ((item ((Count) - (0)) of [character places v]) - (Player Y)) (Player Transparency)\n change [player transparency v] by (5)\nend\n\ndefine Set up List\ndelete all of [character places v]\nset [old y v] to (Player Y)\nset [old x v] to (Player X)\nrepeat (20)\n add (Player X) to [character places v]\n add (Player Y) to [character places v]\nend\n\nwhen I receive [game v]\nswitch backdrop to (backdrop1 v)\nerase all\nset [sx v] to [0]\nset [sy v] to [0]\nset [player x v] to [-200]\nset [player y v] to [100]\nSet up List\nset [can jump? v] to [False]\nset [time v] to [0]\nshow variable [title v]\nforever\n erase all\n Black Out Screen\n set [counter 3 v] to [0]\n Player (Counter 3) [0] [0]\n Draw Ground\n set [title v] to (item (Level) of [level names v])\n if <key (s v) pressed?> then\n change [level v] by (1)\n set [sx v] to [0]\n set [sy v] to [0]\n set [player x v] to [-200]\n set [player y v] to [100]\n Set up List\n set [can jump? v] to [False]\n change [time v] by (60)\n erase all\n Black Out Screen\n set [counter 3 v] to [0]\n Player (Counter 3) [0] [0]\n Draw Ground\n wait (0.5) seconds\n end\n if <([sqrt v] of ((((Player X) - (item (((Level) * (2)) - (1)) of [endpoints v])) * ((Player X) - (item (((Level) * (2)) - (1)) of [endpoints v]))) + (((Player Y) - (item ((Level) * (2)) of [endpoints v])) * ((Player Y) - (item ((Level) * (2)) of [endpoints v])))) ) < [30]> then\n repeat (20)\n erase all\n Black Out Screen\n Player (Counter 3) [0] [0]\n Draw Ground\n Frame\n change [player x v] by (((item (((Level) * (2)) - (1)) of [endpoints v]) - (Player X)) / (8))\n change [player y v] by (((item ((Level) * (2)) of [endpoints v]) - (Player Y)) / (8))\n change [counter 3 v] by (-10)\n end\n wait (0.4) seconds\n change [level v] by (1)\n set [sx v] to [0]\n set [sy v] to [0]\n set [player x v] to [-200]\n set [player y v] to [100]\n Set up List\n set [can jump? v] to [False]\n end\n if <(Player Y) < [-1000]> then\n repeat (20)\n erase all\n Black Out Screen\n Player ((Counter 3) / (2)) [0] (Counter 3)\n Draw Ground\n change [counter 3 v] by (-10)\n Frame\n end\n set [sx v] to [0]\n set [sy v] to [0]\n set [player x v] to [-200]\n set [player y v] to [100]\n Set up List\n set [can jump? v] to [False]\n end\n if <(Touching Bad) = [1]> then\n set [counter 3 v] to [0]\n repeat (10)\n erase all\n Black Out Screen\n Frame\n Player (Counter 3) [0] [0]\n Draw Ground\n change [counter 3 v] by (-10)\n end\n set [sx v] to [0]\n set [sy v] to [0]\n set [player x v] to [-200]\n set [player y v] to [100]\n Set up List\n set [can jump? v] to [False]\n end\n if <(Level) = [9]> then\n erase all\n hide variable [title v]\n switch backdrop to (backdrop2 v)\n stop [this script v]\n end\n if <(SY) < [0]> then\n set [can jump? v] to [False]\n end\n if <<key (up arrow v) pressed?> and <(Can Jump?) = [True]>> then\n set [can jump? v] to [False]\n set [sy v] to [13]\n end\n change [sy v] by (-1)\n change [player y v] by (SY)\n Touch Y\n if <(Touching Pad) = [1]> then\n set [can jump? v] to [False]\n set [sy v] to [17]\n end\n if <key (right arrow v) pressed?> then\n change [sx v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [sx v] by (-1.5)\n end\n set [sx v] to ((SX) * (0.8))\n change [player x v] by (round (SX))\n Touch X\n Frame\nend\n\ndefine Frame\nset pen color to (#000000)\n\n pen up\n go to x: (240) y: (180)\n pen down\n go to x: (-240) y: (180)\n go to x: (-240) y: (-180)\n go to x: (240) y: (-180)\n go to x: (240) y: (180)\n pen up\nend\n\nwhen I receive [editor v]\nerase all\nset [sx v] to [0]\nset [sy v] to [0]\nset [player x v] to [-200]\nset [player y v] to [100]\nSet up List\nset [can jump? v] to [False]\nset [type v] to [1]\nforever\n erase all\n set [counter 3 v] to [0]\n Black Out Screen\n Draw Ground\n Player (Counter 3) [0] [0]\n if <key (1 v) pressed?> then\n set [type v] to [1]\n end\n if <key (2 v) pressed?> then\n set [type v] to [2]\n end\n if <key (3 v) pressed?> then\n set [type v] to [3]\n end\n if <key (up arrow v) pressed?> then\n change [player y v] by (8)\n end\n if <key (down arrow v) pressed?> then\n change [player y v] by (-8)\n end\n if <key (right arrow v) pressed?> then\n change [player x v] by (8)\n end\n if <key (left arrow v) pressed?> then\n change [player x v] by (-8)\n end\n if <mouse down?> then\n set [start y v] to ((mouse y) + (Player Y))\n set [start x v] to ((mouse x) + (Player X))\n set [stop v] to [0]\n repeat until <<not <mouse down?>> or <(Stop) = [1]>>\n erase all\n if <key (1 v) pressed?> then\n set [type v] to [1]\n end\n if <key (2 v) pressed?> then\n set [type v] to [2]\n end\n if <key (3 v) pressed?> then\n set [type v] to [3]\n end\n if <key (space v) pressed?> then\n set [stop v] to [1]\n end\n if <key (up arrow v) pressed?> then\n change [player y v] by (8)\n end\n if <key (down arrow v) pressed?> then\n change [player y v] by (-8)\n end\n if <key (right arrow v) pressed?> then\n change [player x v] by (8)\n end\n if <key (left arrow v) pressed?> then\n change [player x v] by (-8)\n end\n Black Out Screen\n Draw Ground\n Draw Rectangle from ((Start X) - (X)) ((Start Y) - (Y)) to (((mouse x) + (Player X)) - (X)) (((mouse y) + (Player Y)) - (Y)) (Type) <>\n Frame\n Player (Counter 3) [0] [0]\n end\n if <(Stop) = [0]> then\n if <(Start X) < ((mouse x) + (Player X))> then\n Add Number (Start X) (Type)\n if <(Start Y) < ((mouse y) + (Player Y))> then\n Add Number (Start Y) (Type)\n Add Number ((mouse x) + (Player X)) (Type)\n Add Number ((mouse y) + (Player Y)) (Type)\n else\n Add Number ((mouse y) + (Player Y)) (Type)\n Add Number ((mouse x) + (Player X)) (Type)\n Add Number (Start Y) (Type)\n end\n else\n Add Number ((mouse x) + (Player X)) (Type)\n if <(Start Y) < ((mouse y) + (Player Y))> then\n Add Number (Start Y) (Type)\n Add Number (Start X) (Type)\n Add Number ((mouse y) + (Player Y)) (Type)\n else\n Add Number ((mouse y) + (Player Y)) (Type)\n Add Number (Start X) (Type)\n Add Number (Start Y) (Type)\n end\n end\n end\n if <(Stop) = [1]> then\n repeat until <not <mouse down?>>\n erase all\n if <key (up arrow v) pressed?> then\n change [player y v] by (8)\n end\n if <key (down arrow v) pressed?> then\n change [player y v] by (-8)\n end\n if <key (right arrow v) pressed?> then\n change [player x v] by (8)\n end\n if <key (left arrow v) pressed?> then\n change [player x v] by (-8)\n end\n Black Out Screen\n Draw Ground\n Frame\n Player (Counter 3) [0] [0]\n end\n end\n end\n Frame\nend\n\ndefine Get Coords (segment) (list)\nset [x1 v] to []\nset [x2 v] to []\nset [y1 v] to []\nset [y2 v] to []\nif <(list) = [1]> then\n set [loop v] to [0]\n repeat (7)\n change [loop v] by (1)\n set [x1 v] to (join (X1) (letter ((segment) - ((28) - (Loop))) of (item (Level) of [ground v])))\n set [y1 v] to (join (Y1) (letter ((segment) - ((21) - (Loop))) of (item (Level) of [ground v])))\n set [x2 v] to (join (X2) (letter ((segment) - ((14) - (Loop))) of (item (Level) of [ground v])))\n set [y2 v] to (join (Y2) (letter ((segment) - ((7) - (Loop))) of (item (Level) of [ground v])))\n end\nelse\n if <(list) = [2]> then\n set [loop v] to [0]\n repeat (7)\n change [loop v] by (1)\n set [x1 v] to (join (X1) (letter ((segment) - ((28) - (Loop))) of (item (Level) of [jump pads v])))\n set [y1 v] to (join (Y1) (letter ((segment) - ((21) - (Loop))) of (item (Level) of [jump pads v])))\n set [x2 v] to (join (X2) (letter ((segment) - ((14) - (Loop))) of (item (Level) of [jump pads v])))\n set [y2 v] to (join (Y2) (letter ((segment) - ((7) - (Loop))) of (item (Level) of [jump pads v])))\n end\n else\n set [loop v] to [0]\n repeat (7)\n change [loop v] by (1)\n set [x1 v] to (join (X1) (letter ((segment) - ((28) - (Loop))) of (item (Level) of [dangers v])))\n set [y1 v] to (join (Y1) (letter ((segment) - ((21) - (Loop))) of (item (Level) of [dangers v])))\n set [x2 v] to (join (X2) (letter ((segment) - ((14) - (Loop))) of (item (Level) of [dangers v])))\n set [y2 v] to (join (Y2) (letter ((segment) - ((7) - (Loop))) of (item (Level) of [dangers v])))\n end\n end\nend\nset [x1 v] to (round (X1))\nset [y1 v] to (round (Y1))\nset [x2 v] to (round (X2))\nset [y2 v] to (round (Y2))\n\nif <(list) = [1]> then\n set [x1 v] to (round (join (letter ((segment) - (15)) of (item (1) of [ground v])) (join (letter ((segment) - (14)) of (item (1) of [ground v])) (join (letter ((segment) - (13)) of (item (1) of [ground v])) (letter ((segment) - (12)) of (item (1) of [ground v]))))))\n set [x2 v] to (round (join (letter ((segment) - (11)) of (item (1) of [ground v])) (join (letter ((segment) - (10)) of (item (1) of [ground v])) (join (letter ((segment) - (9)) of (item (1) of [ground v])) (letter ((segment) - (8)) of (item (1) of [ground v]))))))\n set [y1 v] to (round (join (letter ((segment) - (7)) of (item (1) of [ground v])) (join (letter ((segment) - (6)) of (item (1) of [ground v])) (join (letter ((segment) - (5)) of (item (1) of [ground v])) (letter ((segment) - (4)) of (item (1) of [ground v]))))))\n set [y2 v] to (round (join (letter ((segment) - (3)) of (item (1) of [ground v])) (join (letter ((segment) - (2)) of (item (1) of [ground v])) (join (letter ((segment) - (1)) of (item (1) of [ground v])) (letter ((segment) - (0)) of (item (1) of [ground v]))))))\nelse\n if <(list) = [2]> then\n set [x1 v] to (round (join (letter ((segment) - (15)) of (item (1) of [jump pads v])) (join (letter ((segment) - (14)) of (item (1) of [jump pads v])) (join (letter ((segment) - (13)) of (item (1) of [jump pads v])) (letter ((segment) - (12)) of (item (1) of [jump pads v]))))))\n set [x2 v] to (round (join (letter ((segment) - (11)) of (item (1) of [jump pads v])) (join (letter ((segment) - (10)) of (item (1) of [jump pads v])) (join (letter ((segment) - (9)) of (item (1) of [jump pads v])) (letter ((segment) - (8)) of (item (1) of [jump pads v]))))))\n set [y1 v] to (round (join (letter ((segment) - (7)) of (item (1) of [jump pads v])) (join (letter ((segment) - (6)) of (item (1) of [jump pads v])) (join (letter ((segment) - (5)) of (item (1) of [jump pads v])) (letter ((segment) - (4)) of (item (1) of [jump pads v]))))))\n set [y2 v] to (round (join (letter ((segment) - (3)) of (item (1) of [jump pads v])) (join (letter ((segment) - (2)) of (item (1) of [jump pads v])) (join (letter ((segment) - (1)) of (item (1) of [jump pads v])) (letter ((segment) - (0)) of (item (1) of [jump pads v]))))))\n else\n set [x1 v] to (round (join (letter ((segment) - (15)) of (item (1) of [dangers v])) (join (letter ((segment) - (14)) of (item (1) of [dangers v])) (join (letter ((segment) - (13)) of (item (1) of [dangers v])) (letter ((segment) - (12)) of (item (1) of [dangers v]))))))\n set [x2 v] to (round (join (letter ((segment) - (11)) of (item (1) of [dangers v])) (join (letter ((segment) - (10)) of (item (1) of [dangers v])) (join (letter ((segment) - (9)) of (item (1) of [dangers v])) (letter ((segment) - (8)) of (item (1) of [dangers v]))))))\n set [y1 v] to (round (join (letter ((segment) - (7)) of (item (1) of [dangers v])) (join (letter ((segment) - (6)) of (item (1) of [dangers v])) (join (letter ((segment) - (5)) of (item (1) of [dangers v])) (letter ((segment) - (4)) of (item (1) of [dangers v]))))))\n set [y2 v] to (round (join (letter ((segment) - (3)) of (item (1) of [dangers v])) (join (letter ((segment) - (2)) of (item (1) of [dangers v])) (join (letter ((segment) - (1)) of (item (1) of [dangers v])) (letter ((segment) - (0)) of (item (1) of [dangers v]))))))\n end\nend\n\ndefine Make number (num)\nif <(num) < [0]> then\n if <(num) < [0]> then\n set [redone number v] to [-]\n else\n set [redone number v] to [+]\n end\n repeat ((6) - ((length of (num)) - (1)))\n set [redone number v] to (join (Redone Number) [0])\n end\n set [counter 4 v] to [1]\n repeat ((length of (num)) - (1))\n change [counter 4 v] by (1)\n set [redone number v] to (join (Redone Number) (letter (Counter 4) of (num)))\n end\nelse\n if <(num) < [0]> then\n set [redone number v] to [-]\n else\n set [redone number v] to [+]\n end\n repeat ((6) - (length of (num)))\n set [redone number v] to (join (Redone Number) [0])\n end\n set [counter 4 v] to [0]\n repeat (length of (num))\n change [counter 4 v] by (1)\n set [redone number v] to (join (Redone Number) (letter (Counter 4) of (num)))\n end\nend\n\ndefine Add Number (num2) (list)\nMake number (num2)\nif <(list) = [1]> then\n replace item (Level) of [ground v] with (join (item (Level) of [ground v]) (Redone Number))\nelse\n if <(list) = [2]> then\n replace item (Level) of [jump pads v] with (join (item (Level) of [jump pads v]) (Redone Number))\n else\n replace item (Level) of [dangers v] with (join (item (Level) of [dangers v]) (Redone Number))\n end\nend\n\ndefine Instant Render Endpoint\nif <((Player X) + (240)) > ((item (((Level) * (2)) - (1)) of [endpoints v]) - (15))> then\n if <((Player X) - (240)) < ((item (((Level) * (2)) - (1)) of [endpoints v]) + (15))> then\n if <((Player Y) + (180)) > ((item ((Level) * (2)) of [endpoints v]) - (15))> then\n if <((Player Y) - (180)) < ((item ((Level) * (2)) of [endpoints v]) + (15))> then\n set pen size to (20)\n set pen color to (#00ff21)\n pen up\n go to x: ((item (((Level) * (2)) - (1)) of [endpoints v]) - (X)) y: ((item ((Level) * (2)) of [endpoints v]) - (Y))\n pen down\n pen up\n end\n end\n end\nend\n\nchange [player y v] by (400)\n\ndefine Black Out Screen\nset pen size to (1200)\nset pen color to (#000000)\npen down\ngo to x: (0) y: (0)\npen up\n\ngo to x: (220) y: (-148)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | Welcome to Sunshine!\nIn December - March in Canada, (where I live) there is lots of snow on the ground and I made this because I miss the sunshine and the summertime…\n\nInstructions: \nUse arrow keys or WASD to move! Mobile Friendly as well! There are 10 levels!\n\nCredits:\nThanks to @InfinitelyEndless for most of the platformer code! It really helped!\nAnd thanks to @-superwooper- for the beautiful flowers!\n\nYay!\n@spazestudios, @Matthew_K1, @Cesa23 all loved and faved!\nFollow @Pancham106\n\nSong: Tobu ; Colours and Vexento ; Tevo\n\nUseless Tags:\n#games #all #art #fun #platformer #HenryWolfe |
~Seaside night~ / platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [monodyL v] until done\n\nwhen I receive [lol v]\nforever\n play sound [Tobu & Itro - Sunburst \[NCS Release\].mp3 v] until done\nend\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-214) y: (125)\n\nwhen I receive [lol v]\nset drag mode [draggable v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\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 vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\nend\n\nif <key (a v) pressed?> then\n next costume\n wait (0.07) seconds\nend\n\nwhen flag clicked\nhide\n\nif <<(costume [number v]) = [1]> and <touching (sprite1 v)?>> then\n broadcast (Restart v)\nend\nif <key (a v) pressed?> then\n next costume\n wait (0.1) seconds\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@download\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (5)\n change size by (-10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (10)\n wait (0.05) seconds\nend\nrepeat (5)\n change size by (-10)\n wait (0.05) seconds\nend\nrepeat (10)\n turn right (15) degrees\n change size by (-10)\n wait (0.05) seconds\nend\nbroadcast (message1 v)\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [color v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nset size to (10) %\nshow\nrepeat (10)\n change size by (10)\nend\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nbroadcast (lol v)\nhide\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [lol v]\nwait (pick random (2) to (3)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Sprite2\n\nwhen I receive [lol v]\nshow variable [time v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\ngo to [back v] layer\nhide\n\nwhen I receive [lol v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n | -MINI PLATFORMER-\n> Arrow keys to move, up to jump\n> Hold down the down key to crouch if equipped\n> Hold down on walls and quickly change direction to wall jump\n> Z to discard powerup\n> R to restart level\n\nMini, full name Survival Mini, is a character I use for some of my projects, go check the other ones out!\n\nADDED RAINBOW EFFECT AT THE END AND SPEEDRUN TIMER!\nCROUCHING HITBOX NOW LOWER!\n\nCAN YOU BEAT ALL 18 LEVELS?\nIn this platformer, you can collect many powerups to help you on your journey! |
Glitch - A Platformer | @Stage\n\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (LV)\nend\n\nwhen I receive [end v]\nhide\n\n@player\n\nwhen I receive [start project v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [lv v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nset [ended? v] to [0]\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [lv v]\nhide variable [yv v]\nhide\nbroadcast (Start Project v)\n\nwhen I receive [start project v]\nset [dead? v] to [0]\nset [lv v] to [1]\nset size to (20) %\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 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?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n end\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change x by ((Xv) * (-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) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-15]\n else\n set [xv v] to [15]\n end\n set [yv v] to [20]\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 (-0.8)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\n if <touching color (#0077ff)?> then\n broadcast (end v)\n hide\n end\n if <touching color (#efff00)?> then\n broadcast (coin v)\n end\nend\n\nwhen I receive [start project v]\nset [lv v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (30)\nswitch costume to (1 v)\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead\nif <(ended?) = [0]> then\n start sound [Crunch v]\n set [dead? v] to [1]\n repeat (25)\n change [ghost v] effect by (4)\n end\n reset\nend\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\nif <touching (bouncy v)?> then\n set [yv v] to [15]\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nset [ended? v] to [1]\nset [ghost v] effect to (0)\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (LV)\nend\n\nwhen I receive [end v]\nhide\n\n@Coins\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <(LV) = [1]> then\n set [ghost v] effect to (0)\n go to x: (125) y: (-96)\n stop [this script v]\n end\nend\n\nwhen I receive [coin v]\nstart sound [Coin v]\nchange [coins v] by (1)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <(LV) = [2]> then\n set [ghost v] effect to (0)\n go to x: (-36) y: (-66)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <(LV) = [3]> then\n set [ghost v] effect to (0)\n go to x: (23) y: (-78)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <(LV) = [4]> then\n set [ghost v] effect to (0)\n go to x: (-107) y: (-86)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <(LV) = [5]> then\n set [ghost v] effect to (0)\n go to x: (19) y: (-9)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <(LV) = [6]> then\n set [ghost v] effect to (0)\n go to x: (99) y: (118)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <(LV) = [7]> then\n set [ghost v] effect to (0)\n go to x: (0) y: (-4)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [coins v] to [0]\nforever\n if <(LV) = [8]> then\n set [ghost v] effect to (0)\n go to x: (31) y: (-24)\n stop [this script v]\n end\nend\n\n@Level2\n\nwhen flag clicked\nhide\nswitch costume to (costume8 v)\nforever\n if <(LV) = [8]> then\n show\n end\nend\n\nwhen I receive [end v]\nhide\n\n | ATTENTION: SEQUEL 1 https://scratch.mit.edu/projects/395712725/\nHi, welcome to probably my favorite platformer.\nMobile friendly\nwad\narrows\nhave fun\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nle gasp you scrolled >:O |
Sloth Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Cartoon x Time To Talk - Omen Ft Asena NCS Lyrics v] until done\n play sound [Unknown Brain - Blackhole NCS Lyrics v] until done\n play sound [Unknown Brain - Childhood Dreams NCS Lyrics v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nset [the end v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Walk [5]\n switch costume to (creature right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Walk [-5]\n switch costume to (creature left v)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(In Air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <(x position) = [235]> then\n go to x: (-200) y: (-71)\n change [level v] by (1)\n end\n if <<touching (killer of player v)?> or <key (r v) pressed?>> then\n go to x: (-200) y: (-71)\n end\n if <touching (the end v)?> then\n change [the end v] by (1)\n wait (2) seconds\n go to x: (-200) y: (-71)\n set [the end v] to [2]\n set [level v] to [14]\n end\n if <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 (creature middle v)\n end\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (-71)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <[0] < (Y Vel)>\nend\n\n@Player Trail\n\nwhen flag clicked\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (29) %\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\nswitch costume to (level 1 v)\nset [level v] to [1]\nforever\n switch costume to (Level)\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n end\nend\n\nif <(THE END) = [1]> then\n wait (1) seconds\n switch costume to (finish!!!!! v)\nend\n\n@Killer Of Player\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (lava v)\nforever\n if <<<(Level) = [1]> or <(Level) = [3]>> or <<<(Level) = [6]> or <(Level) = [8]>> or <<(Level) = [10]> or <(Level) = [14]>>>> then\n switch costume to (lava v)\n end\n if <(Level) = [5]> then\n switch costume to (lot of spike v)\n end\n if <(Level) = [7]> then\n switch costume to (lava and big spike v)\n end\n if <(Level) = [9]> then\n switch costume to (lava and spike v)\n end\n if <(Level) = [11]> then\n switch costume to (roundy spike v)\n end\n if <(Level) = [12]> then\n switch costume to (spike up and down v)\n end\n if <(Level) = [13]> then\n switch costume to (end kill v)\n end\n if <(THE END) = [1]> then\n wait (1) seconds\n switch costume to (lava v)\n end\nend\n\n@Words\n\nwhen flag clicked\nswitch costume to (words level 1 v)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Dark Screen Intro\n\nwhen flag clicked\nset [ghost v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (5)\nend\n\n@Spot Light Picture\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@THE END\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n@White Screen Outro\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n if <(THE END) = [1]> then\n repeat (100)\n change [ghost v] effect by (-5)\n end\n wait (1.1) seconds\n repeat (100)\n change [ghost v] effect by (5)\n end\n hide\n end\nend\n\n | Somehow on the trending page! Thanks everyone :)\n\nUse arrow keys to move.\n\nWant to learn how to make this game in 27 minutes? Check out my tutorial here! \nhttps://youtu.be/MAjobdDNqKY |
Gemstone - A Platformer | @Stage\n\n@player\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (-1)\n switch costume to (steve 2 v)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n switch costume to (steve 1 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 (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (nether portal v)?> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v) and wait\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [deaths v] to [0]\ngo to x: (-53) y: (-115)\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n broadcast (ok 2 v)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (mob v)?> then\n change [deaths v] by (1)\n go to x: (-53) y: (-115)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n broadcast (ok time v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n broadcast (ok time 3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n broadcast (nice v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mob2 v)?> then\n change [deaths v] by (1)\n go to x: (-53) y: (-115)\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (grass v)\n\nwhen I receive [next level v]\nnext costume\n\ndefine higher score (higher score)\n\nforever\n if <(timer:) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n end\n if <(☁ Highscore) < (timer:)> then\n set [☁ highscore v] to (☁ Highscore)\n end\n if <(higher score) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n add (timer:) to [cloud v]\n end\nend\n\nadd (☁ Highscore) to [cloud v]\nadd <(☁ Highscore) = [50]> to [cloud v]\nforever\n if <(timer:) > (☁ Highscore)> then\n set [☁ highscore v] to (timer:)\n end\n if <(level) = [9]> then\n stop [this script v]\n end\nend\n\ndefine Cloud\n\n@soil\n\n@mob\n\nwhen flag clicked\nswitch costume to (zombie3 v)\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n go to x: (-43) y: (28)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ok time v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n switch costume to (blank v)\n end\nend\n\nwhen I receive [ok 2 v]\nhide\n\n@nether portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow variable [timer: v]\nset [timer: v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer: v] by (1)\nend\n\nwhen flag clicked\nforever\n play sound [minecraft song v] until done\nend\n\n@mob2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [ok time 3 v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (zombie2 v)\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n switch costume to (zombie2 v)\n show\n go to [front v] layer\n go to x: (-111) y: (28)\n wait (1) seconds\n go to x: (-110) y: (75)\n wait (1) seconds\n go to x: (-111) y: (28)\n end\nend\n\nwhen I receive [ok time v]\nhide\n\nwhen I receive [nice v]\nhide\ngo to [back v] layer\n\n | |
Hanok's Adventures [PLATFORMER GAME] | @Stage\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game win\n else\n Game Death\n set [y v] to [0]\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [y v] to [0]\nset [exit v] to []\nset [in air v] to [0]\nshow\n\ndefine Tick\nif <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (straight v)\nend\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\n switch costume to (left v)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\n switch costume to (right v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0,9]> then\n Change Player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nLava Die\nNext level\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(LEVEL) = [1]> then\n if <(SCROLL X) > [720]> then\n set [scroll x v] to [720]\n end\nelse\n if <(LEVEL) = [2]> then\n if <(SCROLL X) > [720]> then\n set [scroll x v] to [720]\n end\n else\n if <(LEVEL) = [3]> then\n if <(SCROLL X) > [1321]> then\n set [scroll x v] to [1321]\n end\n else\n if <(LEVEL) = [4]> then\n if <(SCROLL X) > [1918]> then\n set [scroll x v] to [1918]\n end\n else\n if <(LEVEL) = [5]> then\n if <(SCROLL X) > [1459]> then\n set [scroll x v] to [1459]\n end\n else\n if <(LEVEL) = [6]> then\n if <(SCROLL X) > [1769]> then\n set [scroll x v] to [1769]\n end\n else\n if <(LEVEL) = [7]> then\n if <(SCROLL X) > [0]> then\n set [scroll x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nChange Player x by [-8]\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (level 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 (level v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (level 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\nLava Die\n\ndefine Game Death\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Lava Die\nif <not <(LEVEL) = [1]>> then\n if <touching (danger v)?> then\n set [exit v] to [die]\n end\nend\n\nwhen I receive [play game v]\n\nforever\n\nif <key (right arrow v) pressed?> then\nif <key (left arrow v) pressed?> then\n\nset [scroll y v] to (y)\n\ndefine Next level\nif <(LEVEL) = [1]> then\n if <(x) > [791]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\nelse\n if <(LEVEL) = [2]> then\n if <(x) > [794]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n else\n if <(LEVEL) = [3]> then\n if <(x) > [1393]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n else\n if <(LEVEL) = [4]> then\n if <(x) > [2000]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n else\n if <(LEVEL) = [5]> then\n if <(x) > [1537]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n else\n if <(LEVEL) = [6]> then\n if <(x) > [1844]> then\n if <touching (portal v)?> then\n set [exit v] to [win]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine Game win\nhide\nchange [level v] by (1)\n\nif <(SCROLL X) > [720]> then\n set [scroll x v] to [720]\nend\n\nif <(LEVEL) = [1]> then\n if <(SCROLL X) > [720]> then\n set [scroll x v] to [720]\n end\nend\n\n@Level\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nshow\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [510] y: [0]\n Clone at x: [450] y: [180]\n Clone at x: [600] y: [-160]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [180]\n Clone at x: [650] y: [-165]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [-100]\n Clone at x: [360] y: [100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nwait (.3) seconds\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 1 v)\n\n@Danger\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 [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [50]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [-100]\n Clone at x: [360] y: [100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (60)\n\n@Portal\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 [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [840] y: [20]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [180]\n Clone at x: [650] y: [-165]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [-100]\n Clone at x: [360] y: [100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I start as a clone\nwait (.2) seconds\ngo to [front v] layer\n\nwhen I receive [reset v]\nwait (.5) seconds\ngo to [front v] layer\n\n@Portal2\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 [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [840] y: [20]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [180]\n Clone at x: [650] y: [-165]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [500] y: [-100]\n Clone at x: [360] y: [100]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 1 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwait (.1) seconds\n\nwhen I receive [reset v]\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwait (.1) seconds\n\nClone at x: [600] y: [0]\nClone at x: [1918] y: [-160]\n\n@maybe use dump\n\n@Thumbnail\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nset [pixelate v] effect to (100)\nshow\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nforever\n hide\n set [timer v] to (timer)\nend\n\n@Sprite3\n\nwhen flag clicked\nplay sound [Asher Fulero - Night Snow \(Calm\)2 v] until done\nbroadcast (song over v)\n\nwhen I receive [song over v]\nplay sound [Asher Fulero - Night Snow \(Calm\)2 v] until done\nbroadcast (song over v)\n\n@Sigma\n\n@Cloud\n\nwhen flag clicked\nif <(username) = (username)> then\n set [☁ viewed v] to [1]\nend\n\n | - Robot a multiplayer platformer - \nInstructions: Arrow keys or WASD to move. Avoid spikes.\nServer up to 10 players. |
50stage!!超LONG!! PLATFORMER | @Stage\n\n@player\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?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <key (s v) pressed?> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <<key (u v) pressed?> and <(username) = [dn_scrtch]>> then\n change [speed y v] by (1)\n else\n change [speed y v] by (-1)\n end\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Get Touching <check platform?>\nif <touching (finish v)?> then\n if <not <(f) = [1]>> then\n set [f v] to [1]\n set [timer v] to (timer)\n broadcast (hohohohohoho v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nelse\n if <touching (trampoline v)?> then\n set [speed y v] to [30]\n else\n if <touching (ground v)?> then\n set [touch v] to [9]\n else\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\n end\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nreset timer\nshow\nset [scrollx v] to [881]\nset [scrolly v] to [-400]\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]\nset [f v] to [0]\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\nwhen flag clicked\nReset Level\nforever\n switch costume to (hitbox v)\n if <<touching (spikes v)?> or <touching (saw v)?>> then\n Reset Level\n end\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\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 step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n switch costume to (costume2 v)\n change [scrollx v] by (() - (round ((x position) / (10))))\n change x by ((0) - (round ((x position) / (10))))\n change [scrolly v] by (() - (round ((y position) / (10))))\n change y by ((0) - (round ((y position) / (10))))\n broadcast (tick v) and wait\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 flag clicked\nset [my player # v] to [0]\nset [max players v] to [5]\nbroadcast (setup - opponents v) and wait\nset [cloud v] to [2]\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [cloud v] to [4]\nelse\n set [cloud v] to [3]\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 set [☁ p5 v] to (value)\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (ScrollX) to encoded\nwrite (ScrollY) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nforever\n send cloud data\nend\n\n@Ground\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nHack Zoom to (500)\nset [id_ v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [3]\ncreate clone of (_myself_ v)\n\nshow\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nif <(id_) = [1]> then\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <[-150] > (ScrollY)> then\n hide\n else\n show\n end\n end\nelse\n if <(id_) = [2]> then\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <[192] > (ScrollY)> then\n show\n else\n hide\n end\n switch costume to (costume4 v)\n end\n else\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <<(ScrollX) > [160]> or <(ScrollY) > [193]>> then\n hide\n else\n show\n end\n switch costume to (costume5 v)\n end\n end\nend\n\nswitch costume to (costume2 v)\n\nif <(ScrollX) > [160]> then\n hide\nelse\n show\nend\n\n\n show\nelse\n hide\nend\n\n@water\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo [backward v] (100) layers\nHack Zoom to (500)\ngo to x: (0) y: (0)\nforever\n go to x: (ScrollX) y: (ScrollY)\n hide\nend\n\nif <[-95] > (ScrollY)> then\nelse\n show\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id v] to [5]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (108) %\nshow\nswitch costume to (costume3 v)\nif <(id) = [1]> then\n forever\n set [current_dir v] to (direction)\n point in direction ((90) + (([speed x v] of [player v]) * ((([speed x v] of [player v]) * (-2)) * ([sin v] of ((timer) * (500)) ))))\n if <not <([falling? v] of [player v]) = [0]>> then\n point in direction ((45) - (([speed y v] of [player v]) * (-2)))\n end\n go to (player v)\n end\nend\nif <(id) = [2]> then\n forever\n set [current_dir v] to (direction)\n point in direction ((90) + (([speed x v] of [player v]) * ((([speed x v] of [player v]) * (2)) * ([sin v] of ((timer) * (500)) ))))\n if <not <([falling? v] of [player v]) = [0]>> then\n point in direction ((135) - (([speed y v] of [player v]) * (2)))\n end\n go to (player v)\n end\nend\nif <(id) = [3]> then\n forever\n set [current_dir v] to (direction)\n go to (player v)\n change y by (25)\n if <<<(m) = [jump]> or <(m) = [fall]>> or <(m) = [walljump]>> then\n point in direction ((45) + ((vy) * (2)))\n go to (player v)\n change y by (25)\n end\n if <(m) = [stand]> then\n point in direction ((65) + ((5) * ([sin v] of ((timer) * (100)) )))\n go to (player v)\n change y by (25)\n end\n if <<(m) = [run]> or <(m) = [slide]>> then\n point in direction ((90) + ((vx) * (((vx) * (-2)) * ([sin v] of ((timer) * (500)) ))))\n go to (player v)\n change y by (25)\n end\n end\nend\nif <(id) = [4]> then\n forever\n set [current_dir v] to (direction)\n go to (player v)\n change y by (25)\n if <<<(m) = [jump]> or <(m) = [fall]>> or <(m) = [walljump]>> then\n point in direction ((135) - ((vy) * (2)))\n go to (player v)\n change y by (25)\n end\n if <(m) = [stand]> then\n point in direction ((115) + ((-5) * ([sin v] of ((timer) * (100)) )))\n go to (player v)\n change y by (25)\n end\n if <<(m) = [run]> or <(m) = [slide]>> then\n point in direction ((90) + ((vx) * (((vx) * (2)) * ([sin v] of ((timer) * (500)) ))))\n go to (player v)\n change y by (25)\n end\n end\nend\nif <(id) = [5]> then\n set size to (108) %\n switch costume to (costume2 v)\n go to [front v] layer\n forever\n go to x: ((([x position v] of [player v]) + ()) + (([speed x v] of [player v]) * (0.7))) y: ((([y position v] of [player v]) + (1)) + (([speed y v] of [player v]) * (0.5)))\n end\nend\n\n@sign\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (10000) layers\nHack Zoom to (500)\nset [id_ v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nif <(id_) = [1]> then\n forever\n go to [back v] layer\n go to x: (ScrollX) y: (ScrollY)\n end\nelse\n if <(id_) = [2]> then\n forever\n go to [back v] layer\n go to x: (ScrollX) y: (ScrollY)\n switch costume to (costume4 v)\n end\n else\n forever\n go to [back v] layer\n go to x: (ScrollX) y: (ScrollY)\n switch costume to (costume5 v)\n end\n end\nend\n\nif <touching (_edge_ v)?> then\n hide\nelse\n show\nend\nif <touching (_edge_ v)?> then\n hide\nelse\n show\nend\nif <touching (_edge_ v)?> then\n hide\nelse\n show\nend\n\n@spikes\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nHack Zoom to (500)\nset [id_ v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nif <(id_) = [1]> then\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <[-150] > (ScrollY)> then\n hide\n else\n show\n end\n end\nelse\n if <(id_) = [2]> then\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <[192] > (ScrollY)> then\n show\n else\n hide\n end\n switch costume to (costume4 v)\n end\n else\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <<(ScrollX) > [160]> or <(ScrollY) > [193]>> then\n hide\n else\n show\n end\n switch costume to (costume5 v)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\n\n@trampoline\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nHack Zoom to (500)\nset [id_ v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [3]\ncreate clone of (_myself_ v)\n\nshow\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nif <(id_) = [1]> then\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <[-150] > (ScrollY)> then\n hide\n else\n show\n end\n end\nelse\n if <(id_) = [2]> then\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <[192] > (ScrollY)> then\n show\n else\n hide\n end\n switch costume to (costume4 v)\n end\n else\n forever\n go to x: (ScrollX) y: (ScrollY)\n if <<(ScrollX) > [160]> or <(ScrollY) > [193]>> then\n hide\n else\n show\n end\n switch costume to (costume5 v)\n end\n end\nend\n\nswitch costume to (costume2 v)\n\nif <(ScrollX) > [160]> then\n hide\nelse\n show\nend\n\n\n show\nelse\n hide\nend\n\n@finish\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nHack Zoom to (500)\nset [id_ v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume4 v)\nforever\n go to x: (ScrollX) y: (ScrollY)\n next costume\n if <(costume [number v]) > [17]> then\n switch costume to (costume4 v)\n end\nend\n\nswitch costume to (costume2 v)\n\nif <(ScrollX) > [160]> then\n hide\nelse\n show\nend\n\n\n show\nelse\n hide\nend\n\n@endscreen\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [☁ highscore v]\nhide\n\nwhen I receive [hohohohohoho v]\nshow variable [timer v]\nshow variable [☁ highscore v]\nif <(timer) < (☁ highscore)> then\n set [☁ highscore v] to (timer)\nend\nshow\nset size to (0) %\nset [ghost v] effect to (100)\nset [dd v] to [1]\nrepeat (10)\n change size by (dd)\n change [ghost v] effect by ((dd) * (-1))\n change [dd v] by ((dd) / (2.1))\nend\nforever\n go to [front v] layer\nend\n\n@saw\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nHack Zoom to (500)\nset [id_ v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nif <(id_) = [1]> then\n forever\n go to x: (ScrollX) y: (ScrollY)\n next costume\n if <(costume [number v]) > [4]> then\n switch costume to (costume2 v)\n end\n end\nend\n\nswitch costume to (costume2 v)\n\nif <(ScrollX) > [160]> then\n hide\nelse\n show\nend\n\n\n show\nelse\n hide\nend\n\n@Sprite3\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\nwhen I receive [setup - opponents v]\nsetup players\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\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 set [value v] to (☁ P5)\n end\n end\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\nsay (join (player #) (join [: ] (value)))\nvalue = read from encoded\nvalue = read from encoded\nset x to ((ScrollX) - (value))\nvalue = read from encoded\nset y to ((ScrollY) - (value))\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\n@Sprite4\n\nwhen flag clicked\nset [cloud v] to [2]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat until <(cloud) = [4]>\n switch costume to (cloud)\n go to [front v] layer\n if <(cloud) = [3]> then\n switch costume to (full v)\n stop [all v]\n end\nend\nswitch costume to (joined v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nforever\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (35)) seconds\n show\n go to x: (0) y: (0)\n go to [front v] layer\n wait (5) seconds\n hide\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Ground2\n\ndefine Hack Zoom to (percent)\nif <(percent) > [100]> then\n set [#costume v] to (costume [number v])\n switch costume to (dot v)\n set size to (percent) %\n switch costume to (#costume)\nelse\n set size to (percent) %\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo [backward v] (100) layers\nHack Zoom to (500)\nset [id_ v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id_ v] to [3]\ncreate clone of (_myself_ v)\n\nshow\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nif <(id_) = [1]> then\n forever\n go to [back v] layer\n go [backward v] (100) layers\n go to x: (ScrollX) y: (ScrollY)\n if <[-150] > (ScrollY)> then\n hide\n else\n show\n end\n end\nelse\n if <(id_) = [2]> then\n forever\n go to [back v] layer\n go [backward v] (100) layers\n go to x: (ScrollX) y: (ScrollY)\n if <[192] > (ScrollY)> then\n show\n else\n hide\n end\n switch costume to (costume4 v)\n end\n else\n forever\n go to [back v] layer\n go [backward v] (100) layers\n go to x: (ScrollX) y: (ScrollY)\n if <<(ScrollX) > [160]> or <(ScrollY) > [193]>> then\n hide\n else\n show\n end\n switch costume to (costume5 v)\n end\n end\nend\n\nswitch costume to (costume2 v)\n\nif <(ScrollX) > [160]> then\n hide\nelse\n show\nend\n\n\n show\nelse\n hide\nend\n\n | |
Minecraft Platformer マインクラフトプラットフォーマー | @Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Unity v] until done\nend\n\n@Player\n\nwhen flag clicked\nset drag mode [not draggable v]\nbroadcast (Run the platformer v)\nhide\n\ndefine Reset the setup\nset size to (80) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [idk y v] to [0]\ngo to x: (-200) y: (0)\nclear graphic effects\npoint in direction (90)\nshow\n\ndefine death\nset [idk y v] to [1]\nrepeat (25)\n turn right (-5) degrees\n change y by (2)\n change [ghost v] effect by (5)\nend\nReset the setup\n\nwhen I receive [run the platformer v]\nset [level v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [run the platformer v]\nforever\n if <<[235] < (x position)> and <(idk y) = [0]>> then\n broadcast (Next level please? v)\n change [level v] by (1)\n Reset the setup\n end\nend\n\nwhen I receive [run the platformer v]\nset size to (80) %\nset [idk y v] to [0]\nset [level v] to [1]\nReset the setup\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 <(idk y) = [0]>> then\n change [x velocity v] by (2)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(idk y) = [0]>> then\n change [x velocity v] by (-2)\n end\n set [x velocity v] to ((X velocity) * (0.8))\n change x by (X velocity)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change y by (2)\n if <touching (hitbox v)?> then\n change x by ((X velocity) * (-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) + (10))>>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [13]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-0.8)\n change y by (Y velocity)\n if <touching (hitbox v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (hitbox v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [y velocity v] to [12]\n end\n end\n change y by (1)\n if <<touching (danger v)?> or <<touching (acid v)?> or <touching (spikes v)?>>> then\n death\n end\n if <(y position) < [-178]> then\n death\n end\nend\n\nwhen I receive [run the platformer v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up-left v)\n end\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n switch costume to (up-right v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (default v)\n end\nend\n\n@HITBOX\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nif <not <([x position v] of [alertsui v]) = [null]>> then\n switch costume to (tb v)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Sun\n\nwhen flag clicked\nforever\n go to x: (0) y: (-140)\n set size to (100) %\n go to [back v] layer\nend\n\n@Tree\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@Graphics\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n | Hi ! This is my new game : a platformer on the ice !\n=> 20 levels\n\nThis platformer has a particularity: at certain levels you have to use ice blocks (click to place)\n\nInstructions :\n\n- Use the arrow keys or WASD to move the penguin.\n- Click where you want in empty space to put blocks.\n- Avoid ice peak !\n\nAnd try to reach the igloo ! |
Minecraft platformer 2 #all #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\n@Blank\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 (Play Scene v)\nbroadcast (Setup v)\n\nbroadcast (Intro Done v)\n\nwhen I receive [setup 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 [setup v]\nhide\n\n@Cutscene\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [play scene v]\nstart sound [Kevin MacLeod Sneaky Snitch v]\nswitch costume to (1 v)\nshow\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext costume\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nwait (1) seconds\nbroadcast (Intro Done v)\n\nwhen I receive [intro done v]\nstop all sounds\nhide\n\nbroadcast (Intro Done v)\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\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)?> or <touching (locked v)?>> then\n repeat until <<not <<touching (level v)?> or <touching (locked v)?>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<touching (level v)?> or <touching (locked v)?>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <touching (locked 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)?> or <touching (locked v)?>> then\n repeat until <not <<touching (level v)?> or <touching (locked 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)?> or <touching (locked v)?>>> then\n set [y velocity v] to (jump height)\nend\nchange y by (1)\nif <touching (water blue v)?> then\n set [y velocity v] to [-1]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [y velocity v] to [-5]\n end\nend\n\ndefine Detection\nif <<(x position) = [244]> and <not <(Level) = [21]>>> 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: (-70)\nend\nif <<<<<touching (danger v)?> or <touching (lava v)?>> or <<touching color (#ff6969)?> or <touching (saws v)?>>> or > and <not <(CHEAT) = [1]>>> then\n if <<<(Level) = [4]> or <<(Level) = [5]> or <(Level) = [7]>>> or <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [13]> or <(Level) = [15]>>>>>> then\n broadcast (Reset v)\n end\n if <(Level) = [16]> then\n else\n start sound [Oops v]\n end\n set [deaths v] to ((DEATHS) + (1))\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (-215) y: (-70)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [16]\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\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\nset rotation style [left-right v]\n\nrepeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\nend\nhide\nwait (0.11) seconds\nshow\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\ngo to [back v] layer\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\ngo to [back v] layer\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [2] [0.8] [12.5]\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\nwhen I receive [restart v]\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nwait until <(Level) = [7]>\ngo to x: (-215) y: (-56)\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nchange [level v] by (-1)\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (999) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Lava\n\nwhen I start as a clone\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n go [backward v] (3) layers\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [animation start v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n go to [back v] layer\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [animation start v]\nhide\n\n@Level Shading\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\nshow\nforever\n go [backward v] (99) layers\n set [ghost v] effect to (80)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Locked\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [4]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked v)\n\nwhen I receive [reset v]\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [6]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [7]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked3 v)\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked4 v)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked5 v)\n\nwhen flag clicked\nwait until <(Level) = [5]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked2 v)\n\nwhen flag clicked\nwait until <(Level) = [12]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked6 v)\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked7 v)\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked8 v)\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen I receive [animation start v]\nhide\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine Clone at X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [back v] layer\npoint in direction (90)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nclear graphic effects\nforever\n if <touching (player v)?> then\n set volume to (50) %\n start sound [Big Boing v]\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone at X: [176] [-71]\nend\nif <(Level) = [5]> then\n Clone at X: [-143] [-71]\nend\nif <(Level) = [6]> then\n Clone at X: [-135] [-71]\nend\nif <(Level) = [7]> then\n Clone at X: [45] [48]\nend\nif <(Level) = [9]> then\n Clone at X: [33] [23]\nend\nif <(Level) = [10]> then\n Clone at X: [-55] [-74]\nend\nif <(Level) = [11]> then\n Clone at X: [-23] [-65]\nend\nif <(Level) = [12]> then\n Clone at X: [9] [-62]\nend\nif <(Level) = [14]> then\n Clone at X: [-63] [-65]\n Clone at X: [-70] [92]\nend\nif <(Level) = [15]> then\n Clone at X: [185] [10]\nend\n\nif <(Level) = [24]> then\n Clone at X: [33] [25]\nend\n\nbroadcast (Next v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Key\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro done v]\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [4]>\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nhide\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [reset v]\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [5]>\nswitch costume to (costume2 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [7]>\nswitch costume to (costume3 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [6]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [7]>\nwait until <touching (player v)?>\nbroadcast (Open v)\n\nwhen flag clicked\nwait until <(Level) = [5]>\nswitch costume to (costume2 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\nswitch costume to (costume4 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [11]>\nswitch costume to (costume5 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [12]>\nswitch costume to (costume6 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nswitch costume to (costume7 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nbroadcast (Open v)\n\nwhen flag clicked\nwait until <(Level) = [15]>\nswitch costume to (costume8 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen I receive [animation start v]\nhide\n\n@Water Blue\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n go [backward v] (999) layers\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (10)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Lasers\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (-106) y: (3)\ngo to [back v] layer\nwait until <(Level) = [7]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [7]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\ndefine Bug Fixing\nif <(Level) = [8]> then\n hide\nend\n\nwhen flag clicked\nforever\n Bug Fixing\nend\n\ngo to x: (-106) y: (3)\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\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) = [6]> then\n Clone At X: [-20] [4] At Size: [120]\nend\nif <(Level) = [7]> then\n Clone At X: [-25] [-133] At Size: [120]\nend\nif <(Level) = [8]> then\n Clone At X: [-40] [-70] At Size: [120]\nend\nif <(Level) = [9]> then\n Clone At X: [33] [170] At Size: [150]\nend\nif <(Level) = [10]> then\n Clone At X: [65] [-4] At Size: [120]\n Clone At X: [200] [137] At Size: [150]\nend\nif <(Level) = [11]> then\n Clone At X: [-212] [45] At Size: [110]\nend\nif <(Level) = [12]> then\n Clone At X: [197] [167] At Size: [150]\nend\nif <(Level) = [13]> then\n Clone At X: [-220] [70] At Size: [130]\nend\nif <(Level) = [15]> then\n Clone At X: [-10] [-50] At Size: [120]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Skip\n\nwhen I receive [intro done v]\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\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 set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nbroadcast (Transition v)\nbroadcast (Next v)\nchange [level v] by (1)\n\n@Music Button\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\nswitch costume to ((costume [number v]) + (1))\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 set [brightness v] effect to (10)\n else\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) %\nrepeat until <(Level) = [16]>\n play sound [Adventure v] until done\n play sound [Creative Minds - Bensound Royalty Free Music - No Copyright Music 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 set volume to (50) %\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nstop all sounds\n\nwhen flag clicked\nwait until <(Level) = [16]>\nforever\n stop all sounds\nend\n\n@LasersSuper\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [7]>\nshow\nswitch costume to (1up v)\nrepeat until <not <(Level) = [7]>>\n set [laser2 v] to [1]\n switch costume to (1up v)\n wait (2) seconds\n set [laser2 v] to [0]\n switch costume to (1 v)\n wait (2) seconds\nend\nswitch costume to (2up v)\n\nwhen flag clicked\nforever\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [8]>\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nset [level v] to [7]\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\n@LasersBug\n\nwhen flag clicked\nforever\n go [backward v] (11) layers\nend\n\nwhen flag clicked\ngo to x: (-62) y: (23)\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [10]>\nswitch costume to (4 v)\nshow\nrepeat until <not <(Level) = [10]>>\n set [laser? v] to [0]\n switch costume to (4 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (4up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\nhide\n\ngo to x: (-62) y: (23)\n\n@LasersSuperBug\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [8]>\nshow\nswitch costume to (2up v)\nrepeat until <not <(Level) = [8]>>\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (5) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [8]>\nshow\nswitch costume to (2up v)\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\n@LasersSuperBug2\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [8]>\nshow\nswitch costume to (2 v)\nrepeat until <not <(Level) = [8]>>\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (6) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [8]>\nshow\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\n@LasersSuperBug3\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [9]>\nshow\nswitch costume to (2 v)\nrepeat until <not <(Level) = [9]>>\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nshow\n\n@LasersSuperBug4\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [11]>\nshow\nswitch costume to (2 v)\nrepeat until <not <(Level) = [11]>>\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (6) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [12]>\nhide\n\n@Transition\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo to [front v] layer\nwait (0.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@LasersSuperBug5\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [12]>\nshow\nswitch costume to (2 v)\nrepeat until <not <(Level) = [12]>>\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (6) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\n@LasersSuperBug6\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [12]>\nshow\nswitch costume to (2 v)\nrepeat until <not <(Level) = [12]>>\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (6) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\n@LasersExtra\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [13]>\nshow\nswitch costume to (2 v)\nrepeat until <not <(Level) = [13]>>\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (6) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\n@Lasers2\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (-106) y: (3)\ngo to [back v] layer\nwait until <(Level) = [13]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [13]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [14]>\nhide\n\n@LasersSuperBug7\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [15]>\nshow\nswitch costume to (2 v)\nrepeat until <not <(Level) = [15]>>\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (6) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [8]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@LasersSuperBug8\n\nwhen flag clicked\nset [laser2 v] to [0]\nhide\ngo to x: (-30) y: (3)\ngo to [back v] layer\nwait until <(Level) = [15]>\nshow\nswitch costume to (2up v)\nrepeat until <not <(Level) = [15]>>\n set [laser2 v] to [1]\n switch costume to (2up v)\n wait (2) seconds\n set [laser2 v] to [0]\n switch costume to (2 v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (6) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@Golden Apple\n\nwhen flag clicked\nhide\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [intro done v]\nwait until <(Level) = [16]>\nshow\ngo to x: (160) y: (-67)\nwait until <touching (player v)?>\nbroadcast (Animation Start v)\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [animation start v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((bine) * (10)) ) * (3)))\n set size to ((90) + (([sin v] of ((bine) * (15)) ) * (5))) %\n set y to (([sin v] of ((bine) * (15)) ) * (10))\n change [bine v] by (1)\n go [forward v] (1) layers\nend\n\n | |
long platformer!ロングプラットフォーマー #game #platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [C418 - Wet Hands - Minecraft Volume Alpha v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (((200) * (((x position) + (240)) / (480))) - (100))\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ステージ v] to [1]\ngo to x: (-210) y: (13)\nset size to (75) %\ngo to [front v] layer\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (0.8)\n end\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-0.8)\n end\n set [x v] to ((X) * (0.92))\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 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 ((0) - (X))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n start sound [壁キック v]\n if <[0] < (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> and <touching (地面 v)?>> then\n start sound [ジャンプ音 v]\n set [y v] to [17]\n end\n change y by (1)\n if <<<<[-160] > (y position)> or <touching (障害物 v)?>> or <touching (ウィザー v)?>> and <not <<(♥) = [1]> and <(★) = [1]>>>> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [やられる v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-186) y: (13)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(x position) > [235]> then\n change [ステージ v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-186) y: (13)\n show\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\nforever\n if <touching (ジャンプ台 v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n wait until <key (k v) pressed?>\n wait until <not <key (k v) pressed?>>\n change [ステージ v] by (1)\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\nclear graphic effects\nforever\n if <<(♥) = [1]> and <(★) = [1]>> then\n change [color v] effect by (10)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nwait (0.001) seconds\nrepeat until <([costume # v] of [地面 v]) = [20]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@地面\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@太陽\n\nwhen flag clicked\nshow\ngo to x: (216) y: (151)\nset size to (100) %\nforever\n change [a v] by (5)\n change size by ([cos v] of (A) )\nend\n\n@雲\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2)) seconds\nend\n\nwhen I start as a clone\nset [必需品 v] to (pick random (50) to (120))\ngo to x: (280) y: ((170) - (必需品))\nswitch costume to (pick random (1) to (6))\nset [ghost v] effect to (pick random (0) to (50))\ngo to [back v] layer\ngo [forward v] (5) layers\nset rotation style [left-right v]\npoint in direction (pick random (-90) to (90))\nset size to ((85) + ((必需品) / (2))) %\nshow\nrepeat until <(x position) < [-260]>\n change x by ((0) - (round ((必需品) / (15))))\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change x by ((0) - (round ((必需品) / (15))))\nend\ndelete this clone\n\n@ウィザー\n\nwhen flag clicked\nwait (0.05) seconds\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (150) y: (-60)\nforever\n hide\n if <([costume # v] of [地面 v]) = [19]> then\n show\n repeat until <not <([costume # v] of [地面 v]) = [19]>>\n point in direction (-90)\n glide (1) secs to x: (-150) y: (-60)\n point in direction (90)\n glide (1) secs to x: (150) y: (-60)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume # v] of [地面 v]) = [19]>> then\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n | ●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●\n Please see it! It's my new game!\nhttps://scratch.mit.edu/projects/270561235/\n●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●\n\nINSTRUCTIONS ARE ALSO IN GAME!\n\n - WASD or arrow keys to move and jump\n - R to restart the level (if you get stuck in a wall)\n - You can climb walls and do walljumps!!! |
DARK Scrolling Platformer #games #scrolling platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen I receive [deaths v]\nswitch backdrop to (backdrop4 v)\n\n@player\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?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\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 ((([abs v] of (X vel) ) / (X vel)) * (-1))\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 [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\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?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [deaths v] to [0]\nhide variable [deaths v]\nset [timer v] to [0]\nhide variable [timer v]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [14]\n if <<<<touching (danger v)?> or <touching (lasers v)?>> or <touching (monster's v)?>> or <touching (imposter v)?>> then\n spin off screen\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n end\nend\n\nwhen I receive [intro v]\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nreset\n\nwhen I receive [intro v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [intro v]\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (center v)\n end\nend\n\ndefine spin off screen\nchange [deaths v] by (1)\nset [y vel v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (dead v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y vel)\n change [y vel v] by (-1)\nend\nhide\ngo to x: (-198) y: (-10)\nreset\n\ndefine reset\nswitch costume to (center v)\nclear graphic effects\nshow\ngo to x: (-198) y: (10)\npoint in direction (90)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n show variable [deaths v]\n show variable [timer v]\n broadcast (deaths v)\n end\nend\n\nwhen I receive [intro v]\nforever\n repeat until <(level) = [25]>\n change [timer v] by (1)\n wait (1) seconds\n end\nend\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n hide\n end\nend\n\nwhen I receive [defeat boss v]\nforever\n show\nend\n\nwhen I receive [defeat boss v]\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\n@text\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset [direction v] to [8]\nset size to (80) %\ngo to [front v] layer\nswitch costume to (capture2 v)\nshow\nchange [my variable v] by (10)\npoint in direction (90)\ngo to x: (400) y: (0)\nglide (0.25) secs to x: (0) y: (0)\nrepeat (85)\n change [my variable v] by (10)\n point in direction ((90) + (([sin v] of (my variable) ) * (10)))\nend\npoint in direction (90)\nrepeat (10)\n change y by (10)\nend\nswitch costume to (capture3 v)\nwait (0.3) seconds\nhide\nwait (0.3) seconds\nshow\ngo to x: (0) y: (0)\nrepeat (120)\n change [direction v] by (8)\n point in direction ((([sin v] of ((direction) + (8)) ) * (20)) + (90))\n set size to ((([sin v] of (((direction) + (8)) * (1.4)) ) * (60)) + (100)) %\nend\nwait (0.9) seconds\nglide (1) secs to x: (4000) y: (0)\nrepeat (4)\n change [ghost v] effect by (60)\nend\nhide\nbroadcast (intro v)\npoint in direction (90)\n\nwhen flag clicked\nstart sound [my intro song v]\n\n@Sprite2\n\nwhen flag clicked\nrepeat (240)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nset [brightness v] effect to (0)\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (20) to (50))\nset size to (pick random (40) to (80)) %\npoint in direction (pick random (-60) to (90))\nset [whirl v] effect to (pick random (-67) to (160))\nrepeat (240)\n go to (random position v)\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@right arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\ngo to x: (-155) y: (-152)\nshow\nset size to (90) %\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (right v)\n end\nend\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n if <(costume [number v]) = [2]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [3]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [4]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [10]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [11]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [13]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [15]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [16]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [18]> then\n glide (0.45) secs to x: (-2) y: (3)\n glide (0.45) secs to x: (-2) y: (6)\n end\nend\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@lasers\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\ngo to x: (36) y: (5)\ngo to [back v] layer\nforever\n if <(level) = [12]> then\n wait (1) seconds\n start sound [Laser1 v]\n show\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n hide\n end\nend\n\n@nothing\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@Monster's\n\nwhen flag clicked\ngo to x: (182) y: (-90)\nhide\nswitch costume to (monsters v)\npoint in direction (90)\nforever\n if <(level) = [7]> then\n show\n switch costume to (monsters v)\n glide (3) secs to x: (-169) y: (-100)\n switch costume to (monsters2 v)\n glide (3) secs to x: (181) y: (-100)\n end\n if <(level) = [19]> then\n show\n switch costume to (monsters v)\n glide (3) secs to x: (-169) y: (-100)\n switch costume to (monsters2 v)\n glide (3) secs to x: (181) y: (-100)\n end\n if <(level) = [21]> then\n show\n switch costume to (monsters3 v)\n glide (2) secs to x: (-169) y: (-100)\n switch costume to (monsters4 v)\n glide (2) secs to x: (181) y: (-100)\n end\n if <(level) = [24]> then\n set [ghost v] effect to (0)\n go to x: (182) y: (-100)\n switch costume to (boss v)\n show\n go to [front v] layer\n repeat (10)\n change y by (10)\n end\n ask [What's your name?] and wait\n say [Cool name] for (2) seconds\n say [hahahahhahahaha you will never escape!!] for (4) seconds\n point in direction (90)\n repeat (10)\n glide (1) secs to (random position v)\n end\n repeat (8)\n glide (3) secs to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n end\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n broadcast (defeat boss v)\n wait (20) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n hide\n end\nend\n\ngo to x: (181) y: (-82)\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n hide\n end\nend\n\n@Clouds\n\nwhen I receive [intro v]\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (200) y: (pick random (20) to (180))\n repeat (50)\n change x by (2)\n end\n if <touching (_edge_ v)?> then\n hide\n end\n wait (pick random (1) to (5)) seconds\n end\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [11]> then\n show\n go to x: (-26) y: (-97)\n end\n if <(level) = [12]> then\n hide\n end\nend\n\n@sun\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro v]\ngo to [back v] layer\nshow\nforever\n switch costume to (costume1 v)\n wait (0.06) seconds\n switch costume to (costume2 v)\n wait (0.06) seconds\n switch costume to (costume3 v)\n wait (0.06) seconds\n switch costume to (costume4 v)\n wait (0.06) seconds\n switch costume to (costume3 v)\n wait (0.06) seconds\n switch costume to (costume2 v)\n wait (0.06) seconds\n switch costume to (costume1 v)\n wait (0.9) seconds\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen I receive [deaths v]\ngo to [front v] layer\nshow\n\n@volume button\n\nwhen flag clicked\nhide\nswitch costume to (on v)\ngo to x: (-210) y: (-155)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\n end\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [intro v]\nshow\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\n | WAD or Arrow Keys- Move or Mobile Controls!\n\nAll levels are 100% possible. \nReport any bugs or glitches.\n\nMusic: Xenogenesis by TheFatRat\n\n================== Credits ====================\n@-Infitnite- for follow logo at the end.\n@noodlebot743 for intro\n@--Explosion-- for "Skip" and "Restart" buttons.\n@-GenZ- for all other coding, art, and idea.\n\n========== Wall of Ultimate Yeeters ===============\n@PegasusHT loved!\n@-LilWolfy- loved and favorited!\n@dn_scrtch loved and favorited!\n@-TheGreenNinja- loved!\n@-ABIC- loved and favorited!\n@hcps-kaurb loved!\n@sharkyshar loved!\n@StevenTheSquare loved!\n@04tmoody loved!\n@SaltyCreeper67 loved!\n@KillerByte loved!\n@-PixelParty- loved!\n@ScaIes loved!\n@Capt_Boanerges loved!\n@eunice0913 loved + favorited!\n@noodlebot743 loved!\n@_Electric_ loved!\n@--Explosion-- loved!\n@WaveTV loved + favorited!\n@IgniteSpark loved + favorited!\n#49 on trending!\n#6 on trending!\n@moonlark- loved!\nEyyyy #5 on trending now lol\n@-BoyMcBoy- loved woah.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#TeamTrees shop.mrbeast.com #Follow #Me #Just #Do #It #Please #Love #Favorite #Remix #Top #Loved #Top #Remixed #Platformer #Game #Into #The #Dark #FOOT #Idk #What #I #Just #Said #Im #Dumb #Sometimes #Why #are #you #here #?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nProbably the best art I'll ever do...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI'm a ninja >:) |
Sunshine | Platformer 2 | @Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n set volume to (70) %\n play sound [Vexento - Syndrome v] until done\nend\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]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\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)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground 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)?> 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)?> then\n set [yvel v] to (jump height)\n end\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\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\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 [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\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 <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (spikes v)?>> or <<touching (lava v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\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\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\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) 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\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (9) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Bouncy\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [4]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n Clone at x: [-120] y: [-115]\nelse\n hide\n delete this clone\nend\n\n@Woter\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (11) layers\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Saw\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n set size to (70) %\n hide\n go to [front v] layer\n go [backward v] (9) layers\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [1]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [3]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (8) layers\nhide\nif <(Level) = [2]> then\n Clone at x: [150] y: [-125]\nelse\n if <(Level) = [4]> then\n Clone at x: [30] y: [125]\n else\n hide\n delete this clone\n end\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (8) layers\nswitch costume to (costume1 v)\nshow\nforever\n turn right (10) degrees\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwait until <(Level) = [50]>\n\n@Love fave\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@Text\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go [backward v] (2) 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\n@Tb\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\nwhen [timer v] > (Timer)\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\n | 矢印キーで操作!\n溶岩や針に当たると4にます。\nOperate with arrow keys!\nIf it hits lava or needles, it dies. |
Scrolling Platformer Maker v1.21 #games | @Stage\n\nwhen flag clicked\nhide variable [deaths v]\nset [time v] to [0]\n\nwhen flag clicked\nforever\n set [least time show v] to (join [World Record: ] (☁ least time))\nend\n\nwhen flag clicked\nforever\n set [time show v] to (join [Time Taken: ] (Time))\nend\n\nwhen backdrop switches to [game over v]\nforever\n if <(Time) < (☁ least time)> then\n set [☁ least time v] to (Time)\n end\n show variable [deaths v]\n stop [all v]\nend\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\nset [☁ least time v] to [45]\n\nwhen flag clicked\nwait until <(loudness) > [2]>\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\n@Scratch Cat\n\nwhen backdrop switches to [game over v]\nshow variable [deaths v]\nhide\nstop [all v]\n\nwhen flag clicked\nforever\n if <(loudness) < [1]> then\n repeat (1)\n switch costume to (stand_1 v)\n wait (2) seconds\n switch costume to (stand_2 v)\n wait (0.25) seconds\n end\n end\nend\n\nwhen flag clicked\nshow\nset [deaths v] to [0]\nswitch backdrop to (1 v)\ngo to x: (-203) y: (-52)\nhide variable [xv v]\nhide variable [yv v]\nset rotation style [left-right v]\nforever\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-203) y: (-52)\n change [deaths v] by (1)\n switch costume to (die v)\n start sound [meow v]\n end\n if <(x position) > [240]> then\n if <(backdrop [name v]) = [8]> then\n forever\n switch backdrop to (game over v)\n if <(Time) < (☁ least time)> then\n set [☁ least time v] to (Time)\n end\n show variable [deaths v]\n stop [all v]\n end\n else\n go to x: (-203) y: (-52)\n switch backdrop to (next backdrop v)\n end\n end\nend\n\ngo to (sprite1 v)\n\nwhen flag clicked\nshow variable [least time show v]\nshow variable [time show v]\nshow\nset [deaths v] to [0]\nswitch backdrop to (1 v)\ngo to x: (-203) y: (-52)\nhide variable [xv v]\nhide variable [yv v]\nset rotation style [left-right v]\nforever\n change [yv v] by (-0.4)\n if <(loudness) > [2]> then\n point in direction (90)\n change [xv v] by (0.4)\n next costume\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#7f7f7f)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#7f7f7f)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#7f7f7f)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#7f7f7f)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#7f7f7f)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#7f7f7f)?> or <touching color (#00ff55)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <(loudness) > [50]> 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 (#7f7f7f)?> or <touching color (#00ff55)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#7f7f7f)?> or <touching color (#00ff55)?>> then\n if <(loudness) > [8]> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nset [☁ least time v] to [113]\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen [k v] key pressed\nhide variable [least time show v]\nhide variable [time show v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\n\n | Help Steve find his way through the nether! Can YOU find the sacred diamond? \n(mobile controls explained below)\n\n★★★ Computer Controls ★★★\n<> WASD or Arrow Keys to move!\n<> Space to attack!\n<> Run against a wall and hold jump to wall jump!\n\n★★★ Mobile Controls ★★★\n<> Press and hold on the screen to use the analog stick! \n<> You can't attack, but you can dodge enemies and skip levels if it's too hard! But it's still 100% possible! |
Illusion - A Platformer | @Stage\n\n@You\n\nwhen I receive [start v]\nchange [☁ players v] by (1)\nshow\ngo to [front v] layer\nswitch backdrop to (1 v)\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 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 (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 set [yv v] to [15]\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 go to x: (-200) y: (0)\n end\n if <[-160] > (y position)> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (15) %\n clear graphic effects\n go to x: (-200) y: (0)\n go to x: (-200) y: (0)\n end\n if <touching (spikes v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (15) %\n clear graphic effects\n go to x: (-200) y: (0)\n end\n if <touching (bounce v)?> then\n set [yv v] to [22]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\nif <(Time) < (☁ Record)> then\n set [☁ record v] to (Time)\nend\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [start v]\nshow variable [☁ record v]\nshow variable [time v]\nset [time v] to [0]\nforever\n change [time v] by (0.04)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ record v]\n\nwhen flag clicked\nwait (4) seconds\nbroadcast (Unmute v)\nforever\n play sound [the piano moosic v] until done\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [Intro v]\nshow\nswitch costume to (bbmlogo v)\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nset size to (0) %\npoint in direction (90)\nrepeat (20)\n change size by (5)\n turn right (70) degrees\nend\npoint in direction (90)\nrepeat (5)\n repeat (15)\n change size by (.7)\n end\n repeat (15)\n change size by (-.7)\n end\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start v)\n\nwhen flag clicked\nset volume to (100) %\nwait (5) seconds\nrepeat (40)\n change volume by (-2.5)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@Background\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [new v]\nif <(costume [name v]) = [10]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\n@Outro2Scratch\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nadd (username) to [finishers v]\nwait (1.5) seconds\nforever\n wait (pick random (.02) to (.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (pick random (1) to (4))\nif <(costume [number v]) = [4]> then\n set size to (25) %\nelse\n set size to (10) %\nend\npoint in direction (pick random (1) to (360))\ngo to x: (pick random (-240) to (240)) y: (182)\nshow\nglide (.5) secs to x: (x position) y: (-182)\nhide\ndelete this clone\n\n@OutroForScratch\n\ndefine Change Size (change) (speed)\nset [sizegoal v] to ((size) + (change))\nrepeat until <([abs v] of ((SizeGoal) - (size)) ) < [0.1]>\n change size by (((SizeGoal) - (size)) * ((speed) / (5)))\nend\n\ndefine Glide (x) (y) (speed)\nrepeat (50)\n change x by (((x) - (x position)) * ((speed) / (5)))\n change y by (((y) - (y position)) * ((speed) / (5)))\nend\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\nswitch costume to (costume1 v)\nset [outro: clone id v] to [1]\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [1]> then\n set size to (400) %\n switch costume to (costume2 v)\n go to x: (0) y: (195)\n Glide (0) (0) (1.5)\nelse\n if <(Outro: Clone ID) = [2]> then\n go to [front v] layer\n switch costume to (costume4 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(Outro: Clone ID) = [3]> then\n switch costume to (costume5 v)\n forever\n point in direction ((([sin v] of (rfvdcsx) ) * (7)) + (90))\n change y by ([sin v] of (rfvdcsx) )\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (10)\n end\n else\n if <(Outro: Clone ID) = [4]> then\n switch costume to (costume6 v)\n Change Size (900) (0.8)\n else\n if <(Outro: Clone ID) = [5]> then\n set [ghost v] effect to (100)\n switch costume to (costume7 v)\n go to [front v] layer\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [1]> then\n wait until <(Outro: Clone ID) = [2]>\n next costume\n go to [front v] layer\n Change Size (250) (0.5)\nend\n\nwhen I receive [end v]\nchange [☁ finishers v] by (1)\nwait (0.8) seconds\ncreate clone of (_myself_ v)\nwait (0.7) seconds\nrepeat (3)\n change [outro: clone id v] by (1)\n create clone of (_myself_ v)\nend\nwait (3) seconds\nset [outro: clone id v] to [5]\ncreate clone of (_myself_ v)\nwait (3) seconds\n\nwhen I receive [end v]\nwait (1.5) seconds\nforever\n play sound [Outro v] until done\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n point in direction ((([sin v] of (rfvdcsx) ) * (7)) + (90))\n change y by ([sin v] of (rfvdcsx) )\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Poot\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n go to (you v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [0%]> then\n switch costume to (100% v)\n broadcast (Unmute v)\n else\n switch costume to (0% v)\n broadcast (Mute v)\n end\n wait until <not <mouse down?>>\n end\nend\n\n@Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\n | Yeah boi!!! #TRENDING\n\nFirst page trending on games! 31/05/20\n#12 on trending for games! I am so happy! :D 31/05/20\n- Arrow keys to move\n- Avoid lava\n- 'R' to restart the level\n- No skips or wall jump (I wanted you to have more of a challenge)\n- The cave levels are very hard, but possible; I've done them all without dying 'cos I'm a pro ;)\n- 15 levels\n- Have fun!\n\nStory: You are an explorer on a quest to find an ancient diamond. Can you survive the dangers and find the gem?\n\n\nA love, fave and follow will be really appreciated ;)\n\n\n#Games #DefenderOfTheMask #Trending |
Biomes--A Multiplayer Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Gake_no_Ue_no_Ponyo_Music_Box.mp3 v] until done\nend\n\n@Sushi\n\nwhen flag clicked\ngo to x: (-204) y: (-104)\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> 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 (#99ffbb)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#99ffbb)?> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ffe9cc)?> or <touching color (#ccffdd)?>> then\n set [deathx v] to (x position)\n set [deathy v] to (y position)\n repeat (50)\n change [ghost v] effect by (2)\n go to x: (DeathX) y: (DeathY)\n end\n go to x: (-204) y: (-104)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [244]> then\n switch backdrop to (next backdrop v)\n go to x: (-204) y: (-104)\n end\nend\n\n@Thumb\n\nwhen flag clicked\nset x to (0)\nset y to (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n | note: I am no longer active on this account. I have moved to @-eons- so follow @-eons- for more projects! :)\n---\nwelcome to a cubed!\n- all instructions in game\n---\nhelp me test it out!\n- try out dark mode\n- tell me if you find any bugs/glitches\n- give me feedback!\n---\nthis is just a demo with a few levels. also its meant to be challenging! please tell me if I should make the full game because I lost motivation but if you guys like this then I'll start working on the full version! that is all, hope you enjoy these few levels! and leave a love and fave to support the game! \n---\ndon't advertise please\n---\nalso check out my new account @-eons- for quality projects!\n---\n:) |
game platformer with a SWORD by kkey313 #original #platformer #game | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro backdrop v)\n\nwhen I receive [start v]\nswitch backdrop to (main backdrop v)\n\nwhen I receive [cave time! v]\nswitch backdrop to (cave backdrop v)\n\nwhen I receive [end of cave! v]\nswitch backdrop to (main backdrop v)\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n if <touching (trampoline! v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n start sound [Death v]\n reset\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Next level! v)\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\n@Platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [14]> then\n broadcast (Cave Time! v)\n end\n if <(level) = [19]> then\n broadcast (End of cave! v)\n end\nend\n\n@Spikes\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n play sound [Tobu - Infectious \(Original Mix\).mp3 v] until done\nend\n\n@trampoline!\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level) < [9]> then\n hide\n else\n if <(level) = [9]> then\n show\n go to x: (-91) y: (-104)\n else\n if <(level) = [10]> then\n show\n go to x: (-91) y: (-104)\n create clone of (_myself_ v)\n go to x: (47) y: (-104)\n create clone of (_myself_ v)\n go to x: (195) y: (-103)\n else\n if <(level) = [11]> then\n hide\n else\n if <(level) = [19]> then\n go to x: (-95) y: (-100)\n show\n wait until <not <(level) = [19]>>\n hide\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level! v]\ndelete this clone\n\n@clouds\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (28) to (-259))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nforever\n wait (pick random (0.4) to (1.8)) seconds\n create clone of (_myself_ v)\n if <(level) = [14]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [cave time! v]\nhide\ndelete this clone\n\nwhen I receive [end of cave! v]\nforever\n wait (pick random (0.4) to (1.8)) seconds\n create clone of (_myself_ v)\nend\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (230) y: (pick random (230) to (-230))\nset [brightness v] effect to (pick random (-5) to (5))\nset [ghost v] effect to (pick random (50) to (75))\nshow\nrepeat until <(x position) < [-230]>\n go to [back v] layer\n move (-7.5) steps\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.05)) seconds\n if <(level) = [14]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [cave time! v]\nhide\ndelete this clone\n\n@intro(1)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nwait (.5) seconds\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [jiggle v] to [0]\nwait (1) seconds\nrepeat (125)\n set y to ((([cos v] of ((Effect) * (2)) ) * (10)) + (25))\n point in direction ((90) + (([cos v] of (Effect) ) * (3)))\n change [effect v] by (11)\nend\npoint in direction (90)\nbroadcast (swoosh v)\nhide\n\nwhen flag clicked\nstart sound [FR Xenogenesis v]\n\n@Intro(2)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume17 v)\nclear graphic effects\nhide\n\nwhen I receive [swoosh v]\nshow\nstart sound [Whoosh sound effect v]\nrepeat until <(costume [number v]) = [17]>\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <<(level) = [18]> or <(level) = [13]>> then\n go to x: (0) y: (0)\n show\n go [forward v] (20) layers\n wait until <not <<(level) = [13]> or <(level) = [18]>>>\n hide\n end\nend\n\n@Light\n\nwhen flag clicked\nhide\nset size to (100) %\nset [ghost v] effect to (50)\nforever\n broadcast (go v)\nend\n\nwhen I receive [go v]\ngo to (player v)\n\nwhen I receive [cave time! v]\nshow\ngo [backward v] (100) layers\nswitch costume to (costume2 v)\nforever\n wait (pick random (0.5) to (3)) seconds\n repeat (10)\n change [ghost v] effect by (1)\n end\n repeat (10)\n change [ghost v] effect by (-1)\n end\n set [ghost v] effect to (50)\nend\n\nwhen I receive [end of cave! v]\nhide\n\n | Arrow keys/WASD keys to move\nTry not to touch Lava!\nIt might not work because itz really laggy\n\nIf there is any laggs, glitches or bugs. Tell me in the comments\n\nUpdates:\n\n-There is more levels.\n-Fixed most bugs,glitches and lags ( Only first level will glitch )\n-High Score will change every month ( 38 )\n |
Minecraft Platformer 4 #games #all #trending | @Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [fruit-ninja-original-theme-song-non-looped-version 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\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\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n stop [this script v]\nend\nif <not <(costume [number v]) = [2]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\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\nif <(mouse x) > [-71]> then\n repeat (3)\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]\n end\nend\nif <(mouse y) > [62]> then\n if <(mouse x) > [-153]> then\n broadcast (NextHead v)\n stop [this script v]\n else\n broadcast (LastHead v)\n stop [this script v]\n end\nend\nif <(mouse y) > [15]> then\n if <(mouse x) > [-153]> then\n broadcast (NextEyes v)\n stop [this script v]\n else\n broadcast (LastEyes v)\n stop [this script v]\n end\nend\nif <(mouse y) > [-33]> then\n if <(mouse x) > [-153]> then\n broadcast (NextBody v)\n stop [this script v]\n else\n broadcast (LastBody v)\n stop [this script v]\n end\nend\nif <(mouse y) > [-78]> then\n if <(mouse x) > [-153]> then\n broadcast (NextFace v)\n stop [this script v]\n else\n broadcast (LastFace v)\n stop [this script v]\n end\nend\nif <(mouse y) > [-127]> then\n if <(mouse x) > [-153]> then\n broadcast (LastTrail v)\n stop [this script v]\n else\n broadcast (LastTrail v)\n stop [this script v]\n end\nend\nbroadcast (Random v)\nstop [this script v]\n\nhide\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\n@ControlCharacter\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [10]\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)\nshow\ngo to x: (-170) y: (0)\ndelete all of [trailx v]\ndelete all of [traily v]\nrepeat (17)\n add (x position) to [trailx v]\n add (y position) to [traily v]\nend\nforever\n PlotTrail\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <touching (platforms v)?> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nwhen [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [10]\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\ndefine PlotTrail\nadd (x position) to [trailx v]\nadd (y position) to [traily v]\ndelete (1) of [trailx v]\ndelete (1) of [traily v]\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]\ngo to x: (-210) y: (-150)\n\nset [xvelocity v] to [0]\n\nclear graphic effects\n\nwhen I receive [restartlevel v]\ngo to x: (-210) y: (-100)\n\nrepeat until <(MouseToSwipe?) = [No]>\n go to (mouse-pointer v)\n PlotTrail\nend\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)\nbroadcast (LevelUp v)\n\nhide\nstop [other scripts in sprite v]\ngo to x: (-400) y: (-800)\n\nwhen [space v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [10]\nend\nchange y by (1)\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 [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [freeze v]\nif <(Level) = [7]> then\n switch costume to (level 7 iced v)\nend\n\nswitch costume to (wrtwer v)\nif <(Level) = [9]> then\n broadcast (gameover v)\nend\n\n@Bombs\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nshow\nbroadcast (BombWobbleUpDown v)\nforever\n switch costume to (Level)\n if <touching (controlcharacter v)?> then\n if <(BombDeflect?) = [On]> then\n stop [other scripts in sprite v]\n start sound [Clink 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 [boom v]\n end\n end\nend\n\nwhen I receive [on v]\n\nwhen I receive [off v]\nhide\n\nwhen I receive [bombwobbleupdown v]\ngo to [back v] layer\nshow\nforever\n glide (2) secs to x: (0) y: (20)\n glide (2) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nset [bombdeflect? v] to [On]\n\n@Bombs2\n\nwhen I receive [gameover v]\n\nwhen I receive [levelup v]\nbroadcast (RollBombs v)\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\nhide\nstop [other scripts in sprite v]\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [fruitclonewiper v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n go to x: (240) y: (-142)\n repeat (238)\n turn right (-15) degrees\n change x by (-2)\n next costume\n if <touching (controlcharacter v)?> then\n if <(BombDeflect?) = [On]> then\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\n end\nend\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nPositioning\n\nPositioning\n\ndefine Positioning\n\nwhen I receive [restartlevel v]\nbroadcast (RollBombs v)\n\nbroadcast (LevelUp v)\n\nwhen I receive [rollbombs v]\nbroadcast (FruitCloneWiper v)\nhide\nswitch costume to (1 v)\nhide\nif <(Level) = [2]> then\n point in direction (90)\n go to x: (37) y: (-75)\n go to [front v] layer\n show\n forever\n next costume\n end\nend\nif <(Level) = [3]> then\n point in direction (90)\n go to [front v] layer\n show\n forever\n go to x: (240) y: (-120)\n repeat (238)\n turn right (-15) degrees\n change x by (-2)\n next costume\n end\n end\nend\nif <(Level) = [4]> then\n forever\n point in direction (90)\n go to [front v] layer\n show\n go to x: (240) y: (35)\n repeat (52)\n turn right (-15) degrees\n change x by (-2)\n next costume\n end\n repeat (59)\n turn right (-15) degrees\n change x by (-2)\n change y by (-3)\n next costume\n end\n repeat (120)\n turn right (-15) degrees\n change x by (-2)\n next costume\n end\n end\nend\nif <(Level) = [5]> then\n show\n forever\n go to x: (214) y: (-143)\n point towards (controlcharacter v)\n move ((200) - (distance to [controlcharacter v])) steps\n point in direction (90)\n end\nend\nif <(Level) = [6]> then\n show\n create clone of (_myself_ v)\n wait (4) seconds\n create clone of (_myself_ v)\n forever\n go to x: (-100) y: (100)\n point towards (controlcharacter v)\n move ((100) - ((distance to [controlcharacter v]) / (2))) steps\n point in direction (90)\n end\nend\n\n@lava\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-193) y: (-175)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n if <touching (controlcharacter v)?> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\nend\n\nplay sound [Mine v] until done\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\n@Joystick\n\nwhen I receive [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 [10]\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 [10]\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 [10]\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@BombStrike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [bombhit v]\nclear graphic effects\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nstart sound [boom v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (RestartLevel v)\nrepeat (70)\n change [ghost v] effect by (1.5)\nend\nclear graphic effects\nhide\n\n@Head\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\nset size to (80) %\ngo to x: (140) y: (0)\npoint in direction (90)\nswitch costume to (bandana v)\n\nwhen I receive [shoemeoptions v]\nclear graphic effects\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 (20) %\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 [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: (140) 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 (20) %\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 [gameover v]\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\ngo to [front v] layer\ngo [backward v] (3) layers\nclear graphic effects\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: (140) y: (0)\nswitch costume to (1 v)\n\nswitch costume to (7 v)\n\nwhen I receive [shoemeoptions v]\nclear graphic effects\nwait (0.5) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [start v]\nset size to (20) %\nstop [other scripts in sprite 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]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [scoreonfruitninja v] to ((ScoreOnFruitNinja) + (ScoreOnFruitNinja))\nsay [AWESOME SCORE!!!] for (2) seconds\n\n@Face\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 [nextface v]\nnext costume\nclear graphic effects\n\nwhen I receive [lastface v]\nswitch costume to ((costume [number v]) - (1))\nclear graphic effects\n\nwhen flag clicked\nhide\nset size to (80) %\ngo to x: (140) y: (0)\npoint in direction (90)\nswitch costume to (1 v)\n\nwhen I receive [shoemeoptions v]\nclear graphic effects\nwait (0.5) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [start v]\nset size to (20) %\nstop [other scripts in sprite v]\nshow\nforever\n go to (controlcharacter v)\n go to [front v] layer\n go [backward v] (3) layers\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@Trail\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 [nexttrail v]\nnext costume\n\nwhen I receive [lasttrail v]\nswitch costume to ((costume [number v]) - (1))\nclear graphic effects\n\nwhen flag clicked\nhide\nset size to (80) %\npoint in direction (90)\ngo to x: (3) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [shoemeoptions v]\nclear graphic effects\nwait (1.1) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\ngo [backward v] (20) layers\n\nwhen I receive [start v]\nhide\nwait (0.1) seconds\nset size to (4) %\nset [ghost v] effect to (4)\nset [trailnumber v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change size by (6)\n change [trailnumber v] by (3)\nend\n\nwhen I start as a clone\nstop [other scripts in sprite v]\nshow\nforever\n if <<([abs v] of ((x position) - ([x position v] of [controlcharacter v])) ) < [7]> and <([abs v] of ((y position) - ([y position v] of [controlcharacter v])) ) < [7]>> then\n hide\n else\n show\n point towards (controlcharacter v)\n go to x: (item (TrailNumber) of [trailx v]) y: (item (TrailNumber) of [traily v])\n end\nend\n\nwhen I receive [#releasethefruit v]\n\n@Fruit\n\nwhen I start as a clone\nshow\nrepeat until <touching (platforms v)?>\n if <(YVelocityFruit) > [-6]> then\n change [yvelocityfruit v] by (-0.2)\n end\n set [xvelocityfruit v] to ((XVelocityFruit) * (0.95))\n change y by (YVelocityFruit)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityFruit)\n if <(round (((costume [number v]) - (1)) / (3))) = (((costume [number v]) - (1)) / (3))> then\n if <touching (controlcharacter v)?> then\n next costume\n start sound [splatter v]\n change [comboscore v] by (1)\n change [scoreonfruitninja v] by (1)\n if <(Level) = [8]> then\n change [scoreonfruitninja v] by (1)\n end\n set [fruittwistlocal v] to (pick random (0) to (10))\n create clone of (_myself_ v)\n next costume\n set [xvelocityfruit v] to ((0) - (XVelocityFruit))\n set [fruittwistlocal v] to (pick random (-10) to (0))\n create clone of (_myself_ v)\n delete this clone\n end\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 [#fruittimersecondsleft v] to [30]\nswitch costume to (sandia v)\nif <(Level) = [1]> then\n repeat until <(Level) = [2]>\n go to x: (pick random (50) to (-50)) y: (200)\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (-10) to (-2))\n set [yvelocityfruit v] to [-2]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.15) seconds\n end\n stop [this script v]\nend\nif <(Level) = [2]> then\n repeat until <(Level) = [3]>\n go to x: (-237) y: (pick random (0) to (100))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (2) to (12))\n set [yvelocityfruit v] to [2]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n stop [this script v]\nend\nif <(Level) = [3]> then\n repeat until <(Level) = [4]>\n go to x: (237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (-10) to (-5))\n set [yvelocityfruit 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 end\n stop [this script v]\nend\nif <(Level) = [4]> then\n repeat until <(Level) = [5]>\n go to x: (237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (-12) to (-8))\n set [yvelocityfruit 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 [xvelocityfruit v] to (pick random (15) to (20))\n set [yvelocityfruit 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 wait (0.2) seconds\n end\n stop [this script v]\nend\nif <(Level) = [5]> then\n repeat until <(Level) = [6]>\n go to x: (237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (-4) to (-8))\n set [yvelocityfruit 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 end\n stop [this script v]\nend\nif <(Level) = [6]> then\n repeat until <(Level) = [7]>\n go to x: (-237) y: (pick random (-100) to (-50))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (12) to (16))\n set [yvelocityfruit v] to [10]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n go to x: (237) y: (pick random (-80) to (30))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (-14) to (-10))\n set [yvelocityfruit v] to [2]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n stop [this script v]\nend\nif <(Level) = [7]> then\n repeat until <(Level) = [8]>\n go to x: (-237) y: (pick random (-100) to (-50))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (12) to (16))\n set [yvelocityfruit v] to [10]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n go to x: (237) y: (pick random (60) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (pick random (-14) to (-10))\n set [yvelocityfruit v] to [2]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n stop [this script v]\nend\nif <(Level) = [8]> then\n repeat until <(Level) = [9]>\n go to x: (pick random (-180) to (180)) y: (180)\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityfruit v] to (((0) - ((x position) / (20))) * ((1) + ((pick random (-5) to (5)) / (10))))\n set [yvelocityfruit v] to [-3]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n wait (0.05) seconds\n create clone of (_myself_ v)\n end\n wait (1.3) seconds\n broadcast (gameover v)\nend\n\nhide\n\nset [level v] to [4]\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 [xvelocityfruit v] to (pick random (-14) to (-10))\nset [yvelocityfruit v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\ndelete this clone\n\nwait (1) seconds\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]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\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 (ScoreOnFruitNinja)) - (Numeral)) of (ScoreOnFruitNinja))\n go to [front v] layer\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset [scoreonfruitninja v] to [0]\nset size to (300) %\ngo to x: (-110) y: (140)\nset [numeral v] to [0]\nrepeat (4)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-25)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (100) %\nforever\n wait (1) seconds\n go to [front v] layer\nend\n\nwait (0.6) seconds\n\n@High2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nclear graphic effects\nset size to (150) %\ngo to x: (-130) y: (120)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (4)\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (numbers invaders11 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 <(ScoreOnFruitNinja) > (☁ #BestScore)> then\n set [☁ #bestscore v] to (ScoreOnFruitNinja)\n end\nend\n\n@Untitled\n\nwhen I receive [start v]\nforever\n wait until <(ControlOnGround) = [No]>\n set [comboscore v] to [0]\n wait (0.1) seconds\n wait until <(ControlOnGround) = [Yes]>\n if <(ComboScore) > [2]> then\n start sound [bling v]\n if <(ComboScore) > [8]> then\n change [scoreonfruitninja v] by (15)\n switch costume to (10 v)\n else\n change [scoreonfruitninja v] by (ComboScore)\n switch costume to (ComboScore)\n end\n if <(Level) = [8]> then\n change [scoreonfruitninja v] by (ComboScore)\n end\n go to x: (0) y: (0)\n point towards (controlcharacter v)\n if <(distance to [controlcharacter v]) > [120]> then\n move (120) steps\n else\n move (distance to [controlcharacter v]) steps\n end\n go to [front v] layer\n show\n wait (1) seconds\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Timer\n\nwhen I receive [redbananashow v]\nset size to (50) %\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 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 [start v]\nset [#fruittimersecondsleft v] to [-1]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset [scoreonfruitninja v] to [0]\nset size to (300) %\ngo to x: (215) y: (140)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-25)\n change [numeral v] by (1)\nend\nswitch costume to (zerothingy v)\nshow\nset size to (300) %\nforever\n go to [front v] layer\n change [#fruittimersecondsleft v] by (-1)\n if <(#FruitTimerSecondsLeft) = [0]> then\n hide\n change [level v] by (1)\n broadcast (LevelUp v)\n else\n if <(#FruitTimerSecondsLeft) > [0]> then\n show\n if <mouse down?> then\n set [mousetoswipe? v] to [Yes]\n else\n set [mousetoswipe? v] to [No]\n end\n end\n end\n wait (1) seconds\nend\n\nbroadcast (LevelUp v)\n\nif then\n\n@LevelText\n\nwhen I receive [start v]\ngo to x: (0) y: (20)\nset size to (80) %\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 I receive [levelup v]\nshow\nif <(Level) < [9]> then\n switch costume to (level up v)\n start sound [levelup v]\n set size to (100) %\n repeat (3)\n repeat (25)\n go to [front v] layer\n change size by (2)\n change [scoreonfruitninja v] by (2)\n end\n repeat (25)\n go to [front v] layer\n change size by (-2)\n change [scoreonfruitninja v] by (2)\n end\n end\n switch costume to (Level)\n repeat (4)\n repeat (20)\n change size by (1)\n go to [back v] layer\n end\n repeat (20)\n change size by (-1)\n go to [back v] layer\n end\n end\nend\n\nwhen flag clicked\nhide\n\nset [scoreonfruitninja v] to [0]\n\n@portal\n\nwhen flag clicked\nhide\nset size to (100) %\nbroadcast (PortalPositioning v)\nforever\n next costume\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\nset [level v] to [1]\ngo to x: (-42) y: (76)\nshow\nset size to (50) %\nbroadcast (RedBananaShow v)\nforever\n if <touching (controlcharacter v)?> then\n hide\n start sound [start v]\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n wait until <not <(Level) = (LevelWas)>>\n wait (0.1) seconds\n show\n end\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n go to x: (-50) y: (91)\nend\nif <(Level) = [3]> then\n go to x: (-50) y: (32)\nend\nif <(Level) = [4]> then\n go to x: (200) y: (58)\n set [freeze? v] to [Not Yet]\n repeat until <(fREEZE?) = [Yes]>\n set y to ((270) - ((distance to [controlcharacter v]) / (1)))\n end\n set y to (-135)\nend\nif <(Level) = [5]> then\n go to x: (222) y: (-138)\nend\nif <(Level) = [6]> then\n go to x: (-219) y: (95)\nend\nif <(Level) = [7]> then\n go to x: (218) y: (-139)\nend\nif <(Level) = [87]> then\n go to x: (218) y: (-139)\nend\n\nwhen I receive [redbananashow v]\nset size to (50) %\nforever\n repeat (2)\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n end\n wait (1) seconds\nend\n\ngo to x: (177) y: (162)\n\nif <(Level) = [4]> then\n go to x: (222) y: (-132)\nend\nif <(Level) = [6]> then\n go to x: (112) y: (133)\nend\nif <(Level) = [7]> then\n go to x: (148) y: (50)\nend\nif <(Level) = [8]> then\n go to x: (142) y: (145)\nend\nif <(Level) = [9]> then\n go to x: (220) y: (-138)\nend\nif <(Level) = [10]> then\n go to x: (220) y: (-132)\nend\n\nset [level v] to [6]\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nrepeat until <(#FruitTimerSecondsLeft) = [0]>\n go to x: (([x position v] of [controlcharacter v]) - (5)) y: (([y position v] of [controlcharacter v]) - (50))\n next costume\n show\n change [yvelocity v] by (0.2)\nend\nhide\n\ngo to x: (-3) y: (-2)\n\nwhen flag clicked\nhide\n\nset [#fruittimersecondsleft v] to [0]\n\n@blue flame2\n\nwhen I receive [#releasethefruit v]\nrepeat until <(#FruitTimerSecondsLeft) = [0]>\n go to x: (([x position v] of [controlcharacter v]) - (-5)) y: (([y position v] of [controlcharacter v]) - (50))\n next costume\n show\nend\nhide\n\ngo to x: (-3) y: (-2)\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\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@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@Freeze\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nhide\nif <(Level) = [4]> then\n wait (1) seconds\n show\n go to x: (-180) y: (58)\n wait until <touching (controlcharacter v)?>\n broadcast (Freeze v)\n set [freeze? v] to [Yes]\n hide\n stop [this script v]\nend\nif <(Level) = [7]> then\n wait (0.1) seconds\n show\n go to x: (199) y: (90)\n wait until <touching (controlcharacter v)?>\n broadcast (Freeze v)\n set [freeze? v] to [Yes]\n hide\n stop [this script v]\nend\n\nwhen I receive [redbananashow v]\nset size to (50) %\nforever\n repeat (2)\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n end\n wait (1) seconds\nend\n\nwhen I receive [#releasethefruit v]\nhide\n\nwhen I receive [freeze v]\nstart sound [Freeze v]\n\n@freeze background\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [freeze v]\ngo to [front v] layer\nset [ghost v] effect to (50)\nshow\n\nwhen I receive [#releasethefruit v]\nhide\n\ngo to [front v] layer\nset [ghost v] effect to (50)\nshow\n\n@Powerups Collection\n\nwhen I receive [levelup v]\nbroadcast (ShowStarfruit v)\n\nclear graphic effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nwait until <touching (controlcharacter v)?>\nchange [starfruitleft v] by (-1)\nif <(StarfruitLeft) = [0]> then\n broadcast (ShowBombDefect v)\nend\ndelete this clone\n\nwhen I receive [showstarfruit v]\nif <(Level) > [0]> then\n delete this clone\nend\nif <(Level) = [5]> then\n set [starfruitleft v] to [9]\n go to x: (-103) y: (-75)\n create clone of (_myself_ v)\n go to x: (-141) y: (-77)\n create clone of (_myself_ v)\n go to x: (-191) y: (-77)\n create clone of (_myself_ v)\n go to x: (-137) y: (10)\n create clone of (_myself_ v)\n go to x: (-186) y: (9)\n create clone of (_myself_ v)\n go to x: (-183) y: (88)\n create clone of (_myself_ v)\n go to x: (-7) y: (101)\n create clone of (_myself_ v)\n go to x: (39) y: (100)\n create clone of (_myself_ v)\n go to x: (84) y: (100)\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n go to x: (150) y: (-163)\n repeat (2)\n repeat (5)\n change x by (20)\n create clone of (_myself_ v)\n end\n go to x: (150) y: (-111)\n end\n set [starfruitleft v] to [10]\nend\nif <(Level) = [7]> then\n go to x: (-81) y: (-76)\n repeat (10)\n create clone of (_myself_ v)\n change x by (33)\n end\n set [starfruitleft v] to [10]\nend\n\nwhen I receive [restartlevel v]\nbroadcast (ShowStarfruit v)\n\n@Powerups Collection2\n\nwhen I receive [showbombdefect v]\nif <(Level) = [5]> then\n set [bombdeflect? v] to [Off]\n wait (0.3) seconds\n wait until <(StarfruitLeft) < [1]>\n go to x: (-202) y: (-138)\n show\n wait until <touching (controlcharacter v)?>\n start sound [Connect v]\n set [bombdeflect? v] to [On]\n hide\nend\nif <(Level) = [6]> then\n set [bombdeflect? v] to [Off]\n go to x: (218) y: (98)\n show\n wait until <touching (controlcharacter v)?>\n start sound [Connect v]\n set [bombdeflect? v] to [On]\n hide\nend\nif <(Level) = [7]> then\n set [bombdeflect? v] to [Off]\n go to x: (-177) y: (-138)\n show\n wait until <touching (controlcharacter v)?>\n start sound [Connect v]\n set [bombdeflect? v] to [On]\n hide\nend\n\nclear graphic effects\n\nwhen flag clicked\nhide\nset [bombdeflect? v] to [Off]\nset size to (30) %\nforever\n repeat (2)\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\n wait (1) seconds\nend\n\nwhen I receive [levelup v]\nset [bombdeflect? v] to [Off]\nhide\n\n@Body2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (20) %\nstop [other scripts in sprite v]\nshow\nforever\n if <(BombDeflect?) = [On]> 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 [bombdeflect? v] to [Off]\n\n@Double\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nhide\nset size to (50) %\nif <(Level) = [8]> then\n switch costume to (banana blue v)\n wait (0.1) seconds\n show\n go to x: (152) y: (-137)\n wait until <touching (controlcharacter v)?>\n stop [other scripts in sprite v]\n switch costume to (banana blue2 v)\n repeat (20)\n change size by (5)\n change x by (-5)\n end\n repeat (20)\n change size by (-5)\n change x by (5)\n end\nend\nhide\nstop [this script v]\n\nwhen I receive [redbananashow v]\nset size to (50) %\nforever\n repeat (2)\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n end\n wait (1) seconds\nend\n\nwhen I receive [#releasethefruit v]\nhide\n\nhide\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@SetupTail\n\nwhen flag clicked\nhide\nset size to (20) %\nset [ghost v] effect to (4)\nset [trailnumber v] to [1]\ndelete all of [trailx v]\ndelete all of [traily v]\nrepeat (20)\n create clone of (_myself_ v)\n change size by (1)\n change [trailnumber v] by (1)\n add (mouse x) to [trailx v]\n add (mouse y) to [traily v]\nend\nforever\n delete (1) of [trailx v]\n delete (1) of [traily v]\n delete (2) of [trailx v]\n delete (2) of [traily v]\n delete (3) of [trailx v]\n delete (3) of [traily v]\n delete (4) of [trailx v]\n delete (4) of [traily v]\n add (((mouse x) * (0.25)) + ((item (16) of [trailx v]) * (0.75))) to [trailx v]\n add (((mouse x) * (0.5)) + ((item (16) of [trailx v]) * (0.5))) to [trailx v]\n add (((mouse x) * (0.75)) + ((item (16) of [trailx v]) * (0.25))) to [trailx v]\n add (mouse x) to [trailx v]\n add (((mouse y) * (0.25)) + ((item (16) of [traily v]) * (0.75))) to [traily v]\n add (((mouse y) * (0.5)) + ((item (16) of [traily v]) * (0.5))) to [traily v]\n add (((mouse y) * (0.75)) + ((item (16) of [traily v]) * (0.25))) to [traily v]\n add (mouse y) to [traily v]\nend\n\nwhen I start as a clone\nwait (0.3) seconds\nforever\n if <<([abs v] of ((x position) - (mouse x)) ) < [9]> and <([abs v] of ((y position) - (mouse y)) ) < [9]>> then\n hide\n else\n go to [front v] layer\n show\n point towards (controlcharacter v)\n go to x: (item (TrailNumber) of [trailx v]) y: (item (TrailNumber) of [traily v])\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nadd [thing] to [trailx v]\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showinstructions v]\nshow\nset size to (100) %\nshow\nswitch costume to (use.. v)\nglide (0.8) secs to x: (0) y: (0)\nrepeat (4)\n go to [front v] layer\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\ncreate clone of (_myself_ v)\nswitch costume to (grabfruit v)\ngo to x: (0) y: (-400)\nglide (0.8) secs to x: (0) y: (0)\nrepeat (4)\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\ncreate clone of (_myself_ v)\nswitch costume to (avoidbombs v)\ngo to x: (0) y: (-400)\nglide (0.8) secs to x: (0) y: (0)\nrepeat (4)\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\ncreate clone of (_myself_ v)\nswitch costume to (playbutton v)\ngo to x: (0) y: (-400)\nglide (0.8) secs to x: (0) y: (0)\nrepeat (4)\n repeat (10)\n change size by (0.5)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.5)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start v)\n hide\n stop [this script v]\n end\n end\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (Start v)\nhide\n\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\n | --------------------------------Adventure---------------------------\n\n-Controls: WASD/Arrow Keys/Mobile\n-20 levels!\n-Avoid Spikes\n-Jump higher on trampolines\n-Wall Jump\n-Moving Platformers\n-Fullscreen is laggy :/\n-All levels are possible\n |
Scratch||a mobile friendly scrolling platformer #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@p\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait until <(Level) = [1]>\nshow\nswitch costume to (costume2 v)\nwait until <(Level) = [2]>\nshow\nswitch costume to (costume3 v)\nwait until <(Level) = [3]>\nswitch costume to (costume4 v)\nwait until <(Level) = [4]>\nswitch costume to (costume5 v)\nwait until <(Level) = [5]>\nswitch costume to (costume7 v)\nwait until <(Level) = [6]>\nswitch costume to (costume1 v)\nwait until <(Level) = [7]>\nswitch costume to (costume6 v)\nwait until <(Level) = [8]>\nhide\n\nswitch costume to (costume6 v)\nwait until <(Level) = [8]>\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 > then\n change y by (1)\nend\nif <<touching (ground v)?> or > then\n change y by (1)\nend\nif <<touching (ground v)?> or > then\n change y by (1)\nend\nif <<touching (ground v)?> or > then\n change y by (1)\nend\nif <<touching (ground v)?> or > then\n change y by (-3)\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 > 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 > then\n set [yvel v] to (jump height)\n end\nend\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\n\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 (fgjfg-removebg-preview v)?>> or <<touching (p v)?> or <touching (vfgs-removebg-preview 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\n\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\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\nwait (0.1) seconds\n\nwhen flag clicked\nwait until <(Level) = [4]>\nrepeat until <(Level) = [7]>\n change [xvel v] by (-0.3)\nend\n\nforever\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@Ground\n\nwhen flag clicked\nswitch costume to (costume2 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@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@Sprite1\n\nwhen flag clicked\nhide\nwait until <(Level) = [4]>\nrepeat until <(Level) = [7]>\n create clone of (_myself_ v)\nend\n\nforever\nend\n\nwhen I start as a clone\nshow\nset [color v] effect to (pick random (-10) to (10))\nset size to (pick random (100) to (200)) %\ngo to x: (238) y: (pick random (235) to (-171))\nrepeat (10)\n move (10) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\n@fgjfg-removebg-preview\n\nwhen flag clicked\nhide\nwait until <(Level) = [5]>\nrepeat until <(Level) = [6]>\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\nforever\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n turn left (15) degrees\n change x by (-10)\nend\nrepeat until <touching (_edge_ v)?>\n turn left (15) degrees\n change x by (-10)\nend\nrepeat (3)\n turn left (15) degrees\n change x by (-10)\nend\ndelete this clone\n\n | ーーー\nPART4⬇︎\nhttps://scratch.mit.edu/projects/884628859/\nーーー\n\n\n\n⬇︎ーNEW TUTORIALー⬇︎\nhttps://scratch.mit.edu/projects/749460711/\nー⬇︎⬇︎NEW GAMES⬇︎⬇︎ー\nhttps://scratch.mit.edu/projects/808312857\nーーーー\nPlease follow me‼︎\nーーー\nThe bug occurs when the flag is not pressed more than twice.\n旗を二回以上押さないとバグが発生します。\nーーー\nThe usage has not changed from Part 1.\n使い方はパート1と変わっていません。\nーーー\nHello. My name is @kksm-y.\nThis time I made a Minecraft game for ministry.\nMobile compatible platformer! ︎\nPlease enjoy and play with the ministry.\n~Playing Method English ver.~\nUse the arrow keys for ministry.\nBe careful not to hit the zombies in the ministry.\nThe number in the upper left corner is your time in ministry.\nTry your best to clear the game!\nーーー\nこんにちは。@kksm-yです。\n今回は、マインクラフトのゲームを作ってみました‼︎\nモバイル 対応プラットフォーマーです‼︎\n楽しんで遊んでください‼︎ よろしくお願いします。\n~プレイ方法 日本語 ver.~\n矢印キーを使ってください‼\nゾンビに当たらないように気を付けてください‼\n左上の数字はあなたのタイムです。\n楽しんでください‼ |
escape! 4 ( platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento_-_Sunrise\[Converterino v] until done\nend\n\n@player\n\ndefine Platform Physics jump height: (y) move speed: (speed) fricton: (friction)\ngo to [front v] layer\nswitch costume to (ball v)\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [x vel. v] by (speed)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n change [x vel. v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x vel. v] to ((x vel.) * (friction))\nchange x by (x vel.)\nif <<touching (level v)?> or <touching (door v)?>> then\n set [slope v] to [0]\n repeat until <<not <<touching (level v)?> or <touching (door v)?>>> or <(slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<touching (level v)?> or <touching (door v)?>> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (x vel.) ) )\n if <<touching (level v)?> or <touching (door v)?>> then\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vel. v] to [10]\n if <(x vel.) > [0]> then\n set [x vel. v] to [-8]\n else\n set [x vel. v] to [8]\n end\n else\n set [x vel. v] to [0]\n end\n end\nend\nchange y by (y vel.)\nif <<touching (level v)?> or <touching (door v)?>> then\n repeat ([ceiling v] of ([abs v] of (y vel.) ) )\n if <<touching (level v)?> or <touching (door v)?>> then\n change y by ((([abs v] of (y vel.) ) / (y vel.)) * (-1))\n end\n end\n if <<(([abs v] of (y vel.) ) / (y vel.)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y vel. v] to (y)\n else\n set [y vel. v] to [0]\n end\nelse\n change [y vel. v] by (-1)\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset rotation style [left-right v]\npoint in direction (90)\nset [y vel. v] to [0]\nset [x vel. v] to [0]\nset [level v] to [1]\nset size to (100) %\nwait (2) seconds\nshow\nclear graphic effects\nforever\n Platform Physics jump height: [11] move speed: [1.5] fricton: [0.85]\n tick\nend\n\nwhen I start as a clone\nrepeat (16)\n change size by (-5)\n change [ghost v] effect by (6.25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset rotation style [left-right v]\npoint in direction (90)\nset [y vel. v] to [0]\nset [x vel. v] to [0]\nset [level v] to [1]\nset size to (100) %\nclear graphic effects\nset [spawn x v] to [-182]\nset [spawn y v] to [-125]\n\ndefine tick\nif <<<touching (spikes v)?> or <touching (hidden spikes v)?>> or <key (r v) pressed?>> then\n broadcast (door lock v)\n go to x: (spawn x) y: (spawn y)\n set [x vel. v] to [0]\n set [y vel. v] to [0]\nend\nif <touching (key v)?> then\n broadcast (key found v)\n start sound [Collect v]\nend\nif <touching (portal v)?> then\n wait until <not <key (s v) pressed?>>\n broadcast (transist v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (2) seconds\n spawn update\n go to x: (spawn x) y: (spawn y)\n set [x vel. v] to [0]\n set [y vel. v] to [0]\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine spawn update\nif <(LEVEL) = [6]> then\n set [spawn x v] to [182]\nelse\n if <(LEVEL) = [8]> then\n set [spawn x v] to [-182]\n set [spawn y v] to [115]\n else\n if <(LEVEL) = [9]> then\n set [spawn x v] to [-182]\n set [spawn y v] to [-125]\n else\n if <(LEVEL) = [10]> then\n set [spawn x v] to [185]\n set [spawn y v] to [115]\n else\n if <(LEVEL) = [11]> then\n set [spawn x v] to [-182]\n set [spawn y v] to [-125]\n else\n if <(LEVEL) = [13]> then\n set [spawn x v] to [180]\n set [spawn y v] to [25]\n else\n if <(LEVEL) = [14]> then\n set [spawn x v] to [-182]\n set [spawn y v] to [-125]\n end\n end\n end\n end\n end\n end\nend\n\nif <(LEVEL) > [9]> then\n\n@LEVEL\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1.5) seconds\nforever\n go to [front v] layer\n switch costume to (LEVEL)\nend\n\n@SPIKES\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (LEVEL)\nend\n\n@Hidden Spikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (1) seconds\nforever\n wait until <(LEVEL) = [6]>\n Clone at x: [0] y: [-15] spike count: [5] beat [0]\n Clone at x: [-155] y: [-140] spike count: [5] beat [1]\n wait until <(LEVEL) = [7]>\n Clone at x: [-150] y: [-160] spike count: [5] beat [0]\n wait until <(LEVEL) = [8]>\n Clone at x: [-45] y: [-160] spike count: [5] beat [0]\n wait until <(LEVEL) = [9]>\n Clone at x: [-75] y: [85] spike count: [5] beat [1]\n Clone at x: [0] y: [-160] spike count: [1] beat [1]\n Clone at x: [100] y: [-160] spike count: [1] beat [1]\n Clone at x: [-100] y: [-160] spike count: [1] beat [1]\n Clone at x: [50] y: [-160] spike count: [1] beat [0]\n Clone at x: [-50] y: [-160] spike count: [1] beat [0]\n wait until <(LEVEL) = [10]>\n Clone at x: [110] y: [-85] spike count: [1] beat [0]\n wait until <(LEVEL) = [11]>\n Clone at x: [-20] y: [-140] spike count: [3] beat [0]\n Clone at x: [55] y: [-140] spike count: [3] beat [1]\n wait until <(LEVEL) = [12]>\n Clone at x: [17] y: [-140] spike count: [5] beat [0]\n Clone at x: [166] y: [-140] spike count: [3] beat [1]\n wait until <(LEVEL) = [13]>\n Clone at x: [-65] y: [-140] spike count: [5] beat [0]\n wait until <(LEVEL) = [14]>\n Clone at x: [-125] y: [150] spike count: [1] beat [0]\n Clone at x: [-60] y: [-140] spike count: [3] beat [0]\n Clone at x: [80] y: [-140] spike count: [3] beat [0]\n Clone at x: [15] y: [-140] spike count: [3] beat [1]\n wait until <(LEVEL) = [15]>\n Clone at x: [0] y: [-140] spike count: [DIE] beat [0]\nend\n\ndefine Clone at x: (x) y: (y) spike count: (#) beat (0-3)\ngo to x: (x) y: (y)\nswitch costume to (#)\nset [beat v] to (0-3)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [mouse v] to (join (mouse x) (join [,] (mouse y)))\nend\n\nwhen I start as a clone\nposition [-1]\nshow\nwait (beat) seconds\nforever\n repeat until <touching color (#e6e6e6)?>\n change y by (2)\n end\n repeat (10)\n change y by (2)\n end\n wait (.1) seconds\n repeat until <not <touching color (#e6e6e6)?>>\n change y by (-2)\n end\n wait (1) seconds\nend\n\nwhen I receive [setup v]\ndelete this clone\n\ndefine position (speed)\nrepeat until <not <touching color (#e6e6e6)?>>\n change y by (speed)\nend\n\nClone at x: [-125] y: [150] spike count: [1] beat [0]\n\n@transition \n\ndefine transist\nclear graphic effects\nshow\ngo to x: (0) y: (400)\nrepeat until <(round (y position)) = [0]>\n change y by (((y position) / (7)) * (-1))\n go to [front v] layer\nend\nchange [level v] by (1)\nbroadcast (door lock v)\nbroadcast (setup v)\nwait (.1) seconds\nrepeat until <(y position) > [324]>\n change y by (((325) - (round (y position))) / (7))\nend\nhide\n\nwhen I receive [transist v]\ntransist\n\nwhen flag clicked\nhide\n\n@PORTAL\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n turn right (1) degrees\n if <(LEVEL) = [1]> then\n go to x: (175) y: (-130)\n else\n if <(LEVEL) = [2]> then\n go to x: (175) y: (-130)\n else\n if <(LEVEL) = [3]> then\n go to x: (175) y: (-130)\n else\n if <(LEVEL) = [4]> then\n go to x: (-190) y: (100)\n else\n if <(LEVEL) = [5]> then\n go to x: (185) y: (-130)\n else\n if <(LEVEL) = [6]> then\n go to x: (-185) y: (120)\n else\n if <(LEVEL) = [7]> then\n go to x: (-40) y: (-135)\n else\n if <(LEVEL) = [8]> then\n go to x: (90) y: (30)\n else\n if <(LEVEL) = [9]> then\n go to x: (-185) y: (110)\n else\n if <(LEVEL) = [10]> then\n go to x: (185) y: (-60)\n else\n if <(LEVEL) = [11]> then\n go to x: (165) y: (120)\n else\n if <(LEVEL) = [12]> then\n go to x: (181) y: (120)\n else\n if <(LEVEL) = [13]> then\n go to x: (-183) y: (-125)\n else\n if <(LEVEL) = [14]> then\n go to x: (183) y: (-125)\n else\n if <(LEVEL) = [15]> then\n go to x: (183) y: (-125)\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\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [16]> then\n hide\n else\n show\n end\nend\n\n@PORTAL2\n\nwhen flag clicked\nforever\n go to [front v] layer\n turn right (-1) degrees\n if <(LEVEL) = [1]> then\n go to x: (175) y: (-130)\n else\n if <(LEVEL) = [2]> then\n go to x: (175) y: (-130)\n else\n if <(LEVEL) = [3]> then\n go to x: (175) y: (-130)\n else\n if <(LEVEL) = [4]> then\n go to x: (-190) y: (100)\n else\n if <(LEVEL) = [5]> then\n go to x: (185) y: (-130)\n else\n if <(LEVEL) = [6]> then\n go to x: (-185) y: (120)\n else\n if <(LEVEL) = [7]> then\n go to x: (-40) y: (-135)\n else\n if <(LEVEL) = [8]> then\n go to x: (90) y: (30)\n else\n if <(LEVEL) = [9]> then\n go to x: (-185) y: (110)\n else\n if <(LEVEL) = [10]> then\n go to x: (185) y: (-60)\n else\n if <(LEVEL) = [11]> then\n go to x: (165) y: (120)\n else\n if <(LEVEL) = [12]> then\n go to x: (181) y: (120)\n else\n if <(LEVEL) = [13]> then\n go to x: (-183) y: (-125)\n else\n if <(LEVEL) = [14]> then\n go to x: (183) y: (-125)\n else\n if <(LEVEL) = [15]> then\n go to x: (183) y: (-125)\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\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [16]> then\n hide\n else\n show\n end\nend\n\n@door\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nhide\nswitch costume to (10 v)\nwait (.1) seconds\n\nswitch costume to (LEVEL)\n\nwhen I receive [transist v]\nif <(LEVEL) > [9]> then\n next costume\nend\n\nwhen I receive [door lock v]\nif <(LEVEL) > [9]> then\n show\nend\n\nwhen I receive [key found v]\nif <(LEVEL) > [9]> then\n hide\nend\n\n@key\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nhide\nswitch costume to (10 v)\nset [function v] to [0]\nwait (.1) seconds\nwait until <(LEVEL) = [10]>\nforever\n animation [10]\nend\n\nwhen I receive [transist v]\nif <(LEVEL) > [9]> then\n next costume\nend\n\ndefine animation (speed)\nchange [function v] by (speed)\nchange y by (([sin v] of (function) ) / (3))\n\nwhen I receive [door lock v]\nif <(LEVEL) > [9]> then\n show\nend\n\nwhen I receive [key found v]\nif <(LEVEL) > [9]> then\n hide\nend\n\n@deco\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\n\nwhen I start as a clone\nset [distance v] to [0]\ngo to x: (pick random (-120) to (120)) y: (-125)\nset [ghost v] effect to (60)\npoint in direction (pick random (-45) to (45))\nforever\n if <<not <(LEVEL) = [16]>> or <(distance) > [100]>> then\n delete this clone\n else\n show\n end\n move (1) steps\n change [distance v] by (1)\n change [ghost v] effect by (.5)\n go to [back v] layer\nend\n\n@title\n\nwhen flag clicked\nforever\n go to x: (0) y: ((([sin v] of ((timer) * (200)) ) * (3)) + (75))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n point in direction (90)\n change size by (((100) - (size)) / (5))\n end\n if <(LEVEL) = [1]> then\n show\n else\n hide\n end\nend\n\n@starter\n\nwhen flag clicked\nforever\n go to x: (0) y: (([sin v] of (((timer) + (2.5)) * (200)) ) * (3))\n if <(LEVEL) = [1]> then\n show\n else\n hide\n end\nend\n\n@TB\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(LEVEL) > [1]>\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nclear graphic effects\n\n | You are playing as the irrational number, Pi, who is on a quest to finally become a rational number.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nControls:\nUse the arrow keys to move around and jump.\nPress the "R" key if you get stuck!\nHold down the mouse to draw, once holding the pencil. |
Mini Platformer | @Stage\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@ground\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\nforever\n play sound [Vexento - Snowflakes v] until done\nend\n\nwhen I receive [level-up v]\nnext costume\n\nwhen backdrop switches to [lvl 7 v]\nbroadcast (what v)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (83) y: (-94)\nset size to (100) %\nhide\n\n@costume14\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Smiley2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nset size to (15) %\nswitch costume to (costume1 v)\ngo to x: (-200) y: (130)\npoint in direction (90)\nshow\nset [xv v] to [0]\nset [yv 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 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 (#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?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [200]> then\n start sound [next lvl v]\n point in direction (90)\n go to x: (-200) y: (130)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (level-up v)\n end\n if <touching color (#ff0000)?> then\n switch costume to (costume2 v)\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-200) y: (130)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n switch costume to (costume1 v)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [yv v] to [-5]\n else\n set [yv v] to [-1]\n end\n end\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nrepeat (8)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nhide\nbroadcast (start v)\n\nforever\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nforever\nend\n\nhide\n\n | • This is probably my last game for a while, it is about growing up. Enjoy!\n• Please get this #1 on trending guys!\n• I'll probably stay on scratch :)\n• This game encourages hating grass, sorry.\n=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈=≈\n• Controls:\n •WASD or arrows or click on mobile\n=========================================\n• Stuff I still need to do:\n •Add more easter eggs\n •Make a better thumbnail\n • Fix sound controls |
☆レインボープラットフォーマー!Rainbow Platformer!☆ | @Stage\n\n@Blank\n\n@Danger\n\nwhen flag clicked\nswitch costume to (danger v)\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\nshow\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Health\n\nwhen flag clicked\nshow\nswitch costume to (health20 v)\nset [コスチュームの番号 v] to [21]\n\nwhen I receive [t v]\nchange [コスチュームの番号 v] by (-1)\nif <(コスチュームの番号) = [1]> then\n broadcast (PPP v)\nend\n\nwhen flag clicked\nforever\n switch costume to (コスチュームの番号)\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (50))\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [あ v]\nnext costume\n\nwhen I receive [ppp v]\nswitch costume to (1 v)\n\nwhen flag clicked\nshow\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backround v)\nshow\nswitch costume to (player v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset drag mode [not draggable v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-196) y: (57)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [aaaaaa v] by (0.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [aaaaaa v] by (-0.8)\n end\n set [aaaaaa v] to ((Aaaaaa) * (0.9))\n change x by (Aaaaaa)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Aaaaaa) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(Aaaaaa) > [0]> then\n set [aaaaaa v] to [-7]\n else\n set [aaaaaa v] to [7]\n end\n set [ppppppp v] to [15]\n else\n set [aaaaaa 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 (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [ppppppp v] to [15]\n end\n end\n change y by (1)\n change [ppppppp v] by (-1)\n change y by (Ppppppp)\n if <touching (platform v)?> then\n change y by ((Ppppppp) * (-1))\n set [ppppppp v] to [0]\n end\n if <(x position) > [230]> then\n go to x: (-196) y: (57)\n broadcast (あ v)\n set [aaaaaa v] to [0]\n set [ppppppp v] to [0]\n end\n set rotation style [left-right v]\n if <<key (down arrow v) pressed?> or <<((mouse y) + (50)) < (x position)> and <mouse down?>>> then\n if <<<touching (danger v)?> or <(y position) < [-166]>> or <key (z v) pressed?>> then\n go to x: (-196) y: (57)\n set [aaaaaa v] to [0]\n set [ppppppp v] to [0]\n broadcast (T v)\n else\n switch costume to (player2 v)\n end\n else\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (danger v)?> or <(y position) < [-166]>> or <key (z v) pressed?>> then\n go to x: (-196) y: (57)\n set [aaaaaa v] to [0]\n set [ppppppp v] to [0]\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by ((100) / (15))\n change size by (-4.4)\nend\ndelete this clone\n\nwhen flag clicked\nsay [ Let's go!] for (2) seconds\n\nwhen I receive [あ v]\nif <([costume # v] of [platform v]) = [3]> then\n say [ wood!] for (2) seconds\nend\nif <([costume # v] of [platform v]) = [5]> then\n say [Lava!] for (2) seconds\nend\nif <([costume # v] of [platform v]) = [7]> then\n say [ Cactus!] for (2) seconds\nend\n\nwhen I receive [ppp v]\ngo to x: (-196) y: (57)\n\n@Zombie\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (ステージ v)?> then\n repeat until <not <touching (ステージ v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([x position v] of [プレイヤー v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [プレイヤー v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [プレイヤー v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy: enemy - slope v] to [0]\nrepeat until <<(Enemy: Enemy - Slope) = ((slope) * (-1))> or <not <touching (ステージ v)?>>>\n change y by (1)\n change [enemy: enemy - slope v] by (-1)\nend\nif <touching (ステージ v)?> then\n change y by (Enemy: Enemy - Slope)\n repeat until <not <touching (ステージ v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (プレイヤー v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [next v]\nrepeat (1)\n delete this clone\nend\nwait (2.5) seconds\nif <(ステージ) = [7]> then\n Clone at [105] [-55]\nelse\n if <(ステージ) = [8]> then\n Clone at [150] [-55]\n else\n if <(ステージ) = [9]> then\n Clone at [0] [-50]\n Clone at [155] [-50]\n else\n if <(ステージ) = [10]> then\n Clone at [-15] [65]\n end\n end\n end\nend\n\nif <(ステージ) = [12]> then\n repeat until <(ステージ) = [13]>\nend\n\nClone at [180] [135]\nwait (10) seconds\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nstart sound [ゾンビ v]\n\nwhen I start as a clone\nshow\nforever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [5] Speed [0.25] Friction [.89] Slope [2]\n end\nend\n\nwhen I receive [やられた v]\nrepeat (1)\n delete this clone\nend\nrepeat (5)\n wait () seconds\nend\nif <(ステージ) = [7]> then\n Clone at [105] [-55]\nelse\n if <(ステージ) = [8]> then\n Clone at [150] [-55]\n else\n if <(ステージ) = [9]> then\n Clone at [0] [-50]\n Clone at [155] [-50]\n else\n if <(ステージ) = [10]> then\n Clone at [-15] [65]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (トゲ v)?> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@THUM\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | <------------- CITY ------------>\nHow to play: \n• use WASD or arrow keys to move. \n• Don't touch the red spikes or you die. \n• You must collect all of the coins to proceed to the \n next level (mobile is compatible)\n\nMY NEWEST GAME:\nhttps://scratch.mit.edu/projects/662389359/\n\nCredits:\nMe - all code and sprites\nmusic:\niSrg33 - Dreams\nDjjaner - God bless you\nbaryiscool - Drive 184\nXomuEDM - midnight flower\n\n\n\n\n\n\n\n\n\n\n\n\n---------------------------------------\n#Game #Fun #happy #Moon #space #project #Thepugmen #Play #platformer #Platformer #Mobile #LOVE #Favorite #Music #Art #Animation #Games #Scratch #Space #Orange #Playing #Dodging #Play #Square #Cube #Thumbnail #Colors #Cool #Awesome #Good #Great #Walking #Moving #Comment #Difficulty #city #Hard #Animations #All #Art #Music #Stories #Tutorials #explore |
*:[GRASSLAND]:* Platformer #Platformer#game#games#all | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nset volume to (100) %\nforever\n play sound [Newer Super Mario Bros5 v] until done\nend\n\nwhen I receive [かぞくとはぐれたあああああああああ v]\nwait (2) seconds\nset volume to (0) %\nbroadcast (れっつご! v)\n\nwhen flag clicked\nforever\n if <<<<<<<(ステージ) = [22]> or <(ステージ) = [20]>> or <(ステージ) = [21]>> or <(ステージ) = [18]>> or <(ステージ) = [19]>> or <(ステージ) = [17]>> or <(ステージ) = [16]>> then\n switch backdrop to (背景3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [23]> then\n switch backdrop to (背景2 v)\n end\nend\n\n@地面\n\nwhen I receive [げーむすたーと v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nhide\n\n@プレイヤー\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go [backward v] (10) layers\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\n\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (110) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\n\nwhen I receive [げーむすたーと v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\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 y by (1)\n if <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)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\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 (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 <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n start sound [jump v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n broadcast (ネクスト v)\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (1) seconds\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期設定プログラム\n end\n if <touching (トゲ v)?> then\n 初期設定プログラム\n end\n if <<(y position) < [-180]> and <(ステージ) = [17]>> then\n broadcast (隠し発見!! v)\n 初期設定プログラム\n end\nend\n\nwhen I receive [スタート v]\n\nwhen I start as a clone\n\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nbroadcast (スタート v)\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [げーむすたーと v]\n\nwhen flag clicked\nhide\nforever\n set size to (120) %\nend\n\nwhen I receive [げーむすたーと v]\nshow\n\n@トゲ\n\nwhen flag clicked\nshow\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@ばね\n\nwhen I receive [スタート v]\n\ndefine 動き\nshow\nif <touching (プレイヤー v)?> then\n switch costume to (2 v)\n set [y v] to [22]\nelse\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [5]> then\n set size to (80) %\n go to x: (-96) y: (-60)\n 動き\n end\n if <(ステージ) = [6]> then\n hide\n end\nend\n\ndelete this clone\n\n@logo\n\nwhen I receive [pc or mobile v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nwait (2.5) seconds\nbroadcast (Title Screen Buttons v)\n\nwhen I receive [かぞくとはぐれたあああああああああ v]\nhide\n\npoint in direction (90)\n\nwait (0) seconds\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nshow\ngo to x: (0) y: (229)\nset [logo y v] to [0]\nforever\n change [logo y v] by (-1)\n change y by (logo y)\n if <(y position) < [40]> then\n set [logo y v] to ((logo y) / (-2))\n set y to (40)\n end\n broadcast (scroll v)\n change [scrollx v] by (-2)\nend\n\n@Platforms\n\n@スプライト1\n\ndefine smooth glide to (y) (speed) (effect)\nrepeat until <(round (y position)) = (round (y))>\n change [ghost v] effect by (effect)\n change y by (((y) - (y position)) / (speed))\nend\nset y to (y)\n\nwhen this sprite clicked\nbroadcast (かぞくとはぐれたあああああああああ v)\nplay sound [click v] until done\nbroadcast (Start Game v)\nsmooth glide to [207] [30] [5]\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of ((timer) * (250)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\nwait (3) seconds\ngo to x: (5) y: (-145)\nshow\nset [ghost v] effect to (100)\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [げーむすたーと v]\nshow\n\nwhen flag clicked\nforever\n go to (プレイヤー v)\nend\n\nwhen flag clicked\nforever\n go [backward v] (10) layers\nend\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@スプライト4\n\nwhen I receive [かぞくとはぐれたあああああああああ v]\nset volume to (100) %\nstart sound [nsmbwiiPressStart v]\n\n@スプライト6\n\nwhen I receive [げーむすたーと v]\nset volume to (100) %\nforever\n play sound [3D 地上 v] until done\nend\n\n@Ground\n\nwhen I receive [かぞくとはぐれたあああああああああ v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\ngo to x: ((480) - (x position)) y: (0)\nforever\n repeat until <(x position) < [-240]>\n change x by (-2.5)\n end\n hide\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I receive [green flag v]\n\nwait (1) seconds\n\ncreate clone of (_myself_ v)\n\nbroadcast (111 v)\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (-30) y: (0)\nforever\n repeat until <(x position) < [-50]>\n change x by (-5)\n end\n glide (0.01) secs to x: (0) y: (0)\nend\n\n@スプライト7\n\nwhen flag clicked\nshow\n\nwhen I receive [かぞくとはぐれたあああああああああ v]\nhide\n\n@太陽\n\nwhen I receive [げーむすたーと v]\nshow\nset size to (100) %\nforever\n go to [back v] layer\n change size by ([cos v] of (三角関数) )\n change [三角関数 v] by (8)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<<<<<<<(ステージ) = [22]> or <(ステージ) = [23]>> or <(ステージ) = [20]>> or <(ステージ) = [21]>> or <(ステージ) = [18]>> or <(ステージ) = [19]>> or <(ステージ) = [17]>> or <(ステージ) = [16]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<<<<(ステージ) = [22]> or <(ステージ) = [20]>> or <(ステージ) = [21]>> or <(ステージ) = [18]>> or <(ステージ) = [19]>> or <(ステージ) = [17]>> or <(ステージ) = [16]>>> then\n show\n end\nend\n\nhide\n\n@スプライト8\n\nwhen flag clicked\nforever\n if <(ステージ) = [16]> then\n show\n forever\n go to (プレイヤー v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n if <<<<<<<<(ステージ) = [22]> or <(ステージ) = [23]>> or <(ステージ) = [20]>> or <(ステージ) = [21]>> or <(ステージ) = [18]>> or <(ステージ) = [19]>> or <(ステージ) = [17]>> or <(ステージ) = [16]>> then\n show\n end\n if <(ステージ) = [23]> then\n hide\n end\nend\n\n@文字\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (5) y: (-90)\n\nwhen flag clicked\nrepeat (10)\n set [タイマー v] to [0]\n set [time v] to [0]\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [げーむすたーと v]\nshow variable [time v]\nforever\n if <(タイマー) = [1]> then\nend\n\nwhen I receive [げーむすたーと v]\nshow variable [time v]\nforever\n if <(タイマー) = [1]> then\n show variable [time v]\n end\nend\n\nwhen I receive [げーむすたーと v]\nshow variable [time v]\nforever\n if <(ステージ) = [24]> then\n set [タイマー v] to [1]\n if <(☁ World record) > (time)> then\n repeat (100)\n set [☁ world record v] to (time)\n end\n end\n end\nend\n\nshow variable [time v]\n\n@next\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\nstart sound [Onmtp-Inspiration04-1 v]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nbroadcast (ステージ切り替え v)\nwait (0.3) seconds\nglide (0.3) secs to x: (-465) y: (0)\nset [動いてよろしい? v] to [1]\nhide\n\nwhen flag clicked\nforever\n go [forward v] (3) layers\nend\n\n@Загрузка//Transition\n\nwhen I receive [かぞくとはぐれたあああああああああ v]\nswitch costume to (costume1 v)\nshow\nrepeat (16)\n next costume\nend\nshow\nshow\nwait (5) seconds\nshow\nbroadcast (Transition Out v) and wait\nwait (0) seconds\nbroadcast (げーむすたーと v)\n\nwhen I receive [げーむすたーと v]\nswitch costume to (costume17 v)\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\nif <(re) = [3]> then\n broadcast (Start level one v)\nend\nif <(re) = [4]> then\n broadcast (start level two v)\nend\n\nwhen flag clicked\nhide\nrepeat (100)\n go to [front v] layer\nend\n\n | -------------------------------------------------------------------------\n❤️ and⭐️ \n-------------------------------------------------------------------------\n Skip: s\n Move: wad | arrow keys\n-------------------------------------------------------------------------\n+when you skip you can't change the highscore+\n-------------------------------------------------------------------------\n❌ ADVERTISING\n\n#stopadvertising\n-------------------------------------------------------------------------\nNew scratchers cant use the chat\nClick da button on the top right to chat, \npress c to open / close the chat\n-------------------------------------------------------------------------\n |
IMPOSSIBLE PLATFORMER #All #Games #Platformer #Trending | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [sound effect v]\nset volume to (10) %\n\nwhen I receive [nextlevel v]\nnext backdrop\nbroadcast (StartGravity v)\n\nwhen I receive [done v]\nrepeat (9)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\nforever\n if <key (s v) pressed?> then\n if <not <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [15]>>> then\n broadcast (NextLevel v)\n wait until <not <key (s v) pressed?>>\n end\n end\nend\n\nwhen I receive [hidechanger v]\nnext backdrop\n\nwhen I receive [begin v]\nset [muted v] to [0]\nswitch backdrop to (backdrop3 v)\nforever\n if <<key (m v) pressed?> and <(muted) = [0]>> then\n set volume to (0) %\n change [muted v] by (1)\n set [muted v] to [1]\n wait until <not <key (m v) pressed?>>\n end\n if <<key (m v) pressed?> and <(muted) = [1]>> then\n set volume to (100) %\n set [muted v] to [0]\n wait until <not <key (m v) pressed?>>\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (-125)\nhide\n\nwhen I receive [startgravity v]\nshow\nset [inverted x? v] to [0]\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?> 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 (#2d383d)?> or <touching (thumbnail v)?>> then\n change y by (1)\n if <<touching color (#2d383d)?> or <touching (thumbnail v)?>> then\n change y by (1)\n if <<touching color (#2d383d)?> or <touching (thumbnail v)?>> then\n change y by (1)\n if <<touching color (#2d383d)?> or <touching (thumbnail v)?>> then\n change y by (1)\n if <<touching color (#2d383d)?> or <touching (thumbnail v)?>> then\n change y by (1)\n if <<touching color (#2d383d)?> or <touching (thumbnail v)?>> 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 (#2d383d)?> or <touching (thumbnail v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#2d383d)?> or <touching (thumbnail 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 <(costume [number v]) = [1]> then\n if <touching color (#ffff2e)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n if <touching color (#00cccc)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n if <touching color (#ff2e89)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n end\n if <(costume [number v]) = [2]> then\n if <touching color (#ff3b2e)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n if <touching color (#00cccc)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n if <touching color (#ff2e89)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n end\n if <(costume [number v]) = [3]> then\n if <touching color (#ff3b2e)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n if <touching color (#ffff2e)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n if <touching color (#ff2e89)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n end\n if <(costume [number v]) = [4]> then\n if <touching color (#ff3b2e)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n if <touching color (#ffff2e)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n if <touching color (#00cccc)?> then\n go to x: (-200) y: (0)\n broadcast (no glitch v)\n end\n end\n if <<<touching color (#cc3026)?> or <touching color (#eded2c)?>> or <<touching color (#01baae)?> or <touching color (#ba0197)?>>> then\n broadcast (HideChanger v)\n end\n if <(x position) > [220]> then\n broadcast (NextLevel v)\n end\nend\n\nwhen I receive [start v]\nbroadcast (StartGravity v)\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (red v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (pink v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (blue v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (yellow v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (red v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (yellow v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (blue v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (red v)\n\nwhen backdrop switches to [backdrop13 v]\nforever\n switch costume to (pink v)\n wait (1) seconds\n switch costume to (red v)\n wait (1) seconds\n switch costume to (yellow v)\n wait (1) seconds\n switch costume to (blue v)\n wait (1) seconds\nend\n\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\n\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\n\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\n\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\n\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\n\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (blue v)\n\nwhen backdrop switches to [backdrop12 v]\nstop [other scripts in sprite v]\nhide\nbroadcast (BEGIN v)\n\nwhen backdrop switches to [backdrop15 v]\nswitch costume to (pink v)\n\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\nbroadcast (Sound effect v) and wait\nset volume to (100) %\nplay sound [No v] until done\nbroadcast (done v)\n\nwhen backdrop switches to [backdrop16 v]\nswitch costume to (yellow v)\n\nwhen backdrop switches to [backdrop17 v]\nswitch costume to (red v)\n\nwhen backdrop switches to [backdrop18 v]\nswitch costume to (yellow v)\n\n@costume1\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nhide\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [begin v]\nhide\nset [ghost v] effect to (100)\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n clear graphic effects\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Fade v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nbroadcast (Start v)\n\n@backdrop1\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nclear graphic effects\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nglide (0.1) secs to x: (0) y: (50)\n\nwhen I receive [fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (0) y: (0)\n\n@backdrop2\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\n\nwhen I receive [music v]\nset volume to (100) %\nforever\n play sound [Travel The Galaxy \(HD\) v] until done\nend\n\n@Sprite5\n\nwhen flag clicked\nset [# v] to [0]\nswitch costume to (costume1 v)\npoint in direction (90)\nset size to (100) %\ngo to x: (-240) y: (0)\nshow\nset [smooth v] to [0]\nrepeat (15)\n change [smooth v] by (1.1)\n move (smooth) steps\nend\nrepeat (10)\n change [smooth v] by (-1.1)\n move (smooth) steps\nend\ngo to x: (0) y: (0)\nwait (2) seconds\npoint in direction (90)\nrepeat (10)\n turn right (18) degrees\n change size by (-10)\nend\nhide\nset [# v] to [1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [# v] to [2]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [# v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(#) = [2]> then\n switch costume to (green v)\n show\n set size to (100) %\n clear graphic effects\n point in direction (90)\nend\nif <(#) = [1]> then\n show\n switch costume to (costume2 v)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n switch costume to (costume2 v)\n go to [front v] layer\n show\n wait (0.5) seconds\n set [smooth v] to [0]\n repeat (20)\n change [smooth v] by (1)\n move (smooth) steps\n end\n repeat (20)\n change [smooth v] by (-1)\n move (smooth) steps\n end\n wait (1) seconds\nend\nif <(#) = [3]> then\n go to x: (-500) y: (0)\n show\n switch costume to (costume3 v)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n switch costume to (costume3 v)\n go to [front v] layer\n show\n wait (0.5) seconds\n set [smooth v] to [0]\n repeat (22)\n change [smooth v] by (1)\n move (smooth) steps\n end\n repeat (22)\n change [smooth v] by (-1)\n move (smooth) steps\n end\n wait (1) seconds\n broadcast (BEGIN v)\n broadcast (Music v)\nend\n\nwhen I receive [begin v]\nhide\n\n | -----------------------------------------------------------------\nTry to survive the winter, icy, cold weather while trying to complete all the levels! @atomicmagicnumber LOVED THIS PROJECT!! THANK YOU! :)\n-----------------------------------------------------------------\nUse WASD/arrow keys to move!! Also, sorry, this is not mobile friendly. You'll need to play on a computer\n----------------------------------------------------------------\nThis project just got one of the top most remixed projects and it also got #14 on trending! Thanks\n----------------------------------------------------------------\n |
||-Colorless-|| (A Platformer) #Games #All #Trending #Platformer #Black and White | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Ball\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching color (#7bbae3)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-217) y: (-20)\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-217) y: (-20)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@NOTE!!\n\n@Trampoline\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n | |
Platformer ( ; | @Stage\n\nwhen I receive [3 v]\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nwait (1) seconds\nforever\n play sound [PIKASONIC - Miss You v] until done\nend\n\nnext backdrop\n\nwhen I receive [levelup v]\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [1]> then\n switch backdrop to (1 v)\n else\n if <([costume # v] of [ground v]) = [22]> then\n switch backdrop to (4 v)\n else\n if <([costume # v] of [ground v]) = [23]> then\n switch backdrop to (3 v)\n else\n switch backdrop to (2 v)\n end\n end\n end\nend\n\nwhen I receive [green flag v]\n\nwait seconds\n\nwait <not <([costume # v] of [ground v]) = [22]>> seconds\nswitch backdrop to (4 v)\nwait <not <([costume # v] of [ground v]) = [23]>> seconds\nswitch backdrop to (3 v)\n\n@Player\n\nwhen flag clicked\n\nwhen I start as a clone\nswitch costume to (\( . \) v)\nset [ghost v] effect to (60)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [dead v]\nset [y v] to [12]\nset [dead? v] to [1]\nrepeat (2)\n switch costume to (\('' \)y v)\n wait (0.1) seconds\n switch costume to (\('' \)r v)\n wait (0.1) seconds\nend\nset [dead? v] to [0]\nbroadcast (delete all v)\nbroadcast (delete all 2 v)\ngo to x: (-200) y: (-50)\n\nwhen I receive [levelup v]\nbroadcast (delete all v)\nbroadcast (delete all 2 v)\nset [dead? v] to [0]\ngo to x: (-200) y: (-52)\n\nwhen I receive [green flag v]\nwait (0.03) seconds\nhide\ngo to [front v] layer\ngo [backward v] (99) layers\nswitch costume to (\(o\) v)\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (-100)\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?>> then\n if <(dead?) = [0]> then\n switch costume to (\(.o\) v)\n change [x v] by (-0.8)\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(dead?) = [0]> then\n switch costume to (\(o.\) v)\n change [x v] by (0.8)\n end\n else\n if <(dead?) = [0]> then\n switch costume to (\(o\) v)\n end\n end\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?>>> 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?>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\n\nbroadcast (dead v)\n\nwhen I receive [green flag v]\nset [dead? v] to [0]\nset [level v] to [1]\nforever\n if <<<<key (b v) pressed?> or <touching (spikes v)?>> or <touching (sprite19 v)?>> or <<touching (sprite9 v)?> or <[-175] > (y position)>>> then\n broadcast (dead v) and wait\n end\n if <(x position) > [242]> then\n if <not <([costume # v] of [ground v]) = [21]>> then\n broadcast (levelup v)\n end\n end\n if <touching (sprite21 v)?> then\n stop [other scripts in sprite v]\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen I receive [green flag v]\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen this sprite clicked\n\nchange y by (-9999)\nif <(Level) > [2]> then\n change [level v] by (-2)\nend\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [ground v]) = [14]>\nset [tsunami v] to [1]\n\nchange [level v] by (1)\n\nset [level v] to [1]\n\nset [dead? v] to [0]\ngo to x: (-180) y: (-50)\n\nswitch backdrop to (backdrop1 v)\nset [hp v] to [5]\nrepeat (10)\n set [dead? v] to [0]\nend\n\nchange [level v] by (1)\n\nbroadcast (green flag v)\n\nbroadcast (dead v)\n\nhide\n\nwhen I receive [teleport v]\nset [dead? v] to [0]\nset [level v] to [1]\nforever\n if <<<<key (b v) pressed?> or <touching (spikes v)?>> or <touching (sprite19 v)?>> or <<touching (sprite9 v)?> or <[-175] > (y position)>>> then\n broadcast (dead v) and wait\n end\n if <(x position) > [242]> then\n if <not <([costume # v] of [ground v]) = [21]>> then\n broadcast (levelup v)\n end\n end\n if <touching (sprite21 v)?> then\n stop [other scripts in sprite v]\n broadcast (end v)\n stop [this script v]\n end\nend\n\nwhen I receive [teleport v]\nwait (0.03) seconds\nhide\ngo to [front v] layer\ngo [backward v] (99) layers\nswitch costume to (\(o\) v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-200) y: (-110)\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?>> then\n if <(dead?) = [0]> then\n switch costume to (\(.o\) v)\n change [x v] by (-0.8)\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(dead?) = [0]> then\n switch costume to (\(o.\) v)\n change [x v] by (0.8)\n end\n else\n if <(dead?) = [0]> then\n switch costume to (\(o\) v)\n end\n end\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?>>> 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?>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nchange [hp v] by (-1)\nif <(HP) > [0]> then\n\nif <([costume # v] of [ground v]) = [1]> then\n\n@Ground\n\nwhen I receive [end v]\n\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo [backward v] (100) layers\nshow\nswitch costume to (1 v)\nwait (8) seconds\n\nswitch costume to (7 v)\n\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [teleport v]\nswitch costume to (22 v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [levelup v]\nnext costume\n\n@Sprite1\n\nforever\n\nwhen flag clicked\n\nwhen I receive [staaaaart v]\nhide\nwait (8) seconds\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (60)\n next costume\n wait (0.03) seconds\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to [front v] layer\n\nshow\n\nwhen I receive [3 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [2 v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (green flag v)\nwait (1) seconds\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [1 v]\n\nwait (1) seconds\n\nwhen I receive [green flag v]\nwait (3) seconds\n\nwait (6) seconds\n\ngo to [front v] layer\n\nwhen I receive [2 v]\n\nclear graphic effects\n\ngo [backward v] (2) layers\nclear graphic effects\nswitch costume to (costume2 v)\nhide\n\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [staaaaart v]\nwait (3) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@sprite4\n\nwhen flag clicked\nhide\n\nforever\n\nset [dead? v] to [0]\n\nstart sound [rocket-in-flight_z1i4ba4_2 v]\n\nwhen I receive [3 v]\n\nchange [dead? v] by (1)\n\nhide\n\nwhen I receive [green flag v]\ndelete this clone\n\nwhen I receive [staaaaart v]\nhide\nset size to (90) %\npoint in direction (90)\nswitch costume to ( v)\nwait (8) seconds\nshow\nstart sound [rocket-in-flight_z1i4ba4_ v]\ngo to [front v] layer\ngo to [front v] layer\nrepeat (114)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (1 v)\nhide\nrepeat (2)\n play sound [rocket-in-flight_z1i4ba4_2 v] until done\nend\nstart sound [rocket-in-flight_z1i4ba4_3 v]\n\ngo to [front v] layer\nhide\nswitch costume to (2 v)\nset size to (50) %\nwait (1) seconds\nshow\ngo to x: (-300) y: (40)\n\ncreate clone of (_myself_ v)\nshow\nstart sound [zvuk-vzryva v]\nset size to (30) %\nswitch costume to (costume1 v)\nrepeat (7)\n next costume\n wait (0.08) seconds\nend\nhide\nwait (3) seconds\nbroadcast (4 v)\n\nturn left (0) degrees\nswitch costume to (3 v)\n\ngo to x: ((x position) + (pick random (-2) to (2))) y: ((y position) + (pick random (-2) to (2)))\n\nhide\nwait (3) seconds\nshow\npoint in direction (-60)\ngo to x: (22) y: (35)\nset size to (5) %\nrepeat (65)\n move (5) steps\n turn right (-0.8) degrees\n change size by (0.3)\nend\nhide\n\n@1dcda66ab2ff5f4031dc26474dc2d2cf\n\nwhen I receive [1 v]\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\n@Sprite4\n\nwhen I receive [1 v]\n\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\nrepeat (257)\n set [xx v] to (pick random (-1) to (1))\n set [yy v] to (pick random (-1) to (1))\n go to x: (xx) y: (yy)\nend\nhide\nbroadcast (3 v)\n\nwhen flag clicked\nhide\n\nforever\n\nwhen I receive [2 v]\nrepeat (48)\n next costume\n wait (0.001) seconds\nend\n\nforever\n\n@Sprite5\n\nwhen I receive [1 v]\n\nshow\nstart sound [korabl-signalizatsiya-signal-trevoga-na-bortu-sudna-26727 v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nrepeat (3)\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.2) seconds\nend\nswitch costume to (costume2 v)\nrepeat (3)\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.2) seconds\nend\nswitch costume to (costume3 v)\nrepeat (3)\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.2) seconds\nend\nhide\nbroadcast (2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nforever\n go to x: ((xx) + (7)) y: ((yy) + (50))\nend\n\ngo to [front v] layer\n\n@Sprite6\n\nset [ghost v] effect to (85)\n\nrepeat (10)\n\nset [ghost v] effect to (80)\n\nwhen I receive [1 v]\n\nbroadcast (1 v)\n\nbroadcast (1 v)\n\nwhen flag clicked\nhide\n\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nrepeat (5)\n repeat (15)\n change [ghost v] effect by (-1.25)\n end\n repeat (15)\n change [ghost v] effect by (1.25)\n end\nend\nhide\n\n@Sprite9\n\nwhen flag clicked\npoint in direction (90)\nhide\n\n\n\nwhen I start as a clone\nshow\nforever\n repeat until <<touching (_edge_ v)?> or <touching (ground2 v)?>>\n move (3) steps\n if <touching (sprite8 v)?> then\n delete this clone\n end\n end\n turn right (180) degrees\n move (10) steps\nend\n\nwhen I receive [delete all v]\ndelete this clone\n\nwhen I receive [delete all 2 v]\npoint in direction (90)\nhide\nif <([costume # v] of [ground v]) = [7]> then\n go to x: (60) y: (-90)\n point in direction (-90)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [ground v]) = [7]>>\nend\nif <([costume # v] of [ground v]) = [8]> then\n point in direction (-90)\n go to x: (-35) y: (-113)\n create clone of (_myself_ v)\n go to x: (170) y: (-113)\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (23) y: (-113)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [ground v]) = [8]>>\nend\n\nif <not <([costume # v] of [ground v]) = [8]>> then\n hide\n delete this clone\nend\n\nif <([costume # v] of [ground v]) = [7]> then\n repeat until <not <([costume # v] of [ground v]) = [7]>>\n repeat (100)\n move (3) steps\n if <not <([costume # v] of [ground v]) = [7]>> then\n hide\n delete this clone\n end\n end\n turn right (180) degrees\n end\nelse\n if <([costume # v] of [ground v]) = [8]> then\nend\n\nrepeat until <not <([costume # v] of [ground v]) = [8]>>\n\nforever\n if <([costume # v] of [ground v]) = [7]> then\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [ground v]) = [7]>>\n end\n if <([costume # v] of [ground v]) = [8]> then\n go to x: (-72) y: (-92)\n point in direction (-90)\n create clone of (_myself_ v)\n change x by (50)\n create clone of (_myself_ v)\n change x by (50)\n create clone of (_myself_ v)\n change x by (50)\n create clone of (_myself_ v)\n change x by (50)\n create clone of (_myself_ v)\n change x by (50)\n wait until <not <([costume # v] of [ground v]) = [8]>>\n end\nend\n\ngo to x: (21) y: (-116)\n\ngo to x: (-72) y: (-92)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nchange x by (50)\ncreate clone of (_myself_ v)\nchange x by (50)\ncreate clone of (_myself_ v)\nchange x by (50)\ncreate clone of (_myself_ v)\nchange x by (50)\ncreate clone of (_myself_ v)\nchange x by (50)\nwait until <not <([costume # v] of [ground v]) = [8]>>\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nforever\nend\n\nif <([costume # v] of [ground v]) = [1]> then\n show\nelse\n hide\nend\n\n@Sprite11\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <<(BLASTER on?) = [1]> and <key (x v) pressed?>> then\n create clone of (_myself_ v)\n start sound [laser-blast-descend_gy7c5deo v]\n wait (0.8) seconds\n end\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\ngo to [back v] layer\nif <([costume # v] of [player v]) = [2]> then\n point in direction (90)\nelse\n if <([costume # v] of [player v]) = [3]> then\n point in direction (-90)\n end\nend\nrepeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (sprite9 v)?>>>\n if <touching (sprite9 v)?> then\n wait (0.2) seconds\n delete this clone\n end\n move (10) steps\n if <touching (sprite9 v)?> then\n wait (0.2) seconds\n delete this clone\n end\nend\nhide\ndelete this clone\n\nif <touching (sprite9 v)?> then\n\nmove (10) steps\n\nmove (10) steps\n\n@INTRO\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [intro: x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (INTRO: X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [intro: x v] to ((INTRO: X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\n\nbroadcast (green flag v)\n\ngo to [front v] layer\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nbroadcast (STAAAAART v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwait (1) seconds\n\n@Sprite12\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\n\nrepeat (10)\nend\n\nwait (3) seconds\n\n@Sprite13\n\nwhen I receive [green flag v]\nhide\nwait (7) seconds\ngo to [front v] layer\nforever\n go to [front v] layer\n switch costume to (reminder2 v)\n go to x: (121) y: (-200)\n show\n go to [front v] layer\n repeat (7)\n change y by (6)\n end\n start sound [pop v]\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 (5)\n change y by (-7)\n end\n hide\n wait (pick random (20) to (30)) seconds\nend\n\n@Ground2\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\nswitch costume to (1 v)\n\nswitch costume to (7 v)\n\nwhen I receive [levelup v]\nnext costume\n\nhide\n\n@Sprite7\n\nwhen flag clicked\nset [blaster on? v] to [0]\n\nforever\n if <([costume # v] of [ground v]) = [14]> then\n show\n if <touching (player v)?> then\n start sound [zaryajennyiy-dlya-strelbyi-pistolet v]\n hide\n set [blaster on? v] to [1]\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@Sprite14\n\nwhen flag clicked\n\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nwait (2) seconds\nhide\n\n@Sprite15\n\nforever\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (1) seconds\nrepeat (12)\n next costume\n wait (0.05) seconds\nend\nwait (1) seconds\nswitch costume to (costume14 v)\ngo to x: (0) y: (0)\nrepeat (25)\n change y by (-0.5)\nend\nrepeat (55)\n change y by (-1)\nend\nrepeat (15)\n change y by (-0.5)\nend\nwait (1) seconds\nbroadcast (1 v)\ngo to x: (0) y: (0)\nswitch costume to (costume15 v)\n\nhide\n\nwhen I receive [green flag v]\nhide\n\n@Sprite16\n\nrepeat (10)\n\nwhen I receive [1 v]\nshow\ngo to [front v] layer\ngo to x: (-176) y: (-113)\npoint in direction (90)\nswitch costume to (costume1 v)\nwait (1) seconds\nswitch costume to (costume2 v)\nwait (0.5) seconds\nmove (1) steps\nwait (0.02) seconds\nmove (2) steps\nwait (0.02) seconds\nmove (3) steps\nwait (0.02) seconds\nmove (3.5) steps\nwait (0.02) seconds\nmove (4) steps\nwait (0.02) seconds\nmove (4) steps\nwait (0.02) seconds\nrepeat (12)\n move (5) steps\n wait (0.01) seconds\nend\nswitch costume to (costume3 v)\nbroadcast (lol v)\n\nchange [xx v] by (-1)\n\nwhen I receive [lol v]\nset [yy v] to [10]\nrepeat (21)\n change y by (Yy)\n change [yy v] by (-1)\n turn left (4.3) degrees\nend\npoint in direction (0)\nwait (1) seconds\nbroadcast (2 v)\n\nwhen I receive [lol v]\nset [xx v] to [-4]\nrepeat (21)\n change x by (Xx)\nend\n\ngo to x: (-103) y: (-110)\n\nwait (2) seconds\n\nwhen I receive [green flag v]\nhide\n\n@Sprite17\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to (player v)\nshow\ngo to [back v] layer\nif <([costume # v] of [player v]) = [2]> then\n point in direction (90)\nelse\n if <([costume # v] of [player v]) = [3]> then\n point in direction (-90)\n end\nend\nrepeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (sprite9 v)?>>>\n if <touching (sprite9 v)?> then\n wait (0.2) seconds\n delete this clone\n end\n move (10) steps\n if <touching (sprite9 v)?> then\n wait (0.2) seconds\n delete this clone\n end\nend\nhide\ndelete this clone\n\nif <touching (sprite9 v)?> then\n\nmove (10) steps\n\nmove (10) steps\n\nwhen I receive [1 v]\nhide\nwait (2) seconds\nshow\ngo to x: (93) y: (152)\npoint in direction (-140)\nstart sound [laser-blast-descend_gy7c5deo2 v]\nrepeat (15)\n move (20) steps\nend\nstart sound [Tennis Hit v]\nhide\n\nbroadcast (1 v)\n\n@Sprite18\n\nwhen flag clicked\npoint in direction (90)\nhide\n\n\n\nwhen I start as a clone\nshow\nforever\n repeat until <<touching (_edge_ v)?> or <touching (ground2 v)?>>\n move (3) steps\n if <touching (sprite8 v)?> then\n delete this clone\n end\n end\n turn right (180) degrees\n move (10) steps\nend\n\nwhen I receive [delete all v]\ndelete this clone\n\nwhen I receive [1 v]\nswitch costume to (costume1 v)\ngo to [front v] layer\npoint in direction (-90)\nwait (4) seconds\nshow\ngo to x: (-57) y: (190)\nstart sound [High Whoosh v]\nrepeat until <touching (sprite15 v)?>\n change y by (-20)\nend\nsus\nswitch costume to (costume3 v)\n\nif <not <([costume # v] of [ground v]) = [8]>> then\n hide\n delete this clone\nend\n\nif <([costume # v] of [ground v]) = [7]> then\n repeat until <not <([costume # v] of [ground v]) = [7]>>\n repeat (100)\n move (3) steps\n if <not <([costume # v] of [ground v]) = [7]>> then\n hide\n delete this clone\n end\n end\n turn right (180) degrees\n end\nelse\n if <([costume # v] of [ground v]) = [8]> then\nend\n\nrepeat until <not <([costume # v] of [ground v]) = [8]>>\n\nforever\n if <([costume # v] of [ground v]) = [7]> then\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [ground v]) = [7]>>\n end\n if <([costume # v] of [ground v]) = [8]> then\n go to x: (-72) y: (-92)\n point in direction (-90)\n create clone of (_myself_ v)\n change x by (50)\n create clone of (_myself_ v)\n change x by (50)\n create clone of (_myself_ v)\n change x by (50)\n create clone of (_myself_ v)\n change x by (50)\n create clone of (_myself_ v)\n change x by (50)\n wait until <not <([costume # v] of [ground v]) = [8]>>\n end\nend\n\ngo to x: (21) y: (-116)\n\ndefine sus\nrepeat until <not <touching (sprite15 v)?>>\n change y by (1)\nend\n\nwait (1) seconds\n\nwhen I receive [green flag v]\nhide\n\n@Sprite19\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [xfjjhxj v] to [0]\nset [tsunami v] to [0]\nwait until <(TSUNAMI) = [1]>\nwait (2) seconds\nshow\ngo to x: (-999) y: (0)\nrepeat (305)\n move (3) steps\nend\nset [xfjjhxj v] to [1]\n\nwhen I receive [levelup v]\nhide\nwait (1) seconds\nif <<(TSUNAMI) = [1]> and <(XFJJHXJ) = [1]>> then\n if <([costume # v] of [ground v]) = [18]> then\n set [tsunami v] to [0]\n point in direction (90)\n show\n go to x: (-999) y: (0)\n repeat (40)\n move (3) steps\n end\n point in direction (135)\n repeat (170)\n move (3) steps\n end\n hide\n else\n show\n go to x: (-999) y: (0)\n repeat (305)\n move (3) steps\n end\n end\nend\n\nwhen I receive [delete all v]\nhide\nstop [other scripts in sprite v]\nset [xfjjhxj v] to [1]\nwait (1) seconds\nif <<(TSUNAMI) = [1]> and <(XFJJHXJ) = [1]>> then\n if <not <([costume # v] of [ground v]) = [18]>> then\n show\n go to x: (-999) y: (0)\n repeat (305)\n move (2.5) steps\n end\n stop [this script v]\n else\n set [tsunami v] to [0]\n point in direction (90)\n show\n go to x: (-999) y: (0)\n point in direction (125)\n repeat (215)\n move (3) steps\n end\n hide\n set [tsunami v] to [0]\n end\nend\n\n\n\nforever\n\n@Sprite20\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [21]> then\n show\n else\n hide\n end\nend\n\n@Sprite21\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <([costume # v] of [ground v]) = [21]> then\n show\n else\n hide\n end\nend\n\ngo [forward v] (1) layers\n\n@Sprite22\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (TELEPORT v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwait (0.5) seconds\n\nbroadcast (green flag v)\n\nbroadcast (SSS v)\n\n@Sprite23\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\nwhen I receive [green flag v]\nhide\n\n | No need to repeat the instructions here since it's already in the main game as a tutorial but if you're lazy and impatient and want to know now(for whatever reason) here are the key bindings:\n\nWASD or ARROW KEYS to move and jump but SPACE is also an option for jumping.\nAlso there are no lives |
3D Platformer | @Stage\n\n@스프라이트 1\n\nwhen flag clicked\nshow\nset [level v] to [1]\nhide variable [level v]\nset size to (70) %\ngo to x: (-218) y: (25)\nforever\n set rotation style [left-right v]\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<touching (tull v)?> or <touching (---- v)?>> then\n change y by (1)\n if <<touching (tull v)?> or <touching (---- v)?>> then\n change y by (1)\n if <<touching (tull v)?> or <touching (---- v)?>> then\n change y by (1)\n if <<touching (tull v)?> or <touching (---- v)?>> then\n change y by (1)\n if <<touching (tull v)?> or <touching (---- v)?>> then\n change y by (1)\n if <<touching (tull v)?> or <touching (---- v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (tull v)?> or <touching (---- v)?>> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (tull v)?> or <touching (---- v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <<<<touching color (#f10000)?> or <touching color (#af0000)?>> or <touching color (#ff0000)?>> or <touching (스프라이트 19 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-218) y: (25)\n set [ghost v] effect to (0)\n end\n if <<<touching (drum v)?> or <touching (drum2 v)?>> or <touching (drum3 v)?>> then\n set [yv v] to [20]\n end\n if <(x position) > [230]> then\n broadcast (NEXT v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-218) y: (25)\n end\n if <(y position) < [-170]> then\n go to x: (-218) y: (25)\n end\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <touching (drum v)?> then\n play drum (1 v) for (0.25) beats\n end\nend\n\nset size to (70) %\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@스프라이트 2\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\nwait (1) seconds\nbroadcast (start v)\n\nwhen I receive [start v]\nshow\nforever\n go to x: (-209) y: (-125)\n if <touching (스프라이트 1 v)?> then\n set [color v] effect to (75)\n set instrument to (1 v)\n play note (48) for (0.25) beats\n set [color v] effect to (0)\n wait (0.6) seconds\n else\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@스프라이트 3\n\nwhen I receive [start v]\nforever\n go to x: (-148) y: (-125)\n if <touching (스프라이트 1 v)?> then\n set [color v] effect to (75)\n set instrument to (1 v)\n play note (50) for (0.25) beats\n set [color v] effect to (0)\n wait (0.6) seconds\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\nwait (1) seconds\nbroadcast (start v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nforever\n if <(LEVEL) = [9]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@스프라이트 4\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n go to x: (-88) y: (-125)\n if <touching (스프라이트 1 v)?> then\n set [color v] effect to (75)\n set instrument to (1 v)\n play note (52) for (0.25) beats\n set [color v] effect to (0)\n wait (0.6) seconds\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\nwait (1) seconds\nbroadcast (start v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nforever\n if <(LEVEL) = [9]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@스프라이트 5\n\nwhen I receive [start v]\nforever\n go to x: (-28) y: (-125)\n if <touching (스프라이트 1 v)?> then\n set [color v] effect to (75)\n set instrument to (1 v)\n play note (53) for (0.25) beats\n set [color v] effect to (0)\n wait (0.6) seconds\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nforever\n if <<(LEVEL) = [4]> or <(LEVEL) = [9]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@스프라이트 6\n\nwhen flag clicked\n\nwhen I receive [start v]\nswitch costume to (모양 1 v)\nforever\n go to x: (32) y: (-125)\n if <touching (스프라이트 1 v)?> then\n set [color v] effect to (75)\n set instrument to (1 v)\n play note (55) for (0.25) beats\n set [color v] effect to (0)\n wait (0.6) seconds\n else\n set [color v] effect to (0)\n end\n if <(LEVEL) = [3]> then\n switch costume to (모양 2 v)\n else\n switch costume to (모양 1 v)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nforever\n if <<(LEVEL) = [4]> or <(LEVEL) = [9]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@스프라이트 7\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n go to x: (93) y: (-125)\n if <touching (스프라이트 1 v)?> then\n set [color v] effect to (75)\n set instrument to (1 v)\n play note (57) for (0.25) beats\n set [color v] effect to (0)\n wait (0.6) seconds\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nif then\n hide\nelse\n show\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nforever\n if <<(LEVEL) = [4]> or <(LEVEL) = [9]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@스프라이트 8\n\nset instrument to (1 v)\nplay note (48) for (0.25) beats\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n go to x: (153) y: (-125)\n if <touching (스프라이트 1 v)?> then\n set [color v] effect to (75)\n set instrument to (1 v)\n play note (59) for (0.25) beats\n set [color v] effect to (0)\n wait (0.6) seconds\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nforever\n if <<(LEVEL) = [4]> or <(LEVEL) = [9]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@스프라이트 9\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n go to x: (213) y: (-125)\n if <touching (스프라이트 1 v)?> then\n set [color v] effect to (75)\n set instrument to (1 v)\n play note (60) for (0.25) beats\n set [color v] effect to (0)\n wait (0.6) seconds\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nforever\n if <<(LEVEL) = [9]> or <(LEVEL) = [4]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\n@스프라이트 10\n\nwhen flag clicked\nswitch costume to (모양 1 v)\ngo to [front v] layer\nforever\n go to x: (17) y: (47)\nend\n\nset instrument to (8 v)\nplay note (60) for (0.25) beats\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nforever\n if <(LEVEL) = [9]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(LEVEL) = [4]> then\n switch costume to (모양 2 v)\n else\n switch costume to (모양 1 v)\n end\nend\n\nwhen flag clicked\nshow\n\n@tull\n\nwhen flag clicked\nshow\nswitch costume to (모양 1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@mep\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (모양 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@DRUM\n\nwhen flag clicked\ngo to x: (-90) y: (-18)\nhide\nforever\n if <(LEVEL) = [4]> then\n show\n else\n hide\n end\nend\n\n@스프라이트 15\n\nwhen flag clicked\ngo to x: (-70) y: (37)\nhide\nwait (1) seconds\nforever\n if <(LEVEL) = [5]> then\n switch costume to (모양 2 v)\n show\n repeat until <not <(LEVEL) = [5]>>\n wait (1) seconds\n next costume\n set instrument to (10 v)\n play note (72) for (0.5) beats\n next costume\n wait (2) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [next level v]\nif <(LEVEL) = [6]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@스프라이트 14\n\nwhen flag clicked\ngo to x: (29) y: (70)\nhide\nwait (1) seconds\nforever\n if <(LEVEL) = [5]> then\n switch costume to (모양 2 v)\n show\n repeat until <not <(LEVEL) = [5]>>\n wait (2) seconds\n next costume\n set instrument to (9 v)\n play note (72) for (0.5) beats\n next costume\n wait (1) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [next level v]\nif <(LEVEL) = [6]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@스프라이트 13\n\nwhen flag clicked\ngo to x: (155) y: (41)\nhide\nwait (1) seconds\nforever\n if <(LEVEL) = [5]> then\n switch costume to (모양 2 v)\n show\n repeat until <not <(LEVEL) = [5]>>\n wait (3) seconds\n next costume\n set instrument to (10 v)\n play note (72) for (0.5) beats\n next costume\n end\n else\n hide\n end\nend\n\nswitch costume to (모양 2 v)\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I receive [next level v]\nif <(LEVEL) = [6]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@스프라이트 11\n\nwhen flag clicked\nforever\n show\n go to x: (3) y: (-15)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nhide\n\n@스프라이트 12\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [next v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [level v] by (1)\nbroadcast (next level v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nhide\n\n@mep2\n\nwhen I receive [music on v]\nset instrument to (15 v)\nplay note (81) for (0.5) beats\nplay note (81) for (0.5) beats\nplay note (82) for (0.5) beats\nplay note (84) for (0.5) beats\nplay note (84) for (0.5) beats\nplay note (82) for (0.5) beats\nplay note (81) for (0.5) beats\nplay note (79) for (0.5) beats\nplay note (77) for (1) beats\nplay note (79) for (0.5) beats\nplay note (81) for (0.5) beats\nplay note (81) for (0.5) beats\nplay note (79) for (0.5) beats\nplay note (79) for (1) beats\nplay note (81) for (0.5) beats\nplay note (81) for (0.5) beats\nplay note (82) for (0.5) beats\nplay note (84) for (0.5) beats\nplay note (84) for (0.5) beats\nplay note (82) for (0.5) beats\nplay note (81) for (0.5) beats\nplay note (79) for (0.5) beats\nplay note (77) for (1) beats\nplay note (79) for (0.5) beats\nplay note (81) for (0.5) beats\nplay note (79) for (0.4) beats\nrest for (0.25) beats\nplay note (77) for (0.35) beats\nplay note (77) for (0.65) beats\nbroadcast (THE END v)\n\n@sim\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait (0.1) seconds\ngo to [front v] layer\nforever\n if <(LEVEL) = [6]> then\n go to x: (74) y: (-71)\n show\n else\n hide\n end\nend\n\nwhen I receive [next level v]\nif <(LEVEL) = [7]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@sim2\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to [front v] layer\nforever\n if <(LEVEL) = [6]> then\n go to x: (69) y: (147)\n show\n repeat until <not <(LEVEL) = [6]>>\n repeat (11)\n change y by (-15)\n end\n play drum (4 v) for (0.1) beats\n repeat (11)\n change y by (15)\n end\n wait (1.6) seconds\n end\n else\n hide\n end\nend\n\nwhen I receive [next level v]\nif <(LEVEL) = [7]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@DRUM2\n\nwhen flag clicked\ngo to x: (-32) y: (-16)\nhide\nforever\n if <(LEVEL) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (스프라이트 1 v)?> then\n play drum (1 v) for (0.25) beats\n end\nend\n\n@DRUM3\n\nwhen flag clicked\ngo to x: (129) y: (-18)\nhide\nforever\n if <(LEVEL) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (스프라이트 1 v)?> then\n play drum (1 v) for (0.25) beats\n end\nend\n\n@스프라이트 16\n\nwhen flag clicked\nforever\n go to [back v] layer\n next costume\n wait (0.3) seconds\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n show\n else\n hide\n end\nend\n\n@<>\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [9]> then\n show\n else\n hide\n end\nend\n\n@스프라이트 17\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [10]> then\n go to [back v] layer\n show\n if <touching (스프라이트 1 v)?> then\n wait (0.2) seconds\n broadcast (END v)\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@스프라이트 18\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@스프라이트 19\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [9]> then\n show\n set [ghost v] effect to (100)\n else\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to (<> v)\nforever\n turn right (3) degrees\nend\n\n@스프라이트 20\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (0.2) seconds\ngo to [front v] layer\nshow\ngo to x: (-227) y: (-120)\nswitch costume to (모양 2 v)\nrepeat (23)\n change x by (10)\nend\nswitch costume to (모양 1 v)\nwait (0.5) seconds\nbroadcast (music on v)\nforever\n wait (0.1) seconds\n switch costume to (모양 3 v)\n wait (0.1) seconds\n switch costume to (모양 4 v)\n wait (0.1) seconds\n switch costume to (모양 5 v)\n wait (0.1) seconds\n switch costume to (모양 4 v)\nend\n\n@스프라이트 21\n\nwhen I receive [music on v]\nforever\n wait (0.42) seconds\n next costume\nend\n\nwhen I receive [the end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (모양 1 v)\nhide\n\nwhen I receive [end v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\n\n@----\n\nwhen flag clicked\npoint in direction (90)\ngo to (<> v)\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [9]> then\n show\n set [ghost v] effect to (100)\n else\n hide\n end\nend\n\n@스프라이트 22\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nstart sound [Cheer v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\n | このプロジェクトをリミックスして、自分だけのプラットフォーマーを作ろう!\n\nPlease remix this project!\n\n操作方法:矢印キーで操作\nOperation method: Arrow keys\n\nスパイクや、溶岩をよけてゴールを目指しましょう\nAvoid the spikes and lava to reach the goal! |
Dot Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (summer v)\n\nwhen flag clicked\nplay sound [Fade v] until done\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n switch backdrop to (spring v)\n end\n if <(LEVEL) = [11]> then\n switch backdrop to (winter v)\n end\n if <(LEVEL) = [15]> then\n switch backdrop to (you won! v)\n end\nend\n\n@Heading\n\nwhen flag clicked\nshow\nforever\n go to x: (2) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (3) seconds\nset [ghost v] effect to (75)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-176) y: (71)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n move (10) steps\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n move (10) steps\n end\n if <touching (end v)?> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-176) y: (71)\n end\n if <touching (obstacles v)?> then\n go to x: (-176) y: (71)\n end\nend\n\nwhen flag clicked\nset [gravity v] to [0]\nforever\n if <touching (level v)?> then\n set [gravity v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [gravity v] to [10]\n end\n end\n change y by (Gravity)\n change [gravity v] by (-0.5)\n if <touching (bouncer v)?> then\n set [gravity v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nwait (3) seconds\ngo to [front v] layer\n\n@Back scenery\n\nwhen flag clicked\ngo to x: (19) y: (-6)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\n@End\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(LEVEL) = [16]> then\n hide\n end\nend\n\n@Obstacles\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncer\n\nwhen flag clicked\nset [level v] to [0]\nhide\nforever\n if <(LEVEL) = [3]> then\n show\n end\n if <(LEVEL) = [5]> then\n hide\n end\nend\n\n | • Arrow keys or WASD to move\n• Avoid knifes\n• To win, jump on top of the sundae at the end of the platformer\n• Love and favourite\n• Enjoy!\n\n_______\n• Loved by @CapAnimation\n• Loved and favourited by @TimMcCool\n• Loved by @7Sofa\n• Loved by @alphabetica\n• Loved by @InfinitScratch\n• Loved by @beet-eggs\n• Loved and favourited by @eunice0913\n• Loved and favourited by @-Infitnite-\n• Loved by @-TheGreenNinja-\n• Loved by @dn_scrtch\n• Loved and favourited by @Coltroc\n• Loved by @ablaze_D\n• Loved by @thisandagain*\n• Nearly 100 loves and #29 on trending within 24 hours!\n• Top loved!\n• Loved by @-IIII-\n• Favourited by @xamuil2\n• Loved by @MasterAndras\n• Loved by @diggerboy12\n• 400 loves!\n• 500 loves 6.5 hours after that!!\n• 13000 views!\n• #4 on Trending!\n• Loved by @-GenZ-\n• Loved by @1000652\n• 15600 views!\n• 20000 views! In the same day!!\n• Top remixed!\n• 1000 loves!!\n• Nearly 30500 views!\n• @Leilani loved!\n• 32000+ views!\n• My third most popular project :)\n• Loved and favourited by @Qalmar!\n• 1200 loves!\n• 80+ remixes!\n• Nearly 1000 favourites!\n• 1000 favourites!\n• 1300 loves!\n• 6 more remixes 'till 100! :O\n• 100 remixes!\n• 45000+ views!\n• 1400 loves!\n• 1100 faves!\n• Almost 2200 loves!\n• Almost 1800 faves!\n• Almost 63k views!\n• Almost 150 remixes! |
Geometry Dash | A Platformer | @Stage\n\nwhen I receive [level 1 v]\nswitch backdrop to (platformer v)\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\nwhen I receive [level 2 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 3 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 4 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 5 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 6 v]\nswitch backdrop to (platformer v)\n\nwhen I receive [level 7 v]\nforever\n switch backdrop to (title screen v)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n hide\nend\n\n@Title\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 1 v]\nhide\n\n@Start\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (Level 1 v)\nhide\n\n@Notes\n\nwhen I receive [level 7 v]\nswitch costume to (pick random (7) to (12))\nforever\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [level 5 v]\nswitch costume to (costume5 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 4 v]\nswitch costume to (costume4 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 3 v]\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 2 v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 6 v]\nswitch costume to (costume6 v)\ngo to x: (0) y: (0)\nshow\n\n@You\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen I receive [level 1 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (level 2 v)\n\nwhen I receive [level 2 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (level 3 v)\n\nwhen I receive [level 3 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (level 4 v)\n\nwhen I receive [level 4 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (level 5 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (0)\n end\n if <key (left arrow v) pressed?> then\n change x by (-0)\n end\n if <key (up arrow v) pressed?> then\n change y by (0)\n end\n if <key (down arrow v) pressed?> then\n change y by (-0)\n end\n if <touching color (#ff0000)?> then\n go to x: (-224) y: (0)\n broadcast (red reset v)\n end\nend\n\nwhen I receive [level 5 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (level 6 v)\n\nwhen I receive [level 6 v]\ngo to x: (-224) y: (0)\ngo to [front v] layer\nshow\nwait until <touching color (#00ce42)?>\nbroadcast (level 7 v)\n\n@Green\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen I receive [level 4 v]\ngo to x: (224) y: (0)\nshow\n\nwhen I receive [level 3 v]\ngo to x: (224) y: (0)\nshow\n\nwhen I receive [level 1 v]\ngo to x: (224) y: (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\ngo to x: (224) y: (0)\nshow\n\nwhen I receive [level 5 v]\ngo to x: (224) y: (0)\nshow\n\nwhen I receive [level 6 v]\ngo to x: (224) y: (0)\nshow\n\n@Sprite2\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 v]\nshow\ngo to x: (0) y: (-20)\nwait until <<<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\n@Red\n\nwhen I receive [level 7 v]\nforever\n hide\nend\n\nwhen I receive [red reset v]\ngo to x: (-160) y: (0)\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nswitch costume to (costume1 v)\ngo to x: (-160) y: (0)\nshow\n\nwhen flag clicked\nhide\nforever\n change x by (3)\nend\n\nwhen I receive [level 5 v]\nswitch costume to (costume2 v)\ngo to x: (-160) y: (0)\nshow\n\nwhen I receive [level 6 v]\nswitch costume to (costume3 v)\ngo to x: (-160) y: (0)\nshow\n\n | ★ Rainbow Runner 3 || By @250119code2\n★ Earphones/headphones are recommended.\n\n★★★ RAINBOW RUNNER GAMES ★★★\n• Rainbow Runner 1: https://scratch.mit.edu/projects/782275470 (4 worlds)\n• Rainbow Runner 2: https://scratch.mit.edu/projects/788726964/ (2 worlds)\n• Rainbow Runner 3: This project (3 worlds)\n• Flufftopia: https://scratch.mit.edu/projects/858095132/\n\n★★★ INSTRUCTIONS AND TIPS ★★★\n• Read the instructions in the main menu.\n• This platformer is not mobile friendly, due to the mechanics and difficulty of this game.\n• If you're on a laptop/computer, hold the jump button to jump higher! Tap the jump button to jump lower.\n• This platformer has a level selecting option. Navigate the levels with the arrows on the sides.\n\n★★★ LEVEL TIPS ★★★\n• In Dreamlands (the first level), there are 10 levels, each with a star. You need to collect at least 8 stars. If you don't, you may need to restart.\n• In Heated Horizon, you need to collect as many coins as possible in order to purchase upgrades (which are required.)\n• In Cosmic Endurance... don't die.\n\n11/03/2023 Fix:\n• Fixed a visual glitch on Cosmic Endurance which blocked the player's sight\n• Added some additional coins in Heated Horizon\n• Stated that you need to use space to dash in the shop in Heated Horizon\n• Fixed a glitch on Heated Horizon where collecting the star doesn't complete the level.\n\nFinal note: Making a 4th rainbow runner game will be very difficult to make due to a lack of level theme ideas. (1 theme was mushroom, another was a garden, another was a lava theme, another was a desert theme) and I do not want to repeat them. |
Space || A platformer #games #all #platformer #allwordsonthedictionary-2 | @Stage\n\n@Sprite1\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho v]\nshow\nforever\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 (#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?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop49 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop20]>>\n go to (mouse-pointer v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop48 v]\nswitch costume to (costume2 v)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop48]>>\n go to (mouse-pointer v)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112.5) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nwait (4) seconds\nhide\n\n@Sprite4\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\nwhen backdrop switches to [backdrop101 v]\nrepeat until <not <(backdrop [name v]) = [backdrop101]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-110) y: (-74)\nhide\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen backdrop switches to [backdrop34 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop34]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop38 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop89 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop98 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop99]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop99 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop85 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop89]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop36 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop37]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop55 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop56]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop37 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop38]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [message 2 v]\nask [What level are you on?] and wait\nif <(answer) = [41]> then\n broadcast (message 3 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 4 v]\nask [What was the name of the second boss?] and wait\nif <<(answer) = [Big Larry]> or <(answer) = [big larry]>> then\n broadcast (message 5 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (message 2 v)\n\nwhen I receive [message 5 v]\nask [What was the answer to question 1?] and wait\nif <(answer) = [41]> then\n switch backdrop to (backdrop42 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 3 v]\nif <not <(username) = []>> then\n ask [What's your username?] and wait\n if <(answer) = (username)> then\n broadcast (message 4 v)\n else\n start sound [buzz whir v]\n broadcast (message 3 v)\n end\nelse\n broadcast (message 4 v)\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [ComputerVirus v] until done\nend\n\n@download\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\nforever\n if <key (p v) pressed?> then\n if <not <(backdrop [name v]) = [backdrop46]>> then\n broadcast (pause v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (unpause v)\n hide\n wait until <not <key (p v) pressed?>>\n end\n end\nend\n\n | I don't deserve this much fame this took me like 1 hour lol\nInstructions\n\n➜ Arrow Keys to move Red, WASD to move Blue\n\n➜ Both players have hitboxes, so if you're ever stuck, try standing on top of each other!\n\n➜ Reach the dragon egg at the end to win the game!\n\nCheckpoints:\n28/10/21: #15 on Trending all!\n28/10/21: 1000 views! \n28/10/21: 100 likes, target reached! \n28/10/21: Yoo @TimMcCool liked it!!!\n29/10/21: 200 likes!!\n29/10/21: Now @PaddlerGames commented!!\n30/10/21: Castle Hippopotamus favorited!!!\n31/10/21: Well this blew up...\n31/10/21: 500 likes lol\n31/10/21: Nearly 10K views!\n1/11/21: 20K views!!\n1/11/21: 1000 likes!!\n2/11/21: 1000 favourites!!\n2/11/21: Colinmacc commented!!!\n2/11/21: 40K views!\n3/11/21: 60K!? 2.5K loves as well tysm guys you are super duper amazing\n9/5/22: This project is unfairly popular\n\n\nPlease like and fav i am poor\nMake sure to DESTROY those ❤️ and ⭐ buttons if you enjoyed my project! Can we get to... 200 likes?\n\nFollow me for more awesome projects!\n(I'm a hermit who lives off internet popularity lol)\n\n\nAcknowledgment of cool people\nI would like to thank Oslo Albet, the creator of Fireboy and Watergirl for inspiration :D\nAlso, the music is Prelude by TheFatRat, he's a super cool music artist so check him out if you haven't already!\nThis project uses Griffpatch's platforming engine!\n\n\n\nThe art is 100% by me and owned by me, and is not to be used without permission. (not that you would anyway because its rather lackluster I will try to get better in the future...)\n\n#Games #All #Fun #Art #Puzzle #Griffpatch #War #2p #2player #Two #Player #Red #Music #Blue #Chill #Platformer #Platformers #Epic #Challenging #PMFC #PlasmaMonkeyFanClub\n\n |
Pixel Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Dark Cave Music - Trickster Imps v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume 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 change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> 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 (sprite2 v)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching (sprite2 v)?> then\n change y by (Y)\n if <touching (sprite2 v)?> then\n change y by (Y)\n if <touching (sprite2 v)?> 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 (sprite2 v)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching (sprite3 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\nend\n\nwhen I receive [next v]\ngo to x: (-180) y: (-127)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite2\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [5]> then\n broadcast (note? v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (no note again v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (end v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (jk v)\n switch backdrop to (backdrop3 v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (end for real v)\n switch backdrop to (backdrop4 v)\n end\n if <(costume [number v]) = [14]> then\n broadcast (now for real v)\n stop [this script v]\n end\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (5) to (10)) %\nset [ghost v] effect to (pick random (50) to (70))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n hide\n create clone of (_myself_ v)\nend\n\nset [ghost v] effect to (0)\n\nwhen I receive [jk v]\nswitch costume to (costume2 v)\n\nwhen I receive [end for real v]\nswitch costume to (costume3 v)\n\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@Sprite5\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [next v]\nchange [ghost v] effect by (-10)\n\nset [ghost v] effect to (50)\n\nwhen I receive [end v]\nswitch costume to (costume2 v)\n\nwhen I receive [jk v]\nhide\n\n@Text\n\ndefine (text) at (x) (y) with color (red/white) with sound (value)\nset [ghost v] effect to (0)\ngo to x: (x) y: (y)\nbroadcast (zrtext v) and wait\nset [i v] to [1]\nrepeat (length of (text))\n if <(red/white) = [red]> then\n set [brightness v] effect to (0)\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n else\n if <(red/white) = [gray]> then\n set [brightness v] effect to ()\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n else\n set [brightness v] effect to (-100)\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n end\n end\n set [letter v] to (letter (i) of (text))\n change [i v] by (1)\n switch costume to (null v)\n switch costume to (letter)\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter) [_])\n end\n create clone of (_myself_ v)\n change x by (16)\n if <(letter (i) of (text)) = [@]> then\n set x to (-180)\n change y by (-30)\n end\n wait (0.05) seconds\nend\nif <(tak) = [1]> then\n wait (2) seconds\n broadcast (zrtext v) and wait\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait until <(i) = [0]>\ndelete this clone\n\nwhen flag clicked\nset [tak v] to [1]\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n[Everything is gone.] at [-135] [50] with color [white] with sound [1]\n[The infection wiped @them all out.] at [-135] [50] with color [white] with sound [1]\n[Its a miracle you @survived.] at [-135] [50] with color [white] with sound [1]\n[Find the place that @is not infected.] at [-135] [50] with color [white] with sound [1]\n[It will get cloudier @the more you travel.] at [-135] [50] with color [white] with sound [1]\n[Good luck.] at [-135] [50] with color [white] with sound [1]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [zrtext v]\nset [i v] to [0]\ndelete this clone\n\nset [nam v] to [0]\nset [i v] to [0]\n\nwhen [s v] key pressed\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [note? v]\nshow\nforever\n if <touching (sprite1 v)?> then\n broadcast (note v)\n else\n broadcast (no note v)\n end\nend\n\nwhen I receive [no note again v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [note v]\nshow\n\nwhen I receive [no note v]\nhide\n\n@Text2\n\ndefine (text) at (x) (y) with color (red/white) with sound (value)\nset [ghost v] effect to (0)\ngo to x: (x) y: (y)\nbroadcast (zrtext v) and wait\nset [i v] to [1]\nrepeat (length of (text))\n if <(red/white) = [red]> then\n set [brightness v] effect to (0)\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n else\n if <(red/white) = [gray]> then\n set [brightness v] effect to ()\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n else\n set [brightness v] effect to (-100)\n if <not <(costume [number v]) = [1]>> then\n start sound (value)\n end\n end\n end\n set [letter v] to (letter (i) of (text))\n change [i v] by (1)\n switch costume to (null v)\n switch costume to (letter)\n if <(costume [number v]) = [1]> then\n switch costume to (join (letter) [_])\n end\n create clone of (_myself_ v)\n change x by (16)\n if <(letter (i) of (text)) = [@]> then\n set x to (-180)\n change y by (-30)\n end\n wait (0.05) seconds\nend\nif <(tak) = [1]> then\n wait (2) seconds\n broadcast (zrtext v) and wait\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait until <(i) = [0]>\ndelete this clone\n\nwhen flag clicked\nset [tak v] to [1]\n\nwhen flag clicked\n\nwhen I receive [zrtext v]\nset [i v] to [0]\ndelete this clone\n\nset [nam v] to [0]\n\nwhen I receive [now for real v]\nset [i v] to [1]\n[You did it.] at [-135] [50] with color [white] with sound [1]\n[But what do you @do now?] at [-135] [50] with color [white] with sound [1]\nbroadcast (end end end v)\nstop [all v]\n\nswitch backdrop to (backdrop2 v)\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen I receive [end end end v]\nshow\n\nwhen flag clicked\nhide\n\n | 日本語は下にあるかも。宣伝はokなので\n傾向8位ありがとうふ!さらなる上へ\n\nEnglish\n【How to play】\nOperate left, right, up and down.\nPlease note that there is a slight lag.\nI am grateful to everyone who always plays.\n\n日本語\n【遊び方】\n左右上下で操作します。\n少しラグがありますがご了承ください。\nいつも遊んでくれてる皆様に感謝です。 |
Wild Woods (Platformer + Scrolling) | @Stage\n\nwhen flag clicked\nforever\n play sound [Owl-City-Fireflies-Instrumental-\(Remake-by-Mike-Kalombo\)-for-Spoofers-Parodies-Youtubecovers\[www.savevid.com\]\(1\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\n@Title Page\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nwait (1) seconds\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nwait (1) seconds\nrepeat (4)\n next costume\n wait (1) seconds\nend\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.05) seconds\nend\nset [ghost v] effect to (0)\nswitch costume to (costume7 v)\n\n@Sushi\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nshow\nswitch costume to (sushi v)\ngo to x: (-183) y: (180)\nforever\n if <touching (goal v)?> then\n go to x: (-183) y: (-85)\n broadcast (next backdrop v)\n end\n if <touching (sushi friends v)?> then\n hide\n broadcast (sushi v)\n speak [You got back to your friends, Good Job!]::tts\n end\n change [y vel v] by (-0.9)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (3)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-3)\n end\n change x by (X vel)\n set [x vel v] to ((X vel) * (0.6))\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 x by (3)\n if <touching color (#b2b2b2)?> then\n go to x: (-183) y: (-75)\n end\n change x by (-6)\n if <touching color (#b2b2b2)?> then\n go to x: (-183) y: (-75)\n end\n change x by (3)\n change x by ((X vel) * (-2))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <(jump) = [1]>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-6]\n else\n set [x vel v] to [6]\n end\n set [y vel v] to [10]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n change y by (-3)\n if <touching color (#b2b2b2)?> then\n go to x: (-183) y: (-75)\n end\n change y by (3)\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <(jump) = [1]>> then\n set [y vel v] to [15]\n end\n end\n if <touching color (#b2b2b2)?> then\n go to x: (-183) y: (-85)\n end\nend\n\nwhen I receive [right v]\nchange [x vel v] by (3)\n\nwhen I receive [left v]\nchange [x vel v] by (-3)\n\n@Goal\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sushi Friends\n\nwhen flag clicked\nhide\n\nwhen I receive [sushi v]\nhide\nbroadcast (next backdrop v)\n\nwhen I receive [eh v]\nshow\n\n@Mobile Controller\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (50)\n\nwhen I start as a clone\nset [xx v] to (x position)\nset [yy v] to (y position)\nset [jump v] to [0]\ngo to [front v] layer\nswitch costume to (costume2 v)\nforever\n if <mouse down?> then\n if <(distance to [mouse-pointer v]) < [100]> then\n if <[49] < (distance to [sprite1 v])> then\n change y by ((5) - ((10) * <(y position) > (yy)>))\n change x by ((5) - ((10) * <(x position) > (xx)>))\n end\n if <(distance to [sprite1 v]) < [50]> then\n go to (mouse-pointer v)\n end\n end\n else\n go to x: (175) y: (-116)\n end\n if <(x position) > ((xx) + (5))> then\n broadcast (right v)\n end\n if <((xx) + (-5)) > (x position)> then\n broadcast (left v)\n end\n if <(y position) > ((yy) + (10))> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (175) y: (-116)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [sushi v]\nhide\n\n@Level\n\nwhen flag clicked\nswitch costume to (blank v)\nwait (10) seconds\nswitch costume to (backdrop1 v)\nbroadcast (start v)\n\nwhen I receive [next backdrop v]\nnext costume\nif <(costume [number v]) = [14]> then\n broadcast (eh v)\nend\n\nwhen flag clicked\nswitch costume to (blank v)\nwait (10) seconds\nset voice to (alto v)::tts\nset language to (en v)::tts\nspeak [Use arrow keys if your keyboard to move if you're on PC]::tts\nspeak [Use the controller on bottom right if you're on mobile devices]::tts\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@精灵8\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [sushi v]\nwait (4) seconds\nforever\n set size to (pick random (10) to (100)) %\n go to (random position v)\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n next costume\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nrepeat (50)\n change x by (1)\n change y by (-1)\n move (1) steps\n turn left (2) degrees\n change [ghost v] effect by (-1)\nend\nrepeat (50)\n change x by (1)\n change y by (-1)\n move (1) steps\n change [ghost v] effect by (2)\n turn left (2) degrees\nend\ndelete this clone\n\n | AWSD or Arrow Keys to move.\nPress R to restart a level.\nPress N to skip a level.\nHave fun!\nOther popular Crystal games:\nhttps://scratch.mit.edu/projects/226954920/\nhttps://scratch.mit.edu/projects/236784268/\nPart 2 https://scratch.mit.edu/projects/244213456/ |
Quest - A platformer (mobile) | @Stage\n\nwhen flag clicked\nforever\n play sound [AMONG US remix!2 v] until done\nend\n\n@Karakter\n\nwhen flag clicked\n\nwhen I start as a clone\nswitch costume to (kotüm 2 v)\nrepeat (17)\n change [ghost v] effect by (13)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [trail v]\nset [ghost v] effect to (0)\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [başla v]\nbroadcast (Trail v)\n\ndefine |PlatformI Oluşturma HIZLANMA: (hızlanma) Atlama Yüksekliği: (atlama yüksekliği) Yerçekimi: (yerçekimi) Duvar atlama Dayanımı: (duvar atlama) Eğim: (eğim)\nswitch costume to (hitbox v)\nchange [yv v] by ((yerçekimi) * (-1))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (hızlanma)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((hızlanma) * (-1))\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <touching (platform v)?> then\n repeat (eğim)\n if <touching (platform v)?> then\n change y by (1)\n end\n end\n if <touching (platform v)?> then\n change y by ((eğim) * (-1))\n repeat until <not <touching (platform v)?>>\n if <(xv) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to ((atlama yüksekliği) - (2))\n if <([abs v] of (xv) ) = (xv)> then\n set [xv v] to ((duvar atlama) * (-1))\n else\n set [xv v] to (duvar atlama)\n end\n else\n set [xv v] to [0]\n end\n end\nend\nchange y by (yv)\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n if <(yv) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(yv) < [0]>> then\n set [yv v] to (atlama yüksekliği)\n else\n set [yv v] to [0]\n end\nend\nswitch costume to (kostüm 1 v)\n\nwhen I receive [başla v]\nswitch costume to (kostüm 1 v)\nshow\ngo to x: (-215) y: (71)\nglide (0.5) secs to x: (-215) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n |PlatformI Oluşturma HIZLANMA: [1.1] Atlama Yüksekliği: [13] Yerçekimi: [1] Duvar atlama Dayanımı: [8] Eğim: [15]\nend\n\nwhen I receive [başla v]\nforever\n if <touching (kazıklar v)?> then\n go to x: (-215) y: (0)\n end\nend\n\nwhen I receive [başla v]\nset [level v] to [1]\nforever\n if <(x position) > [230]> then\n change [level v] by (1)\n go to x: (-215) y: (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (kotüm 2 v)\nrepeat (17)\n change [ghost v] effect by (13)\n change size by (7)\nend\ndelete this clone\n\nwhen I receive [trail v]\nset [ghost v] effect to (0)\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [başla v]\nbroadcast (Trail v)\n\nwhen I receive [başla v]\nif <not <(level) = [16]>> then\n go to x: (-215) y: (0)\nend\n\nwhen I receive [başla v]\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [başla v]\nshow\nrepeat until <(level) = [17]>\n if <(level) = [1]> then\n switch costume to (platform 1 v)\n go to x: (41) y: (27)\n end\n if <(level) = [2]> then\n switch costume to (platform 2 v)\n go to x: (41) y: (27)\n end\n if <(level) = [3]> then\n switch costume to (platform 3 v)\n go to x: (41) y: (27)\n end\n if <(level) = [4]> then\n switch costume to (platform 4 v)\n go to x: (41) y: (27)\n end\n if <(level) = [5]> then\n switch costume to (platform 10 v)\n go to x: (41) y: (27)\n end\n if <(level) = [6]> then\n switch costume to (platform 6 v)\n go to x: (41) y: (27)\n end\n if <(level) = [7]> then\n switch costume to (platform 7 v)\n go to x: (41) y: (27)\n end\n if <(level) = [8]> then\n switch costume to (platform 8 v)\n go to x: (41) y: (27)\n end\n if <(level) = [9]> then\n switch costume to (platform 5 v)\n go to x: (41) y: (27)\n end\n if <(level) = [10]> then\n switch costume to (platform 18 v)\n go to x: (41) y: (27)\n end\n if <(level) = [11]> then\n switch costume to (platform 11 v)\n go to x: (41) y: (27)\n end\n if <(level) = [12]> then\n switch costume to (platform 9 v)\n go to x: (41) y: (27)\n end\n if <(level) = [13]> then\n switch costume to (platform 12 v)\n go to x: (41) y: (27)\n end\n if <(level) = [14]> then\n switch costume to (platform 14 v)\n go to x: (41) y: (27)\n end\n if <(level) = [15]> then\n switch costume to (platform 15 v)\n go to x: (41) y: (27)\n end\n if <(level) = [16]> then\n switch costume to (platform 13 v)\n go to x: (41) y: (27)\n end\n if <(level) = [17]> then\n switch costume to (platform 16 v)\n go to x: (41) y: (27)\n end\nend\n\n@Kazıklar\n\nwhen flag clicked\nhide\n\nwhen I receive [başla v]\nshow\nrepeat until <(level) = [17]>\n if <(level) = [1]> then\n switch costume to (kazık 1 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [2]> then\n switch costume to (kazık 2 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [3]> then\n switch costume to (kazık 3 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [4]> then\n switch costume to (kazık 4 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [5]> then\n switch costume to (kazık 5 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [6]> then\n switch costume to (kazık 6 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [7]> then\n switch costume to (kazık 7 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [8]> then\n switch costume to (kazık 8 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [9]> then\n switch costume to (kazık 10 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [10]> then\n switch costume to (kazık 9 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [11]> then\n switch costume to (kazık 11 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [12]> then\n switch costume to (kazık 12 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [13]> then\n switch costume to (kazık 14 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [14]> then\n switch costume to (kazık 13 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [15]> then\n switch costume to (kazık 15 v)\n go to x: (71) y: (-16)\n end\n if <(level) = [16]> then\n switch costume to (kazık 16 v)\n go to x: (71) y: (-16)\n broadcast (Bitir v)\n end\n if <(level) = [17]> then\n switch costume to (kazık 17 v)\n go to x: (71) y: (-16)\n end\nend\n\n@Kalp ve Yıldız\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (2.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (2.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Arkaplan\n\nwhen flag clicked\nhide\n\ndefine Efekt\nforever\n set [süre v] to (pick random (1) to (13))\n wait (Süre) seconds\n Parlama\nend\n\ndefine Parlama\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nrepeat (3)\n change [brightness v] effect by (30)\n change [ghost v] effect by (30)\n play sound [e v] until done\n wait (0.06) seconds\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n play sound [e v] until done\nend\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\n\nwhen I receive [başla v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [başla v]\nshow\ngo to x: (0) y: (0)\nEfekt\n\n@Kapak\n\nwhen flag clicked\ngo to x: (18) y: (17)\nshow\ngo to [front v] layer\nwait (2) seconds\ngo to [front v] layer\nrepeat (4)\n wait (0.001) seconds\n change [ghost v] effect by (25)\nend\nhide\nbroadcast (Başla v)\n\n | Welcome guys!\nWelcome to my new game — SusCube!\nIt is a Platformer! Instructions? You know it, right?\nComment ‘SusCube’ if you like the game!\n\nCredit now!\nArt and Music by @TrentonTNT.\nPlatformer codes by me.\n\n(Changed!) I will make Part 2 on @ScottyTheCoolGuy985\n\nTags:\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer #Trending #Platformer #Games #Trending #Platformer #Trending #Platformer #Games #Trending #Platformer\n\nCheck out all my games and follow me!\n\n\n\n |
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