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Platformer | @Stage\n\nwhen flag clicked\nforever\n if <(Biome) = [grassland]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Biome) = [cave]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Biome) = [desert]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Biome) = [sunset]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Biome) = [night]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Biome) = [lava]> then\n switch backdrop to (backdrop5 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Time Lapse v] until done\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\n play sound [Xaf - Nebula v] until done\nend\n\n@Sprite\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl start v]\ngo to x: (-193) y: (-30)\nset [gravity v] to [0]\n\nwhen I receive [next level v]\nset [gravity v] to [0]\ngo to x: (-193) y: (-30)\nchange [level v] by (1)\n\nwhen I receive [go v]\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nset [next v] to [0]\nswitch costume to (costume1 v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset rotation style [left-right v]\ngo to x: (-193) y: (-30)\nset [stopppp v] to [0]\nforever\n if <(size) = [1]> then\n set size to (50) %\n else\n set size to (100) %\n end\n if <(skip?) = [1]> then\n go to x: (-193) y: (-30)\n broadcast (NEXT LEVEL v)\n set [next v] to [1]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(Level) = [1]> then\n set [biome v] to [grassland]\n end\n if <(Level) = [7]> then\n set [biome v] to [cave]\n end\n if <(Level) = [11]> then\n set [biome v] to [desert]\n end\n if <(Level) = [15]> then\n set [biome v] to [arctic]\n end\n if <(Level) = [19]> then\n set [biome v] to [sunset]\n end\n if <(Level) = [22]> then\n set [biome v] to [night]\n end\n if <(Level) = [25]> then\n set [biome v] to [lava]\n end\n if <(Level) = [28]> then\n set [biome v] to [grassland]\n set [stopppp v] to [1]\n end\n if <touching (sprite15 v)?> then\n start sound [Connect v]\n end\n if <touching (sprite17 v)?> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(stopppp) = [0]> then\n change [xv v] by (1)\n point in direction (90)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(stopppp) = [0]> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n if <touching (sprite22 v)?> then\n tick\n else\n change x by ((Xv) * (-1))\n end\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <touching (sprite18 v)?> then\n set [yv v] to [15]\n start sound [Coin v]\n else\n set [yv v] to [5]\n end\n else\n if <(Gravity) = [0]> then\n set [yv v] to [-1.5]\n else\n set [yv v] to [5]\n end\n end\n change y by (Yv)\n if <<touching (sprite23 v)?> or <<touching (sprite5 v)?> or <<touching (sprite10 v)?> or <<touching (sprite11 v)?> or <[-170] > (y position)>>>>> then\n set [gravity v] to [0]\n start sound [Crunch v]\n go to x: (-193) y: (-30)\n end\n if <touching (sprite8 v)?> then\n set [yv v] to [18]\n end\n if <touching (sprite12 v)?> then\n set [xv v] to [20]\n end\n if <(x position) > [220]> then\n go to x: (-193) y: (-30)\n broadcast (NEXT LEVEL v)\n set [next v] to [1]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n else\n if <(Gravity) = [0]> then\n if <(next) = [0]> then\n if <<(x position) > [210]> and <<touching (sprite15 v)?> and <(Level) = [9]>>> then\n go to x: (-211) y: (133)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<[-220] > (x position)> and <<touching (sprite15 v)?> and <(Level) = [9]>>> then\n go to x: (205) y: (-45)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<[-130] > (y position)> and <<touching (sprite15 v)?> and <(Level) = [13]>>> then\n go to x: (-202) y: (135)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) > [140]> and <<touching (sprite15 v)?> and <(Level) = [13]>>> then\n go to x: (50) y: (-125)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-193) y: (-30)\n broadcast (NEXT LEVEL v)\n set [next v] to [1]\n set [xv v] to [0]\n set [yv v] to [0]\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 <(stopppp) = [0]> then\n if <touching (sprite20 v)?> then\n change [xv v] by (2)\n else\n change [xv v] by (1)\n end\n point in direction (90)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(stopppp) = [0]> then\n if <touching (sprite20 v)?> then\n change [xv v] by (-2)\n else\n change [xv v] by (-1)\n end\n point in direction (-90)\n end\n end\n if <not <touching (sprite19 v)?>> then\n set [xv v] to ((Xv) * (0.9))\n else\n set [xv v] to ((Xv) * (0.8))\n end\n change x by (Xv)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by (1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n if <touching (sprite22 v)?> then\n tick\n else\n change x by ((Xv) * (-1))\n end\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <not <touching (sprite21 v)?>> then\n change [yv v] by (-1)\n end\n change y by (Yv)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (sprite21 v)?> then\n if <<<touching (sprite1 v)?> or <touching (sprite14 v)?>> or <touching (sprite22 v)?>> then\n change y by ((Yv) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (20)) > (mouse y)>>> then\n set [yv v] to [-5]\n end\n change y by (Yv)\n set [yv v] to [0]\n end\n if <<<<touching (sprite5 v)?> or <<touching (sprite10 v)?> or <<touching (sprite11 v)?> or <[-170] > (y position)>>>> or <touching (sprite23 v)?>> or <touching (sprite24 v)?>> then\n set [gravity v] to [0]\n start sound [Crunch v]\n go to x: (-193) y: (-30)\n end\n if <touching (sprite8 v)?> then\n set [yv v] to [18]\n end\n if <touching (sprite12 v)?> then\n set [xv v] to [20]\n start sound [Whistle Thump v]\n end\n if <<touching (sprite18 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [yv v] to [15]\n start sound [Coin v]\n end\n end\n end\n if <(Gravity) = [1]> then\n if <(next) = [0]> then\n if <<(x position) > [210]> and <<touching (sprite15 v)?> and <(Level) = [9]>>> then\n go to x: (-211) y: (133)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<[-220] > (x position)> and <<touching (sprite15 v)?> and <(Level) = [9]>>> then\n go to x: (205) y: (-45)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-193) y: (-30)\n broadcast (NEXT LEVEL v)\n set [next v] to [1]\n set [xv v] to [0]\n set [yv v] to [0]\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 <touching (sprite20 v)?> then\n change [xv v] by (2)\n else\n change [xv v] by (1)\n end\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <touching (sprite20 v)?> then\n change [xv v] by (-2)\n else\n change [xv v] by (-1)\n end\n point in direction (-90)\n end\n if <not <touching (sprite19 v)?>> then\n set [xv v] to ((Xv) * (0.9))\n else\n set [xv v] to ((Xv) * (0.8))\n end\n change x by (Xv)\n if <<touching (sprite1 v)?> or <touching (sprite14 v)?>> then\n change y by (-1)\n if <<touching (sprite1 v)?> or <touching (sprite14 v)?>> then\n change y by (-1)\n if <<touching (sprite1 v)?> or <touching (sprite14 v)?>> then\n change y by (-1)\n if <<touching (sprite1 v)?> or <touching (sprite14 v)?>> then\n change y by (-1)\n if <<touching (sprite1 v)?> or <touching (sprite14 v)?>> then\n change y by (-1)\n if <<touching (sprite1 v)?> or <touching (sprite14 v)?>> then\n change x by ((Xv) * (-1))\n change y by (5)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (20)) > (mouse y)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [-13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <not <touching (sprite21 v)?>> then\n change [yv v] by (1)\n end\n change y by (Yv)\n if <<touching (sprite1 v)?> or <touching (sprite14 v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <touching (sprite1 v)?> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (20)) > (mouse y)>>> then\n set [yv v] to [-15]\n end\n end\n change y by (-1)\n if <touching (sprite21 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (20)) > (mouse y)>>> then\n set [yv v] to [-5]\n end\n change y by (Yv)\n set [yv v] to [0]\n end\n if <<<touching (sprite5 v)?> or <<touching (sprite10 v)?> or <<touching (sprite11 v)?> or <(y position) > [170]>>>> or <touching (sprite23 v)?>> then\n set [gravity v] to [0]\n start sound [Crunch v]\n go to x: (-193) y: (-30)\n end\n if <touching (sprite8 v)?> then\n set [yv v] to [-18]\n end\n if <touching (sprite12 v)?> then\n set [xv v] to [20]\n end\n if <<touching (sprite18 v)?> and <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((y position) + (20)) > (mouse y)>>>> then\n set [yv v] to [-15]\n start sound [Coin v]\n end\n end\n end\n end\nend\n\ndefine tick\nchange x by ((Xv) * (-1))\nset [xv v] to [0]\nif <(x position) > ([x position v] of [sprite22 v])> then\n change x by (2)\n if <touching (sprite22 v)?> then\n repeat until <not <touching (sprite22 v)?>>\n change x by (-2)\n end\n end\n change x by (-2)\nend\nif <([x position v] of [sprite22 v]) > (x position)> then\n change x by (-2)\n if <touching (sprite22 v)?> then\n repeat until <not <touching (sprite22 v)?>>\n change x by (-2)\n end\n end\n change x by (2)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (5))\ngo to [back v] layer\nset x to (-200)\nset size to (pick random (50) to (100)) %\nshow\nset [ghost v] effect to (pick random (10) to (70))\nset y to (pick random (60) to (120))\nforever\n if <(Biome) = [grassland]> then\n if <not <(x position) > [220]>> then\n change x by (1.5)\n end\n if <(x position) > [220]> then\n delete this clone\n end\n else\n delete this clone\n end\nend\n\nwhen I receive [go v]\nforever\n if <(Biome) = [grassland]> then\n wait (pick random (1.5) to (5)) seconds\n create clone of (_myself_ v)\n else\n delete this clone\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-219) y: (166)\nswitch costume to (costume1 v)\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n set size to ((([sin v] of ((timer) * (100)) ) * (10)) + (90)) %\n if <<(Biome) = [grassland]> or <(Biome) = [desert]>> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-219) y: (166)\nswitch costume to (costume2 v)\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n set size to ((([sin v] of ((timer) * (100)) ) * (10)) + (80)) %\n if <<(Biome) = [grassland]> or <(Biome) = [desert]>> then\n show\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-219) y: (166)\nswitch costume to (costume3 v)\nset size to (100) %\ngo to [back v] layer\nforever\n set size to ((([sin v] of ((timer) * (100)) ) * (10)) + (70)) %\n if <<(Biome) = [grassland]> or <(Biome) = [desert]>> then\n show\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (250)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [next level v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nglide (.5) secs to x: (0) y: (0)\nwait (.5) seconds\nglide (.5) secs to x: (0) y: (250)\nset [ghost v] effect to (100)\nshow\nset [next v] to [0]\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\n\n@Sprite8\n\nwhen flag clicked\nhide\ndelete this clone\n\ndefine Insert clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (bouncy v)\nforever\n show\n set [ghost v] effect to (0)\n if <touching (sprite v)?> then\n start sound [Big Boing v]\n repeat (3)\n next costume\n end\n wait (0) seconds\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0) seconds\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [go v]\nhide\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n Insert clone at x: [0] y: [-43]\n wait until <(Level) = [4]>\n end\n if <(Level) = [4]> then\n delete this clone\n end\n if <(Level) = [5]> then\n delete this clone\n end\n if <(Level) = [6]> then\n Insert clone at x: [0] y: [-43]\n Insert clone at x: [-110] y: [-43]\n Insert clone at x: [110] y: [-43]\n wait until <(Level) = [7]>\n end\n if <(Level) = [7]> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n if <(Level) = [9]> then\n delete this clone\n end\n if <(Level) = [10]> then\n delete this clone\n end\n if <(Level) = [11]> then\n delete this clone\n end\n if <(Level) = [12]> then\n delete this clone\n end\n if <(Level) = [13]> then\n delete this clone\n end\n if <(Level) = [14]> then\n delete this clone\n end\n if <(Level) = [15]> then\n delete this clone\n end\n if <(Level) = [16]> then\n Insert clone at x: [-141] y: [-44]\n wait until <(Level) = [17]>\n end\n if <(Level) = [17]> then\n delete this clone\n end\n if <(Level) = [18]> then\n Insert clone at x: [-141] y: [-44]\n wait until <(Level) = [19]>\n end\n if <(Level) = [19]> then\n delete this clone\n end\n if <(Level) = [20]> then\n Insert clone at x: [-92] y: [-41]\n wait until <(Level) = [21]>\n end\n if <(Level) = [21]> then\n delete this clone\n end\n if <(Level) = [22]> then\n delete this clone\n end\n if <(Level) = [23]> then\n delete this clone\n end\n if <(Level) = [24]> then\n delete this clone\n end\n if <(Level) = [25]> then\n delete this clone\n end\n if <(Level) = [26]> then\n delete this clone\n end\n if <(Level) = [27]> then\n Insert clone at x: [-110] y: [-44]\n wait until <(Level) = [28]>\n end\nend\n\n@Sprite9\n\nwhen I receive [lvl start v]\ngo to x: (-193) y: (-30)\n\nwhen I receive [next level v]\ngo to x: (-193) y: (-30)\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (4) layers\nswitch costume to (costume2 v)\ngo to (sprite v)\nshow\nset [ghost v] effect to (20)\nrepeat (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [next level v]\nchange [level v] by (-1)\n\nwhen I receive [go v]\nforever\n if <(stopppp) = [1]> then\n stop [this script v]\n end\n if <(size) = [1]> then\n set size to (50) %\n else\n set size to (100) %\n end\n create clone of (_myself_ v)\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\nforever\n repeat (10)\n change y by (8)\n end\n wait (.5) seconds\n repeat (10)\n change y by (-8)\n end\n wait (.5) seconds\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\ndefine Insert clone at (x) (y) size (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n delete this clone\n end\n if <(Level) = [4]> then\n delete this clone\n end\n if <(Level) = [5]> then\n delete this clone\n end\n if <(Level) = [6]> then\n delete this clone\n end\n if <(Level) = [7]> then\n Insert clone at [128] [-60] size [100]\n wait until <(Level) = [8]>\n end\n if <(Level) = [8]> then\n delete this clone\n end\n if <(Level) = [9]> then\n delete this clone\n end\n if <(Level) = [10]> then\n delete this clone\n end\n if <(Level) = [11]> then\n delete this clone\n end\n if <(Level) = [12]> then\n delete this clone\n end\n if <(Level) = [13]> then\n Insert clone at [-88] [24] size [50]\n wait until <(Level) = [14]>\n end\n if <(Level) = [14]> then\n delete this clone\n end\n if <(Level) = [15]> then\n delete this clone\n end\n if <(Level) = [16]> then\n delete this clone\n end\n if <(Level) = [17]> then\n delete this clone\n end\n if <(Level) = [18]> then\n delete this clone\n end\n if <(Level) = [19]> then\n delete this clone\n end\n if <(Level) = [20]> then\n Insert clone at [240] [-103] size [100]\n wait until <(Level) = [21]>\n end\n if <(Level) = [21]> then\n Insert clone at [111] [145] size [100]\n wait until <(Level) = [22]>\n end\n if <(Level) = [22]> then\n delete this clone\n end\n if <(Level) = [23]> then\n delete this clone\n end\n if <(Level) = [24]> then\n delete this clone\n end\n if <(Level) = [25]> then\n Insert clone at [107] [68] size [100]\n wait until <(Level) = [26]>\n end\n if <(Level) = [26]> then\n Insert clone at [243] [134] size [100]\n wait until <(Level) = [27]>\n end\n if <(Level) = [27]> then\n delete this clone\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite13\n\nwhen flag clicked\nhide\ndelete this clone\n\ndefine Insert clone at x: (x) y: (y)\ngo to x: (x) y: (y)\nset [y pos v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nforever\n set y to ((y pos) + (([sin v] of ((timer) * (100)) ) * (10)))\n if <touching (sprite v)?> then\n start sound [Collect v]\n broadcast (unlock door v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n delete this clone\n end\n if <(Level) = [4]> then\n delete this clone\n end\n if <(Level) = [5]> then\n delete this clone\n end\n if <(Level) = [6]> then\n delete this clone\n end\n if <(Level) = [7]> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n if <(Level) = [9]> then\n Insert clone at x: [148] y: [-45]\n wait until <(Level) = [10]>\n end\n if <(Level) = [10]> then\n delete this clone\n end\n if <(Level) = [11]> then\n delete this clone\n end\n if <(Level) = [12]> then\n delete this clone\n end\n if <(Level) = [13]> then\n delete this clone\n end\n if <(Level) = [14]> then\n delete this clone\n end\n if <(Level) = [15]> then\n Insert clone at x: [-207] y: [142]\n wait until <(Level) = [16]>\n end\n if <(Level) = [16]> then\n delete this clone\n end\n if <(Level) = [17]> then\n delete this clone\n end\n if <(Level) = [18]> then\n delete this clone\n end\n if <(Level) = [19]> then\n delete this clone\n end\n if <(Level) = [20]> then\n Insert clone at x: [-154] y: [137]\n wait until <(Level) = [21]>\n end\n if <(Level) = [21]> then\n delete this clone\n end\n if <(Level) = [22]> then\n delete this clone\n end\n if <(Level) = [23]> then\n Insert clone at x: [-117] y: [147]\n wait until <(Level) = [24]>\n end\n if <(Level) = [24]> then\n delete this clone\n end\n if <(Level) = [25]> then\n delete this clone\n end\n if <(Level) = [26]> then\n Insert clone at x: [-33] y: [34]\n wait until <(Level) = [27]>\n end\n if <(Level) = [27]> then\n Insert clone at x: [-43] y: [60]\n wait until <(Level) = [28]>\n end\nend\n\n@Sprite14\n\ndefine Insert clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [unlock door v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n delete this clone\n end\n if <(Level) = [4]> then\n delete this clone\n end\n if <(Level) = [5]> then\n delete this clone\n end\n if <(Level) = [6]> then\n delete this clone\n end\n if <(Level) = [7]> then\n delete this clone\n end\n if <(Level) = [8]> then\n delete this clone\n end\n if <(Level) = [9]> then\n Insert clone at x: [95] y: [162]\n wait until <(Level) = [10]>\n end\n if <(Level) = [10]> then\n delete this clone\n end\n if <(Level) = [11]> then\n delete this clone\n end\n if <(Level) = [12]> then\n delete this clone\n end\n if <(Level) = [13]> then\n delete this clone\n end\n if <(Level) = [14]> then\n delete this clone\n end\n if <(Level) = [15]> then\n Insert clone at x: [38] y: [115]\n wait until <(Level) = [16]>\n end\n if <(Level) = [16]> then\n delete this clone\n end\n if <(Level) = [17]> then\n delete this clone\n end\n if <(Level) = [18]> then\n delete this clone\n end\n if <(Level) = [19]> then\n delete this clone\n end\n if <(Level) = [20]> then\n Insert clone at x: [183] y: [107]\n wait until <(Level) = [21]>\n end\n if <(Level) = [21]> then\n delete this clone\n end\n if <(Level) = [22]> then\n delete this clone\n end\n if <(Level) = [23]> then\n Insert clone at x: [-4] y: [11]\n wait until <(Level) = [24]>\n end\n if <(Level) = [24]> then\n delete this clone\n end\n if <(Level) = [25]> then\n delete this clone\n end\n if <(Level) = [26]> then\n Insert clone at x: [38] y: [221]\n wait until <(Level) = [27]>\n end\n if <(Level) = [27]> then\n Insert clone at x: [25] y: [113]\n wait until <(Level) = [28]>\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@issac newton was wrong\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nset [gravity v] to [0]\nforever\n if <<touching (sprite v)?> and <(Gravity) = [0]>> then\n set [gravity v] to [1]\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\ngo to x: (-205) y: (-159)\nshow\nset [skip? v] to [0]\nset [cooldown v] to [0]\nforever\n if <(Level) = [28]> then\n hide\n set [skip? v] to [0]\n stop [this script v]\n end\n set [skip? v] to [0]\n go to [front v] layer\n go [backward v] (1) layers\n change [cooldown v] by (-0.02)\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(cooldown) < [0]>> then\n set [skip? v] to [1]\n set [cooldown v] to [1]\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n go to [back v] layer\n set y to (([sin v] of ((timer) * (100)) ) * (7))\nend\n\n@Sprite18\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [next level v]\nnext costume\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (0)\nforever\n if <not <<<<<(Level) = [12]> or <(Level) = [14]>> or <(Level) = [27]>> or <(Level) = [18]>> or <(Level) = [22]>>> then\n delete this clone\n end\n set size to ((([sin v] of ((timer) * (100)) ) * (10)) + (100)) %\n if <(Gravity) = [0]> then\n if <<touching (sprite v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n repeat (5)\n change [brightness v] effect by (15)\n end\n repeat (5)\n change [brightness v] effect by (-15)\n end\n end\n end\nend\n\ndefine Insert clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [go v]\nhide\nforever\n if <not <<<<<(Level) = [12]> or <(Level) = [14]>> or <(Level) = [22]>> or <(Level) = [27]>> or <(Level) = [18]>>> then\n delete this clone\n end\n if <(Level) = [12]> then\n Insert clone at [36] [16]\n Insert clone at [162] [16]\n wait until <not <(Level) = [12]>>\n end\n if <(Level) = [14]> then\n Insert clone at [57] [17]\n wait until <not <(Level) = [14]>>\n end\n if <(Level) = [18]> then\n Insert clone at [17] [64]\n wait until <not <(Level) = [18]>>\n end\n if <(Level) = [22]> then\n Insert clone at [136] [51]\n wait until <not <(Level) = [22]>>\n end\n if <(Level) = [27]> then\n Insert clone at [25] [-44]\n wait until <not <(Level) = [27]>>\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite20\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite21\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite22\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [next level v]\nnext costume\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (0)\nforever\n if <not <<<<(Level) = [19]> or <(Level) = [22]>> or <(Level) = [26]>> or <(Level) = [24]>>> then\n delete this clone\n end\n if <(Level) = [26]> then\n set x to ((([sin v] of ((timer) * (100)) ) * (80)) + (x pos 1))\n else\n set x to ((([sin v] of ((timer) * (100)) ) * (100)) + (70))\n end\nend\n\ndefine Insert clone at (x) (y)\ngo to x: (x) y: (y)\nset [x pos 1 v] to (x)\ncreate clone of (_myself_ v)\n\nwhen I receive [go v]\nhide\nforever\n if <not <<<<(Level) = [19]> or <(Level) = [22]>> or <(Level) = [26]>> or <(Level) = [24]>>> then\n delete this clone\n end\n if <(Level) = [19]> then\n switch costume to (costume12 v)\n Insert clone at [10] [-34]\n wait until <not <(Level) = [19]>>\n end\n if <(Level) = [22]> then\n switch costume to (costume2 v)\n Insert clone at [-126] [45]\n wait until <not <(Level) = [22]>>\n end\n if <(Level) = [24]> then\n switch costume to (costume3 v)\n Insert clone at [-84] [43]\n wait until <not <(Level) = [24]>>\n end\n if <(Level) = [26]> then\n switch costume to (costume4 v)\n Insert clone at [-180] [105]\n wait until <not <(Level) = [26]>>\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [next level v]\nnext costume\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (0)\nforever\n if <not <<<(Level) = [20]> or <(Level) = [22]>> or <(Level) = [23]>>> then\n delete this clone\n end\n if <(Level) = [23]> then\n set x to ((([sin v] of ((timer) * (100)) ) * (100)) + (x pos 2))\n else\n set x to ((([sin v] of ((timer) * (100)) ) * (100)) + (70))\n end\nend\n\ndefine Insert clone at (x) (y)\ngo to x: (x) y: (y)\nset [x pos 2 v] to (x)\ncreate clone of (_myself_ v)\n\nwhen I receive [go v]\nhide\nforever\n if <not <<<(Level) = [20]> or <(Level) = [22]>> or <(Level) = [23]>>> then\n delete this clone\n end\n if <(Level) = [20]> then\n Insert clone at [-33] [-70]\n wait until <not <(Level) = [20]>>\n end\n if <(Level) = [22]> then\n Insert clone at [-92] [-40]\n wait until <not <(Level) = [22]>>\n end\n if <(Level) = [23]> then\n Insert clone at [-200] [-38]\n wait until <not <(Level) = [23]>>\n end\nend\n\n@shrink\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [next level v]\nset [size v] to [0]\nnext costume\n\nwhen I receive [go v]\nset [size v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [go v]\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (7))\n if <touching (sprite v)?> then\n set [size v] to [1]\n end\n if <(size) = [0]> then\n show\n else\n hide\n end\nend\n\n@Sprite24\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n go to [back v] layer\n set y to (([sin v] of ((timer) * (100)) ) * (7))\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (0)\nrepeat (2)\n wait (.5) seconds\n next costume\nend\nbroadcast (go v)\ngo to [front v] layer\nwait (.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (costume4 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@BIG RED BUTTON\n\nwhen flag clicked\nhide\nhide variable [☁ big red presses v]\n\nwhen I receive [go v]\nforever\n if <(Level) = [28]> then\n show variable [☁ big red presses v]\n show\n go to [back v] layer\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n change [☁ big red presses v] by (1)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n | ◆ Square ◆\n ◆ Scrolling Platformer Creator! ◆\n\n> SHARE YOUR LEVEL CODES HERE:\nhttps://scratch.mit.edu/discuss/topic/428128/\n\n> Thank you @TimMcCool for inspiration & some help!!\n> @MJM3 and @GoldenEagleStudios and LOVED AND FAVED!!!!!\n\nThis scrolling platformer creator includes: 10 block types, 3 themes, import/export, undo/redo history, walljump, and mobile controls. \n ✦✦✦ INSTRUCTIONS ✦✦✦\n➜ keys (0-9) to select a block\n➜ click on settings for MOBILE (top left corner)\n➜ use the export button to get a code for your level\n➜ “e” to rename a sign\n➜ to copy a code on MOBILE, hold your cursor at the 2nd line of the “export” list, and drag straight down to the 3rd line. Click copy.\n\nMy level!\nhttps://scratch.mit.edu/discuss/topic/428128/?page=7#post-4288331\n ✦✦✦ News ✦✦✦\n(8/5/20) Top remixed!!\n(8/4/20) 1st on TRENDING!!\n(8/3/20) TOP LOVED after 12 hours!! ❤️❤️\n(8/3/20) Project shared :)\n ✦✦✦ Credits ✦✦✦\n@TimMcCool for some top-block scripts, some collision code, and a lot of inspiration\n@QuaXX for the “follow” button\n@StratfordJames for the rest of the art and code\n\n#games #all #square #art #platformer #trending #creator #stratfordjames #stratfordjames #games #games #games\n\n\nbottom:\nhttps://scratch.mit.edu/projects/413322755/#comments-150079630 |
Pen Platformer Generator v1.8 | @Stage\n\nwhen flag clicked\nwait (0.3) seconds\nforever\n play sound [Gerudo Valley v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [color found v]\nswitch backdrop to (backdrop2 v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-210) y: (0)\nshow\nset size to (95) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (0)\ngo to x: (-213) y: (0)\nforever\n set rotation style [left-right v]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (3 v)\n change [x2 v] by (-0.9)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (2 v)\n change [x2 v] by (0.9)\n end\n if <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (1 v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (ground v)?> then\n change y by (4)\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 ((X2) * (-1))\n change y by (-1)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-10]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [12]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (ground v)?> or <<touching (ground v)?> or <touching (動く地面 v)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [JUMP v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching (ground v)?> or <touching (ground v)?>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n change [stage v] by (1)\n broadcast (次 v)\n hide\n set [x2 v] to [0]\n go to x: (-201) y: (0)\n show\n end\n if <<<touching (spikes/lava v)?> or <touching ( 8 v)?>> or <(y position) < [-174]>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-50)\n repeat (10)\n change [ghost v] effect by (-40)\n end\n end\n if <<touching ( 4 v)?> or <<touching ( 5 v)?> or <<touching ( 6 v)?> or <touching ( 7 v)?>>>> then\n set [y2 v] to [20]\n end\nend\n\n@ground\n\nwhen flag clicked\nset [stage v] to [1]\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (color found v)\n end\nend\n\n@spikes/lava\n\nwhen flag clicked\nset [stage v] to [1]\nforever\n go to [back v] layer\n switch costume to (Stage)\nend\n\n@Trail\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (7)\n change size by (-4.7)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\n@text for bg\n\nwhen flag clicked\ngo to [front v] layer\nset [stage v] to [1]\nforever\n switch costume to (Stage)\nend\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [color found v]\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (-230) y: (160)\nforever\n change [size change v] by (5)\n change size by ([cos v] of ((Size change) * (1)) )\nend\n\ngo [backward v] (1) layers\n\n@stars\n\nwhen I start as a clone\nif <(pick random (1) to (4)) = [1]> then\n set [v v] to (pick random (5.0) to (7.0))\nelse\n set [v v] to (pick random (0.6) to (2.0))\nend\nrepeat until <(y position) > [179]>\n change y by (v)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (30) to (80))\nswitch costume to (resize v)\nset size to (pick random (40) to (100)) %\nswitch costume to (pick random (1) to (2))\nforever\n if <(pick random (1) to (0)) = [1]> then\n wait (pick random (12) to (5)) seconds\n else\n wait (pick random (0.1) to (0.3)) seconds\n end\n repeat (3)\n change [ghost v] effect by (10)\n end\n repeat (3)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (pick random (-240) to (240)) y: (-100)\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen backdrop switches to [backdrop13 v]\nforever\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | |
Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (vb2 v)\n\nwhen I receive [\[intro\] over v]\nswitch backdrop to (background2 v)\n\n@Player\n\nwhen [r v] key pressed\nswitch costume to (center v)\nreset x placement [-200]\n\ndefine reset x placement (place)\nset size to (100) %\nshow\ngo to x: (place) y: (-30)\npoint in direction (90)\nReset player variables\n\ndefine If touching\nif <touching (spikes and lava v)?> then\n reset x placement [-224]\nend\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\nhide variable [level v]\nhide variable [y v v]\nhide variable [x v v]\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nreset x placement [-224]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (bonuce v)?> then\n set [y v v] to [20]\n play sound [Big Boing v] until done\n end\nend\n\nwhen I receive [yup v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\ngo to x: (-224) y: (-28)\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nreset x placement [-224]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n turn right (X v) degrees\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 (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 v) * (-1))\n change y by (-4)\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 [10]\n else\n set [x v v] to [10]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [15]\n end\n end\n change y by (1)\n If touching\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (soccer ball v)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (Restart v)\n play sound [Crunch v] until done\n end\nend\n\nwhen I receive [\[intro\] over v]\nset volume to (100) %\nforever\n play sound [3 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Transition v)\n play sound [Achievment v] until done\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\ngo to x: (-175) y: (-95)\n\nwhen I receive [restart v]\ngo to x: (-175) y: (-95)\n\nwhen flag clicked\nforever\n if <touching (size block v)?> then\n set size to (20) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [100]> then\n broadcast (The end so ya v)\n end\nend\n\n@Bonuce\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Intro\n\nwhen I start as a clone\nif <(clone_id) = [0]> then\n set [costume v] to [blank]\n 🎥 Disable from Cam Control? \n set volume to (100) %\n reset timer\n Clone same sprite [controller] spec: [0] [0] [0]\n Clone sprites [SF] [1]\n ⏱ Frame [.3]\n start sound [Raven Kreyn - S2 v]\n Clone same sprite [2] [080]\n Clone sprites [1] [1]\n set [_v3 v] to [0]\n repeat (10)\n 🖼 Set effects c/b/g [24] ((100) * <(round ((_v3) / (2))) = ((_v3) / (2))>) [0]\n Clone same sprite [3] [1]\n wait (.05) seconds\n change [_v3 v] by (1)\n end\n Text\n set [direction v] to [22.5]\n set [_v3 v] to [0]\n set [_v4 v] to [0]\n Clone same sprite [P2] [50]\n Clone sprites [101] [2]\n repeat (3)\n 🖼 Set effects c/b/g [0] (_v3) [0]\n Clone sprites [4] [1]\n change [direction v] by (180)\n Clone sprites [4] [1]\n change [direction v] by (-180)\n wait (.2) seconds\n change [direction v] by (40)\n change [_v3 v] by (-10)\n change [_v4 v] by (1)\n end\n Clone sprites [103] [1]\n Clone sprites [5] [1]\n Clone sprites [6] [6]\nend\n\ndefine 🎥 Disable from Cam Control? <disable?>\nif <disable?> then\n set [enabled? v] to [0]\nelse\n set [enabled? v] to [1]\nend\n\ndefine Play Intro\nSet size to [100] %\npoint in direction (90)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nswitch costume to (logo v)\nhide\ndelete all of [cam x/y/z/r v]\nrepeat (4)\n add [thing] to [cam x/y/z/r v]\nend\nClone same sprite [0] spec: [0] [0] [0]\n\ndefine ⏱ Frame (time)\nif <(timer) > (time)> then\n\ndefine Set pos zrot: (x) (y) rot: (r) trans: (tx) (ty) scalar: (c)\nset [x v] to ((tx) + ((c) * ((([cos v] of (r) ) * (x)) - (([sin v] of (r) ) * (y)))))\nset [y v] to ((ty) + ((c) * ((([sin v] of (r) ) * (x)) + (([cos v] of (r) ) * (y)))))\n\ndefine 🎥 Cam set x/y/z/r (item) to: (val)\nreplace item (item) of [cam x/y/z/r v] with (val)\n\ndefine ⏱ Keyframe (keyframe)\nif <(Keyframe) > (keyframe)> then\n\ndefine 🎥 Transition x/y/z/s/r (x) (y) (z) (s) (r) speed: (t)\nchange [x v] by (((round (x)) - (round (x))) / (t))\nchange [y v] by (((round (y)) - (round (y))) / (t))\nchange [z v] by (((round (z)) - (round (z))) / (t))\nchange [size v] by (((round (s)) - (round (size))) / (t))\nTransition direction (r) speed: (t)\n\nwhen I start as a clone\nif <(clone_id) = [controller]> then\n 🎥 Move cam to [0] [0] [0] [0]\n ⏱ Keyframe [1]\n repeat until <(Keyframe) > [9]>\n 🎥 Cam set x/y/z/r [1] to: ((_v1) * ([sin v] of (_v2) ))\n 🎥 Cam set x/y/z/r [2] to: ((_v1) * ([cos v] of (_v3) ))\n 🎥 Cam set x/y/z/r [3] to: ((item (3) of [cam x/y/z/r v]) * (.85))\n set [_v1 v] to ((_v1) * (.85))\n change [_v2 v] by (40)\n change [_v3 v] by (30)\n end\n ⏱ Keyframe [9]\n wait (.6) seconds\n set [_v1 v] to [0]\n set [_v2 v] to [1]\n repeat (35)\n 🎥 Cam set x/y/z/r [1] to: (_v1)\n change [_v1 v] by (_v2)\n change [_v2 v] by (4)\n end\nend\n\nwhen I receive [\[intro\] start v]\nPlay Intro\nset [keyframe v] to [1]\nrepeat until <(Keyframe) > (length of [keyframes v])>\n wait until <(timer) > ((.2) + (item (Keyframe) of [keyframes v]))>\n broadcast (\[Intro\] keyframe signal v)\n change [keyframe v] by (1)\nend\n\ndefine Clone sprites (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\n change [clone_id v] by (1)\nend\nset [clone_id v] to [0]\n\ndefine Clone same sprite (id) (count)\nset [clone_id v] to (id)\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [clone_id v] to [0]\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [controller]> then\n if <[hot] = (item ((Keyframe) - (1)) of [keyframe type v])> then\n set [_v1 v] to [5]\n 🎥 Cam set x/y/z/r [3] to: [.06]\n end\nend\n\nwhen I receive [\[intro\] start v]\nwait (1) seconds\n⏱ Keyframe [1]\n🖼 Set effects c/b/g [24] [100] [0]\n💥 Sparkle explosion [240] [180] [100] [0] [0] [0] [10] [30] [0] [31]\n💥 Line explosion [0] [0] [40] [70] [0] [360] [5] [5] [0] [14]\n🖼 Set effects c/b/g [24] [0] [50]\n💥 Gradient shockwave\n⏱ Keyframe [5]\n🖼 Set effects c/b/g [24] [100] [0]\n💥 Shockwave [0] [0] [0] [200] [0] [360] [5] [6] [0] [1]\n⏱ Keyframe [6]\nParticles [30]\n💥 Line explosion [-120] [-70] [50] [50] [0] [360] [6] [6] [0] [10]\n⏱ Keyframe [7]\n💥 Line explosion [60] [0] [30] [40] [58] [90] [6] [6] [0] [3]\n💥 Line explosion [-60] [0] [30] [40] [-58] [-90] [6] [6] [0] [3]\n⏱ Keyframe [9]\n🖼 Set effects c/b/g [22] [0] [0]\n💥 Line explosion [0] [0] [80] [130] [54] [360] [5] [5] [0] [5]\n🖼 Set effects c/b/g [24] [100] [0]\n💥 Line explosion [0] [0] [80] [130] [18] [360] [5] [5] [0] [5]\n💥 Shockwave [0] [0] [400] [7]\nwait (.2) seconds\n💥 Spline explosion [240] [50] [240] [400] [-90] [0] [7] [7] [0] [1]\nwait (.1) seconds\n💥 Spline explosion [240] [0] [240] [400] [-90] [0] [7] [7] [0] [1]\nwait (.1) seconds\n💥 Spline explosion [240] [-60] [240] [400] [-90] [0] [7] [7] [0] [1]\n\ndefine 💥 Gradient shockwave\nClone same sprite [GS] [1]\n\ndefine 💥 Shockwave (x) (y) (s) (speed)\nset [_v1 v] to (s)\nset [_v3 v] to (speed)\nClone same sprite [S] spec: (x) (y) [0]\n\nwhen I start as a clone\nif <(clone_id) = [SF]> then\n switch costume to (screen v)\n set [_v1 v] to [0]\n forever\n 🖼 Set effects c/b/g [0] [100] ((100) - (_v1))\n set [_v1 v] to ((_v1) * (.85))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(clone_id) = [SF]> then\n Transition positions [0] [0] [100] speed: [1]\n Transition direction [90] speed: [1]\n go to [front v] layer\n set [_v1 v] to [30]\nend\n\ndefine 🎥 Move cam to (x) (y) (z) (r)\nreplace item (1) of [cam x/y/z/r v] with (x)\nreplace item (2) of [cam x/y/z/r v] with (y)\nreplace item (3) of [cam x/y/z/r v] with (z)\nreplace item (4) of [cam x/y/z/r v] with (r)\n\n🖼 Set effects c/b/g [24] [100] [0]\n💥 Sparkle explosion [50] [50] [50] [0] [0] [0] [20] [30] [0] [19]\n💥 Rect explosion [0] [0] [40] [70] [0] [360] [9] [9] [5] [8]\n💥 Spline explosion [0] [0] [120] [120] [0] [360] [10] [10] [-2.5] [6]\n💥 Shockwave [0] [0] [400] [10]\n🖼 Set effects c/b/g [24] [0] [0]\n💥 Spline explosion [0] [0] [120] [120] [30] [360] [6] [6] [2.5] [6]\n💥 Shockwave [0] [0] [10] [200] [0] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [52] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [104] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [156] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [208] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [260] [45] [9] [9] [0] [1]\n💥 Shockwave [0] [0] [10] [200] [312] [45] [9] [9] [0] [1]\n\nwhen I start as a clone\nif <(clone_id) = [SW]> then\n Transition direction (direction) speed: [1]\n Set size to [0] %\n switch costume to (join [shockwave1/] ((360) / (_v2)))\n set [_v1 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n set [fisheye v] effect to (([ceiling v] of (([tan v] of (_v1) ) * (68.6)) ) * (_v1))\n change [_v1 v] by ((25) / (costume))\n end\n repeat ((.8) * (costume))\n Transition positions (x) (y) (_v5) speed: (_v3)\n Transition direction ((direction) + (_v4)) speed: (_v3)\n change [ghost v] effect by ((5) * (costume))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [CE]> then\n switch costume to (circle v)\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / ((1.7) * (_v3)))\n end\n repeat ((.8) * (costume))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [size v] by (((0) - (size)) / (_v3))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\ndefine Change size by: (s) costume ph: (ph)\nSet size to ((size) + (s)) %\nswitch costume to (ph)\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif <(clone_id) = ((clone_id) * (1))> then\n forever\n if <(enabled?) = [1]> then\n Set size to [99999999999] %\n set x to (((x) - (item (1) of [cam x/y/z/r v])) * (((item (3) of [cam x/y/z/r v]) / (z)) + (1)))\n set y to (((y) - (item (2) of [cam x/y/z/r v])) * (((item (3) of [cam x/y/z/r v]) / (z)) + (1)))\n Set size to ((size) * ((item (3) of [cam x/y/z/r v]) + (1))) %\n switch costume to (costume)\n else\n Set size to [99999999999] %\n set x to (x)\n set y to (y)\n Set size to (size) %\n switch costume to (costume)\n end\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n end\nelse\n Transition positions (x) (y) (size) speed: [1]\n Transition direction (direction) speed: [1]\n 🖼 Set effects c/b/g (color) (brightness) (ghost)\n 🎥 Disable from Cam Control? \n show\nend\n\ndefine Transition direction (r) speed: (t)\nturn right (((round (r)) - (round (direction))) / (t)) degrees\n\ndefine Set size to (size) %\nif <[100] > (size)> then\n switch costume to (screen v)\nelse\n switch costume to (blank v)\nend\nset size to (size) %\nswitch costume to (screen v)\n\ndefine Clone same sprite (id) spec: (x) (y) (s)\nset [clone_id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [size v] to (s)\ncreate clone of (_myself_ v)\nset [clone_id v] to [0]\n\ndefine 💥 Line explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [LE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [LE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat ((3.6) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by ((2.5) / (costume))\n end\n repeat ((.8) * (costume))\n switch costume to (join [lineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n change [_v1 v] by ((2.5) / (costume))\n change [ghost v] effect by ((125) / (_v3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [RE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [23]>\n switch costume to (join [rectexplosion] (round (_v1)))\n Transition direction ((_v4) + (direction)) speed: (_v3)\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n change [_v1 v] by ((2.5) / (costume))\n change [_v2 v] by ((((_v5) - (_v2)) / (_v3)) + (1))\n end\n delete this clone\nend\n\ndefine 💥 Rect explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [RE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SE]> then\n set [_v1 v] to [1]\n set [_v2 v] to [0]\n repeat until <(round (_v1)) = [22]>\n switch costume to (join [splineexplosion] (round (_v1)))\n Transition positions ((x) + ((_v2) * ([sin v] of (direction) ))) ((y) + ((_v2) * ([cos v] of (direction) ))) (size) speed: [1]\n Transition direction ((_v4) + (direction)) speed: (_v3)\n change [_v1 v] by ((5) / (costume))\n change [_v2 v] by (((_v5) - (_v2)) / (_v3))\n end\n delete this clone\nend\n\ndefine 💥 Spline explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [SE] spec: (x) (y) ((s) / (5))\n change [direction v] by ((spread) / (count))\nend\n\ndefine 🖼 Set effects c/b/g (c) (b) (g)\nset [color v] to (c)\nset [brightness v] to (b)\nset [ghost v] to (g)\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (ghost)\n\ndefine 💥 Circle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [costume v] to (framespeed)\nrepeat (count)\n Clone same sprite [CE] spec: (x) (y) (s)\n change [direction v] by ((spread) / (count))\nend\n\ndefine Transition positions (x) (y) (z) speed: (t)\nchange x by (((round (x)) - (round (x position))) / (t))\nchange y by (((round (y)) - (round (y position))) / (t))\nChange size by: (((round (z)) - (round (size))) / (t)) costume ph: (costume [name v])\n\ndefine 💥 Shockwave (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nset [_v5 v] to (r)\nset [direction v] to (zrot)\nset [_v4 v] to (rot)\nset [_v3 v] to (speed)\nset [_v2 v] to (spread)\nset [costume v] to (framespeed)\nClone same sprite [SW] spec: (x) (y) (s)\n\nwhen I start as a clone\nif <(clone_id) = [GS]> then\n 🖼 Set effects c/b/g (color) [50] (ghost)\n Transition positions [0] [0] [0] speed: [1]\n switch costume to (gradientshock v)\n repeat (25)\n change [ghost v] effect by (4)\n Transition positions [0] [0] [575] speed: [7]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [S]> then\n switch costume to (shock v)\n repeat until <(ghost) > [99]>\n set [ghost v] effect to (ghost)\n change [ghost v] by (((100) - (round (ghost))) / (_v3))\n Transition positions (x) (y) (_v1) speed: (_v3)\n end\n delete this clone\nend\n\ndefine 💥 Sparkle explosion (x) (y) (s) (r) (zrot) (spread) (speed) (framespeed) (rot) (count)\nrepeat (count)\n set [_v3 v] to (pick random (5) to (speed))\n set [_v4 v] to (pick random (20) to (40))\n set [costume v] to (pick random (10) to (30))\n Clone same sprite [SP] spec: (pick random ((0) - (x)) to (x)) (pick random ((0) - (y)) to (y)) (pick random ((s) / (2.5)) to ((s) * (1.1)))\nend\n\nwhen I start as a clone\nif <(clone_id) = [SP]> then\n Transition positions [0] [0] (size) speed: [1]\n Transition direction [90] speed: [1]\n switch costume to (sparkle v)\n set [_v1 v] to [10]\n set [_v2 v] to [0]\n set [_v5 v] to [0]\n set [z v] to [.9]\n repeat until <[1] > (_v1)>\n set [fisheye v] effect to ((5) * (round (((-45) + ((-45) * ([abs v] of ([sin v] of (_v2) ) ))) / (5))))\n change [_v1 v] by (((0) - (round (_v1))) / (costume))\n change [_v2 v] by (_v4)\n Transition positions (x) (y) (((size) / (100)) * (((50) * ([sin v] of (_v2) )) + ([abs v] of (([sin v] of (_v2) ) * ((_v1) * (costume))) ))) speed: (_v3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [3]> then\n 🎥 Transition x/y/z/s/r [241] [-181] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [24] (brightness) [0]\n set [costume v] to [circle]\n wait (1.6) seconds\n show\n set [_v1 v] to [0]\n set [_v2 v] to [30]\n repeat (45)\n 🎥 Transition x/y/z/s/r [241] [-181] [1] (_v1) [90] speed: [1]\n change [_v1 v] by (_v2)\n change [_v2 v] by (40)\n end\n ⏱ Keyframe [10]\n delete this clone\nend\n\ndefine Text\nset [brightness v] to [0]\nrepeat (2)\n set [_v1 v] to [1]\n set [clone_id v] to [100]\n repeat (15)\n create clone of (_myself_ v)\n change [_v1 v] by (1)\n end\n set [clone_id v] to [0]\n set [brightness v] to [100]\nend\n\nwhen I start as a clone\nif <(clone_id) = [100]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [0] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [22] (brightness) [0]\n ⏱ Frame ((.6) + (pick random (-.00000000001) to (.888999)))\n set [costume v] to (join [name] (_v1))\n set [_v4 v] to ((brightness) / (-20))\n ⏱ Keyframe [1]\n show\n set [_v2 v] to [0]\n set [_v3 v] to [50]\n repeat until <(round (0)) = (round (_v3))>\n 🎥 Transition x/y/z/s/r ((_v4) + ((-177.5) + ((_v1) * (22)))) [0] [1] [80] [90] speed: [3]\n set [y v] to (((_v3) * ([abs v] of ([sin v] of ((_v2) + ((10) * (_v1))) ) )) - (_v4))\n change [_v2 v] by (15)\n set [_v3 v] to ((_v3) * (.9))\n end\n set [y v] to (() - (_v4))\n set [_v2 v] to [0]\n ⏱ Keyframe [5]\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [1]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [130] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [logo]\n show\n set [_v1 v] to [0]\n set [_v2 v] to [-50]\n repeat (25)\n Transition direction [90] speed: [5]\n set [size v] to ((100) + ((_v2) * ([sin v] of (_v1) )))\n change [_v1 v] by (35)\n set [_v2 v] to ((.8) * (_v2))\n end\n repeat (10)\n 🎥 Move cam to (x) (y) [0] [0]\n 🎥 Transition x/y/z/s/r [50] [-45] [1] [98] [44] speed: [4]\n end\n set [_v1 v] to (x)\n set [_v2 v] to (y)\n set [_v3 v] to [2]\n set [_v4 v] to [5]\n repeat (50)\n 🎥 Move cam to (x) (y) [0] [0]\n 🎥 Transition x/y/z/s/r (_v1) (_v2) [1] [98] [44] speed: [1]\n change [_v1 v] by (() - (_v3))\n change [_v2 v] by (_v4)\n change [_v3 v] by (3)\n change [_v4 v] by (2.45)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [2]> then\n 🎥 Transition x/y/z/s/r [0] [0] [0] [0] [0] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [24] [100] (pick random (0) to (80))\n set [costume v] to [circle]\n wait ((1.1) + (pick random (0) to (1.111111))) seconds\n 🎥 Transition x/y/z/s/r ((pick random (-14.99999) to (14.99999)) + (item (1) of [cam x/y/z/r v])) ((pick random (-14.99999) to (14.99999)) + (item (2) of [cam x/y/z/r v])) [1] (pick random (50) to (100)) [90] speed: [1]\n set [_v1 v] to (pick random (7.99999) to (12.99999))\n show\n repeat until <(Keyframe) > [1]>\n change [x v] by (_v1)\n change [y v] by ((0) - (_v1))\n set [_v1 v] to ((_v1) * (.99))\n change [size v] by ((0) - ((_v1) / (10)))\n change [ghost v] by (.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [101]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [24] [100] [0]\n set [costume v] to [name_1]\n ⏱ Keyframe [5]\n show\n repeat (10)\n 🎥 Transition x/y/z/s/r [0] [0] [1] [150] [90] speed: [4]\n end\n set [_v1 v] to [20]\n repeat until <(Keyframe) > [6]>\n turn right (_v1) degrees\n change [_v1 v] by (20)\n end\n set [costume v] to [name_2]\n repeat until <(Keyframe) > [7]>\n 🎥 Transition x/y/z/s/r [0] [0] [1] [150] [90] speed: [5]\n end\n repeat until <(Keyframe) > [9]>\n 🎥 Transition x/y/z/s/r [0] [40] [1] [150] [90] speed: [5]\n end\n delete this clone\nend\n\nwhen flag clicked\nLag reducer\n\ndefine Lag reducer\nreset timer\nset [clone_id v] to [LAG]\nrepeat (200)\n create clone of (_myself_ v)\nend\nset [clone_id v] to [0]\n\nwhen I start as a clone\nif <(clone_id) = [LAG]> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [103]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? <>\n 🖼 Set effects c/b/g [0] [0] [0]\n set [costume v] to [OC]\n ⏱ Keyframe [9]\n show\n set [_v1 v] to [90]\n set [_v2 v] to [0]\n set [_v3 v] to [110]\n repeat (10)\n 🎥 Transition x/y/z/s/r [0] [0] [1] [110] [90] speed: [6]\n end\n \n 🎥 Transition x/y/z/s/r [0] [0] [1] (_v3) (_v1) speed: [6]\n change [_v1 v] by (_v2)\n change [_v3 v] by (_v2)\n change [_v2 v] by (-.5)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [102]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [24] [100] [0]\n set [costume v] to [name_3]\n ⏱ Keyframe [7]\n show\n repeat until <(Keyframe) > [9]>\n 🎥 Transition x/y/z/s/r [0] [-50] [1] [180] [90] speed: [5]\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone_id) = [4]> then\n 🎥 Transition x/y/z/s/r [10000000] [0] [1] [200] ((0) - (direction)) speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] (brightness) [0]\n set [costume v] to [screen]\n ⏱ Keyframe [8]\n wait ((0) + ((_v4) / (5))) seconds\n set [_v1 v] to [960]\n show\n repeat (24)\n Set pos zrot: [0] (_v1) rot: (direction) trans: [0] [0] scalar: [1]\n change [_v1 v] by (((round (480)) - (round (_v1))) / (4))\n end\n 🎥 Transition x/y/z/s/r [-120] [0] [1] [300] [90] speed: [1]\n set [costume v] to [screenangled]\n \n 🎥 Transition x/y/z/s/r [-670] [0] [1] [200] [90] speed: [7]\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [5]> then\n 🎥 Transition x/y/z/s/r [900] [0] [1] [200] [-90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [22] [0] [0]\n set [costume v] to [screenangled]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n \n 🎥 Transition x/y/z/s/r [280] [0] [1] [200] [-90] speed: [7]\n end\nend\n\ndefine Particles (count)\nset [clone_id v] to [P]\nrepeat (count)\n create clone of (_myself_ v)\nend\nset [clone_id v] to [0]\n\nwhen I start as a clone\nif <(clone_id) = [P]> then\n set [size v] to (pick random (10) to (40))\n Transition positions [0] [0] (size) speed: [1]\n Transition direction (pick random (1) to (360)) speed: [1]\n 🖼 Set effects c/b/g [0] [100] [50]\n switch costume to (join [particle] [1])\n set [x v] to (pick random (-15.5) to (15.5))\n set [y v] to (pick random (0) to (20))\n set [_v1 v] to (pick random (1.555555) to (2.3333333))\n repeat until <[-220] > (y position)>\n Set size to [9999] %\n change x by (x)\n change y by (y)\n turn right ([abs v] of (x) ) degrees\n change [y v] by (() - (_v1))\n set [x v] to ((.9) * (x))\n Set size to (size) %\n switch costume to (join [particle] [1])\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone_id) = [6]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [text]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n set [_v1 v] to [0]\n \n 🎥 Transition x/y/z/s/r [0] [22] [1] ((80) + (_v1)) [90] speed: [12]\n change [_v1 v] by (.4)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [7]> then\n 🎥 Transition x/y/z/s/r [-40] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [star]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n set [_v1 v] to [0]\n \n 🎥 Transition x/y/z/s/r [-40] [-22] [1] ((80) + (_v1)) [90] speed: [12]\n change [_v1 v] by (.4)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [8]> then\n 🎥 Transition x/y/z/s/r [40] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [heart]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n set [_v1 v] to [0]\n \n 🎥 Transition x/y/z/s/r [40] [-22] [1] ((80) + (_v1)) [90] speed: [12]\n change [_v1 v] by (.4)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [9]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [0] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [follow]\n ⏱ Keyframe [9]\n wait (.8) seconds\n show\n set [_v1 v] to [0]\n \n 🎥 Transition x/y/z/s/r [0] [-22] [1] ((80) + (_v1)) [90] speed: [12]\n change [_v1 v] by (.4)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [10]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [100]\n set [costume v] to [screen]\n show\n ⏱ Keyframe [9]\n wait (2) seconds\n repeat until <[2] > (ghost)>\n change [ghost v] by (-5)\n end\n broadcast (\[Intro\] delete clones v)\n repeat until <(ghost) > [99]>\n change [ghost v] by (2.5)\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [P2]> then\n ⏱ Keyframe [1]\n \n if <(timer) > ((item (9) of [keyframes v]) + (.8))> then\n go to [front v] layer\n end\n set [size v] to (pick random (10) to (25))\n Transition positions (pick random (-240) to (240)) (pick random (-180) to (180)) (size) speed: [1]\n Transition direction (pick random (1) to (360)) speed: [1]\n 🖼 Set effects c/b/g [0] [100] [100]\n set [costume v] to (join [particle] (pick random (2) to (3)))\n set [x v] to (pick random (-1.99999) to (1.99999))\n set [y v] to (pick random (-1.99999) to (1.99999))\n set [_v1 v] to (pick random (5) to (10))\n repeat until <[52] > (ghost)>\n Set size to [9999] %\n change x by (x)\n change y by (y)\n turn right ([abs v] of (x) ) degrees\n set [x v] to ((.99) * (x))\n set [y v] to ((.99) * (y))\n change [ghost v] by (((50) - (ghost)) / (_v1))\n Set size to (size) %\n switch costume to (costume)\n set [ghost v] effect to (ghost)\n end\n set [_v1 v] to (pick random (.25) to (4))\n repeat until <(ghost) > [98]>\n Set size to [9999] %\n change x by (x)\n change y by (y)\n turn right ([abs v] of (x) ) degrees\n set [x v] to ((.99) * (x))\n set [y v] to ((.99) * (y))\n change [ghost v] by (_v1)\n Set size to (size) %\n switch costume to (costume)\n set [ghost v] effect to (ghost)\n end\n end\nend\n\nwhen I receive [\[intro\] delete clones v]\nif <(clone_id) = [11]> then\n show\n repeat until <(ghost) > [99]>\n change [ghost v] by (2)\n end\n broadcast (\[Intro\] over v)\nelse\n if <not <(clone_id) = [10]>> then\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(clone_id) = [11]> then\n 🎥 Transition x/y/z/s/r [0] [0] [1] [100] [90] speed: [1]\n 🎥 Disable from Cam Control? \n 🖼 Set effects c/b/g [0] [100] [0]\n set [costume v] to [shade-out]\nend\n\nwhen flag clicked\nbroadcast (\[Intro\] start v)\n\n@Ground\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Comment\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Transition\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nset y to (1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\n@Win Screen\n\ndefine Smooth glide to x: (x:) y: (y) size: (size) direction (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x:)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x:) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [the end so ya v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nSmooth glide to x: [36] y: [5] size: [100] direction [90] smoothness: [5]\n\nwhen flag clicked\ngo to x: (20) y: (-347)\n\n@Size block\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (screenshot \(433\) v)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Next level\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\] over v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n | ーーー\nPART2☟high-level ver.\nhttps://scratch.mit.edu/projects/957048090/\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‼ |
Escaped - A Scrolling Platformer | @Stage\n\n@Sprite1\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-188) y: (-146)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <touching color (#ff0000)?>> then\n go to x: (-188) y: (-146)\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nset [level v] to [0]\nswitch backdrop to (background1 v)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch backdrop to (background7 v)\n end\nend\n\nwhen [space v] key pressed\ngo to x: (-188) y: (-146)\nswitch backdrop to (background1 v)\n\nwhen flag clicked\nswitch backdrop to (background7 v)\nset [username v] to (username)\n\nwhen flag clicked\nerase all\n\npen up\n\nwhen flag clicked\nforever\n erase all\nend\n\nwhen [space v] key pressed\nset [level v] to [1]\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-207) y: (-71)\n\nwhen backdrop switches to [backdrop1 v]\nif <touching color (#e6e8e8)?> then\n go to x: (-207) y: (-71)\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-201) y: (-77)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-201) y: (-77)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-226) y: (-76)\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n go to x: (175) y: (-62)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-196) y: (-76)\n\nwhen backdrop switches to [background7 v]\n\nwhen backdrop switches to [backdrop4 v]\n\nwhen flag clicked\ngo to x: (-188) y: (-146)\nset [xv v] to [0]\nforever\n if <touching (sprite8 v)?> then\n go to x: (225) y: (130)\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-74) y: (-135)\nif <touching color (#ff0000)?> then\nwait (1) seconds\nplay sound [91476_Glorious_morning v] until done\nwait (1) seconds\n\nwhen flag clicked\nbroadcast (rock hit v)\nforever\n if <<mouse down?> and <not <touching (sprite11 v)?>>> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\nbroadcast (message1 v)\n\nwhen I receive [notscreenclicked? v]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [rock hit v]\nshow\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#000008)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#000008)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#000008)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#000008)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#000008)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#000008)?> and <not <touching (sprite3 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 (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00ff55)?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching 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 (null v)?> then\n change x by (Change)\n end\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00ff55)?>> then\n set [yv v] to [10]\n end\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-188) y: (-146)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nforever\n\nplay sound [481607_Necromancers-Return v] until done\nwait (1) seconds\n\n@Sprite2\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-221) y: (151)\n\nwhen backdrop switches to [background7 v]\ngo to x: (210) y: (137)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (226) y: (154)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (223) y: (-80)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (224) y: (162)\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n show\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n turn right (1) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [background7 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@Sprite5\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen flag clicked\nforever\n turn right (1) degrees\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite7\n\nwhen backdrop switches to [background7 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-168) y: (-103)\n\nwhen [i v] key pressed\nshow\n\n@Sprite8\n\nwhen backdrop switches to [background7 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen [i v] key pressed\nshow\n\n@Light\n\nwhen flag clicked\nerase all\nhide\n\ndefine Flash\nshow\nswitch costume to (bright v)\nwait (0.01) seconds\nchange y by (velocity)\nswitch costume to (light v)\n\ndefine Fly\nrepeat until <<touching (_edge_ v)?> or <(velocity) < [0]>>\n change y by (velocity)\n change [velocity v] by (-0.2)\nend\n\ndefine Explode\nstart sound [Firework.wav v]\nswitch costume to (bright v)\nwait (0.02) seconds\nswitch costume to (explode 1 v)\nwait (0.02) seconds\nswitch costume to (explode 2 v)\nwait (0.02) seconds\nswitch costume to (explode 3 v)\nwait (0.02) seconds\nswitch costume to (explode 4 v)\nrepeat (10)\n change y by (-2)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine Set Launch Location\ngo to x: (pick random (200) to (-200)) y: (-145)\nset [velocity v] to (pick random (6) to (11))\n\nwhen I start as a clone\nSet Launch Location\nFlash\nFly\nExplode\ndelete this clone\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo [backward v] (100) layers\n\nwhen I receive [message1 v]\ngo to x: (106) y: (-36)\nshow\nforever\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by ((2) - (4))\n end\nend\n\n@Light2\n\nwhen flag clicked\nerase all\nhide\nforever\n set [color v] effect to (pick random (1) to (100))\nend\n\ndefine Flash\nshow\nswitch costume to (bright v)\nwait (0.01) seconds\nchange y by (velocity)\nswitch costume to (light v)\n\ndefine Fly\nrepeat until <<touching (_edge_ v)?> or <(velocity) < [0]>>\n change y by (velocity)\n change [velocity v] by (-0.2)\nend\n\ndefine Explode\nstart sound [Firework.wav v]\nswitch costume to (bright v)\nwait (0.02) seconds\nswitch costume to (explode 1 v)\nwait (0.02) seconds\nswitch costume to (explode 2 v)\nwait (0.02) seconds\nswitch costume to (explode 3 v)\nwait (0.02) seconds\nswitch costume to (explode 4 v)\nrepeat (10)\n change y by (-2)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine Set Launch Location\ngo to x: (pick random (200) to (-200)) y: (-145)\nset [velocity v] to (pick random (6) to (11))\n\nwhen I start as a clone\nSet Launch Location\nFlash\nFly\nExplode\ndelete this clone\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop9]> then\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (notScreenClicked? v)\n end\nend\n\n | Can we reach 6.4k in 2 more days? Let's wait and watch :D \n\nThis is a Scrolling Platformer Engine created by me, @awesomebricks1.\n\nI have a lot of tutorials on YouTube, Be sure to give it a sub - \n\nhttps://www.youtube.com/channel/UCvdbXeoaCCVzo0t6xvQcZhg/videos\n\nSterlon loved :O\n\nFeel free to use it but make sure to give credit.\n\nThanks to @DJPRO for the collision script.\nThanks to @0014049 for the art.\n\n\n#All #Trending #ScrollingPlatformer #ScrollingGame #Learn #Fun #Awesomebricks1 #Scrolling Platformer # Scrolling Games \n\n#all #All #Games #games\n |
Minecraft platformer __ #all #games 3 | @Stage\n\nwhen flag clicked\nrepeat (10)\n play sound [alan-walker-darkside-feat-aura-and-tomine-harket v] until done\nend\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 repeat (1)\n broadcast (Next Level v)\n end\n wait (1) 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) < [-170]> 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\nswitch costume to (kostüm1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Light\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\ngo [backward v] (2) layers\nset [ghost v] effect to (20)\nforever\n go to (player v)\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Next level\n\nwhen flag clicked\nshow\ngo to x: (185) y: (-120)\nrepeat until <(costume [number v]) = [50]>\n repeat (60)\n change y by (0.3)\n end\n repeat (60)\n change y by (-0.3)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Bounce\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait until <(costume [number v]) = [20]>\nbroadcast (end v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\n | ===============Explore 1===============\nHello!\nWelcome to Explore 1: A platformer, my new game.\n\n---------------How to play---------------\n- WASD or arrow keys to move.\n- Do not touch spikes and lava.\n- If you like this project, lov, fav, and follow me.\n\n---------------Differences---------------\n- Longer levels.\n- Realistic movements.\n- Better quality level & player design.\n- Better sound & visual effects.\n\n---------------Goal---------------\n- 90k+ views.\n- 1.8k+ loves.\n- 1.4k+ favorites.\n\n---------------Achievements---------------\n- 78k+ views!\n- 1.6k+ loves!\n- 1.3k+ faves!\n- 160+ remixed!\n- 7th on trending!\n- top loved!\n- top remixed!\n- @x_PlatformMaker_x loved and faved!\n\n---------------Credits---------------\n- Code : \n@griffpatch's youtube tutorial, @cobaksa1234(me).\n\n- Art : \nAll by me(@cobaksa1234).\n\n- Music : \n(Press 'See inside' to see music number)\n\nMusic 1 : https://scratch.mit.edu/projects/504378722/\n(Tank Rubble by @holybird3)\n\nMusic 2 : https://scratch.mit.edu/projects/517825075/\n(눈덮힌 글씨체 by @3jk5)\n\nMusic 3 : https://scratch.mit.edu/projects/524026098/\n(Tank Warriors by @holybird3)\n\nMusic 4 : https://scratch.mit.edu/projects/56667360/\n(Hill Climb Racing by @griffpatch)\n\nMusic 5 : https://scratch.mit.edu/projects/517825075/\n(눈덮힌 글씨체 by @3jk5)\n\n---------------Notes---------------\n- If you want to f4f, tell me in my profile.\n- Love, fav, follow plz...\n- Find the secret of this game! |
Raining Day - A Platformer | @Stage\n\nwhen flag clicked\nwait until <(Started?) = [1]>\nforever\n play sound [OMFG - Wash Your Hands v] until done\nend\n\nwhen I receive [save the world v]\nswitch backdrop to (backdrop1 v)\n\n@Intro\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n repeat (2)\n clear graphic effects\n wait (0.6) seconds\n set [brightness v] effect to (100)\n wait (0.6) seconds\n end\n wait (2) seconds\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n wait (i1) seconds\n repeat (10)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n set [brightness v] effect to (0)\n set size to (0) %\n repeat (30)\n change size by (((100) - (size)) / (10))\n change [ghost v] effect by (-4)\n end\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (c1 v)\n end\n wait (3) seconds\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n go to (random position v)\n repeat (10)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n change [ghost v] effect by (-10)\n end\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n set [i1 v] to [50]\n set size to (0) %\n clear graphic effects\n repeat (64)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (5)))\n change [i1 v] by (5)\n end\n repeat (9)\n change x by (20)\n change y by (15)\n turn right (((180) - (direction)) / (4)) degrees\n change size by ((size) / (-4))\n change [ghost v] effect by (13)\n end\n delete this clone\n else\n if <<(costume [number v]) > [6]> and <(costume [number v]) < [9]>> then\n clear graphic effects\n set size to (pick random (40) to (50)) %\n repeat (30)\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n change [ghost v] effect by (3.5)\n end\n delete this clone\n else\n if <(costume [number v]) = [9]> then\n set [ghost v] effect to (0)\n repeat (18)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Screen Refresh # (#) i (i)\nif <(#) = [1]> then\n set [i1 v] to [0.03]\n switch costume to (costume2 v)\n set [brightness v] effect to (i)\n go to x: (0) y: (-150)\n repeat (10)\n create clone of (_myself_ v)\n change y by (40)\n change [i1 v] by (0.03)\n end\nelse\n if <(#) = [2]> then\n repeat (30)\n set [i1 v] to (pick random (-5) to (5))\n set [i2 v] to (pick random (10) to (15))\n switch costume to (pick random (7) to (8))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [message1 v]\nhide\nstart sound ((0) + (1))\nset volume to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nrepeat (2)\n Screen Refresh # [1] i [100]\n wait (0.6) seconds\n Screen Refresh # [1] i [0]\n wait (0.6) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (c1 v)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nrepeat (30)\n switch costume to (c2 v)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nScreen Refresh # [2] i [0]\nwait (2.5) seconds\nset [brightness v] effect to (5)\nswitch costume to (slide v)\ngo to x: (0) y: (-300)\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\n change [brightness v] effect by (30)\nend\n\n@Intro2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nset [started? v] to [0]\nbroadcast (message1 v) and wait\nset [started? v] to [1]\nhide\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (virus2 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (virus v)\n go to x: ((((pick random (0) to (1)) * (2)) - (1)) * (240)) y: (pick random (100) to (-100))\n set size to (pick random (30) to (50)) %\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set [i v] to ((pick random (-13) to (-18)) * (([abs v] of (x position) ) / (x position)))\n repeat ([ceiling v] of ((480) / ([abs v] of (i) )) )\n change x by (i)\n change [ghost v] effect by (2)\n turn right ((i) / (20)) degrees\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n set y to (300)\n set [ghost v] effect to (100)\n wait (0.5) seconds\n repeat (18)\n change [ghost v] effect by (-6)\n change y by (((120) - (y position)) / (4))\n point in direction ((90) + (([cos v] of (i) ) * (5)))\n set size to ((100) + (([sin v] of (i) ) * (5))) %\n change [i v] by (5)\n end\n forever\n point in direction ((90) + (([cos v] of (i) ) * (5)))\n set size to ((100) + (([sin v] of (i) ) * (5))) %\n change [i v] by (5)\n end\nend\nif <(costume [number v]) = [4]> then\n set y to (0)\n set [ghost v] effect to (100)\n wait (0.5) seconds\n repeat (18)\n change [ghost v] effect by (-6)\n change y by (((-50) - (y position)) / (4))\n set size to ((100) + (([cos v] of (i) ) * (5))) %\n change [i v] by (5)\n end\n forever\n set size to ((100) + (([cos v] of (i) ) * (5))) %\n change [i v] by (5)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n if <mouse down?> then\n stop [other scripts in sprite v]\n broadcast (Story v)\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [story v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [save the world v]\nforever\n switch costume to (virus v)\n go to x: ((((pick random (0) to (1)) * (2)) - (1)) * (240)) y: (pick random (120) to (-120))\n set size to (pick random (10) to (20)) %\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\n@Story\n\nwhen I receive [story v]\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nnext costume\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1) seconds\nhide\nbroadcast (Save The World v)\n\nwhen flag clicked\nset [big virus fatal? v] to [1]\nhide\n\nwhen I receive [next level v]\nwait () seconds\nif <([costume # v] of [platform v]) = [6]> then\n set [frozen v] to [1]\n show\n switch costume to (costume3 v)\n set [brightness v] effect to (-100)\n repeat (10)\n change [brightness v] effect by (10)\n end\n wait (1) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n end\n hide\n set [frozen v] to [0]\n set [mask v] to [1]\nend\nwait until <(Vaccine) = [1]>\nset [frozen v] to [1]\nshow\nswitch costume to (costume4 v)\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nbroadcast (Do you want a part two tell me in the comments v)\n\n@Player\n\nwhen I receive [save the world v]\nshow\nset [frozen v] to [0]\nset [can pass level v] to [1]\nforever\n go to x: (-201) y: (86)\n if <(Frozen) = [1]> then\n go to x: (-201) y: (-108)\n end\n set [xv v] to [0]\n set [yv v] to [0]\n show\n broadcast (Reset v)\n repeat until <<<touching (intro2 v)?> and <(Small Virus Fatal?) = [1]>> or <<<(x position) > [230]> and <(Can Pass Level) = [1]>> or >>\n if <(Frozen) = [0]> then\n physics\n end\n end\n if <(x position) > [230]> then\n broadcast (Next Level v)\n end\nend\n\ndefine physics\nswitch costume to (hitbox v)\nchange [xv v] by (<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> - <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>)\nchange [yv v] by (-1)\nchange y by (round (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 set [yv v] to [0]\nend\nset [xv v] to ((XV) * (0.87))\nchange x by (round (XV))\nif <touching (platform v)?> then\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 set [xv v] to [0]\nend\nchange y by (-1)\nif <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\nend\nchange y by (1)\nswitch costume to (player v)\nif <(Mask) = [2]> then\n switch costume to (player2 v)\nend\n\nwhen flag clicked\nset [small virus fatal? v] to [1]\nhide\n\n@Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [save the world v]\nshow\n\nwhen I receive [next level v]\nnext costume\nnext backdrop\n\n@Danger\n\nwhen flag clicked\nset [vaccine v] to [0]\nset [mask v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait until <([costume # v] of [platform v]) = [2]>\nshow\nset [i v] to [0]\ncreate clone of (_myself_ v)\nset [i v] to [1]\ncreate clone of (_myself_ v)\nrepeat until <not <([costume # v] of [platform v]) = [2]>>\n go to x: (0) y: (([sin v] of ((timer) * (100)) ) * (100))\n point in direction ((timer) * (100))\n set size to (60) %\nend\nhide\npoint in direction (90)\nwait until <([costume # v] of [platform v]) = [4]>\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [platform v]) = [5]>\nset [frozen v] to [1]\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [platform v]) = [6]>\nset [frozen v] to [1]\nwait until <(Mask) = [1]>\nset [big virus fatal? v] to [0]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [platform v]) = [7]>\nset size to (100) %\nset [big virus fatal? v] to [1]\nshow\nrepeat until <not <([costume # v] of [platform v]) = [7]>>\n switch costume to (costume3 v)\n go to x: (0) y: (([sin v] of ((timer) * (200)) ) * (5))\nend\nhide\nwait until <([costume # v] of [platform v]) = [8]>\nshow\nrepeat until <not <([costume # v] of [platform v]) = [8]>>\n switch costume to (costume4 v)\n go to x: (0) y: (([sin v] of ((timer) * (200)) ) * (5))\nend\nhide\nwait until <([costume # v] of [platform v]) = [9]>\nshow\nrepeat until <not <([costume # v] of [platform v]) = [9]>>\n switch costume to (costume5 v)\n go to x: (0) y: (([sin v] of ((timer) * (200)) ) * (5))\nend\nhide\nwait until <([costume # v] of [platform v]) = [10]>\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <([costume # v] of [platform v]) = [2]> then\n show\n repeat until <not <([costume # v] of [platform v]) = [2]>>\n switch costume to (costume1 v)\n go to x: (-100) y: (([cos v] of (((timer) + (i)) * (100)) ) * (100))\n point in direction ((timer) * (100))\n set size to (60) %\n if <(i) = [1]> then\n set x to (100)\n end\n end\n hide\nend\nif <([costume # v] of [platform v]) = [4]> then\n show\n repeat until <not <([costume # v] of [platform v]) = [4]>>\n physics\n end\n hide\n delete this clone\nend\nif <([costume # v] of [platform v]) = [5]> then\n show\n go to x: (33333) y: (-74)\n set [color v] effect to (100)\n glide (1) secs to x: (50) y: (-74)\n Typesay [You look Soooo cute without a mask!]\n Typesay [Do you want one\(sarcastically\)?]\n ask [Do you want one\(sarcastically\)?] and wait\n repeat until <(answer) = [yes]>\n ask [HAH I WILL NOT KILL YOU, I WILL TORTURE YOU! MUAHAHAHA] and wait\n end\n Typesay [BOOOOOOOOOM]\n set [frozen v] to [0]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n go to x: (50) y: (-20)\n set [can pass level v] to [0]\n repeat until <touching (player v)?>\n go to x: (50) y: ((-20) + (([sin v] of ((timer) * (200)) ) * (5)))\n end\n set [can pass level v] to [1]\n set [mask v] to [2]\n set [small virus fatal? v] to [0]\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n show\n go to x: (50) y: (-20)\n set [can pass level v] to [0]\n set [big virus fatal? v] to [0]\n repeat until <touching (player v)?>\n go to x: (50) y: ((-20) + (([sin v] of ((timer) * (200)) ) * (5)))\n end\n set [vaccine v] to [1]\n delete this clone\nend\n\ndefine physics\npoint in direction (90)\nset [color v] effect to (-15)\nchange [zombiexv v] by (<([x position v] of [player v]) > (x position)> - <(x position) > ([x position v] of [player v])>)\nset [zombiexv v] to ((ZombieXV) * (0.87))\nchange [zombieyv v] by (-1)\nchange y by (round (ZombieYV))\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n if <(ZombieYV) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n set [zombieyv v] to [0]\nend\nchange x by (round (ZombieXV))\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n if <(ZombieXV) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n set [zombiexv v] to [0]\nend\nchange y by (-1)\nif <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <([y position v] of [player v]) > ((y position) + (50))>> then\n if <not <([costume # v] of [platform v]) = [4]>> then\n set [zombieyv v] to [16]\n end\n end\nend\nchange y by (1)\n\nwhen I receive [reset v]\nif <([costume # v] of [platform v]) = [4]> then\n go to x: (200) y: (-50)\nend\n\ndefine Typesay (number or text)\nset [i v] to []\nrepeat (length of (number or text))\n set [i v] to (join (i) (letter ((length of (i)) + (1)) of (number or text)))\n say (i)\nend\nsay (number or text) for (1) seconds\n\n@NO PART 2\n\nwhen I receive [do you want a part two tell me in the comments v]\ngo to x: (-300) y: (0)\nrepeat (20)\n change x by ((x position) / (-4))\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Thanks =D\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (-200)\nwait until <((lov) + (fav)) = [2]>\nwait (1) seconds\nrepeat (18)\n change y by (((-140) - (y position)) / (4))\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (18)\n change y by (((-200) - (y position)) / (4))\n change [ghost v] effect by (10)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [fav v] to [0]\nset [lov v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to x: (0) y: (0)\n set [lov v] to [0]\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n set [lov v] to [1]\n end\n end\nend\nif <(id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [fav v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n set [fav v] to [1]\n end\n end\nend\n\n | @InfinitelyEndless for original :D |
Journey a platformer 2 (Volcano) | @Stage\n\nwhen flag clicked\n\nwhen I receive [旗 v]\nclear graphic effects\nforever\n repeat (50)\n wait (0.1) seconds\n change [brightness v] effect by (0.1)\n end\n repeat (100)\n wait (0.1) seconds\n change [brightness v] effect by (-0.1)\n end\n repeat (50)\n wait (0.1) seconds\n change [brightness v] effect by (0.1)\n end\n clear graphic effects\nend\n\nwhen I receive [旗 v]\nwait (20) seconds\nrepeat until <([costume # v] of [ステージ v]) = [16]>\n if <(書いている?) = [0]> then\n wait (1) seconds\n change [time v] by (1)\n end\nend\nchange [☁ ゴールした人 v] by (1)\nif <(TIME) < (☁ best)> then\n set [☁ best v] to (TIME)\nend\nshow variable [time v]\nshow variable [☁ best v]\n\nwhen flag clicked\nhide variable [☁ best v]\nhide variable [☁ ゴールした人 v]\nhide variable [time v]\n\nset [☁ best v] to [1000]\n\nwhen I receive [旗 v]\nforever\n play sound [Anna Yvette - Waves \[Xaf Remix\] v] until done\nend\n\n@スプライト8\n\nwhen I receive [旗 v]\nhide\ngo to [front v] layer\nforever\n wait (pick random (8) to (5)) seconds\n show\n start sound [ポップ v]\n go to x: (140) y: (180)\n point in direction (90)\n set size to (100) %\n repeat until <[160] > (y position)>\n change y by (((2) - (y position)) / (20))\n end\n wait (2.9) seconds\n repeat until <(y position) > [207]>\n change y by ((y position) / (20))\n end\n hide\nend\n\nwhen flag clicked\nhide\n\n@棘 色々\n\nwhen I receive [旗 v]\nforever\n if <(書いている?) = [0]> then\n if <([costume # v] of [ステージ v]) = [13]> then\n show\n go to [back v] layer\n go to x: (0) y: (-20)\n switch costume to (costume1 v)\n set size to (80) %\n turn left (5) degrees\n else\n if <([costume # v] of [ステージ v]) = [14]> then\n point in direction (90)\n show\n go to [back v] layer\n go to x: (0) y: (180)\n switch costume to (costume2 v)\n set size to (100) %\n repeat until <touching color (#00cc4c)?>\n change y by ((-1) * ((y position) / (5)))\n end\n repeat until <[180] < (y position)>\n change y by ((y position) / (5))\n end\n else\n if <([costume # v] of [ステージ v]) = [15]> then\n point in direction (90)\n show\n go to [back v] layer\n go to x: (-240) y: (0)\n switch costume to (costume3 v)\n set size to (100) %\n repeat until <<(x position) = [0]> or <touching color (#00cc4c)?>>\n change x by ((-1) * ((x position) / (5)))\n end\n change x by (-1)\n repeat until <(x position) < [-280]>\n change x by ((x position) / (5))\n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwait (0.1) seconds\n\n@とげ\n\nwhen I receive [旗 v]\ngo to [back v] layer\nforever\n if <([costume # v] of [ステージ v]) = [5]> then\n switch costume to (costume1 v)\n show\n else\n if <([costume # v] of [ステージ v]) = [7]> then\n switch costume to (costume2 v)\n show\n else\n if <([costume # v] of [ステージ v]) = [9]> then\n switch costume to (costume3 v)\n show\n else\n if <([costume # v] of [ステージ v]) = [10]> then\n switch costume to (costume4 v)\n show\n else\n if <([costume # v] of [ステージ v]) = [12]> then\n switch costume to (costume5 v)\n show\n else\n if <([costume # v] of [ステージ v]) = [12]> then\n switch costume to (costume5 v)\n show\n else\n if <([costume # v] of [ステージ v]) = [13]> then\n switch costume to (costume6 v)\n show\n else\n if <([costume # v] of [ステージ v]) = [15]> then\n switch costume to (costume7 v)\n show\n else\n if <([costume # v] of [ステージ v]) = [16]> then\n switch costume to (costume8 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@next\n\nwhen I receive [next 直前 v]\n\ngo to [front v] layer\nclear graphic effects\ngo to x: (240) y: (0)\nshow\npoint in direction (90)\nset size to (100) %\nstart sound [Rip v]\nrepeat until <(x position) < [3]>\n change x by (((2) - (x position)) / (7))\nend\nbroadcast (next v)\nrepeat until <[360] < (x position)>\n change x by ((x position) / (7))\nend\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@player\n\nwhen I receive [リスポーン v]\nstop [other scripts in sprite v]\ngo to x: (-220) y: (80)\nif <([costume # v] of [ステージ v]) = [15]> then\n go to x: (-220) y: (-135)\n wait (0.2) seconds\nend\nwait (0.5) seconds\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(書いている?) = [1]> then\n stop [this script v]\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x 2 v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x 2 v] by (1)\n point in direction (90)\n end\n set [x 2 v] to ((x 2) * (0.9))\n change x by (x 2)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change x by ((x 2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(x 2) > [0]> then\n set [x 2 v] to [-7]\n else\n set [x 2 v] to [7]\n end\n set [yだー v] to [15]\n else\n set [x 2 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 (ステージ v)?> or <touching color (#00cc4c)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(y position) < [-180]> then\n start sound [Crunch v]\n broadcast (リスポーン v)\n end\n if <<touching (とげ v)?> or <touching (棘 色々 v)?>> then\n start sound [Crunch v]\n broadcast (リスポーン v)\n end\n if <(x position) > [230]> then\n broadcast (NEXT 直前 v)\n stop [this script v]\n end\nend\n\nwhen I receive [旗 v]\nbroadcast (リスポーン v)\nshow\n\nwhen I receive [next v]\nwait (1) seconds\nbroadcast (リスポーン v)\n\nwhen flag clicked\nhide\n\nwhen I receive [途中スタート v]\nstop [other scripts in sprite v]\nforever\n if <(書いている?) = [1]> then\n stop [this script v]\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x 2 v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x 2 v] by (1)\n point in direction (90)\n end\n set [x 2 v] to ((x 2) * (0.9))\n change x by (x 2)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change x by ((x 2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(x 2) > [0]> then\n set [x 2 v] to [-7]\n else\n set [x 2 v] to [7]\n end\n set [yだー v] to [15]\n else\n set [x 2 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 (ステージ v)?> or <touching color (#00cc4c)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <<touching (ステージ v)?> or <touching color (#00cc4c)?>> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(y position) < [-180]> then\n start sound [Crunch v]\n broadcast (リスポーン v)\n end\n if <<touching (とげ v)?> or <touching (棘 色々 v)?>> then\n start sound [Crunch v]\n broadcast (リスポーン v)\n end\n if <(x position) > [230]> then\n broadcast (NEXT 直前 v)\n stop [this script v]\n end\nend\n\n@ステージ\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [17]> then\n hide variable [☁ best v]\n hide variable [time v]\nend\n\nwhen I receive [旗 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nset [☁ best v] to [104]\n\n@スプライト1\n\nif <(mouse x) < [0]> then\n go to x: (190) y: (-130)\nend\nif <[0] < (mouse x)> then\n go to x: (-190) y: (-130)\nend\n\nwhen this sprite clicked\nset [ghost v] effect to (20)\nif <(書いている?) = [1]> then\n set [書いている? v] to [0]\n broadcast (途中スタート v)\nelse\n change [書いている? v] by (1)\nend\n\nwhen flag clicked\nset [書いている? v] to [0]\nhide\n\nwait until <not <mouse down?>>\n\nwhen I receive [旗 v]\nset [ghost v] effect to (20)\nforever\n wait until <(書いている?) = [0]>\n wait (5) seconds\n if <(書いている?) = [0]> then\n repeat (20)\n change [ghost v] effect by (2)\n end\n end\n wait until <(書いている?) = [1]>\nend\n\nset [ghost v] effect to (80)\n\nwhen I receive [旗 v]\ngo to [front v] layer\nforever\n if <(書いている?) = [0]> then\n show\n go to x: (190) y: (130)\n else\n if <mouse down?> then\n hide\n else\n show\n end\n end\nend\n\n@鍵\n\nwhen I receive [旗 v]\nforever\n if <([costume # v] of [ステージ v]) = [11]> then\n show\n go to x: (70) y: (150)\n 触れた??\n wait until <not <([costume # v] of [ステージ v]) = [11]>>\n else\n if <([costume # v] of [ステージ v]) = [12]> then\n show\n go to x: (-40) y: (150)\n 触れた??\n show\n go to x: (165) y: (100)\n 触れた??\n wait until <not <([costume # v] of [ステージ v]) = [12]>>\n end\n end\nend\n\nset size to (100) %\ngo to [front v] layer\nshow\n\ndefine 動く\nforever\n wait (0.1) seconds\n repeat (10)\n change y by (0.5)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-0.5)\n end\nend\n\ndefine 触れた??\nwait until <touching (player v)?>\nif <touching (player v)?> then\n start sound [Onmtp-Inspiration04-1 v]\n change [鍵の数 v] by (1)\n hide\nend\n\nwhen [timer v] > (0)\nhide\n\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\n動く\n\ngo to x: (70) y: (150)\n\n@扉\n\nwhen I receive [next v]\nset [鍵の数 v] to [0]\nshow\ngo to x: (0) y: (0)\nif <([costume # v] of [ステージ v]) = [11]> then\n 扉を開ける [1]\nelse\n if <([costume # v] of [ステージ v]) = [12]> then\n 扉を開ける [2]\n else\n hide\n end\nend\n\ndefine 扉を開ける (いくつで開ける?)\nshow\nwait until <(鍵の数) = (いくつで開ける?)>\nstart sound [Door Creak v]\nglide (3) secs to x: (0) y: (75)\n\nwhen I receive [旗 v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@スプライト3\n\nwhen I receive [旗 v]\nforever\n go to [front v] layer\n if <(書いている?) = [0]> then\n hide\n else\n if <mouse down?> then\n hide\n else\n show\n end\n go to x: (190) y: (30)\n end\nend\n\nif <[0] < (mouse x)> then\n go to x: (-190) y: (-30)\nend\n\nwhen flag clicked\nhide\nset [書いている? v] to [0]\n\nwait until <not <mouse down?>>\n\nwhen this sprite clicked\nerase all\n\nhide\n\n@NEXT\n\nwhen I receive [next 直前 v]\nset [next終了 v] to [0]\nstart sound [文字表示の衝撃音2 v]\nset [みんな集まったか? v] to [0]\ngo to [front v] layer\nNEXTのクローン作製\n幕を [-100] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-50] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-30] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [0] の明るさでクローンを作る\nwait until <(NEXT終了) = [1]>\n\ndefine NEXTのクローン作製\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)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (-381)\n repeat until <[-1] < (y position)>\n change y by (((0) - (y position)) / (5))\n end\n broadcast (みんな集まったぞ! v)\n broadcast (隠す v)\n change y by (1)\n broadcast (next v)\n repeat until <[250] < (y position)>\n change y by ((y position) / (5))\n end\n set [next終了 v] to [1]\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-228) y: (0)\n repeat until <[-1] < (x position)>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まったか?) = [1]>\n change x by (-1)\n repeat until <(x position) < [-227]>\n change x by ((x position) / (7))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (228) y: (0)\n repeat until <(x position) < [1]>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まったか?) = [1]>\n change x by (1)\n start sound [文字表示の衝撃音1 v]\n repeat until <[224] < (x position)>\n change x by ((x position) / (7))\n end\n delete this clone\nend\n\nwhen I receive [みんな集まったぞ! v]\nset [みんな集まったか? v] to [1]\n\ndefine 幕を (明るさ) の明るさでクローンを作る\nswitch costume to (コスチューム2 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to [front v] layer\n end\nend\n\n@スプライト2\n\nwhen I receive [旗 v]\nset pen size to (3)\nset pen color to (#00cc4c)\nforever\n if <not <[1] = (書いている?)>> then\n hide\n else\n show\n go to x: (mouse x) y: (mouse y)\n end\nend\n\nwhen I receive [next v]\nerase all\n\nwhen flag clicked\nhide\nerase all\n\nwhen I receive [旗 v]\nforever\n if <[1] = (書いている?)> then\n if <mouse down?> then\n wait (0.1) seconds\n go to x: (mouse x) y: (mouse y)\n repeat until <not <mouse down?>>\n pen down\n end\n else\n pen up\n end\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nforever\n hide\n reset timer\nend\n\nrepeat (10)\n hide\nend\n\nwhen [timer v] > (0)\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 [旗 v]\nwait (5) seconds\n\nset [ghost v] effect to (100)\n\n@スプライト4\n\nwhen flag clicked\nbroadcast (intro finish v)\n\nwhen I start as a clone\nif <(ID) = [右]> then\n go to x: (0) y: (0)\n switch costume to (扉 右 v)\n show\n go to [back v] layer\n set [color v] effect to ((color) + ((何枚目?) * (2)))\n change x by (2)\n repeat until <(x position) > [235]>\n change x by ((x position) / (7))\n end\n delete this clone\nend\n\ndefine wait ()\nwait until <() < (timer)>\n\nwhen I start as a clone\nif <(ID) = [左]> then\n switch costume to (扉 左 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n set [color v] effect to ((color) + ((何枚目?) * (2)))\n change x by (-2)\n repeat until <[-235] > (x position)>\n change x by ((x position) / (7))\n end\n delete this clone\nend\n\nwhen I receive [メッセージ1 v]\nset [id v] to [右]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [丸]> then\n show\n switch costume to (丸 v)\n go to [front v] layer\n clear graphic effects\n set size to (100) %\n repeat (9)\n change [ghost v] effect by ((100) / (9))\n change size by (9)\n end\nend\n\nbroadcast (メッセージ1 v)\n\nwhen I start as a clone\nif <(ID) = [枠]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (白紙 v)\n set size to (300) %\n switch costume to (枠 v)\n show\n go to [back v] layer\n go [forward v] (1) layers\n wait [5]\n go to [front v] layer\n wait [7]\n repeat (2)\n 回転 [R]\n 回転 [L]\n end\nend\n\n\n\nwhen I start as a clone\nif < (ID) contains [name]?> then\n set [記憶 v] to (文字)\n clear graphic effects\n set size to (80) %\n show\n switch costume to (ID)\n go to x: (-170) y: (180)\n change x by ((記憶) * (45))\n repeat until <[1] > (y position)>\n change y by ((-1) * ((y position) / (7)))\n end\n go to [front v] layer\n wait ((9.2) + ((記憶) * (0.2)))\n set [s v] to [0]\n go to [front v] layer\n set size to (0) %\n repeat (46)\n set [s v] to (((s) * (0.75)) + (((80) - (size)) * (0.3)))\n change size by (s)\n end\n go [backward v] (記憶) layers\nend\n\nwhen I start as a clone\nif <(ID) = [背景]> then\n show\n switch costume to (l_____scratch____様の神背景 v)\n go to [back v] layer\n clear graphic effects\nend\n\ndefine 回転 (lr)\nif <(lr) = [R]> then\n set [s1 v] to [20]\nelse\n set [s1 v] to [-20]\nend\nrepeat (13)\n turn right (S1) degrees\n change [s1 v] by ((((90) - (direction)) / (3)) - ((S1) / (3)))\nend\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen I start as a clone\nif <(ID) = [last]> then\n show\n switch costume to (コスチューム1 v)\n go to [front v] layer\n go to x: (480) y: (0)\n point in direction (90)\n set size to (130) %\n start sound [slice v]\n repeat until <[1] > (x position)>\n change x by ((-1) * ((x position) / (7)))\n end\n broadcast (intro finish v)\n repeat until <(x position) > [500]>\n change x by ((x position) / (7))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <not <(ID) = [last]>> then\n wait [13]\n delete this clone\nend\n\nwhen I receive [intro start v]\nhide\nset [color v] to [100]\nset [color v] effect to (color)\ngo to x: (0) y: (0)\nstart sound [84w9m-tput7 v]\nreset timer\nset [何枚目? v] to [0]\nrepeat (10)\n set [id v] to [左]\n create clone of (_myself_ v)\n broadcast (メッセージ1 v) and wait\n change [何枚目? v] by (1)\n wait (0.3) seconds\nend\nwait [4]\nwait (0) seconds\nset [id v] to [背景]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [id v] to [枠]\ncreate clone of (_myself_ v)\nwait [5]\nset [文字 v] to [0]\nrepeat (7)\n change [文字 v] by (1)\n set [id v] to (join [name] (文字))\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nwait [7]\nrepeat (8)\n go to x: ((140) + (pick random (-10) to (10))) y: (pick random (5) to (-5))\n set [id v] to [丸]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: ((-140) + (pick random (-10) to (10))) y: (pick random (5) to (-5))\n set [id v] to [丸]\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait [11.5]\nset [id v] to [last]\ncreate clone of (_myself_ v)\n\nwhen I receive [intro finish v]\nbroadcast (旗 v)\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\n\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ngo to [front v] layer\n\nwhen flag clicked\n\nrepeat (20)\n hide\nend\n\n | RACING @aspectsvg TO 2K PLS HELP ME WIN!!!\n\nNEW GAME OUT: https://scratch.mit.edu/projects/825184324/\n\nOriginal Date: Mar 20, 2023\n\n(Mar 23, 2023)\n#8 on trending - games!\n3k views in 3 days!!!\n\n(Mar 25, 2023)\n10k views!\n#4 on trending - games!!!!!!!\n#7 on trending - all!!!!!\n\n(Apr 02, 2023)\n65k views!\n#4 on trending - games!!!!!\n#20 on trending - all!\n\nDrive - A Platformer\nWASD or arrow keys to move\nAvoid orange traffic cones and lava\nGet to the end!\n\nA love, a favorite and a follow would be very appreciated! |
Windy || A Platformer #Games | @Stage\n\nwhen I receive [開始 v]\nforever\n play sound [少年達の夏休み的なBGM v] until done\nend\n\n@Scratch Cat\n\nwhen I receive [開始 v]\ngo to x: (-200) y: (20)\nset [ステージ v] to [1]\nswitch costume to (run-03 v)\nset rotation style [left-right v]\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nshow variable [miss v]\nset size to (60) %\nclear graphic effects\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching color (#00ff14)?> or <touching (建造物 v)?>> then\n change y by (5)\n if <<touching color (#00ff14)?> or <touching (建造物 v)?>> then\n change x by ((0) - (X))\n change y by (-5)\n if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> or <<mouse down?> and <(mouse y) < [0]>>> 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 [-12]\n else\n set [x v] to [0]\n end\n end\n end\n change [y v] by (1)\n change y by (Y)\n if <<touching color (#00ff14)?> or <touching (建造物 v)?>> then\n change y by ((0) - (Y))\n set [y v] to [0]\n set [ジャンプ中 v] to [0]\n end\n if <<<touching color (#808080)?> or <<touching color (#a5a5a5)?> or <<touching color (#9c9c9c)?> or <touching color (#ff0000)?>>>> or <touching (fire2 v)?>> then\n 死\n end\n if <(y position) > [179]> then\n 死\n end\n if <(y position) < [-179]> then\n set y to (-180)\n end\n if <(x position) < [-239]> then\n set x to (-240)\n end\n if <(x position) > [239]> then\n broadcast (次 v)\n end\n if <touching (ステージ10 v)?> then\n set [y v] to [17]\n end\nend\n\nwhen I receive [開始 v]\nset [ジャンプ中 v] to [0]\nwait until <touching (stage v)?>\nforever\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> then\n start sound [ニュッ v]\n set [y v] to [-15]\n set [ジャンプ中 v] to [1]\n wait until <(ジャンプ中) = [0]>\n end\nend\n\nwhen I receive [次 v]\ngo to x: (-200) y: (20)\nchange [ステージ v] by (1)\nswitch costume to (主人公 v)\nset rotation style [left-right v]\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nwait (0.2) seconds\n\ndefine 死\nstart sound [ビシッとツッコミ3 v]\nchange [miss v] by (1)\nrepeat (4)\n change [brightness v] effect by (25)\nend\ngo to x: (-200) y: (20)\nswitch costume to (主人公 v)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (60) %\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide\n\nwhen flag clicked\nset [miss v] to [0]\nhide variable [miss v]\n\n@Stage\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\ngo to x: (-6) y: (-73)\nset [ステージ v] to [1]\nswitch costume to (line v)\nshow\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <not <(ステージ) < [1]>> then\n show variable [your record v]\n else\n hide variable [your record v]\n end\nend\n\nwhen I receive [開始 v]\nset [your record v] to [0]\nforever\n if <not <(ステージ) = [12]>> then\n wait (1) seconds\n change [your record v] by (1)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (36) y: (28)\n go to [front v] layer\n show\nend\n\n@Intro\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (スタート v)\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\nwait (1.5) seconds\nbroadcast (開始 v)\n\nbroadcast (開始 v)\n\n@針車\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (30) y: (0)\n glide (1) secs to x: (30) y: (-213)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [6]> then\n show\n else\n hide\n end\nend\n\n@RESTART\n\nwhen flag clicked\nhide\nforever\n go to x: (-190) y: (-156)\n go to [front v] layer\n set size to (100) %\nend\n\nwhen I receive [開始 v]\nshow\n\nwhen this sprite clicked\nset [ステージ v] to [1]\nset [miss v] to [0]\nbroadcast (開始 v)\n\n | 傾向1p(2位) ゲーム傾向3位 やったあ٩( ᐛ )و\nコミュニティーが好きなものに載ってました٩( ᐛ )و\n日本語説明は下\n_________________________________________________\n[English]\nOperate with arrow keys or tap\nDifficulty: ★☆☆☆☆\nRecently I made a platformer with the sun as the main because the sun is dazzling! Isn't there somebody who says it's pretty easy and "other platformers are too difficult"? It's a platformer for that person! Please play! ❤️ and ⭐️ Follow me ~!\n[日本語]\n矢印キーまたはタップで操作\n難易度:★☆☆☆☆\n最近太陽眩しいから太陽をメインのプラットフォーマーを作りました!結構簡単で「他のプラットフォーマー難しすぎるって〜」って人いるんじゃないですか?その人向けプラットフォーマーです!ぜひ遊んていってね!\n❤️と⭐️ フォローしてね〜! |
Minecraft Platformer 4 - Mobile friendly! | @Stage\n\nwhen I receive [tick v]\ndelete all of [items v]\nadd (join (join [Mouse: \(] ((SCROLL X) + (mouse x))) (join [, ] (join (mouse y) [\)]))) to [items v]\nadd (join (join [Player: \(] ([x v] of [platformer script v])) (join [, ] (join ([y v] of [platformer script v]) [\)]))) to [items v]\n\nwhen I receive [stop music v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\n@Blank\n\n@Level\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X))\n\nwhen I receive [set up v]\nshow\nset [x v] to [-480]\nswitch costume to (1 v)\nClone\n\ndefine Position (x)\nset [costume v] to (costume [number v])\nswitch costume to (1 v)\nset size to ((1) / ()) %\ngo to x: (x) y: (0)\nswitch costume to (costume)\nset size to (100) %\nif <([abs v] of (x position) ) > [480]> then\n hide\nelse\n show\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\ndefine Clone\nrepeat (14)\n Clone at x: [480] y: [0]\nend\n\n@Platformer Script\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]\nif <(First) = [0]> then\n Game On\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n broadcast (Setup 2 v)\n broadcast (Tick v) and wait\n set [first v] to [1]\nend\nforever\n Game On\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n broadcast (Setup 2 v)\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 [scroll x v] to [0]\nset [x v] to [-150]\nset [y v] to [-76]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [health v] to [20]\nset [player knockback v] to [0]\nset [invisibility v] to [0]\nset [start run? v] to [0]\nPosition\npoint in direction (90)\nset volume to (100) %\nset size to (40) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (1 v)\nset rotation style [don't rotate v]\nif <(Start Run?) = [0]> then\n reset timer\nend\nif <(Player Knockback) = [0]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [sx v] by (2)\n set [start run? v] to [1]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [sx v] by (-2)\n set [start run? v] to [1]\n end\n set [sx v] to ((sx) * (0.8))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(Player Knockback) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [start run? v] to [1]\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nPosition\nif <(SCROLL X) < [6240]> then\n set [scroll x v] to (x)\nend\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > ((480) * (13))> then\n set [scroll x v] to ((480) * (13))\nend\nif <(x) < [-240]> then\n set [x v] to [-240]\nend\nif <(x) > [6480]> then\n set [x v] to [6480]\nend\nset rotation style [left-right v]\nPosition\nif <<(y) < [-180]> or <(Health) < [1]>> then\n set [exit v] to [Die]\nend\nif <<<touching (entities v)?> or <touching (arrow v)?>> and <(Player Knockback) = [0]>> then\n set [player knockback v] to [1]\n if <(Invisibility) = [0]> then\n set [invisibility v] to [1]\n set [sy v] to [10]\n set [sx v] to ((Hit) / (15))\n end\nend\nif <(Player Knockback) = [1]> then\n if <(in air) = [0]> then\n set [player knockback v] to [0]\n end\nend\nif <(Invisibility) > [0]> then\n set [ghost v] effect to (20)\n if <(Invisibility) = [2]> then\n broadcast (Hurt v)\n start sound [Hurt v]\n change [health v] by (-4)\n end\n change [invisibility v] by (1)\n if <(Invisibility) > [50]> then\n set [invisibility v] to [0]\n end\nelse\n set [ghost v] effect to (0)\nend\nif <(Player Knockback) = [0]> then\n switch costume to (2 v)\nelse\n switch costume to (3 v)\nend\nif <<(-Love Project) = [1]> and <(-Favorite Project) = [1]>> then\n switch costume to ((costume [number v]) + (2))\nend\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)\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 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\ndefine Game - Die\nbroadcast (Dead v)\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 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 [win screen v]\nstop [other scripts in sprite v]\n\nset [first v] to [0]\n\n@Background\n\nwhen I receive [grenn flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X))\n\nwhen I receive [set up v]\nshow\nset [x v] to [-480]\nset [y v] to [0]\nswitch costume to (1 v)\nClone\n\ndefine Position (x)\nset [costume v] to (costume [number v])\nswitch costume to (1 v)\nset size to ((1) / ()) %\ngo to x: (x) y: (0)\nswitch costume to (costume)\nset size to (100) %\nset [brightness v] effect to (-12)\nif <([abs v] of (x position) ) > [480]> then\n hide\nelse\n show\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\ndefine Clone\nrepeat (15)\n Clone at x: [480] y: [0]\nend\n\n@Sword\n\nwhen I receive [tick v]\nif <([direction v] of [platformer script v]) = [90]> then\n go to x: (([x position v] of [platformer script v]) + (44)) y: (([y position v] of [platformer script v]) + ((7) + ((Direction) / (-3))))\n point in direction ((Direction) + (90))\n switch costume to (1 v)\nelse\n go to x: (([x position v] of [platformer script v]) + (-44)) y: (([y position v] of [platformer script v]) + ((7) + ((Direction) / (-3))))\n point in direction ((90) - (Direction))\n switch costume to (2 v)\nend\nif <([invisibility v] of [platformer script v]) > [0]> then\n set [ghost v] effect to (20)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [set up v]\nshow\n\nwhen flag clicked\nshow\nset size to (30) %\nset [direction v] to [0]\nforever\n if <<key (space v) pressed?> or <<key (x v) pressed?> or <key (m v) pressed?>>> then\n set [attack v] to [1]\n repeat (5)\n change [direction v] by (12)\n end\n repeat (2)\n change [direction v] by (-24)\n end\n set [attack v] to [0]\n set [direction v] to [0]\n wait (0.4) seconds\n wait until <not <<key (space v) pressed?> or <<key (x v) pressed?> or <key (m v) pressed?>>>>\n end\nend\n\nwhen I receive [dead v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\n@Entities\n\ndefine Clone (clone) X (x) Y (y) Bound 1 (bound 1) Bound 2 (bound 2)\nset [clone v] to (clone)\nset [x v] to (x)\nset [y v] to (y)\nset [bound 1 v] to (bound 1)\nset [bound 2 v] to (bound 2)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nReset\nwait until <(SCROLL X) > ((x) - (250))>\nset [can move v] to [1]\n\nwhen I receive [tick v]\nset [costume v] to (costume [number 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 (110) %\nif <([abs v] of (x position) ) > [480]> then\n hide\nelse\n show\nend\nif <([abs v] of (x position) ) < [250]> then\n Clone AI\nend\nif <(x) > [6480]> then\n set [x v] to [6480]\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\ndefine Clone AI\nset rotation style [left-right v]\nif <(clone) = [1]> then\n switch costume to (3 v)\n if <(Knockback) = [0]> then\n if <(x position) > ([x position v] of [platformer script v])> then\n if <(x) > (bound 1)> then\n change [x velocity v] by (-0.7)\n point in direction (-90)\n end\n else\n if <(x) < (bound 2)> then\n change [x velocity v] by (0.7)\n point in direction (90)\n end\n end\n set [x velocity v] to ((x velocity) * (0.8))\n if <touching (hitbox v)?> then\n if <(Health) > [0]> then\n start sound (pick random (2) to (3))\n end\n set [knockback v] to [1]\n set [y velocity v] to [6]\n set [x velocity v] to (([direction v] of [platformer script v]) / (30))\n change [health v] by (-4)\n end\n end\n change [x v] by (x velocity)\n if <touching (platformer script v)?> then\n set [hit v] to (direction)\n end\n if <(Knockback) > [0]> then\n change [knockback v] by (1)\n if <<touching (level v)?> and <(Knockback) > [2]>> then\n set [knockback v] to [0]\n end\n end\n if <<(y) < [-250]> or <(Health) < [1]>> then\n change [enemies defeated v] by (1)\n change [progress v] by (1)\n start sound [Death v]\n delete this clone\n end\n Touching\n change [y velocity v] by (-1)\n change [y v] by (y velocity)\n if <(Knockback) = [0]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nend\nif <(clone) = [2]> then\n switch costume to (3 v)\n point in direction (-90)\n if <<touching (hitbox v)?> and <(Knockback) = [0]>> then\n start sound [skeletonhurt2 v]\n set [knockback v] to [1]\n set [y velocity v] to [6]\n set [x velocity v] to (([direction v] of [platformer script v]) / (30))\n change [health v] by (-4)\n end\n if <(Health) < [1]> then\n change [enemies defeated v] by (1)\n change [progress v] by (1)\n start sound [skeletondeath v]\n delete this clone\n end\n if <(Knockback) > [0]> then\n change [knockback v] by (1)\n if <<touching (level v)?> and <(Knockback) > [2]>> then\n set [knockback v] to [0]\n end\n end\n Touching\n change [y velocity v] by (-1)\n change [y v] by (y velocity)\n if <(Knockback) = [0]> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n change [arrow tick v] by (1)\n if <(Arrow Tick) > [59]> then\n start sound [Arrow v]\n create clone of (arrow v)\n set [arrow tick v] to [0]\n end\nend\n\nwhen I receive [reset v]\nbroadcast (Delete Clones v)\nset [progress v] to [0]\nswitch costume to (1 v)\nReset\nset [enemies defeated v] to [0]\nClone [1] X [2595] Y [-15] Bound 1 [2055] Bound 2 [2595]\nClone [1] X [3430] Y [-12] Bound 1 [3140] Bound 2 [3430]\nClone [1] X [3900] Y [-12] Bound 1 [3636] Bound 2 [4058]\nset [x v] to [-6969]\nset [y v] to [-420]\n\ndefine Reset\nset [can move v] to [0]\nset [knockback v] to [0]\nset [y velocity v] to [0]\nset [health v] to [20]\n\ndefine Touching\nif <<touching (level v)?> and <(Knockback) = [0]>> then\n change [y v] by (1)\n set [y velocity v] to [0]\nend\n\nwhen I receive [setup 2 v]\nwait until <(SCROLL X) = [6240]>\nset [progress v] to [0]\nbroadcast (Delete Clones v)\nClone [1] X [6449] Y [-76] Bound 1 [5880] Bound 2 [6449]\nClone [2] X [6449] Y [-76] Bound 1 [6449] Bound 2 [6449]\nset [x v] to [-9999]\nset [y v] to [-999]\nwait until <(Progress) = [2]>\nwait (0.5) seconds\nset [exit v] to [Win]\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\n\n@Hitbox\n\nwhen I receive [tick v]\nset size to (25) %\nif <([direction v] of [platformer script v]) = [90]> then\n go to x: (([x position v] of [platformer script v]) + (44)) y: (([y position v] of [platformer script v]) + (3))\nelse\n go to x: (([x position v] of [platformer script v]) + (-44)) y: (([y position v] of [platformer script v]) + (3))\nend\nif <([attack v] of [sword v]) = [0]> then\n hide\nelse\n show\nend\nset [ghost v] effect to (100)\n\n@Health2\n\nwhen I receive [tick v]\nswitch costume to ((([health v] of [platformer script v]) / (2)) + (1))\n\nwhen I receive [hurt v]\nset [brightness v] effect to (100)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [dead v]\nif <([health v] of [platformer script v]) > [0]> then\n start sound [hurt v]\nend\nset [brightness v] effect to (100)\nwait (0.1) seconds\nswitch costume to (health0 v)\nset [brightness v] effect to (0)\n\nwhen I receive [win screen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Arrow\n\nwhen I start as a clone\ngo to x: (185) y: (-85)\nshow\nset size to (25) %\nset [extra time v] to [0]\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nchange x by (-20)\nif <<(x position) < [-240]> or <touching (platformer script v)?>> then\n change [extra time v] by (1)\n if <(Extra Time) > [3]> then\n delete this clone\n end\nend\n\n@Win Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [win screen v]\nshow\nswitch costume to (3 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\ncreate clone of (_myself_ v)\nrepeat (10)\n change [ghost v] effect by (-3)\nend\n\nwhen I start as a clone\nshow\nif <(Enemies Defeated) < [5]> then\n switch costume to (1 v)\nelse\n switch costume to (2 v)\nend\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [win screen v]\nchange [☁ completed platformer v] by (1)\nif <(Enemies Defeated) = [5]> then\n change [☁ beat the game v] by (1)\nend\nplay sound [Win v] until done\nif <(Enemies Defeated) = [5]> then\n broadcast (Stop Music v)\n forever\n play sound [Revenge v] until done\n end\nend\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@Love and Favorite\n\nwhen flag clicked\nhide\nif <<(-Love Project) = [1]> and <(-Favorite Project) = [1]>> then\n stop [this script v]\nend\nset [-favorite project v] to [0]\nset [-love project v] to [0]\nset [-detector clone v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [-detector clone v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(-Love Project) = [1]> and <(-Favorite Project) = [1]>>\nshow\nswitch costume to (1 v)\nstart sound [Collect v]\ngo to x: (-180) y: (124)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I start as a clone\nif <(-Detector Clone) = [0]> then\n go to x: (-15) y: (0)\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n set [-love project v] to [1]\n end\n end\nend\nif <(-Detector Clone) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n forever\n if <touching (mouse-pointer v)?> then\n set [-favorite project v] to [1]\n end\n end\nend\n\nset [-love project v] to [0]\nset [-favorite project v] to [0]\n\n@Text\n\nwhen flag clicked\ngo to x: (129) y: (137)\nif <<(-Love Project) = [1]> and <(-Favorite Project) = [1]>> then\n stop [this script v]\nend\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | https://scratch.mit.edu/projects/723152878/\nケーキを作ろうも出したよ!\n\nボケて↓\nhttps://scratch.mit.edu/projects/722435321/\n\nマインクラフトプラットフォーマーの進化版!面白いよ!\n日本語は下\n\nEnglish\nArrow keys or tap or word keys to control\nLava or falling will cause damage.\nBets are checkpoints.\nWhen your life reaches 0, you will return to the checkpoint.\nIf you are in the water, you can float in the air.\n\n日本語\n\n前のマインクラフトプラットフォーマーの進化版です!クオリティーがとても上がっています!ハートと星を押してくれたらとても嬉しいです!\n\n操作方法\n矢印キーまたはタップまたはwordキーで操作\n溶岩または落ちるとダメージを食らいます\nスペースキーまたは剣をタップで攻撃\nベットはチェックポイントです\nライフが0になるとチェックポイントに戻ります気をつけましょう\n水の中にいると空中で浮けます |
Relaxation 5 #Games #Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\nforever\n if <(Level) = [1]> then\n switch backdrop to (blue sky v)\n end\n if <(Level) = [2]> then\n switch backdrop to (almostcave v)\n end\n if <(Level) > [2]> then\n switch backdrop to (cave v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [hand v] to []\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ncreate clone of (_myself_ v)\nshow\nset [myself v] to [Player]\nset size to (80) %\nswitch costume to (hitbox v)\ngo to x: (-190) y: (50)\nset [ghost v] effect to (100)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n set [sword direction v] to (direction)\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 set [direction v] to [L]\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [direction v] to [R]\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [14]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n if <(Level) = [9]> then\n if <(Help) = [1]> then\n broadcast (Restart v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n else\n broadcast (Restart v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n end\n end\n if <<touching (danger v)?> or <<touching (zombies v)?> or <(y position) < [-170]>>> then\n start sound [Meow v]\n go to x: (-190) y: (-10)\n broadcast (Restart v)\n end\nend\n\nwhen I receive [hand v]\nset [hand v] to [-]\n\nwhen I start as a clone\nshow\nset [costume v] to [0]\nclear graphic effects\nforever\n go to [front v] layer\n go [backward v] (4) layers\n switch costume to (join (join [R] (Costume)) (Hand))\n go to (Myself)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n set [costume v] to [0]\n else\n if <(Costume) = [16]> then\n set [costume v] to [1]\n else\n change [costume v] by (1)\n end\n end\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n switch costume to (Level)\nend\n\n@Back\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Words\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Zombies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [clone# v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\nhide\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone [1] [151] [82]\n Clone [1] [210] [82]\nend\nif <(Level) = [6]> then\n Clone [1] [-64] [-125]\n Clone [1] [26] [-125]\nend\nif <(Level) = [7]> then\n Clone [1] [22] [89]\n Clone [1] [211] [89]\nend\nif <(Level) = [8]> then\n Clone [1] [172] [-77]\nend\nif <(Level) = [10]> then\n Clone [1] [134] [-77]\n Clone [1] [53] [-76]\n Clone [1] [-37] [-76]\nend\nif <(Level) = [11]> then\n Clone [1] [129] [-22]\nend\nif <(Level) = [12]> then\n Clone [1] [-181] [101]\n Clone [1] [-181] [101]\nend\nif <(Level) = [13]> then\n Clone [1] [-67] [41]\n Clone [1] [50] [41]\n Clone [1] [122] [-29]\n Clone [1] [203] [-109]\nend\nif <(Level) = [14]> then\n Clone [1] [154] [69]\n Clone [1] [0] [-61]\nend\nif <(Level) = [15]> then\n Clone [1] [143] [-76]\nend\nif <(Level) = [16]> then\n Clone [1] [-32] [-76]\nend\nif <(Level) = [17]> then\n Clone [1] [207] [-43]\nend\nif <(Level) = [18]> then\n Clone [1] [109] [-72]\n Clone [1] [199] [-72]\nend\nif <(Level) = [19]> then\n Clone [1] [175] [-83]\n Clone [1] [86] [-83]\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (80) %\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\nset [enemyx v] to [0]\nset [enemyy v] to [0]\nswitch costume to (1r1 v)\nwait (0) seconds\nforever\n switch costume to (hitbox v)\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by ((0) - ((Speed) / (10)))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by ((Speed) / (10))\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (ground v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (ground v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (join [1R] (Zombie costume))\n if <<touching color (#b70000)?> or <<(y position) < [-175]> or <<touching (sword v)?> and <(Sword) = [1]>>>> then\n switch costume to (1r1 v)\n start sound [Meow v]\n set [pitch v] effect to (-50)\n clear graphic effects\n set rotation style [all around v]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nset [speed v] to [2]\n\nwhen I start as a clone\nforever\n if <(Zombie costume) = [5]> then\n set [zombie costume v] to [1]\n wait (0.1) seconds\n else\n change [zombie costume v] by (1)\n wait (0.1) seconds\n end\nend\n\n@Key\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [pick key? v] to [1]\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\ngo to x: (15) y: (34)\nforever\n repeat (5)\n change y by (1)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (-1)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [restart v]\nhide\nset [pick key? v] to [0]\nforever\n if <(Level) = [8]> then\n if <(Pick Key?) = [1]> then\n hide\n else\n show\n end\n end\nend\n\n@Blank2\n\n@Blank\n\n@Blank15\n\n@Blank3\n\n@Pico\n\nwhen flag clicked\nset [help v] to [0]\nswitch costume to (costume1 v)\nforever\n if <(Level) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Help) = [0]> then\n say [Help me! If you have the key, click the cage to save me!]\n switch costume to (costume1 v)\n else\n say [Thank you very much! I will give you a sword. Use it to kill zombies!]\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nset [help v] to [1]\nbroadcast (Hand v)\n\n@Blank4\n\n@Blank5\n\n@Blank6\n\n@Blank14\n\n@Blank12\n\n@Blank10\n\n@Blank13\n\n@Blank7\n\n@Blank11\n\n@Blank9\n\n@Blank8\n\n@Blank16\n\n@Blank17\n\n@Blank18\n\n@Blank19\n\n@Blank20\n\n@Sword\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n set rotation style [left-right v]\n go to (player v)\nend\n\nwhen I receive [sword v]\nwait (0) seconds\nset [sword v] to [1]\nswitch costume to (costume1 v)\nrepeat (6)\n wait (0.05) seconds\n next costume\nend\nwait (0.01) seconds\nrepeat (6)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\nend\nset [sword v] to [0]\n\nwhen flag clicked\nforever\n if <(Hand) = [-]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <(Hand) = [-]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Sword v)\n\nwhen [space v] key pressed\nbroadcast (Sword v)\n\n@Rock\n\nwhen I start as a clone\ngo to x: (300) y: (pick random (-160) to (160))\nset [ghost v] effect to (pick random (0) to (0))\nswitch costume to (pick random (1) to (3))\nset size to (100) %\nset rotation style [all around v]\ngo to [back v] layer\npoint in direction (90)\nshow\nrepeat until <[-280] > (x position)>\n change x by (pick random (-10) to (-15))\nend\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\nforever\n if <(backdrop [number v]) = [3]> then\n hide\n create clone of (_myself_ v)\n wait (0.4) seconds\n else\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nrepeat until <(backdrop [number v]) = [3]>\n delete this clone\nend\n\n@Blank21\n\n@Blank22\n\n@Blank23\n\n@Blank24\n\n@Blank25\n\n@Blank26\n\n@Blank27\n\n@Blank28\n\n@Blank29\n\n@Blank30\n\n@Chest\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [20]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [open v]\nstart sound [hit v]\nswitch costume to (costume2 v)\n\n@Blank31\n\n@Blank32\n\n@Blank33\n\n@Blank34\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nbroadcast (Open v)\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nset size to (150) %\nswitch costume to (costume1 v)\nset [brightness v] effect to (100)\nrepeat (25)\n change [brightness v] effect by (-4)\n switch costume to (costume2 v)\n go to [front v] layer\n change size by (((size) + (-100)) / (-10))\n switch costume to (costume1 v)\nend\nrepeat (25)\n switch costume to (costume2 v)\n go to [front v] layer\n change size by (((size) + (-100)) / (-10))\n switch costume to (costume1 v)\nend\n\n@Blank35\n\n@Blank36\n\n@Blank37\n\n@Blank42\n\n@Blank38\n\n@Blank39\n\n@Blank40\n\n@Blank41\n\n@Blank43\n\n@Blank44\n\n@Blank45\n\n@Blank46\n\n@Blank47\n\n@Blank48\n\n@Blank49\n\n@Blank50\n\n@Blank51\n\n | NEW GAME↓\nhttps://scratch.mit.edu/projects/905171028/\n\nUse the arrow keys or tap, or the w, a, and d keys\nPlease follow me. |
Green - Scrolling Platformer (Old) | @Stage\n\nwhen flag clicked\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@sun\n\nwhen flag clicked\ngo to x: (-230) y: (160)\ngo to [back v] layer\nforever\n set size to ((100) + (([cos v] of ((timer) * (200)) ) * (10))) %\nend\n\n@background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@ \n\nwhen flag clicked\nhide\n\n | Minecraft Platformer 4\nhttps://scratch.mit.edu/projects/554690423/\n------------------------------------------------------------------\nAmong Us Platformer-Online Cloud Multiplayer Mobile!\n\n➊ Use ARROW keys, WASD keys or MOBILE!\n➋ Follow yellow arrows ⇨ earn AWESOME TASKS!\n❸ Dodge GHOSTS, and SPIKES collect TOKENS!\n\nPro Tips\n✪ Slow device? Tap settingsand set graphics to low\n✪ EASY - cannot die\n✪ NORMAL - respawn in cafeteria\n✪ HARDCORE - has just 1 life\n✪ MAP icon helps you spot the best routes \n✪ TASK HELP gives bonus tips\n------------------------------------------------------------------\nTags\n\n#games #game #2021 #one button game #fun #online #awesome #atomicmagicnumber #games #music #scrolling #friends #mobile #ipad #easy #fun #android #samsung #tasks #iphone \n----------------------------------------------------- |
MINECRAFT 2.5D platformer | @Stage\n\nwhen I receive [play game v]\nswitch backdrop to (png v)\n\nwhen [e v] key pressed\n\nif <(position tool) = [1]> then\n set [mouse v] to (join ((mouse x) + (scroll x)) (join [, ] ((mouse y) + (scroll y))))\n show variable [mouse v]\n set [position tool v] to [0]\nelse\n hide variable [mouse v]\n set [position tool v] to [1]\nend\n\nwhen flag clicked\nswitch backdrop to (png v)\nset [position tool v] to [1]\n\nwhen I receive [the eend v]\nplay sound [Flying-in-stuff v] until done\n\n@blank\n\n@player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\ngo to [front v] layer\nset [scroll x checkpoint v] to [0]\nset [scroll y checkpoint v] to [0]\nset [progress v] to [1]\nbroadcast (reset v) and wait\nbroadcast (setup v) and wait\nstart\nforever\n tick\n broadcast (tick v)\n go to [front v] layer\n set [p x v] to (x position)\n set [p y v] to (y position)\n set [p d v] to (direction)\n if <(EXIT) = [DIE]> then\n if <(endy) = [0]> then\n game over\n end\n end\nend\n\ndefine game on\nbroadcast (reset v)\nbroadcast (setup v)\nset [x v] to (scroll x checkpoint)\nset [y v] to (scroll y checkpoint)\nset [scroll x v] to (scroll x checkpoint)\nset [scroll y v] to (scroll y checkpoint)\nset [sx v] to [0]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nshow\n\ndefine tick\nTest - die\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(mouse x) < [0]> and <(mouse y) < [170]>>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) < [170]>>>> then\n change [sx v] by (2)\n point in direction (90)\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(in air) < [5]> then\n set [sy v] to [15]\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (8)))\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nif <(scroll x) > [8926]> then\n set [scroll x v] to [8926]\nend\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round ((((y) - (scroll y)) + (50)) / (14)))\nposition\nTest - die\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game over\nset [exit v] to []\nbroadcast (machete hide v)\nstart sound [Crunch v]\nstart sound [Basketball Bounce v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [snake death v] to [0]\ngame on\n\ndefine Test - die\nif <<<(y position) < [-179]> or <<touching (spike v)?> or <touching (falling pieces v)?>>> or <(snake death) = [1]>> then\n set [exit v] to [DIE]\nelse\n clear graphic effects\nend\n\nwhen I receive [setup v]\nset size to (100) %\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\n\ndefine start\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [progress v] to [0]\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\nshow\n\nwhen I receive [game on v]\ngame on\nbroadcast (reset v)\nbroadcast (setup v)\n\nbroadcast (green flag v)\nbroadcast (Play game v)\n\nwhen I receive [green flag v]\nforever\n if <not <<(EXIT) = [win]> or <(EXIT) = [die]>>> then\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n game on\n broadcast (reset v)\n broadcast (setup v)\n end\n end\nend\n\n@platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\ngo to [front v] layer\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\ngo to [front v] layer\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ngo to [front v] layer\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [the eend v]\nstop [other scripts in sprite v]\nswitch costume to (level 1 1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\n\n@sign\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n say [WASD, Arrow Keys or Mobile to move.Toggle the timer by pressing "T"] for (0) seconds\n end\nelse\n if <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n say [Get to the helicopter before being exposed to too much radiation! And watch out for falling reactor pieces!] for (0) seconds\n end\n else\n if <(costume [number v]) = [3]> then\n if <touching (player v)?> then\n say [And touching spikes is not a good idea...] for (0) seconds\n end\n end\n end\nend\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nclone at x: [250] y: [0]\nclone at x: [100] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\n@decoration\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nclone at x: [485] y: [0]\nclone at x: [445] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [120]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\nclone at x: [470] y: [174]\nclone at x: [470] y: [0]\nclone at x: [470] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\n\n@background\n\nwhen I receive [green flag v]\ngo to [back v] layer\ngo to x: (0) y: (50)\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [play game v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (-70)\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition (round (((scroll x) - ((scroll x) * (2))) / (30))) (round (((scroll y) - ((scroll y) * (2))) / (40)))\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [the eend v]\nhide\n\n@menu\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (-220) y: (160)\nswitch costume to (menu button v)\ngo to [front v] layer\nset size to (70) %\nset [menu buttons v] to [0]\nshow\n\nwhen I receive [tick v]\nif <not <(EXIT) > []>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n wait until <mouse down?>\n set [menu buttons v] to [1]\n broadcast (menu buttons v)\n wait until <not <mouse down?>>\n else\n set [brightness v] effect to (0)\n if <(mouse y) < [145]> then\n set [menu buttons v] to [0]\n end\n end\nend\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [the eend v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (2) to (3))\ngo to (mouse-pointer v)\nset size to (1) %\npoint in direction (pick random (1) to (360))\nshow\nrepeat (33)\n move (2) steps\n change size by (2)\n change [ghost v] effect by (3)\n go to [front v] layer\nend\ndelete this clone\n\n@volum\n\nwhen I receive [menu buttons v]\nshow\nclear graphic effects\nglide (0.2) secs to x: (-190) y: (160)\ngo to [front v] layer\nrepeat until <<(mouse y) < [145]> or <(mouse x) > [-145]>>\n if <(menu buttons) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n if <(costume [number v]) = [1]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\n wait until <not <mouse down?>>\n end\n end\nend\nglide (0.4) secs to x: (-220) y: (160)\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo to x: (-220) y: (160)\nset size to (70) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play game v]\nset volume to (50) %\nswitch costume to (on v)\nwait (1) seconds\nforever\n play sound [Droid Rage v] until done\n wait (1) seconds\nend\n\nwhen I receive [reset v]\nif <(x position) > [-220]> then\n glide (0.4) secs to x: (-220) y: (160)\n hide\nend\n\nwhen I receive [reset v]\nif <(x position) > [-220]> then\n glide (0.4) secs to x: (-220) y: (160)\n hide\nend\n\n@skip\n\nwhen I receive [menu buttons v]\npoint in direction (90)\nswitch costume to (skip v)\nshow\nset size to (70) %\nclear graphic effects\nglide (0.2) secs to x: (-160) y: (160)\ngo to [front v] layer\nrepeat until <<(mouse y) < [145]> or <(mouse x) > [-145]>>\n if <(menu buttons) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (skip v) and wait\n broadcast (Game on v) and wait\n set [skipped? v] to [1]\n wait until <not <mouse down?>>\n end\n end\nend\nglide (0.4) secs to x: (-220) y: (160)\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo to x: (-220) y: (160)\nset size to (70) %\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [reset v]\nif <(x position) > [-220]> then\n glide (0.4) secs to x: (-220) y: (160)\n hide\nend\n\nwhen flag clicked\nset [skipped? v] to [0]\n\n@Checkpoint 1\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [284]\n set [scroll y checkpoint v] to [-8]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [284] y: [-68]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nchange [progress v] by (1)\n\nwhen I receive [skip v]\nif <(PROGRESS) = [0]> then\n set [scroll x checkpoint v] to [284]\n set [scroll y checkpoint v] to [-8]\nend\n\n@Checkpoint 2\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [991]\n set [scroll y checkpoint v] to [-8]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [991] y: [-68]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nchange [progress v] by (1)\n\nwhen I receive [skip v]\nif <(PROGRESS) = [1]> then\n set [scroll x checkpoint v] to [991]\n set [scroll y checkpoint v] to [-8]\nend\n\n@Checkpoint 3\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [1884]\n set [scroll y checkpoint v] to [-8]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [1884] y: [-68]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nchange [progress v] by (1)\n\nwhen I receive [skip v]\nif <(PROGRESS) = [2]> then\n set [scroll x checkpoint v] to [1884]\n set [scroll y checkpoint v] to [-8]\nend\n\n@Checkpoint 4\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [3030]\n set [scroll y checkpoint v] to [-8]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [3030] y: [-68]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nchange [progress v] by (1)\n\nwhen I receive [skip v]\nif <(PROGRESS) = [3]> then\n set [scroll x checkpoint v] to [3030]\n set [scroll y checkpoint v] to [-8]\nend\n\n@Checkpoint 5\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [4486]\n set [scroll y checkpoint v] to [-8]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [4486] y: [-68]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nchange [progress v] by (1)\n\nwhen I receive [skip v]\nif <(PROGRESS) = [4]> then\n set [scroll x checkpoint v] to [4486]\n set [scroll y checkpoint v] to [-8]\nend\n\n@Checkpoint 6\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [5132]\n set [scroll y checkpoint v] to [103]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [5132] y: [43]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [5]> then\n set [scroll x checkpoint v] to [5132]\n set [scroll y checkpoint v] to [103]\nend\n\n@Checkpoint 7\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [6646]\n set [scroll y checkpoint v] to [219]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [6646] y: [159]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [6]> then\n set [scroll x checkpoint v] to [6646]\n set [scroll y checkpoint v] to [219]\nend\n\n@Checkpoint 8\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [7375]\n set [scroll y checkpoint v] to [390]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nset size to (100) %\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [7375] y: [330]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [7]> then\n set [scroll x checkpoint v] to [7375]\n set [scroll y checkpoint v] to [390]\nend\n\n@Checkpoint 9\n\nwhen I receive [green flag v]\nswitch costume to (checkpoint 1 v)\ngo to [back v] layer\nhide\nforever\n if <touching (player v)?> then\n set [scroll x checkpoint v] to [7985]\n set [scroll y checkpoint v] to [390]\n change [progress v] by (1)\n switch costume to (animation f1 v)\n start sound [Connect v]\n repeat (10)\n next costume\n end\n switch costume to (checkpoint achieved v)\n stop [this script v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [7985] y: [330]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [8]> then\n set [scroll x checkpoint v] to [7985]\n set [scroll y checkpoint v] to [390]\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)\n go to [front v] layer\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n go to [front v] layer\n show\nend\nhide\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 go to [front v] layer\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 go to [front v] layer\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen I receive [the eend v]\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)\n go to [front v] layer\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n go to [front v] layer\n show\nend\nhide\n\n@flash\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset rotation style [left-right v]\n\nwhen I receive [tick v]\nswitch costume to (flash v)\ngo to x: (p x) y: (p y)\npoint in direction (p d)\nif <(EXIT) = [DIE]> then\n hide\nelse\n show\nend\n\nwhen I receive [the eend v]\nhide\n\nwhen I receive [hide v]\nhide\n\n@final\n\nwhen I receive [green flag v]\nset [endy v] to [0]\nswitch costume to (end v)\nset size to (100) %\ngo to [front v] layer\nhide\nforever\n if <touching (player v)?> then\n set [endy v] to [1]\n stop [all v]\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [endy v] to [0]\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nhide\nset [on/off v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nclone at x: [9091] y: [366]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [ghost v] effect to (100)\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [skip v]\nif <(PROGRESS) = [9]> then\n set [scroll x checkpoint v] to [8900]\n set [scroll y checkpoint v] to [426]\nend\n\n@particle\n\nwhen I receive [play game v]\nforever\n create clone of (_myself_ v)\n wait ((scroll x) / (40000)) seconds\nend\n\nwhen flag clicked\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I start as a clone\nset size to (1) %\nswitch costume to (costume3 v)\nshow\nset [x v] to ((scroll x) - (pick random (-300) to (300)))\nset [y v] to ((scroll y) - (pick random (-120) to (180)))\nset [ghost v] effect to (100)\nrepeat (25)\n change size by (2)\n position ((x) - (scroll x)) ((y) - (scroll y))\n change [x v] by (pick random (-1) to (1))\n change [y v] by (pick random (-0.5) to (-1.5))\n change [ghost v] effect by (-4)\nend\nrepeat (25)\n change size by (-2)\n position ((x) - (scroll x)) ((y) - (scroll y))\n change [x v] by (pick random (-1) to (1))\n change [y v] by (pick random (-0.5) to (-1.5))\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@Falling pieces\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [setup v]\npoint in direction (90)\nclear graphic effects\nset size to (80) %\nhide\n\nwhen I receive [play game v]\nforever\n wait (pick random (4) to (7)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (pick random (1) to (4))\nshow\nset [x v] to ((scroll x) - (pick random (-220) to (220)))\nset [y v] to ((scroll y) + (200))\nrepeat until <touching (platform v)?>\n position ((x) - (scroll x)) ((y) - (scroll y))\n change [y v] by (-17)\n if <not <(costume [number v]) = [3]>> then\n turn right (5) degrees\n end\nend\nif <(costume [number v]) = [4]> then\n start sound [Small explosion v]\nelse\n start sound [Big explosion v]\nend\nrepeat (5)\n change [ghost v] effect by (20)\n position ((x) - (scroll x)) ((y) - (scroll y))\nend\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nreset timer\nset [timer v] to (timer)\nset [endy v] to [0]\nswitch costume to (thumbnail v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nif <(endy) = [0]> then\n switch costume to (thumbnail l&f v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n hide variable [your time: v]\n start sound [Manea_2 v]\n repeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\nelse\n broadcast (hide v)\n broadcast (the eend v)\n switch costume to (won v)\n go to [back v] layer\n show\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (timer v)\n switch costume to (credits v)\n create clone of (_myself_ v)\n switch costume to (won v)\nend\n\nclear graphic effects\ngo to [front v] layer\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (credits v)\nset size to (100) %\ngo to x: (0) y: (-400)\nshow\nrepeat (500)\n change y by (1)\n go to [front v] layer\n switch costume to (credits v)\nend\nrepeat (100)\n change y by (1)\n go to [front v] layer\n switch costume to (credits v)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@Your time\n\nwhen flag clicked\nset [timer to cloud v] to [0]\nset [skipped? v] to [0]\nhide variable [your time: v]\nset [minute? v] to [0]\nset [second timer v] to [0]\nset [your time: v] to [0]\nset [on/off v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [the eend v]\nclear graphic effects\ngo to [front v] layer\nhide variable [your time: v]\ngo to x: (0) y: (0)\nshow\nif <(skipped?) = [1]> then\n switch costume to (nonono v)\n show\n forever\n go to [front v] layer\n end\nelse\n switch costume to (your time: v)\n set [costume v] to (letter (1) of (Your time:))\n switch costume to (costume)\n create clone of (_myself_ v)\n change x by (20)\n set [costume v] to (letter (2) of (Your time:))\n switch costume to (costume)\n create clone of (_myself_ v)\n change x by (15)\n set [costume v] to (letter (3) of (Your time:))\n switch costume to (costume)\n create clone of (_myself_ v)\n change x by (20)\n if <(length of (Your time:)) = [4]> then\n set [costume v] to (letter (4) of (Your time:))\n switch costume to (costume)\n create clone of (_myself_ v)\n change x by (20)\n end\n if <(length of (Your time:)) = [5]> then\n set [costume v] to (letter (5) of (Your time:))\n switch costume to (costume)\n create clone of (_myself_ v)\n change x by (20)\n end\n if <(length of (Your time:)) = [6]> then\n set [costume v] to (letter (6) of (Your time:))\n switch costume to (costume)\n create clone of (_myself_ v)\n change x by (20)\n end\nend\ngo to x: (0) y: (0)\nswitch costume to (your time: v)\nshow\ngo to [front v] layer\n\nwhen I receive [play game v]\nshow variable [your time: v]\nwait until <key (any v) pressed?>\nforever\n if <(Second timer) < [60]> then\n wait (1) seconds\n change [second timer v] by (1)\n if <(Second timer) < [10]> then\n set [your time: v] to (join (join (minute?) [:]) (join [0] (Second timer)))\n else\n set [your time: v] to (join (join (minute?) [:]) (Second timer))\n end\n else\n change [minute? v] by (1)\n set [second timer v] to [0]\n end\n change [timer to cloud v] by (1)\nend\n\nwhen I receive [play game v]\nforever\n if <key (t v) pressed?> then\n if <(On/off) = [1]> then\n hide variable [your time: v]\n set [on/off v] to [0]\n else\n show variable [your time: v]\n set [on/off v] to [1]\n end\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n go to [front v] layer\nend\n\ncreate clone of (_myself_ v)\nchange x by (10)\n\nset [costume v] to (letter (1) of (Your time:))\n\ndelete this clone\n\nwhen I receive [the eend v]\nhide variable [your time: v]\nif <(skipped?) = [0]> then\n set [☁ score \(seconds\) v] to (timer to cloud)\nend\n\n@darkness effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play game v]\nwait (1) seconds\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [reset v]\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [setup v]\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [game on v]\nrepeat (10)\n go to [front v] layer\nend\n\n@new intro\n\nwhen flag clicked\nbroadcast (green flag v)\nreset timer\nhide\nstart game\n\nset size to (100) %\nshow\nswitch costume to (bg v)\ngo to x: (0) y: (0)\nset [new intro: clone id v] to [1]\nrepeat (length of [kikoko])\n create clone of (_myself_ v)\n change [new intro: clone id v] by (1)\n wait (0.2) seconds\nend\nwait until <(timer) > [4.1]>\ncreate clone of (_myself_ v)\nwait until <(timer) > [5.5]>\nstart game\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nhide\n\nwhen I start as a clone\nif <(new intro: clone id) = [1]> then\n switch costume to (k v)\n intro start [240] glide to x [-105] wait [3.5] when timer > [5.5] delete clone\nelse\n if <(new intro: clone id) = [2]> then\n switch costume to (i v)\n intro start [240] glide to x [-74] wait [3.6] when timer > [5.5] delete clone\n else\n if <(new intro: clone id) = [3]> then\n switch costume to (k v)\n intro start [240] glide to x [-39] wait [3.7] when timer > [5.5] delete clone\n else\n if <(new intro: clone id) = [4]> then\n switch costume to (o v)\n intro start [240] glide to x [6] wait [3.8] when timer > [5.5] delete clone\n else\n if <(new intro: clone id) = [5]> then\n switch costume to (k v)\n intro start [240] glide to x [55] wait [3.9] when timer > [5.5] delete clone\n else\n if <(new intro: clone id) = [6]> then\n switch costume to (o v)\n intro start [240] glide to x [100] wait [4] when timer > [5.5] delete clone\n else\n if <(new intro: clone id) = [7]> then\n show\n go to [front v] layer\n switch costume to (productions v)\n go to x: (0) y: (-40)\n set size to (170) %\n start sound [low end2 v]\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (2))\n set [ghost v] effect to ((size) - (100))\n end\n wait until <(timer) > [5.5]>\n repeat (5)\n change [ghost v] effect by (20)\n go to [front v] layer\n change size by (5)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\ndefine intro start (x) glide to x (destination) wait (timer) when timer > (#) delete clone\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (x) y: (0)\nrepeat until <(timer) > (timer)>\n set x to (((x position) + ((destination) / (10))) / (1.1))\n set [ghost v] effect to ((x position) - (destination))\nend\nset size to (150) %\nstart sound [low end v]\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (2))\nend\nwait until <(timer) > (#)>\nrepeat (5)\n change [ghost v] effect by (20)\n go to [front v] layer\n change size by (5)\nend\ndelete this clone\n\ndefine start game\nbroadcast (green flag v)\nbroadcast (Play game v)\n\n | |
Minefrank Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nset [pause v] to [1]\nforever\n if <<<(Speed Y) > [35]> or <touching (danger v)?>> or <touching (spiky shooters v)?>> then\n start sound [death v]\n broadcast (Level Reset v) and wait\n set [speed x v] to [0]\n set [speed y v] to [0]\n wait (1) seconds\n end\nend\n\nwait (.5) seconds\n\nwhen I receive [set up v]\nset [ghost v] effect to (0)\nbroadcast (Reset v)\n\nwhen flag clicked\nbroadcast (Set up v)\n\nbroadcast (Level Reset v)\n\nwhen I receive [level reset v]\nset [pause v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Transition v)\n\nwhen flag clicked\nset [pause v] to [1]\nset [level v] to [1]\nset [level complete v] to [0]\nforever\n if <touching (portal v)?> then\n start sound [level-complete v]\n set [level complete v] to [1]\n broadcast (Level Reset v) and wait\n set [speed x v] to [0]\n set [speed y v] to [0]\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(Level) = [13]>\n change [time v] by (1)\n wait (1) seconds\nend\nset [pause v] to [1]\nstop [other scripts in sprite v]\nif <(☁ WR) > (Time)> then\n set [☁ wr v] to (Time)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nset [pause v] to [1]\nwait (.01) seconds\nset [pause v] to [1]\n\nwhen flag clicked\nforever\n if <(turbo?) = [true]> then\n stop [all v]\n end\nend\n\nset [time v] to [1324]\nset [level v] to [12]\n\n@Platform\n\ndefine Platformer\nif <<(Pause) = [0]> and <(turbo?) = [false]>> then\n change [speed y v] by (1)\n change y by (Speed Y)\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n if <(Speed Y) < [0]> then\n change y by (1)\n end\n if <(Speed Y) > [0]> then\n change y by (-1)\n end\n end\n set [speed y v] to ((-15) * <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <(Speed Y) > [0]>>)\n end\n change [speed x v] by (((2) * <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>) + ((-2) * <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>>))\n change x by (Speed X)\n set [speed x v] to ((Speed X) * (.7))\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (player v)?>>>\n change y by (-1)\n change [slope v] by (1)\n end\n if <touching (player v)?> then\n change y by (Slope)\n repeat until <not <touching (player v)?>>\n if <(Speed X) < [0]> then\n change x by (1)\n end\n if <(Speed X) > [0]> then\n change x by (-1)\n end\n end\n end\nend\nbroadcast (Sync v)\n\nwhen flag clicked\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [pause v] to [1]\nforever\n switch costume to (Level)\n if <(turbo?) = [false]> then\n Platformer\n end\nend\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n play sound [2019-10-18_-_Bumping_-_FesliyanStudios v] until done\nend\n\n@Portal\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n set [x v] to [480]\n set [y v] to [-5]\n else\n if <(Level) = [2]> then\n set [x v] to [485]\n set [y v] to [60]\n else\n if <(Level) = [3]> then\n set [x v] to [305]\n set [y v] to [45]\n else\n if <(Level) = [4]> then\n set [x v] to [440]\n set [y v] to [0]\n else\n if <(Level) = [5]> then\n set [x v] to [440]\n set [y v] to [0]\n else\n if <(Level) = [6]> then\n set [x v] to [415]\n set [y v] to [30]\n else\n if <(Level) = [7]> then\n set [x v] to [420]\n set [y v] to [0]\n else\n if <(Level) = [8]> then\n set [x v] to [570]\n set [y v] to [70]\n else\n if <(Level) = [9]> then\n set [x v] to [605]\n set [y v] to [65]\n else\n if <(Level) = [10]> then\n set [x v] to [510]\n set [y v] to [0]\n else\n if <(Level) = [11]> then\n set [x v] to [830]\n set [y v] to [65]\n else\n if <(Level) = [12]> then\n set [x v] to [520]\n set [y v] to [60]\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\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(Pause) = [0]> then\n set [offset x v] to [-5]\n set [offset y v] to [5]\n end\n repeat (5)\n if <(Pause) = [0]> then\n change [offset x v] by (1)\n end\n end\n repeat (5)\n if <(Pause) = [0]> then\n change [offset y v] by (-1)\n end\n end\n repeat (5)\n if <(Pause) = [0]> then\n change [offset x v] by (-1)\n end\n end\n repeat (5)\n if <(Pause) = [0]> then\n change [offset y v] by (1)\n end\n end\nend\n\n@Danger\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <(Clone?) = [1]> then\n if <<(Clone Level) = (Level)> and <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [clone? v] to [1]\npoint in direction (90)\nswitch costume to (1 v)\n\ndefine Create Clone: Clone Type: (type) Level: (level) X: (x) Y: (y)\nset [clone type v] to (type)\nset [clone level v] to (level)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Turn\nturn right (8) degrees\n\ndefine Move\nset [offset x v] to [-85]\nwait (.5) seconds\nrepeat (17)\n if <(Pause) = [0]> then\n change [offset x v] by (10)\n end\nend\nwait (.5) seconds\nrepeat (17)\n if <(Pause) = [0]> then\n change [offset x v] by (-10)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Pause) = [0]> then\n Turn\n end\nend\n\nwhen I start as a clone\nforever\n if <(Pause) = [0]> then\n if <(Clone Type) = [2]> then\n Move\n end\n if <(Clone Type) = [3]> then\n Out of ground\n end\n end\nend\n\nwhen I receive [reset v]\nset [clone? v] to [0]\nCreate Clone: Clone Type: [1] Level: [1] X: [100] Y: [-35]\nCreate Clone: Clone Type: [2] Level: [1] X: [320] Y: [-100]\nCreate Clone: Clone Type: [1] Level: [2] X: [173] Y: [-100]\nCreate Clone: Clone Type: [1] Level: [2] X: [332] Y: [-60]\nCreate Clone: Clone Type: [1] Level: [2] X: [407] Y: [-60]\nCreate Clone: Clone Type: [1] Level: [3] X: [300] Y: [-35]\nCreate Clone: Clone Type: [2] Level: [4] X: [225] Y: [-100]\nCreate Clone: Clone Type: [2] Level: [5] X: [225] Y: [30]\nCreate Clone: Clone Type: [1] Level: [6] X: [120] Y: [-100]\nCreate Clone: Clone Type: [3] Level: [7] X: [127] Y: [-35]\nCreate Clone: Clone Type: [3] Level: [7] X: [290] Y: [-35]\nCreate Clone: Clone Type: [2] Level: [7] X: [210] Y: [70]\nCreate Clone: Clone Type: [1] Level: [8] X: [185] Y: [-100]\nCreate Clone: Clone Type: [1] Level: [8] X: [325] Y: [-100]\nCreate Clone: Clone Type: [3] Level: [8] X: [470] Y: [30]\nCreate Clone: Clone Type: [3] Level: [9] X: [260] Y: [30]\nCreate Clone: Clone Type: [2] Level: [9] X: [455] Y: [-35]\nCreate Clone: Clone Type: [3] Level: [10] X: [140] Y: [-100]\nCreate Clone: Clone Type: [3] Level: [10] X: [315] Y: [85]\nCreate Clone: Clone Type: [1] Level: [11] X: [145] Y: [-95]\nCreate Clone: Clone Type: [3] Level: [11] X: [240] Y: [30]\nCreate Clone: Clone Type: [2] Level: [11] X: [415] Y: [-35]\nCreate Clone: Clone Type: [3] Level: [11] X: [700] Y: [210]\nCreate Clone: Clone Type: [3] Level: [11] X: [700] Y: [30]\nCreate Clone: Clone Type: [3] Level: [12] X: [207] Y: [82]\nCreate Clone: Clone Type: [2] Level: [12] X: [395] Y: [100]\n\nwhen I receive [set up v]\ndelete this clone\n\ndefine Out of ground\nset [offset y v] to [0]\nrepeat (6)\n if <(Pause) = [0]> then\n change [offset y v] by (-8)\n end\nend\nwait (1.5) seconds\nrepeat (6)\n if <(Pause) = [0]> then\n change [offset y v] by (8)\n end\nend\nwait (1.5) seconds\n\nbroadcast (Level Reset v)\nchange [offset y v] by (10)\n\nset [level v] to [12]\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nswitch costume to (0 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [level v] by (Level Complete)\nset [level complete v] to [0]\nif <(Level) = [13]> then\n broadcast (Win v)\n forever\n switch costume to (2 v)\n end\nend\nbroadcast (Set up v)\nwait (.2) seconds\nset [pause v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [ghost v] effect to (0)\n\nhide\n\nwait (.25) seconds\n\n@Decor\n\nwhen I receive [sync v]\ngo to (platform v)\n\n@Spiky shooters\n\nwhen I receive [sync v]\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nif <(Clone?) = [1]> then\n if <<(Clone Level) = (Level)> and <<(round ((Offset X) + (([x position v] of [platform v]) + (X)))) = (round (x position))> and <(round ((Offset Y) + (([y position v] of [platform v]) + (Y)))) = (round (y position))>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset [offset x v] to [0]\nset [offset y v] to [0]\nset [clone? v] to [1]\npoint in direction (90)\nswitch costume to (1 v)\nset x to ((Offset X) + (([x position v] of [platform v]) + (X)))\nset y to ((Offset Y) + (([y position v] of [platform v]) + (Y)))\nstart sound [shoot v]\nrepeat until <not <touching (platform v)?>>\n Movement\nend\nrepeat (10)\n Movement\nend\nrepeat until <touching (platform v)?>\n Movement\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nrepeat (100)\n\ndefine Create Clone: Clone Type: (type) Level: (level) X: (x) Y: (y)\nset [clone type v] to (type)\nset [clone level v] to (level)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\nset [clone? v] to [0]\nwait until <(Pause) = [0]>\nrepeat until <(Pause) = [1]>\n if <(Level) = [3]> then\n Create Clone: Clone Type: [up] Level: [3] X: [124] Y: [-45]\n wait (1.5) seconds\n else\n if <(Level) = [4]> then\n Create Clone: Clone Type: [up] Level: [4] X: [223] Y: [0]\n wait (1.5) seconds\n else\n if <(Level) = [6]> then\n Create Clone: Clone Type: [left] Level: [6] X: [380] Y: [-32]\n wait (1.5) seconds\n else\n if <(Level) = [8]> then\n Create Clone: Clone Type: [up] Level: [8] X: [255] Y: [-110]\n wait (1.5) seconds\n else\n if <(Level) = [9]> then\n Create Clone: Clone Type: [up] Level: [9] X: [125] Y: [-50]\n wait (1.5) seconds\n else\n if <(Level) = [10]> then\n Create Clone: Clone Type: [up] Level: [10] X: [382] Y: [-50]\n wait (1.5) seconds\n else\n if <(Level) = [12]> then\n Create Clone: Clone Type: [left] Level: [12] X: [350] Y: [-65]\n wait (1.5) seconds\n end\n end\n end\n end\n end\n end\n end\nend\n\n\n\nwhen I receive [set up v]\ndelete this clone\n\nCreate Clone: Clone Type: [2] Level: [1] X: [320] Y: [-100]\nCreate Clone: Clone Type: [1] Level: [2] X: [173] Y: [-100]\nCreate Clone: Clone Type: [1] Level: [2] X: [332] Y: [-60]\nCreate Clone: Clone Type: [1] Level: [2] X: [407] Y: [-60]\n\nforever\n\ndefine Movement\nif <(Pause) = [0]> then\n turn right (15) degrees\n if <(Clone Type) = [up]> then\n change [offset y v] by (8)\n else\n if <(Clone Type) = [left]> then\n change [offset x v] by (-8)\n end\n end\nend\n\nbroadcast (Level Reset v)\nset [level v] to [12]\n\n@thumbnail\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (Countdown v)\n\n@Sprite1\n\nwhen I receive [win v]\nshow\nwait (1) seconds\nset [level v] to [1]\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (-60)\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\nend\n\nset [time v] to [1541]\nset [level v] to [12]\n\n@your score\n\nwhen I start as a clone\nforever\n if <(Clone ID) > (length of (Time))> then\n hide\n else\n show\n switch costume to (letter (Clone ID) of (Time))\n end\n go to [front v] layer\n set size to (400) %\n go to x: (((-18) + ((-18) * (length of (Time)))) + ((Clone ID) * (36))) y: (110)\nend\n\nwhen I receive [win v]\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Highscore\n\nwhen I start as a clone\nforever\n if <(Clone ID) > (length of (☁ WR))> then\n hide\n else\n show\n switch costume to (letter (Clone ID) of (☁ WR))\n end\n go to [front v] layer\n set size to (400) %\n go to x: (((60) + ((-18) * (length of (☁ WR)))) + ((Clone ID) * (36))) y: (48)\nend\n\nwhen I receive [win v]\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nset [☁ wr v] to [1234]\n\nwhen flag clicked\nrepeat (10)\n set [pause v] to [1]\nend\n\n@Highscore Symbol\n\nwhen I receive [win v]\nshow\n\nwhen flag clicked\nhide\nforever\n go to x: (((-36) + ((-18) * (length of (☁ WR)))) + (36)) y: (64)\nend\n\ngo to x: (-110) y: (64)\n\n@Countdown\n\nwhen I receive [countdown v]\nset [pause v] to [1]\ngo to [front v] layer\nswitch costume to (3 v)\nshow\nrepeat (4)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\nend\nhide\nbroadcast (show v)\nset [pause v] to [0]\n\nwhen flag clicked\nset [pause v] to [1]\nhide\ngo to [front v] layer\n\n@TURBO MODE DETECTOR\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [tick v] to [0]\nforever\n change [tick v] by (1)\nend\n\nwhen flag clicked\nset [1 v] to [0]\nset [turbo? v] to [false]\nforever\n set [2 v] to (tick)\n wait (0.01) seconds\n set [1 v] to ((((tick) - (2)) * (1)) * (1))\n set [turbo? v] to <((1) * (1)) > [2]>\nend\n\n | Advertising is strictly banned:)\n\nSpidey Sense | A Platformer\n\n✦ Waypoints!\n✦ Collectables!\n✦ Moving platforms!\n✦ Spikes and Crushing Hammers!\n\n------\nHelp Spiderman on his journey through New York City. Visit central park, climb the Avengers tower and more in this high quality platformer! \n\n---------------\nInstructions:\n✦ Arrow keys or WASD to move \n✦ Don't touch spikes or lava!\n---------\n\nWow, this game took a while! I've been coding designing and drawing out this game from scratch this whole month. But its finally ready for you guys! If you enjoy my games please drop a Like and Fav! And follow me if you want more great content!\n~JumbleCoder |
rainbow platformer | @Stage\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n set [ghost v] effect to (60)\n play sound [Vexento_-_Sakura\[Converterino v] until done\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Player\n\ndefine Platform Physics movement speed: (x vel.) jump height: (height) gravity: (gravity) friction: (friction) size: (size)\nset size to (size) %\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x vel. v] by (x vel.)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x vel. v] by ((x vel.) * (-1))\nend\nset [x vel. v] to ((x vel.) * (friction))\nchange x by (x vel.)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<not <touching (level v)?>> or <(slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (x vel.) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (x vel.) ) / (x vel.)) * (-1))\n end\n end\n set [x vel. v] to [0]\n end\nend\nif <touching (bounce v)?> then\n broadcast (bounce v)\n set [y vel. v] to ((height) * (1.75))\nend\nchange y by (y vel.)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (y vel.) ) )\n if <touching (level 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 (height)\n else\n set [y vel. v] to [0]\n end\nelse\n change [y vel. v] by (gravity)\nend\nif <<touching (enemys v)?> or <key (r v) pressed?>> then\n create clone of (_myself_ v)\n go to x: (item (#) of [x v]) y: (item (#) of [y v])\n set [x vel. v] to [0]\n set [y vel. v] to [0]\nend\nif <<touching (portal v)?> and <([costume name v] of [portal v]) = [open]>> then\n next level\nend\n\nwhen flag clicked\nshow list [x v]\nshow list [y v]\nswitch costume to (costume4 v)\ngo to x: (-150) y: (-50)\nclear graphic effects\nset [ghost v] effect to (100)\nset [level v] to [1]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nset [# v] to [1]\nhide\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine next level\nstart sound [Finish v]\nchange [# v] by (1)\ngo to x: (item (#) of [x v]) y: (item (#) of [y v])\nchange [level v] by (1)\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nbroadcast (transisit v)\nbroadcast (setup v)\n\nwhen I receive [setup v]\ndelete this clone\n\nadd [0] to [x v]\nadd [-75] to [y v]\n\nwhen I receive [start v]\nwait (1) seconds\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n Platform Physics movement speed: [1] jump height: [10] gravity: [-1] friction: [0.88] size: [55]\nend\n\nwhen I receive [start v]\nforever\n if <<key (s v) pressed?> and <<not <(LEVEL) = [1]>> and <<not <(LEVEL) = [5]>> and <<not <(LEVEL) = [10]>> and <not <(LEVEL) = [15]>>>>>> then\n next level\n wait until <not <key (s v) pressed?>>\n end\nend\n\ninsert [thing] at (1) of [x v] \n\nnext level\n\n@LEVEL\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nhide\nforever\n switch costume to (LEVEL)\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [start v]\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@portal\n\nwhen flag clicked\nset rotation style [all around v]\nhide\npoint in direction (90)\nclear graphic effects\nset [ani v] to [0]\nforever\n change [ani v] by (10)\n set [ghost v] effect to ((([sin v] of (ani) ) * (7.5)) * (-1))\n set size to ((([sin v] of (ani) ) * (10)) + (60)) %\n turn right (10) degrees\n if <(LEVEL) = [1]> then\n go to x: (140) y: (-110)\n else\n if <(LEVEL) = [2]> then\n go to x: (-140) y: (42.5)\n else\n if <(LEVEL) = [3]> then\n go to x: (150) y: (40)\n else\n if <(LEVEL) = [4]> then\n go to x: (150) y: (100)\n else\n if <(LEVEL) = [5]> then\n go to x: (-145) y: (-105)\n else\n if <(LEVEL) = [6]> then\n go to x: (-2) y: (90)\n else\n if <(LEVEL) = [7]> then\n go to x: (150) y: (-110)\n else\n if <(LEVEL) = [8]> then\n go to x: (-145) y: (-80)\n else\n if <(LEVEL) = [9]> then\n go to x: (0) y: (-100)\n else\n if <(LEVEL) = [10]> then\n go to x: (38) y: (-70)\n else\n if <(LEVEL) = [11]> then\n go to x: (75) y: (90)\n else\n if <(LEVEL) = [12]> then\n go to x: (-147) y: (90)\n else\n if <(LEVEL) = [13]> then\n go to x: (-147) y: (40)\n else\n if <(LEVEL) = [14]> then\n go to x: (75) y: (-45)\n else\n if <(LEVEL) = [15]> then\n go to x: (40) y: (80)\n else\n if <<(LEVEL) = [16]> or <(LEVEL) = [17]>> then\n hide\n else\n show\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n go to [front v] layer\n go [backward v] (3) layers\n if <(COLLECTED?) = [yes]> then\n switch costume to (open v)\n else\n switch costume to (closed v)\n end\nend\n\nwhen I receive [start v]\nshow\n\n@ENEMYS\n\nwhen flag clicked\nhide\nclear graphic effects\nset [level v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\n\ndefine clone asset (costume) at x: (x) y: (y) with turn speed: (turn vel.) and size: (size) movement: (x range)\ngo to x: (x) y: (y)\nset [costume v] to (costume)\nset [size v] to (size)\nset [turn vel v] to (turn vel.)\nset [range v] to (x range)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (size) %\nswitch costume to (costume)\ngo to [back v] layer\nshow\nforever\n if <<(costume) = [1]> or <(costume) = [2]>> then\n turn right (turn vel) degrees\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\n if <<(costume) = [1]> or <(costume) = [2]>> then\n repeat (10)\n change x by (((range) / (10)) * (-1))\n end\n wait (1) seconds\n repeat (10)\n change x by ((range) / (10))\n end\n wait (1) seconds\n else\n if <(costume) = [3]> then\n repeat (10)\n change y by (((range) / (10)) * (-1))\n end\n wait (1) seconds\n repeat (10)\n change y by ((range) / (10))\n end\n wait (1) seconds\n else\n if <(costume) = [4]> then\n change y by ((range) * (-1))\n forever\n repeat (10)\n change y by ((range) / (10))\n end\n wait (1) seconds\n repeat (10)\n change y by (((range) / (10)) * (-1))\n end\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\nwhen I receive [start v]\nforever\n wait until <(LEVEL) = [1]>\n clone asset [1] at x: [0] y: [-129] with turn speed: [5] and size: [75] movement: []\n wait until <(LEVEL) = [2]>\n clone asset [2] at x: [87] y: [-7] with turn speed: [3] and size: [75] movement: []\n clone asset [1] at x: [140] y: [123] with turn speed: [5] and size: [50] movement: []\n wait until <(LEVEL) = [3]>\n clone asset [1] at x: [0] y: [-130] with turn speed: [5] and size: [125] movement: []\n clone asset [2] at x: [-172] y: [-8] with turn speed: [3] and size: [75] movement: []\n clone asset [1] at x: [-100] y: [126] with turn speed: [-5] and size: [125] movement: []\n clone asset [2] at x: [0] y: [-23] with turn speed: [-7] and size: [50] movement: []\n wait until <(LEVEL) = [4]>\n clone asset [2] at x: [0] y: [0] with turn speed: [5] and size: [75] movement: []\n clone asset [1] at x: [50] y: [0] with turn speed: [5] and size: [75] movement: []\n clone asset [1] at x: [-50] y: [0] with turn speed: [5] and size: [75] movement: []\n clone asset [2] at x: [35] y: [30] with turn speed: [-5] and size: [100] movement: [100]\n clone asset [2] at x: [-60] y: [126] with turn speed: [-5] and size: [100] movement: [-100]\n wait until <(LEVEL) = [5]>\n clone asset [3] at x: [50] y: [140] with turn speed: [5] and size: [125] movement: [90]\n clone asset [4] at x: [-50] y: [140] with turn speed: [5] and size: [125] movement: [90]\n clone asset [2] at x: [174] y: [-16] with turn speed: [3] and size: [85] movement: [0]\n clone asset [1] at x: [100] y: [-78] with turn speed: [6] and size: [50] movement: [0]\n clone asset [1] at x: [50] y: [-131] with turn speed: [6] and size: [50] movement: [0]\n clone asset [2] at x: [-50] y: [-130] with turn speed: [3] and size: [115] movement: [0]\n wait until <(LEVEL) = [6]>\n clone asset [1] at x: [-148] y: [-82] with turn speed: [7] and size: [50] movement: [0]\n clone asset [1] at x: [148] y: [-82] with turn speed: [-7] and size: [50] movement: [0]\n clone asset [2] at x: [100] y: [12] with turn speed: [-3] and size: [60] movement: [0]\n clone asset [2] at x: [-110] y: [12] with turn speed: [3] and size: [60] movement: [0]\n wait until <(LEVEL) = [7]>\n clone asset [3] at x: [-100] y: [-30] with turn speed: [6] and size: [100] movement: [85]\n clone asset [4] at x: [0] y: [-30] with turn speed: [6] and size: [100] movement: [85]\n clone asset [3] at x: [100] y: [-30] with turn speed: [6] and size: [100] movement: [85]\n wait until <(LEVEL) = [8]>\n clone asset [2] at x: [152] y: [-129] with turn speed: [6] and size: [80] movement: [0]\n clone asset [1] at x: [50] y: [59] with turn speed: [8] and size: [50] movement: [150]\n clone asset [3] at x: [-65] y: [-30] with turn speed: [6] and size: [115] movement: [50]\n clone asset [4] at x: [65] y: [-30] with turn speed: [6] and size: [115] movement: [50]\n clone asset [1] at x: [177] y: [88] with turn speed: [10] and size: [50] movement: [0]\n wait until <(LEVEL) = [9]>\n clone asset [2] at x: [-80] y: [23] with turn speed: [6] and size: [50] movement: [0]\n clone asset [2] at x: [-35] y: [80] with turn speed: [6] and size: [50] movement: [0]\n clone asset [2] at x: [10] y: [23] with turn speed: [6] and size: [50] movement: [0]\n clone asset [2] at x: [-106] y: [-77] with turn speed: [6] and size: [50] movement: []\n clone asset [1] at x: [178] y: [-25] with turn speed: [-3] and size: [125] movement: [0]\n wait until <(LEVEL) = [10]>\n clone asset [2] at x: [-50] y: [60] with turn speed: [4] and size: [100] movement: [0]\n clone asset [3] at x: [50] y: [60] with turn speed: [] and size: [100] movement: [65]\n clone asset [1] at x: [-150] y: [-130] with turn speed: [4] and size: [100] movement: [0]\n clone asset [1] at x: [-177] y: [30] with turn speed: [6] and size: [50] movement: [0]\n clone asset [2] at x: [-104] y: [-17] with turn speed: [6] and size: [50] movement: [0]\n clone asset [1] at x: [159] y: [-58] with turn speed: [6] and size: [55] movement: [0]\n wait until <(LEVEL) = [11]>\n clone asset [1] at x: [50] y: [-132] with turn speed: [6] and size: [50] movement: [0]\n clone asset [1] at x: [90] y: [-68] with turn speed: [6] and size: [50] movement: [0]\n clone asset [2] at x: [20] y: [15] with turn speed: [6] and size: [125] movement: [0]\n clone asset [1] at x: [-103] y: [-5] with turn speed: [6] and size: [50] movement: [0]\n clone asset [1] at x: [113] y: [65] with turn speed: [4] and size: [35] movement: [0]\n clone asset [1] at x: [150] y: [126] with turn speed: [4] and size: [35] movement: [0]\n wait until <(LEVEL) = [12]>\n clone asset [2] at x: [-78] y: [-137] with turn speed: [2] and size: [140] movement: [0]\n clone asset [1] at x: [68] y: [-93] with turn speed: [-6] and size: [50] movement: [0]\n clone asset [1] at x: [150] y: [-50] with turn speed: [-6] and size: [50] movement: [0]\n clone asset [3] at x: [-50] y: [75] with turn speed: [] and size: [200] movement: [50]\n wait until <(LEVEL) = [13]>\n clone asset [1] at x: [50] y: [-132] with turn speed: [6] and size: [50] movement: [0]\n clone asset [1] at x: [0] y: [-75] with turn speed: [6] and size: [50] movement: [0]\n clone asset [1] at x: [-50] y: [-132] with turn speed: [6] and size: [50] movement: [0]\n clone asset [3] at x: [-80] y: [5] with turn speed: [6] and size: [100] movement: [50]\n clone asset [4] at x: [0] y: [5] with turn speed: [6] and size: [100] movement: [50]\n clone asset [3] at x: [80] y: [5] with turn speed: [6] and size: [100] movement: [50]\n clone asset [2] at x: [85] y: [75] with turn speed: [6] and size: [60] movement: [150]\n wait until <(LEVEL) = [14]>\n clone asset [3] at x: [90] y: [135] with turn speed: [6] and size: [100] movement: [40]\n clone asset [3] at x: [55] y: [135] with turn speed: [6] and size: [100] movement: [40]\n clone asset [4] at x: [-50] y: [135] with turn speed: [6] and size: [100] movement: [40]\n clone asset [4] at x: [-85] y: [135] with turn speed: [6] and size: [100] movement: [40]\n clone asset [1] at x: [-114] y: [35] with turn speed: [6] and size: [50] movement: [0]\n clone asset [1] at x: [-177] y: [-10] with turn speed: [6] and size: [50] movement: [0]\n clone asset [1] at x: [-114] y: [-55] with turn speed: [6] and size: [50] movement: [0]\n clone asset [2] at x: [60] y: [2] with turn speed: [-5] and size: [50] movement: [0]\n clone asset [2] at x: [30] y: [2] with turn speed: [5] and size: [50] movement: [0]\n clone asset [2] at x: [-20] y: [-75] with turn speed: [5] and size: [55] movement: [50]\n wait until <(LEVEL) = [15]>\n clone asset [1] at x: [-90] y: [40] with turn speed: [6] and size: [50] movement: [0]\n clone asset [2] at x: [42] y: [-135] with turn speed: [5] and size: [72] movement: [0]\n clone asset [1] at x: [10] y: [-65] with turn speed: [6] and size: [55] movement: [0]\n clone asset [1] at x: [-7] y: [-25] with turn speed: [-6] and size: [40] movement: [0]\n clone asset [1] at x: [-60] y: [-25] with turn speed: [6] and size: [40] movement: [0]\n wait until <(LEVEL) = [16]>\nend\n\nclone asset [4] at x: [0] y: [5] with turn speed: [6] and size: [100] movement: [50]\nclone asset [3] at x: [80] y: [5] with turn speed: [6] and size: [100] movement: [50]\n\nclone asset [2] at x: [-175] y: [90] with turn speed: [5] and size: [50] movement: [0]\n\nclone asset [2] at x: [30] y: [2] with turn speed: [5] and size: [50] movement: [0]\n\n@BOUNCE\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nforever\n wait until <(LEVEL) = [2]>\n clone at x: [140] y: [-125]\n wait until <(LEVEL) = [3]>\n clone at x: [-125] y: [-125]\n wait until <(LEVEL) = [4]>\n clone at x: [0] y: [-125]\n wait until <(LEVEL) = [10]>\n clone at x: [-51] y: [-125]\n wait until <(LEVEL) = [11]>\n clone at x: [150] y: [-125]\n wait until <(LEVEL) = [13]>\n clone at x: [155] y: [-55]\n wait until <(LEVEL) = [14]>\n clone at x: [150] y: [-125]\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\nset size to (90) %\nswitch costume to (2 v)\nshow\nforever\n if <touching (player v)?> then\n repeat (8)\n next costume\n end\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nbroadcast (refresh boucepads v)\n\n@transition\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [transisit v]\ntransist\n\ndefine transist\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (0.05) seconds\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (4)\nend\nhide\n\ntransist\n\n@TB\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (tb v)\nshow\ngo to [front v] layer\nbroadcast (transisit v)\nwait (5) seconds\nrepeat (4)\n repeat (50)\n change [ghost v] effect by (2)\n end\n next costume\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait (3) seconds\nend\nbroadcast (start v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen [timer v] > (0.1)\nclear graphic effects\nswitch costume to (tb v)\nshow\ngo to [front v] layer\nbroadcast (transisit v)\n\nwhen [space v] key pressed\n\nstop [other scripts in sprite v]\nbroadcast (start v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@collectibles\n\nwhen flag clicked\nset [thing v] to [0]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nforever\n change [thing v] by (10)\nend\n\ndefine clone asset (costume) at x: (x) y: (y)\ngo to x: (x) y: (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nclone asset [1] at x: [0] y: [-60]\nwait until <(LEVEL) = [5]>\nclone asset [2] at x: [140] y: [80]\nwait until <(LEVEL) = [10]>\nclone asset [3] at x: [110] y: [-10]\nwait until <(LEVEL) = [15]>\nclone asset [4] at x: [110] y: [-75]\n\nwhen I start as a clone\nswitch costume to (costume)\nset [collected? v] to [no]\nshow\nforever\n if <touching (player v)?> then\n if <(costume) = [1]> then\n set [collected? v] to [yes]\n start sound (pick random (1) to (2))\n go to (collectibles slot 1 v)\n stop [this script v]\n else\n if <(costume) = [2]> then\n set [collected? v] to [yes]\n start sound (pick random (1) to (2))\n go to (collectibles slot 2 v)\n stop [this script v]\n else\n if <(costume) = [3]> then\n set [collected? v] to [yes]\n start sound (pick random (1) to (2))\n go to (collectibles slot 3 v)\n stop [this script v]\n else\n if <(costume) = [4]> then\n set [collected? v] to [yes]\n start sound (pick random (1) to (2))\n go to (collectibles slot 4 v)\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [collected? v] to [no]\nshow\nrepeat until <(COLLECTED?) = [yes]>\n if <<(costume) = [1]> or <(costume) = [2]>> then\n repeat (10)\n turn right (1) degrees\n change [brightness v] effect by (1)\n end\n repeat (10)\n turn right (1) degrees\n change [brightness v] effect by (-1)\n end\n else\n set [whirl v] effect to (-25)\n repeat (10)\n change [brightness v] effect by (1)\n change [whirl v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n change [whirl v] effect by (-5)\n end\n end\nend\npoint in direction (90)\nset [brightness v] effect to (-10)\nset [whirl v] effect to (0)\nwait until <(LEVEL) = [16]>\nwait (1) seconds\nglide (pick random (1) to (2)) secs to x: (0) y: (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (1) seconds\nset [level v] to [17]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [start v]\nwait until <(LEVEL) = [17]>\nbroadcast (transisit v)\n\n@stages\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nshow\nforever\n switch costume to (LEVEL)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@collectibles slot 1\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (gear v)\n go to x: (-205) y: (-155)\nend\n\n@collectibles slot 2\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (gear 2 v)\n go to x: (-175) y: (-155)\nend\n\n@collectibles slot 3\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bouncepad v)\n go to x: (-150) y: (-155)\nend\n\n@collectibles slot 4\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (stamper v)\n go to x: (-125) y: (-155)\nend\n\n@deco\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [distance v] to [0]\ngo to x: (pick random (-140) to (140)) y: (-150)\nset [ghost v] effect to (25)\npoint in direction (pick random (-45) to (45))\nforever\n if <<not <(LEVEL) = [17]>> 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 (1)\n go to [back v] layer\nend\n\n@LF\n\nwhen flag clicked\nset [thing v] to [0]\nforever\n if <(LEVEL) = [17]> then\n show\n else\n hide\n end\n set y to (([sin v] of (thing) ) * (3))\n change [thing v] by (10)\n set [ghost v] effect to (25)\nend\n\n | [WASD] - Move [Arrow keys] - Rotate camera\n[Space] - Jump , hold space for larger jump\n[P] - Pause/unpause game\nCollect all power crystals(9) to beat the game.\nReplay levels in time trial to get time crystals.\nTips if you're stuck:\nLevel 2: Try jumping immediately after landing\nLevel 3: Go far away from boss\nLevel 6: Keep jumping\nLevel 9 : Predict boss movement\n |
Alien - Platformer | @Stage\n\nwhen flag clicked\nset [reset v] to [0]\nset [heart # v] to [0]\nset [achivements v] to [0/9]\nforever\n if <<<(mouse x) = [-222]> and <(mouse y) = [-180]>> and <mouse down?>> then\n broadcast (Tick - Heart v)\n end\n if <<(SCENE #) = [12]> and <(COINS) > [147]>> then\n broadcast (GG v)\n end\n if <<(SCENE #) = [12]> and <(RESET) = [0]>> then\n set [reset v] to [1]\n if <(LIVES) > (ORGINALLY LIVES)> then\n set [lives v] to (LIVES)\n else\n set [lives v] to (ORGINALLY LIVES)\n end\n end\nend\n\nwhen I receive [tick - heart v]\nset [heart # v] to [1]\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Alan Walker - The Spectre v] until done\n play sound [Alan Walker - Alone v] until done\nend\n\nwhen I receive [start game v]\nif <[admin v] contains (username)?> then\n set [coins v] to [9999]\n set [lives v] to [9999]\n show variable [achivements v]\nelse\n set [coins v] to [0]\n set [lives v] to [6]\n hide variable [achivements v]\nend\nset [orginally lives v] to (LIVES)\n\n@Thumbnail\n\nwhen flag clicked\nThumbnail\n\nshow\n\ndefine Thumbnail\nrepeat (10)\n go to x: (0) y: (0)\n switch costume to (thumbnail v)\n repeat (10)\n hide\n go to [front v] layer\n stop [this script v]\n end\nend\n\nbroadcast (Thumbnail v)\n\n@Player\n\ndefine move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall ?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Celling or Floor ?\n end\nend\n\ndefine Check Touching Solid\nif <<<touching (level v)?> or <touching (platform v)?>> or <touching (invisable wall v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (jump through v)?> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (jump through v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick - player v]\nMoved by Moving Platform\nswitch backdrop to <touching (level v)?>\nif <(SHOP MOVEMENT #) = [0]> then\n Contorls - Up and Down\n Controls - Left and RIght\n move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\nSet Costume\n\ndefine Contorls - Up and Down\nif <key (w v) pressed?> then\n set [player actions v] to [Jumping]\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and RIght\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (d v) pressed?> - <key (a v) pressed?>)\nif <(KEY X) = [0]> then\n if <key (w v) pressed?> then\n else\n set [player actions v] to [Standing]\n end\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n set [player actions v] to [Running]\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nclear graphic effects\nset [player actions v] to []\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nset [touching shop v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y : (SPAWN X) (speed x)\n\nwhen I receive [game loop v]\nshow\nset [ghost v] effect to (0)\nforever\n broadcast (World Record v)\n broadcast (Tick First v)\n broadcast (Tick - Platform v)\n broadcast (Tick - Player v)\n broadcast (Touching shop ? v)\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (costume [number v]) to [my values to send v]\n add (direction) to [my values to send v]\n add (SCENE #) to [my values to send v]\n add (PLAYER SAY #) to [my values to send v]\n add (SAY # FOR SEC) to [my values to send v]\n broadcast (Cloud Tick v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y : [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y : [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((SCENE #) + (100)) go to x, y : [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((SCENE #) + (-100)) go to x, y : [] [180]\nend\nif <touching (danger v)?> then\n broadcast (Loose Life v)\n if <touching color (#ff5b3e)?> then\n set [player actions v] to [Spiky]\n else\n if <touching color (#ff7f1f)?> then\n set [player actions v] to [Fell in lava]\n else\n set [player actions v] to [Loosing a life]\n end\n end\nend\n\ndefine Begin Scene # (scene #) go to x, y : (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall ?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Celling or Floor ?\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [loose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nif <touching (platform v)?> then\n if <<touching color (#ffde00)?> or <touching color (#000000)?>> then\n set [player actions v] to [Crushed]\n else\n set [player actions v] to [Loosing a life]\n end\nend\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (Game Over v)\n set [player actions v] to [Died]\nend\n\ndefine Moved by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [2]\n if <(touching) > [0]> then\n broadcast (Loose Life v)\n end\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\nwhen I receive [start game v]\ngo to [front v] layer\ngo [forward v] (1) layers\nset [gravity v] to [-1]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nif <[admin v] contains (username)?> then\n set [acceleration v] to [5]\nelse\n set [acceleration v] to [1.2]\nend\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nset [movement of actions v] to []\nReset and Begin Level\n\nwhen flag clicked\nbroadcast (Cloud - Setup v) and wait\nbroadcast (Main Menu v)\n\nwhen I receive [player - bounce v]\nset [spawn y v] to [10]\n\nwhen I receive [player - say v]\nset [player actions v] to [Saying]\nsay (PLAYER SAY #) for (SAY # FOR SEC) seconds\n\nwhen I receive [set x of player v]\npoint in direction (90)\ngo to x: (-154) y: (-83)\n\nwhen I receive [moblie_left v]\nset [movement of actions v] to [-1]\nControls - Left and RIght\n\nwhen I receive [touching shop ? v]\nif <touching (shop v)?> then\n set [touching shop v] to [1]\n if <key (e v) pressed?> then\n broadcast (Open Shop v)\n end\nelse\n set [touching shop v] to [0]\nend\n\nwhen I receive [thumbnail v]\nhide\n\ndefine Set Player Width\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n set [player length v] to [93]\nelse\n if <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <<<(costume [number v]) = [10]> or <(costume [number v]) = [11]>> or <<(costume [number v]) = [12]> or <(costume [number v]) = [30]>>>>>> then\n set [player length v] to [97]\n else\n if <<(costume [number v]) = [5]> or <<<(costume [number v]) = [6]> or <(costume [number v]) = [7]>> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <(costume [number v]) = [15]>>>>> then\n set [player length v] to [95]\n else\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [16]>> then\n set [player length v] to [92]\n else\n if <(costume [number v]) = [17]> then\n set [player length v] to [102]\n else\n if <<(costume [number v]) = [18]> or <(costume [number v]) = [19]>> then\n set [player length v] to [98]\n else\n if <(costume [number v]) = [31]> then\n set [player length v] to [105]\n else\n if <(costume [number v]) = [32]> then\n set [player length v] to [106]\n else\n if <(costume [number v]) = [33]> then\n set [player length v] to [103]\n else\n if <(costume [number v]) = [34]> then\n set [player length v] to [104]\n else\n set [player length v] to []\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Cloud Player\n\ndefine Write Number (val) to encoded string\nset [val v] to (round (val))\nif <(val) < [0]> then\n set [val v] to (join [0] ([abs v] of (val) ))\nend\nset [encoded string v] to (join (encoded string) (join (length of (val)) (val)))\n\ndefine val = READ NUMBER from "encoded string"\nset [val v] to []\nrepeat (letter (encoded idx) of (encoded string))\n change [encoded idx v] by (1)\n set [val v] to (join (val) (letter (encoded idx) of (encoded string)))\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (val)) = [0]> then\n set [val v] to ((0) - (val))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [cloud - tick v] to [0]\ndelete all of [my values to send v]\ndelete all of [cloud values v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ CLOUD 1)) to [cloud values v]\nadd (join [c] (☁ CLOUD 2)) to [cloud values v]\nadd (join [c] (☁ CLOUD 3)) to [cloud values v]\nadd (join [c] (☁ CLOUD 4)) to [cloud values v]\nadd (join [c] (☁ CLOUD 5)) to [cloud values v]\nadd (join [c] (☁ CLOUD 6)) to [cloud values v]\nadd (join [c] (☁ CLOUD 7)) to [cloud values v]\nadd (join [c] (☁ CLOUD 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (9999999))\nset [player # v] to []\n\nwhen I receive [cloud tick v]\nif <(player #) > []> then\n Player Clone Tick\n stop [this script v]\nend\nchange [cloud - tick v] by (1)\nProcess Cloud Item [1] value (join [c] (☁ CLOUD 1))\nProcess Cloud Item [2] value (join [c] (☁ CLOUD 2))\nProcess Cloud Item [3] value (join [c] (☁ CLOUD 3))\nProcess Cloud Item [4] value (join [c] (☁ CLOUD 4))\nProcess Cloud Item [5] value (join [c] (☁ CLOUD 5))\nProcess Cloud Item [6] value (join [c] (☁ CLOUD 6))\nProcess Cloud Item [7] value (join [c] (☁ CLOUD 7))\nProcess Cloud Item [8] value (join [c] (☁ CLOUD 8))\nSend my Cloud Data after [4] ticks\n\ndefine Send my Cloud Data after (count) ticks\nif <((CLOUD - Tick) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nWrite Number (MY PLAYER UID) to encoded string\nrepeat (length of [my values to send v])\n Write Number (item (1) of [my values to send v]) to encoded string\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud 1 v] to (encoded string)\n else\n set [☁ cloud 2 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud 3 v] to (encoded string)\n else\n set [☁ cloud 4 v] to (encoded string)\n end\n end\nelse\n if <(MY CHANNEL) < [7]> then\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud 5 v] to (encoded string)\n else\n set [☁ cloud 6 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [8]> then\n set [☁ cloud 7 v] to (encoded string)\n else\n set [☁ cloud 8 v] to (encoded string)\n end\n end\nend\n\ndefine Process Cloud Item (which?) value (new value)\nif <(new value) = (item (which?) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (which?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(player #) = [0]> then\n set [player # v] to (item # of [] in [player uids v])\n if <(player #) = [0]> then\n add (val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (player #) of [player uids v] with (val)\n end\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine Player Clone Tick\nif <(encoded idx) > (length of (encoded string))> then\n Get Next Data Packet\n if <(encoded string) = []> then\n change [inactive v] by (1)\n if <(inactive) > [150]> then\n replace item (player #) of [player uids v] with []\n hide\n end\n stop [this script v]\n end\nend\nset [inactive v] to [0]\nval = READ NUMBER from "encoded string"\nset x to (val)\nval = READ NUMBER from "encoded string"\nset y to (val)\nval = READ NUMBER from "encoded string"\nswitch costume to (val)\nval = READ NUMBER from "encoded string"\npoint in direction (val)\nval = READ NUMBER from "encoded string"\nset [clone scene # v] to (val)\nif <(clone scene #) = (SCENE #)> then\n show\nelse\n hide\nend\n\ndefine Get Next Data Packet\nset [encoded string v] to (item (player #) of [player data v])\nreplace item (player #) of [player data v] with []\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\n\nbroadcast (Cloud - Setup v) and wait\nforever\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (costume [number v]) to [my values to send v]\n add (direction) to [my values to send v]\n broadcast (Cloud Tick v)\nend\n\nwhen I receive [change scene v]\nif <(player #) > []> then\n if <(clone scene #) = (SCENE #)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\n\nclear graphic effects\nset [color v] effect to (170)\n\nval = READ NUMBER from "encoded string"\nsay (PLAYER SAY #) for (SAY # FOR SEC) seconds\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [scene # v] to [1]\ngo [forward v] (2) layers\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nStamp Outline\nStamp Shawdow\n\ndefine Stamp Outline\nerase all\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Stamp Shawdow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nset [scene # v] to [11]\nbroadcast (Change Scene v)\n\nwhen I receive [about to change scene v]\nerase all\n\nwait (0.000000000001) seconds\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <<<(SCENE #) = [104]> or <(SCENE #) = [106]>> or <<(SCENE #) = [7]> or <(SCENE #) = [15]>>> then\n forever\n go to [back v] layer\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\n@Platform\n\nwhen I receive [change scene v]\ngo to [back v] layer\nhide\nif <(SCENE #) = [6]> then\n Spawn [Sqisher] at [-38] [55] dir [90] turn []\nend\nif <(SCENE #) = [102]> then\n Spawn [Flying Ground] at [44] [16] dir [90] turn []\nend\nif <(SCENE #) = [103]> then\n Spawn [Key1] at [98] [106] dir [90] turn []\nend\nif <(SCENE #) = [104]> then\n Spawn [Key2] at [141] [112] dir [90] turn []\nend\n\ndefine Animate Platform\nforever\n glide (0.5) secs to x: (-38) y: (-27)\n glide (1.3) secs to x: (-38) y: (55)\nend\n\nwhen I receive [tick - platform v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Roation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last x)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to x: (44) y: (16)\nforever\n glide (2) secs to x: (148) y: (-48)\n wait (1) seconds\n glide (2) secs to x: (148) y: (98)\n wait (1) seconds\n glide (2) secs to x: (44) y: (16)\n wait (1) seconds\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <<[collected v] contains (key name)?> or <[admin v] contains (username)?>> then\n start sound [Buzz Whir v]\n broadcast (It Fits Achivement v)\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine Animate 3\nshow\nforever\n glide (1) secs to x: (x position) y: ((y position) - (90))\n wait (0) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (0) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nif <(SCENE #) = [6]> then\n Animate Platform\nend\nif <(SCENE #) = [102]> then\n Animate 2\nend\n\ndefine Roation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\nshow\n\n@Jump Through\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nStamp Outline\nStamp Shawdow\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Stamp Shawdow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\nset [scene # v] to [12]\nbroadcast (Change Scene v)\n\n@Collectables\n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nhide\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [player actions v] to [Grabbing]\nset [my scene v] to []\nif <(costume [name v]) = [Coin]> then\n show\n start sound [Coin v]\n change [coins v] by (1)\nelse\n if <<(costume [name v]) = [Coin_Big]> or <(costume [name v]) = [Invisible Coin_Big]>> then\n show\n start sound [Coin v]\n change [coins v] by (10)\n else\n if <<(costume [name v]) = [Green Flag]> or <(costume [name v]) = [Invisible Flag]>> then\n show\n start sound [Collect v]\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\n else\n if <(costume [name v]) = [Invisible Coin]> then\n show\n start sound [Coin v]\n change [coins v] by (1)\n else\n if <(costume [name v]) = [Teleporter]> then\n add (costume [name v]) to [collected v]\n show\n start sound [Teleporter Sound v]\n broadcast (Set X of Player v)\n set [scene # v] to [24]\n broadcast (Change Scene v) and wait\n else\n start sound [Collect v]\n add (costume [name v]) to [collected v]\n end\n end\n end\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nhide\nPlace [Coin] scene [1] xy [20] [8]\nPlace [Coin] scene [1] xy [170] [36]\nPlace [Coin] scene [2] xy [-120] [34]\nPlace [Coin] scene [2] xy [0] [-24]\nPlace [Coin] scene [2] xy [158] [-36]\nPlace [Coin] scene [3] xy [-52] [-42]\nPlace [Coin] scene [3] xy [28] [74]\nPlace [Key1] scene [3] xy [158] [-40]\nPlace [Coin_Big] scene [103] xy [178] [106]\nPlace [Key2] scene [104] xy [-122] [56]\nPlace [Green Flag] scene [4] xy [-188] [-22]\nPlace [Green Flag] scene [6] xy [176] [-22]\nPlace [Coin] scene [101] xy [10] [-116]\nPlace [Coin] scene [101] xy [190] [-40]\nPlace [Coin] scene [101] xy [190] [-40]\nPlace [Coin] scene [101] xy [136] [90]\nPlace [Coin] scene [101] xy [136] [90]\nPlace [Coin] scene [101] xy [-2] [106]\nPlace [Coin_Big] scene [101] xy [-152] [120]\nPlace [Coin] scene [4] xy [-50] [-37]\nPlace [Coin] scene [4] xy [94] [33]\nPlace [Coin] scene [5] xy [-105] [154]\nPlace [Coin] scene [5] xy [87] [-52]\nPlace [Coin] scene [5] xy [195] [-52]\nPlace [Coin] scene [6] xy [-103] [-52]\nPlace [Coin] scene [102] xy [-165] [-38]\nPlace [Coin] scene [102] xy [-41] [88]\nPlace [Coin] scene [102] xy [79] [48]\nPlace [Coin] scene [102] xy [-89] [-122]\nPlace [Coin] scene [102] xy [33] [-66]\nPlace [Coin] scene [103] xy [-143] [-12]\nPlace [Coin] scene [103] xy [-25] [-20]\nPlace [Coin] scene [103] xy [37] [62]\nPlace [Coin] scene [104] xy [-15] [92]\nPlace [Coin] scene [104] xy [203] [92]\nPlace [Coin] scene [105] xy [-171] [92]\nPlace [Coin] scene [105] xy [27] [-32]\nPlace [Coin] scene [105] xy [143] [64]\nPlace [Coin] scene [105] xy [181] [-100]\nPlace [Coin] scene [7] xy [-137] [-44]\nPlace [Coin] scene [7] xy [-41] [34]\nPlace [Coin] scene [7] xy [86] [90]\nPlace [Coin] scene [7] xy [167] [-44]\nPlace [Coin] scene [8] xy [-137] [-44]\nPlace [Coin] scene [8] xy [11] [28]\nPlace [Coin] scene [8] xy [183] [-44]\nPlace [Invisible Flag] scene [8] xy [53] [90]\nPlace [Coin] scene [9] xy [-119] [-2]\nPlace [Coin] scene [9] xy [15] [20]\nPlace [Invisible Coin] scene [9] xy [-129] [89]\nPlace [Green Flag] scene [9] xy [209] [-41]\nPlace [Coin] scene [10] xy [-195] [-5]\nPlace [Coin] scene [10] xy [-115] [17]\nPlace [Coin] scene [10] xy [7] [17]\nPlace [Coin] scene [10] xy [117] [17]\nPlace [Coin] scene [11] xy [-189] [23]\nPlace [Coin] scene [11] xy [-87] [-77]\nPlace [Coin] scene [11] xy [137] [-109]\nPlace [Coin] scene [11] xy [137] [15]\nPlace [Coin_Big] scene [12] xy [-121] [-97]\nPlace [Green Flag] scene [12] xy [5] [-97]\nPlace [Coin_Big] scene [12] xy [121] [-97]\nPlace [Teleporter] scene [104] xy [144] [-117]\nif <(TELEPORTER #) = [1]> then\n show\nelse\n hide\nend\nPlace [Coin] scene [13] xy [-32] [-91]\nPlace [Coin] scene [13] xy [60] [-89]\nPlace [Coin] scene [13] xy [204] [-39]\nPlace [Coin] scene [14] xy [-78] [37]\nPlace [Coin] scene [14] xy [40] [93]\nPlace [Coin] scene [14] xy [148] [41]\nPlace [Coin] scene [15] xy [-52] [-27]\nPlace [Coin] scene [15] xy [82] [-27]\nPlace [Coin] scene [15] xy [-208] [83]\nPlace [Green Flag] scene [15] xy [136] [53]\nPlace [Coin] scene [16] xy [-156] [-79]\nPlace [Coin] scene [16] xy [0] [43]\nPlace [Coin] scene [16] xy [136] [43]\nPlace [Invisible Coin_Big] scene [16] xy [67] [105]\nPlace [Coin] scene [17] xy [-149] [-33]\nPlace [Coin] scene [17] xy [33] [11]\nPlace [Key1] scene [17] xy [106] [100]\nPlace [Coin] scene [17] xy [148] [-76]\nPlace [Coin] scene [18] xy [-46] [6]\nPlace [Coin] scene [18] xy [128] [-74]\nPlace [Coin] scene [19] xy [8] [4]\nPlace [Coin] scene [19] xy [118] [86]\nPlace [Coin] scene [19] xy [216] [96]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Invisable Wall\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(SCENE #) = [1]> then\n show\n else\n hide\n end\nend\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [tick - planet v]\n\nswitch costume to (main menu v)\n\nwhen I receive [moblie or pc ? v]\nhide\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (0)\nforever\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 variable [coins v]\nhide\n\nwhen this sprite clicked\nhide\nshow variable [coins v]\nshow variable [lives v]\nbroadcast (Start Game v)\n\nbroadcast (Tick - Planet v)\n\nbroadcast (Moblie Or PC ? v) and wait\n\nwhen I receive [thumbnail v]\nhide\n\nwhen flag clicked\nhide variable [lives v]\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [103]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Cat] at [-166] [-82] dir [90]\n else\n Spawn [Cat] at [-100] [-82] dir [-90]\n end\nend\nif <(SCENE #) = [9]> then\n Spawn [Cat] at [-48] [-56] dir [90]\n Spawn [Cat] at [6] [-56] dir [90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (cat1 v)\n set rotation style [don't rotate v]\n Move - Left or Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Meow v]\n start sound [Squish Pop v]\n switch costume to (cat squash v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Loose Life v)\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\n\n@Lives Count\n\nwhen flag clicked\nhide\n\nswitch costume to (3 v)\ngo to [front v] layer\ngo [forward v] (10) layers\ngo to x: (0) y: (150)\n\nwhen I receive [start game v]\n\nshow\nbroadcast (Switch Lives v)\n\nwhen I receive [switch lives v]\n\nforever\n switch costume to (LIVES)\nend\n\n@Chat\n\nwhen I receive [start game v]\nforever\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n change [chat # v] by (1)\n end\n if <((CHAT #) mod (2)) = [1]> then\n show list [chat v]\n else\n hide list [chat v]\n ask [] and wait\n if <(answer) = [1]> then\n Say [Hi] & change Chat by [1] for [4] seconds\n else\n if <(answer) = [2]> then\n Say [Bye.] & change Chat by [1] for [4] seconds\n else\n if <(answer) = [3]> then\n Say [Lol.] & change Chat by [1] for [4] seconds\n else\n if <(answer) = [4]> then\n Say [Long time no see.] & change Chat by [1] for [4] seconds\n else\n if <(answer) = [5]> then\n Say [Need help ?] & change Chat by [1] for [4] seconds\n else\n if <(answer) = [6]> then\n Say [Yes.] & change Chat by [1] for [4] seconds\n else\n if <(answer) = [7]> then\n Say [No thanks.] & change Chat by [1] for [4] seconds\n else\n if <(answer) = [8]> then\n Say [Thank you.] & change Chat by [1] for [4] seconds\n else\n if <(answer) = [9]> then\n Say [Jump !] & change Chat by [1] for [4] seconds\n else\n Say (answer) & change Chat by [1] for [4] seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if < (answer) contains [/]?> then\n if < (answer) contains [/give @s coin]?> then\n change [coins v] by (letter (15) of (answer))\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [chat v]\nset [chat # v] to [1]\nset [player say # v] to []\nset [say # for sec v] to []\n\ndefine Say (word) & change Chat by (value) for (#) seconds\nset [chat # v] to (value)\nshow list [chat v]\nset [player say # v] to (word)\nset [say # for sec v] to (#)\nbroadcast (Player - Say v)\n\n@Part 3\n\nwhen flag clicked\ngo to x: (-236) y: (117)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nrepeat until <(HEART #) = [1]>\n wait (10) seconds\n Part 2 Animataions x : [-186] movement speed x : [5] x2 : [-236] movement speed x2 : [-5] secs to wait [3]\nend\n\ndefine Part 2 Animataions x : (x) movement speed x : (movement speed x ) x2 : (x2) movement speed x2 : (movement speed x2 ) secs to wait (secs)\nshow\nrepeat until <(x position) = (x)>\n change x by (movement speed x )\nend\nwait (secs) seconds\nrepeat until <(x position) = (x2)>\n change x by (movement speed x2 )\nend\nhide\n\n@Heart & Star\n\nwhen I receive [tick - heart v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change size by (10)\nend\nrepeat (10)\n change size by (-10)\nend\nset size to (100) %\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nset size to (100) %\nhide\nset [ghost v] effect to (100)\n\n@SECRET WALL\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [teleporter # v] to [0]\nforever\n if <(SCENE #) = [104]> then\n show\n if <touching (player v)?> then\n set [teleporter # v] to [1]\n set [ghost v] effect to (50)\n else\n set [teleporter # v] to [0]\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\n@Shop\n\nwhen flag clicked\nforever\n if <(costume [name v]) = (join [Scene] (SCENE #))> then\n switch costume to (scene10 v)\n go to [back v] layer\n go to x: (-8) y: (-90)\n show\n else\n hide\n end\nend\n\n@Interact\n\nwhen flag clicked\nhide\nforever\n if <<(SCENE #) = [10]> and <([touching shop v] of [player v]) = [1]>> then\n go to x: (-40) y: (-100)\n show\n wait (0) seconds\n go to [front v] layer\n repeat until <not <([touching shop v] of [player v]) = [1]>>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\n end\n else\n hide\n end\nend\n\n@Select\n\nwhen flag clicked\nset [shop movement # v] to [0]\nhide\n\nwhen I receive [open shop v]\nswitch costume to (frame v)\nset [brightness v] effect to (0)\nset [shop movement # v] to [1]\ngo to x: (0) y: (0)\nshow\nwait (0) seconds\ngo to [front v] layer\nwait until <key (space v) pressed?>\nset [shop movement # v] to [0]\nhide\n\n@Item1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [item1 bought v] to [0]\nset [partical_ v] to [0]\nforever\n if <(SHOP MOVEMENT #) = [0]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (75)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <<(COINS) > [9]> and <(item1 bought) < [3]>> then\n add (costume [name v]) to [collected v]\n change [coins v] by (-10)\n change [acceleration v] by (0.5)\n change [item1 bought v] by (1)\n if <(PARTICAL_) = [0]> then\n broadcast (item1 bought v)\n end\n else\n if <(item1 bought) < [2]> then\n set [message costume # v] to [Not cool]\n else\n set [message costume # v] to [Cold]\n end\n broadcast (Messager v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Item2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [item2 bought v] to [0]\nset [partical_ v] to [0]\nforever\n if <(SHOP MOVEMENT #) = [0]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (75)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <<(COINS) > [19]> and <(item2 bought) < [3]>> then\n add (costume [name v]) to [collected v]\n change [coins v] by (-20)\n change [jump force v] by (1.5)\n change [item2 bought v] by (1)\n if <(PARTICAL_) = [0]> then\n broadcast (item1 bought v)\n end\n else\n if <(item2 bought) < [2]> then\n set [message costume # v] to [Not cool]\n else\n set [message costume # v] to [Cold]\n end\n broadcast (Messager v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Item3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [item3 bought v] to [0]\nset [partical_ v] to [0]\nforever\n if <(SHOP MOVEMENT #) = [0]> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (75)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <<(COINS) > [39]> and <(item3 bought) < [3]>> then\n add (costume [name v]) to [collected v]\n change [coins v] by (-40)\n change [lives v] by (1)\n change [item3 bought v] by (1)\n if <(PARTICAL_) = [0]> then\n broadcast (item1 bought v)\n end\n else\n if <(item3 bought) < [2]> then\n set [message costume # v] to [Not cool]\n else\n set [message costume # v] to [Cold]\n end\n broadcast (Messager v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Partical\n\nwhen I start as a clone\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (clone ID)\nshow\nrepeat until <(y position) = [-180]>\n change y by (partical speed)\n if <(clone ID) = [Fall Leaves]> then\n point in direction ((direction) + (1))\n end\nend\ndelete this clone\n\nwhen I receive [start game v]\npoint in direction (90)\nclear graphic effects\nif <<(current [month v]) = [11]> or <(current [month v]) = [12]>> then\n set [clone id v] to [Snow]\n hide\n forever\n go to x: (pick random (-240) to (240)) y: (180)\n create clone of (_myself_ v)\n if <(pick random (1) to (2)) = [1]> then\n set [partical speed v] to [-2]\n else\n set [partical speed v] to [-4]\n end\n wait (0.1) seconds\n end\nend\nif <<(current [month v]) = [8]> or <<(current [month v]) = [9]> or <(current [month v]) = [10]>>> then\n set [clone id v] to [Fall Leaves]\n hide\n set [color v] effect to (0)\n forever\n go to x: (pick random (-240) to (240)) y: (180)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\n if <(pick random (1) to (2)) = [1]> then\n set [partical speed v] to [-2]\n set [leaves color v] to [18]\n else\n if <(pick random (1) to (2)) = [1]> then\n set [leaves color v] to [-10]\n else\n set [partical speed v] to [-4]\n set [leaves color v] to [0]\n end\n end\n set [color v] effect to (leaves color)\n wait (0.3) seconds\n end\nend\nif <<(current [month v]) = [1]> or <<<(current [month v]) = [2]> or <(current [month v]) = [3]>> or <<<(current [month v]) = [4]> or <(current [month v]) = [5]>> or <<(current [month v]) = [6]> or <(current [month v]) = [7]>>>>> then\n set [clone id v] to [Rain]\n hide\n set [color v] effect to (0)\n forever\n Reset all clones\n go to x: (pick random (-240) to (240)) y: (180)\n point in direction (90)\n create clone of (_myself_ v)\n set [partical speed v] to [-2]\n wait (0.01) seconds\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [item1 bought]> then\n show\n repeat until <(x position) = (PLAYER LENGTH)>\n change y by (2)\n end\n hide\n delete this clone\nend\n\nswitch costume to (item1 partical v)\nhide\nset [partical_ v] to [1]\nforever\n go to (player v)\n go to x: (pick random ((10) - (x position)) to ((x position) - (10))) y: ((y position) - (PLAYER LENGTH))\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\ndefine Reset all clones\nrepeat (300)\n delete this clone\nend\n\n@Message of Coin\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\ngo to [front v] layer\nhide\n\nwhen I receive [messager v]\nswitch costume to (MESSAGE COSTUME #)\nshow\nset size to (20) %\nrepeat (5)\n change size by (20)\nend\nwait (3) seconds\nrepeat (5)\n change size by (-20)\nend\nhide\n\n@Achivements\n\nwhen I receive [start game v]\nforever\n Achivement ID : [I Love Gold] How much ? [9] Var of Item (ilovegold) ID much (COINS)\n Achivement ID : [Rich] How much ? [99] Var of Item (rich) ID much (COINS)\n Achivement ID : [Scene 101 ?] How much ? [101] Var of Item (scene101?) ID much []\n Achivement ID : [A Key !] How much ? [Key1] Var of Item (akey1) ID much []\n Achivement ID : [It Burns, It Burns !] How much ? [Fell in lava] Var of Item (itburns,itburns!) ID much []\n Achivement ID : [Split In Half !] How much ? [Spiky] Var of Item (splitinhalf!) ID much []\n Achivement ID : [Crushed Off !] How much ? [Crushed] Var of Item (crushedoff!) ID much []\n Achivement ID : [EZ Game] How much ? [Teleporter] Var of Item (ezgame) ID much []\nend\n\nwhen flag clicked\ngo to x: (160) y: (184)\nhide\nset [achivement # v] to [-1]\nset [ilovegold v] to [0]\nset [rich v] to [0]\nset [scene101? v] to [0]\nset [akey1 v] to [0]\nset [itfits! v] to [0]\nset [itburns,itburns! v] to [0]\nset [splitinhalf! v] to [0]\nset [crushedoff! v] to [0]\nset [ezgame v] to [0]\nset [id v] to []\n\ndefine Achivement ID : (id) How much ? (how much ?) Var of Item (var) ID much (id much)\nif << or > and <(username) = [Herobrinehk]>> then\n set [id v] to (id)\n switch costume to (id)\n if <(id) = [I Love Gold]> then\n change [achivement # v] by (1)\n set [ilovegold v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n else\n if <(id) = [Rich]> then\n change [achivement # v] by (1)\n set [rich v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n else\n if <(id) = [Scene 101 ?]> then\n change [achivement # v] by (1)\n set [scene101? v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n else\n if <(id) = [A Key !]> then\n change [achivement # v] by (1)\n set [akey1 v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/9])\n else\n if <(id) = [It Burns, It Burns !]> then\n change [achivement # v] by (1)\n set [itburns,itburns! v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n else\n if <(id) = [Split In Half !]> then\n change [achivement # v] by (1)\n set [splitinhalf! v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n else\n if <(id) = [Crushed Off !]> then\n change [achivement # v] by (1)\n set [crushedoff! v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n else\n if <(id) = [EZ Game]> then\n change [achivement # v] by (1)\n set [ezgame v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n else\n if <(id) = [Shopping]> then\n change [achivement # v] by (1)\n set [shopping v] to [1]\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n show\n repeat until <(y position) = [124]>\n change y by (-4)\n end\n wait (3) seconds\n repeat until <(y position) = [184]>\n change y by (4)\n end\n hide\nend\n\nwhen I receive [it fits achivement v]\nif <(itfits!) = [0]> then\n change [achivement # v] by (1)\n set [achivements v] to (join ((ACHIVEMENT #) + (1)) [/10])\n set [itfits! v] to [1]\n set [id v] to [It Fits !]\n switch costume to (id)\n show\n repeat until <(y position) = [124]>\n change y by (-4)\n end\n wait (3) seconds\n repeat until <(y position) = [184]>\n change y by (4)\n end\n hide\nend\n\nAchivement ID : [Shopping] How much ? [] Var of Item (shopping) ID much []\n\n@Assets\n\nwhen flag clicked\nhide\n\n | Arrows keys. I have made a sequel to this game that has more levels and mechanics, so if you get bored of this one, go check it out at:\nhttps://scratch.mit.edu/projects/124304799/ |
☁ Minecraft || Multiplayer Scrolling Platformer #games #all | @Stage\n\nwhen flag clicked\nset [music v] to []\nset [level max v] to [17]\n\n@Sprite1\n\n@Player\n\ndefine platform (jump height) (friction) (running speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x velocity v] by (running speed)\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 [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?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> 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\nif <<touching (spikes v)?> or <(y position) < [-175]>> then\n broadcast (Fail v)\n start sound [Crunch v]\n Reset\nend\nif <(x position) > [230]> then\n if <not <(Level) = (Level MAX)>> then\n broadcast (Next v)\n change [level v] by (1)\n Reset\n end\nend\nif <touching (trampoline v)?> then\n if <(Level) = [16]> then\n set [y velocity v] to [25]\n else\n set [y velocity v] to [20]\n end\nend\nif <touching (boost v)?> then\n set [x velocity v] to [30]\nend\nif <touching (inverted boost v)?> then\n set [x velocity v] to [-30]\nend\nif <touching (portal1 v)?> then\n start sound [Teleport2 v]\n Reset\n go to (portal2 v)\nend\n\nwhen flag clicked\nwait (0.001) seconds\nset size to (200) %\ngo to [front v] layer\ngo to x: (-213) y: (-82)\nhide\n\nwhen I receive [play v]\nshow\nforever\n platform [13] [.9] [1]\nend\n\nwhen I receive [play v]\nforever\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n go to x: (-213) y: (-82)\n broadcast (Fail v)\n end\nend\n\ndefine Reset\ngo to x: (-213) y: (-82)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [skip v]\ngo to x: (-213) y: (-82)\n\nwhen I receive [animation finished v]\nswitch costume to (costume1 v)\n\nwhen I receive [fail v]\nswitch costume to (costume1 v)\ngo to x: (-213) y: (-82)\n\nwhen I receive [skip v]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\n\nwhen I receive [venom v]\nswitch costume to (costume2 v)\n\nwhen I receive [fail v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\n@Level\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nset [level v] to [1]\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [animation finished 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 [animation finished v]\ngo to [back v] layer\n\n@Shadow\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset rotation style [left-right v]\npoint in direction (90)\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\n@thx\n\nwhen I receive [outro v]\nshow\npoint in direction (90)\nset size to (100) %\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set y to ((-70) + (([sin v] of ((timer) * (275)) ) * (7)))\n set x to ((0) + (([sin v] of ((timer) * (275)) ) * (7)))\nend\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\n@title\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (500)\nhide\n\nwhen I receive [animation finished v]\nshow\nglide (0.5) secs to x: (0) y: (100)\nforever\n set y to ((75) - (([sin v] of ((timer) * (275)) ) * (7)))\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [play v]\nhide\n\n@Play button\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nclear graphic effects\ngo to x: (270) y: (-10)\n\nwhen I receive [animation finished v]\nshow\nglide (.5) secs to x: (-18) y: (-10)\nforever\n set [brightness v] effect to (0)\n set x to ((-20) + (([sin v] of ((timer) * (275)) ) * (7)))\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\nbroadcast (Play v)\nstart sound [menu001 v]\nhide\n\n@Music select\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nset volume to (100) %\ngo to x: (-270) y: (-85)\n\nwhen I receive [animation finished v]\nshow\nglide (.5) secs to x: (-18) y: (-85)\nforever\n set [brightness v] effect to (0)\n set x to ((-20) + (([sin v] of ((timer) * (275)) ) * (7)))\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Music v)\nhide\n\nwhen I receive [back v]\nshow\n\nwhen [u v] key pressed\nset volume to (100) %\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play v]\nif <(MUSIC) = []> then\n forever\n play sound (pick random (1) to (4)) until done\n end\nelse\n if <(MUSIC) = [1]> then\n forever\n play sound [Vexento - Pegasus v] until done\n end\n else\n if <(MUSIC) = [2]> then\n forever\n play sound [Vexento - Masked Heroes \(128 kbps\) v] until done\n end\n else\n if <(MUSIC) = [3]> then\n forever\n play sound [Lights \[Dream Trance\] v] until done\n end\n else\n if <(MUSIC) = [4]> then\n forever\n play sound [Vexento - Empty v] until done\n end\n else\n forever\n play sound (pick random (1) to (4)) until done\n end\n end\n end\n end\n end\nend\n\nwhen I receive [animation finished v]\ngo to [front v] layer\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nif <touching (play button v)?> then\n switch costume to (play v)\nelse\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (lights \[tream trance\] v)?> then\n switch costume to (lights \[tream trance\] v)\n else\n if <touching (vexento - masked heroes v)?> then\n switch costume to (vexento - masked heroes v)\n else\n if <touching (random v)?> then\n switch costume to (random v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (music select v)?> then\n switch costume to (music select v)\n else\n if <touching (skip v)?> then\n switch costume to (skip v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Grunge\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (grunge2 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (96)\ngo to [back v] layer\nswitch costume to (grunge v)\nshow\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@Vexento - Pegasus\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-190) y: (31)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [1]\nstart sound [menu001 v]\n\n@Vexento - Empty\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-21) y: (-51)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [4]\nstart sound [menu001 v]\n\n@Vexento - Masked Heroes\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-190) y: (-128)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [2]\nstart sound [menu001 v]\n\n@Lights [Tream Trance]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (134) y: (-128)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [3]\nstart sound [menu001 v]\n\n@Random\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (134) y: (31)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [5]\nstart sound [menu001 v]\n\n@Back button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (139) y: (139)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Particle Effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (80)\nset size to (pick random (80) to (150)) %\ngo to x: (240) y: (pick random (-180) to (180))\npoint in direction (pick random (-60) to (-105))\nset [speed v] to (pick random (5) to (10))\nrepeat until <<(x position) < [-235]> or <(y position) > [170]>>\n move (Speed) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go to [back v] layer\nend\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\nend\n\n@Spikes\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\nwhen I receive [play v]\nforever\n go to [back v] layer\n show\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nwait (0.001) seconds\ngo to [back v] layer\nforever\n hide\n if <(Level) = [2]> then\n go to x: (-24) y: (-101)\n Trampoline\n else\n if <(Level) = [3]> then\n set [level v] to [3]\n go to x: (0) y: (-101)\n create clone of (_myself_ v)\n go to x: (120) y: (-101)\n create clone of (_myself_ v)\n go to x: (-120) y: (-101)\n wait until <not <(Level) = (LeVeL)>>\n else\n if <(Level) = [4]> then\n go to x: (50) y: (-101)\n Trampoline\n else\n if <(Level) = [9]> then\n go to x: (-150) y: (-101)\n Trampoline\n else\n if <(Level) = [13]> then\n go to x: (-65) y: (-101)\n Trampoline\n else\n if <(Level) = [16]> then\n set [level v] to [16]\n go to x: (0) y: (-170)\n create clone of (_myself_ v)\n go to x: (120) y: (-170)\n create clone of (_myself_ v)\n go to x: (-120) y: (-170)\n wait until <not <(Level) = (LeVeL)>>\n end\n end\n end\n end\n end\n end\nend\n\ndefine Trampoline\nshow\ngo to [back v] layer\nif <touching (player v)?> then\n switch costume to (costume1 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\nend\n\nwhen I start as a clone\nrepeat until <not <(Level) = (LeVeL)>>\n Trampoline\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n Trampoline\n else\n if <(Level) = [16]> then\n Trampoline\n end\n end\nend\n\n@Fake spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n change [ghost v] effect by (50)\n end\nend\n\n@Boost\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Inverted boost\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Portal1\n\nwhen flag clicked\ngo to x: (-107) y: (-130)\nset [whirl v] effect to (500)\nhide\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (-210) y: (30)\n show\n else\n if <(Level) = [9]> then\n go to x: (35) y: (132)\n show\n else\n if <(Level) = [14]> then\n go to x: (31) y: (-70)\n show\n else\n hide\n end\n end\n end\nend\n\n@Portal2\n\nwhen flag clicked\ngo to x: (11) y: (-54)\nset [whirl v] effect to (500)\nhide\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (165) y: (85)\n show\n else\n if <(Level) = [9]> then\n go to x: (35) y: (0)\n show\n else\n if <(Level) = [14]> then\n go to x: (-192) y: (150)\n show\n else\n hide\n end\n end\n end\nend\n\n@Skip\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen this sprite clicked\nif <not <(Level) = (Level MAX)>> then\n start sound [Collect v]\n broadcast (Skip v)\n change [level v] by (1)\n wait (.3) seconds\nend\n\n@Venom\n\nwhen flag clicked\nwait (0.001) seconds\nset size to (70) %\nhide\nforever\n if <touching (player v)?> then\n hide\n broadcast (Venom v)\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\nend\n\nwhen I receive [next v]\nif <(Level) = [10]> then\n show\n go to x: (-16) y: (-76)\nelse\n if <(Level) = [11]> then\n show\n go to x: (-50) y: (0)\n else\n if <(Level) = [14]> then\n show\n go to x: (-197) y: (102)\n else\n hide\n end\n end\nend\n\nwhen I receive [skip v]\nif <(Level) = [10]> then\n show\n go to x: (-16) y: (-76)\nelse\n if <(Level) = [11]> then\n show\n go to x: (-50) y: (0)\n else\n if <(Level) = [14]> then\n show\n go to x: (-197) y: (102)\n else\n hide\n end\n end\nend\n\nwhen I receive [fail v]\nif <(Level) = [10]> then\n show\n go to x: (-16) y: (-76)\nelse\n if <(Level) = [11]> then\n show\n go to x: (-50) y: (0)\n else\n if <(Level) = [14]> then\n show\n go to x: (-197) y: (102)\n else\n hide\n end\n end\nend\n\n@text engine\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (200) %\n go to x: (((digits) * (17)) - (20)) y: (132)\n if <(length of (venom)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (venom))\n end\nend\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [venom v]\nstop [other scripts in sprite v]\nbroadcast (Message2 v)\nset [venom v] to [5]\nrepeat (5)\n wait (1) seconds\n change [venom v] by (-1)\nend\nbroadcast (Fail v)\n\nwhen I receive [fail v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [message2 v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\n wait (0) seconds\nend\nhide\n\n@Trap\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [back v] layer\n if <(Level) = [12]> then\n show\n go to x: (0) y: (-100)\n else\n if <(Level) = [14]> then\n show\n go to x: (120) y: (-100)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [cloneid v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(CloneID) = [1]> then\n switch costume to (costume2 v)\n go to x: (200) y: (-30)\n repeat (30)\n change x by (-20)\n end\n delete this clone\nelse\n switch costume to (costume3 v)\n set size to (120) %\n go to x: (x position) y: (200)\n repeat (13)\n change y by (-20)\n end\n change y by (-10)\n wait (.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [fail v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Crunch v]\n broadcast (Fail v)\n end\nend\n\nwhen I receive [skip v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@TB\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Love/Fav Detector\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nclear graphic effects\npoint in direction (pick random (-180) to (180))\nrepeat (50)\n switch costume to (pick random (2) to (3))\n move (5) steps\n change y by (-0.5)\n if <(direction) > [180]> then\n turn left (2.5) degrees\n end\n if <(direction) < [180]> then\n turn right (2.5) degrees\n end\n change [brightness v] effect by (1.5)\n change [ghost v] effect by (1.5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nwait (.5) seconds\nforever\n if <(touching) = [Love]> then\n wait (.2) seconds\n if <(touching) = [Love]> then\n change [love/favorite v] by (1)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [love/favorite v] to [0]\nforever\n if <(Love/Favorite) = [2]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (50)\n switch costume to (thank you! v)\n set [brightness v] effect to (100)\n set size to (500) %\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (-5)\n change size by (((185) - (size)) / (8))\n end\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n change size by (((385) - (size)) / (8))\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (.5) seconds\nforever\n if <(touching) = [Fav]> then\n wait (.2) seconds\n if <(touching) = [Fav]> then\n change [love/favorite v] by (1)\n stop [this script v]\n end\n end\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\nset [ghost v] effect to (100)\nforever\n set [touching v] to [none]\n Detect [Love] at [-201] [-220]\n Detect [Fav] at [-201] [-220]\nend\n\n@Sprite2\n\nwhen flag clicked\nwait (0.001) seconds\nshow\nswitch costume to (costume1 v)\nrepeat (7)\n switch costume to (costume1 v)\n wait (.3) seconds\n switch costume to (costume2 v)\n wait (.3) seconds\nend\nbroadcast (lil new message v)\nhide\n\n@intro\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (j2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (6)\n change y by (5)\n end\n wait (.7) seconds\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nelse\n switch costume to (j3 v)\n go to x: (-110) y: (-55)\n go to [back v] layer\n glide (.7) secs to x: (115) y: (-55)\nend\n\nwhen flag clicked\nset [cloneid v] to [0]\nset volume to (100) %\ngo to [front v] layer\nclear graphic effects\nhide\nforever\n repeat (5)\n change size by (2.5)\n end\n repeat (5)\n change size by (-2.5)\n end\nend\n\nwhen I receive [intro1 v]\ndelete this clone\n\nwhen I receive [intro1 v]\nforever\n turn right (12) degrees\n change x by (10)\nend\n\nwhen I receive [lil new message v]\nstart sound [Vicetone - United We Dance3 v]\nswitch costume to (j v)\nhide\nset size to (75) %\nset size to (2) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (2.3) seconds\nshow\nrepeat until <(size) > [85]>\n change size by (10)\nend\nwait (1) seconds\nglide (1) secs to x: (-110) y: (0)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (5) seconds\nrepeat (22)\n turn right (12) degrees\n change x by (10)\nend\nbroadcast (Intro1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nswitch backdrop to (backdrop2 v)\nbroadcast (Animation finished v)\n\n | ★ νєятιgσ: α ρʟαтfσямєя ★\n -----\n υѕє тнє яιgнт αиᴅ ʟєғт αяяσω кєуѕ тσ мσνє\n υѕє тнє υρ αяяσω кєу тσ נυмρ\n ᴅσи'т тσυᴄн яєᴅ\n ᴅσи'т тσυᴄн тнє ѕριкєѕ\n тнєяє αяє тєи ʟєνєʟѕ\n αʟʟ ʟєνєʟѕ αяє ρσѕѕιвʟє\n ωнαт ωαѕ уσυя ѕᴄσяє? |
Cloud Platformer Chase V.2 | @Stage\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Dark Mysterious Music - Entering The Light v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(level) = [7]> then\n repeat (10)\n change volume by (-10)\n end\n stop all sounds\n end\nend\n\n@Player\n\nbroadcast (nextlevel v)\nwait (1) seconds\ngo to x: (-219) y: (2)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I receive [start game v]\nset size to (100) %\nshow\ngo to x: (-219) y: (-70)\nforever\n change [speedy v] by (-0.5)\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [speedx v] by (1)\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 change [speedx v] by (-1)\n switch costume to (left v)\n end\n else\n switch costume to (normal v)\n end\n set [speedx v] to ((speedX) * (0.9))\n change x by (speedX)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((speedX) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [speedy v] to [8]\n if <(speedX) > [0]> then\n set [speedx v] to [-8]\n else\n set [speedx v] to [8]\n end\n else\n set [speedx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (SpeedY)\n if <touching (level v)?> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [speedy v] to [8]\n end\n change y by (0.5)\n if <(x position) = [243]> then\n broadcast (nextlevel v)\n wait (1) seconds\n go to x: (-219) y: (-70)\n set [speedx v] to [0]\n set [speedy v] to [0]\n end\n if <(level) = [7]> then\n set [delete the fog v] to [1]\n go to x: (-210) y: (-100)\n switch costume to (right v)\n glide (3) secs to x: (-102) y: (-98)\n broadcast (cutscene 2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\n@level\n\nwhen I receive [nextlevel v]\nwait (0.3) seconds\nnext costume\n\nwhen I receive [start game v]\nshow\nset [delete the smoke v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n set [level v] to (costume [number v])\n if <<(level) = [5]> or <(level) = [3]>> then\n set [delete the smoke v] to [0]\n else\n set [delete the smoke v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\n@Grass\n\nwhen I receive [nextlevel v]\nwait (0.3) seconds\nnext costume\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\n\n@Fog Overlay\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Fog thingies\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (pick random (1) to (4))\ngo to x: (-4000) y: (0)\nshow\nrepeat (850)\n change x by (1)\nend\ndelete this clone\n\nwhen I receive [start game v]\nset [delete the fog v] to [0]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (20) to (25)) seconds\nend\n\nwhen I start as a clone\nforever\n if <(delete the fog) = [1]> then\n delete this clone\n end\nend\n\n@Decor\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nwait (0.3) seconds\nnext costume\n\nwhen I receive [start game v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\n@rain\n\nwhen I start as a clone\ngo [forward v] (5) layers\nshow\nswitch costume to (costume1 v)\nchange [ghost v] effect by (pick random (0) to (20))\nset [speed v] to (pick random (-12) to (-15))\nif <(speed) > [4]> then\n set size to (pick random (110) to (130)) %\nend\ngo to x: (pick random (224) to (-224)) y: (167)\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n change y by (speed)\nend\nrepeat (3)\n next costume\n wait (0.001) seconds\nend\ndelete this clone\n\nwhen I receive [start game v]\nset [stop rain sounds v] to [0]\nforever\n play sound [Rain Sound Effect Short \(2 minutes\) ♪ v] until done\n if <(stop rain sounds) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start game v]\nset volume to (100) %\nhide\nclear graphic effects\nforever\n wait (pick random (0) to (0.001)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [cutscene 2 v]\nset [stop rain sounds v] to [1]\n\n@black screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\nwhen I receive [nextlevel v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.3) seconds\nSmooth Glide x: (455) y: (0) speed: (3)\nwait (0.01) seconds\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\n@Truck\n\nwhen flag clicked\nhide\n\n@Smoke for truck\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [5]> then\n go to x: (194) y: (86)\n create clone of (_myself_ v)\n wait (pick random (0) to (0.1)) seconds\n end\n if <(level) = [3]> then\n go to x: (156) y: (-14)\n create clone of (_myself_ v)\n wait (pick random (0) to (0.1)) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset [speed v] to (pick random (1) to (2.5))\npoint in direction (pick random (-20) to (20))\nrepeat until <touching (_edge_ v)?>\n move (speed) steps\nend\nrepeat (15)\n move (speed) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(delete the smoke) = [1]> then\n delete this clone\n end\nend\n\n@beginning cutscene\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n if <(delete this clone cutscene beginning) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nrepeat until <(click) = [1]>\n if <key (space v) pressed?> then\n set [delete this clone cutscene beginning v] to [1]\n end\nend\n\nwhen flag clicked\nwait until <(delete this clone cutscene beginning) = [1]>\nswitch costume to (costume11 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change volume by (-10)\n change [ghost v] effect by (-10)\nend\nstop all sounds\nbroadcast (Start Game v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nset [click v] to [0]\nset [delete this clone cutscene beginning v] to [0]\nset volume to (100) %\nclear graphic effects\nstart sound [moosic v]\nhide\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\nwait (3) seconds\nswitch costume to (costume7 v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nswitch costume to (costume9 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (costume10 v)\ncreate clone of (_myself_ v)\nwait (3) seconds\nset [click v] to [1]\nset [delete this clone cutscene beginning v] to [1]\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nwait (0.3) seconds\nset [ghost v] effect to (100)\nnext costume\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Space to skip\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (2) seconds\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(delete this clone cutscene beginning) = [1]>\nhide\n\n@Smoke for truck 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [5]> then\n go to x: (40) y: (-17)\n create clone of (_myself_ v)\n wait (pick random (0) to (0.1)) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset [speed v] to (pick random (1) to (2.5))\npoint in direction (pick random (-20) to (20))\nrepeat until <touching (_edge_ v)?>\n move (speed) steps\nend\nrepeat (15)\n move (speed) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(delete the smoke) = [1]> then\n delete this clone\n end\nend\n\n@Demon\n\nwhen flag clicked\nset [level v] to [0]\nhide\nforever\n if <(level) = [6]> then\n switch costume to (costume1 v)\n go to x: (-37) y: (-19)\n show\n wait (1) seconds\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n repeat (4)\n move (10) steps\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n switch costume to (costume2 v)\n go to x: (-37) y: (-19)\n wait (10) seconds\n hide\n stop [this script v]\n end\nend\n\n@love and fav\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene 2 v]\nset volume to (100) %\ngo to [front v] layer\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | |
Survive the Night a Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [fold v]\nnext backdrop\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume 1 v)\nset size to (100) %\nset [# v] to [0]\ngo to x: (-225) y: (-100)\nshow\nsay (join (join [Hi my name is ] (username)) [ and I want to go on an adventure!])\nwait (2) seconds\nsay [Stand next to the signs to get advice, and touch the portal to advance!]\nwait (2) seconds\nsay []\nwait (2) seconds\nsay []\n\nwhen I start as a clone\nclear graphic effects\nrepeat (100)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<touching color (#cc7700)?> and <<not <key (up arrow v) pressed?>> or <not <key (down arrow v) pressed?>>>> then\n set [yv v] to [0.5]\n end\n if <<touching color (#cc7700)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [2.5]\n switch costume to (costume5 v)\n end\n if <<touching color (#cc7700)?> and <key (down arrow v) pressed?>> then\n set [yv v] to [-3]\n end\nend\n\nwhen I receive [play music v]\nforever\n start sound [Conker's Bad Fur Day Windy Overworld Theme, piano arrangement sheet music.mp3 v]\n wait (114) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n move (0.5) steps\n point in direction (90)\n end\nend\n\nwhen I receive [cheat v]\nwait (0.5) seconds\ngo to (sprite1 v)\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> then\n set [yv v] to [15]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-225) y: (-100)\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <<<touching (spikes v)?> or <touching (spikes2 v)?>> or <touching (spikes 3 v)?>> then\n repeat (10)\n switch costume to (costume4 v)\n end\n go to x: (-225) y: (-100)\n switch costume to (costume 1 v)\n else\n if <touching (sprite4 v)?> then\n repeat (10)\n switch costume to (costume4 v)\n end\n go to x: (-225) y: (-100)\n switch costume to (costume 1 v)\n else\n if <touching (sprite1 v)?> then\n repeat (75)\n change size by (-1)\n switch costume to (costume5 v)\n go to (sprite1 v)\n point in direction (0)\n move (10) steps\n end\n broadcast (fold v)\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n else\n if <<key (down arrow v) pressed?> and <not <touching color (#cc7700)?>>> then\n repeat until <<<touching (sprite1 v)?> or <<touching color (#cc0000)?> or <<key (up arrow v) pressed?> or <<touching (spikes v)?> or <touching (spikes2 v)?>>>>> or <touching (spikes 3 v)?>>\n switch costume to (crouch v)\n end\n switch costume to (costume 1 v)\n else\n switch costume to (costume1 v)\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nwait until <(#) = [2]>\nrepeat until <(#) = [9]>\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> 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 (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\nrepeat until <(#) = [12]>\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)\nend\nrepeat until <(backdrop [name v]) = [backdrop4]>\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 change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\nrepeat until <(backdrop [name v]) = [backdrop5]>\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 (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\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 (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\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 (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> 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 (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nchange size by (100)\nset [ghost v] effect to (0)\n\ndefine say []\nset [say v] to []\nrepeat (length of (string1))\n set [say v] to (join (say) (letter ((length of (say)) + (1)) of (string1)))\n say (say)\nend\nbroadcast (message1 v) and wait\nchange [# v] by (1)\n\nwhen I receive [fold v]\nswitch costume to (costume 1 v)\nchange [level v] by (1)\nchange size by (75)\nset [yv v] to [0]\nset [yv v] to [0]\ngo to x: (-225) y: (-100)\n\n@rightHitTest\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n hide\n go to (sprite2 v)\n if <touching color (#00ff52)?> then\n set [hittest v] to [1]\n else\n set [hittest v] to [0]\n end\nend\n\n@leftHitTest\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (sprite2 v)\n if <touching color (#00ff52)?> then\n set [hittest v] to [1]\n else\n set [hittest v] to [0]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n next costume\n wait (1) seconds\nend\n\nwhen flag clicked\ngo to x: (204) y: (-147)\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (204) y: (126)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (194) y: (-107)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (172) y: (-23)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (179) y: (143)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (156) y: (-87)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (186) y: (137)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (188) y: (131)\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (212) y: (-127)\n\nwhen [p v] key pressed\nask [Passcode please...] and wait\nif <(answer) = [bilbo]> then\n say [Passcode acepted]\n wait (0.5) seconds\n say []\n broadcast (Cheat v)\nelse\n if <not <(answer) = [bilbo]>> then\n say [error]\n wait (0.5) seconds\n say []\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-82) y: (100)\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (190) y: (-147)\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (156) y: (104)\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (199) y: (-127)\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (-204) y: (89)\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (193) y: (116)\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (197) y: (-112)\n\nwhen I receive [portal show v]\ngo to x: (219) y: (-135)\nshow\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Sprite3\n\n@Sprite4\n\n@Sprite5\n\nwhen flag clicked\nshow variable [level v]\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <touching (sprite2 v)?> then\n think [Use the arrow keys to move and read the project description for other controls]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [2]> then\n if <touching (sprite2 v)?> then\n think [Hold the arrow keys while touching a wall to wall jump!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [3]> then\n if <touching (sprite2 v)?> then\n think [Press the up key while touching a rope to climb up it!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [4]> then\n if <touching (sprite2 v)?> then\n think [Don't touch those spikes!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [5]> then\n if <touching (sprite2 v)?> then\n think [Good Luck!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [6]> then\n if <touching (sprite2 v)?> then\n think [Take this one nice and slow.]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [7]> then\n if <touching (sprite2 v)?> then\n think [Press the down arrow key while on a platform to "crouch"]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [8]> then\n if <touching (sprite2 v)?> then\n think [Both paths are possibe, one is a bit easier. My advice time it!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [9]> then\n if <touching (sprite2 v)?> then\n think ["The wheel of DOOM!"]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [10]> then\n if <touching (sprite2 v)?> then\n think [Make sure to try platformer adventure2!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [11]> then\n if <touching (sprite2 v)?> then\n think [Precision is key]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [12]> then\n if <touching (sprite2 v)?> then\n think [Although it doesn't seem like it this level is possible!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [13]> then\n if <touching (sprite2 v)?> then\n think [Love This Project and make sure to try platformer adventure2!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [14]> then\n if <touching (sprite2 v)?> then\n think [Without that jump pad this level would become imposible!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [15]> then\n if <touching (sprite2 v)?> then\n think [Good luck!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [16]> then\n if <touching (sprite2 v)?> then\n think [Jump circles! wow!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [17]> then\n if <touching (sprite2 v)?> then\n think [Take your time on figuring this one out!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [18]> then\n if <touching (sprite2 v)?> then\n think [Press down to "duck"]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [19]> then\n if <touching (sprite2 v)?> then\n think [Follow 2sad4me for more games like this and make sure to try platformer adventure2!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [20]> then\n if <touching (sprite2 v)?> then\n think (join [Welcome home ] (username))\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\n if <(Level) = [21]> then\n if <touching (sprite2 v)?> then\n think [You win, make sure to try platformer adventure2!]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n end\nend\n\n@Spikes\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (13) y: (-70)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume3 v)\ngo to x: (0) y: (-27)\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume5 v)\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-2) y: (-64)\nswitch costume to (costume6 v)\nshow\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nswitch costume to (costume7 v)\ngo to x: (-29) y: (-25)\nshow\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nswitch costume to (costume8 v)\nshow\n\nwhen backdrop switches to [backdrop19 v]\ngo to x: (-88) y: (-18)\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (10)\n\n@mute\n\nwhen flag clicked\nswitch costume to (mute v)\nbroadcast (play music v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n switch costume to (mute2 v)\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n stop all sounds\n end\n broadcast (play music v)\n switch costume to (mute v)\n wait (0.1) seconds\n end\nend\n\n@Spikes2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-116) y: (7)\nhide\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume1 v)\ngo to x: (-116) y: (7)\nshow\nrepeat until <(Level) = [8]>\n repeat (40)\n move (4) steps\n point in direction (90)\n end\n repeat (40)\n move (4) steps\n point in direction (-90)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume2 v)\ngo to x: (60) y: (129)\nshow\nrepeat until <(Level) = [9]>\n repeat (25)\n point in direction (180)\n move (9) steps\n end\n wait (1) seconds\n go to x: (67) y: (131)\nend\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\nrepeat until <(Level) = [10]>\n go to x: (0) y: (0)\n turn left (3) degrees\nend\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite8\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (-27) y: (10)\nrepeat until <(Level) = [11]>\n wait until <touching (sprite2 v)?>\n hide\n wait (1) seconds\n wait until <not <touching (sprite2 v)?>>\n show\n wait (1) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-22) y: (21)\nshow\nforever\n repeat until <touching (_edge_ v)?>\n point in direction (90)\n move (3) steps\n end\n move (-10) steps\n wait (1) seconds\n repeat until <touching (_edge_ v)?>\n point in direction (-90)\n move (3) steps\n end\n move (-10) steps\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n if <touching (sprite2 v)?> then\n think [That was a bit rage inducing, was it not?]\n wait until <not <touching (sprite2 v)?>>\n say []\n end\n else\n hide\n end\nend\n\n@Sprite12\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\nwait (5) seconds\nshow\nwait (1) seconds\nbroadcast (portal show v)\nrepeat until <(Level) = [21]>\n create clone of (spikes 3 v)\n wait (0.25) seconds\nend\nhide\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@spikes 3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (sprite13 v)\npoint towards (sprite2 v)\nshow\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\n@Sprite9\n\nwhen flag clicked\nhide\n\n | arrow keys to move\n\nthis uses a separate hidden sprite as the platform, which can be hidden with ghost effect, but can still be touched by other sprites.\n\nIf you liked the comedy in this game, you might also like this one:\nhttps://scratch.mit.edu/projects/92033369/\nplez check out that, and also if you like my games, why not check the collection of all the good ones! here: https://scratch.mit.edu/studios/3454332/\n\n\n\n\ndon't forget to love and fav!!! |
Super Mario A Platformer #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (out side v)\n\nwhen I receive [cutscene v]\nswitch backdrop to (cave v)\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nset size to (150) %\nswitch costume to (overworld v)\nshow\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <<touching color (#ff8200)?> or <touching color (#ff0000)?>>> then\n go to x: (-225) y: (-40)\n start sound [Drum Boing v]\n set [x move v] to [0]\n set [y move v] to [0]\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)\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)\n point in direction (90)\n end\nend\n\nwhen I receive [go v]\nshow\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n end\nend\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\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 (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer 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 change y by (-3)\n if <touching (real platformer 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 [9]\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 (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer 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 (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer 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\n@real platformer \n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\n\nwhen I receive [go v]\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\nforever\n if <(costume [number v]) = [19]> then\n wait (2) seconds\n broadcast (THE END :\) v)\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(costume [number v]) = [6]> then\n broadcast (cutscene v)\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(costume [number v]) = [7]> then\n broadcast (hide crush v)\n stop [this script v]\n end\nend\n\n@deco\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\n\nwhen I receive [go v]\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\n@cutscene \n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [cutscene v]\ngo to x: (-267) y: (319)\nshow\ngo to [front v] layer\nrepeat (58)\n change y by (-5)\nend\n\nwhen I receive [hide crush v]\nhide\n\n@thumbnail \n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [go v]\nshow\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume1 v)\nclear graphic effects\nforever\n go to [front v] layer\n repeat (25)\n change size by (-5)\n turn left (4) degrees\n end\n set [ghost v] effect to (100)\n set size to (100) %\n point in direction (90)\n stop [this script v]\nend\n\nwhen I receive [go v]\nforever\n if <(level) = [19]> then\n stop [other scripts in sprite v]\n play sound [Undertale OST v] until done\n end\nend\n\nwhen I receive [go v]\nstart sound [Undertale OST v]\nwait until <(level) = [6]>\nstop all sounds\nforever\n play sound [undertale-ost-031-waterfall v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (pick random (2) to (3))\nset size to (0) %\ngo to (random position v)\npoint in direction (pick random (-180) to (180))\nset [ghost v] effect to (50)\nrepeat (20)\n change size by (2)\nend\nwait (2) seconds\nrepeat (15)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [the end :\) v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\n@introduction \n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nintro\n\nwhen I receive [go v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\n\ndefine intro\ngo to [front v] layer\ngo to [front v] layer\nshow\nstart sound [intro song v]\nshow\nswitch costume to (costume1 v)\nrepeat (16)\n next costume\nend\nswitch costume to (costume17 v)\nrepeat (16)\n wait (.0003) seconds\n next costume\nend\nswitch costume to (costume33 v)\nrepeat (6)\n wait (.0003) seconds\n next costume\nend\nwait (6) seconds\nbroadcast (go v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (3) seconds\nforever\n repeat (15)\n change size by (3)\n end\n repeat (5)\n change size by (-3)\n end\nend\n\nwhen I receive [the end :\) v]\ngo to x: (0) y: (100)\nswitch costume to (costume40 v)\npoint in direction (90)\nset size to (4) %\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (4)\n turn right (14.4) degrees\nend\n\n@Cave Sprites\n\n@Effect\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (45) to (90))\nset size to (pick random (40) to (70)) %\ngo to x: (240) y: (pick random (180) to (-180))\nglide (pick random (1.0) to (3.0)) secs to x: (-240) y: (pick random (180) to (-180))\ndelete this clone\n\nwhen I receive [cutscene v]\nhide\nforever\n create clone of (_myself_ v)\n wait (.9) seconds\nend\n\nwhen I receive [go v]\nshow variable [time v]\nset [time v] to [0]\nforever\n repeat until <(level) = [19]>\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 end\nend\n\nwhen I receive [the end :\) v]\nshow variable [☁ world record v]\n\nwhen I receive [timer higher v]\nchange [time v] by (20)\n\n@boss\n\nwhen flag clicked\nforever\n reset timer\n repeat (10)\n switch costume to (costume1 v)\n end\n if <(timer) > [0.1]> then\n set [turbo mode on? v] to [0]\n else\n set [turbo mode on? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(turbo mode on?) = [1]> then\n set [time v] to [120]\n end\nend\n\n | |
Jupiter - A platformer | @Stage\n\n@EXIT\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [exit v] to []\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\nclone at x [689] y [-122]\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\n\nclone at x [5000000000000000000000000000000000000000000000000000000000000000] y [-122]\n\nhide\n\nif <(level) = [3]> then\n\nswitch costume to (open v)\nclone at x [2179] y [-92]\n\nif <(level) = [4]> then\n\nswitch costume to (open v)\nclone at x [100000000000000000000] y [-50]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [name v]) = [OPEN]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nhide variable [mouse v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x [1350] y [600]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2250] y [-80]\n else\n if <(level) = [3]> then\n switch costume to (open v)\n clone at x [3200] y [400]\n else\n if <(level) = [4]> then\n switch costume to (open v)\n clone at x [4000] y [400]\n else\n switch costume to (open v)\n clone at x [100000000000000000000] y [-50]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nshow\n\n@Platforms\n\nclone at x [0] y [300]\nclone at x [360] y [0]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nclone at x [450] y [0]\nclone at x [450] y [300]\nclone at x [450] y [0]\nclone at x [450] y [0]\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 [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [-900] y [300]\n clone at x [450] y [200]\n clone at x [-1350] y [-190]\n clone at x [1000000000000] y [300]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [300]\n clone at x [450] y [0]\n clone at x [-450] y [-300]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [10000000000000] y [0]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [600] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [300]\n clone at x [450] y [0]\n clone at x [1000000000000000000] y [0]\n else\n if <(level) = [4]> then\n switch costume to (level 4 1 v)\n clone at x [600] y [0]\n clone at x [400] y [400]\n clone at x [50] y [-400]\n clone at x [200] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [300]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [100000000] y [0]\n else\n switch costume to (end v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\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-die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change 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)\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 <touching color (#2700ff)?> then\n broadcast (egg v)\n end\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n if <touching color (#2700ff)?> then\n broadcast (egg v)\n end\n if <touching color (#00fd63)?> then\n broadcast (egg v)\n end\n repeat until <not <touching (platforms v)?>>\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 <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (.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\nset [scroll y v] to [0]\n\nwhen I receive [bounce v]\nchange player y by [200]\n\n@Egg\n\nwhen I receive [egg v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset size to (10) %\nrepeat (100)\n change size by (2)\n change [color v] effect by (5)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nshow\nhide\n\n | <============================>\n=========< ------------------------------------- >=========\n====< WELCOME TO 50-LEVEL PLATFORMER >===\n ♦ Use the arrow keys or WASD to move!\n ♦ Red lava kills you!\n ♦ Blue bounces you up!\n ♦ Green is anti-gravity!\n ♦ Pink makes you small!\n ♦ Press R to replay level if you are stuck!\n ♦ Press M to turn the music on and off!\n ♦ ALL LEVELS ARE POSSIBLE!\n=========< ------------------------------------- >=========\n <============================> |
Balloonacy: A Classic Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n play sound [Green Trill Zone - Sonic Remix v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [air time v] to [0]\nset [max level v] to [1]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-100]\nforever\n switch costume to (hitbox v)\n change [air time v] by (1)\n if <(air time) > [100]> then\n set [air time v] to [100]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(touching ground) = [1]>> then\n set [y speed v] to [20]\n start sound (pick random (1) to (3))\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n if <<(x position) > [239]> and <not <(level) = [16]>>> then\n if <not <(level) = (max level)>> then\n Respawn [-210] [0]\n set [deaths v] to [0]\n change [level v] by (1)\n end\n end\n if <<touching (rising lava v)?> or <touching (spikes v)?>> then\n if <<(level) = [11]> or <(level) = [15]>> then\n change [deaths on hard level v] by (1)\n end\n Respawn [-210] [0]\n end\n switch costume to (angry bird v)\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [-10]\n start sound [Basketball Bounce v]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [10]\n start sound [Basketball Bounce v]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n set [air time v] to [0]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nset size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<touching (sprite1 v)?> or <(y position) < [-180]>> then\n broadcast (knucks v)\n start sound [Sonic Scream2 v]\n Respawn [-200] [100]\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> and <not <(level) = [12]>>> then\n change [level v] by (1)\n broadcast (Next Level v) and wait\n Respawn [-200] [100]\n end\nend\n\nwhen I receive [skip v]\nRespawn [-210] [0]\nchange [level v] by (1)\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nset [level v] to [1]\n\n@Exit\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.2)\n end\n repeat (10)\n change y by (-0.2)\n end\nend\n\nwhen I receive [knucks v]\nif <<<(level) = [4]> or <(level) = [7]>> or <(level) = [12]>> then\n play sound [_Do I look like I need YOUR Power__2 v] until done\nend\n\n@Analog Stick by AzureLightning\n\nwhen flag clicked\ngo to [front v] layer\nset [analog to x input v] to [0]\nswitch costume to (stick v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [analog is clone v] to [0]\nset pen size to (5)\npen up\nerase all\nset [slingxorigin v] to [100]\nset [slingyorigin v] to [0]\nset [slingmaxlength v] to [30]\nset [drawmode v] to [1]\nforever\n set [xlengthwithinbounds v] to [0]\n set [ylengthwithinbounds v] to [0]\n if <mouse down?> then\n if <(holding) = [0]> then\n set [slingxorigin v] to (mouse x)\n set [slingyorigin v] to (mouse y)\n set [candraw v] to [1]\n end\n set [holding v] to [1]\n if <(canDraw) = [1]> then\n calculateLength\n end\n else\n set [holding v] to [0]\n set [candraw v] to [0]\n end\n set [analog to x input v] to ((xLengthWithinBounds) / (slingMaxLength))\n if <(canDraw) = [1]> then\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n show\n else\n hide\n end\nend\n\ndefine drawSling\nif <(drawMode) = [1]> then\n erase all\n go to x: (slingXOrigin) y: (slingYOrigin)\n set pen color to (#424242)\n pen down\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\nelse\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n set pen color to (#cacaca)\n pen down\nend\n\ndefine calculateLength\nset [xlength v] to ((mouse x) - (slingXOrigin))\nset [ylength v] to ((mouse y) - (slingYOrigin))\nset [lengthofhypotenuse v] to ([sqrt v] of (((xLength) * (xLength)) + ((yLength) * (yLength))) )\nif <(lengthOfHypotenuse) > (slingMaxLength)> then\n set [hypotenuseratio v] to ((slingMaxLength) / (lengthOfHypotenuse))\n set [xlengthwithinbounds v] to ((xLength) * (hypotenuseRatio))\n set [ylengthwithinbounds v] to ((yLength) * (hypotenuseRatio))\nelse\n set [xlengthwithinbounds v] to (xLength)\n set [ylengthwithinbounds v] to (yLength)\nend\n\nwhen I start as a clone\nswitch costume to (origin v)\nset [analog is clone v] to [1]\nforever\n if <(canDraw) = [1]> then\n go to x: (slingXOrigin) y: (slingYOrigin)\n show\n else\n hide\n end\nend\n\ngo to [front v] layer\n\nforever\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nhide\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n | - - -- - - -Mine a Multiplayer Scrolling Platformer - - - - - \nHow to play\n➡ Use Arrow keys, WASD, or tap to use (Mobile)\n➡ Watch out for spikes, lava, and saws\n➡ Press the chat button to open the chat and press space to close it\n➡ Press the shop button to open the shop and press space to close it\n\nIf laggy use Turbo wrap -- https://turbowarp.org/588729334\n\nOther info\n➡ New Scratchers Can not Play online.\n➡ Collect coins to buy skins and powerups from the\nshop.\n➡ Total collectable coins is 32\n➡ @x_PlatformMaker_x loved and faved\n➡ @Nethula_manumitha loved\n➡ @Weirdify loved and faved\n |
Radioactive A 100% Pen Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop20 v)\n\nwhen I receive [green flag clicked v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [hollow-knight-ost-enter-hallownest-youtubemp3free v] until done\nend\n\n@Scratch Cat2\n\nwhen I receive [green flag clicked v]\npoint in direction (90)\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (0)\n broadcast (Retry v)\n set [speed y v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-200) y: (0)\n if <not <([costume # v] of [ground v]) = [19]>> then\n broadcast (Next level v)\n end\n end\n if <touching (spikes v)?> then\n switch costume to (die2 v)\n start sound [whoop v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Retry v)\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n end\n if <touching (bounce v)?> then\n set [speed y v] to [25]\n end\n Set Costume\nend\n\nstart sound [oof XD v]\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand2 v)\n else\n switch costume to ([floor v] of ((5) + ((frame) mod (17))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nend\n\nwhen [space v] key pressed\nset language to (en v)::tts\nset voice to (giant v)::tts\nspeak [Welcome to halloween, a platformer, try not to hit spikes. You can wall jump.]::tts\nspeak [Use the arrow keys to move, \(duh\)]::tts\nspeak [If you do hit spikes, you will have to listen to a horrible oof sound]::tts\n\nwhen flag clicked\nif <(username) = [huntedskelly]> then\n speak [Hello huntedskelly, thank you for following me, I hope you like this project!]::tts\nend\n\nwhen I receive [next level v]\npoint in direction (90)\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [retry v]\npoint in direction (90)\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\nnext backdrop\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [green flag clicked v]\nshow\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\nwhen I receive [green flag clicked v]\nshow\n\n@Bounce\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (20)\n broadcast (Green Flag clicked v)\n change [ghost v] effect by (5)\nend\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (5) steps\nend\ndelete this clone\n\ndefine Start\nrepeat (100)\n go to (random position v)\n set size to (pick random (20) to (50)) %\n set [ghost v] effect to (pick random (90) to (95))\n point in direction (pick random (-70) to (-100))\n create clone of (_myself_ v)\nend\n\nwhen I receive [green flag clicked v]\nStart\nforever\n hide\n point in direction (pick random (-70) to (-100))\n go to x: (300) y: (pick random (-180) to (180))\n set size to (pick random (20) to (50)) %\n set [ghost v] effect to (pick random (90) to (95))\n create clone of (_myself_ v)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set size to (30) %\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((timer) * (300)) ) * (20)) + (90))\n set [ghost v] effect to (0)\n else\n point in direction (90)\n set [ghost v] effect to (70)\n end\nend\n\nwhen this sprite clicked\nif <not <([costume # v] of [ground v]) = [19]>> then\n broadcast (Next level v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nforever\n set size to (30) %\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((timer) * (300)) ) * (20)) + (90))\n set [ghost v] effect to (0)\n else\n point in direction (90)\n set [ghost v] effect to (70)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Retry v)\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset size to (50) %\nstart sound [Clock Ticking v]\nstart sound [firelaunch1 v]\nset [clone mode v] to [0]\ncreate clone of (_myself_ v)\ngo to x: (-400) y: (0)\npoint in direction (-170)\nrepeat (20)\n change x by (((0) - (x position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\nend\nrepeat (50)\n point in direction ((([sin v] of ((timer) * (300)) ) * (50)) + (90))\n set size to ((([sin v] of ((timer) * (300)) ) * (50)) + (100)) %\nend\npoint in direction (90)\nset [yv v] to [10]\nstop all sounds\nstart sound [Boom v]\nset [ghost v] effect to (0)\nrepeat (50)\n Clone\n change y by (Yv)\n change [yv v] by (-1)\n if <(y position) < [0]> then\n set [ghost v] effect to ([abs v] of (y position) )\n end\nend\nswitch costume to (costume5 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Green Flag clicked v)\n\nwhen I start as a clone\nif <(Clone Mode) = [0]> then\n point in direction (-170)\n go to x: (400) y: (0)\n repeat (20)\n turn right (((90) - (direction)) / (4)) degrees\n change x by (((0) - (x position)) / (4))\n end\n delete this clone\nelse\n set size to (200) %\n switch costume to (pick random (2) to (4))\n set [turn v] to (pick random (-10) to (10))\n set [ghost v] effect to (60)\n go to [back v] layer\n set [xv v] to (pick random (-30) to (30))\n set [particles: yv v] to (pick random (5) to (80))\n go to (sprite3 v)\n repeat until <touching (_edge_ v)?>\n turn right (Turn) degrees\n change x by (Xv)\n change y by (Particles: Yv)\n change [particles: yv v] by (-1)\n end\n delete this clone\nend\n\ndefine Clone\nrepeat (50)\n set [clone mode v] to [1]\n create clone of (_myself_ v)\nend\n\n | |
Rescue (A Platformer) | @Stage\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n set [place_spritex v] to (mouse x)\n set [place_spritey v] to (mouse y)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (join [costume] (Level))\nend\n\nif <(Level) < [11]> then\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Place Clone At [20] [-90]\nend\nif <(Level) = [2]> then\n Place Clone At [-117] [-90]\nend\nif <(Level) = [8]> then\n Place Clone At [-65] [-10]\nend\nif <(Level) = [9]> then\n Place Clone At [139] [-90]\nend\nif <(Level) = [16]> then\n Place Clone At [139] [-90]\n Place Clone At [60] [-90]\n Place Clone At [-10] [-90]\n Place Clone At [-70] [-90]\n Place Clone At [-140] [-90]\nend\nhide\nset [x v] to [-9999]\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (trampoline1 v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (main charectar v)?> then\n broadcast (bounce v)\n repeat (8)\n next costume\n end\n switch costume to (trampoline1 v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [2]> then\n Place Clone At [-2] [35]\nend\nif <(Level) = [4]> then\n Place Clone At [-30] [-33]\n Place Clone At [141] [104]\nend\nif <(Level) = [11]> then\n Place Clone At [0] [-66]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [62] [30]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Sprite1\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nStart Laser Again\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (333) layers\ngo to x: (x) y: (y)\nset [timer v] to [0]\nforever\n set pen color to (#e46634)\n set pen size to (1)\n erase all\n pen down\n repeat (10)\n change y by (250)\n change y by (-250)\n change pen size by (4)\n wait (0.1) seconds\n change [timer v] by (1)\n end\n if <(timer) > [15]> then\n broadcast (Stop Laser v)\n delete this clone\n end\nend\n\nwhen I receive [reset v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Start Laser Again\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [0] [103]\nend\nif <(Level) = [5]> then\n Place Clone At [2] [103]\nend\nif <(Level) = [12]> then\n Place Clone At [0] [103]\n Place Clone At [-115] [103]\n Place Clone At [115] [103]\nend\nif <(Level) = [14]> then\n Place Clone At [0] [103]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [stop laser v]\nstop [other scripts in sprite v]\nerase all\nwait (1.5) seconds\nbroadcast (Start Laser Again v)\n\nwhen I receive [start laser again v]\nStart Laser Again\n\nwhen I start as a clone\nset volume to (50) %\nforever\n wait (0.5) seconds\n play sound [zap sound v] until done\n wait (0.5) seconds\nend\n\nhide\nset [x v] to [-99999]\n\nwhen I start as a clone\n\nsay [Hello!] for (2) seconds\n\nPlace Clone At [-115] [103]\nPlace Clone At [115] [103]\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [backward v] (333) layers\nend\n\n@AnimatedCharectar2\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [101] [-90]\nend\nif <(Level) = [6]> then\n Place Clone At [100] [-93]\nend\nif <(Level) = [8]> then\n Place Clone At [-74] [-10]\nend\nif <(Level) = [10]> then\n Place Clone At [-20] [-90]\n Place Clone At [100] [-90]\nend\nif <(Level) = [15]> then\n Place Clone At [-122] [-93]\n Place Clone At [0] [-93]\n Place Clone At [122] [-93]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (pick random (25) to (75))\nPatrolling Around\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Smasher\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [5]> then\n Place Clone At [206] [50]\nend\nif <(Level) = [6]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [9]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [13]> then\n Place Clone At [0] [50]\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nif <(Level) = [14]> then\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nSmash Down (y)\n\ndefine Smash Down (y)\nforever\n repeat until <touching (ground v)?>\n change y by (-2)\n end\n broadcast (PlaySmashSound v)\n wait (1) seconds\n repeat until <(y position) > (y)>\n change y by (5)\n end\nend\n\nwhen I receive [playsmashsound v]\nset volume to (50) %\nplay sound [crash metal v] until done\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (maincharacter v)?> then\n broadcast (Die v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nset [level v] to [13]\n\nwait (1) seconds\nPlace Clone At [-200] [100]\nwait (0.1) seconds\nPlace Clone At [-115] [100]\nwait (0.1) seconds\nPlace Clone At [0] [100]\nwait (0.1) seconds\nPlace Clone At [115] [100]\nwait (0.1) seconds\nPlace Clone At [200] [100]\n\n@AnimatedCharectar3\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [7]> then\n Place Clone At [-97] [-93]\nend\nif <(Level) = [11]> then\n Place Clone At [100] [-93]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [-143] [-93]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (0)\nPatrolling Around\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (12)\n point in direction (90)\n change x by (10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (12)\n point in direction (-90)\n change x by (-10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(invisible) = [0]> then\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\n end\nend\n\nif <(invisible) = [0]> then\n\n@Sprite3\n\ngo to x: (-185) y: (160)\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (138) y: (160)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-118) y: (157)\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((-126) + ((digits) * (12))) y: (159)\nforever\n if <(digits) > (length of (Level))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Level))\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((205) + ((digits) * (12))) y: (158)\nforever\n if <(digits) > (length of (Death))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Death))\n end\nend\n\n@Sprite7\n\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\nwhen flag clicked\n\n@Sprite8\n\nwhen flag clicked\nset [canuseskipbutton v] to [0]\nwait (1) seconds\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <<mouse down?> and <(CanUseSkipButton) = [1]>> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n if <<mouse down?> and <(CanUseSkipButton) = [0]>> then\n broadcast (FavedandLikedforskip v)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\n@detector2\n\nwhen I receive [favedandlikedforskip v]\nshow\nswitch costume to (2 v)\nreset timer\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\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nset volume to (50) %\nset size to (70) %\ngo to x: (-193) y: (54)\nswitch costume to (sound v)\nwait (3) seconds\nforever\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nwhen this sprite clicked\nset volume to (50) %\nset size to (70) %\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (not sound v)\n set volume to (0) %\nelse\n switch costume to (sound v)\n set volume to (50) %\nend\n\nstop all sounds\n\nrepeat (1000)\n play sound [Alan Walker - Force \[NCS Release\] v] until done\nend\n\nrepeat until <(costume [number v]) = [2]>\nend\n\n@detector3\n\nwhen flag clicked\nhide\nwait (2.2) seconds\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED) = [1]> and <(FAVED) = [1]>>\nset [canuseskipbutton v] to [1]\nbroadcast (powers v)\nset [faved v] to [0]\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (1 v)\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 switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved v] to [1]\n end\n end\n end\nend\ndelete this clone\n\nswitch costume to (1 v)\n\nbroadcast (show power v)\n\n@AnimatedCharectar4\n\nwait (2) seconds\n\nwait (1) seconds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [invisible v] to [0]\nset [clone # v] to [0]\n\nset [death v] to ((Death) + (1))\n\nwhen I receive [invisible v]\nset [invisible v] to [1]\nrepeat (3)\n change [ghost v] effect by (15)\nend\nwait (1.8) seconds\nset [invisible v] to [0]\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [powers v]\nforever\n if then\nend\n\nwhen flag clicked\nhide\nset size to (50) %\nset rotation style [left-right v]\ngo to [front v] layer\nwait (3) seconds\nshow\nforever\n go to (main charectar v)\n if <<not <key (any v) pressed?>> and <(G_onGround) = [1]>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (walkcolor0001 v)\n end\nend\n\nwhen flag clicked\nset [death v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (a v) pressed?>>> then\n if <(costume [number v]) = [6]> then\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n play sound [jump v] until done\n end\nend\n\nwhen I receive [die v]\nwait (0.2) seconds\nplay sound [Alien Creak1 v] until done\nwait (0.3) seconds\nchange [death v] by (1)\n\nplay sound [The among us walking sound effect2 v] until done\n\nwhen I receive [fast speed v]\nrepeat (90)\n create clone of (_myself_ v)\nend\n\nrepeat until \nend\n\n@Sprite10\n\nwhen flag clicked\n\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [forward v] (100) layers\nend\n\n@Sprite11\n\nwhen flag clicked\nset [all powers activate v] to [0]\nset size to (100) %\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (182) y: (-149)\nset [ghost v] effect to (0)\nforever\n if <<key (x v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume3 v)\n set [timer power speed v] to [3]\n broadcast (Fast speed v)\n repeat until <(timer power speed) < [0]>\n wait (0.1) seconds\n change [timer power speed v] by (-0.1)\n end\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [powers v]\nforever\n if <<key (z v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n switch costume to (costume3 v)\n broadcast (Invisible v)\n set [timer power invisible v] to [3]\n repeat until <(timer power invisible) < [0]>\n wait (0.1) seconds\n change [timer power invisible v] by (-0.1)\n end\n switch costume to (costume1 v)\n end\nend\n\nwait (3) seconds\n\n\n\nbroadcast (Fast speed v)\nbroadcast (powers v)\n\nwhen I receive [show power v]\n\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (102) y: (-149)\ncreate clone of (_myself_ v)\n\nwhen I receive [powers v]\nswitch costume to (costume1 v)\nshow\nset size to (50) %\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo to x: (102) y: (-149)\ncreate clone of (_myself_ v)\n\nrepeat (10)\n set [faved v] to [0]\n set [loved v] to [0]\nend\n\n@main charectar\n\nwhen flag clicked\nhide\nset [fast? v] to [0]\nset [fast speed v] to [5]\nset size to (50) %\nset [level v] to [1]\nwait (2.2) seconds\nReset\nbroadcast (Start Game v)\nbroadcast (StartNewLevel v)\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [g_isplayerdead v] to [false]\nset [g_velocity v] to [0]\nset [g_onground v] to [0]\nset [g_gravity v] to [-1]\nset [jumping v] to [0]\n\nwhen I receive [start game v]\nchange [ghost v] effect by (100)\nshow\nrepeat until <(G_isPlayerDead) = [true]>\n broadcast (StartAllControl v)\n broadcast (CheckPlatformDetection v)\n broadcast (CheckPlayerPosition v)\nend\n\nwhen I receive [startallcontrol v]\nMovementControl\nJumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [g_velocity v] by (G_gravity)\nelse\n change [g_velocity v] by ((G_gravity) * (2))\nend\nchange y by (G_velocity)\n\ndefine MoveHitBox (speedx)\nchange x by (speedx)\nset [deviation v] to [0]\nrepeat until <<(deviation) = [5]> or <not <touching (ground v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(deviation) = [5]> then\n change x by ((0) - (speedx))\n change y by ((0) - (deviation))\nend\n\nwhen I receive [checkplatformdetection v]\nCheckHitGround <(G_velocity) > [0]>\nMoveHitBox (G_speedX)\n\ndefine JumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [15]\n end\nend\nif <<mouse down?> and <(mouse y) > (y position)>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [20]\n end\nend\n\ndefine CheckHitGround <isjumping>\nrepeat until <not <touching (ground v)?>>\n if <isjumping> then\n change y by (-1)\n set [g_velocity v] to [0]\n else\n change y by (1)\n set [g_velocity v] to [0]\n set [g_onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n end\n end\nend\n\nwhen I receive [startnewlevel v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [bounce v]\nset [jumping v] to [1]\nset [g_velocity v] to [25]\n\nwhen I receive [checkplayerposition v]\nforever\n if <(y position) < [-150]> then\n broadcast (Die v)\n end\n if <<touching color (#e46634)?> and <(invisible) = [0]>> then\n broadcast (Die v)\n end\n if <(x position) > [218]> then\n change [level v] by (1)\n broadcast (StartNewLevel v)\n end\n if <(G_isPlayerDead) = [true]> then\n wait (0.1) seconds\n Reset\n broadcast (Start Game v)\n end\nend\n\nwhen I receive [startnewlevel v]\nReset\nbroadcast (Start Game v)\n\nwhen I receive [die v]\nset [g_isplayerdead v] to [true]\n\ndefine MovementControl\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [g_speedx v] to (fast speed)\nelse\n if <<mouse down?> and <(mouse x) > (x position)>> then\n set [g_speedx v] to [8]\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [g_speedx v] to ((fast speed) * (-1))\n else\n if <<mouse down?> and <(mouse x) < (x position)>> then\n set [g_speedx v] to [-8]\n else\n set [g_speedx v] to [0]\n end\n end\n end\nend\n\nif <(invisible) = [0]> then\n\nwhen I receive [fast speed v]\nset [fast? v] to [1]\nset [fast speed v] to [10]\nwait (3) seconds\nset [fast speed v] to [5]\nset [fast? v] to [0]\n\nrepeat (10)\n set [faved v] to [0]\n set [loved v] to [0]\nend\n\n@Sprite12\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [forward v] (100) layers\ngo to x: (36) y: (28)\nwait (3) seconds\nglide (0.2) secs to x: (36) y: (-300)\nset [ghost v] effect to (100)\nforever\n switch costume to (costume1 v)\n go to x: (36) y: (28)\n go to [front v] layer\n go [forward v] (100) layers\nend\n\nwhen flag clicked\n\nwait (1) seconds\n\nshow\n\n | This is a platformer by the name of FyreEscape. I have been working on this project for the longest time and I really want it to be one of my best projects :)\n\nArrow Keys is all you need :)\n\nPlease comment, like, and consider a follow if you are up to it :)\n\nI stopped replying to comments after I got more that 5000 views xD |
☆Arcana || A scrolling platformer | @Stage\n\nwhen I receive [start v]\nforever\n play sound [Vexento-Devotion v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [start physics v]\nset [level v] to [1]\nbroadcast (Delete all clones v) and wait\nbroadcast (Start v)\n\nwhen I receive [start v]\nset [particles mode v] to [1]\nbroadcast (Setup v) and wait\nbroadcast (Menu v) and wait\nbroadcast (Intro v) and wait\nbroadcast (Green Flag clicked v)\n\nwhen flag clicked\nforever\n play sound [media v] until done\nend\n\n@Sprite1\n\nwhen I receive [green flag clicked v]\nset size to (50) %\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nReset\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set costume\nif <(falling?) > [3]> then\n if <(speed y) > [0]> then\n switch costume to (up v)\n else\n switch costume to (down v)\n end\nelse\n if <(round (speed x)) = [0]> then\n switch costume to ((([floor v] of (idle frame) ) mod (50)) + (5))\n change [idle frame v] by (1)\n else\n set [idle frame v] to [0]\n if <(speed x) > [0]> then\n switch costume to (right v)\n else\n switch costume to (left v)\n end\n end\nend\nif <touching (bounce v)?> then\n set [speed y v] to [20]\nend\n\ndefine Tick <<> <^> <>>\ncreate clone of (_myself_ v)\nif <touching (water v)?> then\n change [speed y v] by (-1)\n set [speed y v] to ((speed y) * (0.5))\n if <^> then\n change [speed y v] by (5)\n end\nelse\n change [speed y v] by (-1)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<> then\n point in direction (-90)\n change [speed x v] by (-3)\nend\nif <>> then\n point in direction (90)\n change [speed x v] by (3)\nend\nset [speed x v] to ((speed x) * (0.7))\nWalk (direction) (speed x)\nif <<^> and <(falling?) < [3]>> then\n set [speed y v] to [12]\nend\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n change [speed y v] by (-1)\nend\nif <not <((SCROLL Y) + ((y position) / (4))) < [0]>> then\n change [scroll y v] by (round ((y position) / (4)))\n change y by (((0) - (y position)) / (4))\nend\nif <not <((SCROLL X) + ((x position) / (4))) < [0]>> then\n change [scroll x v] by (round ((x position) / (4)))\n change x by (((0) - (x position)) / (4))\nend\nSet costume\n\nwhen I start as a clone\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nswitch costume to (idle 7 v)\nrepeat (10)\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Reset\nbroadcast (Respawn Coins v)\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-50)\nset size to (50) %\nshow\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [falling? v] to [10]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen [space v] key pressed\nif <(username) = [--Explosion--]> then\n set [level v] to [4]\n Reset\n broadcast (Delete all clones v) and wait\n broadcast (Start v) and wait\nend\n\nwhen I receive [start v]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n start sound [Connect v]\n Reset\n change [level v] by (1)\n broadcast (Delete all clones v) and wait\n broadcast (Setup v) and wait\n end\n wait until <not <touching (portal v)?>>\nend\n\nwhen I receive [start physics v]\nforever\n if <touching (spikes v)?> then\n change [☁ deaths v] by (1)\n set [clone x v] to (x position)\n set [clone y v] to (y position)\n set [particles mode v] to [1]\n broadcast (Clone v)\n start sound [whoop v]\n switch costume to (die v)\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\n end\n Reset\n end\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [back v] layer\n\n@Ground\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [-450] [300]\nend\nif <(LEVEL) = [2]> then\n switch costume to (end level v)\n Clone [0] [0]\n Clone [500] [0]\n Clone [450] [0]\n Clone [400] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume8 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [400] [100]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone [0] [0]\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\n@Water\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [-450] [300]\nend\nif <(LEVEL) = [2]> then\n switch costume to (end level v)\n Clone [0] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (end level2 v)\n Clone [450] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume5 v)\n Clone [450] [0]\nend\n\nwhen flag clicked\nforever\n erase all\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nset [ghost v] effect to (60)\ngo to [front v] layer\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nset [i am a clone? v] to [1]\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <(I am a clone?) = [0]> then\n hide\nelse\n if <<(x position) = (x)> and <(y position) = (y)>> then\n show\n set [ghost v] effect to (40)\n set y to ((y) + (([sin v] of (((timer) + (1)) * (300)) ) * (8)))\n stamp\n set y to ((y) + (([sin v] of (((timer) + (2)) * (300)) ) * (8)))\n stamp\n set y to ((y) + (([sin v] of (((timer) + (3)) * (300)) ) * (8)))\n stamp\n set [ghost v] effect to (100)\n else\n hide\n end\nend\n\n@BG Effects\n\nwhen I start as a clone\nshow\nset size to (pick random (100) to (300)) %\nset [ghost v] effect to (100)\ngo to (random position v)\nchange [clones v] by (1)\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nset [xv v] to (pick random (-5) to (5))\nset [yv v] to (pick random (-5) to (5))\nrepeat (((100) - (pick random (80) to (90))) / (5))\n change [ghost v] effect by (-5)\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\nend\nrepeat until <touching (_edge_ v)?>\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\n change [x v] by (Xv)\n change [y v] by (Yv)\n change [ghost v] effect by (1)\nend\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [start v]\nset [clones v] to [0]\nforever\n Clone [1]\nend\n\n@Fade\n\ndefine Render\ngo to [back v] layer\nbroadcast (Delete v)\nset [me v] to [1]\ngo to (sprite1 v)\nshow\nclear graphic effects\nset [ghost v] effect to (80)\nSet size to [500] %\nSet size to [400] %\nSet size to [300] %\nSet size to [200] %\nhide\n\ndefine Set size to (#) %\nswitch costume to (costume2 v)\nset size to ((#) + (([sin v] of (((timer) + ((#) / (100))) * (400)) ) * (30))) %\nswitch costume to (costume1 v)\nstamp\nchange [me v] by (1)\nchange [ghost v] effect by (-10)\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n Render\nend\n\n@Torches\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (pick random (40) to (60))\nset [color v] effect to (pick random (-10) to (10))\nset [turn v] to (pick random (-10) to (10))\nset [xv v] to (pick random (-5) to (5))\nset [yv v] to (pick random (3) to (8))\nrepeat (40)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n turn right (Turn) degrees\n Go to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n change [x v] by (Xv)\n change [y v] by (Yv)\n change [yv v] by (-1)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n Clone\nend\n\ndefine Clone\nerase all\nif <(LEVEL) = [1]> then\n Clone [-148] [79]\n Clone [600] [3]\n Clone [846] [156]\n Clone [641] [190]\n Clone [460] [265]\nend\nif <(LEVEL) = [2]> then\n Clone [-193] [53]\n Clone [4] [41]\n Clone [206] [-9]\n Clone [614] [106]\n Clone [455] [58]\nend\nif <(LEVEL) = [3]> then\n Clone [817] [197]\n Clone [687] [79]\n Clone [-152] [97]\nend\nif <(LEVEL) = [4]> then\n Clone [-174] [76]\nend\n\nwhen [b v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\nwait (3) seconds\nhide variable [mouse v]\n\ndefine Clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\nset size to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nset [ghost v] effect to (80)\nStamp [200]\n\ndefine Stamp (size)\nhide\nshow\nif <not <touching (_edge_ v)?>> then\n set [brightness v] effect to (20)\n set size to ((size) + (([sin v] of (((timer) + ((size) / (100))) * (400)) ) * (10))) %\n stamp\n change [brightness v] effect by (-10)\n set size to (((size) + (40)) + (([sin v] of (((timer) + (1)) * (400)) ) * (10))) %\n stamp\n change [brightness v] effect by (-10)\n set size to (((size) + (80)) + (([sin v] of (((timer) + (2)) * (400)) ) * (10))) %\n stamp\n change [brightness v] effect by (-10)\n set size to (((size) + (120)) + (([sin v] of (((timer) + (3)) * (400)) ) * (10))) %\n stamp\nend\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [start v]\nset [i am a clone? v] to [0]\n\n@Decor\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [-450] [300]\nend\nif <(LEVEL) = [2]> then\n switch costume to (end level v)\n Clone [0] [0]\n Clone [500] [0]\n Clone [450] [0]\n Clone [400] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume8 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [400] [100]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume11 v)\n Clone [0] [0]\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n@Spikes\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [-450] [300]\nend\nif <(LEVEL) = [2]> then\n switch costume to (end level v)\n Clone [0] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (end level v)\n Clone [0] [0]\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n@Coins\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\n\ndefine Go to (x) (y)\nset [brightness v] effect to (-100)\nswitch costume to ((timer) * (20))\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) (round ((([sin v] of ((timer) * (300)) ) * (10)) + ((y) + ((0) - (SCROLL Y)))))\nif <touching (sprite1 v)?> then\n start sound [Blop-Mark_DiAngelo-79054334 v]\n set [clone x v] to (x position)\n set [clone y v] to (y position)\n broadcast (Clone v)\n delete this clone\nend\n\ndefine Clone\nif <(LEVEL) = [1]> then\n Clone [81] [-31]\n Clone [488] [10]\n Clone [761] [159]\n Clone [584] [253]\n Clone [399] [307]\nend\nif <(LEVEL) = [2]> then\n Clone [-112] [-33]\n Clone [-45] [86]\n Clone [142] [26]\n Clone [341] [48]\n Clone [499] [112]\n Clone [658] [171]\n Clone [827] [41]\n Clone [1026] [41]\n Clone [1226] [41]\n Clone [1432] [41]\nend\nif <(LEVEL) = [3]> then\n Clone [-52] [-34]\n Clone [102] [-20]\n Clone [253] [-18]\n Clone [528] [3]\n Clone [690] [-20]\n Clone [839] [25]\n Clone [730] [140]\n Clone [854] [247]\nend\nif <(LEVEL) = [4]> then\n Clone [-63] [35]\n Clone [38] [75]\n Clone [17] [-69]\nend\n\ndefine Clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nClone\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [respawn coins v]\nrepeat (1)\n delete this clone\nend\nClone\n\nwhen I receive [start v]\nset [i am a clone? v] to [0]\nforever\n switch costume to ((timer) * (20))\n set [brightness v] effect to (-100)\nend\n\n@Particles\n\nwhen I start as a clone\ngo to [back v] layer\nset [i am a clone? v] to [1]\nshow\nif <(Particles Mode) = [42]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-10) to (10))\nset size to (pick random (50) to (80)) %\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nset [turn v] to (pick random (-10) to (10))\nset [xv v] to (pick random (-5) to (5))\nset [yv v] to (pick random (0) to (10))\nrepeat until <touching (ground v)?>\n if <touching (_edge_ v)?> then\n delete this clone\n end\n turn right (Turn) degrees\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\n change [x v] by (Xv)\n change [y v] by (Yv)\n change [yv v] by (-1)\n change [ghost v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\nend\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I receive [clone v]\nif <(I am a clone?) = [0]> then\n go to x: (Clone X) y: (Clone Y)\n Clone [15]\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [start v]\nset [i am a clone? v] to [0]\n\n\n\n@Portal\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) (((y) + ((0) - (SCROLL Y))) + (([sin v] of ((timer) * (400)) ) * (10)))\nset [color v] effect to ((1) / (0))\nset [brightness v] effect to (50)\nset [ghost v] effect to (50)\nif <(I am a clone?) = [1]> then\n turn right (5) degrees\nelse\n turn right (-5) degrees\nend\nPosition portal (LEVEL)\n\ndefine Position portal (level)\nif <(level) = [1]> then\n set [x v] to [255]\n set [y v] to [332]\nend\nif <(level) = [2]> then\n set [x v] to [1547]\n set [y v] to [47]\nend\nif <(level) = [3]> then\n set [x v] to [973]\n set [y v] to [248]\nend\nif <(level) = [4]> then\n set [x v] to [100000]\n set [y v] to [100000]\nend\n\ndefine Go to (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\nset [i am a clone? v] to [1]\n\nwhen I receive [start v]\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nset [i am a clone? v] to [0]\ncreate clone of (_myself_ v)\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@Notices\n\nwhen flag clicked\ngo to x: (0) y: (-10000)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwait (5) seconds\nswitch costume to (notice 2 v)\nif <not <(username) = [--Explosion--]>> then\n repeat (2)\n go to x: (0) y: (-10000)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change y by (((-139) - (y position)) / (4))\n change [ghost v] effect by (-6)\n end\n repeat (10)\n change y by (((-139) - (y position)) / (4))\n end\n wait (2) seconds\n repeat (10)\n change y by (((-190) - (y position)) / (4))\n change [ghost v] effect by (6)\n end\n wait (pick random (10) to (20)) seconds\n next costume\n end\n forever\n end\nend\n\nwhen I receive [start physics v]\n\n@Start screen\n\nwhen flag clicked\nshow\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [start physics v]\nhide\n\n@Title\n\nwhen flag clicked\nshow\nwait (0.6) seconds\ngo to [front v] layer\nforever\n go to x: (0) y: (([sin v] of ((timer) * (300)) ) * (8))\nend\n\nwhen I receive [start physics v]\nhide\n\n@Play Button\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nwait (0.6) seconds\ngo to [front v] layer\nforever\n go to x: (0) y: ((([sin v] of ((timer) * (300)) ) * (8)) - (48))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n change size by (((120) - (size)) / (4))\n else\n set [ghost v] effect to (20)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start Physics v)\nhide\n\n@Loading\n\n | ✦ M I D N I G H T ✦\n Enjoy my first game! I'm sorry it's pretty short \n though. But I hope you like it! You can advertise \n ya'll need a way to get views right?\n From @-wrld !\n Thanks for 2000 views :O #4 on trending!\n - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\n Love and fave for more games like this!\n Maybe a scrolling platformer next!\n ---------------------------------------------------\n Mobile friendly!!! |
【PART3】[2D]MINECRAFT PLATFORMER | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (LoadLevel v)\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nbroadcast (Show.Thumbnail v)\n\nwhen I receive [loadlevel v]\nbroadcast (ResetPlayer v)\n\nwhen flag clicked\nset volume to (40) %\nforever\n play sound [Backround2 - Kevin MacLeod Wallpaper v] until done\n play sound [Backround6 - Kevin MacLeod Off to Osaka v] until done\nend\n\n@PlatformerHitbox\n\nwhen I receive [resetplayer v]\ngo to x: (-200) y: (-75)\nset [ghost v] effect to (0)\nset size to (125) %\nshow\nset [player.xv v] to [0]\nset [player.yv v] to [0]\nset [player.jumpforce v] to [12]\nset [player.walljumpxforce v] to [10]\nset [player.walljumpyforce v] to [12]\nforever\n set [player.ycoll v] to [0]\n set [player.wall v] to [0]\n show\n switch costume to (r v)\n if <touching (goal v)?> then\n change [level v] by (1)\n broadcast (LoadLevel v)\n stop [this script v]\n end\n ChangeXv\n change x by (player.xv)\n CheckForCollosion\n if <(collision) = [1]> then\n if <(player.xv) > [0]> then\n set [player.wall v] to [right]\n else\n set [player.wall v] to [left]\n end\n CheckForWall [5]\n end\n ChangYv\n change y by (player.yv)\n CheckForCollosion\n if <(collision) = [1]> then\n ChangeY ((player.yv) / ([abs v] of (player.yv) ))\n end\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <mouse down?>> and <not <(player.ycoll) = [ceiling]>>> then\n JumpCheck\n end\n set [player.x v] to (x position)\n set [player.y v] to (y position)\n if <(y position) < [-170]> then\n broadcast (ResetPlayer v)\n broadcast (Sound.Death v)\n end\n hide\nend\n\ndefine CheckForWall (length)\nrepeat (length)\n CheckForCollosion\n if <(collision) = [1]> then\n change y by (1)\n end\nend\nCheckForCollosion\nif <(collision) = [1]> then\n change y by (() - (length))\n if <(player.xv) > [0]> then\n ChangeX ([ceiling v] of ((player.xv) / ([abs v] of (player.xv) )) )\n else\n ChangeX ([floor v] of ((player.xv) / ([abs v] of (player.xv) )) )\n end\nend\n\ndefine ChangeY (power)\nif <(power) > [0]> then\n set [player.ycoll v] to [ceiling]\nelse\n set [player.ycoll v] to [ground]\nend\nrepeat ([abs v] of (player.yv) )\n CheckForCollosion\n if <(collision) = [1]> then\n change y by (() - (power))\n end\nend\nset [player.yv v] to [0]\n\ndefine ChangeX (power)\nrepeat ([abs v] of (player.xv) )\n CheckForCollosion\n if <(collision) = [1]> then\n change x by (() - (power))\n end\nend\nset [player.xv v] to [0]\n\ndefine ChangeXv\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(Player.X) > (mouse x)> and <mouse down?>>> then\n change [player.xv v] by (-1)\n set [player.direction v] to [L]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (Player.X)> and <mouse down?>>> then\n change [player.xv v] by (1)\n set [player.direction v] to [R]\nend\nset [player.xv v] to ((player.xv) * (0.85))\n\ndefine ChangYv\nchange [player.yv v] by (-1)\n\ndefine JumpCheck\nif <(player.ycoll) = [ground]> then\n change [player.yv v] by (player.jumpforce)\nelse\n if <(player.wall) = [right]> then\n change [player.xv v] by (() - (player.WallJumpXForce))\n set [player.yv v] to (player.WallJumpYForce)\n end\n if <(player.wall) = [left]> then\n change [player.xv v] by (player.WallJumpXForce)\n set [player.yv v] to (player.WallJumpYForce)\n end\nend\n\ndefine CheckForCollosion\nset [collision v] to [0]\nif <<color (#605aff) is touching (#5af300)?> or <color (#605aff) is touching (#ad8200)?>> then\n set [collision v] to [1]\nend\nif <color (#605aff) is touching (#ff4444)?> then\n broadcast (ResetPlayer v)\n broadcast (Sound.Death v)\nend\nif <color (#605aff) is touching (#c157ff)?> then\n change [player.y v] by (() - (player.yv))\n set [player.yv v] to ((player.jumpforce) * (1.5))\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <mouse down?>> and <not <(player.ycoll) = [ceiling]>>> then\n change [player.yv v] by ((player.jumpforce) / (4))\n end\nend\n\nwhen I receive [show.thumbnail v]\nhide\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\nwhen I receive [loadlevel v]\nwait until <(Player.X) < [0]>\nswitch costume to (Level)\n\n@Goal\n\nwhen flag clicked\nforever\n go to x: (194) y: ((-70) + ((y) * (0.25)))\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [y v] to [0]\nset [vel v] to [7.5]\nforever\n repeat (30)\n change [vel v] by (-0.5)\n change [y v] by (vel)\n end\n repeat (30)\n change [vel v] by (0.5)\n change [y v] by (vel)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nrepeat (20)\n go to x: (0) y: (0)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\nwhen I receive [show.thumbnail v]\nrepeat (50)\n set [ghost v] effect to (0)\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n@Objects\n\ndefine CreateObject x: (x) y: (y) type: (type) dir: (dir) level: (level) size: (size)\nadd (x) to [objects.x v]\nadd (y) to [objects.y v]\nadd (type) to [objects.type v]\nadd (dir) to [objects.dir v]\nadd (level) to [objects.level v]\nadd (size) to [objects.size v]\n\ndefine DeleteObject (id)\ndelete (id) of [objects.x v]\ndelete (id) of [objects.y v]\ndelete (id) of [objects.type v]\ndelete (id) of [objects.dir v]\ndelete (id) of [objects.level v]\ndelete (id) of [objects.size v]\n\nwhen flag clicked\nforever\n VisualUpdate\n hide\nend\n\nif <(username) = [Coltroc]> then\n show\n go to [front v] layer\n set size to ((125) * ((Placing.Size) / (100))) %\n set [ghost v] effect to (50)\n switch costume to (Placing.type)\n point in direction (Placing.Direction)\n go to x: (mouse x) y: (mouse y)\nend\n\ndefine VisualUpdate\nerase all\nDrawPlayer\nDrawObjects\n\ndefine DrawEntity (x) (y) (dir) (costume) (size)\ngo to x: (x) y: (y)\npoint in direction (dir)\nset size to (size) %\nswitch costume to (costume)\nset [ghost v] effect to (0)\nstamp\n\ndefine DrawObjects\nset [i v] to [1]\nrepeat (length of [objects.dir v])\n if <(Level) = (item (i) of [objects.level v])> then\n DrawEntity (item (i) of [objects.x v]) (item (i) of [objects.y v]) (item (i) of [objects.dir v]) (item (i) of [objects.type v]) ((125) * ((item (i) of [objects.size v]) / (100)))\n end\n change [i v] by (1)\nend\n\ndefine DrawPlayer\nDrawEntity (Player.X) (Player.Y) [90] [Player] [125]\n\nwhen [space v] key pressed\n\nif <(username) = [Coltroc]> then\n ask [Type?] and wait\n if <(length of (answer)) > [0]> then\n set [placing.type v] to (answer)\n end\n ask [Direction?] and wait\n if <(length of (answer)) > [0]> then\n set [placing.direction v] to (answer)\n end\n ask [Size?] and wait\n if <(length of (answer)) > [0]> then\n set [placing.size v] to (answer)\n end\nend\n\nwhen [z v] key pressed\n\nif <(username) = [Coltroc]> then\n CreateObject x: (mouse x) y: (mouse y) type: (Placing.type) dir: (Placing.Direction) level: (Level) size: (Placing.Size)\nend\n\nwhen [x v] key pressed\n\nchange [placing.size v] by (-5)\n\nwhen [c v] key pressed\n\nchange [placing.size v] by (5)\n\nwhen [v v] key pressed\n\nif <(username) = [Coltroc]> then\n CollisionCheck.Delete\nend\n\ndefine CollisionCheck.Delete\nset [i v] to [1]\nrepeat (length of [objects.dir v])\n if <(Level) = (item (i) of [objects.level v])> then\n set [dx v] to ((mouse x) - (item (i) of [objects.x v]))\n set [dy v] to ((mouse y) - (item (i) of [objects.y v]))\n set [d v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\n if <(d) < [10]> then\n DeleteObject (i)\n end\n end\n change [i v] by (1)\nend\n\nchange [level v] by (1)\nbroadcast (LoadLevel v)\n\n | ------------ 》| Stranded 3 |《 ------------\n~ Use WASD, ARROW, or TOUCH controls to move around. Platform to the checkpoints. Space to skip cutscenes and press P to pause the game.\n\n------------ 》Update Notes《 ------------\n[Mar. 18] ~ Game released!\n[Mar. 19] ~ Bug fixes\n[Mar. 21] ~ Crashes and level bug fixes\n[Mar. 23] ~ New level art for some stages\n\n------------ 》Future Plans《 ------------\n~ Extra levels\n~ Bug fixes\n~ more features |
PORTAL||platformer | @Stage\n\nwhen I receive [\[intro\]end v]\nforever\n play sound [Nebula v] until done\nend\n\n@スプライト1\n\n@ステージやで!\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\]end v]\nshow\nset [ステージ v] to [1]\n\nwhen I receive [\[intro\]size v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n go to x: (35) y: (29)\nend\n\ngo to x: (204) y: (-88)\n\nwhen I receive [\[intro\]end v]\nset [time v] to [0]\nrepeat until <<(ステージ) = [75]> or <(ステージ) = [266]>>\n change [time v] by (0.1)\n wait (0.1) seconds\nend\nshow variable [time v]\n\nwhen flag clicked\nhide variable [time v]\n\nset [ステージ v] to [1659]\n\nwhen flag clicked\nhide variable [ステージ v]\n\nwhen I receive [\[intro\]end v]\nshow variable [ステージ v]\n\nwhen flag clicked\nrepeat (10)\n set [ステージ v] to [1]\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [75]> or <(ステージ) = [266]>> then\n if <([y position v] of [スプライト3 v]) = [184]> then\n set [ステージ v] to [999]\n broadcast (206 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [999]> then\n switch costume to (コスチューム最後3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [266]> then\n switch costume to (コスチューム最後2 v)\n end\nend\n\n@スプライト3\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nchange [color v] effect by (25)\n\nwhen flag clicked\nforever\n if <touching color (#05ffa1)?> then\n switch backdrop to (背景13 v)\n end\nend\n\nwhen I receive [otugi v]\nshow\nset [動くの禁止!! v] to [0]\n\nwhen I receive [otugi v]\nnext backdrop\n\nif <touching color (#ff0000)?> then\n go to x: (-209) y: (-110)\nend\nif <(x position) > [237]> then\n broadcast (次 v)\n hide\nend\nif <touching (スプライト8 v)?> then\n create clone of (_myself_ v)\n change [color v] effect by (1)\n set [y v] to [17]\nend\n\nwhen flag clicked\nforever\n if <touching (ステージやで! v)?> then\n change y by (1)\n if <touching (ステージやで! v)?> then\n change y by (1)\n if <touching (ステージやで! v)?> then\n change y by (1)\n if <touching (ステージやで! v)?> then\n change y by (1)\n if <touching (ステージやで! v)?> then\n change y by (1)\n if <touching (ステージやで! v)?> then\n change x by ((変数) * (-1.2))\n change y by (-5)\n end\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <(変数) > [0]> then\n set [変数 v] to [-6]\n else\n set [変数 v] to [6]\n end\n set [y v] to [10]\n else\n set [変数 v] to [0]\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 <[0] < (mouse y)>>> then\n if <touching (ステージやで! v)?> then\n start sound [Jump v]\n set [y v] to [14]\n end\n create clone of (_myself_ v)\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (ステージやで! v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-209) y: (‐190)\nset [変数 v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [変数 v] by (1)\n point in direction (90)\n change [color v] effect by (0.000001)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [変数 v] by (-1)\n point in direction (-90)\n change [color v] effect by (0.0000001)\n end\n change x by (変数)\n set [変数 v] to ((変数) * (0.9))\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <(x position) = [244]> then\n next backdrop\n go to x: (-209) y: (‐190)\n change [ステージ v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-209) y: (‐190)\n end\nend\n\nwhen flag clicked\nrepeat (10)\n switch backdrop to (背景1 v)\nend\n\nwhen flag clicked\nrepeat (10)\n set [ステージ v] to [1]\nend\n\nwhen I receive [\[intro\]size v]\nhide\nrepeat (125)\n go to x: (-209) y: (-111)\nend\n\nwhen I receive [\[intro\]end v]\nshow\ngo to x: (-209) y: (-111)\n\nwhen flag clicked\nforever\n if <touching color (#9e0000)?> then\n go to x: (-209) y: (-190)\n end\n if <touching color (#c20000)?> then\n go to x: (-209) y: (-190)\n end\n if <touching color (#0027ff)?> then\n go to x: (-209) y: (-190)\n end\nend\n\nwhen I receive [\[intro\]spin v]\nhide\n\nwhen flag clicked\nwait (1.3) seconds\nhide\n\nwhen flag clicked\nforever\n if <(y position) = [-184]> then\n go to x: (-209) y: (‐190)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00c1ff)?> then\n next backdrop\n go to x: (-209) y: (‐190)\n change [ステージ v] by (1)\n end\nend\n\nwhen I receive [\[intro\]end v]\nrepeat (20)\n go to x: (-193) y: (60)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffaf1d)?> then\n next backdrop\n go to x: (-209) y: (‐190)\n set [ステージ v] to [266]\n end\nend\n\nwhen I receive [206 v]\ngo to x: (-206) y: (-99)\n\nset [ステージ v] to [75]\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (-13) y: (-6)\nrepeat (10)\n hide\nend\n\nwhen I receive [\[intro\]end v]\nhide\n\nwhen I receive [\[intro\]size v]\nhide\n\nwhen flag clicked\nforever\n if <[3] = (ステージ)> then\n show\n switch costume to (コスチューム4 v)\n end\n if <[4] = (ステージ)> then\n show\n switch costume to (コスチューム4 v)\n end\n if <[5] = (ステージ)> then\n show\n switch costume to (コスチューム2 v)\n end\n if <[5] = (ステージ)> then\n show\n switch costume to (コスチューム2 v)\n end\n if <[6] = (ステージ)> then\n hide\n end\n if <[7] = (ステージ)> then\n show\n switch costume to (コスチューム5 v)\n go to x: (210) y: (-9)\n end\n if <[8] = (ステージ)> then\n switch costume to (コスチューム5 v)\n go to x: (210) y: (-9)\n hide\n end\n if <[10] = (ステージ)> then\n show\n switch costume to (コスチューム3 v)\n go to x: (168) y: (120)\n end\n if <[11] = (ステージ)> then\n switch costume to (コスチューム6 v)\n go to x: (3) y: (-1)\n end\n if <[12] = (ステージ)> then\n hide\n end\n if <[13] = (ステージ)> then\n hide\n end\n if <[14] = (ステージ)> then\n show\n go to x: (-41) y: (2)\n switch costume to (コスチューム4 v)\n end\n if <[15] = (ステージ)> then\n show\n switch costume to (コスチューム7 v)\n go to x: (-36) y: (68)\n end\n if <[16] = (ステージ)> then\n hide\n end\n if <[44] = (ステージ)> then\n switch costume to (コスチューム6 v)\n show\n go to x: (24) y: (6)\n end\n if <[45] = (ステージ)> then\n hide\n end\n if <[47] = (ステージ)> then\n switch costume to (コスチューム4 v)\n show\n go to x: (100) y: (-27)\n end\n if <[48] = (ステージ)> then\n hide\n end\n if <[52] = (ステージ)> then\n switch costume to (コスチューム9 v)\n go to x: (37) y: (54)\n show\n end\n if <[53] = (ステージ)> then\n switch costume to (コスチューム1 v)\n go to x: (80) y: (18)\n show\n end\n if <[54] = (ステージ)> then\n switch costume to (コスチューム1 v)\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\n\ngo to x: (30) y: (90)\n\n@Screenshot 2022-09-18 03\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\nwhen I receive [\[intro\]end v]\nhide\n\nwhen I receive [\[intro\]size v]\nhide\n\nchange [color v] effect by (25)\n\n@演出\n\nwhen I start as a clone\nshow\nset [動く v] to [0]\ngo to x: (pick random (-220) to (220)) y: (180)\nswitch costume to (コスチューム1 v)\nforever\n repeat until <(動く) = [2]>\n change [動く v] by (0.5)\n end\n repeat until <(動く) = [-2]>\n change [動く v] by (-0.5)\n end\nend\n\nwhen I start as a clone\nforever\n change y by (-5)\n change x by (動く)\n turn left (15) degrees\n change [color v] effect by (10)\n if <(y position) = [-180]> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [75]> or <<(ステージ) = [266]> or <(ステージ) = [999]>>> then\n wait (1) seconds\n set [ghost v] effect to (50)\n forever\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\n end\nend\n\n@コスチューム18\n\nwhen [x v] key pressed\nshow\nstart sound [Dun Dun Dunnn v]\nwait (3) seconds\nhide\n\n | New levels coming soon. All level are possible\n\nINSTRUCTIONS\nArrow keys to move.\n\nMY YT Channel\nhttps://www.youtube.com/channel/UCgidyiUnT3sJkP6w7SfFTLA/?sub_confirmation=1 |
Platformer プラットフォーマー | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [следующий lvl v]\nwait (2) seconds\nnext backdrop\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [начать игру v]\ngo to x: (-226) y: (-100)\nshow\nset size to (120) %\nclear graphic effects\ngo to x: (-226) y: (-100)\nset rotation style [left-right v]\nset [lvl v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (land v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (land v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [13]\n end\n change y by (1)\n if <touching (finish v)?> then\n broadcast (следующий lvl v)\n hide\n wait (0.7) seconds\n change [lvl v] by (1)\n wait (1.8) seconds\n show\n go to x: (-226) y: (-100)\n end\n if <<touching (lava v)?> or <<touching (mstr 1 v)?> or <<touching (saw v)?> or <touching color (#cb4343)?>>>> then\n анимация смерти\n go to x: (-226) y: (-100)\n clear graphic effects\n end\nend\n\nwait (0.5) seconds\nchange [lvl v] by (1)\nwait (2) seconds\nshow\ngo to x: (-226) y: (-100)\n\nwhen I receive [начать игру v]\nforever\n switch costume to (2 v)\n repeat until <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>\n switch costume to (2 v)\n wait (0.01) seconds\n switch costume to (3 v)\n wait (0.01) seconds\n switch costume to (4 v)\n wait (0.01) seconds\n switch costume to (5 v)\n wait (0.01) seconds\n switch costume to (6 v)\n wait (0.01) seconds\n switch costume to (7 v)\n wait (0.01) seconds\n switch costume to (8 v)\n wait (0.01) seconds\n switch costume to (9 v)\n wait (0.01) seconds\n switch costume to (2 v)\n wait (0.01) seconds\n end\nend\n\ndefine анимация смерти\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nset [y v] to [2]\nif <(x) > [0]> then\n set [x v] to [-5]\nelse\n set [x v] to [5]\nend\n\nwhen flag clicked\nset [lvl v] to [1]\n\n@land\n\nwhen I receive [начать игру v]\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [следующий lvl v]\nwait (2) seconds\nnext costume\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [начать игру v]\nshow\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [следующий lvl v]\nwait (2) seconds\nnext costume\n\n@finish\n\nwhen flag clicked\nhide\n\nwhen I receive [начать игру v]\nshow\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [следующий lvl v]\nwait (2) seconds\nnext costume\n\n@mstr 1\n\nwhen flag clicked\nhide\n\nwhen I receive [начать игру v]\nforever\n hide\n if <(lvl) = [6]> then\n show\n switch costume to (1 v)\n go to x: (0) y: (0)\n repeat until <(lvl) = [7]>\n repeat (15)\n change y by (-10)\n end\n repeat (15)\n change y by (10)\n end\n wait (0.5) seconds\n end\n end\n if <(lvl) = [7]> then\n show\n go to x: (0) y: (0)\n switch costume to (2 v)\n repeat until <(lvl) = [8]>\n repeat (20)\n change y by (-10)\n end\n repeat (20)\n change y by (10)\n end\n wait (1) seconds\n end\n end\n if <(lvl) = [8]> then\n go to x: (0) y: (0)\n hide\n end\nend\n\n@mstr 2\n\nwhen flag clicked\nhide\nforever\n pr \nend\n\ndefine pr \nforever\n hide\n if <(lvl) = [8]> then\n show\n go to [back v] layer\n switch costume to (1 v)\n go to [back v] layer\n repeat until <(lvl) = [9]>\n wait (1) seconds\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (3 v)\n end\n end\n if <(lvl) = [9]> then\n show\n go to [back v] layer\n switch costume to (4 v)\n go to [back v] layer\n repeat until <(lvl) = [10]>\n wait (1) seconds\n switch costume to (4 v)\n wait (1.5) seconds\n switch costume to (5 v)\n wait (0.5) seconds\n switch costume to (6 v)\n end\n end\n if <(lvl) = [10]> then\n show\n go to [back v] layer\n switch costume to (7 v)\n go to [back v] layer\n repeat until <(lvl) = [11]>\n wait (1) seconds\n switch costume to (7 v)\n wait (1.5) seconds\n switch costume to (8 v)\n wait (0.5) seconds\n switch costume to (9 v)\n end\n end\n if <(lvl) = [11]> then\n hide\n end\nend\n\n@saw\n\nwhen flag clicked\nhide\n\nwhen I receive [начать игру v]\nforever\n pr\nend\n\ndefine pr\nforever\n hide\n if <(lvl) = [11]> then\n show\n go to x: (-30) y: (45)\n repeat until <(lvl) = [12]>\n turn right (10) degrees\n end\n end\n if <(lvl) = [12]> then\n show\n go to x: (126) y: (95)\n repeat until <(lvl) = [13]>\n repeat (30)\n change x by (-10)\n end\n repeat (30)\n change x by (10)\n end\n end\n end\n if <(lvl) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(lvl) = [12]> then\n turn right (10) degrees\n end\n if <(lvl) = [13]> then\n hide\n end\nend\n\ngo to x: (126) y: (95)\n\n@saw 2\n\nwhen flag clicked\nhide\n\nwhen I receive [начать игру v]\nforever\n pr\nend\n\ndefine pr\nforever\n hide\n if <(lvl) = [13]> then\n switch costume to (1 v)\n show\n go to [back v] layer\n go to x: (1) y: (6)\n repeat until <(lvl) = [14]>\n turn left (3.5) degrees\n end\n end\n if <(lvl) = [14]> then\n switch costume to (2 v)\n show\n go to [back v] layer\n go to x: (-85) y: (-130)\n create clone of (_myself_ v)\n repeat until <(lvl) = [15]>\n turn left (10) degrees\n end\n end\n if <(lvl) = [15]> then\n hide\n delete this clone\n end\nend\n\ngo to x: (1) y: (6)\n\nwhen I start as a clone\ngo to x: (100) y: (-130)\nrepeat until <(lvl) = [15]>\n turn left (10) degrees\nend\nforever\n if <(lvl) = [15]> then\n delete this clone\n end\nend\n\nrepeat until <(lvl) = [15]>\n turn left (10) degrees\nend\n\n@Logo\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nbroadcast (1-1 v)\n\nwhen I receive [play v]\nhide\n\n@screen saver\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@screen saver 2\n\nwhen flag clicked\nswitch backdrop to (0 v)\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\n\nwhen I receive [начать игру v]\nhide\n\nwhen I receive [начать игру v]\nhide\n\n@button "PLAY"\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nwait (1) seconds\nswitch costume to (2 v)\nforever\n switch costume to (2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (3 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (начать игру v)\n\nwhen I receive [начать игру v]\nhide\n\ngo to x: (0) y: (7)\n\n@--1--\n\nwhen I receive [1-1 v]\nshow\nwait (2) seconds\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (20)\n change x by (-8)\n change y by (-8)\nend\nwait (0.1) seconds\nbroadcast (Play v)\n\nwhen I receive [play v]\nhide\n\n@level transition\n\nwhen flag clicked\nhide\n\nwhen I receive [следующий lvl v]\nshow\ngo to x: (0) y: (0)\nrepeat (45)\n change x by (-10)\n change y by (-10)\nend\nwait (0.5) seconds\nrepeat (45)\n change x by (10)\n change y by (10)\nend\n\n@-----\n\nwhen I receive [play v]\nhide\nwait (50) seconds\nshow\ngo to x: (-199) y: (-240)\nrepeat (7)\n change y by (5)\nend\nwait (4) seconds\nrepeat (7)\n change y by (-5)\nend\nhide\nstop [this script v]\n\n@music\n\nwhen flag clicked\nwait (3) seconds\nset volume to (40) %\nforever\n play sound [hollow-knight-ost-enter-hallownest-youtubemp3free v] until done\nend\n\n | DOUBLE-CLICK THE GREEN FLAG!!!\nWelcome to Renew!! This is a game, not just for scratch, but for the Games 4 Change Contest. You can check it out at: https://gamesforchange.org/studentchallenge/about-the-competition/.\n(copy and paste the link into your search bar)\nMy game is about making sustainable cities, and how you can help!! In it are things you can do now to stop global warming.\n\nInstructions:\n - WAD or arrow keys to move. Swipe on mobile.\n - D or down arrow to crouch\n - Avoid spikes\n - Bounce on trampolines\n - Win the game!!\n\nStory:\n You are seeing the effects of global warming, such as droughts, wildfires, and flooding. You know that you need to stop it to save your planet for future generations, but how? You set out on a dangerous journey to gather information on how to build sustainable cities, and return to your town. Can you save the world? Play this game to find out!!\n |
Platformer engine | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [instructions v]\nswitch backdrop to (2 v)\n\n@block\n\nwhen flag clicked\nset [block : v] to [0]\nhide\nset drag mode [not draggable v]\n\nwhen I receive [start v]\nforever\n point in direction (90)\n if <not <(block :) = [0]>> then\n point in direction (90)\n if <(mouse y) > ((y position) + (5))> then\n change y by (10)\n end\n if <(mouse y) < ((y position) - (5))> then\n change y by (-10)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <(block :) = [0]>> then\n show\n set [ghost v] effect to (60)\n if <mouse down?> then\n if <<(block :) = [1]> or <(block :) > [1]>> then\n if <not <<<touching (background v)?> or <touching (spikes v)?>> or <touching (pinguin v)?>>> then\n set [brightness v] effect to (10)\n create clone of (_myself_ v)\n change [block : v] by (-1)\n wait until <not <mouse down?>>\n set [brightness v] effect to (0)\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nerase all\nset [block : v] to [0]\nset [ghost v] effect to (100)\n\nwhen I receive [reset block v]\nset [brightness v] effect to (0)\nforever\n if <(level) = [1]> then\n set [block : v] to [0]\n stop [this script v]\n end\n if <(level) = [2]> then\n set [block : v] to [0]\n stop [this script v]\n end\n if <(level) = [3]> then\n set [block : v] to [0]\n stop [this script v]\n end\n if <(level) = [4]> then\n set [block : v] to [0]\n stop [this script v]\n end\n if <(level) = [5]> then\n set [block : v] to [1]\n repeat (10)\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\n end\n stop [this script v]\n end\n if <(level) = [6]> then\n set [block : v] to [3]\n stop [this script v]\n end\n if <(level) = [7]> then\n set [block : v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [reset block v]\nset x to (-6)\nset y to (0)\nset size to (13) %\nforever\n if <not <(block :) = [0]>> then\n show\n wait (0.25) seconds\n repeat until <(block :) = [0]>\n if <(mouse x) > ((x position) + (10))> then\n change x by (20)\n end\n if <(mouse x) < ((x position) - (10))> then\n change x by (-20)\n end\n end\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [reset block v]\nset [brightness v] effect to (0)\nif <(level) = [8]> then\n set [block : v] to [5]\n stop [this script v]\nend\nif <(level) = [9]> then\n set [block : v] to [2]\n stop [this script v]\nend\nif <(level) = [10]> then\n set [block : v] to [1]\n stop [this script v]\nend\nif <(level) = [11]> then\n set [block : v] to [1]\n stop [this script v]\nend\nif <(level) = [12]> then\n set [block : v] to [0]\n stop [this script v]\nend\n\nwhen I receive [reset block v]\nset [brightness v] effect to (0)\nif <(level) = [13]> then\n set [block : v] to [0]\n stop [this script v]\nend\nif <(level) = [14]> then\n set [block : v] to [3]\n stop [this script v]\nend\nif <(level) = [15]> then\n set [block : v] to [5]\n stop [this script v]\nend\nif <(level) = [16]> then\n set [block : v] to [3]\n stop [this script v]\nend\nif <(level) = [17]> then\n set [block : v] to [0]\n stop [this script v]\nend\n\nwhen I receive [reset block v]\nset [brightness v] effect to (0)\nif <(level) = [18]> then\n set [block : v] to [1]\n stop [this script v]\nend\nif <(level) = [19]> then\n set [block : v] to [3]\n stop [this script v]\nend\nif <(level) = [20]> then\n set [block : v] to [1]\n stop [this script v]\nend\nif <(level) = [21]> then\n set [block : v] to [0]\n stop [this script v]\nend\nif <(level) = [22]> then\n set [block : v] to [0]\n stop [this script v]\nend\n\nwhen I receive [reset block v]\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\n\n@background\n\nwhen flag clicked\nset volume to (50) %\ngo to [back v] layer\nset [block : v] to [0]\nset [level v] to [0]\nset [ghost v] effect to (100)\nswitch costume to (0 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n go [forward v] (10) layers\nend\n\nwhen I receive [global start v]\nset [level v] to [1]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n if <([x position v] of [pinguin v]) > [239]> then\n change [level v] by (1)\n start sound [Coin v]\n switch costume to ((level) + (1))\n broadcast (next level v)\n broadcast (instructions2 v)\n broadcast (reset block v)\n wait until <not <([x position v] of [pinguin v]) > [239]>>\n wait until <([x position v] of [pinguin v]) > [239]>\n end\nend\n\nwhen I receive [start v]\nswitch costume to (level)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nwait (2.5) seconds\nbroadcast (menu v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (thumbnail v)\n\nwhen I receive [thumbnail v]\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@snow\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (0) %\ngo to x: (-300) y: (250)\nforever\n create clone of (_myself_ v)\n wait (pick random (0.005) to (0.01)) seconds\nend\n\nwhen I start as a clone\nset size to (pick random (60) to (80)) %\ngo to x: (pick random (-250) to (250)) y: (220)\nrepeat (4)\n change [ghost v] effect by (-20)\nend\nrepeat (2)\n change y by (-5)\n change x by (wind)\nend\nrepeat until <<<touching (background v)?> or <<touching (hibox v)?> or <<touching (spikes v)?> or <touching (move_spikes v)?>>>> or <touching (igloo v)?>>\n change y by (-5)\n change x by (wind)\nend\nrepeat (10)\n if <not <touching color (#ffffff)?>> then\n change y by (-2)\n change x by ((wind) / (2.5))\n end\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [wind v] to (pick random (-1) to (1))\n wait (5) seconds\nend\n\nwhen flag clicked\nset [block : v] to [0]\nset [ghost v] effect to (100)\n\n@block number\n\nwhen flag clicked\nset [block : v] to [0]\nset [ghost v] effect to (100)\n\nwhen I receive [global start v]\ngo to x: (-210) y: (150)\nset size to (20) %\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(level) = [22]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@number\n\nwhen flag clicked\nset [block : v] to [0]\nset [ghost v] effect to (100)\nforever\n switch costume to ((block :) + (1))\n if <(block :) = [0]> then\n go to x: (-210) y: (153)\n set size to (25) %\n else\n set size to (18) %\n go to x: (-190) y: (160)\n end\nend\n\nwhen I receive [global start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to [front v] layer\nforever\n if <(level) = [22]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n@spikes\n\nwhen flag clicked\nset [block : v] to [0]\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nhide\nswitch costume to (level)\nshow\n\n@move_spikes\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nhide\nswitch costume to (level)\nshow\ngo to x: (0) y: (0)\nrepeat until <not <(costume [name v]) = (level)>>\n if <<<<(level) = [13]> or <(level) = [14]>> or <(level) = [16]>> or <(level) = [20]>> then\n repeat (30)\n if <(costume [name v]) = (level)> then\n change x by (1)\n end\n end\n repeat (30)\n if <(costume [name v]) = (level)> then\n change x by (-1)\n end\n end\n end\n if <(level) = [12]> then\n repeat (15)\n if <(costume [name v]) = (level)> then\n change y by (-3)\n end\n end\n repeat (30)\n if <(costume [name v]) = (level)> then\n change y by (1.5)\n end\n end\n end\n if <(level) = [15]> then\n repeat (30)\n if <(costume [name v]) = (level)> then\n change y by (-2)\n end\n end\n repeat (30)\n if <(costume [name v]) = (level)> then\n change y by (2)\n end\n end\n end\n if <(level) = [17]> then\n repeat (30)\n if <(costume [name v]) = (level)> then\n change x by (3)\n end\n end\n repeat (15)\n if <(costume [name v]) = (level)> then\n change y by (-3)\n end\n end\n repeat (30)\n if <(costume [name v]) = (level)> then\n change x by (-3)\n end\n end\n repeat (15)\n if <(costume [name v]) = (level)> then\n change y by (3)\n end\n end\n end\n if <(level) = [18]> then\n repeat (15)\n if <(costume [name v]) = (level)> then\n change x by (-2)\n end\n end\n repeat (15)\n if <(costume [name v]) = (level)> then\n change x by (2)\n end\n end\n end\nend\nhide\n\n@level\n\nwhen flag clicked\nset [block : v] to [0]\nset [ghost v] effect to (100)\n\nwhen I receive [global start v]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\ngo to [back v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to x: (200) y: (145)\n set size to (50) %\n switch costume to (level)\n if <(level) > [20]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\n@igloo\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (igloo v)\nset [ghost v] effect to (100)\nhide\ngo to [back v] layer\nforever\n go to [back v] layer\n go [forward v] (5) layers\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [block : v] to [0]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait until <(level) = [22]>\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <([x position v] of [pinguin v]) > [100]>\nbroadcast (win !!! v)\n\n@sound volume\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-195) y: (140)\nset size to (20) %\nset volume to (0) %\nforever\n play sound [DEAF KEV - Invincible \[NCS Release\] \[Mpgun v] until done\nend\n\nwhen I receive [menu v]\ngo to x: (-195) y: (140)\nset size to (20) %\nwait (0.3) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nswitch costume to (oui v)\nforever\n go to x: (-195) y: (140)\n set size to (20) %\n if <touching (mouse-pointer v)?> then\n change size by (5)\n if <mouse down?> then\n next costume\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [non]> then\n repeat until <(volume) < [2]>\n change volume by (-1)\n end\n wait until <(costume [name v]) = [oui]>\n end\nend\n\nwhen flag clicked\nswitch costume to (oui v)\nforever\n if <(costume [name v]) = [oui]> then\n repeat until <(volume) > [25]>\n change volume by (1)\n end\n wait until <(costume [name v]) = [non]>\n end\nend\n\nwhen I receive [global start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [instructions v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@button play\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [menu v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n go to x: (0) y: (0)\n change size by (((100) - (size)) / (2))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n if <mouse down?> then\n change size by (((90) - (size)) / (2))\n wait until <not <mouse down?>>\n set [ghost v] effect to (100)\n broadcast (start v)\n broadcast (instructions v)\n broadcast (reset v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [menu v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nwait (0.2) seconds\nforever\n repeat (10)\n change [brightness v] effect by (0.25)\n end\n repeat (10)\n change [brightness v] effect by (-0.25)\n end\nend\n\n@instructions\n\nwhen flag clicked\nset [press ? v] to [no]\nset [instructions v] to [pas encore]\nset [ghost v] effect to (100)\nforever\n set size to (60) %\n go to x: (0) y: (50)\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n switch costume to (1 v)\n set [instructions v] to [rien]\n wait (0.75) seconds\n set [instructions v] to [droite]\n switch costume to (2 v)\n wait (1.5) seconds\n switch costume to (3 v)\n set [instructions v] to [rien]\n wait (0.75) seconds\n set [instructions v] to [gauche]\n switch costume to (4 v)\n wait (1.5) seconds\n switch costume to (5 v)\n set [instructions v] to [rien]\n wait (0.75) seconds\n set [instructions v] to [haut]\n switch costume to (6 v)\n wait (1.5) seconds\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\nforever\n if <key (any v) pressed?> then\n stop [other scripts in sprite v]\n set [instructions v] to []\n set [level v] to [1]\n broadcast (global start v)\n broadcast (instructions2 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\n@Writting instructions\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (0 v)\nset size to (70) %\nforever\n set size to (70) %\n if <(level) = [21]> then\n set [ghost v] effect to (100)\n wait (0.25) seconds\n go to x: (0) y: (150)\n set size to (70) %\n switch costume to (22 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [instructions v]\ngo to x: (0) y: (0)\nwait until <(level) = [0]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (0 v)\ngo to [front v] layer\n\nwhen I receive [instructions2 v]\nset [ghost v] effect to (100)\nwait (0.25) seconds\nwait until <(level) < [6]>\ngo to [front v] layer\ngo to x: (0) y: (150)\nset size to (70) %\nswitch costume to ((level) + (1))\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n wait (0.25) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (150)\n set size to (70) %\n switch costume to (23 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [win !!! v]\nset [ghost v] effect to (100)\nstop [other scripts in sprite v]\ngo to x: (0) y: (30)\nset size to (70) %\nswitch costume to (24 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n\n@Pinguin\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (slope)\nswitch costume to (hitbox v)\nchange y by (y vel)\nif <<<touching (background v)?> or <<touching (block v)?> and <touching color (#ffffff)?>>> or <<touching (move_spikes v)?> or <touching (spikes v)?>>> then\n if <<<touching (move_spikes v)?> and <touching color (#c2e2f2)?>> or <touching (spikes v)?>> then\n set [touched spike ? v] to [1]\n start sound [hit v]\n end\n repeat ([abs v] of (y vel) )\n if <<<touching (background v)?> or <<touching (block v)?> and <touching color (#ffffff)?>>> or <<touching (move_spikes v)?> or <touching (spikes v)?>>> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(instructions) = [haut]>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n start sound [pop v]\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(instructions) = [droite]>> then\n change [x vel v] by (movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(instructions) = [gauche]>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nset [slope v] to [0]\nchange x by (x vel)\nrepeat until <<(slope) = ((0) - (slope))> or <not <<<touching (background v)?> or <<touching (block v)?> and <touching color (#ffffff)?>>> or <<touching (move_spikes v)?> or <touching (spikes v)?>>>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <<<touching (background v)?> or <<touching (block v)?> and <touching color (#ffffff)?>>> or <<touching (move_spikes v)?> or <touching (spikes v)?>>> then\n change y by (slope)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(instructions) = [haut]>> 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 [0]\n else\n set [old y v] to (y position)\n repeat ([abs v] of (x vel) )\n if <<<touching (background v)?> or <<touching (block v)?> and <touching color (#ffffff)?>>> or <<touching (move_spikes v)?> or <touching (spikes v)?>>> then\n change y by (1)\n end\n end\n if <<<touching (background v)?> or <<touching (block v)?> and <touching color (#ffffff)?>>> or <<touching (move_spikes v)?> or <touching (spikes v)?>>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<<touching (background v)?> or <<touching (block v)?> and <touching color (#ffffff)?>>> or <<touching (move_spikes v)?> or <touching (spikes v)?>>> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n set [x vel v] to [0]\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\nswitch costume to (walk)\n\nwhen I receive [reset v]\ngo to [back v] layer\ngo [forward v] (2) layers\ngo to x: (-200) y: (10)\nset [walk v] to [1]\nset [touched spike ? v] to [0]\nset [y vel v] to [0]\nset [x vel v] to [0]\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <(level) = [22]> then\n platform physics (4) (-1) (0.8) (1.4) [8]\n else\n platform physics (12) (-1) (0.8) (1.2) [8]\n end\nend\n\nwhen flag clicked\nset [walk v] to [1]\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nforever\n go to [back v] layer\nend\n\nwhen I receive [reset v]\nforever\n if <(level) > [21]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(instructions) = [droite]>> then\n set [walk v] to [9]\n wait (0.05) seconds\n repeat until <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(instructions) = [gauche]>>\n set [walk v] to [10]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(instructions) = [gauche]>> then\n set [walk v] to [11]\n repeat (3)\n wait (0.05) seconds\n change [walk v] by (1)\n end\n wait (0.05) seconds\n set [walk v] to [11]\n end\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(instructions) = [droite]>> then\n set [walk v] to [1]\n repeat (3)\n wait (0.05) seconds\n change [walk v] by (1)\n end\n wait (0.05) seconds\n set [walk v] to [1]\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(instructions) = [gauche]>> then\n set [walk v] to [11]\n repeat (3)\n wait (0.05) seconds\n change [walk v] by (1)\n end\n wait (0.05) seconds\n set [walk v] to [11]\n end\n end\nend\n\nwhen I receive [reset v]\nwait until <(touched spike ?) = [1]>\nstop [other scripts in sprite v]\nif <(walk) < [11]> then\n switch costume to (6 v)\n repeat (2)\n next costume\n end\nelse\n switch costume to (16 v)\n repeat (2)\n next costume\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (reset v)\nbroadcast (reset block v)\n\nwhen I receive [next level v]\ngo to x: (-230) y: (10)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [win !!! v]\nstop [other scripts in sprite v]\n\ngo [forward v] (2) layers\n\n | This is a much older project, i recommend you see my newer stuff.\n\nAlso it is very unlikely there will ever be a sequel. \n\n\n |
Plains - Mobile Friendly Platformer #games #platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Xaf - Treenan v] until done\nend\n\n@Sprite1\n\ndefine physics\nif <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (2)\nelse\n switch costume to (stop v)\nend\nif <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x v] by (-2)\nend\nchange x by (X)\nif <touching (levels v)?> then\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n if <(X) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((X) * (0.8))\nend\nchange y by (Y)\nif <touching (levels v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n if <(Jumping) = [Y]> then\n set [y v] to [12]\n set [jumping v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping v] to [Y]\nend\nif <(x position) > [225]> then\n change [level v] by (1)\n restart\nend\n\ndefine restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\ndefine slope detection\nset [sloping v] to [0]\nrepeat until <<(Sloping) = [8]> or <not <touching (levels v)?>>>\n change y by (1)\n change [sloping v] by (1)\nend\nif <touching (levels v)?> then\n change y by (-8)\nend\n\nwhen flag clicked\nshow\nrestart\nset [level v] to [1]\nforever\n physics\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-200) y: (0)\n end\nend\n\n@levels\n\nwhen flag clicked\nshow\nswitch costume to (level1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n stop [other scripts in sprite v]\n end\nend\n\n@toxid cloud\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to x: (287) y: (pick random (50) to (150))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nshow\nglide (pick random (4) to (8)) secs to x: (-281) y: (y position)\ndelete this clone\n\n@lava\n\nwhen flag clicked\nshow\ngo to x: (35) y: (-85)\ngo to [back v] layer\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\n\ngo to x: (-352) y: (257)\nshow\ngo to [back v] layer\nforever\n switch costume to (pick random (1) to (2))\n wait (pick random (1) to (3)) seconds\n glide (3) secs to x: (115) y: (-80)\n hide\n point in direction (90)\n go to x: (-352) y: (257)\nend\n\nrepeat (10)\n turn right (15) degrees\nend\n\n | Sonic a platformer\n ❤️⭐️\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\nThis platformer took me 2 weeks\nExactly 1 000 blocks !\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\nMove your arrows to move and don’t touch the spikes or you died :(\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\nThis game is a reproduction of the popular game : sonic the hedgehog but it’s not the perfect game because I’m a noob. You need to get the coins and the chaos emeralds, coins for the shop and the chaos emeralds for… nothing xD\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\nYou can speedrun this game and the 20 October the winner get a surprise :) but if you skip the speedrun for the world record will stoping but not your speedrun.\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\nIf you win say : sonic is speedy !!\n➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖➖\n |
Hand Drawn a platformer | @Stage\n\n@Game\n\ndefine draw (camx) (camy) (quality)\npen up\nerase all\nif <(quality) = [low]> then\n set [exposure v] to [0]\nelse\n set [exposure v] to ((fire) / (200))\nend\nset pen color C1: (1) (96) (215) (255) C2: (0) (0) (0) (0) exposure: (exposure)\nset pen size to (255)\ngo to x: (-250) y: (90)\npen down\nset x to (250)\npen up\ngo to x: (-250) y: (-90)\npen down\nset x to (250)\npen up\nif <(quality) = [high]> then\n get draw platforms (camx) (camy) (-460) (260) (-200) (400)\nelse\n get draw platforms (camx) (camy) (-260) (260) (-200) (200)\nend\nif <not <(quality) = [low]>> then\n draw shadows (quality)\nend\ndraw platforms (quality) (timer)\ndraw enemies ((frame) / (STEPS)) (camx) (camy)\ndraw player ((playerX) - (camx)) ((playerY) - (camy)) (quality)\n\ndefine fill tri, inner 1 (ax) (ay) (bx) (by) (cx) (cy) (lena) (lenb) (lenc) (res*1.4)\nset [_peri v] to (((lena) + (lenb)) + (lenc))\nset [_ind v] to (([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) / (_peri)) ) + ((res*1.4) / (1.5)))\nif <(_ind) > (res*1.4)> then\n set [_incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) / (_peri))\n set [_incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) / (_peri))\n if <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n fill tri, inner 2 (ax) (ay) (bx) (by) (cx) (cy) ((_incx) - (ax)) ((_incy) - (ay)) ((_incx) - (bx)) ((_incy) - (by)) ((_incx) - (cx)) ((_incy) - (cy)) (_ind) ((-0.5) - ((_ind) / (([sqrt v] of ((((_incx) - (ax)) * ((_incx) - (ax))) + (((_incy) - (ay)) * ((_incy) - (ay)))) ) * (4)))) (_incx) (_incy) (res*1.4)\n else\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n fill tri, inner 2 (cx) (cy) (bx) (by) (ax) (ay) ((_incx) - (cx)) ((_incy) - (cy)) ((_incx) - (bx)) ((_incy) - (by)) ((_incx) - (ax)) ((_incy) - (ay)) (_ind) ((-0.5) - ((_ind) / (([sqrt v] of ((((_incx) - (cx)) * ((_incx) - (cx))) + (((_incy) - (cy)) * ((_incy) - (cy)))) ) * (4)))) (_incx) (_incy) (res*1.4)\n else\n fill tri, inner 2 (bx) (by) (ax) (ay) (cx) (cy) ((_incx) - (bx)) ((_incy) - (by)) ((_incx) - (ax)) ((_incy) - (ay)) ((_incx) - (cx)) ((_incy) - (cy)) (_ind) ((-0.5) - ((_ind) / (([sqrt v] of ((((_incx) - (bx)) * ((_incx) - (bx))) + (((_incy) - (by)) * ((_incy) - (by)))) ) * (4)))) (_incx) (_incy) (res*1.4)\n end\n end\nend\n\ndefine fill triangle (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nfill tri, inner 1 (ax) (ay) (bx) (by) (cx) (cy) ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) ) ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) ) ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) ) ((res) * (1.4))\nset pen size to (res)\ngo to x: (ax) y: (ay)\npen down\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\ndefine fill rightTri (rx) (ry) (hx) (hy) resolution: (res)\nfill tri, inner 1 (rx) (ry) (hx) (ry) (rx) (hy) ([sqrt v] of ((((hx) - (rx)) * ((hx) - (rx))) + (((ry) - (hy)) * ((ry) - (hy)))) ) ([abs v] of ((ry) - (hy)) ) ([abs v] of ((rx) - (hx)) ) ((res) * (1.4))\nset pen size to (res)\ngo to x: (rx) y: (ry)\npen down\ngo to x: (hx) y: (ry)\ngo to x: (rx) y: (hy)\ngo to x: (rx) y: (ry)\npen up\n\ndefine fillRect (x1) (x2) (y1) (y2)\nset [_width v] to ((x2) - (x1))\nset [_height v] to ((y2) - (y1))\nif <<(_width) > [255]> and <(_height) > [255]>> then\n fillRect (x1) ((((x1) + (x2)) / (2)) + (1)) (y1) (y2)\n fillRect ((((x1) + (x2)) / (2)) - (1)) (x2) (y1) (y2)\nelse\n if <<(_width) < [1]> and <(_height) < [1]>> then\n set pen size to (1)\n go to x: (((x1) + (x2)) / (2)) y: (((y1) + (y2)) / (2))\n pen down\n pen up\n else\n if <(_height) < (_width)> then\n set [_pensize v] to ([floor v] of (_height) )\n set [_offset v] to ((_pensize) / (2))\n set pen size to (_pensize)\n go to x: ((x1) + (_offset)) y: (((y1) + (y2)) / (2))\n pen down\n set x to ((x2) - (_offset))\n pen up\n else\n set [_pensize v] to ([floor v] of (_width) )\n set [_offset v] to ((_pensize) / (2))\n set pen size to (_pensize)\n go to x: (((x1) + (x2)) / (2)) y: ((y1) + (_offset))\n pen down\n set y to ((y2) - (_offset))\n pen up\n end\n set [_pensize v] to ([ceiling v] of ((0.146446609) * (_pensize)) )\n set [_offset v] to ((_pensize) / (2))\n repeat until <(_pensize) < [2]>\n set pen size to (_pensize)\n go to x: ((x1) + (_offset)) y: ((y1) + (_offset))\n pen down\n set x to ((x2) - (_offset))\n set y to ((y2) - (_offset))\n set x to ((x1) + (_offset))\n set y to ((y1) + (_offset))\n pen up\n set [_pensize v] to ([ceiling v] of ((0.146446609) * (_pensize)) )\n set [_offset v] to ((_pensize) / (2))\n end\n set pen size to (1)\n go to x: ((x1) + (0.5)) y: ((y1) + (0.5))\n pen down\n repeat (3)\n set x to ((x2) - (0.5))\n set y to ((y2) - (0.5))\n set x to ((x1) + (0.5))\n set y to ((y1) + (0.5))\n end\n pen up\n end\nend\n\ndefine draw player (x) (y) (quality)\nset pen color C1: ((1) - ((fire) / (100))) (0) (127) (255) C2: ((fire) / (100)) (255) (159) (0) exposure: (exposure)\nset pen size to (22)\ngo to x: (x) y: (y)\npen down\npen up\nset pen size to (6)\ngo to x: ((x) - (9)) y: ((y) - (9))\npen down\nset x to ((x) + (9))\nset y to ((y) + (9))\nset x to ((x) - (9))\nset y to ((y) - (9))\npen up\nset pen size to (7)\nset pen color C1: (1) (255) (255) (255) C2: (0) (255) (255) (255) exposure: (exposure)\ngo to x: ((x) - (5)) y: ((y) + (5))\npen down\npen up\nset x to ((x) + (5))\npen down\npen up\nset pen size to (4)\nset pen color C1: (1) (0) (0) (0) C2: (0) (255) (255) (255) exposure: (exposure)\ngo to x: (((x) - (5)) + ((0.8) * (<(velX) > [0]> - <(velX) < [0]>))) y: (((y) + (5)) + ((0.8) * (<(velY) > [0]> - <(velY) < [0]>)))\npen down\npen up\nset x to (((x) + (5)) + ((0.8) * (<(velX) > [0]> - <(velX) < [0]>)))\npen down\npen up\n\ndefine draw platforms (quality) (timer)\nset pen size to (6)\nset pen color C1: (1) (0) (0) (0) C2: (0) (0) (0) (0) exposure: (exposure)\nset [_i0 v] to [1]\nrepeat ((length of [drawnormplats v]) / (4))\n go to x: (item (_i0) of [drawnormplats v]) y: (item ((_i0) + (1)) of [drawnormplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawnormplats v]) y: (item ((_i0) + (3)) of [drawnormplats v])\n pen up\n change [_i0 v] by (4)\nend\nset pen size to (6)\nset pen color C1: (1) (239) (95) (239) C2: (0) (0) (0) (0) exposure: (exposure)\nset [_i0 v] to [1]\nrepeat ((length of [drawbounceplats v]) / (4))\n go to x: (item (_i0) of [drawbounceplats v]) y: (item ((_i0) + (1)) of [drawbounceplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawbounceplats v]) y: (item ((_i0) + (3)) of [drawbounceplats v])\n pen up\n change [_i0 v] by (4)\nend\nif <not <(quality) = [low]>> then\n set pen color C1: (0.35) (255) (255) (0) C2: (0.65) (96) (215) (255) exposure: (exposure)\n if <(quality) = [high]> then\n set pen size to ((10) + (((6) / (2)) * (([sin v] of ((50) * (timer)) ) + (1))))\n else\n set pen size to (14)\n end\n set [_i0 v] to [1]\n repeat ((length of [drawcheckpplats v]) / (4))\n go to x: (item (_i0) of [drawcheckpplats v]) y: (item ((_i0) + (1)) of [drawcheckpplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawcheckpplats v]) y: (item ((_i0) + (3)) of [drawcheckpplats v])\n pen up\n change [_i0 v] by (4)\n end\nend\nset pen size to (6)\nset pen color C1: (1) (255) (255) (0) C2: (0) (0) (0) (0) exposure: (exposure)\nset [_i0 v] to [1]\nrepeat ((length of [drawcheckpplats v]) / (4))\n go to x: (item (_i0) of [drawcheckpplats v]) y: (item ((_i0) + (1)) of [drawcheckpplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawcheckpplats v]) y: (item ((_i0) + (3)) of [drawcheckpplats v])\n pen up\n change [_i0 v] by (4)\nend\nif <not <(quality) = [low]>> then\n set pen color C1: (0.4) (0) (255) (0) C2: (0.6) (96) (215) (255) exposure: (exposure)\n if <(quality) = [high]> then\n set pen size to ((10) + (((8) / (2)) * (([sin v] of ((50) * (timer)) ) + (1))))\n else\n set pen size to (16)\n end\n set [_i0 v] to [1]\n repeat ((length of [drawgoalplats v]) / (4))\n go to x: (item (_i0) of [drawgoalplats v]) y: (item ((_i0) + (1)) of [drawgoalplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawgoalplats v]) y: (item ((_i0) + (3)) of [drawgoalplats v])\n pen up\n change [_i0 v] by (4)\n end\nend\nset pen size to (6)\nset pen color C1: (1) (0) (255) (0) C2: (0) (0) (0) (0) exposure: (exposure)\nset [_i0 v] to [1]\nrepeat ((length of [drawgoalplats v]) / (4))\n go to x: (item (_i0) of [drawgoalplats v]) y: (item ((_i0) + (1)) of [drawgoalplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawgoalplats v]) y: (item ((_i0) + (3)) of [drawgoalplats v])\n pen up\n change [_i0 v] by (4)\nend\nif <(quality) = [low]> then\n set pen size to (6)\n set pen color C1: (1) (255) (159) (0) C2: (0) (0) (0) (0) exposure: (0)\n set [_i0 v] to [1]\n repeat ((length of [drawfireplats v]) / (4))\n go to x: (item (_i0) of [drawfireplats v]) y: (item ((_i0) + (1)) of [drawfireplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawfireplats v]) y: (item ((_i0) + (3)) of [drawfireplats v])\n pen up\n change [_i0 v] by (4)\n end\nelse\n set pen color C1: (0.6) (255) (159) (0) C2: (0.4) (96) (215) (255) exposure: (exposure)\n if <(quality) = [high]> then\n set pen size to ((10) + (((6) / (2)) * (([sin v] of ((100) * (timer)) ) + (1))))\n else\n set pen size to (12)\n end\n set [_i0 v] to [1]\n repeat ((length of [drawfireplats v]) / (4))\n go to x: (item (_i0) of [drawfireplats v]) y: (item ((_i0) + (1)) of [drawfireplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawfireplats v]) y: (item ((_i0) + (3)) of [drawfireplats v])\n pen up\n change [_i0 v] by (4)\n end\n set pen size to (6)\n if <(quality) = [high]> then\n set [_i0 v] to (([sin v] of ((100) * (timer)) ) / (2))\n if <(_i0) < [0]> then\n set pen color C1: ((0.6) + ((0.4) * ((1) + ((2) * (_i0))))) (255) (159) (0) C2: (0) (0) (0) (0) exposure: (exposure)\n else\n set pen color C1: (1) (255) (159) (0) C2: (0) (0) (0) (0) exposure: (exposure)\n end\n else\n set pen color C1: (1) (255) (159) (0) C2: (0) (0) (0) (0) exposure: (exposure)\n end\n set [_i0 v] to [1]\n repeat ((length of [drawfireplats v]) / (4))\n go to x: (item (_i0) of [drawfireplats v]) y: (item ((_i0) + (1)) of [drawfireplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawfireplats v]) y: (item ((_i0) + (3)) of [drawfireplats v])\n pen up\n change [_i0 v] by (4)\n end\nend\nset pen size to (6)\nif <(quality) = [high]> then\n set pen color C1: ((0.7) + (((0.3) / (2)) * (([sin v] of ((100) * (timer)) ) + (1)))) (255) (63) (31) C2: (0) (0) (0) (0) exposure: (exposure)\nelse\n set pen color C1: (1) (255) (63) (31) C2: (0) (0) (0) (0) exposure: (exposure)\nend\nset [_i0 v] to [1]\nrepeat ((length of [drawlethalplats v]) / (4))\n go to x: (item (_i0) of [drawlethalplats v]) y: (item ((_i0) + (1)) of [drawlethalplats v])\n pen down\n go to x: (item ((_i0) + (2)) of [drawlethalplats v]) y: (item ((_i0) + (3)) of [drawlethalplats v])\n pen up\n change [_i0 v] by (4)\nend\n\ndefine draw shadows (quality)\nset pen color C1: (0.55) (1) (191) (255) C2: (0.45) (0) (0) (0) exposure: (exposure)\nif <(quality) = [high]> then\n set [_i1 v] to [-461]\n set [_i2 v] to [401]\nelse\n set [_i1 v] to [-261]\n set [_i2 v] to [201]\nend\nset [_i0 v] to [1]\nrepeat ((length of [drawnormplats v]) / (4))\n render shadow (item (_i0) of [drawnormplats v]) (item ((_i0) + (1)) of [drawnormplats v]) (item ((_i0) + (2)) of [drawnormplats v]) (item ((_i0) + (3)) of [drawnormplats v]) (_i1) (_i2) (6)\n change [_i0 v] by (4)\nend\nset [_i0 v] to [1]\nrepeat ((length of [drawbounceplats v]) / (4))\n render shadow (item (_i0) of [drawbounceplats v]) (item ((_i0) + (1)) of [drawbounceplats v]) (item ((_i0) + (2)) of [drawbounceplats v]) (item ((_i0) + (3)) of [drawbounceplats v]) (_i1) (_i2) (6)\n change [_i0 v] by (4)\nend\n\ndefine fill tri, inner 2 (ax) (ay) (bx) (by) (cx) (cy) (aox) (aoy) (box) (boy) (cox) (coy) (ind) (rate) (incx) (incy) (res*1.4)\nif <(ind) > [255]> then\n fill triangle (incx) (incy) (ax) (ay) (bx) (by) resolution: ((0.71428571428) * (res*1.4))\n fill triangle (incx) (incy) (bx) (by) (cx) (cy) resolution: ((0.71428571428) * (res*1.4))\n fill triangle (incx) (incy) (ax) (ay) (cx) (cy) resolution: ((0.71428571428) * (res*1.4))\nelse\n go to x: (round (incx)) y: (round (incy))\n set pen size to ([floor v] of (ind) )\n pen down\n pen up\n set [_td v] to ((rate) + (1))\n repeat until <((ind) * (_td)) < (res*1.4)>\n set pen size to ((ind) * (_td))\n go to x: (((aox) * (_td)) + (ax)) y: (((aoy) * (_td)) + (ay))\n pen down\n go to x: (((box) * (_td)) + (bx)) y: (((boy) * (_td)) + (by))\n go to x: (((cox) * (_td)) + (cx)) y: (((coy) * (_td)) + (cy))\n go to x: (((aox) * (_td)) + (ax)) y: (((aoy) * (_td)) + (ay))\n pen up\n change [_td v] by ((_td) * (rate))\n end\n set pen size to ((ind) * (_td))\n go to x: (((aox) * (_td)) + (ax)) y: (((aoy) * (_td)) + (ay))\n pen down\n go to x: (((box) * (_td)) + (bx)) y: (((boy) * (_td)) + (by))\n go to x: (((cox) * (_td)) + (cx)) y: (((coy) * (_td)) + (cy))\n go to x: (((aox) * (_td)) + (ax)) y: (((aoy) * (_td)) + (ay))\n pen up\nend\n\ndefine reset <pew>\nset [steps v] to [8]\nset [endlevel v] to [0]\nif <pew> then\n set [framesafterdeath v] to [0]\n start sound [death v]\n set [camoffsetx v] to ((checkpointX) - (camX))\n set [camoffsety v] to ((checkpointY) - (camY))\n change [deaths v] by (1)\nelse\n set [framesafterdeath v] to [1000]\n set [checkpointframe v] to [0]\n set [camoffsetx v] to [0]\n set [camoffsety v] to [0]\n set [deaths v] to [0]\n set [time v] to (days since 2000)\nend\nset [playerx v] to (checkpointX)\nset [playery v] to (checkpointY)\nset [velx v] to [0]\nset [vely v] to [0]\nset [camx v] to (checkpointX)\nset [camy v] to (checkpointY)\nset [exposure v] to [0]\nset [fire v] to [0]\nset [walljump v] to [0]\nset [wall v] to [false]\nset [previouscheckpoint v] to [1]\nset [previousbump v] to [0]\nset [slopemove v] to [0]\nset [frame v] to (checkpointFrame)\n\ndefine physics <up> <right> <left> (steps) (bounce)\nset [endlevel v] to [0]\nset [bounced v] to [0]\nset [previouscheckpoint v] to (checkpoint)\nset [checkpoint v] to [0]\nset [previousbump v] to (bump)\nchange [bump v] by (-1)\nget physics platforms ((playerX) - (99)) ((playerX) + (99)) ((playerY) - (99)) ((playerY) + (99))\nget physics enemies ((playerX) - (114)) ((playerX) + (114)) ((playerY) - (114)) ((playerY) + (160)) ((frame) / (steps))\nrepeat (steps)\n change [frame v] by (1)\n if <up> then\n if <<(onground) > [0]> and <(fire) < [90]>> then\n set [vely v] to [25]\n set [onground v] to [0]\n else\n if <<<(wall) = [left]> and <(wallJump) > [0]>> and <right>> then\n set [vely v] to [18]\n set [velx v] to [12.5]\n set [walljump v] to [0]\n else\n if <<<(wall) = [right]> and <(wallJump) > [0]>> and <left>> then\n set [vely v] to [18]\n set [velx v] to [-12.5]\n set [walljump v] to [0]\n end\n end\n end\n end\n if <right> then\n change [velx v] by ((3.125) / (steps))\n end\n if <left> then\n change [velx v] by ((-3.125) / (steps))\n end\n if <(slopeMove) > [0]> then\n change [vely v] by ((steps) * (slopeMove))\n else\n change [vely v] by ((-1.75) / (steps))\n end\n if <([abs v] of (velY) ) > [75]> then\n set [vely v] to ((75) / (([abs v] of (velY) ) / (velY)))\n end\n if <(velY) < [0]> then\n move down ((playerX) - (12)) ((playerX) + (12)) ((playerY) - (12)) ((velY) / (steps)) (bounce)\n else\n if <(velY) > [0]> then\n move up ((playerX) - (12)) ((playerX) + (12)) ((playerY) + (12)) ((velY) / (steps)) (bounce)\n end\n end\n calculate stuff\n if <(_j2) > [4.1]> then\n reset <[0] = [0]>\n stop [this script v]\n end\n if <(_j2) = [3]> then\n set [endlevel v] to [1]\n stop [this script v]\n end\n change [velx v] by ((steps) * (slopeMove))\n if <([abs v] of (velX) ) > [75]> then\n set [velx v] to ((75) / (([abs v] of (velX) ) / (velX)))\n end\n if <(velX) < [0]> then\n move left ((playerY) - (12)) ((playerY) + (12)) ((playerX) - (12)) ((velX) / (steps)) (bounce)\n else\n if <(velX) > [0]> then\n move right ((playerY) - (12)) ((playerY) + (12)) ((playerX) + (12)) ((velX) / (steps)) (bounce)\n end\n end\n calculate stuff\n if <(_j2) > [4.1]> then\n reset <[0] = [0]>\n stop [this script v]\n end\n if <(playerY) < (deathBarrier)> then\n reset <[0] = [0]>\n stop [this script v]\n end\n check enemy collision ((playerX) - (12)) ((playerX) + (12)) ((playerY) - (12)) ((playerY) + (12)) ((frame) / (steps))\n if <(_i5) = [1]> then\n reset <[0] = [0]>\n stop [this script v]\n end\n if <(_j2) = [3]> then\n set [endlevel v] to [1]\n stop [this script v]\n end\n change [onground v] by ((-1) / (steps))\nend\nset [velx v] to ((0.8) * (velX))\nif <([abs v] of (velX) ) < [0.5]> then\n set [velx v] to [0]\nend\nset [vely v] to ((0.95) * (velY))\nif <([abs v] of (velY) ) < [1]> then\n set [vely v] to [0]\nend\nchange [fire v] by (-2)\nif <(fire) < [0]> then\n set [fire v] to [0]\nend\nchange [walljump v] by (-1)\nif <(checkpoint) > [0]> then\n set [checkpointx v] to (playerX)\n set [checkpointy v] to (playerY)\n set [checkpointframe v] to (frame)\n if <<(previousCheckpoint) = [0]> and <(framesAfterDeath) > [30]>> then\n start sound [checkpoint v]\n end\nend\n\ndefine render shadow (x0) (y0) (x1) (y1) (lx) (ly) (res)\nif <(x0) = (lx)> then\n if <(y0) > (ly)> then\n set [_j4 v] to (x0)\n set [_j5 v] to [400]\n else\n set [_j4 v] to (x0)\n set [_j5 v] to [-200]\n end\nelse\n set [_j0 v] to (((ly) - (y0)) / ((lx) - (x0)))\n set [_j1 v] to ((ly) - ((_j0) * (lx)))\n if <(x0) > (lx)> then\n set [_j4 v] to [260]\n set [_j5 v] to (((_j0) * (260)) + (_j1))\n else\n set [_j4 v] to [-460]\n set [_j5 v] to (((_j0) * (-460)) + (_j1))\n end\n if <<(_j5) < [-200]> or <(_j5) > [400]>> then\n if <(y0) > (ly)> then\n set [_j4 v] to (((400) - (_j1)) / (_j0))\n set [_j5 v] to [400]\n else\n set [_j4 v] to (((-200) - (_j1)) / (_j0))\n set [_j5 v] to [-200]\n end\n end\nend\nif <(x1) = (lx)> then\n if <(y1) > (ly)> then\n set [_j6 v] to (x1)\n set [_j7 v] to [400]\n else\n set [_j6 v] to (x1)\n set [_j7 v] to [-200]\n end\nelse\n set [_j2 v] to (((ly) - (y1)) / ((lx) - (x1)))\n set [_j3 v] to ((ly) - ((_j2) * (lx)))\n if <(x1) > (lx)> then\n set [_j6 v] to [260]\n set [_j7 v] to (((_j2) * (260)) + (_j3))\n else\n set [_j6 v] to [-460]\n set [_j7 v] to (((_j2) * (-460)) + (_j3))\n end\n if <<(_j7) < [-200]> or <(_j7) > [400]>> then\n if <(y1) > (ly)> then\n set [_j6 v] to (((400) - (_j3)) / (_j2))\n set [_j7 v] to [400]\n else\n set [_j6 v] to (((-200) - (_j3)) / (_j2))\n set [_j7 v] to [-200]\n end\n end\nend\nif <<(x0) = (x1)> and <(y0) = (y1)>> then\n set pen size to (res)\n go to x: (x0) y: (y0)\n pen down\n go to x: (_j4) y: (_j5)\n pen up\n stop [this script v]\nend\nif <<<(x0) = (lx)> and <(x1) = (lx)>> or <(_j0) = (_j2)>> then\n set pen size to (res)\n go to x: (x0) y: (y0)\n pen down\n go to x: (_j4) y: (_j5)\n pen up\n go to x: (x1) y: (y1)\n pen down\n go to x: (_j6) y: (_j7)\n pen up\n stop [this script v]\nend\nfill triangle (x0) (y0) (_j4) (_j5) (_j6) (_j7) resolution: (res)\nfill triangle (x1) (y1) (x0) (y0) (_j6) (_j7) resolution: (res)\nif <(_j4) = (_j6)> then\n if <not <<(_j4) = [260]> or <(_j4) = [-460]>>> then\n if <(_j4) > (lx)> then\n fillRect (_j4) (260) (-200) (400)\n else\n fillRect (-460) (_j4) (-200) (400)\n end\n end\nelse\n if <(_j5) = (_j7)> then\n if <not <<(_j5) = [-200]> or <(_j5) = [400]>>> then\n if <(_j5) > (ly)> then\n fillRect (-460) (260) (_j5) (400)\n else\n fillRect (-460) (260) (-200) (_j5)\n end\n end\n else\n set [_j0 v] to (((_j7) - (_j5)) / ((_j6) - (_j4)))\n set [_j1 v] to ((_j7) - ((_j0) * (_j6)))\n if <(lx) > (((ly) - (_j1)) / (_j0))> then\n set [_j2 v] to [1]\n else\n set [_j2 v] to [-1]\n end\n if <(ly) > (((_j0) * (lx)) + (_j1))> then\n set [_j3 v] to [1]\n else\n set [_j3 v] to [-1]\n end\n if <<<(_j5) = [-200]> and <(_j7) = [400]>> or <<(_j5) = [400]> and <(_j7) = [-200]>>> then\n if <(_j2) = [1]> then\n if <(_j4) > (_j6)> then\n fill rightTri ((_j6) + (1)) (_j5) ((_j4) + (1)) (_j7) resolution: (res)\n fillRect (-460) ((_j6) + (1)) (-200) (400)\n else\n fill rightTri ((_j4) + (1)) (_j7) ((_j6) + (1)) (_j5) resolution: (res)\n fillRect (-460) ((_j4) + (1)) (-200) (400)\n end\n else\n if <(_j4) < (_j6)> then\n fill rightTri ((_j6) - (1)) (_j5) ((_j4) - (1)) (_j7) resolution: (res)\n fillRect ((_j6) - (1)) (260) (-200) (400)\n else\n fill rightTri ((_j4) - (1)) (_j7) ((_j6) - (1)) (_j5) resolution: (res)\n fillRect ((_j4) - (1)) (260) (-200) (400)\n end\n end\n else\n if <<<(_j4) = [-460]> and <(_j6) = [260]>> or <<(_j4) = [260]> and <(_j6) = [-460]>>> then\n if <(_j3) = [1]> then\n if <(_j5) > (_j7)> then\n fill rightTri (_j4) ((_j7) + (1)) (_j6) ((_j5) + (1)) resolution: (res)\n fillRect (-460) (260) (-200) ((_j7) + (1))\n else\n fill rightTri (_j6) ((_j5) + (1)) (_j4) ((_j7) + (1)) resolution: (res)\n fillRect (-460) (260) (-200) ((_j5) + (1))\n end\n else\n if <(_j5) < (_j7)> then\n fill rightTri (_j4) ((_j7) - (1)) (_j6) ((_j5) - (1)) resolution: (res)\n fillRect (-460) (260) ((_j7) - (1)) (400)\n else\n fill rightTri (_j6) ((_j5) - (1)) (_j4) ((_j7) - (1)) resolution: (res)\n fillRect (-460) (260) ((_j5) - (1)) (400)\n end\n end\n else\n if <<(_j2) = [1]> and <(_j3) = [1]>> then\n fill triangle (_j4) (_j5) (_j6) (_j7) (-460) (-200) resolution: (res)\n if <(_j4) = [260]> then\n fill rightTri (260) (-200) (-460) (_j5) resolution: (res)\n else\n if <(_j5) = [400]> then\n fill rightTri (-460) (400) (_j4) (-200) resolution: (res)\n end\n end\n if <(_j6) = [260]> then\n fill rightTri (260) (-200) (-460) (_j7) resolution: (res)\n else\n if <(_j7) = [400]> then\n fill rightTri (-460) (400) (_j6) (-200) resolution: (res)\n end\n end\n else\n if <<(_j2) = [1]> and <(_j3) = [-1]>> then\n fill triangle (_j4) (_j5) (_j6) (_j7) (-460) (400) resolution: (res)\n if <(_j4) = [260]> then\n fill rightTri (260) (400) (-460) (_j5) resolution: (res)\n else\n if <(_j5) = [-200]> then\n fill rightTri (-460) (-200) (_j4) (400) resolution: (res)\n end\n end\n if <(_j6) = [260]> then\n fill rightTri (260) (400) (-460) (_j7) resolution: (res)\n else\n if <(_j7) = [-200]> then\n fill rightTri (-460) (-200) (_j6) (400) resolution: (res)\n end\n end\n else\n if <<(_j2) = [-1]> and <(_j3) = [1]>> then\n fill triangle (_j4) (_j5) (_j6) (_j7) (260) (-200) resolution: (res)\n if <(_j4) = [-460]> then\n fill rightTri (-460) (-200) (260) (_j5) resolution: (res)\n else\n if <(_j5) = [400]> then\n fill rightTri (260) (400) (_j4) (-200) resolution: (res)\n end\n end\n if <(_j6) = [-460]> then\n fill rightTri (-460) (-200) (260) (_j7) resolution: (res)\n else\n if <(_j7) = [400]> then\n fill rightTri (260) (400) (_j6) (-200) resolution: (res)\n end\n end\n else\n fill triangle (_j4) (_j5) (_j6) (_j7) (260) (400) resolution: (res)\n if <(_j4) = [-460]> then\n fill rightTri (-460) (400) (260) (_j5) resolution: (res)\n else\n if <(_j5) = [-200]> then\n fill rightTri (260) (-200) (_j4) (400) resolution: (res)\n end\n end\n if <(_j6) = [-460]> then\n fill rightTri (-460) (400) (260) (_j7) resolution: (res)\n else\n if <(_j7) = [-200]> then\n fill rightTri (260) (-200) (_j6) (400) resolution: (res)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine get draw platforms (camx) (camy) (xmin) (xmax) (ymin) (ymax)\ndelete (all) of [drawgoalplats v]\ndelete (all) of [drawcheckpplats v]\ndelete (all) of [drawnormplats v]\ndelete (all) of [drawbounceplats v]\ndelete (all) of [drawfireplats v]\ndelete (all) of [drawlethalplats v]\nset [_i0 v] to [1]\nrepeat ((length of [platforms v]) / (9))\n set [_i1 v] to ((item ((_i0) + (1)) of [platforms v]) - (camx))\n set [_i2 v] to ((item ((_i0) + (2)) of [platforms v]) - (camy))\n set [_i3 v] to ((item ((_i0) + (3)) of [platforms v]) - (camx))\n set [_i4 v] to ((item ((_i0) + (4)) of [platforms v]) - (camy))\n if <(_i1) = (_i3)> then\n if <<<(_i1) < (xmin)> or <(_i1) > (xmax)>> or <<<(_i2) < (ymin)> and <(_i4) < (ymin)>> or <<(_i2) > (ymax)> and <(_i4) > (ymax)>>>> then\n set [_i5 v] to [0]\n else\n set [_i5 v] to [1]\n if <(_i2) < (ymin)> then\n set [_i2 v] to (ymin)\n else\n if <(_i2) > (ymax)> then\n set [_i2 v] to (ymax)\n end\n end\n if <(_i4) < (ymin)> then\n set [_i4 v] to (ymin)\n else\n if <(_i4) > (ymax)> then\n set [_i4 v] to (ymax)\n end\n end\n end\n else\n if <(_i2) = (_i4)> then\n if <<<(_i2) < (ymin)> or <(_i2) > (ymax)>> or <<<(_i1) < (xmin)> and <(_i3) < (xmin)>> or <<(_i1) > (xmax)> and <(_i3) > (xmax)>>>> then\n set [_i5 v] to [0]\n else\n set [_i5 v] to [1]\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n else\n if <(_i1) > (xmax)> then\n set [_i1 v] to (xmax)\n end\n end\n if <(_i3) < (xmin)> then\n set [_i3 v] to (xmin)\n else\n if <(_i3) > (xmax)> then\n set [_i3 v] to (xmax)\n end\n end\n end\n else\n if <<<<(_i1) < (xmin)> and <(_i3) < (xmin)>> or <<(_i1) > (xmax)> and <(_i3) > (xmax)>>> or <<<(_i2) < (ymin)> and <(_i4) < (ymin)>> or <<(_i2) > (ymax)> and <(_i4) > (ymax)>>>> then\n set [_i5 v] to [0]\n else\n if <(_i1) < (xmin)> then\n set [_i5 v] to (((xmin) - (_i1)) / ((_i3) - (_i1)))\n set [_i1 v] to (((_i5) * ((_i3) - (_i1))) + (_i1))\n set [_i2 v] to (((_i5) * ((_i4) - (_i2))) + (_i2))\n else\n if <(_i1) > (xmax)> then\n set [_i5 v] to (((xmax) - (_i3)) / ((_i1) - (_i3)))\n set [_i1 v] to (((_i5) * ((_i1) - (_i3))) + (_i3))\n set [_i2 v] to (((_i5) * ((_i2) - (_i4))) + (_i4))\n end\n end\n if <(_i2) < (ymin)> then\n set [_i5 v] to (((ymin) - (_i2)) / ((_i4) - (_i2)))\n set [_i1 v] to (((_i5) * ((_i3) - (_i1))) + (_i1))\n set [_i2 v] to (((_i5) * ((_i4) - (_i2))) + (_i2))\n else\n if <(_i2) > (ymax)> then\n set [_i5 v] to (((ymax) - (_i4)) / ((_i2) - (_i4)))\n set [_i1 v] to (((_i5) * ((_i1) - (_i3))) + (_i3))\n set [_i2 v] to (((_i5) * ((_i2) - (_i4))) + (_i4))\n end\n end\n if <(_i1) < (xmin)> then\n set [_i5 v] to (((xmin) - (_i1)) / ((_i3) - (_i1)))\n set [_i1 v] to (((_i5) * ((_i3) - (_i1))) + (_i1))\n set [_i2 v] to (((_i5) * ((_i4) - (_i2))) + (_i2))\n else\n if <(_i1) > (xmax)> then\n set [_i5 v] to (((xmax) - (_i3)) / ((_i1) - (_i3)))\n set [_i1 v] to (((_i5) * ((_i1) - (_i3))) + (_i3))\n set [_i2 v] to (((_i5) * ((_i2) - (_i4))) + (_i4))\n end\n end\n if <(_i3) < (xmin)> then\n set [_i5 v] to (((xmin) - (_i3)) / ((_i1) - (_i3)))\n set [_i3 v] to (((_i5) * ((_i1) - (_i3))) + (_i3))\n set [_i4 v] to (((_i5) * ((_i2) - (_i4))) + (_i4))\n else\n if <(_i3) > (xmax)> then\n set [_i5 v] to (((xmax) - (_i1)) / ((_i3) - (_i1)))\n set [_i3 v] to (((_i5) * ((_i3) - (_i1))) + (_i1))\n set [_i4 v] to (((_i5) * ((_i4) - (_i2))) + (_i2))\n end\n end\n if <(_i4) < (ymin)> then\n set [_i5 v] to (((ymin) - (_i4)) / ((_i2) - (_i4)))\n set [_i3 v] to (((_i5) * ((_i1) - (_i3))) + (_i3))\n set [_i4 v] to (((_i5) * ((_i2) - (_i4))) + (_i4))\n else\n if <(_i4) > (ymax)> then\n set [_i5 v] to (((ymax) - (_i2)) / ((_i4) - (_i2)))\n set [_i3 v] to (((_i5) * ((_i3) - (_i1))) + (_i1))\n set [_i4 v] to (((_i5) * ((_i4) - (_i2))) + (_i2))\n end\n end\n if <(_i3) < (xmin)> then\n set [_i5 v] to (((xmin) - (_i3)) / ((_i1) - (_i3)))\n set [_i3 v] to (((_i5) * ((_i1) - (_i3))) + (_i3))\n set [_i4 v] to (((_i5) * ((_i2) - (_i4))) + (_i4))\n else\n if <(_i3) > (xmax)> then\n set [_i5 v] to (((xmax) - (_i1)) / ((_i3) - (_i1)))\n set [_i3 v] to (((_i5) * ((_i3) - (_i1))) + (_i1))\n set [_i4 v] to (((_i5) * ((_i4) - (_i2))) + (_i2))\n end\n end\n set [_i5 v] to [1]\n end\n end\n end\n if <(_i5) = [1]> then\n set [_i5 v] to (item (_i0) of [platforms v])\n if <(_i5) = [0]> then\n add (_i1) to [drawnormplats v]\n add (_i2) to [drawnormplats v]\n add (_i3) to [drawnormplats v]\n add (_i4) to [drawnormplats v]\n else\n if <(_i5) = [1]> then\n add (_i1) to [drawbounceplats v]\n add (_i2) to [drawbounceplats v]\n add (_i3) to [drawbounceplats v]\n add (_i4) to [drawbounceplats v]\n else\n if <(_i5) = [2]> then\n add (_i1) to [drawcheckpplats v]\n add (_i2) to [drawcheckpplats v]\n add (_i3) to [drawcheckpplats v]\n add (_i4) to [drawcheckpplats v]\n else\n if <(_i5) = [3]> then\n add (_i1) to [drawgoalplats v]\n add (_i2) to [drawgoalplats v]\n add (_i3) to [drawgoalplats v]\n add (_i4) to [drawgoalplats v]\n else\n if <(_i5) = [4]> then\n add (_i1) to [drawfireplats v]\n add (_i2) to [drawfireplats v]\n add (_i3) to [drawfireplats v]\n add (_i4) to [drawfireplats v]\n else\n if <(_i5) = [5]> then\n add (_i1) to [drawlethalplats v]\n add (_i2) to [drawlethalplats v]\n add (_i3) to [drawlethalplats v]\n add (_i4) to [drawlethalplats v]\n end\n end\n end\n end\n end\n end\n end\n change [_i0 v] by (9)\nend\n\ndefine platform physics (negative) (type) (a0) (a1) (b0) (b1) (m) (b) (lo) (hi) (level) (vel)\nif <not <<<not <(a0) < (hi)>> or <not <(b0) > (lo)>>> or <<(a1) > ((level) + (12))> and <(b1) > ((level) + (12))>>>> then\n if <(m) = [0]> then\n set [_j3 v] to ((a1) - (level))\n if <(_j3) < [12]> then\n physics platform collision (negative) (m) (vel) (type)\n end\n else\n if <(m) = [I]> then\n if <(a1) > (b1)> then\n set [_j3 v] to ((a1) - (level))\n else\n set [_j3 v] to ((b1) - (level))\n end\n if <(_j3) < [12]> then\n physics platform collision (negative) (m) (vel) (type)\n end\n else\n if <(a0) < (lo)> then\n set [_j3 v] to ((((m) * (lo)) + (b)) - (level))\n else\n set [_j3 v] to ((a1) - (level))\n end\n if <(_j3) < [12]> then\n physics platform collision (negative) (m) (vel) (type)\n end\n if <(b0) > (hi)> then\n set [_j3 v] to ((((m) * (hi)) + (b)) - (level))\n else\n set [_j3 v] to ((b1) - (level))\n end\n if <(_j3) < [12]> then\n physics platform collision (negative) (m) (vel) (type)\n end\n end\n end\nend\n\ndefine platform physics (positive) (type) (a0) (a1) (b0) (b1) (m) (b) (lo) (hi) (level) (vel)\nif <not <<<not <(a0) < (hi)>> or <not <(b0) > (lo)>>> or <<(a1) < ((level) - (12))> and <(b1) < ((level) - (12))>>>> then\n if <(m) = [0]> then\n set [_j3 v] to ((a1) - (level))\n if <(_j3) > [-12]> then\n physics platform collision (positive) (m) (vel) (type)\n end\n else\n if <(m) = [I]> then\n if <(a1) < (b1)> then\n set [_j3 v] to ((a1) - (level))\n else\n set [_j3 v] to ((b1) - (level))\n end\n if <(_j3) > [-12]> then\n physics platform collision (positive) (m) (vel) (type)\n end\n else\n if <(a0) < (lo)> then\n set [_j3 v] to ((((m) * (lo)) + (b)) - (level))\n else\n set [_j3 v] to ((a1) - (level))\n end\n if <(_j3) > [-12]> then\n physics platform collision (positive) (m) (vel) (type)\n end\n if <(b0) > (hi)> then\n set [_j3 v] to ((((m) * (hi)) + (b)) - (level))\n else\n set [_j3 v] to ((b1) - (level))\n end\n if <(_j3) > [-12]> then\n physics platform collision (positive) (m) (vel) (type)\n end\n end\n end\nend\n\ndefine move left (bottomy) (topy) (playerx) (velx) (bounce)\nset [slopemove v] to [0]\nset [_j4 v] to [false]\nset [_j0 v] to [1]\nset [_j1 v] to (velx)\nset [_j2 v] to [-1]\nrepeat ((length of [physplats v]) / (9))\n if <(item ((_j0) + (4)) of [physplats v]) > (item ((_j0) + (2)) of [physplats v])> then\n platform physics (negative) (item (_j0) of [physplats v]) (item ((_j0) + (2)) of [physplats v]) (item ((_j0) + (1)) of [physplats v]) (item ((_j0) + (4)) of [physplats v]) (item ((_j0) + (3)) of [physplats v]) (item ((_j0) + (7)) of [physplats v]) (item ((_j0) + (8)) of [physplats v]) (bottomy) (topy) (playerx) (velx)\n else\n platform physics (negative) (item (_j0) of [physplats v]) (item ((_j0) + (4)) of [physplats v]) (item ((_j0) + (3)) of [physplats v]) (item ((_j0) + (2)) of [physplats v]) (item ((_j0) + (1)) of [physplats v]) (item ((_j0) + (7)) of [physplats v]) (item ((_j0) + (8)) of [physplats v]) (bottomy) (topy) (playerx) (velx)\n end\n change [_j0 v] by (9)\nend\nchange [playerx v] by (_j1)\nif <(_j2) = [1]> then\n set [velx v] to (bounce)\nelse\n if <(_j2) = [4]> then\n if <<(fire) = [0]> or <(fire) > [99]>> then\n set [velx v] to ((0.35) * (bounce))\n set [fire v] to [100]\n else\n set [_j2 v] to [4.5]\n end\n else\n if <<(_j2) > [-1]> and <(slopeMove) = [0]>> then\n set [velx v] to [0]\n end\n if <(_j4) = [true]> then\n if <(velY) < [-5]> then\n set [vely v] to [-5]\n end\n set [wall v] to [left]\n set [walljump v] to [8]\n end\n end\nend\nif <(slopeMove) > [0]> then\n set [onground v] to [2]\nend\n\ndefine import level (data)\ndelete (all) of [platforms v]\ndelete (all) of [enemies v]\nset [_i0 v] to [1]\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (data)) = [;]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [checkpointx v] to ((1) * (_i1))\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (data)) = [;]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [checkpointy v] to ((1) * (_i1))\nset [deathbarrier v] to ((checkpointY) - (400))\nrepeat until <(_i0) > (length of (data))>\n if <(letter (_i0) of (data)) = [6]> then\n change [_i0 v] by (2)\n repeat (2)\n set [_i1 v] to []\n repeat until <(letter (_i0) of (data)) = [;]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n add ((1) * (_i1)) to [enemies v]\n end\n repeat (2)\n set [_i1 v] to []\n repeat until <(letter (_i0) of (data)) = [;]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n add (((1) * (_i1)) - (item ((length of [enemies v]) - (1)) of [enemies v])) to [enemies v]\n end\n set [_i1 v] to (item ((length of [enemies v]) - (1)) of [enemies v])\n set [_i2 v] to (item (last) of [enemies v])\n add ((2) * (([sqrt v] of (((_i1) * (_i1)) + ((_i2) * (_i2))) ) / (15))) to [enemies v]\n else\n add (round (letter (_i0) of (data))) to [platforms v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <(letter (_i0) of (data)) = [;]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n set [_i1 v] to ((1) * (_i1))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (data)) = [;]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n set [_i2 v] to ((1) * (_i2))\n if <((_i2) - (deathBarrier)) < [400]> then\n set [deathbarrier v] to ((_i2) - (400))\n end\n set [_i3 v] to []\n repeat until <(letter (_i0) of (data)) = [;]>\n set [_i3 v] to (join (_i3) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n set [_i3 v] to ((1) * (_i3))\n set [_i4 v] to []\n repeat until <(letter (_i0) of (data)) = [;]>\n set [_i4 v] to (join (_i4) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n set [_i4 v] to ((1) * (_i4))\n if <((_i4) - (deathBarrier)) < [400]> then\n set [deathbarrier v] to ((_i4) - (400))\n end\n if <(_i1) > (_i3)> then\n set [_i5 v] to (_i1)\n set [_i1 v] to (_i3)\n set [_i3 v] to (_i5)\n set [_i5 v] to (_i2)\n set [_i2 v] to (_i4)\n set [_i4 v] to (_i5)\n end\n add (_i1) to [platforms v]\n add (_i2) to [platforms v]\n add (_i3) to [platforms v]\n add (_i4) to [platforms v]\n if <(_i1) = (_i3)> then\n add [I] to [platforms v]\n add [0] to [platforms v]\n else\n add (((_i4) - (_i2)) / ((_i3) - (_i1))) to [platforms v]\n add ((_i2) - ((_i1) * (item (last) of [platforms v]))) to [platforms v]\n end\n if <(_i2) = (_i4)> then\n add [I] to [platforms v]\n add [0] to [platforms v]\n else\n add (((_i3) - (_i1)) / ((_i4) - (_i2))) to [platforms v]\n add ((_i1) - ((_i2) * (item (last) of [platforms v]))) to [platforms v]\n end\n end\nend\n\ndefine get physics platforms (xmin) (xmax) (ymin) (ymax)\ndelete (all) of [physplats v]\nset [_i0 v] to [1]\nrepeat ((length of [platforms v]) / (9))\n set [_i1 v] to (item ((_i0) + (1)) of [platforms v])\n set [_i2 v] to (item ((_i0) + (2)) of [platforms v])\n set [_i3 v] to (item ((_i0) + (3)) of [platforms v])\n set [_i4 v] to (item ((_i0) + (4)) of [platforms v])\n if <not <<<<(_i1) < (xmin)> and <(_i3) < (xmin)>> or <<(_i1) > (xmax)> and <(_i3) > (xmax)>>> or <<<(_i2) < (ymin)> and <(_i4) < (ymin)>> or <<(_i2) > (ymax)> and <(_i4) > (ymax)>>>>> then\n add (item (_i0) of [platforms v]) to [physplats v]\n add (_i1) to [physplats v]\n add (_i2) to [physplats v]\n add (_i3) to [physplats v]\n add (_i4) to [physplats v]\n add (item ((_i0) + (5)) of [platforms v]) to [physplats v]\n add (item ((_i0) + (6)) of [platforms v]) to [physplats v]\n add (item ((_i0) + (7)) of [platforms v]) to [physplats v]\n add (item ((_i0) + (8)) of [platforms v]) to [physplats v]\n end\n change [_i0 v] by (9)\nend\n\nwhen flag clicked\nhide\nclear sound effects\nset volume to (100) %\nset [max_level v] to (length of [levels v])\nif <(mode) = [main menu]> then\n broadcast (main menu v)\nelse\n if <(mode) = [level menu]> then\n broadcast (level menu v)\n else\n if <(mode) = [editor]> then\n broadcast (editor v)\n else\n set [mode v] to [main menu]\n broadcast (main menu v)\n end\n end\nend\n\ndefine move up (leftx) (rightx) (playery) (vely) (bounce)\nset [_j0 v] to [1]\nset [_j1 v] to (vely)\nset [_j2 v] to [-1]\nrepeat ((length of [physplats v]) / (9))\n platform physics (positive) (item (_j0) of [physplats v]) (item ((_j0) + (1)) of [physplats v]) (item ((_j0) + (2)) of [physplats v]) (item ((_j0) + (3)) of [physplats v]) (item ((_j0) + (4)) of [physplats v]) (item ((_j0) + (5)) of [physplats v]) (item ((_j0) + (6)) of [physplats v]) (leftx) (rightx) (playery) (vely)\n change [_j0 v] by (9)\nend\nset [slopemove v] to [0]\nchange [playery v] by (_j1)\nif <(_j2) = [1]> then\n set [vely v] to ((-1) * (bounce))\nelse\n if <(_j2) = [4]> then\n if <<(fire) = [0]> or <(fire) > [99]>> then\n set [vely v] to ((-0.35) * (bounce))\n set [fire v] to [100]\n else\n set [_j2 v] to [4.5]\n end\n else\n if <(_j2) > [-1]> then\n set [vely v] to [0]\n end\n end\nend\n\ndefine move right (bottomy) (topy) (playerx) (velx) (bounce)\nset [slopemove v] to [0]\nset [_j4 v] to [false]\nset [_j0 v] to [1]\nset [_j1 v] to (velx)\nset [_j2 v] to [-1]\nrepeat ((length of [physplats v]) / (9))\n if <(item ((_j0) + (4)) of [physplats v]) > (item ((_j0) + (2)) of [physplats v])> then\n platform physics (positive) (item (_j0) of [physplats v]) (item ((_j0) + (2)) of [physplats v]) (item ((_j0) + (1)) of [physplats v]) (item ((_j0) + (4)) of [physplats v]) (item ((_j0) + (3)) of [physplats v]) (item ((_j0) + (7)) of [physplats v]) (item ((_j0) + (8)) of [physplats v]) (bottomy) (topy) (playerx) (velx)\n else\n platform physics (positive) (item (_j0) of [physplats v]) (item ((_j0) + (4)) of [physplats v]) (item ((_j0) + (3)) of [physplats v]) (item ((_j0) + (2)) of [physplats v]) (item ((_j0) + (1)) of [physplats v]) (item ((_j0) + (7)) of [physplats v]) (item ((_j0) + (8)) of [physplats v]) (bottomy) (topy) (playerx) (velx)\n end\n change [_j0 v] by (9)\nend\nchange [playerx v] by (_j1)\nif <(_j2) = [1]> then\n set [velx v] to ((-1) * (bounce))\nelse\n if <(_j2) = [4]> then\n if <<(fire) = [0]> or <(fire) > [99]>> then\n set [velx v] to ((-0.35) * (bounce))\n set [fire v] to [100]\n else\n set [_j2 v] to [4.5]\n end\n else\n if <<(_j2) > [-1]> and <(slopeMove) = [0]>> then\n set [velx v] to [0]\n end\n if <(_j4) = [true]> then\n if <(velY) < [-5]> then\n set [vely v] to [-5]\n end\n set [wall v] to [right]\n set [walljump v] to [8]\n end\n end\nend\nif <(slopeMove) > [0]> then\n set [onground v] to [2]\nend\n\ndefine set pen color C1: (a1) (r1) (g1) (b1) C2: (a2) (r2) (g2) (b2) exposure: (e)\nset [_ind v] to [0]\nset [_incx v] to ((((a1) * (r1)) + ((a2) * (r2))) * ([e ^ v] of ((e) * (0.69314718056)) ))\nif <(_incx) < [255]> then\n change [_ind v] by ((65536) * (round (_incx)))\nelse\n change [_ind v] by (16711680)\nend\nset [_incx v] to ((((a1) * (g1)) + ((a2) * (g2))) * ([e ^ v] of ((e) * (0.69314718056)) ))\nif <(_incx) < [255]> then\n change [_ind v] by ((256) * (round (_incx)))\nelse\n change [_ind v] by (65280)\nend\nset [_incx v] to ((((a1) * (b1)) + ((a2) * (b2))) * ([e ^ v] of ((e) * (0.69314718056)) ))\nif <(_incx) < [255]> then\n change [_ind v] by (round (_incx))\nelse\n change [_ind v] by (255)\nend\nset pen color to (((255) * (16777216)) + (_ind))\n\ndefine move down (leftx) (rightx) (playery) (vely) (bounce)\nset [slopemove v] to [0]\nset [_j0 v] to [1]\nset [_j1 v] to (vely)\nset [_j2 v] to [-1]\nrepeat ((length of [physplats v]) / (9))\n platform physics (negative) (item (_j0) of [physplats v]) (item ((_j0) + (1)) of [physplats v]) (item ((_j0) + (2)) of [physplats v]) (item ((_j0) + (3)) of [physplats v]) (item ((_j0) + (4)) of [physplats v]) (item ((_j0) + (5)) of [physplats v]) (item ((_j0) + (6)) of [physplats v]) (leftx) (rightx) (playery) (vely)\n change [_j0 v] by (9)\nend\nchange [playery v] by (_j1)\nif <(_j2) = [1]> then\n set [vely v] to (bounce)\nelse\n if <(_j2) = [4]> then\n if <<(fire) = [0]> or <(fire) > [99]>> then\n set [vely v] to ((0.35) * (bounce))\n set [fire v] to [100]\n else\n set [_j2 v] to [4.5]\n end\n else\n if <<(_j2) > [-1]> and <(slopeMove) = [0]>> then\n set [vely v] to [0]\n set [onground v] to [3]\n end\n end\nend\n\ndefine physics platform collision (positive) (m) (vel) (type)\nif <(_j3) < (_j1)> then\n select platform (m) (vel) (type)\nelse\n if <<(_j3) = (_j1)> and <(type) > (_j2)>> then\n select platform (m) (vel) (type)\n end\nend\n\ndefine physics platform collision (negative) (m) (vel) (type)\nif <(_j3) > (_j1)> then\n select platform (m) (vel) (type)\nelse\n if <<(_j3) = (_j1)> and <(type) > (_j2)>> then\n select platform (m) (vel) (type)\n end\nend\n\ndefine select platform (m) (vel) (type)\nset [_j1 v] to (_j3)\nset [_j2 v] to (type)\nif <(m) = [l]> then\n set [slopemove v] to [0]\nelse\n set [_j4 v] to ((1) / (m))\n if <([abs v] of (_j4) ) < [1]> then\n set [slopemove v] to ((_j4) * ((vel) - (_j3)))\n else\n set [slopemove v] to [0]\n end\nend\nset [_j4 v] to <<(type) = [0]> and <(m) = [0]>>\n\ndefine sound\nif <(fire) > [97]> then\n start sound [small fire v]\nelse\n if <(bounced) > [0]> then\n start sound [bounce v]\n else\n if <<(bump) = [2]> and <(previousBump) < [1]>> then\n start sound [bump v]\n end\n end\nend\n\ndefine calculate stuff\nchange [bounced v] by <(_j2) = [1]>\nchange [checkpoint v] by <(_j2) = [2]>\nif <<<(_j2) > [0]> and <(_j2) < [4]>> and <(bump) < [1]>> then\n set [bump v] to [1]\nelse\n if <(_j2) = [0]> then\n set [bump v] to [2]\n end\nend\n\ndefine draw enemies (frame) (camx) (camy)\nset [_i0 v] to [1]\nrepeat ((length of [enemies v]) / (5))\n set [_i1 v] to ((frame) / (item ((_i0) + (4)) of [enemies v]))\n set [_i1 v] to ((2) * ([abs v] of ((_i1) - ([floor v] of ((_i1) + (0.5)) )) ))\n set [_i2 v] to (((item (_i0) of [enemies v]) + ((_i1) * (item ((_i0) + (2)) of [enemies v]))) - (camx))\n set [_i3 v] to (((item ((_i0) + (1)) of [enemies v]) + ((_i1) * (item ((_i0) + (3)) of [enemies v]))) - (camy))\n if <<([abs v] of (_i2) ) < [260]> and <([abs v] of (_i3) ) < [200]>> then\n set pen size to (22)\n go to x: (_i2) y: (_i3)\n pen down\n pen up\n set pen size to (6)\n go to x: ((_i2) - (8)) y: ((_i3) - (8))\n pen down\n change x by (16)\n change y by (16)\n change x by (-16)\n change y by (-16)\n pen up\n end\n change [_i0 v] by (5)\nend\n\ndefine get physics enemies (xmin) (xmax) (ymin) (ymax) (frame)\ndelete (all) of [physenemies v]\nset [_i0 v] to [1]\nrepeat ((length of [enemies v]) / (5))\n set [_i1 v] to ((frame) / (item ((_i0) + (4)) of [enemies v]))\n set [_i1 v] to ((2) * ([abs v] of ((_i1) - ([floor v] of ((_i1) + (0.5)) )) ))\n set [_i2 v] to ((item (_i0) of [enemies v]) + ((_i1) * (item ((_i0) + (2)) of [enemies v])))\n set [_i3 v] to ((item ((_i0) + (1)) of [enemies v]) + ((_i1) * (item ((_i0) + (3)) of [enemies v])))\n if <<<(xmin) < (_i2)> and <(_i2) < (xmax)>> and <<(ymin) < (_i3)> and <(_i3) < (ymax)>>> then\n add (item (_i0) of [enemies v]) to [physenemies v]\n add (item ((_i0) + (1)) of [enemies v]) to [physenemies v]\n add (item ((_i0) + (2)) of [enemies v]) to [physenemies v]\n add (item ((_i0) + (3)) of [enemies v]) to [physenemies v]\n add (item ((_i0) + (4)) of [enemies v]) to [physenemies v]\n end\n change [_i0 v] by (5)\nend\n\ndefine check enemy collision (leftx) (rightx) (bottomy) (topy) (frame)\nset [_i5 v] to [0]\nset [_i0 v] to [1]\nrepeat ((length of [physenemies v]) / (5))\n set [_i1 v] to ((frame) / (item ((_i0) + (4)) of [physenemies v]))\n set [_i1 v] to ((2) * ([abs v] of ((_i1) - ([floor v] of ((_i1) + (0.5)) )) ))\n set [_i2 v] to ((item (_i0) of [physenemies v]) + ((_i1) * (item ((_i0) + (2)) of [physenemies v])))\n set [_i3 v] to ((item ((_i0) + (1)) of [physenemies v]) + ((_i1) * (item ((_i0) + (3)) of [physenemies v])))\n if <not <<<(rightx) < ((_i2) - (8))> or <(leftx) > ((_i2) + (8))>> or <<(topy) < ((_i3) - (8))> or <(bottomy) > ((_i3) + (8))>>>> then\n set [_i5 v] to [1]\n stop [this script v]\n end\n change [_i0 v] by (5)\nend\n\ndefine end level\nbroadcast (muffle on v)\nset [time v] to ((86400) * ((days since 2000) - (time)))\nstart sound [win v]\npen up\nset pen color to ((4) * (16777216))\nset pen size to (1000)\ngo to x: (0) y: (0)\nrepeat (40)\n pen down\n pen up\nend\nif <not <(mode) = [custom]>> then\n if <(mode) = (unlocked level)> then\n if <(mode) < (MAX_LEVEL)> then\n change [unlocked level v] by (1)\n else\n set [unlocked level v] to ((MAX_LEVEL) + (0.1))\n end\n end\nend\nbroadcast (level end v)\n\ndefine game\nreset <[1] = [0]>\nrepeat until <(endLevel) = [1]>\n physics <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> (STEPS) (50)\n set [camoffsetx v] to (((0.8) * (camOffsetX)) + ((0.2) * ((3) * (velX))))\n set [camoffsety v] to (((0.8) * (camOffsetY)) + ((0.2) * ((3) * (velY))))\n set [camx v] to ((playerX) - (camOffsetX))\n set [camy v] to ((playerY) - (camOffsetY))\n sound\n draw (camX) (camY) (quality)\n change [framesafterdeath v] by (1)\nend\nend level\n\nwhen I receive [next level v]\nchange [mode v] by (1)\nif <(mode) > (MAX_LEVEL)> then\n set [mode v] to [1]\nend\nbroadcast (start level v)\n\nwhen [r v] key pressed\nif <<(mode) = (round (mode))> or <(mode) = [custom]>> then\n reset <[0] = [0]>\nend\n\nwhen [t v] key pressed\nif <(username) = [-Rex-]> then\n set [quality v] to [High]\n set [mode v] to [main menu]\n set [music v] to [yes]\n set [unlocked level v] to [1]\n set [editor loaded v] to [0]\n erase all\n import level [0;30;0;-60;0;60;0;0;-50;-30;-60;0;0;50;-30;-50;-30;0;50;-30;60;0;3;30;100;30;0;1;-220;-110;-120;-110;0;-130;-140;-120;-110;0;-210;-140;-220;-110;0;-210;-140;-130;-140;]\n reset <[1] = [0]>\n set [velx v] to [12.5]\n set [vely v] to [-5]\n reset timer\n draw ((playerX) - ((3) * (velX))) ((playerY) - ((3) * (velY))) [high]\n broadcast (thumbnail text v)\nend\n\nwhen I receive [custom v]\nset [mode v] to [custom]\nimport level (custom level)\ngame\n\nwhen I receive [start level v]\nimport level (item (mode) of [levels v])\ngame\n\nwhen I receive [play v]\nset [mode v] to (round (unlocked level))\nbroadcast (start level v)\n\nwhen I receive [level 1 v]\nset [mode v] to [1]\nbroadcast (start level v)\n\nwhen I receive [level 3 v]\nset [mode v] to [3]\nbroadcast (start level v)\n\nwhen I receive [level 5 v]\nset [mode v] to [5]\nbroadcast (start level v)\n\nwhen I receive [level 7 v]\nset [mode v] to [7]\nbroadcast (start level v)\n\nwhen I receive [level 2 v]\nset [mode v] to [2]\nbroadcast (start level v)\n\nwhen I receive [level 4 v]\nset [mode v] to [4]\nbroadcast (start level v)\n\nwhen I receive [level 6 v]\nset [mode v] to [6]\nbroadcast (start level v)\n\nwhen I receive [level 8 v]\nset [mode v] to [8]\nbroadcast (start level v)\n\n@PTE Ultra+\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to (((16777216) * (255)) + ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b))))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to (((16777216) * (255)) + ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b))))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen I receive [level end v]\nrender level end\nset [clickaction v] to [none]\nrepeat until <not <(clickAction) = [none]>>\n repeat until <mouse down?>\n menu button <([sqrt v] of ((((mouse x) - (120)) * ((mouse x) - (120))) + (((mouse y) - (-30)) * ((mouse y) - (-30)))) ) < [30]> <[1] = [0]> [120] [-30]\n next level button <([sqrt v] of ((((mouse x) - (200)) * ((mouse x) - (200))) + (((mouse y) - (-30)) * ((mouse y) - (-30)))) ) < [30]> <[1] = [0]> [200] [-30]\n end\n if <([sqrt v] of ((((mouse x) - (120)) * ((mouse x) - (120))) + (((mouse y) - (-30)) * ((mouse y) - (-30)))) ) < [30]> then\n set [clickaction v] to [menu]\n else\n if <([sqrt v] of ((((mouse x) - (200)) * ((mouse x) - (200))) + (((mouse y) - (-30)) * ((mouse y) - (-30)))) ) < [30]> then\n set [clickaction v] to [next]\n end\n end\n wait until <not <mouse down?>>\nend\nbroadcast (muffle off v)\nif <(clickAction) = [menu]> then\n if <(mode) = [custom]> then\n broadcast (main menu v)\n else\n broadcast (level menu v)\n end\nelse\n if <(clickAction) = [next]> then\n if <(mode) = [custom]> then\n broadcast (main menu v)\n else\n broadcast (next level v)\n end\n end\nend\n\ndefine render level end\npen up\nset pen color to (((200) * (16777216)) + (16777215))\nset pen size to (160)\ngo to x: (-400) y: (0)\npen down\nset x to (400)\npen up\nset pen color to ((1) * (8355711))\nset pen size to (2)\ngo to x: (45) y: (-70)\npen down\nset y to (70)\npen up\nPrint | Pos (-230) (60) Size (12) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Time]\nset [time v] to ((round ((10) * (time))) / (10))\nif <(time) = (round (time))> then\n set [time v] to (join (time) [.0])\nend\nPrint | Pos (-230) (6) Size (40) Width (0.8) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text (time)\nPrint | Pos (_x) (6) Size (40) Width (0.8) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [ sec]\nPrint | Pos (-230) (-20) Size (12) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Deaths]\nPrint | Pos (-230) (-74) Size (40) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text (deaths)\nif <(deaths) = [0]> then\n Print | Pos (_x) (-63) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (2) Align [l] Text [ :]\n Print | Pos (_x) (-65) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [\)]\nend\nPrint | Pos (55) (38) Size (30) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [You win!]\nmenu button <[1] = [0]> <[0] = [0]> [120] [-30]\nnext level button <[1] = [0]> <[0] = [0]> [200] [-30]\n\ndefine roundRect (x1) (x2) (y)\nset pen color to (((255) * (16777216)) + (32767))\nset pen size to (60)\ngo to x: ((x1) + (30)) y: (y)\npen down\nset x to ((x2) - (30))\npen up\nset pen size to (14)\ngo to x: ((x1) + (7)) y: ((y) - (23))\npen down\nset x to ((x2) - (7))\nset y to ((y) + (23))\nset x to ((x1) + (7))\nset y to ((y) - (23))\npen up\n\ndefine menu button <mouse> <initial> (x) (y)\nset pen color to (((255) * (16777216)) + (32767))\nif <initial> then\n set pen size to (60)\nelse\n set pen size to (58)\nend\ngo to x: (x) y: (y)\npen down\npen up\nif <mouse> then\n set pen color to ((1) * (16777215))\n set [mouseover v] to [Level Select]\nelse\n set pen color to ((0) * (0))\nend\nset pen size to (4)\nset y to ((y) + (15))\nrepeat (3)\n set x to ((x) - (17))\n pen down\n set x to ((x) + (17))\n pen up\n change y by (-15)\nend\n\ndefine next level button <mouse> <initial> (x) (y)\nset pen color to (((255) * (16777216)) + (32767))\nif <initial> then\n set pen size to (60)\nelse\n set pen size to (58)\nend\ngo to x: (x) y: (y)\npen down\npen up\nif <mouse> then\n set pen color to ((1) * (16777215))\n set [mouseover v] to [Next Level]\nelse\n set pen color to ((0) * (0))\nend\nset pen size to (4)\ngo to x: ((x) - (17)) y: (y)\npen down\nset x to ((x) + (17))\npen up\ngo to x: ((x) + (8.5)) y: ((y) + (10))\npen down\ngo to x: ((x) + (17)) y: (y)\ngo to x: ((x) + (8.5)) y: ((y) - (10))\npen up\n\ndefine fill screen (r) (g) (b)\npen up\nerase all\nset pen color to (((255) * (16777216)) + ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b))))\nset pen size to (200)\ngo to x: (-250) y: (-90)\npen down\nset x to (250)\npen up\ngo to x: (-250) y: (90)\npen down\nset x to (250)\npen up\n\ndefine play button <mouse> <initial> (x) (y)\nset pen color to (((255) * (16777216)) + (32767))\nif <initial> then\n set pen size to (60)\nelse\n set pen size to (58)\nend\ngo to x: (x) y: (y)\npen down\npen up\nif <mouse> then\n set pen color to ((1) * (16777215))\n set [mouseover v] to [Play]\nelse\n set pen color to ((0) * (0))\nend\nset pen size to (4)\ngo to x: ((x) + (18)) y: (y)\npen down\ngo to x: (((x) - (2)) + ((20) * ([cos v] of (120) ))) y: ((y) + ((20) * ([sin v] of (120) )))\ngo to x: (((x) - (2)) + ((20) * ([cos v] of (240) ))) y: ((y) + ((20) * ([sin v] of (240) )))\ngo to x: ((x) + (18)) y: (y)\npen up\n\nwhen I receive [main menu v]\nrender main menu\nset [clickaction v] to [none]\nset [previousmouseover v] to []\nreset timer\nrepeat until <not <(clickAction) = [none]>>\n repeat until <mouse down?>\n set [previousmouseover v] to (mouseover)\n set [mouseover v] to []\n main menu title\n play button <([sqrt v] of ((((mouse x) - (-60)) * ((mouse x) - (-60))) + (((mouse y) - (0)) * ((mouse y) - (0)))) ) < [30]> <[1] = [0]> [-60] [0]\n menu button <([sqrt v] of ((((mouse x) - (60)) * ((mouse x) - (60))) + (((mouse y) - (0)) * ((mouse y) - (0)))) ) < [30]> <[1] = [0]> [60] [0]\n editor button <([sqrt v] of ((((mouse x) - (-60)) * ((mouse x) - (-60))) + (((mouse y) - (-80)) * ((mouse y) - (-80)))) ) < [30]> <[1] = [0]> [-60] [-80]\n custom button <([sqrt v] of ((((mouse x) - (60)) * ((mouse x) - (60))) + (((mouse y) - (-80)) * ((mouse y) - (-80)))) ) < [30]> <[1] = [0]> [60] [-80]\n music button <<<[-234] < (mouse x)> and <(mouse x) < [-150]>> and <<[-90] < (mouse y)> and <(mouse y) < [-30]>>> <[1] = [0]> [-192] [-60]\n quality button <<<[150] < (mouse x)> and <(mouse x) < [234]>> and <<[-90] < (mouse y)> and <(mouse y) < [-30]>>> <[1] = [0]> [192] [-60]\n mouseover\n end\n if <([sqrt v] of ((((mouse x) - (-60)) * ((mouse x) - (-60))) + (((mouse y) - (0)) * ((mouse y) - (0)))) ) < [30]> then\n set [clickaction v] to [play]\n else\n if <([sqrt v] of ((((mouse x) - (60)) * ((mouse x) - (60))) + (((mouse y) - (0)) * ((mouse y) - (0)))) ) < [30]> then\n set [clickaction v] to [menu]\n else\n if <([sqrt v] of ((((mouse x) - (-60)) * ((mouse x) - (-60))) + (((mouse y) - (-80)) * ((mouse y) - (-80)))) ) < [30]> then\n set [clickaction v] to [editor]\n else\n if <([sqrt v] of ((((mouse x) - (60)) * ((mouse x) - (60))) + (((mouse y) - (-80)) * ((mouse y) - (-80)))) ) < [30]> then\n set [clickaction v] to [custom]\n else\n if <<<[-234] < (mouse x)> and <(mouse x) < [-150]>> and <<[-90] < (mouse y)> and <(mouse y) < [-30]>>> then\n set [clickaction v] to [music]\n else\n if <<<[150] < (mouse x)> and <(mouse x) < [234]>> and <<[-90] < (mouse y)> and <(mouse y) < [-30]>>> then\n set [clickaction v] to [graphics]\n end\n end\n end\n end\n end\n end\n repeat until <not <mouse down?>>\n main menu title\n end\n if <(clickAction) = [music]> then\n if <(music) = [no]> then\n set [music v] to [yes]\n broadcast (music on v)\n else\n set [music v] to [no]\n broadcast (music off v)\n end\n set [clickaction v] to [none]\n set [mouseover v] to []\n end\nend\nif <(clickAction) = [play]> then\n set [mode v] to (round (unlocked level))\n broadcast (play v)\nelse\n if <(clickAction) = [menu]> then\n broadcast (level menu v)\n else\n if <(clickAction) = [editor]> then\n broadcast (editor v)\n else\n if <(clickAction) = [custom]> then\n ask [Enter level data:] and wait\n if <(length of (answer)) > [0]> then\n set [custom level v] to (answer)\n set [mode v] to [custom]\n broadcast (custom v)\n else\n broadcast (main menu v)\n end\n else\n if <(clickAction) = [graphics]> then\n if <(quality) = [low]> then\n Load Font | Name [Parabolic]\n set [quality v] to [Medium]\n else\n if <(quality) = [medium]> then\n Load Font | Name [Parabolic]\n set [quality v] to [High]\n else\n Load Font | Name [Geometric]\n set [quality v] to [Low]\n end\n end\n broadcast (main menu v)\n end\n end\n end\n end\nend\n\ndefine render main menu\nfill screen [96] [215] [255]\nset pen size to (6)\nset pen color to ((0) * (0))\ngo to x: (-250) y: (0)\npen down\nset x to (-140)\nset y to (-140)\nset x to (140)\nset y to (0)\nset x to (250)\npen up\nplay button <[1] = [0]> <[0] = [0]> [-60] [0]\nmenu button <[1] = [0]> <[0] = [0]> [60] [0]\neditor button <[1] = [0]> <[0] = [0]> [-60] [-80]\ncustom button <[1] = [0]> <[0] = [0]> [60] [-80]\nmusic button <[1] = [0]> <[0] = [0]> [-192] [-60]\nquality button <[1] = [0]> <[0] = [0]> [192] [-60]\n\ndefine editor button <mouse> <initial> (x) (y)\nset pen color to (((255) * (16777216)) + (32767))\nif <initial> then\n set pen size to (60)\nelse\n set pen size to (58)\nend\ngo to x: (x) y: (y)\npen down\npen up\nif <mouse> then\n set pen color to ((1) * (16777215))\n set [mouseover v] to [Level Editor]\nelse\n set pen color to ((0) * (0))\nend\nset pen size to (4)\ngo to x: ((x) - (17)) y: (y)\npen down\nset x to ((x) + (17))\npen up\ngo to x: (x) y: ((y) - (17))\npen down\nset y to ((y) + (17))\npen up\n\ndefine custom button <mouse> <initial> (x) (y)\nset pen color to (((255) * (16777216)) + (32767))\nif <initial> then\n set pen size to (60)\nelse\n set pen size to (58)\nend\ngo to x: (x) y: (y)\npen down\npen up\nif <mouse> then\n set pen color to ((1) * (16777215))\n set [mouseover v] to [Load Level]\nelse\n set pen color to ((0) * (0))\nend\nset pen size to (4)\ngo to x: ((x) - (3)) y: ((y) + (15))\npen down\nset x to ((x) - (15))\nset y to ((y) - (15))\nset x to ((x) + (15))\nset y to ((y) - (3))\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: ((x) + (15)) y: ((y) + (15))\npen up\nset x to ((x) + (4))\npen down\ngo to x: ((x) + (15)) y: ((y) + (15))\nset y to ((y) + (4))\npen up\n\ndefine main menu title\nset pen color to ((1) * (6346751))\nset pen size to (132)\ngo to x: (-250) y: (115)\npen down\nset x to (250)\npen up\nset [time v] to (timer)\nPrint | Pos (0) ((95) + ((15) * ([sin v] of ((80) * (time)) ))) Size (40) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Pen Platformer]\ndraw player [-225] ((105) + ((15) * ([sin v] of ((80) * (time)) )))\ndraw player [225] ((105) + ((15) * ([sin v] of ((80) * (time)) )))\n\ndefine mouseover\nif <not <(previousMouseover) = (mouseover)>> then\n set pen color to ((1) * (6346751))\n set pen size to (37)\n go to x: (-250) y: (-162.5)\n pen down\n set x to (250)\n pen up\n if <not <(mouseover) = []>> then\n Print | Pos (0) (-170) Size (20) Width (1) RGB (127) (127) (127) WSU (1) (0) (0) CSpace (1) Align [c] Text (mouseover)\n end\nend\n\ndefine draw player (x) (y)\nset pen color to ((1) * (32767))\nset pen size to (22)\ngo to x: (x) y: (y)\npen down\npen up\nset pen size to (6)\ngo to x: ((x) - (9)) y: ((y) - (9))\npen down\nset x to ((x) + (9))\nset y to ((y) + (9))\nset x to ((x) - (9))\nset y to ((y) - (9))\npen up\nset pen color to ((1) * (16777215))\nset pen size to (7)\ngo to x: ((x) - (5)) y: ((y) + (5))\npen down\npen up\nset x to ((x) + (5))\npen down\npen up\nset pen color to ((0) * (0))\nset pen size to (4)\ngo to x: ((x) - (5)) y: ((y) + (5))\npen down\npen up\nset x to ((x) + (5))\npen down\npen up\n\ndefine quality button <mouse> <initial> (x) (y)\nif <mouse> then\n set [mouseover v] to [Graphics]\nend\nif <<initial> or <<<(previousMouseover) = [Graphics]> and <not <(mouseover) = [Graphics]>>> or <<not <(previousMouseover) = (mouseover)>> and <(mouseover) = [Graphics]>>>> then\n roundRect ((x) - (42)) ((x) + (42)) (y)\n if <(mouseover) = [Graphics]> then\n Print | Pos (x) ((y) + (4)) Size (12) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text (quality)\n Print | Pos (x) ((y) - (16)) Size (12) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text [Quality]\n else\n Print | Pos (x) ((y) + (4)) Size (12) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (quality)\n Print | Pos (x) ((y) - (16)) Size (12) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Quality]\n end\nend\n\ndefine music button <mouse> <initial> (x) (y)\nif <mouse> then\n set [mouseover v] to [Music]\nend\nif <<initial> or <<<(previousMouseover) = [Music]> and <not <(mouseover) = [Music]>>> or <<not <(previousMouseover) = (mouseover)>> and <(mouseover) = [Music]>>>> then\n roundRect ((x) - (42)) ((x) + (42)) (y)\n if <(music) = [no]> then\n set [_i0 v] to [No Music]\n else\n set [_i0 v] to [Music]\n end\n if <(mouseover) = [Music]> then\n Print | Pos (x) ((y) - (6)) Size (12) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text (_i0)\n else\n Print | Pos (x) ((y) - (6)) Size (12) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (_i0)\n end\nend\n\ndefine back button <mouse> <initial> (x) (y)\nset pen color to (((255) * (16777216)) + (32767))\nif <initial> then\n set pen size to (60)\nelse\n set pen size to (58)\nend\ngo to x: (x) y: (y)\npen down\npen up\nif <mouse> then\n set pen color to ((1) * (16777215))\n set [mouseover v] to [Next Level]\nelse\n set pen color to ((0) * (0))\nend\nset pen size to (4)\ngo to x: ((x) + (17)) y: (y)\npen down\nset x to ((x) - (17))\npen up\ngo to x: ((x) - (8.5)) y: ((y) + (10))\npen down\ngo to x: ((x) - (17)) y: (y)\ngo to x: ((x) - (8.5)) y: ((y) - (10))\npen up\n\nwhen I receive [level menu v]\nreset timer\nif <(mode) = (round (mode))> then\n set [scroll v] to ((100) * (mode))\nelse\n set [scroll v] to [100]\nend\nset [mode v] to [level menu]\nset [clickaction v] to [none]\nrepeat until <not <(clickAction) = [none]>>\n repeat until <mouse down?>\n if <(mouse x) > [150]> then\n change [scroll v] by (((mouse x) - (150)) / (3))\n else\n if <(mouse x) < [-150]> then\n change [scroll v] by (((-150) - (mouse x)) / (-3))\n end\n end\n if <(scroll) < [100]> then\n set [scroll v] to [100]\n else\n if <(scroll) > ((100) * (MAX_LEVEL))> then\n set [scroll v] to ((100) * (MAX_LEVEL))\n end\n end\n render level menu (scroll) (timer) (mouse x) (mouse y)\n end\n set [clickaction v] to [none]\n render level menu (scroll) (timer) (mouse x) (mouse y)\n wait until <not <mouse down?>>\nend\nif <(clickAction) = [back]> then\n set [mode v] to [main menu]\n broadcast (main menu v)\nelse\n set [mode v] to (clickAction)\n broadcast (join [level ] (clickAction))\nend\n\ndefine render level menu (scroll) (timer) (mousex) (mousey)\nfill screen [96] [215] [255]\nback button <([sqrt v] of ((((mousex) - (-200)) * ((mousex) - (-200))) + (((mousey) - (140)) * ((mousey) - (140)))) ) < [30]> <[0] = [0]> [-200] [140]\nif <([sqrt v] of ((((mousex) - (-200)) * ((mousex) - (-200))) + (((mousey) - (140)) * ((mousey) - (140)))) ) < [30]> then\n set [clickaction v] to [back]\nend\nset [xpos v] to ((100) * ([floor v] of (((scroll) - (270)) / (100)) ))\nif <(xpos) < [100]> then\n set [xpos v] to [100]\nend\nset [done v] to [0]\nrepeat until <(done) = [1]>\n if <((xpos) + (100)) > ((100) * (MAX_LEVEL))> then\n set [done v] to [1]\n else\n if <(xpos) < ((100) * (unlocked level))> then\n set pen color to ((0) * (0))\n else\n set pen color to ((1) * (8355711))\n end\n set pen size to (4)\n go to x: (((xpos) - (scroll)) + (20)) y: ((15) * ([sin v] of (((75) * (timer)) + ((xpos) + (20))) ))\n pen down\n change [xpos v] by (100)\n go to x: (((xpos) - (scroll)) - (20)) y: ((15) * ([sin v] of (((75) * (timer)) + ((xpos) - (20))) ))\n pen up\n if <((xpos) - (scroll)) > [270]> then\n set [done v] to [1]\n end\n end\nend\nset [xpos v] to ((100) * ([floor v] of (((scroll) - (270)) / (100)) ))\nif <(xpos) < [100]> then\n set [xpos v] to [100]\nend\nrepeat until <<(xpos) > ((100) * (MAX_LEVEL))> or <((xpos) - (scroll)) > [270]>>\n box with num ((xpos) - (scroll)) ((15) * ([sin v] of (((75) * (timer)) + (xpos)) )) (round ((xpos) / (100))) (mousex) (mousey)\n change [xpos v] by (100)\nend\n\ndefine box with num (x) (y) (num) (mousex) (mousey)\nif <(num) > (unlocked level)> then\n Print | Pos (x) ((y) - (10)) Size (20) Width (1) RGB (127) (127) (127) WSU (1) (0) (0) CSpace (1) Align [c] Text (num)\nelse\n if <<([abs v] of ((mousex) - (x)) ) < [20]> and <([abs v] of ((mousey) - (y)) ) < [20]>> then\n set [clickaction v] to (num)\n Print | Pos (x) ((y) - (10)) Size (20) Width (1) RGB (255) (255) (255) WSU (1) (0) (0) CSpace (1) Align [c] Text (num)\n else\n if <(num) < (unlocked level)> then\n Print | Pos (x) ((y) - (10)) Size (20) Width (1) RGB (0) (127) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (num)\n set pen color to ((1) * (65280))\n else\n Print | Pos (x) ((y) - (10)) Size (20) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text (num)\n end\n end\nend\nset pen size to (4)\ngo to x: ((x) - (20)) y: ((y) - (20))\npen down\nchange x by (40)\nchange y by (40)\nchange x by (-40)\nchange y by (-40)\npen up\n\nwhen I receive [thumbnail text v]\nPrint | Pos (-120) (140) Size (30) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Pen]\nPrint | Pos (0) (80) Size (50) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [c] Text [Platformer]\nstop [all v]\n\nwhen flag clicked\nif <(music) = [yes]> then\n broadcast (music on v)\nend\n\n@Editor\n\nwhen flag clicked\nhide\nshow list [level data v]\n\nwhen I receive [editor v]\nset [mode v] to [editor]\nbroadcast (muffle on v)\nif <(editor loaded) = [0]> then\n ask [Enter level data \(leave blank to create a new level\):] and wait\n if <(length of (answer)) = [0]> then\n delete all of [data v]\n set [playerx v] to [0]\n set [playery v] to [0]\n else\n load data (answer)\n end\n set [editor loaded v] to [1]\nend\nset [camx v] to (playerX)\nset [camy v] to (playerY)\nset [zoom v] to [1]\neditor\nexport\nset [editor loaded v] to [0]\nset [mode v] to [main menu]\nbroadcast (muffle off v)\nbroadcast (main menu v)\n\ndefine load data (data)\nset [_i0 v] to [1]\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (data)) = [;]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [playerx v] to (round (_i1))\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (data)) = [;]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [playery v] to (round (_i1))\ndelete all of [data v]\nrepeat until <(_i0) > (length of (data))>\n repeat (5)\n set [_i1 v] to []\n repeat until <(letter (_i0) of (data)) = [;]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (data)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n add (round (_i1)) to [data v]\n end\nend\n\ndefine editor\nset [mousedown v] to [0]\nset [selectedid v] to [none]\nforever\n adjust position and zoom\n if <mouse down?> then\n if <(mousedown) = [0]> then\n set [selectedtype v] to [none]\n select\n if <(selectedType) = [none]> then\n add line\n end\n set [mousedown v] to [1]\n set [selecttime v] to (days since 2000)\n else\n if <(selectedType) = [node]> then\n if <(selectedID) = [player]> then\n set [playerx v] to ((10) * (round ((((zoom) * (mouse x)) + (camX)) / (10))))\n set [playery v] to ((10) * (round ((((zoom) * (mouse y)) + (camY)) / (10))))\n else\n replace item (selectedID) of [data v] with ((10) * (round ((((zoom) * (mouse x)) + (camX)) / (10))))\n replace item ((selectedID) + (1)) of [data v] with ((10) * (round ((((zoom) * (mouse y)) + (camY)) / (10))))\n end\n end\n end\n else\n if <(mousedown) = [1]> then\n set [mousedown v] to [0]\n if <(selectedType) = [line]> then\n if <((86400) * ((days since 2000) - (selectTime))) > [0.5]> then\n delete (selectedID) of [data v]\n delete (selectedID) of [data v]\n delete (selectedID) of [data v]\n delete (selectedID) of [data v]\n delete (selectedID) of [data v]\n else\n if <(item (selectedID) of [data v]) = [6]> then\n replace item (selectedID) of [data v] with [0]\n else\n replace item (selectedID) of [data v] with ((item (selectedID) of [data v]) + (1))\n end\n end\n end\n if <(selectedType) = [back]> then\n stop [this script v]\n end\n set [selectedtype v] to [none]\n set [selectedid v] to [none]\n end\n end\n draw\nend\n\ndefine export\ngenerate data\ndelete all of [level data v]\nadd [Feel free to share level data in the forum topic linked to in the Notes & Credits!] to [level data v]\nadd [Press space to continue, then see inside and export the list.] to [level data v]\nadd [When done, press space again to exit.] to [level data v]\nhide list [level data v]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\ngenerate data\ndelete all of [level data v]\nadd (_i0) to [level data v]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nshow list [level data v]\ndelete all of [level data v]\n\ndefine draw enemy (x) (y)\nset [_i2 v] to (((x) - (camX)) / (zoom))\nset [_i3 v] to (((y) - (camY)) / (zoom))\nif <<([abs v] of (_i2) ) < [260]> and <([abs v] of (_i3) ) < [200]>> then\n set pen size to ((22) / (zoom))\n go to x: (_i2) y: (_i3)\n pen down\n pen up\n set pen size to ((6) / (zoom))\n go to x: ((_i2) - ((8) / (zoom))) y: ((_i3) - ((8) / (zoom)))\n pen down\n change x by ((16) / (zoom))\n change y by ((16) / (zoom))\n change x by ((-16) / (zoom))\n change y by ((-16) / (zoom))\n pen up\nend\n\ndefine draw player\nset [_i2 v] to (((playerX) - (camX)) / (zoom))\nset [_i3 v] to (((playerY) - (camY)) / (zoom))\nif <<([abs v] of (_i2) ) < [260]> and <([abs v] of (_i3) ) < [200]>> then\n set pen color to ((1) * (32767))\n set pen size to ((22) / (zoom))\n go to x: (_i2) y: (_i3)\n pen down\n pen up\n set pen size to ((6) / (zoom))\n go to x: ((_i2) - ((9) / (zoom))) y: ((_i3) - ((9) / (zoom)))\n pen down\n set x to ((_i2) + ((9) / (zoom)))\n set y to ((_i3) + ((9) / (zoom)))\n set x to ((_i2) - ((9) / (zoom)))\n set y to ((_i3) - ((9) / (zoom)))\n pen up\n set pen size to ((7) / (zoom))\n set pen color to ((1) * (16777215))\n go to x: ((_i2) - ((5) / (zoom))) y: ((_i3) + ((5) / (zoom)))\n pen down\n pen up\n set x to ((_i2) + ((5) / (zoom)))\n pen down\n pen up\n set pen size to ((4) / (zoom))\n set pen color to ((0) * (0))\n go to x: ((_i2) - ((5) / (zoom))) y: ((_i3) + ((5) / (zoom)))\n pen down\n pen up\n set x to ((_i2) + ((5) / (zoom)))\n pen down\n pen up\nend\nset pen color to ((1) * (4144959))\nset pen size to (6)\ngo to x: (_i2) y: (_i3)\npen down\npen up\n\ndefine draw\nfill screen [96] [215] [255]\nif <(zoom) = [1]> then\n draw grid [10]\nend\nset [_i0 v] to [0]\nset pen size to (4)\nrepeat (7)\n set pen color to (item ((_i0) + (1)) of [colors v])\n set [_i1 v] to [1]\n repeat ((length of [data v]) / (5))\n if <(item (_i1) of [data v]) = (_i0)> then\n draw line (((item ((_i1) + (1)) of [data v]) - (camX)) / (zoom)) (((item ((_i1) + (2)) of [data v]) - (camY)) / (zoom)) (((item ((_i1) + (3)) of [data v]) - (camX)) / (zoom)) (((item ((_i1) + (4)) of [data v]) - (camY)) / (zoom))\n end\n change [_i1 v] by (5)\n end\n change [_i0 v] by (1)\nend\nset pen color to (item (6) of [colors v])\nset [_i0 v] to [1]\nrepeat ((length of [data v]) / (5))\n if <(item (_i0) of [data v]) = [6]> then\n draw enemy (item ((_i0) + (1)) of [data v]) (item ((_i0) + (2)) of [data v])\n end\n change [_i0 v] by (5)\nend\nset pen color to ((1) * (4144959))\nset pen size to (6)\nset [_i0 v] to [1]\nrepeat ((length of [data v]) / (5))\n change [_i0 v] by (1)\n repeat (2)\n go to x: (((item (_i0) of [data v]) - (camX)) / (zoom)) y: (((item ((_i0) + (1)) of [data v]) - (camY)) / (zoom))\n pen down\n pen up\n change [_i0 v] by (2)\n end\nend\ndraw player\nback button <([sqrt v] of ((((mouse x) - (-210)) * ((mouse x) - (-210))) + (((mouse y) - (150)) * ((mouse y) - (150)))) ) < [20]> [-210] [150]\n\ndefine fill screen (r) (g) (b)\npen up\nerase all\nset pen color to (((255) * (16777216)) + ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b))))\nset pen size to (200)\ngo to x: (-250) y: (-90)\npen down\nset x to (250)\npen up\ngo to x: (-250) y: (90)\npen down\nset x to (250)\npen up\n\ndefine draw line (x0) (y0) (x1) (y1)\nif <(x0) > (x1)> then\n draw line (x1) (y1) (x0) (y0)\n stop [this script v]\nend\nif <(y0) < (y1)> then\n if <<<(x1) < [-250]> or <(x0) > [250]>> or <<(y1) < [-190]> or <(y0) > [190]>>> then\n stop [this script v]\n end\nelse\n if <<<(x1) < [-250]> or <(x0) > [250]>> or <<(y0) < [-190]> or <(y1) > [190]>>> then\n stop [this script v]\n end\nend\nset [_i2 v] to (x0)\nset [_i3 v] to (y0)\nset [_i4 v] to (x1)\nset [_i5 v] to (y1)\nif <(x0) > (x1)> then\n draw line (x1) (y1) (x0) (y0)\n stop [this script v]\nend\nif <(_i2) < [-250]> then\n set [_i3 v] to ((_i3) + (((_i5) - (_i3)) * (((-250) - (_i2)) / ((_i4) - (_i2)))))\n set [_i2 v] to [-250]\nend\nif <(_i3) < [-190]> then\n set [_i2 v] to ((_i2) + (((_i4) - (_i2)) * (((-190) - (_i3)) / ((_i5) - (_i3)))))\n set [_i3 v] to [-190]\nelse\n if <(_i3) > [190]> then\n set [_i2 v] to ((_i2) + (((_i4) - (_i2)) * (((190) - (_i3)) / ((_i5) - (_i3)))))\n set [_i3 v] to [190]\n end\nend\nif <(_i2) < [-250]> then\n stop [this script v]\nend\nif <(_i4) > [250]> then\n set [_i5 v] to ((_i5) - (((_i5) - (_i3)) * (((_i4) - (250)) / ((_i4) - (_i2)))))\n set [_i4 v] to [250]\nend\nif <(_i5) < [-190]> then\n set [_i4 v] to ((_i4) + (((_i2) - (_i4)) * (((-190) - (_i5)) / ((_i3) - (_i5)))))\n set [_i5 v] to [-190]\nelse\n if <(_i5) > [190]> then\n set [_i4 v] to ((_i4) + (((_i2) - (_i4)) * (((190) - (_i5)) / ((_i3) - (_i5)))))\n set [_i5 v] to [190]\n end\nend\nif <(_i4) < [-250]> then\n stop [this script v]\nend\ngo to x: (_i2) y: (_i3)\npen down\ngo to x: (_i4) y: (_i5)\npen up\n\ndefine draw grid (res)\nset pen color to ((1) * (16777215))\nset pen size to (1)\nset x to ((-240) - ((camX) mod (res)))\nrepeat (([ceiling v] of ((480) / (res)) ) + (1))\n set y to (-180)\n pen down\n set y to (180)\n pen up\n change x by (res)\nend\nset y to ((-180) - ((camY) mod (res)))\nrepeat (([ceiling v] of ((360) / (res)) ) + (1))\n set x to (-240)\n pen down\n set x to (240)\n pen up\n change y by (res)\nend\n\ndefine adjust position and zoom\nif <key (w v) pressed?> then\n change [camy v] by ((20) * (round (zoom)))\nend\nif <key (s v) pressed?> then\n change [camy v] by ((-20) * (round (zoom)))\nend\nif <key (a v) pressed?> then\n change [camx v] by ((-20) * (round (zoom)))\nend\nif <key (d v) pressed?> then\n change [camx v] by ((20) * (round (zoom)))\nend\nif <key (q v) pressed?> then\n change [zoom v] by (0.125)\nend\nif <key (e v) pressed?> then\n change [zoom v] by (-0.125)\nend\nif <(zoom) < [1]> then\n set [zoom v] to [1]\nelse\n if <(zoom) > [5]> then\n set [zoom v] to [5]\n end\nend\n\ndefine select\nif <([sqrt v] of ((((mouse x) - (-210)) * ((mouse x) - (-210))) + (((mouse y) - (150)) * ((mouse y) - (150)))) ) < [20]> then\n set [selectedtype v] to [back]\n set [selectedid v] to []\n stop [this script v]\nend\nif <<([abs v] of ((mouse x) - (((playerX) - (camX)) / (zoom))) ) < [4]> and <([abs v] of ((mouse y) - (((playerY) - (camY)) / (zoom))) ) < [4]>> then\n set [selectedtype v] to [node]\n set [selectedid v] to [player]\n stop [this script v]\nend\nset [_i0 v] to [1]\nrepeat ((length of [data v]) / (5))\n change [_i0 v] by (1)\n repeat (2)\n if <<([abs v] of ((mouse x) - (((item (_i0) of [data v]) - (camX)) / (zoom))) ) < [4]> and <([abs v] of ((mouse y) - (((item ((_i0) + (1)) of [data v]) - (camY)) / (zoom))) ) < [4]>> then\n set [selectedtype v] to [node]\n set [selectedid v] to (_i0)\n set [tempx v] to (item (_i0) of [data v])\n set [tempy v] to (item ((_i0) + (1)) of [data v])\n stop [this script v]\n end\n change [_i0 v] by (2)\n end\nend\nset [_i0 v] to [1]\nrepeat ((length of [data v]) / (5))\n touching line (mouse x) (mouse y) (((item ((_i0) + (1)) of [data v]) - (camX)) / (zoom)) (((item ((_i0) + (2)) of [data v]) - (camY)) / (zoom)) (((item ((_i0) + (3)) of [data v]) - (camX)) / (zoom)) (((item ((_i0) + (4)) of [data v]) - (camY)) / (zoom))\n if <not <(selectedType) = [none]>> then\n set [selectedid v] to (_i0)\n stop [this script v]\n end\n change [_i0 v] by (5)\nend\n\ndefine touching line (x) (y) (x0) (y0) (x1) (y1)\nset [_i7 v] to (x0)\nset [_i8 v] to (y0)\nset [_i9 v] to (x1)\nset [_i10 v] to (y1)\nif <(_i7) = (_i9)> then\n if <not <([abs v] of ((_i7) - (x)) ) > [3]>> then\n if <(_i8) > (_i10)> then\n if <<(_i8) > (y)> and <(y) > (_i10)>> then\n set [selectedtype v] to [line]\n stop [this script v]\n end\n else\n if <<(_i8) < (y)> and <(y) < (_i10)>> then\n set [selectedtype v] to [line]\n stop [this script v]\n end\n end\n end\nelse\n if <(_i8) = (_i10)> then\n if <not <([abs v] of ((_i8) - (y)) ) > [3]>> then\n if <(_i7) > (_i9)> then\n if <<(_i7) > (x)> and <(x) > (_i9)>> then\n set [selectedtype v] to [line]\n stop [this script v]\n end\n else\n if <<(_i7) < (x)> and <(x) < (_i9)>> then\n set [selectedtype v] to [line]\n stop [this script v]\n end\n end\n end\n else\n if <<<(_i7) > (_i9)> and <<(_i7) > (x)> and <(x) > (_i9)>>> or <<(_i7) < (_i9)> and <<(_i7) < (x)> and <(x) < (_i9)>>>> then\n set [_i1 v] to (((_i8) - (_i10)) / ((_i7) - (_i9)))\n set [_i2 v] to ((_i8) - ((_i1) * (_i7)))\n set [_i3 v] to ((-1) / (_i1))\n set [_i4 v] to ((y) - ((_i3) * (x)))\n set [_i5 v] to (((_i4) - (_i2)) / ((_i1) - (_i3)))\n set [_i6 v] to (((_i1) * (_i5)) + (_i2))\n if <not <<([abs v] of ((_i5) - (x)) ) > [3]> or <([abs v] of ((_i6) - (y)) ) > [3]>>> then\n set [selectedtype v] to [line]\n stop [this script v]\n end\n end\n end\nend\n\ndefine add line\nadd [0] to [data v]\nrepeat (2)\n add ((10) * (round ((((zoom) * (mouse x)) + (camX)) / (10)))) to [data v]\n add ((10) * (round ((((zoom) * (mouse y)) + (camY)) / (10)))) to [data v]\nend\nset [selectedtype v] to [node]\nset [selectedid v] to ((length of [data v]) - (1))\n\ndefine generate data\nset [_i0 v] to (join (join (playerX) [;]) (join (playerY) [;]))\nset [_i1 v] to [1]\nrepeat (length of [data v])\n set [_i0 v] to (join (_i0) (join (item (_i1) of [data v]) [;]))\n change [_i1 v] by (1)\nend\n\ndefine back button <mouse> (x) (y)\nset pen color to (((255) * (16777216)) + (32767))\nset pen size to (40)\ngo to x: (x) y: (y)\npen down\npen up\nif <mouse> then\n set pen color to ((1) * (16777215))\nelse\n set pen color to ((0) * (0))\nend\nset pen size to (4)\ngo to x: ((x) + (13)) y: (y)\npen down\nset x to ((x) - (13))\npen up\ngo to x: ((x) - (7)) y: ((y) + (6))\npen down\ngo to x: ((x) - (13)) y: (y)\ngo to x: ((x) - (7)) y: ((y) - (6))\npen up\n\n@Music\n\nwhen flag clicked\nhide\nset volume to (0) %\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\nwhen I receive [music off v]\nrepeat (10)\n change volume by (-3)\nend\nset volume to (0) %\n\nwhen I receive [music on v]\nrepeat (10)\n change volume by (3)\nend\nset volume to (30) %\n\nwhen I receive [muffle on v]\nif <(music) = [yes]> then\n repeat (10)\n change volume by (-2)\n end\n set volume to (10) %\nend\n\nwhen I receive [muffle off v]\nif <(music) = [yes]> then\n repeat (10)\n change volume by (2)\n end\n set volume to (30) %\nend\n\n | Make your own levels in Kirby's Dreamland 3 Maker:\nhttps://scratch.mit.edu/projects/688798402/\nControls:\nMovement - [Arrows] Float / Jump - [Up Arrow]\nUse Door / Swallow / Crouch - [Down Arrow]\nInhale / Use Ability / Shoot - [Z]\nDrop Ability - [A] Run - [Space]\n\nThis game is 22.1mb is size. It should take about 2-10 seconds to load, if it takes longer than such, the issue is your internet so please don't complain about it. |
[GAME] Platformer - Dino | @Stage\n\nwhen flag clicked\nbroadcast (Portal v) and wait\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(air time) > [5]>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(yLengthWithinBounds) > ((slingMaxLength) / (2))>> and <(air time) > [5]>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n set [air time v] to [0]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nset [air time v] to [0]\nRespawn [-200] [-102]\nshow\nforever\n switch costume to (hitbox v)\n change [air time v] by (1)\n if <<<<touching (sprite1 v)?> or <touching (fireball v)?>> or <touching (download3 v)?>> or <touching (download2 v)?>> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-102]\n start sound [Hurt v]\n end\n if <(x position) > [210]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-102]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<(yLengthWithinBounds) > ((slingMaxLength) / (2))> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n if <([abs v] of (x speed) ) < [.5]> then\n set [x speed v] to [0]\n end\n Change X (round (x speed))\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(xLengthWithinBounds) < (() - ((slingMaxLength) / (2)))>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(xLengthWithinBounds) > ((slingMaxLength) / (2))>>\nend\n\nif <not <(analog to x input) = [0]>> then\n if <(analog to x input) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nswitch costume to (died v)\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-102]\n\nwhen I receive [portal v]\nswitch costume to (steve1 v)\nRespawn [-200] [-102]\nshow\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n play sound [Pigstep v] until done\n play sound [Pigstep2 v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [11]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\n forever\n play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n end\nend\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nhide\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n@0087907001369786856\n\nwhen I receive [portal v]\ngo to [front v] layer\nclear graphic effects\nstart sound [Minecraft-travel v]\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (Start v)\n\nwhen flag clicked\nswitch costume to (0087907001369786856 v)\nforever\n next costume\nend\n\n@sword\n\nwhen I receive [start v]\nset rotation style [all around v]\nforever\n go to (minecraft main character v)\n if <([direction v] of [minecraft main character v]) > [0]> then\n switch costume to (sword v)\n else\n switch costume to (sword2 v)\n end\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nset [swinging v] to [0]\nforever\n wait until <key (space v) pressed?>\n start sound [Rip v]\n show\n set [swinging v] to [1]\n if <([direction v] of [minecraft main character v]) > [0]> then\n repeat (5)\n turn right (8) degrees\n end\n else\n repeat (5)\n turn left (8) degrees\n end\n end\n set [swinging v] to [0]\n point in direction (90)\n wait until <not <key (space v) pressed?>>\nend\n\n@220px-Ghast\n\nwhen I receive [start v]\nswitch costume to (220px-ghast v)\nforever\n next costume\n wait (..01) seconds\nend\n\nwhen I receive [start v]\nforever\n if <<(level) = [6]> or <(level) = [7]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(level) = [6]> or <(level) = [9]>> then\n set rotation style [left-right v]\n point in direction (90)\n go to x: (160) y: (65)\n glide (4) secs to x: (-160) y: (65)\n point in direction (-90)\n glide (4) secs to x: (160) y: (65)\n else\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n if <(level) = [7]> then\n stop [other scripts in sprite v]\n repeat until <not <(level) = [7]>>\n point in direction (90)\n go to x: (160) y: (65)\n end\n forever\n if <(level) = [9]> then\n forever\n show\n set rotation style [left-right v]\n point in direction (90)\n go to x: (160) y: (65)\n glide (4) secs to x: (-160) y: (65)\n point in direction (-90)\n glide (4) secs to x: (160) y: (65)\n end\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [9]> then\n forever\n show\n set rotation style [left-right v]\n point in direction (90)\n go to x: (160) y: (65)\n glide (4) secs to x: (-160) y: (65)\n point in direction (-90)\n glide (4) secs to x: (160) y: (65)\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [10]> then\n stop [other scripts in sprite v]\n hide\nend\nif <(level) = [8]> then\n hide\nend\n\n@Fireball\n\nwhen I receive [start v]\nforever\n if <<<(level) = [6]> or <(level) = [7]>> or <(level) = [9]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(level) = [6]> or <(level) = [9]>> then\n set [ghost v] effect to (100)\n if <([x position v] of [minecraft main character v]) < [200]> then\n wait (1) seconds\n go to x: ([x position v] of [220px-ghast v]) y: ([y position v] of [220px-ghast v])\n set [ghost v] effect to (0)\n start sound [Minecraft-fireball4 v]\n glide (1) secs to x: ([x position v] of [minecraft main character v]) y: (-110)\n start sound [explode1 v]\n set [ghost v] effect to (100)\n go to x: ([x position v] of [220px-ghast v]) y: ([y position v] of [220px-ghast v])\n end\n else\n if <(level) = [7]> then\n set [ghost v] effect to (100)\n wait (1.5) seconds\n go to x: ([x position v] of [220px-ghast v]) y: ([y position v] of [220px-ghast v])\n set [ghost v] effect to (0)\n start sound [Minecraft-fireball4 v]\n glide (1) secs to x: ([x position v] of [minecraft main character v]) y: (-110)\n start sound [explode1 v]\n set [ghost v] effect to (100)\n go to x: ([x position v] of [220px-ghast v]) y: ([y position v] of [220px-ghast v])\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@download2\n\nwhen flag clicked\nhide\nforever\n if <<touching (sword v)?> and <(swinging) = [1]>> then\n start sound [Minecraft-zpigdeath v]\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [next level v]\nset rotation style [left-right v]\nif <(level) = [8]> then\n go to x: (102) y: (-95)\n show\n forever\n point towards (minecraft main character v)\n move (5) steps\n set y to (-95)\n if <touching (minecraft main character v)?> then\n wait (.1) seconds\n go to x: (102) y: (-95)\n end\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [9]> then\n hide\nend\n\n@Analog Stick by AzureLightning\n\nwhen flag clicked\ngo to [front v] layer\nset [analog to x input v] to [0]\nswitch costume to (stick v)\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nset [analog is clone v] to [0]\nset pen size to (5)\npen up\nerase all\nset [slingxorigin v] to [100]\nset [slingyorigin v] to [0]\nset [slingmaxlength v] to [30]\nset [drawmode v] to [1]\nforever\n set [xlengthwithinbounds v] to [0]\n set [ylengthwithinbounds v] to [0]\n if <mouse down?> then\n if <(holding) = [0]> then\n set [slingxorigin v] to (mouse x)\n set [slingyorigin v] to (mouse y)\n set [candraw v] to [1]\n end\n set [holding v] to [1]\n if <(canDraw) = [1]> then\n calculateLength\n end\n else\n set [holding v] to [0]\n set [candraw v] to [0]\n end\n set [analog to x input v] to ((xLengthWithinBounds) / (slingMaxLength))\n if <(canDraw) = [1]> then\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n show\n else\n hide\n end\nend\n\ndefine drawSling\nif <(drawMode) = [1]> then\n erase all\n go to x: (slingXOrigin) y: (slingYOrigin)\n set pen color to (#424242)\n pen down\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\nelse\n go to x: ((xLengthWithinBounds) + (slingXOrigin)) y: ((yLengthWithinBounds) + (slingYOrigin))\n set pen color to (#cacaca)\n pen down\nend\n\ndefine calculateLength\nset [xlength v] to ((mouse x) - (slingXOrigin))\nset [ylength v] to ((mouse y) - (slingYOrigin))\nset [lengthofhypotenuse v] to ([sqrt v] of (((xLength) * (xLength)) + ((yLength) * (yLength))) )\nif <(lengthOfHypotenuse) > (slingMaxLength)> then\n set [hypotenuseratio v] to ((slingMaxLength) / (lengthOfHypotenuse))\n set [xlengthwithinbounds v] to ((xLength) * (hypotenuseRatio))\n set [ylengthwithinbounds v] to ((yLength) * (hypotenuseRatio))\nelse\n set [xlengthwithinbounds v] to (xLength)\n set [ylengthwithinbounds v] to (yLength)\nend\n\nwhen I start as a clone\nswitch costume to (origin v)\nset [analog is clone v] to [1]\nforever\n if <(canDraw) = [1]> then\n go to x: (slingXOrigin) y: (slingYOrigin)\n show\n else\n hide\n end\nend\n\ngo to [front v] layer\n\nforever\nend\n\n@download\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n set y to (((10) * ([cos v] of ((300) * (timer)) )) - (50))\n show\n else\n hide\n end\nend\n\n@download3\n\nwhen flag clicked\nhide\nforever\n if <<touching (sword v)?> and <(swinging) = [1]>> then\n start sound [Minecraft-zpigdeath v]\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [next level v]\nset rotation style [left-right v]\nif <(level) = [10]> then\n go to x: (-60) y: (-90)\n show\n forever\n point towards (minecraft main character v)\n if <touching (minecraft main character v)?> then\n wait (.1) seconds\n go to x: (-60) y: (-90)\n end\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n | |
Christmas | 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\nbroadcast (スタート v)\n\n@武器\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [11]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [17]>\nset [剣ある? v] to [0]\nwait until <(ステージ) = [21]>\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) = [16]>\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) = [20]>\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) = [16]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [20]>\nset size to (100) %\nclear graphic effects\nshow\n\nwhen I receive [スタート v]\nwait until <(ステージ) = [3]>\nset [n v] to (☁ 遊んでくれた人)\nwait (0.1) seconds\nif <(N) = (☁ 遊んでくれた人)> then\n wait (0.1) seconds\n set [☁ 遊んでくれた人 v] to ((N) + (1))\nend\n\nset [☁ 世界記録\\(^o^\)/オワタ v] to [181.1]\n\n@プレイヤー2\n\nwhen flag clicked\nforever\n if <<not <(ライフ) = [0]>> and <<touching (ステージ v)?> 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 play sound (pick random (5) to (6)) until done\n end\nend\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 (水 v)?> or <touching (マグマ v)?>> then\n change [x2 v] by ((0) - ((スピード) / (2)))\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 (水 v)?> or <touching (マグマ v)?>> then\n change [x2 v] by ((スピード) / (2))\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)?> 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 x by ((0) - (x2))\n change y by (-6)\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)?>> 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 (水 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)?> then\n change y by ((0) - (y2))\n set [y2 v] to [0]\n end\n change y by (-1)\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)?> 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 end\nend\n\nwhen I receive [スタート v]\nwait (0.3) seconds\nforever\n if <<[225] < (x position)> and <not <(ステージ) = [30]>>> 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: (-80)\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 switch costume to (スティーブ やられた 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 repeat (10)\n change [ghost v] effect by (10)\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 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 switch costume to (スティーブ やられた 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\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\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@マグマ\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\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\nset [ステージ v] to [23]\n\n@水\n\nwhen I receive [スタート v]\ngo to [front v] layer\nforever\n switch costume to (ステージ)\n set [ghost v] effect to (40)\nend\n\nwhen I receive [スタート v]\nforever\n if <touching (プレイヤー2 v)?> then\n go to [front v] layer\n end\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@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 if <([x position v] of [プレイヤー2 v]) < (x position)> then\n set [ゾンビx v] to [10]\n set [ゾンビy v] to [10]\n else\n set [ゾンビx v] to [-10]\n set [ゾンビy v] to [10]\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 [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death 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 [攻撃 v]\n switch costume to (player2 v)\n else\n start sound [攻撃2 v]\n switch costume to (player2 v)\n end\n wait until <(攻撃) = [0]>\n switch costume to (player v)\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 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2 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 (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (消える地面 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 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 (ステージ v)?> or <touching (消える地面 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 (ステージ v)?> or <touching (消える地面 v)?>> then\n if <(y position) < ([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) = [5]> then\n create clone of (_myself_ v)\nend\nif <(ステージ) = [7]> then\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 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) = [17]> then\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) = [21]> then\n repeat (12)\n go to x: (250) y: (150)\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n wait (pick random (0.8) to (0.9)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n change [hp v] by (-3)\n if <(HP) < [0.01]> then\n start sound [倒した v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(pick random (1) to (2)) = [1]> then\n start sound [攻撃 v]\n else\n start sound [攻撃2 v]\n end\n end\n wait (0.25) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (マグマ v)?> then\n switch costume to (player2 v)\n else\n if <(攻撃) = [0]> then\n switch costume to (player v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n wait (pick random (5) to (7)) seconds\n if <(pick random (1) to (3)) = [1]> then\n play sound [zombie1 v] until done\n else\n if <(pick random (1) to (2)) = [1]> then\n play sound [zombie2 v] until done\n else\n play sound [zombie3 v] until done\n end\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\nforever\n wait until <(ステージ) = [5]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [7]>\n wait (0.5) seconds\n create clone of (_myself_ v)\n wait (1) seconds\n create clone of (_myself_ v)\n wait until <(ステージ) = [14]>\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 until <(ステージ) = [17]>\n go to x: (250) y: (150)\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)\n wait until <(ステージ) = [21]>\n wait (0.5) seconds\n repeat (12)\n go to x: (250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n go to x: (-250) y: (150)\n wait (pick random (0.8) to (0.9)) seconds\n if <(ステージ) = [21]> then\n create clone of (_myself_ v)\n end\n end\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\(* ̄0 ̄\)) > [10]> 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\nforever\n wait (0.01) seconds\n set [φ\(* ̄0 ̄\) v] to [0]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nhide variable [☁ 世界記録\\(^o^\)/オワタ v]\nhide variable [time v]\nwait (0.01) seconds\nwait until <(ステージ) = [23]>\nset [time v] to ((round ((timer) * (10))) / (10))\nwait (0.01) seconds\nif <(ステージ) = [23]> then\n if <(time) < (☁ 世界記録\\(^o^\)/オワタ)> then\n wait (0.01) seconds\n if <not <(☁ 世界記録\\(^o^\)/オワタ) < (time)>> then\n set [☁ 世界記録\\(^o^\)/オワタ v] to (time)\n broadcast (確認 v)\n end\n end\nend\nwait (2.5) seconds\nif <(ステージ) = [23]> then\n show variable [☁ 世界記録\\(^o^\)/オワタ v]\n show variable [time v]\nend\n\nwhen I receive [確認 v]\nif <not <(☁ 世界記録\\(^o^\)/オワタ) < (time)>> then\n wait () seconds\n if <not <(☁ 世界記録\\(^o^\)/オワタ) < (time)>> then\n wait () seconds\n set [☁ 世界記録\\(^o^\)/オワタ v] to (time)\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@サボテン\n\nwhen I receive [スタート v]\nforever\n switch costume to (ステージ)\nend\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\nswitch costume to (pick random (1) to (3))\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)?>\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 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\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 | RyūEngine - Demo Expanded\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\nhttps://turbowarp.org/578589748?hqpen |
Upside-poʍu | A Mobile Platformer | @Stage\n\n@Thumb\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (28)\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.75)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.75)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump v)?>> then\n set [yv v] to [15]\n end\n if <touching (portal v)?> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Invincible v] until done\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> or <touching (spikes v)?>> then\n go to x: (0) y: (28)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (0) y: (-5)\n\n@Sun\n\nwhen flag clicked\npoint in direction (90)\n\n@Portal\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (193) y: (-31)\nforever\n change [y v] by (7.5)\n change y by ([sin v] of (y) )\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\ngo to x: (500) y: (pick random (100) to (0))\nset size to (pick random (50) to (125)) %\nset [ghost v] effect to (pick random (0) to (75))\nrepeat until <[-232] > (x position)>\n change x by (-2)\nend\ndelete this clone\n\n@Fake walls\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (45)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Moving Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n repeat (40)\n change y by (5)\n end\n repeat (40)\n change y by (-5)\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (FX v)\n end\nend\n\n@Sprite1\n\nwhen I receive [next level v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nstart sound [confirm v]\ngo to x: (-1000) y: (-1)\nrepeat until <(round (x position)) = [-330]>\n change x by (((-330) - (x position)) / (5))\nend\nrepeat until <(round (x position)) = [577]>\n change [ghost v] effect by (4)\n change x by (((577) - (x position)) / (5))\nend\n\nwhen flag clicked\nhide\n\n@Jump\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\n | |
ᴀʀᴄʜᴇʀ { A PLATFORMER } #Games | @Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@ \n\nwhen flag clicked\nset [stage v] to [1]\nforever\n switch costume to (Stage)\nend\n\n@ \n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ 2\n\nwhen flag clicked\nset [stage v] to [1]\nforever\n switch costume to (Stage)\nend\n\n@ 3\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\ngo to [front v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (3 v)\n change [x2 v] by (-0.9)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (2 v)\n change [x2 v] by (0.9)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (1 v)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching ( 2 v)?> then\n change y by (1)\n if <touching ( 2 v)?> then\n change y by (1)\n if <touching ( 2 v)?> then\n change y by (1)\n if <touching ( 2 v)?> then\n change y by (1)\n if <touching ( 2 v)?> then\n change y by (1.0)\n if <touching ( 2 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching ( 2 v)?> or <<touching ( 2 v)?> or <touching (動く地面 v)?>>> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [JUMP v]\n set [y2 v] to [15]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching ( 2 v)?> or <touching ( 2 v)?>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n change [stage v] by (1)\n broadcast (次 v)\n hide\n set [x2 v] to [0]\n go to x: (-201) y: (-100)\n show\n end\n if <<<touching ( v)?> or <touching ( 8 v)?>> or <(y position) < [-174]>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-100)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\n if <<touching ( 4 v)?> or <<touching ( 5 v)?> or <<touching ( 6 v)?> or <touching ( 7 v)?>>>> then\n set [y2 v] to [20]\n end\nend\n\n@ 4\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [6]> then\n show\n end\n if <(Stage) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching ( 3 v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwait (0.005) seconds\n\nwait (0.005) seconds\n\n@ 5\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [7]> then\n show\n end\n if <(Stage) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching ( 3 v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwait (0.005) seconds\n\nwait (0.005) seconds\n\n@ 6\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [7]> then\n show\n end\n if <(Stage) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching ( 3 v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwait (0.005) seconds\n\nwait (0.005) seconds\n\n@ 7\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [7]> then\n show\n end\n if <(Stage) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching ( 3 v)?> then\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwait (0.005) seconds\n\nwait (0.005) seconds\n\n@ 8\n\nwhen flag clicked\ngo to [back v] layer\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [8]> then\n show\n end\n if <(Stage) = [9]> then\n hide\n end\nend\n\n@ 9\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [11]> then\n show\n end\n if <(Stage) = [12]> then\n show\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching ( v)?> then\n change [ghost v] effect by (25)\n wait (0.01) seconds\n else\n change [ghost v] effect by (-25)\n wait (0.01) seconds\n end\nend\n\n@ 10\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [11]> then\n show\n end\n if <(Stage) = [12]> then\n show\n hide\n end\nend\n\n | Hey! Guys \nNew project : https://scratch.mit.edu/projects/525760622/\nAfter 2 months of inactive,\nNew project : https://scratch.mit.edu/projects/574719556/\nI’m finally back with a lot of idea of project :D\nPress the keys to move or tap on the screen \nDon’t die or you are a noob :(\nThis platformer will have a second part who will be \nHard a platformer ;)\nLove ❤️ fave⭐️ And follow me :) |
Shadow - A Platformer #games #all | @Stage\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nset [time v] to [0]\nbroadcast (start v)\nbroadcast (曲 v)\n\nwhen I receive [start v]\nrepeat until <(next) = [18]>\n change [time v] by (0.1)\n wait (0.1) seconds\nend\nset [time v] to ((round ((10) * (time))) / (10))\nshow variable [time v]\nset [☁ time v] to (time)\n\nwhen I receive [曲 v]\nplay sound [はるのようせい v] until done\nbroadcast (曲 v)\n\nset [☁ time v] to [100]\n\nwhen I receive [jump v]\nplay sound [Jump v] until done\n\n@プレイヤー\n\nwhen I receive [jump v]\nplay sound [Jump v] until done\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [start v]\nshow\npoint in direction (90)\nset [a v] to [0]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [next v] to [1]\nset [y v] to [0]\nswitch costume to (コスチューム1 v)\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (0.9)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-0.9)\n end\n set [x v] to ((X) * (0.92))\n change x by (X)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (消える壁 v)?> or <touching (動く地面 v)?>>> then\n change x by ((0) - (X))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n broadcast (jump v)\n if <[0] < (X)> then\n set [x v] to [-8.25]\n else\n set [x v] to [8.25]\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 end\n change [y v] by (-0.5)\n change y by (Y)\n if <<touching (地面 v)?> or <<touching (動く地面 v)?> or <touching (消える壁 v)?>>> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> and <<touching (地面 v)?> or <touching (動く地面 v)?>>> then\n set [y v] to [10]\n broadcast (jump v)\n end\n change y by (1)\n if <<touching (トゲ v)?> or <<touching (回るトゲ v)?> or <(y position) < [-170]>>> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (壁消去 v)?> then\n broadcast (壁消去 v)\n end\n if <[239] < (x position)> then\n broadcast (next v)\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (← v)?> then\n change [x v] by (-0.375)\n end\n if <touching (→ v)?> then\n change [x v] by (0.5)\n end\n if <touching (水 v)?> then\n change [y v] by (0.4)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n set [y v] to [2.9]\n end\n end\n if <touching (ジャンプ台 v)?> then\n set [y v] to [16]\n broadcast (jump台 v)\n broadcast (jump v)\n end\nend\n\nwhen I receive [リスポーン v]\ngo to x: (-200) y: (0)\n\n@地面\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nchange [next v] by (1)\nnext costume\n\n@トゲ\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\n@ジャンプ台\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\nwait until <(next) = [7]>\nshow\ngo to x: (-100) y: (-88)\nwait until <(next) = [8]>\nhide\nwait until <(next) = [17]>\nshow\ngo to x: (-185) y: (-89)\nwait until <(next) = [18]>\nhide\n\nwhen I receive [jump台 v]\nswitch costume to (コスチューム4 v)\nwait (0.075) seconds\nswitch costume to (コスチューム3 v)\nwait (0.075) seconds\nswitch costume to (コスチューム2 v)\nwait (0.075) seconds\nswitch costume to (コスチューム3 v)\nwait (0.075) seconds\nswitch costume to (コスチューム4 v)\nwait (0.075) seconds\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\n@壁消去\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\nhide\nwait until <(next) = [13]>\ngo to x: (20) y: (58)\nshow\nwait until <(next) = [14]>\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [壁消去 v]\nswitch costume to (コスチューム2 v)\n\nwait until <(next) = [24]>\ngo to x: (-50) y: (100)\nshow\nswitch costume to (コスチューム3 v)\nwait until <(next) = [25]>\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@→\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nwait until <(next) = [11]>\nshow\nswitch costume to (コスチューム2 v)\nwait until <(next) = [12]>\nbroadcast (反対 v)\nhide\n\n@回るトゲ\n\nwhen flag clicked\nwait (0.1) seconds\nset size to (100) %\nhide\nwait until <(next) = [9]>\ngo to x: (0) y: (0)\nshow\nrepeat until <(next) = [10]>\n turn left (3) degrees\nend\nhide\nwait until <(next) = [17]>\ngo to x: (150) y: (0)\nshow\nrepeat until <(next) = [18]>\n turn left (3) degrees\nend\nhide\n\n@動く地面\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nswitch costume to (コスチューム1 v)\nwait until <(next) = [10]>\nshow\ngo to x: (6) y: (0)\nwait (1) seconds\nrepeat until <(next) = [11]>\n glide (5) secs to x: (6) y: (182)\n wait (2) seconds\n glide (5) secs to x: (6) y: (0)\n wait (2) seconds\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(next) = [11]> then\n hide\n stop [this script v]\n end\nend\n\n@消える壁\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nwait until <[13] = (next)>\nshow\ngo to x: (-100) y: (0)\n\nwhen I receive [壁消去 v]\nhide\n\n@サムネ\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\ngo [backward v] (2) layers\nshow\n\n@←\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [反対 v]\nshow\nswitch costume to (コスチューム1 v)\nwait until <(next) = [13]>\nhide\n\n@タボフィー\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n go to [front v] layer\n else\n go to [front v] layer\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n change [turbo v] by (1)\nend\n\n@通れる壁\n\nwhen flag clicked\nwait (0.1) seconds\n\nswitch costume to (コスチューム1 v)\nhide\ngo to [front v] layer\nwait until <[10] = (next)>\nshow\ngo to x: (0) y: (0)\nrepeat until <(next) = [11]>\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\nswitch costume to (コスチューム2 v)\nrepeat until <(next) = [12]>\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\nhide\n\nwhen I receive [壁消去 v]\nhide\n\n@スプライト1\n\nwhen flag clicked\nforever\n reset timer\n go to (プレイヤー v)\n go to [front v] layer\n go [backward v] (2) layers\n show\nend\n\nset size to (200) %\n\nwhen [timer v] > (0)\nhide\n\n@スプライト2\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen this sprite clicked\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (リスポーン v)\n\n | Check out the remix tree! https://scratch.mit.edu/projects/720638049/remixtree/\n═══∘ ★ ∘═══════════════════\nWelcome to the World's Largest Platformer!... At least, it will be soon, with your help! <3\n═══════════════════∘ ★ ∘═══\nYou can add on to this community collab by doing a few simple steps:\n\n1. Press the "Remix" button!\n2. Add a level(s) to the ADD HERE sprite!\n3. Share your project! \n\nAnd that's it! Let's try and make this the longest collaborative platformer on Scratch <3\n\n┊⠀⠀⠀┊⠀⠀⠀┊⠀⠀⠀┊\n┊⠀⠀⠀┊⠀⠀⠀┊⠀⠀⠀✧・゚\n┊⠀⠀⠀┊⠀⠀⠀ ✧・゚\n┊⠀⠀⠀✧・゚\n✧・゚\n#collab #platformer #games #community |
Lost— A Mobile Friendly Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (-150)\nswitch costume to (player right v)\ngo to [front v] layer\nforever\n if <(y position) = [-180]> then\n switch costume to (player v)\n broadcast (Respawn v)\n go to x: (-216) y: (-150)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player right v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player left v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (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 ((X) * (-1))\n change y by (-5)\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 (levels v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n start sound [Jump v]\n end\n end\n change y by (1)\n if <touching (obstacles v)?> then\n broadcast (Respawn v)\n go to x: (-210) y: (-110)\n switch costume to (player v)\n start sound [Bonk v]\n end\n if <(x position) > [227]> then\n go to x: (-216) y: (-148)\n change [level v] by (1)\n switch costume to (player right v)\n start sound [Next Level v]\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n start sound [Big Boing v]\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Background\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (sky v)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (sun v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (sky v)\n end\nend\n\nwhen I receive [restart v]\nswitch costume to (sky v)\n\n@Text\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Shadows\n\nwhen flag clicked\nshow\ngo [backward v] (100) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Restart Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <mouse down?> then\n set [level v] to [1]\n broadcast (Restart v)\n end\nend\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (2.5) to (3.5)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud side) = [1]> then\n go to x: (246) y: (pick random (140) to (80))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (140) to (80))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Grass\n\nwhen flag clicked\nshow\ngo [backward v] (100) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Trees\n\nwhen flag clicked\nshow\ngo [backward v] (200) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Music Button\n\nwhen flag clicked\nshow\ngo to x: (-88) y: (1)\ngo to [front v] layer\nswitch costume to (music button v)\nset [music on? v] to [no]\nset size to (100) %\n\nwhen this sprite clicked\nif <(Music On?) = [no]> then\n broadcast (Start Music v)\nelse\n stop [other scripts in sprite v]\n stop all sounds\n set [music on? v] to [no]\nend\n\nwhen I receive [start music v]\nset [music on? v] to [yes]\nforever\n play sound [mbb-beach v] until done\nend\n\n | Part 1: https://scratch.mit.edu/projects/590261836/\nPart 2: https://scratch.mit.edu/projects/624411056/\nPart 4: https://scratch.mit.edu/projects/627607932/\nPart 5: https://scratch.mit.edu/projects/630352670/\nWASD or arrow keys to move.\nIt is mobile friendly.\nI've added 2 types of enemies, arrow and bow.\nSpace to swing sword.\nSword can swing away enemy's weapon and kill them.\nSword can also reflect arrows.\nSpikes have a new look.\n200 loves for part 4.\nFollow me --@Tao196\n\n\nGame contest\nhttps://scratch.mit.edu/projects/629319208/ |
Bad Jokes, a Platformer 2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\ngo to x: (-200) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (コスチューム1 v)\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n switch costume to (コスチューム1 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [x v] by (-1)\n switch costume to (コスチューム2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>> then\n fast\n if <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>> then\n change y by (-6)\n xcoll\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 v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>> then\n ycoll\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>>>\n if <(x) > [0]> then\n change x by (-2)\n else\n change x by (2)\n end\nend\n\ndefine ycoll\nrepeat until <not <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (針 v)?> then\n go to x: (-200) y: (-50)\n end\n if <touching (溶岩 v)?> then\n go to x: (-200) y: (-50)\n end\n if <touching (針動く v)?> then\n go to x: (-200) y: (-50)\n end\n if <touching (鋭い針の動きをみるがいい v)?> then\n go to x: (-200) y: (-50)\n end\n if <touching (スプライト4 v)?> then\n go to x: (-200) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n go to x: (-200) y: (-50)\n broadcast (level v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [茶屋にて v] until done\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\nset [time v] to [0]\nrepeat until <([costume # v] of [スプライト2 v]) = [21]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <<(time) < (☁ WORLD Record)> and <(a) = [0]>> then\n set [☁ world record v] to (time)\nend\nshow variable [time v]\nshow variable [☁ world record v]\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\n\nwhen I receive [level v]\nnext costume\n\n@針\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\nwhen I receive [level v]\ngo to [back v] layer\nnext costume\n\n@スプライト9\n\nwhen flag clicked\nhide\nset x to (230)\n\nwhen I receive [level v]\ngo to [front v] layer\nset x to (230)\nshow\nbroadcast (aiu v)\nwait (0.75) seconds\nhide\n\nwhen I receive [aiu v]\nrepeat (10)\n change x by (-20)\nend\n\n@溶岩\n\nwhen flag clicked\ngo to x: (38) y: (-39)\ngo to [back v] layer\nforever\n repeat (30)\n change y by (1)\n end\n repeat (30)\n change y by (-1)\n end\nend\n\n@針動く\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト2 v]) = [7]> then\n go to [back v] layer\n show\n repeat (15)\n change y by (6)\n end\n repeat (15)\n change y by (-6)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト2 v]) = [8]> then\n hide\n end\nend\n\n@鋭い針の動きをみるがいい\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <[9] = ([costume # v] of [スプライト2 v])> then\n show\n repeat (30)\n change y by (2)\n end\n repeat (30)\n change y by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[10] = ([costume # v] of [スプライト2 v])> then\n hide\n end\nend\n\n@スプライト3\n\nwhen this sprite clicked\nbroadcast (level v)\nset [a v] to [1]\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen flag clicked\nset [a v] to [0]\n\n@スプライト4\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [スプライト2 v]) = [19]> then\n show\n forever\n turn left (0.3) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [スプライト2 v]) = [20]> then\n hide\n end\nend\n\n@動く歩道じゃ\n\nwhen flag clicked\ngo to x: (-50) y: (33)\nforever\n if <([costume # v] of [スプライト2 v]) = [20]> then\n show\n repeat (70)\n change x by (5)\n end\n repeat (70)\n change x by (-5)\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [スプライト2 v]) = [21]> then\n hide\n end\nend\n\n | ✦ Minecraft Platformer ✦ \n\nNEW GAME! https://scratch.mit.edu/projects/797988054/\n\nCan We Get Too 110k Views?\n❤️ + ⭐ + FOLLOW for a chance too get a shoutout on one of my games!\n➥ Comment Minecraft \n\n➥ Instructions\n❖ Arrows to move\n❖ WASD to move\n❖ Avoid bad things\n\n➥ Try out part 2 when its out!\n\n✎ Update Log/Comments\nv1.0 - Official Launch!\nv1.1 - Added Hearts\n\n✦Code✦\n@-glistr for the engine\n\n✦Design✦\ni cant remember for steve\nMinecraft for the hearts and ground\n@-Cloudy--- For Everything Else\n\n✎Tags (ignore)\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending \n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games \n#art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art\n#art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art\n#art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art |
90%PEN Platformer #All #Games | @Stage\n\nwhen flag clicked\nforever\n play sound [Volume Beta 17 v] until done\nend\n\n@-\n\n@Controller\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nbroadcast (Init v) and wait\nbroadcast (Load v) and wait\nhide\nswitch costume to (icon2 v)\nreset timer\nforever\n erase all\n set [#oldtime v] to (days since 2000)\n broadcast (Tick v) and wait\n set [#deltatime v] to (((days since 2000) - (#oldTime)) * (86400))\n set [fps v] to (round ((1) / (#Deltatime)))\n if <[0.082] < (#Deltatime)> then\n set [#deltatime v] to [0.082]\n end\nend\n\n@Render\n\ndefine Quicksort mesh (lo) to (hi)\nset [~mtr v] to (length of [~meshlayerid v])\nset [_sort0 v] to ((lo) - (1))\nrepeat until <((hi) - (_sort0)) < [17]>\n set [_sort1 v] to ((((hi) - (_sort0)) mod (3)) + (1))\n change [_sort0 v] by (1)\n set [_sort2 v] to (item ((round (((_sort0) + (hi)) / (2))) + ((_sort1) - (2))) of [~meshlayervalue v])\n set [_sort3 v] to (item ((hi) - (_sort1)) of [~meshlayervalue v])\n set [_sort1 v] to (item ((_sort0) + (_sort1)) of [~meshlayervalue v])\n if <not <<(_sort1) > (_sort2)> or <(_sort2) > (_sort3)>>> then\n set [_sort4 v] to (_sort0)\n set [_sort5 v] to ((hi) - (1))\n repeat until <(_sort4) > (_sort5)>\n if <(item (_sort4) of [~meshlayervalue v]) > (item ((_sort4) + (1)) of [~meshlayervalue v])> then\n if <<(_sort1) = (_sort2)> and <(_sort2) = (_sort3)>> then\n if <(item ((_sort4) + (1)) of [~meshlayervalue v]) = (_sort1)> then\n set [_sort1 v] to (item (_sort4) of [~meshlayervalue v])\n else\n set [_sort1 v] to (item ((_sort4) + (1)) of [~meshlayervalue v])\n end\n end\n set [_sort4 v] to [0]\n set [_sort5 v] to [-1]\n else\n if <(item (_sort5) of [~meshlayervalue v]) > (item ((_sort5) + (1)) of [~meshlayervalue v])> then\n if <<(_sort1) = (_sort2)> and <(_sort2) = (_sort3)>> then\n if <(item ((_sort5) + (1)) of [~meshlayervalue v]) = (_sort1)> then\n set [_sort1 v] to (item (_sort5) of [~meshlayervalue v])\n else\n set [_sort1 v] to (item ((_sort5) + (1)) of [~meshlayervalue v])\n end\n end\n set [_sort4 v] to [0]\n set [_sort5 v] to [-1]\n end\n end\n change [_sort4 v] by (1)\n change [_sort5 v] by (-1)\n end\n if <(_sort5) > [0]> then\n set [_sort0 v] to (hi)\n stop [this script v]\n end\n end\n if <(_sort1) < (_sort2)> then\n if <(_sort3) < (_sort2)> then\n if <(_sort3) < (_sort1)> then\n set [_sort1 v] to (_sort1)\n else\n if <(_sort1) < (_sort3)> then\n set [_sort1 v] to (_sort3)\n else\n set [_sort1 v] to (_sort2)\n end\n end\n else\n set [_sort1 v] to (_sort2)\n end\n else\n if <(_sort2) < (_sort1)> then\n if <(_sort3) < (_sort1)> then\n if <(_sort3) < (_sort2)> then\n set [_sort1 v] to (_sort2)\n else\n if <(_sort2) < (_sort3)> then\n set [_sort1 v] to (_sort3)\n else\n set [_sort1 v] to (_sort1)\n end\n end\n else\n set [_sort1 v] to (_sort1)\n end\n else\n if <(_sort3) < (_sort1)> then\n set [_sort1 v] to (_sort1)\n else\n set [_sort1 v] to (_sort3)\n end\n end\n end\n set [_sort2 v] to (_sort0)\n repeat until <not <(item (_sort2) of [~meshlayervalue v]) < (_sort1)>>\n change [_sort2 v] by (1)\n end\n set [_sort3 v] to (hi)\n repeat until <(item (_sort3) of [~meshlayervalue v]) < (_sort1)>\n change [_sort3 v] by (-1)\n end\n repeat until <not <(_sort2) < (_sort3)>>\n go to x: (item (_sort2) of [~meshlayervalue v]) y: (item (_sort2) of [~meshlayerid v])\n replace item (_sort2) of [~meshlayervalue v] with (item (_sort3) of [~meshlayervalue v])\n replace item (_sort3) of [~meshlayervalue v] with (x position)\n replace item (_sort2) of [~meshlayerid v] with (item (_sort3) of [~meshlayerid v])\n replace item (_sort3) of [~meshlayerid v] with (y position)\n change [_sort2 v] by (1)\n repeat until <not <(item (_sort2) of [~meshlayervalue v]) < (_sort1)>>\n change [_sort2 v] by (1)\n end\n change [_sort3 v] by (-1)\n repeat until <(item (_sort3) of [~meshlayervalue v]) < (_sort1)>\n change [_sort3 v] by (-1)\n end\n end\n Quicksort mesh (_sort0) to (_sort3)\nend\nchange [_sort0 v] by (1)\nset [_sort3 v] to (_sort0)\nrepeat ((hi) - (_sort0))\n go to x: (item ((_sort0) + (1)) of [~meshlayervalue v]) y: (item ((_sort0) + (1)) of [~meshlayerid v])\n set [_sort1 v] to []\n set [_sort2 v] to (_sort0)\n repeat until <<not <(x position) < (item (_sort2) of [~meshlayervalue v])>> or <(_sort2) < (_sort3)>>\n replace item ((_sort2) + (1)) of [~meshlayerid v] with (item (_sort2) of [~meshlayerid v])\n replace item ((_sort2) + (1)) of [~meshlayervalue v] with (item (_sort2) of [~meshlayervalue v])\n change [_sort2 v] by (-1)\n end\n replace item ((_sort2) + (1)) of [~meshlayervalue v] with (x position)\n replace item ((_sort2) + (1)) of [~meshlayerid v] with (y position)\n change [_sort0 v] by (1)\nend\n\ndefine Render Triangle at: (x1) (y1) (x2) (y2) (x3) (y3) resolution: (res) style color: (color) brightness style: (brightness)\nset [△tri1 v] to ([sqrt v] of ((((x3) - (x2)) * ((x3) - (x2))) + (((y3) - (y2)) * ((y3) - (y2)))) )\nset [△tri2 v] to ([sqrt v] of ((((x3) - (x1)) * ((x3) - (x1))) + (((y3) - (y1)) * ((y3) - (y1)))) )\nset [△tri3 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [△tri4 v] to ((△Tri1) + ((△Tri2) + (△Tri3)))\nset [△tri5 v] to ((△Tri4) / (2))\nset [△tri5 v] to (((2) * ([sqrt v] of (((△Tri5) * ((△Tri5) - (△Tri1))) * (((△Tri5) - (△Tri2)) * ((△Tri5) - (△Tri3)))) )) / (△Tri5))\nset [△tri6 v] to ((((△Tri1) * (x1)) + (((△Tri2) * (x2)) + ((△Tri3) * (x3)))) / (△Tri4))\nset [△tri7 v] to ((((△Tri1) * (y1)) + (((△Tri2) * (y2)) + ((△Tri3) * (y3)))) / (△Tri4))\nset [△tri1 v] to ((x1) - (△Tri6))\nset [△tri2 v] to ((y1) - (△Tri7))\nset [△tri3 v] to ((x2) - (△Tri6))\nset [△tri4 v] to ((y2) - (△Tri7))\nset [△tri8 v] to ((x3) - (△Tri6))\nset [△tri9 v] to ((y3) - (△Tri7))\nset [i v] to [.5]\nrepeat until <((I) * (△Tri5)) < (((res) / (2)) + (.5))>\n set pen size to (((I) * (△Tri5)) + (1))\n go to x: ((x1) - ((I) * (△Tri1))) y: ((y1) - ((I) * (△Tri2)))\n pen down\n go to x: ((x2) - ((I) * (△Tri3))) y: ((y2) - ((I) * (△Tri4)))\n go to x: ((x3) - ((I) * (△Tri8))) y: ((y3) - ((I) * (△Tri9)))\n go to x: ((x1) - ((I) * (△Tri1))) y: ((y1) - ((I) * (△Tri2)))\n change pen (color v) by (color)\n change pen (brightness v) by (brightness)\n set [i v] to ((I) / ((2.7) - (I)))\nend\nset pen size to ((res) + (1))\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\ngo to x: (x3) y: (y3)\ngo to x: (x1) y: (y1)\npen up\n\nwhen I receive [tick v]\nRender\n\ndefine Render\nSort Objects\nrepeat (length of [~layerid v])\n set [i v] to (item (m#) of [~layerid v])\n if <(item (i) of [~layertype v]) = [1]> then\n Draw Mesh\n else\n if <(item (i) of [~layertype v]) = [2]> then\n Draw 2.5D Sprite\n else\n if <(item (i) of [~layertype v]) = [3]> then\n Draw 2.5D Text\n else\n if <(item (i) of [~layertype v]) = [4]> then\n Draw 3D Sprite\n else\n if <(item (i) of [~layertype v]) = [5]> then\n Draw Dot\n else\n if <(item (i) of [~layertype v]) = [6]> then\n Draw Line\n else\n Draw Triangle Unit\n end\n end\n end\n end\n end\n end\n switch costume to (render v)\n set size to ((1) / (0)) %\n switch costume to (icon v)\n set pen size to (1)\n change [m# v] by (-1)\nend\n\ndefine Quicksort Objects (lo) (hi)\nset [_sort0 v] to ((lo) - (1))\nrepeat until <((hi) - (_sort0)) < [17]>\n set [_sort1 v] to ((((hi) - (_sort0)) mod (3)) + (1))\n change [_sort0 v] by (1)\n set [_sort2 v] to (item ((round (((_sort0) + (hi)) / (2))) + ((_sort1) - (2))) of [~layervalue v])\n set [_sort3 v] to (item ((hi) - (_sort1)) of [~layervalue v])\n set [_sort1 v] to (item ((_sort0) + (_sort1)) of [~layervalue v])\n if <not <<(_sort1) > (_sort2)> or <(_sort2) > (_sort3)>>> then\n set [_sort4 v] to (_sort0)\n set [_sort5 v] to ((hi) - (1))\n repeat until <(_sort4) > (_sort5)>\n if <(item (_sort4) of [~layervalue v]) > (item ((_sort4) + (1)) of [~layervalue v])> then\n if <<(_sort1) = (_sort2)> and <(_sort2) = (_sort3)>> then\n if <(item ((_sort4) + (1)) of [~layervalue v]) = (_sort1)> then\n set [_sort1 v] to (item (_sort4) of [~layervalue v])\n else\n set [_sort1 v] to (item ((_sort4) + (1)) of [~layervalue v])\n end\n end\n set [_sort4 v] to [0]\n set [_sort5 v] to [-1]\n else\n if <(item (_sort5) of [~layervalue v]) > (item ((_sort5) + (1)) of [~layervalue v])> then\n if <<(_sort1) = (_sort2)> and <(_sort2) = (_sort3)>> then\n if <(item ((_sort5) + (1)) of [~layervalue v]) = (_sort1)> then\n set [_sort1 v] to (item (_sort5) of [~layervalue v])\n else\n set [_sort1 v] to (item ((_sort5) + (1)) of [~layervalue v])\n end\n end\n set [_sort4 v] to [0]\n set [_sort5 v] to [-1]\n end\n end\n change [_sort4 v] by (1)\n change [_sort5 v] by (-1)\n end\n if <(_sort5) > [0]> then\n set [_sort0 v] to (hi)\n stop [this script v]\n end\n end\n if <(_sort1) < (_sort2)> then\n if <(_sort3) < (_sort2)> then\n if <(_sort3) < (_sort1)> then\n set [_sort1 v] to (_sort1)\n else\n if <(_sort1) < (_sort3)> then\n set [_sort1 v] to (_sort3)\n else\n set [_sort1 v] to (_sort2)\n end\n end\n else\n set [_sort1 v] to (_sort2)\n end\n else\n if <(_sort2) < (_sort1)> then\n if <(_sort3) < (_sort1)> then\n if <(_sort3) < (_sort2)> then\n set [_sort1 v] to (_sort2)\n else\n if <(_sort2) < (_sort3)> then\n set [_sort1 v] to (_sort3)\n else\n set [_sort1 v] to (_sort1)\n end\n end\n else\n set [_sort1 v] to (_sort1)\n end\n else\n if <(_sort3) < (_sort1)> then\n set [_sort1 v] to (_sort1)\n else\n set [_sort1 v] to (_sort3)\n end\n end\n end\n set [_sort2 v] to (_sort0)\n repeat until <not <(item (_sort2) of [~layervalue v]) < (_sort1)>>\n change [_sort2 v] by (1)\n end\n set [_sort3 v] to (hi)\n repeat until <(item (_sort3) of [~layervalue v]) < (_sort1)>\n change [_sort3 v] by (-1)\n end\n repeat until <not <(_sort2) < (_sort3)>>\n go to x: (item (_sort2) of [~layervalue v]) y: (item (_sort2) of [~layerid v])\n replace item (_sort2) of [~layervalue v] with (item (_sort3) of [~layervalue v])\n replace item (_sort3) of [~layervalue v] with (x position)\n replace item (_sort2) of [~layerid v] with (item (_sort3) of [~layerid v])\n replace item (_sort3) of [~layerid v] with (y position)\n change [_sort2 v] by (1)\n repeat until <not <(item (_sort2) of [~layervalue v]) < (_sort1)>>\n change [_sort2 v] by (1)\n end\n change [_sort3 v] by (-1)\n repeat until <(item (_sort3) of [~layervalue v]) < (_sort1)>\n change [_sort3 v] by (-1)\n end\n end\n Quicksort Objects (_sort0) (_sort3)\nend\nchange [_sort0 v] by (1)\nset [_sort3 v] to (_sort0)\nrepeat ((hi) - (_sort0))\n go to x: (item ((_sort0) + (1)) of [~layervalue v]) y: (item ((_sort0) + (1)) of [~layerid v])\n set [_sort1 v] to []\n set [_sort2 v] to (_sort0)\n repeat until <<not <(x position) < (item (_sort2) of [~layervalue v])>> or <(_sort2) < (_sort3)>>\n replace item ((_sort2) + (1)) of [~layerid v] with (item (_sort2) of [~layerid v])\n replace item ((_sort2) + (1)) of [~layervalue v] with (item (_sort2) of [~layervalue v])\n change [_sort2 v] by (-1)\n end\n replace item ((_sort2) + (1)) of [~layervalue v] with (x position)\n replace item ((_sort2) + (1)) of [~layerid v] with (y position)\n change [_sort0 v] by (1)\nend\n\ndefine Draw Mesh\ndelete all of [~meshvertexstate v]\ndelete all of [~meshlayervalue v]\ndelete all of [~meshlayerid v]\ndelete all of [~meshprojectedx v]\ndelete all of [~meshprojectedy v]\ndelete all of [~meshvertx v]\ndelete all of [~meshverty v]\ndelete all of [~meshvertz v]\nset [v v] to ((item ((item (item (m#) of [~layerid v]) of [@objectid v]) - (1)) of [~vertcount v]) * (3))\nset [~mtr v] to (item ((item (item (m#) of [~layerid v]) of [@objectid v]) - (1)) of [~facecount v])\nset [~normaladd v] to (item ((item (item (m#) of [~layerid v]) of [@objectid v]) - (1)) of [~normalcount v])\nset [tw1 v] to ([sin v] of (item (((i) * (10)) - (2)) of [~objectdata v]) )\nset [tw2 v] to ([cos v] of (item (((i) * (10)) - (2)) of [~objectdata v]) )\nset [tw3 v] to ([sin v] of (item (((i) * (10)) - (1)) of [~objectdata v]) )\nset [tw4 v] to ([cos v] of ((item (((i) * (10)) - (1)) of [~objectdata v]) + (180)) )\nset [tw5 v] to ([sin v] of (item ((i) * (10)) of [~objectdata v]) )\nset [tw6 v] to ([cos v] of (item ((i) * (10)) of [~objectdata v]) )\nset [wm1 v] to (((tw4) * (tw6)) - ((tw1) * ((tw3) * (tw5))))\nset [wm2 v] to ((0) - ((tw5) * (tw2)))\nset [wm3 v] to (((tw3) * (tw6)) + ((tw1) * ((tw4) * (tw5))))\nset [wm4 v] to (((tw4) * (tw5)) + ((tw1) * ((tw3) * (tw6))))\nset [wm5 v] to ((tw2) * (tw6))\nset [wm6 v] to (((tw3) * (tw5)) - ((tw1) * ((tw4) * (tw6))))\nset [wm7 v] to ((0) - ((tw2) * (tw3)))\nset [wm9 v] to ((tw2) * (tw4))\nrepeat (item (item (i) of [@objectid v]) of [~vertcount2 v])\n set [~getx v] to ((item (((i) * (10)) - (5)) of [~objectdata v]) * (item ((v) + (1)) of [~verts v]))\n set [~gety v] to ((item (((i) * (10)) - (4)) of [~objectdata v]) * (item ((v) + (2)) of [~verts v]))\n set [~getz v] to ((item (((i) * (10)) - (3)) of [~objectdata v]) * (item ((v) + (3)) of [~verts v]))\n set [~get3 v] to ((((~GetX) * (wm1)) + (((~GetY) * (wm2)) + ((~GetZ) * (wm3)))) + ((item (((i) * (10)) - (8)) of [~objectdata v]) - (@CameraX)))\n set [~get2 v] to ((((~GetX) * (wm4)) + (((~GetY) * (wm5)) + ((~GetZ) * (wm6)))) + ((item (((i) * (10)) - (7)) of [~objectdata v]) - (@CameraY)))\n set [~get v] to ((((~GetX) * (wm7)) + (((~GetY) * (tw1)) + ((~GetZ) * (wm9)))) + ((item (((i) * (10)) - (6)) of [~objectdata v]) - (@CameraZ)))\n add (((~Get3) * (vm1)) + (((~Get2) * (vm2)) + ((~Get) * (vm3)))) to [~meshvertx v]\n add (((~Get3) * (vm4)) + (((~Get2) * (vm5)) + ((~Get) * (vm6)))) to [~meshverty v]\n add (((~Get3) * (vm7)) + (((~Get2) * (#CamSinX)) + ((~Get) * (vm9)))) to [~meshvertz v]\n add (((item (length of [~meshvertx v]) of [~meshvertx v]) / (item (length of [~meshvertx v]) of [~meshvertz v])) * (fov)) to [~meshprojectedx v]\n add (((item (length of [~meshvertx v]) of [~meshverty v]) / (item (length of [~meshvertx v]) of [~meshvertz v])) * (fov)) to [~meshprojectedy v]\n add <(item (length of [~meshvertx v]) of [~meshvertz v]) > [0]> to [~meshvertexstate v]\n change [v v] by (3)\nend\ndelete all of [~cullvalue v]\nrepeat (item (item (i) of [@objectid v]) of [~facecount2 v])\n set [~get3 v] to (item (((~mTr) * (3)) + (2)) of [~face v])\n set [~get2 v] to (item (((~mTr) * (3)) + (1)) of [~face v])\n set [~get v] to (item (((~mTr) * (3)) + (3)) of [~face v])\n if <<not <(((item (~Get) of [~meshprojectedx v]) - (item (~Get2) of [~meshprojectedx v])) * ((item (~Get3) of [~meshprojectedy v]) - (item (~Get2) of [~meshprojectedy v]))) < (((item (~Get3) of [~meshprojectedx v]) - (item (~Get2) of [~meshprojectedx v])) * ((item (~Get) of [~meshprojectedy v]) - (item (~Get2) of [~meshprojectedy v])))>> and <[2] < (((item (~Get2) of [~meshvertexstate v]) + (item (~Get) of [~meshvertexstate v])) + (item (~Get3) of [~meshvertexstate v]))>> then\n if <not <<<(item (~Get) of [~meshprojectedx v]) > [240]> and <<(item (~Get2) of [~meshprojectedx v]) > [240]> and <(item (~Get3) of [~meshprojectedx v]) > [240]>>> or <<(item (~Get) of [~meshprojectedx v]) < [-240]> and <<(item (~Get2) of [~meshprojectedx v]) < [-240]> and <(item (~Get3) of [~meshprojectedx v]) < [-240]>>>>> then\n if <not <<<(item (~Get) of [~meshprojectedy v]) > [180]> and <<(item (~Get2) of [~meshprojectedy v]) > [180]> and <(item (~Get3) of [~meshprojectedy v]) > [180]>>> or <<(item (~Get) of [~meshprojectedy v]) < [-180]> and <<(item (~Get2) of [~meshprojectedy v]) < [-180]> and <(item (~Get3) of [~meshprojectedy v]) < [-180]>>>>> then\n set [~getx v] to ((((item (~Get2) of [~meshvertx v]) + (item (~Get3) of [~meshvertx v])) + (item (~Get) of [~meshvertx v])) / (3))\n set [~gety v] to ((((item (~Get2) of [~meshverty v]) + (item (~Get3) of [~meshverty v])) + (item (~Get) of [~meshverty v])) / (3))\n set [~getz v] to ((((item (~Get2) of [~meshvertz v]) + (item (~Get3) of [~meshvertz v])) + (item (~Get) of [~meshvertz v])) / (3))\n add (~mTr) to [~meshlayerid v]\n add (((item (~Get2) of [~meshvertexstate v]) + (item (~Get) of [~meshvertexstate v])) + (item (~Get3) of [~meshvertexstate v])) to [~cullvalue v]\n add ([sqrt v] of ((((~GetX) * (~GetX)) + ((~GetY) * (~GetY))) + ((~GetZ) * (~GetZ))) ) to [~meshlayervalue v]\n end\n end\n end\n change [~mtr v] by (1)\nend\nQuicksort mesh [1] to (length of [~meshlayervalue v])\nset [~templightx v] to ((((#LightX) * (wm1)) + ((#LightY) * (wm4))) + ((#LightZ) * (wm7)))\nset [~templighty v] to ((((#LightX) * (wm2)) + ((#LightY) * (wm5))) + ((#LightZ) * (tw1)))\nset [~templightz v] to ((((#LightX) * (wm3)) + ((#LightY) * (wm6))) + ((#LightZ) * (wm9)))\nrepeat (length of [~meshlayerid v])\n set [~get3 v] to (item (((item (~mTr) of [~meshlayerid v]) * (3)) + (1)) of [~face v])\n set [~get2 v] to (item (((item (~mTr) of [~meshlayerid v]) * (3)) + (2)) of [~face v])\n set [~get v] to (item (((item (~mTr) of [~meshlayerid v]) * (3)) + (3)) of [~face v])\n if <[@custommaterialid v] contains (item (m#) of [~layerid v])?> then\n set pen color to (item (item # of (item (item # of (item (m#) of [~layerid v]) in [@custommaterialid v]) of [@custommaterial v]) in [~materials v]) of [~materialcolor v])\n else\n set pen color to (item (item # of (item ((item (~mTr) of [~meshlayerid v]) + (1)) of [~trimaterial v]) in [~materials v]) of [~materialcolor v])\n end\n change pen (brightness v) by ((@AmbientBrightness) + ((@LightingToggle) * (((@LightStrength) * ((((item ((((item (((item (~mTr) of [~meshlayerid v]) * (3)) + (1)) of [~meshnormalpointer v]) * (3)) - (2)) + (~normalAdd)) of [~normal v]) * (~tempLightX)) + ((item ((((item (((item (~mTr) of [~meshlayerid v]) * (3)) + (2)) of [~meshnormalpointer v]) * (3)) - (1)) + (~normalAdd)) of [~normal v]) * (~tempLightY))) + ((item (((item (((item (~mTr) of [~meshlayerid v]) * (3)) + (3)) of [~meshnormalpointer v]) * (3)) + (~normalAdd)) of [~normal v]) * (~tempLightZ)))) - (@LightStrength))))\n if <(item (~mTr) of [~cullvalue v]) = [3]> then\n Render Triangle at: (item (~Get3) of [~meshprojectedx v]) (item (~Get3) of [~meshprojectedy v]) (item (~Get2) of [~meshprojectedx v]) (item (~Get2) of [~meshprojectedy v]) (item (~Get) of [~meshprojectedx v]) (item (~Get) of [~meshprojectedy v]) resolution: [1] style color: [0] brightness style: [0]\n else\n Z-Clip Triangle (item (~Get3) of [~meshvertx v]) (item (~Get3) of [~meshverty v]) (item (~Get3) of [~meshvertz v]) . (item (1) of [~meshvertx v]) (item (1) of [~meshverty v]) (item (1) of [~meshvertz v]) . (item (1) of [~meshvertx v]) (item (1) of [~meshverty v]) (item (1) of [~meshvertz v])\n replace item (1) of [~zcliptemp v] with (((Z_output x1) / (Z_output z1)) * (fov))\n replace item (2) of [~zcliptemp v] with (((Z_output y1) / (Z_output z1)) * (fov))\n replace item (3) of [~zcliptemp v] with (((Z_output x2) / (Z_output z2)) * (fov))\n replace item (4) of [~zcliptemp v] with (((Z_output y2) / (Z_output z2)) * (fov))\n replace item (5) of [~zcliptemp v] with (((Z_output x3) / (Z_output z3)) * (fov))\n replace item (6) of [~zcliptemp v] with (((Z_output y3) / (Z_output z3)) * (fov))\n if <(Z_isquad?) = [1]> then\n Render Triangle at: (item (1) of [~zcliptemp v]) (item (2) of [~zcliptemp v]) (item (3) of [~zcliptemp v]) (item (4) of [~zcliptemp v]) (item (5) of [~zcliptemp v]) (item (6) of [~zcliptemp v]) resolution: [1] style color: [] brightness style: []\n Render Triangle at: (item (1) of [~zcliptemp v]) (item (2) of [~zcliptemp v]) (((Z_output x4) / (Z_output z4)) * (fov)) (((Z_output y4) / (Z_output z4)) * (fov)) (item (5) of [~zcliptemp v]) (item (6) of [~zcliptemp v]) resolution: [1] style color: [] brightness style: []\n else\n Render Triangle at: (item (1) of [~zcliptemp v]) (item (2) of [~zcliptemp v]) (item (3) of [~zcliptemp v]) (item (4) of [~zcliptemp v]) (item (5) of [~zcliptemp v]) (item (6) of [~zcliptemp v]) resolution: [1] style color: [] brightness style: []\n end\n end\n change [~mtr v] by (-1)\nend\n\ndefine Draw 2.5D Sprite\nset [~getx v] to ((item (((i) * (10)) - (8)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (7)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item (((i) * (10)) - (6)) of [~objectdata v]) - (@CameraZ))\nset [~vertz v] to (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nif <[0] < (~vertZ)> then\n go to x: (((((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3)))) / (~vertZ)) * (fov)) y: (((((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6)))) / (~vertZ)) * (fov))\n switch costume to (error v)\n switch costume to (item (i) of [@objectid v])\n set size to (((item (((i) * (10)) - (5)) of [~objectdata v]) * ((fov) / (4))) / (~vertZ)) %\n stamp\nend\n\ndefine Draw 2.5D Text\nset [~getx v] to ((item (((i) * (10)) - (8)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (7)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item (((i) * (10)) - (6)) of [~objectdata v]) - (@CameraZ))\nset [~vertz v] to (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nif <[0] < (~vertZ)> then\n Write: (item (i) of [@objectid v]) x: (((((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3)))) / (~vertZ)) * (fov)) y: (((((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6)))) / (~vertZ)) * (fov)) size: (((item (((i) * (10)) - (5)) of [~objectdata v]) * ((fov) / (4))) / (~vertZ)) wrap? []\nend\n\ndefine Write: (string) x: (x) y: (y) size: (size) wrap? (wrap)\nswitch costume to (large v)\ngo to x: ((x) - (((size) * (length of (string))) / (3.97))) y: (y)\nfor each [i v] in (length of (string))\n switch costume to (icon v)\n set size to (size) %\n switch costume to (error v)\n switch costume to (letter (i) of (string))\n stamp\n switch costume to (large v)\n change x by ((.55) * (size))\nend\n\ndefine Sort Objects\ndelete all of [~layerid v]\ndelete all of [~layervalue v]\nset [~mtr v] to [0]\nrepeat (length of [@activeobjects v])\n change [~mtr v] by (1)\n if <(item (~mTr) of [@renderstate v]) = [1]> then\n if <(item (~mTr) of [~layertype v]) = [7]> then\n set [~getx v] to ((@CameraX) - ((((item (((~mTr) * (10)) - (8)) of [~objectdata v]) + (item (((~mTr) * (10)) - (5)) of [~objectdata v])) + (item (((~mTr) * (10)) - (2)) of [~objectdata v])) / (3)))\n set [~gety v] to ((@CameraY) - ((((item (((~mTr) * (10)) - (7)) of [~objectdata v]) + (item (((~mTr) * (10)) - (4)) of [~objectdata v])) + (item (((~mTr) * (10)) - (2)) of [~objectdata v])) / (3)))\n set [~getz v] to ((@CameraZ) - ((((item (((~mTr) * (10)) - (6)) of [~objectdata v]) + (item (((~mTr) * (10)) - (3)) of [~objectdata v])) + (item ((~mTr) * (10)) of [~objectdata v])) / (3)))\n else\n if <(item (~mTr) of [~layertype v]) = [6]> then\n set [~getx v] to ((@CameraX) - (((item (((~mTr) * (10)) - (8)) of [~objectdata v]) + (item (((~mTr) * (10)) - (5)) of [~objectdata v])) / (2)))\n set [~gety v] to ((@CameraY) - (((item (((~mTr) * (10)) - (7)) of [~objectdata v]) + (item (((~mTr) * (10)) - (4)) of [~objectdata v])) / (2)))\n set [~getz v] to ((@CameraZ) - (((item (((~mTr) * (10)) - (6)) of [~objectdata v]) + (item (((~mTr) * (10)) - (3)) of [~objectdata v])) / (2)))\n else\n set [~getx v] to ((@CameraX) - (item (((~mTr) * (10)) - (8)) of [~objectdata v]))\n set [~gety v] to ((@CameraY) - (item (((~mTr) * (10)) - (7)) of [~objectdata v]))\n set [~getz v] to ((@CameraZ) - (item (((~mTr) * (10)) - (6)) of [~objectdata v]))\n end\n end\n set [~mag v] to ([sqrt v] of (((~GetX) * (~GetX)) + (((~GetY) * (~GetY)) + ((~GetZ) * (~GetZ)))) )\n add ((~Mag) + ((item (~mTr) of [@renderpriority v]) * (9999999999999))) to [~layervalue v]\n add (~mTr) to [~layerid v]\n end\nend\nQuicksort Objects [1] (length of [~layervalue v])\nset [m# v] to (length of [~layerid v])\n\ndefine Draw 3D Sprite\nset [~getx v] to ((item (((i) * (10)) - (8)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (7)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item (((i) * (10)) - (6)) of [~objectdata v]) - (@CameraZ))\nset [~vertz v] to (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nif <[0] < (~vertZ)> then\n set rotation style [left-right v]\n set [~3dspritesize v] to (((item (((i) * (10)) - (5)) of [~objectdata v]) * ((fov) / (800))) / (~vertZ))\n Go to (((((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3)))) / (~vertZ)) * (fov)) (((((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6)))) / (~vertZ)) * (fov)) width and height ([abs v] of ((~3dSpriteSize) * ([cos v] of ((@CameraRotateY) - (item (((i) * (10)) - (4)) of [~objectdata v])) )) ) ([abs v] of ((~3dSpriteSize) * (#CamCosX)) ) original width and height (item (((i) * (10)) - (3)) of [~objectdata v]) (item (((i) * (10)) - (2)) of [~objectdata v]) centered? <>\n switch costume to (error v)\n switch costume to (item (i) of [@objectid v])\n stamp\n clear graphic effects\n point in direction (90)\nend\n\ndefine Go to (x) (y) width and height (w) (h) original width and height (ow) (oh) centered? <centered>\nif <centered> then\n set [~tempc v] to (costume [number v])\n if <((w) * (100)) < [100]> then\n switch costume to (icon v)\n else\n switch costume to (render v)\n end\n set size to ((w) * (100)) %\n switch costume to (~tempC)\n go to x: ((x) + (((ow) * (w)) / (2))) y: ((y) + (((oh) * (w)) / (2)))\n point in direction (165)\n set [fisheye v] effect to (((100) * ([abs v] of (([log v] of (0.95) ) / ([log v] of ((1) - (((h) / (w)) / (20))) )) )) - (100))\nelse\n set [~scalex v] to ((w) * (2))\n set [~tempc v] to (costume [number v])\n if <((~scaleX) * (100)) < [100]> then\n switch costume to (icon v)\n else\n switch costume to (render v)\n end\n set size to ((~scaleX) * (100)) %\n switch costume to (~tempC)\n go to x: (((x) + ((w) * (() - (ow)))) + (((ow) * (~scaleX)) / (2))) y: (((y) + ((h) * (() - (oh)))) + (((oh) * (~scaleX)) / (2)))\n point in direction (165)\n set [fisheye v] effect to (((100) * ([abs v] of (([log v] of (0.95) ) / ([log v] of ((1) - ((((h) * (2)) / (~scaleX)) / (20))) )) )) - (100))\nend\n\nwhen I receive [init v]\nswitch costume to (render v)\nset size to ((1) / (0)) %\nswitch costume to (icon v)\n\ndefine Draw Dot\nset [~getx v] to ((item (((i) * (10)) - (8)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (7)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item (((i) * (10)) - (6)) of [~objectdata v]) - (@CameraZ))\nset [~vertz v] to (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nif <[0] < (~vertZ)> then\n go to x: (((((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3)))) / (~vertZ)) * (fov)) y: (((((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6)))) / (~vertZ)) * (fov))\n set pen color to (item (item # of (item (((i) * (10)) - (5)) of [~objectdata v]) in [~materials v]) of [~materialcolor v])\n set pen size to (((item (((i) * (10)) - (4)) of [~objectdata v]) * ((fov) / (4))) / (~vertZ))\n pen down\n pen up\n set pen size to (1)\nend\n\ndefine Draw Line\nset [~getx v] to ((item (((i) * (10)) - (8)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (7)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item (((i) * (10)) - (6)) of [~objectdata v]) - (@CameraZ))\nreplace item (1) of [~linetemp v] with (((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3))))\nreplace item (2) of [~linetemp v] with (((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6))))\nreplace item (3) of [~linetemp v] with (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nset [~getx v] to ((item (((i) * (10)) - (5)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (4)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item (((i) * (10)) - (3)) of [~objectdata v]) - (@CameraZ))\nset [~vertz v] to (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nif <not <<(~vertZ) < [0]> or <(item (3) of [~linetemp v]) < [0]>>> then\n set pen color to (item (item # of (item (((i) * (10)) - (2)) of [~objectdata v]) in [~materials v]) of [~materialcolor v])\n draw line from x (((((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3)))) / (~vertZ)) * (fov)) y (((((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6)))) / (~vertZ)) * (fov)) to x (((item (1) of [~linetemp v]) / (item (3) of [~linetemp v])) * (fov)) y (((item (2) of [~linetemp v]) / (item (3) of [~linetemp v])) * (fov)) start width (((item ((i) * (10)) of [~objectdata v]) * ((fov) / (4))) / (~vertZ)) end width (((item (((i) * (10)) - (1)) of [~objectdata v]) * ((fov) / (4))) / (item (3) of [~linetemp v]))\nelse\n if <(<(~vertZ) < (@Z Clipping Distance)> + <(item (3) of [~linetemp v]) < (@Z Clipping Distance)>) = [1]> then\n replace item (4) of [~linetemp v] with (((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3))))\n replace item (5) of [~linetemp v] with (((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6))))\n set [z_percent v] to (((@Z Clipping Distance) - (item (3) of [~linetemp v])) / ((~vertZ) - (item (3) of [~linetemp v])))\n if <(~vertZ) < (@Z Clipping Distance)> then\n replace item (4) of [~linetemp v] with ((item (1) of [~linetemp v]) + (((item (4) of [~linetemp v]) - (item (1) of [~linetemp v])) * (Z_percent)))\n replace item (5) of [~linetemp v] with ((item (2) of [~linetemp v]) + (((item (5) of [~linetemp v]) - (item (2) of [~linetemp v])) * (Z_percent)))\n set [~vertz v] to (@Z Clipping Distance)\n else\n replace item (1) of [~linetemp v] with ((item (1) of [~linetemp v]) + (((item (4) of [~linetemp v]) - (item (1) of [~linetemp v])) * (Z_percent)))\n replace item (2) of [~linetemp v] with ((item (2) of [~linetemp v]) + (((item (5) of [~linetemp v]) - (item (2) of [~linetemp v])) * (Z_percent)))\n replace item (3) of [~linetemp v] with (@Z Clipping Distance)\n end\n set pen color to (item (item # of (item (((i) * (10)) - (2)) of [~objectdata v]) in [~materials v]) of [~materialcolor v])\n draw line from x (((item (4) of [~linetemp v]) / (~vertZ)) * (fov)) y (((item (5) of [~linetemp v]) / (~vertZ)) * (fov)) to x (((item (1) of [~linetemp v]) / (item (3) of [~linetemp v])) * (fov)) y (((item (2) of [~linetemp v]) / (item (3) of [~linetemp v])) * (fov)) start width (((item ((i) * (10)) of [~objectdata v]) * ((fov) / (4))) / (~vertZ)) end width (((item (((i) * (10)) - (1)) of [~objectdata v]) * ((fov) / (4))) / (item (3) of [~linetemp v]))\n end\nend\n\ndefine draw line from x (x1) y (y1) to x (x2) y (y2) start width (start size) end width (end size)\nif <(start size) = (end size)> then\n go to x: (x1) y: (y1)\n set pen size to (1)\n pen down\n set pen size to (start size)\n go to x: (x2) y: (y2)\n pen up\nelse\n set [~mag v] to (([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) * (2))\n if <(end size) > (start size)> then\n int draw line (x1) (y1) (x2) (y2) (start size) (end size) (((y2) - (y1)) / (~Mag)) (((x1) - (x2)) / (~Mag)) ((end size) - (start size)) ((x2) - (x1)) ((y2) - (y1))\n else\n int draw line (x2) (y2) (x1) (y1) (end size) (start size) (((y1) - (y2)) / (~Mag)) (((x2) - (x1)) / (~Mag)) ((start size) - (end size)) ((x1) - (x2)) ((y1) - (y2))\n end\nend\n\ndefine int draw line (x1) (y1) (x2) (y2) (start size) (end size) (x normal) (y normal) (size diff) (x diff) (y diff)\nset [~tempx1 v] to (x1)\nset [~tempy1 v] to (y1)\nif <(start size) > [1]> then\n set [~temp v] to (start size)\nelse\n set [~temp v] to [1]\nend\nif <(~temp) < (end size)> then\n repeat until <((~temp) * (2)) > (end size)>\n set [~temp2 v] to ((((2) * (~temp)) - (start size)) / (size diff))\n set [~tempx2 v] to ((x1) + ((x diff) * (~temp2)))\n set [~tempy2 v] to ((y1) + ((y diff) * (~temp2)))\n set pen size to (1)\n go to x: ((~tempX2) - ((~temp) * (x normal))) y: ((~tempY2) - ((~temp) * (y normal)))\n pen down\n set pen size to (~temp)\n go to x: (~tempX1) y: (~tempY1)\n go to x: ((~tempX2) + ((~temp) * (x normal))) y: ((~tempY2) + ((~temp) * (y normal)))\n pen up\n set [~tempx1 v] to (~tempX2)\n set [~tempy1 v] to (~tempY2)\n set [~temp v] to ((~temp) * (2))\n end\n go to x: ((x2) - (((end size) - (~temp)) * (x normal))) y: ((y2) - (((end size) - (~temp)) * (y normal)))\n set pen size to (1)\n pen down\n set pen size to (~temp)\n go to x: (~tempX1) y: (~tempY1)\n go to x: ((x2) + (((end size) - (~temp)) * (x normal))) y: ((y2) + (((end size) - (~temp)) * (y normal)))\n pen up\n go to x: (x2) y: (y2)\n set pen size to (end size)\n pen down\n pen up\nend\n\ndefine Draw Triangle Unit\nset [~getx v] to ((item (((i) * (10)) - (8)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (7)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item (((i) * (10)) - (6)) of [~objectdata v]) - (@CameraZ))\nreplace item (1) of [~triangletemp v] with (((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3))))\nreplace item (2) of [~triangletemp v] with (((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6))))\nreplace item (3) of [~triangletemp v] with (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nset [~getx v] to ((item (((i) * (10)) - (5)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (4)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item (((i) * (10)) - (3)) of [~objectdata v]) - (@CameraZ))\nreplace item (4) of [~triangletemp v] with (((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3))))\nreplace item (5) of [~triangletemp v] with (((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6))))\nreplace item (6) of [~triangletemp v] with (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nset [~getx v] to ((item (((i) * (10)) - (2)) of [~objectdata v]) - (@CameraX))\nset [~gety v] to ((item (((i) * (10)) - (1)) of [~objectdata v]) - (@CameraY))\nset [~getz v] to ((item ((i) * (10)) of [~objectdata v]) - (@CameraZ))\nreplace item (7) of [~triangletemp v] with (((~GetX) * (vm1)) + (((~GetY) * (vm2)) + ((~GetZ) * (vm3))))\nreplace item (8) of [~triangletemp v] with (((~GetX) * (vm4)) + (((~GetY) * (vm5)) + ((~GetZ) * (vm6))))\nreplace item (9) of [~triangletemp v] with (((~GetX) * (vm7)) + (((~GetY) * (#CamSinX)) + ((~GetZ) * (vm9))))\nif <<<(item (3) of [~triangletemp v]) > (@Z Clipping Distance)> and <(item (6) of [~triangletemp v]) > (@Z Clipping Distance)>> and <(item (9) of [~triangletemp v]) > (@Z Clipping Distance)>> then\n set pen color to (item (item # of (item (i) of [@objectid v]) in [~materials v]) of [~materialcolor v])\n Render Triangle at: (((item (1) of [~triangletemp v]) / (item (3) of [~triangletemp v])) * (fov)) (((item (2) of [~triangletemp v]) / (item (3) of [~triangletemp v])) * (fov)) (((item (4) of [~triangletemp v]) / (item (6) of [~triangletemp v])) * (fov)) (((item (5) of [~triangletemp v]) / (item (6) of [~triangletemp v])) * (fov)) (((item (7) of [~triangletemp v]) / (item (9) of [~triangletemp v])) * (fov)) (((item (8) of [~triangletemp v]) / (item (9) of [~triangletemp v])) * (fov)) resolution: [1] style color: [] brightness style: []\nelse\n if <<(item (3) of [~triangletemp v]) > (@Z Clipping Distance)> or <<(item (6) of [~triangletemp v]) > (@Z Clipping Distance)> or <(item (9) of [~triangletemp v]) > (@Z Clipping Distance)>>> then\n Z-Clip Triangle (item (1) of [~triangletemp v]) (item (2) of [~triangletemp v]) (item (3) of [~triangletemp v]) . (item (4) of [~triangletemp v]) (item (5) of [~triangletemp v]) (item (6) of [~triangletemp v]) . (item (7) of [~triangletemp v]) (item (8) of [~triangletemp v]) (item (9) of [~triangletemp v])\n replace item (1) of [~zcliptemp v] with (((Z_output x1) / (Z_output z1)) * (fov))\n replace item (2) of [~zcliptemp v] with (((Z_output y1) / (Z_output z1)) * (fov))\n replace item (3) of [~zcliptemp v] with (((Z_output x2) / (Z_output z2)) * (fov))\n replace item (4) of [~zcliptemp v] with (((Z_output y2) / (Z_output z2)) * (fov))\n replace item (5) of [~zcliptemp v] with (((Z_output x3) / (Z_output z3)) * (fov))\n replace item (6) of [~zcliptemp v] with (((Z_output y3) / (Z_output z3)) * (fov))\n set pen color to (item (item # of (item (i) of [@objectid v]) in [~materials v]) of [~materialcolor v])\n if <(Z_isquad?) = [1]> then\n Render Triangle at: (item (1) of [~zcliptemp v]) (item (2) of [~zcliptemp v]) (item (3) of [~zcliptemp v]) (item (4) of [~zcliptemp v]) (item (5) of [~zcliptemp v]) (item (6) of [~zcliptemp v]) resolution: [1] style color: [] brightness style: []\n Render Triangle at: (item (1) of [~zcliptemp v]) (item (2) of [~zcliptemp v]) (((Z_output x4) / (Z_output z4)) * (fov)) (((Z_output y4) / (Z_output z4)) * (fov)) (item (5) of [~zcliptemp v]) (item (6) of [~zcliptemp v]) resolution: [1] style color: [] brightness style: []\n else\n Render Triangle at: (item (1) of [~zcliptemp v]) (item (2) of [~zcliptemp v]) (item (3) of [~zcliptemp v]) (item (4) of [~zcliptemp v]) (item (5) of [~zcliptemp v]) (item (6) of [~zcliptemp v]) resolution: [1] style color: [] brightness style: []\n end\n end\nend\n\ndefine Z-Clip Triangle (x1) (y1) (z1) . (x2) (y2) (z2) . (x3) (y3) (z3)\nset [z_output x1 v] to (x1)\nset [z_output y1 v] to (y1)\nset [z_output z1 v] to (z1)\nset [z_output x2 v] to (x2)\nset [z_output y2 v] to (y2)\nset [z_output z2 v] to (z2)\nset [z_output x3 v] to (x3)\nset [z_output y3 v] to (y3)\nset [z_output z3 v] to (z3)\nset [z_num v] to (<(z1) < (@Z Clipping Distance)> + (<(z2) < (@Z Clipping Distance)> + <(z3) < (@Z Clipping Distance)>))\nset [z_isquad? v] to [0]\nif <(Z_num) = [3]> then\n set [z_behind camera? v] to [1]\nelse\n set [z_behind camera? v] to [0]\n if <not <(Z_num) = [0]>> then\n if <(Z_num) = [1]> then\n set [z_isquad? v] to [1]\n if <(@Z Clipping Distance) > (z1)> then\n line clip (x1) (y1) (z1) . (x3) (y3) (z3)\n set [z_output x4 v] to (Z_clipx)\n set [z_output y4 v] to (Z_clipy)\n set [z_output z4 v] to (@Z Clipping Distance)\n line clip (x1) (y1) (z1) . (x2) (y2) (z2)\n set [z_output x1 v] to (Z_clipx)\n set [z_output y1 v] to (Z_clipy)\n set [z_output z1 v] to (@Z Clipping Distance)\n end\n if <(@Z Clipping Distance) > (z2)> then\n line clip (x2) (y2) (z2) . (x3) (y3) (z3)\n set [z_output x4 v] to (x3)\n set [z_output y4 v] to (y3)\n set [z_output z4 v] to (z3)\n set [z_output x3 v] to (Z_clipx)\n set [z_output y3 v] to (Z_clipy)\n set [z_output z3 v] to (@Z Clipping Distance)\n line clip (x2) (y2) (z2) . (x1) (y1) (z1)\n set [z_output x2 v] to (Z_clipx)\n set [z_output y2 v] to (Z_clipy)\n set [z_output z2 v] to (@Z Clipping Distance)\n end\n if <(@Z Clipping Distance) > (z3)> then\n line clip (x3) (y3) (z3) . (x2) (y2) (z2)\n set [z_output x3 v] to (Z_clipx)\n set [z_output y3 v] to (Z_clipy)\n set [z_output z3 v] to (@Z Clipping Distance)\n line clip (x3) (y3) (z3) . (x1) (y1) (z1)\n set [z_output x4 v] to (Z_clipx)\n set [z_output y4 v] to (Z_clipy)\n set [z_output z4 v] to (@Z Clipping Distance)\n end\n else\n if <(z1) > (@Z Clipping Distance)> then\n line clip (x1) (y1) (z1) . (x2) (y2) (z2)\n set [z_output x2 v] to (Z_clipx)\n set [z_output y2 v] to (Z_clipy)\n set [z_output z2 v] to (@Z Clipping Distance)\n line clip (x1) (y1) (z1) . (x3) (y3) (z3)\n set [z_output x3 v] to (Z_clipx)\n set [z_output y3 v] to (Z_clipy)\n set [z_output z3 v] to (@Z Clipping Distance)\n end\n if <(z2) > (@Z Clipping Distance)> then\n line clip (x2) (y2) (z2) . (x1) (y1) (z1)\n set [z_output x1 v] to (Z_clipx)\n set [z_output y1 v] to (Z_clipy)\n set [z_output z1 v] to (@Z Clipping Distance)\n line clip (x2) (y2) (z2) . (x3) (y3) (z3)\n set [z_output x3 v] to (Z_clipx)\n set [z_output y3 v] to (Z_clipy)\n set [z_output z3 v] to (@Z Clipping Distance)\n end\n if <(z3) > (@Z Clipping Distance)> then\n line clip (x3) (y3) (z3) . (x2) (y2) (z2)\n set [z_output x2 v] to (Z_clipx)\n set [z_output y2 v] to (Z_clipy)\n set [z_output z2 v] to (@Z Clipping Distance)\n line clip (x3) (y3) (z3) . (x1) (y1) (z1)\n set [z_output x1 v] to (Z_clipx)\n set [z_output y1 v] to (Z_clipy)\n set [z_output z1 v] to (@Z Clipping Distance)\n end\n end\n end\nend\n\ndefine line clip (x1) (y1) (z1) . (x2) (y2) (z2)\nset [z_percent v] to (((@Z Clipping Distance) - (z1)) / ((z2) - (z1)))\nset [z_clipx v] to ((x1) + (((x2) - (x1)) * (Z_percent)))\nset [z_clipy v] to ((y1) + (((y2) - (y1)) * (Z_percent)))\n\n@Update\n\ndefine 📦 Create Hitbox (x) (y) (z) (x2) (y2) (z2)\nadd (x) to [📦 hitboxes v]\nadd (y) to [📦 hitboxes v]\nadd (z) to [📦 hitboxes v]\nadd (x2) to [📦 hitboxes v]\nadd (y2) to [📦 hitboxes v]\nadd (z2) to [📦 hitboxes v]\n\ndefine 📦 Player Colliding?\n📦 Move hitbox [1] to: ((🕹️PlayerX) + (-50)) ((🕹️PlayerY) + (-50)) ((🕹️PlayerZ) + (-50)) ((🕹️PlayerX) + (50)) ((🕹️PlayerY) + (50)) ((🕹️PlayerZ) + (50))\nset [📦 collision v] to [0]\nfor each [i v] in (((length of [📦 hitboxes v]) / (6)) - (1))\n 📦 Colliding? [1] ((i) + (1))\nend\n\ndefine 📦 Move hitbox (id) to: (x) (y) (z) (x2) (y2) (z2)\nreplace item (((id) * (6)) - (5)) of [📦 hitboxes v] with (x)\nreplace item (((id) * (6)) - (4)) of [📦 hitboxes v] with (y)\nreplace item (((id) * (6)) - (3)) of [📦 hitboxes v] with (z)\nreplace item (((id) * (6)) - (2)) of [📦 hitboxes v] with (x2)\nreplace item (((id) * (6)) - (1)) of [📦 hitboxes v] with (y2)\nreplace item ((id) * (6)) of [📦 hitboxes v] with (z2)\n\ndefine 📦 Colliding? (hitbox1) (hitbox2)\nif <<<(item (((hitbox1) * (6)) - (2)) of [📦 hitboxes v]) > (item (((hitbox2) * (6)) - (5)) of [📦 hitboxes v])> and <(item (((hitbox2) * (6)) - (2)) of [📦 hitboxes v]) > (item (((hitbox1) * (6)) - (5)) of [📦 hitboxes v])>> and <<<(item (((hitbox1) * (6)) - (1)) of [📦 hitboxes v]) > (item (((hitbox2) * (6)) - (4)) of [📦 hitboxes v])> and <(item (((hitbox2) * (6)) - (1)) of [📦 hitboxes v]) > (item (((hitbox1) * (6)) - (4)) of [📦 hitboxes v])>> and <<(item ((hitbox1) * (6)) of [📦 hitboxes v]) > (item (((hitbox2) * (6)) - (3)) of [📦 hitboxes v])> and <(item ((hitbox2) * (6)) of [📦 hitboxes v]) > (item (((hitbox1) * (6)) - (3)) of [📦 hitboxes v])>>>> then\n set [📦 collision v] to [1]\n if <[~lavahitboxes v] contains ((i) + (1))?> then\n broadcast (Death v)\n end\nend\n\ndefine Camera <arrow keys?> <gravity?>\nset [~collidingx v] to [0]\nset [~collidingy v] to [0]\nset [~collidingz v] to [0]\nif <arrow keys?> then\n set [@camerarotatey v] to ((((~cameraOffsetX) - (mouse x)) / (2)) + (~previousY))\n set [@camerarotatex v] to ((((mouse y) - (~cameraOffsetY)) / (2)) + (~previousX))\n change [~cameraoffsetx v] by (((<(mouse x) = [-240]> - <[240] = (mouse x)>) * (#Deltatime)) * (350))\nelse\n set [~cameraoffsetx v] to (mouse x)\n set [~cameraoffsety v] to (mouse y)\n set [~previousx v] to (@CameraRotateX)\n set [~previousy v] to (@CameraRotateY)\n change [@camerarotatex v] by (((<key (up arrow v) pressed?> - <key (down arrow v) pressed?>) * (#Deltatime)) * (100))\n change [@camerarotatey v] by (((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (#Deltatime)) * (100))\nend\nset [~tempx v] to (<key (d v) pressed?> - <key (a v) pressed?>)\nset [~tempz v] to (<key (w v) pressed?> - <key (s v) pressed?>)\nset [~movementratio v] to ((1) / ([sqrt v] of (([abs v] of (~tempX) ) + ([abs v] of (~tempZ) )) ))\nset [~xacc v] to ((~xacc) * ([10 ^ v] of (([log v] of (.75) ) * ((#Deltatime) * (30))) ))\nset [~zacc v] to ((~zacc) * ([10 ^ v] of (([log v] of (.75) ) * ((#Deltatime) * (30))) ))\nchange [~xacc v] by ((((#Deltatime) * (#Deltatime)) * (((~tempX) * (#CamCosY)) + (() - ((~tempZ) * (#CamSinY))))) * ((~movementRatio) * (@MovementSpeed)))\nchange [~zacc v] by ((((#Deltatime) * (#Deltatime)) * (((~tempZ) * (#CamCosY)) + ((~tempX) * (#CamSinY)))) * ((~movementRatio) * (@MovementSpeed)))\nChange Position [X] Speed (~xacc)\nChange Position [Z] Speed (~zacc)\nif <gravity?> then\n set [~tempy v] to (<key (e v) pressed?> - <key (q v) pressed?>)\n set [~yacc v] to ((~yacc) * ([10 ^ v] of (([log v] of (.75) ) * ((#Deltatime) * (30))) ))\n change [~yacc v] by ((((#Deltatime) * (#Deltatime)) * (~tempY)) * (@MovementSpeed))\n Change Position [Y] Speed (~yacc)\nelse\n change [~yacc v] by ((#Deltatime) * (-35))\n Change Position [Y] Speed ((~yacc) * ((#Deltatime) * (35)))\nend\nif <<<(~collidingY) = [1]> and <[.3] < ((timer) - (item (1) of [~cool v]))>> and <<not <(~tempX) = [0]>> or <not <(~tempZ) = [0]>>>> then\n replace item (1) of [~cool v] with (timer)\n start sound (join [step_] (pick random (1) to (4)))\nend\nif <(@CameraRotateX) < [-90]> then\n set [@camerarotatex v] to [-90]\nend\nif <[90] < (@CameraRotateX)> then\n set [@camerarotatex v] to [90]\nend\n\ndefine Set render priority (0-5) to: (priority) for object: (name)\nreplace item (item # of (name) in [@activeobjects v]) of [@renderpriority v] with ((priority) / (5))\n\ndefine Set mesh to: (mesh) for object: (name)\nreplace item (item # of (name) in [@activeobjects v]) of [@objectid v] with (item # of (mesh) in [~meshes v])\n\ndefine Light\nset [#lightx v] to (([cos v] of (@LightAngle) ) * (.75))\nset [#lighty v] to [.5]\nset [#lightz v] to (([sin v] of (@LightAngle) ) * (.75))\n\ndefine Update\nMove object: [Player] to x: (🕹️PlayerX) y: (🕹️PlayerY) z: (🕹️PlayerZ)\nif <(🕹️PlayerY) < [-3000]> then\n broadcast (Death v)\nend\nRotate object: [Flag] rot x: [] rot y: (([sin v] of ((timer) * (100)) ) * (10)) rot z: []\nset [~distancex v] to ((🕹️PlayerX) - (item ((item # of [Flag] in [~objectdata v]) + (1)) of [~objectdata v]))\nset [~distancey v] to ((🕹️PlayerY) - ((item ((item # of [Flag] in [~objectdata v]) + (2)) of [~objectdata v]) + (50)))\nset [~distancez v] to ((🕹️PlayerZ) - (item ((item # of [Flag] in [~objectdata v]) + (3)) of [~objectdata v]))\nif <<([sqrt v] of ((((~distanceX) * (~distanceX)) + ((~distanceY) * (~distanceY))) + ((~distanceZ) * (~distanceZ))) ) < [150]> and <(~flagPlaced?) = [1]>> then\n broadcast (Victory! v)\nend\n\ndefine Move object: (name) to x: (x) y: (y) z: (z)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (1)) of [~objectdata v] with (x)\n replace item ((item # of (name) in [~objectdata v]) + (2)) of [~objectdata v] with (y)\n replace item ((item # of (name) in [~objectdata v]) + (3)) of [~objectdata v] with (z)\nend\n\ndefine Rotate object: (name) rot x: (rotx) rot y: (roty) rot z: (rotz)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (7)) of [~objectdata v] with (rotx)\n replace item ((item # of (name) in [~objectdata v]) + (8)) of [~objectdata v] with (roty)\n replace item ((item # of (name) in [~objectdata v]) + (9)) of [~objectdata v] with (rotz)\nend\n\ndefine Scale mesh: (name) x scale: (xs) y scale: (ys) z scale: (zs)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (4)) of [~objectdata v] with (xs)\n replace item ((item # of (name) in [~objectdata v]) + (5)) of [~objectdata v] with (ys)\n replace item ((item # of (name) in [~objectdata v]) + (6)) of [~objectdata v] with (zs)\nend\n\ndefine Add Objects\nAdd mesh: [Cube] name: [Player] x: [] y: [] z: [] x rotation: [] y rotation: [] z rotation: [] x scale: [50] y scale: [50] z scale: [50]\nSet custom material to: [Player] for mesh: [Player]\n📦 Create Hitbox [Player] [Player] [Player] [Player] [Player] [Player]\nAdd mesh: [Cube] name: [Platform] x: [] y: [0] z: [] x rotation: [] y rotation: [] z rotation: [] x scale: [100] y scale: [50] z scale: [100]\n📦 Create Hitbox [-100] [-50] [-100] [100] [50] [100]\n\ndefine Add mesh: (mesh) name: (name) x: (x) y: (y) z: (z) x rotation: (rotx) y rotation: (roty) z rotation: (rotz) x scale: (xs) y scale: (ys) z scale: (zs)\nadd (name) to [~objectdata v]\nadd (x) to [~objectdata v]\nadd (y) to [~objectdata v]\nadd (z) to [~objectdata v]\nadd (xs) to [~objectdata v]\nadd (ys) to [~objectdata v]\nadd (zs) to [~objectdata v]\nadd (rotx) to [~objectdata v]\nadd (roty) to [~objectdata v]\nadd (rotz) to [~objectdata v]\nadd (name) to [@activeobjects v]\nadd (item # of (mesh) in [~meshes v]) to [@objectid v]\nadd [1] to [~layertype v]\nadd [1] to [@renderstate v]\nadd [1] to [@renderpriority v]\n\ndefine Set render visibility to: (state) for object: (object)\nreplace item (item # of (object) in [@activeobjects v]) of [@renderstate v] with (state)\n\ndefine Add 2.5D text: (text) x: (x) y: (y) z: (z) size: (size) text ID: (id)\nadd (id) to [~objectdata v]\nadd (x) to [~objectdata v]\nadd (y) to [~objectdata v]\nadd (z) to [~objectdata v]\nadd (size) to [~objectdata v]\nrepeat (5)\n add [0] to [~objectdata v]\nend\nadd (text) to [@objectid v]\nadd (id) to [@activeobjects v]\nadd [3] to [~layertype v]\nadd [1] to [@renderstate v]\nadd [1] to [@renderpriority v]\n\ndefine Reset Camera\nset [🕹️playerx v] to [0]\nset [🕹️playery v] to [100]\nset [🕹️playerz v] to [0]\nset [@camerarotatex v] to [-15]\nset [@camerarotatey v] to [180]\nset [@camerarotatez v] to [0]\nset [~xacc v] to [0]\nset [~yacc v] to [0]\nset [~zacc v] to [0]\n\ndefine Add 2.5D sprite costume: (custome) x: (x) y: (y) z: (z) size: (size) name: (name)\nadd (name) to [~objectdata v]\nadd (x) to [~objectdata v]\nadd (y) to [~objectdata v]\nadd (z) to [~objectdata v]\nadd (size) to [~objectdata v]\nrepeat (5)\n add [] to [~objectdata v]\nend\nadd (name) to [@activeobjects v]\nadd (custome) to [@objectid v]\nadd [2] to [~layertype v]\nadd [1] to [@renderstate v]\nadd [1] to [@renderpriority v]\n\ndefine Add 3D sprite costume: (custome) x: (x) y: (y) z: (z) size: (size) rotation: (rot) original height: (height) original width: (width) name: (name)\nadd (name) to [~objectdata v]\nadd (x) to [~objectdata v]\nadd (y) to [~objectdata v]\nadd (z) to [~objectdata v]\nadd (size) to [~objectdata v]\nadd (rot) to [~objectdata v]\nadd (height) to [~objectdata v]\nadd (width) to [~objectdata v]\nrepeat (2)\n add [] to [~objectdata v]\nend\nadd (name) to [@activeobjects v]\nadd (custome) to [@objectid v]\nadd [4] to [~layertype v]\nadd [1] to [@renderstate v]\nadd [1] to [@renderpriority v]\n\ndefine Trigonometry\nset [#camsinx v] to ([sin v] of (@CameraRotateX) )\nset [#camsiny v] to ([sin v] of (@CameraRotateY) )\nset [#camcosx v] to ([cos v] of (@CameraRotateX) )\nset [#camcosy v] to ([cos v] of (@CameraRotateY) )\nset [#camcosz v] to ([cos v] of (@CameraRotateZ) )\nset [#camsinz v] to ([sin v] of (@CameraRotateZ) )\nset [@camerax v] to ((🕹️PlayerX) + (((#CamSinY) * (#CamCosX)) * (1000)))\nset [@cameray v] to ((🕹️PlayerY) + ((#CamSinX) * (-1000)))\nset [@cameraz v] to ((🕹️PlayerZ) + (((#CamCosY) * (#CamCosX)) * (-1000)))\n\nwhen I receive [tick v]\nCamera <mouse down?> <>\nTrigonometry\nView Matrix\nLight\nUpdate\n\ndefine Unload: (name)\nif <[@activeobjects v] contains (name)?> then\n set [i v] to (item # of (name) in [@activeobjects v])\n delete (item # of (item # of (name) in [@activeobjects v]) in [@custommaterialid v]) of [@custommaterial v]\n delete (item # of (item # of (name) in [@activeobjects v]) in [@custommaterialid v]) of [@custommaterialid v]\n delete (i) of [@objectid v]\n delete (i) of [@activeobjects v]\n delete (i) of [~layertype v]\n delete (i) of [@renderstate v]\n delete (i) of [@renderpriority v]\n set [i v] to (item # of (name) in [~objectdata v])\n repeat (10)\n delete (i) of [~objectdata v]\n end\nend\n\ndefine Add dot name: (name) x: (x) y: (y) z: (z) material: (mat) size: (size)\nadd (name) to [~objectdata v]\nadd (x) to [~objectdata v]\nadd (y) to [~objectdata v]\nadd (z) to [~objectdata v]\nadd (mat) to [~objectdata v]\nadd (size) to [~objectdata v]\nrepeat (4)\n add [] to [~objectdata v]\nend\nadd (name) to [@activeobjects v]\nadd (name) to [@objectid v]\nadd [5] to [~layertype v]\nadd [1] to [@renderstate v]\nadd [1] to [@renderpriority v]\n\ndefine Add line name: (name) x1: (x1) y1: (y1) z1: (z1) x2: (x2) y2: (y2) z2: (z2) material: (mat) size 1: (s1) size 2: (s2)\nadd (name) to [~objectdata v]\nadd (x1) to [~objectdata v]\nadd (y1) to [~objectdata v]\nadd (z1) to [~objectdata v]\nadd (x2) to [~objectdata v]\nadd (y2) to [~objectdata v]\nadd (z2) to [~objectdata v]\nadd (mat) to [~objectdata v]\nadd (s1) to [~objectdata v]\nadd (s2) to [~objectdata v]\nadd (name) to [@activeobjects v]\nadd (name) to [@objectid v]\nadd [6] to [~layertype v]\nadd [1] to [@renderstate v]\nadd [1] to [@renderpriority v]\n\ndefine Move line name: (name) x1: (x1) y1: (y1) z1: (z1) x2: (x2) y2: (y2) z2: (z2)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (1)) of [~objectdata v] with (x1)\n replace item ((item # of (name) in [~objectdata v]) + (2)) of [~objectdata v] with (y1)\n replace item ((item # of (name) in [~objectdata v]) + (3)) of [~objectdata v] with (z1)\n replace item ((item # of (name) in [~objectdata v]) + (4)) of [~objectdata v] with (x2)\n replace item ((item # of (name) in [~objectdata v]) + (5)) of [~objectdata v] with (y2)\n replace item ((item # of (name) in [~objectdata v]) + (6)) of [~objectdata v] with (z2)\nend\n\ndefine Scale line name: (name) size 1: (s1) size 2: (s2)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (8)) of [~objectdata v] with (s1)\n replace item ((item # of (name) in [~objectdata v]) + (9)) of [~objectdata v] with (s2)\nend\n\ndefine Change line/dot material name: (name) material: (material)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n if <(item ([ceiling v] of ((item # of (name) in [~objectdata v]) / (10)) ) of [~layertype v]) = [6]> then\n replace item ((item # of (name) in [~objectdata v]) + (7)) of [~objectdata v] with (material)\n else\n replace item ((item # of (name) in [~objectdata v]) + (4)) of [~objectdata v] with (material)\n end\nend\n\ndefine Rotate 3D sprite name: (name) rotation: (rotation)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (5)) of [~objectdata v] with (rotation)\nend\n\ndefine Scale dot name: (name) size: (size)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (5)) of [~objectdata v] with (size)\nend\n\ndefine Set costume to: (costume) for sprite: (name)\nreplace item (item # of (name) in [@activeobjects v]) of [@objectid v] with (costume)\n\ndefine Set text to: (text) for text ID: (id)\nreplace item (item # of (id) in [@activeobjects v]) of [@objectid v] with (text)\n\ndefine View Matrix\nset [vm1 v] to (((#CamCosY) * (#CamCosZ)) + (() - ((#CamSinX) * ((#CamSinY) * (#CamSinZ)))))\nset [vm2 v] to ((() - (#CamSinZ)) * (#CamCosX))\nset [vm3 v] to (((#CamSinX) * ((#CamCosY) * (#CamSinZ))) - ((() - (#CamSinY)) * (#CamCosZ)))\nset [vm4 v] to (((#CamSinX) * ((#CamSinY) * (#CamCosZ))) - ((#CamCosY) * (() - (#CamSinZ))))\nset [vm5 v] to ((#CamCosX) * (#CamCosZ))\nset [vm6 v] to (((#CamSinY) * (#CamSinZ)) + ((() - (#CamSinX)) * ((#CamCosY) * (#CamCosZ))))\nset [vm7 v] to ((#CamCosX) * (() - (#CamSinY)))\nset [vm9 v] to ((#CamCosX) * (#CamCosY))\n\ndefine Scale sprite: (name) size: (size)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (4)) of [~objectdata v] with (size)\nend\n\ndefine Add Triangle Unit x1: (x1) y1: (y1) z1: (z1) x2: (x2) y2: (y2) z2: (z2) x3: (x3) y3: (y3) z3: (z3) material: (mat) name: (name)\nadd (name) to [~objectdata v]\nadd (x1) to [~objectdata v]\nadd (y1) to [~objectdata v]\nadd (z1) to [~objectdata v]\nadd (x2) to [~objectdata v]\nadd (y2) to [~objectdata v]\nadd (z2) to [~objectdata v]\nadd (x3) to [~objectdata v]\nadd (y3) to [~objectdata v]\nadd (z3) to [~objectdata v]\nadd (name) to [@activeobjects v]\nadd (mat) to [@objectid v]\nadd [7] to [~layertype v]\nadd [1] to [@renderstate v]\nadd [1] to [@renderpriority v]\n\ndefine Move Triangle Unit (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) name: (name)\nif <((item # of (name) in [~objectdata v]) mod (10)) = [1]> then\n replace item ((item # of (name) in [~objectdata v]) + (1)) of [~objectdata v] with (x1)\n replace item ((item # of (name) in [~objectdata v]) + (2)) of [~objectdata v] with (y1)\n replace item ((item # of (name) in [~objectdata v]) + (3)) of [~objectdata v] with (z1)\n replace item ((item # of (name) in [~objectdata v]) + (4)) of [~objectdata v] with (x2)\n replace item ((item # of (name) in [~objectdata v]) + (5)) of [~objectdata v] with (y2)\n replace item ((item # of (name) in [~objectdata v]) + (6)) of [~objectdata v] with (z2)\n replace item ((item # of (name) in [~objectdata v]) + (7)) of [~objectdata v] with (x3)\n replace item ((item # of (name) in [~objectdata v]) + (8)) of [~objectdata v] with (y3)\n replace item ((item # of (name) in [~objectdata v]) + (9)) of [~objectdata v] with (z3)\nend\n\ndefine Change Position (xyz) Speed (speed)\nif <(xyz) = [x]> then\n change [🕹️playerx v] by (speed)\nelse\n if <(xyz) = [y]> then\n change [🕹️playery v] by (speed)\n else\n change [🕹️playerz v] by (speed)\n end\nend\n📦 Player Colliding?\nrepeat until <(📦 Collision) = [0]>\n if <(xyz) = [x]> then\n set [~collidingx v] to [1]\n change [🕹️playerx v] by ((<(speed) < [0]> * (2)) - (1))\n set [~xacc v] to [0]\n else\n if <(xyz) = [y]> then\n set [~collidingy v] to [1]\n change [🕹️playery v] by ((<(speed) < [0]> * (2)) - (1))\n set [~yacc v] to [0]\n if <<key (space v) pressed?> and <(speed) < [0]>> then\n start sound [action_jump v]\n set [~yacc v] to [16]\n end\n else\n set [~collidingz v] to [1]\n change [🕹️playerz v] by ((<(speed) < [0]> * (2)) - (1))\n set [~zacc v] to [0]\n end\n end\n 📦 Player Colliding?\nend\n\nwhen I receive [add cube v]\nAdd mesh: [Cube] name: [Test] x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10)) x rotation: [] y rotation: [] z rotation: [] x scale: (X Scale) y scale: (Y Scale) z scale: (Z Scale)\nSet custom material to: [Transparent] for mesh: [Test]\nAdd line name: [Line1] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line2] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line3] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line4] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line5] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line6] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line7] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line8] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line9] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line10] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line11] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nAdd line name: [Line12] x1: [] y1: [] z1: [] x2: [] y2: [] z2: [] material: [BLACK] size 1: [40] size 2: [40]\nrepeat until <(Active) = [0]>\n Move object: [Test] to x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10))\n Scale mesh: [Test] x scale: (X Scale) y scale: (Y Scale) z scale: (Z Scale)\n Move line name: [Line1] x1: (((X) * (10)) + (X Scale)) y1: (((Y) * (10)) + (Y Scale)) z1: (((Z) * (10)) + (Z Scale)) x2: (((X) * (10)) + (X Scale)) y2: (((Y) * (10)) + (Y Scale)) z2: (((Z) * (10)) - (Z Scale))\n Move line name: [Line2] x1: (((X) * (10)) - (X Scale)) y1: (((Y) * (10)) + (Y Scale)) z1: (((Z) * (10)) + (Z Scale)) x2: (((X) * (10)) - (X Scale)) y2: (((Y) * (10)) + (Y Scale)) z2: (((Z) * (10)) - (Z Scale))\n Move line name: [Line3] x1: (((X) * (10)) + (X Scale)) y1: (((Y) * (10)) - (Y Scale)) z1: (((Z) * (10)) + (Z Scale)) x2: (((X) * (10)) + (X Scale)) y2: (((Y) * (10)) - (Y Scale)) z2: (((Z) * (10)) - (Z Scale))\n Move line name: [Line4] x1: (((X) * (10)) - (X Scale)) y1: (((Y) * (10)) - (Y Scale)) z1: (((Z) * (10)) + (Z Scale)) x2: (((X) * (10)) - (X Scale)) y2: (((Y) * (10)) - (Y Scale)) z2: (((Z) * (10)) - (Z Scale))\n Move line name: [Line5] x1: (((X) * (10)) + (X Scale)) y1: (((Y) * (10)) + (Y Scale)) z1: (((Z) * (10)) + (Z Scale)) x2: (((X) * (10)) - (X Scale)) y2: (((Y) * (10)) + (Y Scale)) z2: (((Z) * (10)) + (Z Scale))\n Move line name: [Line6] x1: (((X) * (10)) - (X Scale)) y1: (((Y) * (10)) + (Y Scale)) z1: (((Z) * (10)) - (Z Scale)) x2: (((X) * (10)) + (X Scale)) y2: (((Y) * (10)) + (Y Scale)) z2: (((Z) * (10)) - (Z Scale))\n Move line name: [Line7] x1: (((X) * (10)) + (X Scale)) y1: (((Y) * (10)) - (Y Scale)) z1: (((Z) * (10)) - (Z Scale)) x2: (((X) * (10)) - (X Scale)) y2: (((Y) * (10)) - (Y Scale)) z2: (((Z) * (10)) - (Z Scale))\n Move line name: [Line8] x1: (((X) * (10)) - (X Scale)) y1: (((Y) * (10)) - (Y Scale)) z1: (((Z) * (10)) + (Z Scale)) x2: (((X) * (10)) + (X Scale)) y2: (((Y) * (10)) - (Y Scale)) z2: (((Z) * (10)) + (Z Scale))\n Move line name: [Line9] x1: (((X) * (10)) - (X Scale)) y1: (((Y) * (10)) - (Y Scale)) z1: (((Z) * (10)) - (Z Scale)) x2: (((X) * (10)) - (X Scale)) y2: (((Y) * (10)) + (Y Scale)) z2: (((Z) * (10)) - (Z Scale))\n Move line name: [Line10] x1: (((X) * (10)) - (X Scale)) y1: (((Y) * (10)) - (Y Scale)) z1: (((Z) * (10)) + (Z Scale)) x2: (((X) * (10)) - (X Scale)) y2: (((Y) * (10)) + (Y Scale)) z2: (((Z) * (10)) + (Z Scale))\n Move line name: [Line11] x1: (((X) * (10)) + (X Scale)) y1: (((Y) * (10)) - (Y Scale)) z1: (((Z) * (10)) - (Z Scale)) x2: (((X) * (10)) + (X Scale)) y2: (((Y) * (10)) + (Y Scale)) z2: (((Z) * (10)) - (Z Scale))\n Move line name: [Line12] x1: (((X) * (10)) + (X Scale)) y1: (((Y) * (10)) - (Y Scale)) z1: (((Z) * (10)) + (Z Scale)) x2: (((X) * (10)) + (X Scale)) y2: (((Y) * (10)) + (Y Scale)) z2: (((Z) * (10)) + (Z Scale))\nend\nUnload: [Line1]\nUnload: [Line2]\nUnload: [Line3]\nUnload: [Line4]\nUnload: [Line5]\nUnload: [Line6]\nUnload: [Line7]\nUnload: [Line8]\nUnload: [Line9]\nUnload: [Line10]\nUnload: [Line11]\nUnload: [Line12]\nUnload: [Test]\nif <(cancel) = [0]> then\n 📦 Create Hitbox (((X) * (10)) + (() - (X Scale))) (((Y) * (10)) + (() - (Y Scale))) (((Z) * (10)) + (() - (Z Scale))) (((X) * (10)) + (X Scale)) (((Y) * (10)) + (Y Scale)) (((Z) * (10)) + (Z Scale))\n set [id v] to (pick random (1) to (1000))\n Add mesh: [Cube] name: (join [Platform] (id)) x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10)) x rotation: [] y rotation: [] z rotation: [] x scale: (X Scale) y scale: (Y Scale) z scale: (Z Scale)\n Set custom material to: (item (Material #) of [materials v]) for mesh: (join [Platform] (id))\nend\nif <(item (Material #) of [materials v]) = [Lava]> then\n add ((length of [📦 hitboxes v]) / (6)) to [~lavahitboxes v]\nend\n\ndefine Set custom material to: (material) for mesh: (name)\nif <[@custommaterialid v] contains (item # of (name) in [@activeobjects v])?> then\n replace item (item # of (item # of (name) in [@activeobjects v]) in [@custommaterialid v]) of [@custommaterial v] with (material)\nelse\n add (material) to [@custommaterial v]\n add (item # of (name) in [@activeobjects v]) to [@custommaterialid v]\nend\n\nwhen I receive [add sphere v]\nAdd mesh: [Sphere] name: [Test] x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10)) x rotation: [] y rotation: [] z rotation: [] x scale: (X Scale) y scale: (Y Scale) z scale: (Z Scale)\nAdd mesh: [Sphere] name: [Transparent Sphere] x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10)) x rotation: [] y rotation: [] z rotation: [] x scale: (X Scale) y scale: (Y Scale) z scale: (Z Scale)\nSet custom material to: [Black] for mesh: [Transparent Sphere]\nSet custom material to: [Transparent] for mesh: [Test]\nrepeat until <(Active) = [0]>\n Move object: [Test] to x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10))\n Scale mesh: [Test] x scale: (X Scale) y scale: (Y Scale) z scale: (Z Scale)\n Move object: [Transparent Sphere] to x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10))\n Scale mesh: [Transparent Sphere] x scale: ((X Scale) + (10)) y scale: ((Y Scale) + (10)) z scale: ((Z Scale) + (10))\nend\nUnload: [Test]\nUnload: [Transparent Sphere]\nif <(cancel) = [0]> then\n 📦 Create Hitbox (((X) * (10)) + (() - (X Scale))) (((Y) * (10)) + (() - (Y Scale))) (((Z) * (10)) + (() - (Z Scale))) (((X) * (10)) + (X Scale)) (((Y) * (10)) + (Y Scale)) (((Z) * (10)) + (Z Scale))\n set [id v] to (pick random (1) to (1000))\n Add mesh: [Sphere] name: (join [Sphere] (id)) x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10)) x rotation: [] y rotation: [] z rotation: [] x scale: (X Scale) y scale: (Y Scale) z scale: (Z Scale)\n Set custom material to: (item (Material #) of [materials v]) for mesh: (join [Sphere] (id))\nend\nif <(item (Material #) of [materials v]) = [Lava]> then\n add ((length of [📦 hitboxes v]) / (6)) to [~lavahitboxes v]\nend\n\nwhen I receive [add end flag v]\nAdd mesh: [flag] name: [fakeFlag] x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10)) x rotation: [] y rotation: [] z rotation: [] x scale: [] y scale: [] z scale: []\nSet custom material to: [Transparent] for mesh: [fakeFlag]\nrepeat until <(Active) = [0]>\n Move object: [fakeFlag] to x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10))\n Scale mesh: [fakeFlag] x scale: ((X Scale) / (1.6)) y scale: ((Y Scale) / (1.6)) z scale: ((Z Scale) / (1.6))\nend\nUnload: [fakeFlag]\nif <(cancel) = [0]> then\n if <(~flagPlaced?) = [0]> then\n Add mesh: [flag] name: [flag] x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10)) x rotation: [] y rotation: [] z rotation: [] x scale: ((X Scale) / (1.6)) y scale: ((Y Scale) / (1.6)) z scale: ((Z Scale) / (1.6))\n set [~flagplaced? v] to [1]\n else\n Move object: [flag] to x: ((X) * (10)) y: ((Y) * (10)) z: ((Z) * (10))\n Scale mesh: [Flag] x scale: ((X Scale) / (1.6)) y scale: ((Y Scale) / (1.6)) z scale: ((Z Scale) / (1.6))\n end\nend\n\nwhen I receive [death v]\nstart sound [roblox-death-sound_1 v]\nReset Camera\n\nwhen I receive [clear2 v]\ndelete all of [📦 hitboxes v]\ndelete all of [~lavahitboxes v]\nset [~flagplaced? v] to [0]\ndelete all of [@activeobjects v]\nReset Camera\nAdd Objects\n\nwhen flag clicked\nreplace item (1) of [~cool v] with [0]\n\nwhen I receive [hide v]\nstop all sounds\n\nwhen I receive [play mode v]\nReset Camera\n\nwhen I receive [init v]\nif <(Mode) = [0]> then\n Reset Camera\nend\n\nrepeat (3)\nend\n\n@Objects\n\ndefine Load mesh: (name) data: (data)\nchange [~numberofmeshes v] by (1)\nLoad (data)\nadd ((Verts) + (item ((~numberOfMeshes) - (1)) of [~vertcount v])) to [~vertcount v]\nadd ((Faces) + (item ((~numberOfMeshes) - (1)) of [~facecount v])) to [~facecount v]\nadd ((Normals) + (item ((~numberOfMeshes) - (1)) of [~normalcount v])) to [~normalcount v]\nadd (Faces) to [~facecount2 v]\nadd (Verts) to [~vertcount2 v]\nadd (name) to [~meshes v]\n\ndefine Load (data)\nset [normals v] to [0]\nset [faces v] to [0]\nset [verts v] to [0]\nset [text v] to []\nreplace item (1) of [~cool v] with [0]\nreplace item (2) of [~cool v] with [0]\nreplace item (3) of [~cool v] with [0]\nreplace item (4) of [~cool v] with [0]\nfor each [i v] in ((length of (data)) + (1))\n if <<<(letter (i) of (data)) = [ ]> or <(letter (i) of (data)) = [/]>> or <(letter (i) of (data)) = []>> then\n if <(Text) = [v]> then\n replace item (1) of [~cool v] with [4]\n change [verts v] by (1)\n else\n if <[0] < (item (1) of [~cool v])> then\n add (Text) to [~verts v]\n else\n if <(Text) = [f]> then\n replace item (2) of [~cool v] with [10]\n add (Material) to [~trimaterial v]\n change [faces v] by (1)\n else\n if <<<(item (2) of [~cool v]) = [9]> or <(item (2) of [~cool v]) = [6]>> or <(item (2) of [~cool v]) = [3]>> then\n add (Text) to [~face v]\n else\n if <<<(item (2) of [~cool v]) = [7]> or <(item (2) of [~cool v]) = [4]>> or <(item (2) of [~cool v]) = [1]>> then\n add (Text) to [~meshnormalpointer v]\n else\n if <(Text) = [vn]> then\n replace item (3) of [~cool v] with [4]\n else\n if <[0] < (item (3) of [~cool v])> then\n change [normals v] by (1)\n add (Text) to [~normal v]\n else\n if <(Text) = [usemtl]> then\n replace item (4) of [~cool v] with [2]\n else\n if <[0] < (item (4) of [~cool v])> then\n set [material v] to (Text)\n add (Text) to [~materials v]\n add ((((255) * (16777216)) + ((pick random (1) to (255)) * (65536))) + (((pick random (1) to (255)) * (256)) + (pick random (1) to (255)))) to [~materialcolor v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [text v] to []\n replace item (1) of [~cool v] with ((item (1) of [~cool v]) - (1))\n replace item (2) of [~cool v] with ((item (2) of [~cool v]) - (1))\n replace item (3) of [~cool v] with ((item (3) of [~cool v]) - (1))\n replace item (4) of [~cool v] with ((item (4) of [~cool v]) - (1))\n else\n set [text v] to (join (Text) (letter (i) of (data)))\n end\nend\n\ndefine Clear\nset [~numberofmeshes v] to [0]\ndelete all of [~meshnormalpointer v]\ndelete all of [@custommaterialid v]\ndelete all of [@custommaterial v]\ndelete all of [@renderpriority v]\ndelete all of [~normalcount v]\ndelete all of [@renderstate v]\ndelete all of [~facecount2 v]\ndelete all of [~vertcount2 v]\ndelete all of [~objectdata v]\ndelete all of [~facecount v]\ndelete all of [~trimaterial v]\ndelete all of [~layertype v]\ndelete all of [~vertcount v]\ndelete all of [~materials v]\ndelete all of [@objectid v]\ndelete all of [~meshes v]\ndelete all of [~spriteid v]\ndelete all of [~materialcolor v]\ndelete all of [~normal v]\ndelete all of [~verts v]\ndelete all of [~face v]\n\nwhen I receive [clear v]\nClear\nLoad Objects\nMy Materials\nbroadcast (Clear2 v) and wait\n\ndefine Load Objects\nLoad mesh: [Sphere] data: (item (1) of [#obj. v])\nLoad mesh: [Cube] data: (item (2) of [#obj. v])\nLoad mesh: [Flag] data: [# Blender v2.93.3 OBJ File: '' # www.blender.org mtllib Flag.mtl o Cylinder v 0.000000 -0.098269 -0.100000 v 0.000000 7.901731 -0.100000 v 0.086603 -0.098269 0.050000 v 0.086603 7.901731 0.050000 v -0.086603 -0.098269 0.050000 v -0.086603 7.901731 0.050000 vn 0.8660 0.0000 -0.5000 vn -0.0000 0.0000 1.0000 vn 0.0000 1.0000 0.0000 vn -0.8660 0.0000 -0.5000 vn 0.0000 -1.0000 0.0000 usemtl Gray s off f 2//1 3//1 1//1 f 4//2 5//2 3//2 f 4//3 2//3 6//3 f 6//4 1//4 5//4 f 1//5 3//5 5//5 f 2//1 4//1 3//1 f 4//2 6//2 5//2 f 6//4 2//4 1//4 o Cube_Cube.001 v 0.023164 5.698937 0.000000 v 0.023164 7.698937 0.000000 v 0.023164 5.698937 0.000000 v 0.023164 7.698937 0.000000 v 2.023164 6.698937 0.000000 vn 0.0000 0.0000 1.0000 vn 0.0000 0.0000 -1.0000 usemtl Red s off f 8//6 9//6 7//6 f 9//7 10//7 11//7 f 11//6 8//6 7//6 f 9//6 11//6 7//6 f 11//6 10//6 8//6 f 8//6 10//6 9//6]\n\ndefine My Materials\nSet material R: [150] G: [50] B: [50] A: [] name: [Player]\nSet material R: [50] G: [50] B: [150] A: [] name: [Cube]\nSet material R: [150] G: [150] B: [150] A: [150] name: [Transparent]\nSet material R: [50] G: [50] B: [150] A: [0] name: [Blue]\nSet material R: [150] G: [50] B: [50] A: [0] name: [Red]\nSet material R: [50] G: [150] B: [50] A: [0] name: [Green]\nSet material R: [0] G: [0] B: [0] A: [0] name: [Black]\nSet material R: [255] G: [255] B: [255] A: [0] name: [White]\nSet material R: [100] G: [100] B: [200] A: [] name: [Player]\nSet material R: [150] G: [150] B: [150] A: [] name: [Gray]\nSet material R: [160] G: [0] B: [255] A: [] name: [Purple]\nSet material R: [255] G: [130] B: [0] A: [] name: [Orange]\nSet material R: [255] G: [0] B: [144] A: [] name: [Pink]\nSet material R: [255] G: [255] B: [0] A: [] name: [Yellow]\nSet material R: [200] G: [200] B: [255] A: [210] name: [Glass]\nSet material R: [255] G: [0] B: [0] A: [] name: [Lava]\n\ndefine Set material R: (r) G: (g) B: (b) A: (a) name: (name)\nif <[~materials v] contains (name)?> then\n replace item (item # of (name) in [~materials v]) of [~materialcolor v] with (((((256) - (a)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\nelse\n add (name) to [~materials v]\n add (((((256) - (a)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b))) to [~materialcolor v]\nend\n\n@Audio\n\ndefine Play 3D Audio at x: (x) y: (y) z: (z) audio: (audio)\nset [~va v] to (audio)\nset [~vx v] to (x)\nset [~vy v] to (y)\nset [~vz v] to (z)\nset [~object v] to [null]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [~va v] to (~vA)\nset [~vx v] to (~vX)\nset [~vy v] to (~vY)\nset [~vz v] to (~vZ)\nset [~object v] to (~object)\nset volume to ((100) * ((100) / ([sqrt v] of (((((~vX) - (@CameraX)) * ((~vX) - (@CameraX))) + (((~vY) - (@CameraY)) * ((~vY) - (@CameraY)))) + (((~vZ) - (@CameraZ)) * ((~vZ) - (@CameraZ)))) ))) %\nset [pan left/right v] effect to (((((~vX) - (@CameraX)) * (vm1)) + ((((~vY) - (@CameraY)) * (vm2)) + (((~vZ) - (@CameraZ)) * (vm3)))) * ((volume) / (100)))\nplay sound (~vA) until done\ndelete this clone\n\nwhen I start as a clone\nif <[~objectdata v] contains (~object)?> then\n forever\n set [~vx v] to (item ((item # of (~object) in [~objectdata v]) + (1)) of [~objectdata v])\n set [~vy v] to (item ((item # of (~object) in [~objectdata v]) + (2)) of [~objectdata v])\n set [~vz v] to (item ((item # of (~object) in [~objectdata v]) + (3)) of [~objectdata v])\n set volume to ((100) * ((100) / ([sqrt v] of (((((~vX) - (@CameraX)) * ((~vX) - (@CameraX))) + (((~vY) - (@CameraY)) * ((~vY) - (@CameraY)))) + (((~vZ) - (@CameraZ)) * ((~vZ) - (@CameraZ)))) ))) %\n set [pan left/right v] effect to (((((~vX) - (@CameraX)) * (vm1)) + ((((~vY) - (@CameraY)) * (vm2)) + (((~vZ) - (@CameraZ)) * (vm3)))) * ((volume) / (100)))\n end\nelse\n forever\n set volume to ((100) * ((100) / ([sqrt v] of (((((~vX) - (@CameraX)) * ((~vX) - (@CameraX))) + (((~vY) - (@CameraY)) * ((~vY) - (@CameraY)))) + (((~vZ) - (@CameraZ)) * ((~vZ) - (@CameraZ)))) ))) %\n set [pan left/right v] effect to (((((~vX) - (@CameraX)) * (vm1)) + ((((~vY) - (@CameraY)) * (vm2)) + (((~vZ) - (@CameraZ)) * (vm3)))) * ((volume) / (100)))\n end\nend\n\ndefine Play 3D Audio at object name: (name) audio: (audio)\nset [~va v] to (audio)\nset [~object v] to (name)\ncreate clone of (_myself_ v)\nset [~object v] to [null]\n\n@Skybox\n\nwhen I receive [tick v]\nset [~height v] to ((((vm6) + (.000001)) / ((vm9) + (.000001))) * (fov))\nset [~skyboxwidth v] to [480]\nSkybox ((((@CameraRotateY) * ((fov) * (.018611))) mod ((~skyboxWidth) * (1.675))) - ((~skyboxWidth) * (1.675))) (~height)\nSkybox (((@CameraRotateY) * ((fov) * (.018611))) mod ((~skyboxWidth) * (1.675))) (~height)\nif <[0] < (@CameraRotateX)> then\n switch backdrop to (backdrop4 v)\nelse\n switch backdrop to (backdrop3 v)\nend\nswitch costume to (icon v)\n\ndefine Skybox (x) (y)\nswitch costume to (blank v)\nset size to ((1) / ()) %\ngo to x: (x) y: (y)\nswitch costume to (blank v)\nset size to (168) %\nswitch costume to (skybox v)\nstamp\n\n@Add Cube\n\nwhen this sprite clicked\nif <(mode) = [2]> then\n if <(Active) = [0]> then\n set [mode v] to [1]\n broadcast (Add Cube v)\n switch costume to (finish v)\n show variable [x v]\n show variable [y v]\n show variable [z v]\n show variable [x scale v]\n show variable [y scale v]\n show variable [z scale v]\n show variable [material # v]\n hide list [materials v]\n set [active v] to [1]\n end\nelse\n set [mode v] to [2]\n switch costume to (add v)\n hide variable [x v]\n hide variable [y v]\n hide variable [z v]\n hide variable [x scale v]\n hide variable [y scale v]\n hide variable [z scale v]\n hide variable [material # v]\n show list [materials v]\n set [active v] to [0]\nend\n\nwhen I receive [cancel v]\nset [mode v] to [2]\nswitch costume to (add v)\nhide variable [x v]\nhide variable [y v]\nhide variable [z v]\nhide variable [x scale v]\nhide variable [y scale v]\nhide variable [z scale v]\nhide variable [material # v]\nshow list [materials v]\nset [active v] to [0]\n\nwhen I receive [clear v]\nset [active v] to [0]\nset [mode v] to [2]\nswitch costume to (add v)\nset [material # v] to [1]\nhide variable [x v]\nhide variable [y v]\nhide variable [z v]\nhide variable [x scale v]\nhide variable [y scale v]\nhide variable [z scale v]\nhide variable [material # v]\nshow list [materials v]\nset [active v] to [0]\n\nwhen I receive [tick v]\nif <(Mode) = [1]> then\n show\nelse\n hide\nend\n\n@Add Sphere\n\nwhen this sprite clicked\nif <(mode) = [2]> then\n if <(Active) = [0]> then\n set [mode v] to [1]\n broadcast (Add Sphere v)\n switch costume to (finish v)\n show variable [x v]\n show variable [y v]\n show variable [z v]\n set [x scale v] to [50]\n set [y scale v] to [50]\n set [z scale v] to [50]\n show variable [x scale v]\n show variable [y scale v]\n show variable [z scale v]\n show variable [material # v]\n hide list [materials v]\n set [active v] to [1]\n end\nelse\n set [mode v] to [2]\n switch costume to (add v)\n hide variable [x v]\n hide variable [y v]\n hide variable [z v]\n hide variable [x scale v]\n hide variable [y scale v]\n hide variable [z scale v]\n hide variable [material # v]\n show list [materials v]\n set [active v] to [0]\nend\n\nwhen I receive [cancel v]\nset [mode v] to [2]\nswitch costume to (add v)\nhide variable [x v]\nhide variable [y v]\nhide variable [z v]\nhide variable [x scale v]\nhide variable [y scale v]\nhide variable [z scale v]\nhide variable [material # v]\nshow list [materials v]\nset [active v] to [0]\n\nwhen I receive [clear v]\nswitch costume to (add v)\nset [x v] to [25]\nset [y v] to [0]\nset [z v] to [0]\nset [x scale v] to [50]\nset [y scale v] to [50]\nset [z scale v] to [50]\n\nwhen I receive [tick v]\nif <(Mode) = [1]> then\n show\nelse\n hide\nend\n\n@Add End Flag\n\nwhen this sprite clicked\nif <(mode) = [2]> then\n if <(Active) = [0]> then\n set [mode v] to [1]\n broadcast (Add End Flag v)\n switch costume to (finish v)\n set [x v] to [0]\n set [y v] to [5]\n set [z v] to [0]\n set [x scale v] to [50]\n set [y scale v] to [50]\n set [z scale v] to [50]\n show variable [x v]\n show variable [y v]\n show variable [z v]\n set [active v] to [1]\n end\nelse\n set [mode v] to [2]\n switch costume to (add v)\n hide variable [x v]\n hide variable [y v]\n hide variable [z v]\n hide variable [x scale v]\n hide variable [y scale v]\n hide variable [z scale v]\n hide variable [material # v]\n show list [materials v]\n set [active v] to [0]\nend\n\nwhen I receive [cancel v]\nset [mode v] to [2]\nswitch costume to (add v)\nhide variable [x v]\nhide variable [y v]\nhide variable [z v]\nhide variable [x scale v]\nhide variable [y scale v]\nhide variable [z scale v]\nhide variable [material # v]\nshow list [materials v]\nset [active v] to [0]\n\nwhen I receive [clear v]\nswitch costume to (add v)\nset [mode v] to [2]\n\nwhen I receive [tick v]\nif <(Mode) = [1]> then\n show\nelse\n hide\nend\n\n@Cancel\n\nwhen this sprite clicked\nchange [cancel v] by (1)\nset [active v] to [0]\nset [cancel v] to [1]\nbroadcast (Cancel v)\n\nwhen I receive [tick v]\nif <(Active) = [1]> then\n set [cancel v] to [0]\n show\nelse\n hide\nend\n\nwhen I receive [clear v]\nset [cancel v] to [0]\n\n@Back\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [death v]\nclear graphic effects\n\nwhen I receive [tick v]\nchange [ghost v] effect by ((#Deltatime) * (100))\n\nwhen I receive [victory! v]\nset [ghost v] effect to (100)\n\nwhen I receive [hide v]\nset [ghost v] effect to (100)\n\n@X To Reset\n\nwhen this sprite clicked\nnext costume\n\nwhen [x v] key pressed\nif <<(costume [number v]) = [2]> and <(Active) = [0]>> then\n broadcast (Clear v)\n switch costume to (costume3 v)\nend\n\nwhen I receive [tick v]\nif <(Mode) = [1]> then\n show\nelse\n hide\nend\n\n@You Won\n\nwhen flag clicked\nhide\n\nwhen I receive [victory! v]\nshow\n\nwhen this sprite clicked\nbroadcast (Death v)\nbroadcast (Hide v)\nhide\n\n@Play\n\nwhen this sprite clicked\nset [mode v] to <(Mode) = [0]>\nswitch costume to ((Mode) + (1))\nif <(Mode) = [0]> then\n broadcast (Play Mode v)\n replace item (1) of [~cool v] with (timer)\nelse\n clear graphic effects\nend\n\nwhen I receive [tick v]\nif <<(Mode) = [0]> and <[3] < ((timer) - (item (1) of [~cool v]))>> then\n change [ghost v] effect by (10)\nend\n\nwhen [e v] key pressed\nset [mode v] to <(Mode) = [0]>\nswitch costume to ((Mode) + (1))\nif <(Mode) = [0]> then\n broadcast (Play Mode v)\n replace item (1) of [~cool v] with (timer)\nelse\n clear graphic effects\nend\n\nwhen flag clicked\nif <(Mode) = [0]> then\n set [ghost v] effect to (100)\nelse\n clear graphic effects\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | |
Galaxy, A Platformer | @Stage\n\nwhen flag clicked\nforever\n if <key (9 v) pressed?> then\n ask [how old am I?] and wait\n if <(answer) = [14]> then\n broadcast (cheat v)\n end\n if <(answer) = [lol]> then\n broadcast (lol v)\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (-199) y: (-105)\npoint in direction (90)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n go to x: (-199) y: (-105)\n broadcast (next level v)\n end\n if <(y position) < [-178]> then\n go to x: (-199) y: (-105)\n start sound [glass breaking v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <touching color (#00cccc)?>> then\n change [yv v] by (-0.5)\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 end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00cccc)?>> then\n set [yv v] to [7]\n end\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#cc0000)?> then\n go to x: (-199) y: (-105)\n start sound [glass breaking v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#4c0099)?> then\n set [yv v] to [14]\n end\nend\n\nwhen I start as a clone\nset size to (150) %\nchange y by (4)\nswitch costume to (costume1 v)\nrepeat (5)\n next costume\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching color (#4c0099)?> then\n start sound [beamrifle v]\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\n\nset [xv v] to [40]\n\nwhen flag clicked\nforever\n if <touching color (#00cc44)?> then\n set [yv v] to [4]\n set [xv v] to [30]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00cc44)?> then\n set [yv v] to [0.5]\n set [xv v] to [10]\n play sound [beamrifle v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#cccc00)?> then\n set [yv v] to [-13]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#cccc00)?> then\n start sound [beamrifle2 v]\n wait (0.3) seconds\n end\nend\n\n@Light\n\nwhen flag clicked\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 flag clicked\nset size to (100) %\nset [ghost v] effect to (50)\nforever\n broadcast (go v)\nend\n\nwhen I receive [cheat v]\nswitch costume to (costume3 v)\n\nwhen I receive [lol v]\nswitch costume to (lol v)\n\nset x to ([x position v] of [player v])\nset y to ([y position v] of [player v])\n\nwhen I receive [go v]\ngo to (player v)\n\n@World\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> and <key (k v) pressed?>> then\n next costume\n wait until <not <<key (m v) pressed?> and <key (k v) pressed?>>>\n end\nend\n\nswitch costume to (37 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [37]> then\n broadcast (Show Spikes 1 v)\n stop [this script v]\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [38]> then\n broadcast (endspikes v)\n end\nend\n\n@start\n\nwhen flag clicked\nset [start v] to [1]\nstart sound [13 v]\nswitch costume to (presents v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (4) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nswitch costume to (menu v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (4) seconds\nrepeat (100)\n change volume by (-1)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\nset [start v] to [0]\nstop all sounds\nset volume to (100) %\nforever\n play sound [City Lights v] until done\nend\n\nwhen flag clicked\nforever\n if <(start) = [1]> then\n if <key (s v) pressed?> then\n broadcast (Start v)\n end\n end\nend\n\n@fade\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | New Clicker Game Out! :D https://scratch.mit.edu/projects/534372263/\n\nNew Game Out! :D https://scratch.mit.edu/projects/534776464/\n\n#3 On Trending 21-5-19! :D Thanks for getting my friends game trending to #10! :D\n\nPlease love and fav my friends game! :D https://scratch.mit.edu/projects/530113459/\n\n\nNew Animation Out! :D https://scratch.mit.edu/projects/531242748/\n\nArrow Keys to Move Or WASD It is also mobile Friendly\n\nComment What Time You got My best time is 40 seconds\n\nPlease Love and Fav! :D\n\nSorry If it's Generic I tryed my best not for it to be\n\n |
Frictionless - ReColor - Halloween Platformer | @Stage\n\nwhen I receive [green flag v]\nset volume to ((VOLUME LEVEL) / (2)) %\nswitch backdrop to (white v)\nset [song v] to [1]\nhide variable [timer v]\n\nwhen I receive [main menu v]\nswitch backdrop to (gray v)\n\nwhen [m v] key pressed\n\nset [mouse v] to (join (round ((SCROLL_X) + (mouse x))) (join [/] (round ((SCROLL_Y) + (mouse y)))))\nshow variable [mouse v]\n\nwhen I receive [start music v]\nif <(START MUSIC) = [1]> then\n broadcast (Notify Music Banner v)\n repeat until <(START MUSIC) = [0]>\n play sound (Song) until done\n set [song v] to (((Song) + (1)) mod ((VOLUME LEVEL) / (2)))\n broadcast (Notify Music Banner v)\n end\nelse\n stop all sounds\n set [song v] to (((Song) + (1)) mod (5))\nend\n\nwhen I receive [adjust volume level v]\nset volume to ((VOLUME LEVEL) / (2)) %\n\nwhen [n v] key pressed\nstop all sounds\nif <(START MUSIC) = [0]> then\n set [start music v] to [1]\n broadcast (Start Music v)\nend\nset [song v] to (((Song) + (1)) mod (5))\nbroadcast (Notify Music Banner v)\n\nwhen I receive [fade out volume v]\nrepeat (30)\n set volume to (((0) - (volume)) / (30)) %\n wait (.1) seconds\nend\nset volume to (0) %\n\nwhen [up arrow v] key pressed\nif <not <key (up arrow v) pressed?>> then\n set [scroll index v] to (((SCROLL INDEX) + (1)) mod (length of [sandbox - placeable blocks v]))\nend\n\nwhen [down arrow v] key pressed\nif <not <key (down arrow v) pressed?>> then\n set [scroll index v] to (((SCROLL INDEX) + (-1)) mod (length of [sandbox - placeable blocks v]))\nend\n\n@blank\n\n@note player\n\nwhen I start as a clone\nplay note ((note)) for (duration) beats\ndelete this clone\n\ndefine Play note (note) (duration)\nset [note v] to (note)\nset [duration v] to (duration)\ncreate clone of (_myself_ v)\n\nwhen I receive [play note v]\nPlay note (NOTE) (DURATION)\n\n@Sparky\n\ndefine Create Sparky (x) (y) type: (type)\nset [brightness v] to [0]\nset [master v] to [sparks]\nif <(type) = [1]> then\n set [spark x v] to (x)\n set [spark y v] to (y)\nelse\n if <(type) = [2]> then\n set [spark mom x v] to (x)\n set [spark mom y v] to (y)\n else\n set [spark dad x v] to (x)\n set [spark dad y v] to (y)\n end\nend\nset [x v] to (x)\nset [y v] to (y)\nset [target x v] to (x)\nset [target y v] to (y)\ngo to [front v] layer\nswitch costume to (spark2 v)\nset size to (10) %\nset [type v] to (type)\nrepeat (35)\n set [delay v] to (pick random (5) to (15))\n create clone of (_myself_ v)\nend\nclear graphic effects\nswitch costume to (spark v)\nset size to (100) %\ngo [backward v] (10) layers\nset [delay v] to [20]\nset [master v] to [head]\ncreate clone of (_myself_ v)\nset [master v] to [true]\n\nwhen I receive [tick v]\nif <(type) = [1]> then\n set [color v] effect to (0)\nelse\n if <(type) = [2]> then\n set [color v] effect to (70)\n else\n set [color v] effect to (160)\n end\nend\nif <(master) = [sparks]> then\n go to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n if <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n show\n else\n hide\n end\n change [x v] by (((target x) - (x)) / (delay))\n change [y v] by (((target y) - (y)) / (delay))\n change [brightness v] by (((target brightness) - (brightness)) / (delay))\n set [brightness v] effect to (brightness)\n if <(type) = [1]> then\n if <<([sqrt v] of ((((x) - (target x)) * ((x) - (target x))) + (((y) - (target y)) * ((y) - (target y)))) ) < [5]> or <([sqrt v] of ((((x) - (SPARK X)) * ((x) - (SPARK X))) + (((y) - (SPARK Y)) * ((y) - (SPARK Y)))) ) > [30]>> then\n set [target brightness v] to (pick random (-30) to (30))\n set [target x v] to ((SPARK X) + (([sin v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n set [target y v] to ((SPARK Y) + (([cos v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n end\n else\n if <(type) = [2]> then\n if <<([sqrt v] of ((((x) - (target x)) * ((x) - (target x))) + (((y) - (target y)) * ((y) - (target y)))) ) < [5]> or <([sqrt v] of ((((x) - (SPARK MOM X)) * ((x) - (SPARK MOM X))) + (((y) - (SPARK MOM Y)) * ((y) - (SPARK MOM Y)))) ) > [30]>> then\n set [target brightness v] to (pick random (-30) to (30))\n set [target x v] to ((SPARK MOM X) + (([sin v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n set [target y v] to ((SPARK MOM Y) + (([cos v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n end\n else\n if <<([sqrt v] of ((((x) - (target x)) * ((x) - (target x))) + (((y) - (target y)) * ((y) - (target y)))) ) < [5]> or <([sqrt v] of ((((x) - (SPARK DAD X)) * ((x) - (SPARK DAD X))) + (((y) - (SPARK DAD Y)) * ((y) - (SPARK DAD Y)))) ) > [30]>> then\n set [target brightness v] to (pick random (-30) to (30))\n set [target x v] to ((SPARK DAD X) + (([sin v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n set [target y v] to ((SPARK DAD Y) + (([cos v] of (pick random (0) to (360)) ) * (pick random (10) to (30))))\n end\n end\n end\nelse\n if <(master) = [head]> then\n if <(type) = [1]> then\n Read Comments\n end\n change [blink elapsed time v] by (1)\n if <(blink elapsed time) > ((blink delay) - (4))> then\n Animate [31234] [1]\n end\n if <(blink elapsed time) > (blink delay)> then\n switch costume to (spark v)\n set [blink elapsed time v] to [0]\n set [blink delay v] to (pick random (50) to (150))\n end\n if <(type) = [1]> then\n go to x: ((SPARK X) - (SCROLL_X)) y: ((SPARK Y) - (SCROLL_Y))\n if <<([abs v] of ((x position) - ((SPARK X) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((SPARK Y) - (SCROLL_Y))) ) < [1]>> then\n show\n set [sparky found v] to [1]\n else\n hide\n end\n if <(SPARKY FOUND) = [1]> then\n change [spark x v] by (((target x) - (SPARK X)) / (delay))\n change [spark y v] by ((((target y) + (75)) - (SPARK Y)) / (delay))\n if <(distance to [scratch cat v]) > [150]> then\n set [target x v] to ((PLAYER X) + (([sin v] of (pick random (-10) to (10)) ) * (pick random (30) to (60))))\n set [target y v] to ((PLAYER Y) + (([cos v] of (pick random (-10) to (10)) ) * (pick random (30) to (60))))\n end\n end\n else\n if <(type) = [2]> then\n go to x: ((SPARK MOM X) - (SCROLL_X)) y: ((SPARK MOM Y) - (SCROLL_Y))\n if <<([abs v] of ((x position) - ((SPARK MOM X) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((SPARK MOM Y) - (SCROLL_Y))) ) < [1]>> then\n show\n else\n hide\n end\n change [spark mom x v] by (((target x) - (SPARK MOM X)) / (delay))\n change [spark mom y v] by ((((target y) + (75)) - (SPARK MOM Y)) / (delay))\n if <(distance to [scratch cat v]) > [150]> then\n set [target x v] to ((PLAYER X) + (([sin v] of (pick random (-60) to (-50)) ) * (pick random (30) to (60))))\n set [target y v] to ((PLAYER Y) + (([cos v] of (pick random (-60) to (-50)) ) * (pick random (30) to (60))))\n end\n else\n go to x: ((SPARK DAD X) - (SCROLL_X)) y: ((SPARK DAD Y) - (SCROLL_Y))\n if <<([abs v] of ((x position) - ((SPARK DAD X) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((SPARK DAD Y) - (SCROLL_Y))) ) < [1]>> then\n show\n else\n hide\n end\n change [spark dad x v] by (((target x) - (SPARK DAD X)) / (delay))\n change [spark dad y v] by ((((target y) + (75)) - (SPARK DAD Y)) / (delay))\n if <(distance to [scratch cat v]) > [150]> then\n set [target x v] to ((PLAYER X) + (([sin v] of (pick random (50) to (60)) ) * (pick random (30) to (60))))\n set [target y v] to ((PLAYER Y) + (([cos v] of (pick random (50) to (60)) ) * (pick random (30) to (60))))\n end\n end\n end\n end\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\nwhen I receive [set up v]\nset volume to (50) %\nhide\nset [master v] to []\nset [sparky speaking v] to [false]\nif then\n delete this clone\nend\nif <<(SCREEN) = [Main Menu]> and <(SPARKY FOUND) = [1]>> then\n Create Sparky [-150] [150] type: [1]\nelse\n if <(SCREEN) = [Level 2]> then\n Create Sparky [1100] [-600] type: [1]\n else\n if <<<(SCREEN) = [Java]> or < (SCREEN) contains [Level]?>> and <(SPARKY FOUND) = [1]>> then\n Create Sparky [0] [150] type: [1]\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine // (comment)\n\ndefine Read Comments\nFind Nearest Checkpoint\nif <<(nearest target) > [0]> and <not <[comments said v] contains (nearest target)?>>> then\n if <(sparky speaking) = [false]> then\n set [sparky quote v] to (item (nearest target) of [comments v])\n broadcast (notify sparky v)\n add (nearest target) to [comments said v]\n end\nend\n\ndefine Get Distance From (x,y) (x1) (y1) To (x,y) (x2) (y2)\nset [distance v] to ([sqrt v] of ((((y2) - (y1)) * ((y2) - (y1))) + (((x2) - (x1)) * ((x2) - (x1)))) )\n\ndefine Find Nearest Checkpoint\nset [nearest target distance v] to [99999999]\nset [nearest target v] to [0]\nset [t v] to [0]\nrepeat (length of [comments v])\n change [t v] by (1)\n if <(item (((t) * (3)) - (2)) of [comment targets v]) = (SCREEN)> then\n Get Distance From (x,y) (PLAYER X) (PLAYER Y) To (x,y) (item (((t) * (3)) - (1)) of [comment targets v]) (item ((t) * (3)) of [comment targets v])\n if <(distance) < (nearest target distance)> then\n set [nearest target v] to (t)\n set [nearest target distance v] to (distance)\n end\n end\nend\nif <(nearest target distance) > [200]> then\n set [nearest target v] to [0]\nend\n\nwhen I receive [play game v]\ndelete all of [comments said v]\ndelete all of [comments v]\ndelete all of [comment targets v]\n// [First encounter]\nadd [Level 2] to [comment targets v]\nadd [1200] to [comment targets v]\nadd [-550] to [comment targets v]\nadd [Finally! I was wandering around and got lost! Can you find a way out?] to [comments v]\n// [Tac & Toc]\nadd [Level 2] to [comment targets v]\nadd [1934] to [comment targets v]\nadd [-550] to [comment targets v]\nadd [Watch out! You should never trust anyone that happy...] to [comments v]\n// [Main]\nadd [Main Menu] to [comment targets v]\nadd [2500] to [comment targets v]\nadd [0] to [comment targets v]\nadd [I'm almost home! I can see it...] to [comments v]\n// [Bounce off of Enemies]\nadd [Level 3] to [comment targets v]\nadd [0] to [comment targets v]\nadd [0] to [comment targets v]\nadd [Jump on that spring on their heads to jump higher...] to [comments v]\n// [Mmm, pancakes!]\nadd [Level 3] to [comment targets v]\nadd [1150] to [comment targets v]\nadd [350] to [comment targets v]\nadd [Mmm, pancakes!] to [comments v]\n// [More pancakes]\nadd [Level 3] to [comment targets v]\nadd [1750] to [comment targets v]\nadd [400] to [comment targets v]\nadd [More pancakes... Do I see a theme?] to [comments v]\n// [More pancakes!]\nadd [Level 3] to [comment targets v]\nadd [2200] to [comment targets v]\nadd [-350] to [comment targets v]\nadd [Are you getting hungry...] to [comments v]\n// [Not fit]\nadd [Level 4] to [comment targets v]\nadd [0] to [comment targets v]\nadd [0] to [comment targets v]\nadd [I don't think we'll fit through there...] to [comments v]\n// [Up and over]\nadd [Level 4] to [comment targets v]\nadd [450] to [comment targets v]\nadd [100] to [comment targets v]\nadd [Up and over!] to [comments v]\n// [Down]\nadd [Level 4] to [comment targets v]\nadd [2200] to [comment targets v]\nadd [400] to [comment targets v]\nadd [Down we go...] to [comments v]\n// [Excuse me]\nadd [Level 4] to [comment targets v]\nadd [2303] to [comment targets v]\nadd [0] to [comment targets v]\nadd [Do not attempt to make contact... Just keep moving.] to [comments v]\n// [Excuse me]\nadd [Level 5] to [comment targets v]\nadd [1550] to [comment targets v]\nadd [150] to [comment targets v]\nadd [Place that block to shrink yourself so you can fit through there...] to [comments v]\n// [Excuse me]\nadd [Level 6] to [comment targets v]\nadd [1438] to [comment targets v]\nadd [41] to [comment targets v]\nadd [Yay! I love parties...] to [comments v]\n// [Excuse me]\nadd [Level 7] to [comment targets v]\nadd [450] to [comment targets v]\nadd [900] to [comment targets v]\nadd [We made it!] to [comments v]\n\ndefine Animate (anim) (offset)\nset [t v] to ((length of (anim)) - (1))\nswitch costume to ((offset) + (letter ((([floor v] of ((TICK) / (letter (1) of (anim))) ) mod (t)) + (2)) of (anim)))\n\nwhen I receive [init sparks v]\nif <(master) = [true]> then\n Create Sparky [400] [150] type: [2]\n Create Sparky [400] [150] type: [3]\n wait (.5) seconds\n set [spark mom quote v] to [You're back! We were so worried about you!]\n broadcast (notify spark mom v)\n wait (2.25) seconds\n set [spark dad quote v] to [Thank you, brave adventurer, for bringing our son back.]\n broadcast (notify spark dad v)\nend\n\nwhen I receive [load java v]\nhide\n\nwhen I receive [notify sparky v]\nif <(type) = [1]> then\n if <(master) = [head]> then\n start sound (pick random (1) to (5))\n set [sparky speaking v] to [true]\n say (SPARKY QUOTE) for (2) seconds\n set [sparky speaking v] to [false]\n end\nend\n\nwhen I receive [notify spark mom v]\nif <(type) = [2]> then\n if <(master) = [head]> then\n start sound (pick random (1) to (5))\n set [sparky speaking v] to [true]\n say (SPARK MOM QUOTE) for (2) seconds\n set [sparky speaking v] to [false]\n end\nend\n\nwhen I receive [notify spark dad v]\nif <(type) = [3]> then\n if <(master) = [head]> then\n start sound (pick random (1) to (5))\n set [sparky speaking v] to [true]\n say (SPARK DAD QUOTE) for (2) seconds\n set [sparky speaking v] to [false]\n end\nend\n\nwhen I receive [adjust volume level v]\nset volume to (VOLUME LEVEL) %\n\n@Scratch Cat\n\ndefine Animate (anim) (offset)\nset [t v] to ((length of (anim)) - (1))\nswitch costume to ((offset) + (item # of (letter ((([floor v] of ((TICK) / (letter (1) of (anim))) ) mod (t)) + (2)) of (anim)) in [code v]))\n\nwhen flag clicked\nset size to (100) %\nset [screen v] to [story - 1]\nbroadcast (Green Flag v)\nStory\nbroadcast (Play Game v) and wait\n\ndefine Tick\nset [timer v] to ((((days since 2000) * (86400000)) - (START TIME IN MS)) / (1000))\nset size to ((SIZE) * (SCALE)) %\nset [color v] effect to (COLOR EFFECT)\nswitch costume to (hitbox v)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(in air) < [4]>> then\n set [yv v] to [16]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-2)\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [xv v] by (2)\n end\nend\nif <(YV) > [-12]> then\n change [yv v] by (-2)\nend\nMove X (xv)\nMove Y (YV)\nset [xv v] to ((xv) * (.8))\nif <(PLAYER Y) < [-1000]> then\n set [exit v] to [die]\nend\nif < (xv) contains [e]?> then\n set [xv v] to [0]\nend\nif <([abs v] of ((((PLAYER X) * (SCALE)) - (SCROLL_X)) / (8)) ) > [1]> then\n change [scroll_x v] by ((((PLAYER X) * (SCALE)) - (SCROLL_X)) / (8))\nend\nif <([abs v] of (((((PLAYER Y) + (20)) * (SCALE)) - (SCROLL_Y)) / (8)) ) > [1]> then\n change [scroll_y v] by (((((PLAYER Y) + (20)) * (SCALE)) - (SCROLL_Y)) / (8))\nend\nif <<(SCREEN) = [Main Menu]> and <([sqrt v] of ((((PORTAL X) - (PLAYER X)) * ((PORTAL X) - (PLAYER X))) + (((PORTAL Y) - (PLAYER Y)) * ((PORTAL Y) - (PLAYER Y)))) ) < [75]>> then\n set [screen v] to [Java]\n broadcast (Load Java v)\nend\nPosition\n\nwhen I receive [play game v]\nset [level v] to [1]\nset [tick v] to [0]\nforever\n broadcast (Set Up v) and wait\n repeat until <(EXIT) > []>\n if <(LOADING) = [0]> then\n if <(PAUSE) = [-1]> then\n change [tick v] by (1)\n Tick\n Animate\n erase all\n set [blocks affecting x v] to [false]\n broadcast (Tick v) and wait\n else\n broadcast (Pause Tick v) and wait\n end\n end\n end\n if <(EXIT) = [die]> then\n set rotation style [all around v]\n set [die - y vel v] to [15]\n repeat until <(y position) < [-175]>\n change y by (die - y vel)\n turn right (5) degrees\n if <(die - y vel) > [-20]> then\n change [die - y vel v] by (-1)\n end\n end\n else\n if <(EXIT) = [credits]> then\n stop [this script v]\n end\n end\nend\n\ndefine Reset\nhide\nset rotation style [left-right v]\nset [color effect v] to [0]\nset [size v] to [100]\nif <not <(SCREEN) = [sandbox]>> then\n set [scale v] to [1]\nend\nif <(SCREEN) = [story - 6]> then\n set [player x v] to [-67]\n set [player y v] to [0]\n set [level v] to [0]\nelse\n if <(SCREEN) = [Main Menu]> then\n set [player x v] to [0]\n set [player y v] to [50]\n if <(first time in menu) = [1]> then\n set [first time in menu v] to [0]\n broadcast (Start Music v)\n end\n else\n set [player x v] to [0]\n set [player y v] to [50]\n end\nend\npoint in direction (90)\nset [exit v] to []\nset [scroll_x v] to [0]\nset [scroll_y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [5]\nset size to (100) %\nclear graphic effects\nif <not <(SCREEN) = [Intro]>> then\n show\nend\nPosition\nset [start time in ms v] to ((days since 2000) * (86400000))\n\ndefine Move Y (y)\nchange [in air v] by (1)\nchange [player y v] by (y)\nPosition\nif <touching (blocks v)?> then\n set [n v] to [0]\n repeat until <<not <touching (blocks v)?>> or <(n) = [50]>>\n if <(y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n change [n v] by (1)\n Position\n end\n set [yv v] to [0]\nend\n\ndefine Move X (x)\nchange [player x v] by (x)\nPosition\nif <touching (blocks v)?> then\n repeat (10)\n change [player y v] by (1)\n Position\n if <not <touching (blocks v)?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-10)\n Position\n set [n v] to [0]\n repeat until <<not <touching (blocks v)?>> or <(n) = [20]>>\n if <(x) > [0]> then\n change [player x v] by (-2)\n else\n change [player x v] by (2)\n end\n change [n v] by (1)\n Position\n end\nend\n\ndefine Story\nset [level v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nshow\nswitch costume to (old cat v)\nwait (2) seconds\nset [pixelate v] effect to (50)\nset [whirl v] effect to (50)\nwait (.05) seconds\nclear graphic effects\nwait (.1) seconds\nset [pixelate v] effect to (50)\nset [whirl v] effect to (50)\nwait (.15) seconds\nclear graphic effects\nwait (.1) seconds\nset [pixelate v] effect to (50)\nset [whirl v] effect to (50)\nwait (.05) seconds\nclear graphic effects\nwait (.1) seconds\nrepeat (10)\n change [brightness v] effect by (5)\n change [pixelate v] effect by (5)\nend\nswitch costume to (run-09 v)\ngo to x: (-30) y: (0)\nrepeat (10)\n change [brightness v] effect by (-5)\n change [pixelate v] effect by (-5)\n change x by (3)\n next costume\n if <(costume [number v]) > [25]> then\n switch costume to (run-01 v)\n end\nend\nswitch costume to (stand - smile look forward v)\nwait (1) seconds\nswitch costume to (turn-01 v)\nwait (1) seconds\nswitch costume to (stand - smile look forward v)\nwait (1) seconds\nswitch costume to (run-01 v)\nrepeat until <(x position) > [240]>\n change x by (8)\n next costume\n if <(costume [number v]) > [25]> then\n switch costume to (run-01 v)\n end\nend\nhide\nwait (1) seconds\nset [screen v] to [story - 2]\ngo to x: (-240) y: (0)\nwait (1) seconds\nshow\nrepeat until <(x position) > [0]>\n change x by (8)\n next costume\n if <(costume [number v]) > [25]> then\n switch costume to (run-01 v)\n end\nend\nswitch costume to (stand - smile look forward v)\nwait (.5) seconds\nset [screen v] to [story - 3]\nswitch costume to (suprised v)\nplay sound [Meow v] until done\nswitch costume to (stand - frown v)\nwait (1) seconds\nswitch costume to (run_j1 v)\nrepeat (10)\n change y by (((40) - (y position)) / (5))\nend\nswitch costume to (run_j2 v)\nrepeat (10)\n change y by (((-5) - (y position)) / (3))\nend\nset y to (0)\nswitch costume to (stand - smile look down v)\nset [screen v] to [story - 4]\nplay sound [Meow v] until done\nswitch costume to (stand - smile look forward v)\nwait (.5) seconds\nset [screen v] to [story - 5]\nrepeat (25)\n change x by (-3)\nend\nset [screen v] to [story - 6]\n\ndefine Position\ngo to x: (((PLAYER X) * (SCALE)) - (SCROLL_X)) y: (((PLAYER Y) * (SCALE)) - (SCROLL_Y))\n\ndefine Animate\nif <(YV) > [0]> then\n Animate [1a] [7]\nelse\n if <(YV) < [0]> then\n Animate [1a] [8]\n else\n if <<(YV) = [0]> and <(last yv) = [0]>> then\n if <([abs v] of (xv) ) > [.9]> then\n Animate [2abcdefghijklmnop] [9]\n else\n switch costume to (stand - smile look forward v)\n end\n else\n switch costume to (run_j2 v)\n end\n end\nend\nset [last yv v] to (YV)\n\nwhen I receive [main menu v]\nset [exit v] to [screen change]\nset [scroll_x v] to [5]\nset [scroll_y v] to [60]\nhide variable [scale v]\n\nwhen I receive [notify v]\nsay (NOTIFICATION) for (2) seconds\n\nwhen I receive [green flag v]\nrepeat until <(SCREEN) = [story - 6]>\n if <key (space v) pressed?> then\n stop [other scripts in sprite v]\n set [screen v] to [Intro]\n hide\n broadcast (Transition v) and wait\n broadcast (panther__ Intro v) and wait\n wait (4) seconds\n set [screen v] to [Main Menu]\n broadcast (Main Menu v) and wait\n broadcast (Loading Screen v) and wait\n broadcast (Play Game v) and wait\n clear graphic effects\n end\nend\n\nset [levels completed v] to [0]\nset [sparky found v] to [0]\nset [inventory discovered v] to [0]\ndelete all of [sandbox level v]\n\nwhen I receive [dev - refresh objects v]\nset [dev - stored x v] to (PLAYER X)\nset [dev - stored y v] to (PLAYER Y)\nset [dev - store sparky found v] to (SPARKY FOUND)\nset [dev - stored size v] to (size)\nbroadcast (Set Up v) and wait\nset [player x v] to (DEV - stored x)\nset [player y v] to (DEV - stored y)\nset [scroll_x v] to (DEV - stored x)\nset [scroll_y v] to (DEV - stored y)\nset [sparky found v] to (DEV - store sparky found)\nset size to (DEV - stored size) %\n\nwhen I receive [panther__ intro v]\nhide\n\nwhen [p v] key pressed\nif <(CONFIRMATION DIALOG ACTIVE) = [0]> then\n set [pause v] to ((PAUSE) * (-1))\nend\n\nwhen I receive [adjust volume level v]\nset volume to (VOLUME LEVEL) %\n\nwhen flag clicked\nset [first time in menu v] to [1]\n\nwhen I receive [set up v]\nReset\n\nset [☁ level1 record v] to [999]\nset [☁ level2 record v] to [999]\nset [☁ level3 record v] to [999]\nset [☁ level4 record v] to [999]\nset [☁ level5 record v] to [999]\nset [☁ level6 record v] to [999]\nset [☁ level7 record v] to [999]\n\n@Blocks\n\nwhen I receive [green flag v]\nset [last tick v] to [0]\ngo to x: (0) y: (-120)\nhide\nset [ghost v] effect to (100)\nwait until <(SCREEN) = [story - 2]>\nshow\nswitch costume to (start start sound meow v)\nrepeat (10)\n change y by (4)\n change [ghost v] effect by (-10)\nend\nwait until <(SCREEN) = [story - 3]>\nswitch costume to (running - start sound meow v)\nwait (.85) seconds\nswitch costume to (start start sound meow v)\nwait until <(SCREEN) = [story - 4]>\nswitch costume to (running - start sound meow v)\nwait (.85) seconds\nswitch costume to (start start sound meow v)\nwait until <(SCREEN) = [story - 5]>\nrepeat (25)\n change x by (-3)\nend\nwait until <(SCREEN) = [story - 6]>\nstop [other scripts in sprite v]\nhide\nCreate Block [1] [-75] [-80] appear: [1] length of action: [25] requires key press: [] unlock after: [] decaying: []\nCreate Block [2] [200] [-80] appear: [0] length of action: [1] requires key press: [] unlock after: [] decaying: []\n\nwhen I start as a clone\nchange [clone placement index v] by (1)\nset [clone index v] to (CLONE PLACEMENT INDEX)\nset [original y v] to (y)\nset [effect v] to [0]\nif <(appear) = [0]> then\n if <<([abs v] of ((x) - (SCROLL_X)) ) < [350]> and <([abs v] of ((y) - (SCROLL_Y)) ) < [250]>> then\n show\n switch costume to (((id) * (2)) - (1))\n set [ghost v] effect to (100)\n repeat (10)\n Position\n change y by (4)\n change [ghost v] effect by (-10)\n end\n else\n hide\n end\n set [appear v] to [1]\nend\nclear graphic effects\n\ndefine Create Block (id) (x) (y) appear: (appear) length of action: (length) requires key press: (key press) unlock after: (unlock) decaying: (decaying)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [state v] to [0]\nset [appear v] to (appear)\nset [length of action v] to (length)\nset [running v] to (length)\nset [required key press v] to (key press)\nset [decaying v] to (decaying)\nif <(unlock) > []> then\n set [unlock at # v] to (unlock)\nelse\n set [unlock at # v] to [-1]\nend\nset [master v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\n\nwhen I receive [tick v]\nTick\n\ndefine Position\nset [translated x v] to (((x) * (SCALE)) - (SCROLL_X))\nset [translated y v] to (((y) * (SCALE)) - (SCROLL_Y))\ngo to x: (translated x) y: (translated y)\n\nwhen I receive [set up v]\nhide\nset [placing block toggle v] to [-1]\nset [placing block v] to [0]\nset [required key press v] to [false]\nset [touching scratch cat v] to [false]\nset [sandbox - grabbing block v] to [0]\nset [click released v] to [true]\nset [clone placement index v] to [0]\nif then\n delete this clone\nend\nif <(SCREEN) = [story - 6]> then\n Create Block [1] [-75] [-80] appear: [1] length of action: [25] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [200] [-80] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\nelse\n if <(SCREEN) = [Main Menu]> then\n Create Block [35] [-630] [240] appear: [1] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [-320] [-90] appear: [1] length of action: [60] key press: [e] path: [-320] [200] [-320] [-90]\n Create Block [45] [0] [245] appear: [1] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [4] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [5] [300] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [473] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [1] decaying: []\n Create Block [12] [650] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [823] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [2] decaying: []\n Create Block [26] [1000] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [1173] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [3] decaying: []\n Create Block [29] [1350] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [1523] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [4] decaying: []\n Create Block [33] [1700] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [1873] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [5] decaying: []\n Create Block [36] [2050] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [2223] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [6] decaying: []\n Create Block [40] [2400] [-90] appear: [0] length of action: [5] requires key press: [e] unlock after: [] decaying: []\n Create Block [14] [2573] [33] appear: [0] length of action: [5] requires key press: [] unlock after: [7] decaying: []\n else\n if <(SCREEN) = [Level 1]> then\n set [level v] to [1]\n Create Block [11] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [6] [250] [30] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [7] [500] [110] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [8] [750] [190] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [9] [1000] [270] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [10] [1250] [350] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [3] [1450] [350] appear: [0] length of action: [60] key press: [] path: [1450] [350] [2000] [350]\n Create Block [10] [2200] [350] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [9] [2450] [270] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [8] [2700] [190] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [7] [2950] [110] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [6] [3200] [30] appear: [0] length of action: [7] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [3450] [30] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 2]> then\n set [level v] to [2]\n Create Block [13] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [87] [-47] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [-84] [-47] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [16] [150] [-50] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [350] [150] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [16] [550] [150] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [570] [520] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [640] [250] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [750] [350] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [18] [1000] [350] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [1110] [350] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [1110] [450] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [1110] [550] appear: [0] length of action: [3] requires key press: [] unlock after: [] decaying: []\n Create Block [23] [920] [-800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [20] [1100] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [21] [1300] [-800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [22] [1500] [-775] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: [1]\n Create Block [24] [1700] [-775] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: [1]\n Create Block [25] [1900] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [2150] [-725] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [19] [2400] [-700] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [2600] [-700] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 3]> then\n set [level v] to [3]\n Create Block [27] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [25] [750] [250] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [20] [1050] [200] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [20] [1750] [500] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [2000] [-500] appear: [0] length of action: [140] key press: [e] path: [2000] [-500] [2000] [460]\n Create Block [20] [2225] [-460] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [3050] [-150] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 4]> then\n set [level v] to [4]\n Create Block [30] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [1] [-200] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [18] [-400] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [175] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [175] [75] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [375] [15] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [375] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [575] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [575] [75] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [22] [1100] [250] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [1275] [306] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [1500] [306] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [19] [1700] [306] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [2000] [0] appear: [0] length of action: [60] key press: [e] path: [2000] [0] [2000] [260]\n Create Block [24] [2250] [40] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [25] [2410] [45] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [2900] [350] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 5]> then\n set [level v] to [5]\n Create Block [34] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [145] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [300] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [455] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [16] [650] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [950] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [320] [20] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [1400] [50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [22] [1700] [200] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [1800] [50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [2450] [300] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [2555] [303] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [2635] [303] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [2730] [300] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [2827] [303] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [2907] [303] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [3002] [300] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [3002] [300] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [3250] [260] appear: [0] length of action: [60] key press: [e] path: [3500] [0] [3250] [260]\n Create Block [25] [4100] [375] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [3730] [500] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [3830] [600] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [3930] [700] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [4350] [350] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 6]> then\n set [level v] to [6]\n Create Block [37] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [150] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [400] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [650] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [810] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [970] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [39] [1300] [-100] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [2100] [200] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [2500] [400] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [21] [2750] [375] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [2650] [-100] appear: [0] length of action: [100] key press: [e] path: [3100] [-100] [2650] [-100]\n Create Block [22] [3500] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [3800] [7] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [4000] [200] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [3800] [400] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [4000] [600] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [4150] [800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [4252] [805] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [4350] [800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [25] [4550] [800] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [39] [4850] [700] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [5202] [730] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Level 7]> then\n set [level v] to [7]\n Create Block [41] [0] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [-150] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [150] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [24] [0] [175] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [-400] [130] appear: [0] length of action: [60] key press: [e] path: [-700] [130] [-400] [130]\n Create Block [38] [-1000] [0] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [38] [-1250] [0] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [-1550] [130] appear: [0] length of action: [180] key press: [e] path: [-1550] [-750] [-1550] [130]\n Create Block [31] [-1250] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [-1100] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [-950] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [31] [-750] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [15] [-600] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [32] [-450] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [-200] [-750] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [1550] [130] appear: [0] length of action: [180] key press: [e] path: [1550] [-750] [1550] [130]\n Create Block [39] [900] [0] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [25] [1250] [100] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [17] [700] [-600] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Moving Block [28] [350] [-575] appear: [0] length of action: [180] key press: [e] path: [350] [-150] [350] [-575]\n Create Block [24] [175] [450] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [2] [490] [660] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Java]> then\n set [level v] to [8]\n set [sparks initiated v] to [0]\n Create Block [42] [0] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [43] [200] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n Create Block [44] [400] [-50] appear: [0] length of action: [5] requires key press: [] unlock after: [] decaying: []\n else\n if <(SCREEN) = [Sandbox]> then\n set [level v] to [-]\n set [placing block toggle v] to [-1]\n Create Block [46] [0] [-50] appear: [0] length of action: [60] requires key press: [] unlock after: [] decaying: []\n Create From List\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Activate\nset [running v] to [0]\nif <(decaying) > [0]> then\n set [decaying v] to [2]\n set [decay delay v] to [0]\nelse\n if <(id) = [1]> then\n start sound [Meow v]\n else\n if <(id) = [2]> then\n if <(SCREEN) = [story - 6]> then\n set [screen v] to [Intro]\n broadcast (transition to intro v)\n else\n if <(LEVEL) > (LEVELS COMPLETED)> then\n set [levels completed v] to (LEVEL)\n end\n Set Records\n set [screen v] to [Main Menu]\n broadcast (Main Menu v)\n broadcast (Loading Screen v)\n end\n else\n if <(id) = [4]> then\n set [notification v] to [Welcome To Scratch]\n broadcast (NOTIFY v)\n else\n if <(id) = [5]> then\n set [screen v] to [Level 1]\n broadcast (Loading Screen v)\n else\n if <(id) = [6]> then\n set [note v] to [60]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [7]> then\n set [note v] to [62]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [8]> then\n set [note v] to [64]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [9]> then\n set [note v] to [65]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [10]> then\n set [note v] to [67]\n set [duration v] to [.25]\n broadcast (Play Note v)\n else\n if <(id) = [11]> then\n set [notification v] to [Level 1]\n broadcast (NOTIFY v)\n else\n if <(id) = [12]> then\n set [screen v] to [Level 2]\n broadcast (Loading Screen v)\n else\n if <(id) = [13]> then\n set [notification v] to [Level 2]\n broadcast (NOTIFY v)\n else\n if <(id) = [16]> then\n start sound [Boing v]\n set [yv v] to [30]\n else\n if <(id) = [17]> then\n change [color effect v] by (20)\n set [color effect v] to ((COLOR EFFECT) mod (200))\n else\n if <(id) = [18]> then\n set [size v] to [25]\n else\n if <(id) = [19]> then\n set [size v] to [100]\n else\n if <(id) = [26]> then\n set [screen v] to [Level 3]\n broadcast (Loading Screen v)\n else\n if <(id) = [27]> then\n set [notification v] to [Level 3]\n broadcast (NOTIFY v)\n else\n if <(id) = [29]> then\n set [screen v] to [Level 4]\n broadcast (Loading Screen v)\n else\n if <(id) = [30]> then\n set [notification v] to [Level 4]\n broadcast (NOTIFY v)\n else\n if <(id) = [33]> then\n set [screen v] to [Level 5]\n broadcast (Loading Screen v)\n else\n if <(id) = [34]> then\n set [notification v] to [Level 5]\n broadcast (NOTIFY v)\n else\n if <(id) = [35]> then\n if <(START MUSIC) = [1]> then\n set [start music v] to [0]\n else\n set [start music v] to [1]\n end\n broadcast (Start Music v)\n else\n if <(id) = [36]> then\n set [screen v] to [Level 6]\n broadcast (Loading Screen v)\n else\n if <(id) = [37]> then\n set [notification v] to [Level 6]\n broadcast (NOTIFY v)\n else\n if <(id) = [39]> then\n start sound [Tada v]\n set [confetti timer v] to (timer)\n else\n if <(id) = [40]> then\n set [screen v] to [Level 7]\n broadcast (Loading Screen v)\n else\n if <(id) = [41]> then\n set [notification v] to [Level 7]\n broadcast (NOTIFY v)\n else\n if <(id) = [42]> then\n set [notification v] to [hello world]\n broadcast (Notify Terminal v)\n else\n if <(id) = [43]> then\n if <(sparks initiated) = [0]> then\n broadcast (init sparks v)\n set [sparks initiated v] to [1]\n end\n else\n if <(id) = [44]> then\n broadcast (credits v)\n else\n if <(id) = [45]> then\n set [screen v] to [Sandbox]\n broadcast (Loading Screen v)\n else\n if <(id) = [46]> then\n set [notification v] to [Custom Level]\n broadcast (NOTIFY v)\n else\n if <(id) = [49]> then\n set [start time in ms v] to ((days since 2000) * (86400000))\n show variable [timer v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Tick\nswitch costume to (die v)\nset size to ((100) * (SCALE)) %\nswitch costume to ((id) * (2))\nif <<(appear) = [1]> and <(master) = [false]>> then\n if <<([abs v] of ((x position) - (translated x)) ) < [1]> and <([abs v] of ((y position) - (translated y)) ) < [1]>> then\n if <(SCREEN) = [Sandbox]> then\n if <<mouse down?> and <(PLACING BLOCK) = [0]>> then\n if <<(click released) = [true]> and <touching (mouse-pointer v)?>> then\n if <(SANDBOX - GRABBING BLOCK) = [0]> then\n set [x offset v] to ((mouse x) - (((x) * (SCALE)) - (SCROLL_X)))\n set [y offset v] to ((mouse y) - (((y) * (SCALE)) - (SCROLL_Y)))\n set [click released v] to [false]\n set [sandbox - grabbing block v] to [1]\n end\n end\n if <<not <(id) = [46]>> and <(click released) = [false]>> then\n set [x v] to ((((mouse x) + (SCROLL_X)) / (SCALE)) - ((x offset) / (SCALE)))\n set [y v] to ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n replace item ((((clone index) - (1)) * (3)) - (1)) of [sandbox level v] with ((((mouse x) + (SCROLL_X)) / (SCALE)) - ((x offset) / (SCALE)))\n replace item ((((clone index) - (1)) * (3)) - (0)) of [sandbox level v] with ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n end\n else\n if <(click released) = [false]> then\n set [click released v] to [true]\n set [sandbox - grabbing block v] to [0]\n if <touching (sandbox trash v)?> then\n Delete Block\n end\n end\n end\n end\n show\n if <(running) < (length of action)> then\n set [state v] to [1]\n change [running v] by (1)\n else\n set [state v] to [0]\n end\n change y by ((10) * (SCALE))\n if <touching (scratch cat v)?> then\n if <(id) = [15]> then\n set [exit v] to [die]\n start sound [Die v]\n end\n end\n change y by ((-20) * (SCALE))\n if <touching (scratch cat v)?> then\n if <(id) = [15]> then\n set [exit v] to [die]\n start sound [Die v]\n end\n end\n change y by ((20) * (SCALE))\n if <<touching (scratch cat v)?> and <(YV) < [.1]>> then\n if <(running) > ((length of action) - (1))> then\n if <(required key press) > []> then\n if <<key ((required key press) v) pressed?> and <(key released) = [true]>> then\n Activate\n set [key released v] to [false]\n end\n else\n if <(touching scratch cat) = [false]> then\n Activate\n end\n end\n set [touching scratch cat v] to [true]\n end\n end\n if <not <touching (scratch cat v)?>> then\n change y by ((10) * (SCALE))\n if <not <touching (scratch cat v)?>> then\n set [touching scratch cat v] to [false]\n end\n end\n if <not <key ((required key press) v) pressed?>> then\n set [key released v] to [true]\n end\n change y by ((10) * (SCALE))\n if <touching (scratch cat v)?> then\n Activate on Touch\n end\n if <<(state) = [1]> or <<(id) = [3]> or <<(id) = [38]> or <<(id) = [35]> and <(START MUSIC) = [1]>>>>> then\n switch costume to ((id) * (2))\n else\n switch costume to (((id) * (2)) - (1))\n end\n else\n hide\n end\n Always Activate\n Decay\n if <<(id) = [14]> and <(LEVELS COMPLETED) > ((unlock at #) - (1))>> then\n if <(((150) - (effect)) / (10)) > [1]> then\n change [ghost v] effect by (10)\n change [effect v] by (10)\n else\n delete this clone\n end\n end\n Position\nend\nif <(master) = [true]> then\n if <(SCREEN) = [Sandbox]> then\n if <(placing block toggle) = [1]> then\n set [placing block v] to (item ((SCROLL INDEX) + (1)) of [sandbox - placeable blocks v])\n if <<(PLACING BLOCK) = [47]> or <(PLACING BLOCK) = [48]>> then\n switch costume to (start start sound meow v)\n set size to ((100) * (SCALE)) %\n switch costume to (((PLACING BLOCK) * (2)) - (1))\n go to x: (mouse x) y: (mouse y)\n set [ghost v] effect to (50)\n stamp\n if <mouse down?> then\n if <(mouse released) = [true]> then\n set [mouse released v] to [false]\n set [new bug id v] to (((SCROLL INDEX) mod (2)) + (1))\n set [new bug x v] to (((mouse x) + (SCROLL_X)) / (SCALE))\n set [new bug y v] to (((mouse y) + (SCROLL_Y)) / (SCALE))\n broadcast (new bug v)\n add (PLACING BLOCK) to [sandbox level v]\n add (((mouse x) + (SCROLL_X)) / (SCALE)) to [sandbox level v]\n add (((mouse y) + (SCROLL_Y)) / (SCALE)) to [sandbox level v]\n end\n else\n set [mouse released v] to [true]\n end\n else\n Place Block (mouse x) (mouse y) (PLACING BLOCK)\n end\n else\n set [placing block v] to [0]\n end\n else\n if <(PLACING BLOCK) > [0]> then\n Place Block (mouse x) (mouse y) (PLACING BLOCK)\n end\n end\nend\n\ndefine Create Moving Block (id) (x) (y) appear: (apear) length of action: (length) key press: (key press) path: (x1) (y1) (x2) (y2)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [appear v] to (appear)\nset [length of action v] to (length)\nset [running v] to (length)\nset [required key press v] to (key press)\ndelete all of [path v]\nadd (x1) to [path v]\nadd (y1) to [path v]\nadd (x2) to [path v]\nadd (y2) to [path v]\nset [target v] to [2]\nset [master v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\n\ndefine Glide\nif <<(id) = [3]> or <(id) = [28]>> then\n change [x v] by ((5) * ((((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) / ([abs v] of (((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) )))\n change [y v] by ((5) * ((((item ((target) * (2)) of [path v]) - (y)) / (length of action)) / ([abs v] of (((item ((target) * (2)) of [path v]) - (y)) / (length of action)) )))\n change y by (10)\n if <touching (scratch cat v)?> then\n change [player x v] by ((5) * ((((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) / ([abs v] of (((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) )))\n change [player y v] by ((5) * ((((item ((target) * (2)) of [path v]) - (y)) / (length of action)) / ([abs v] of (((item ((target) * (2)) of [path v]) - (y)) / (length of action)) )))\n end\n Position\n if <<([abs v] of (((item (((target) * (2)) - (1)) of [path v]) - (x)) / (length of action)) ) < [1]> and <([abs v] of (((item ((target) * (2)) of [path v]) - (y)) / (length of action)) ) < [1]>> then\n if <(target) = [1]> then\n if <(id) = [28]> then\n change y by (10)\n if <<key ((required key press) v) pressed?> and <touching (scratch cat v)?>> then\n set [target v] to [2]\n end\n Position\n else\n set [target v] to [2]\n end\n else\n if <(id) = [28]> then\n change y by (10)\n if <<key ((required key press) v) pressed?> and <touching (scratch cat v)?>> then\n set [target v] to [1]\n end\n Position\n else\n set [target v] to [1]\n end\n end\n set [state v] to [0]\n else\n set [state v] to [1]\n end\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\ndefine get Distance from: (x1) (y1) to: (x2) (y2)\nset [distance v] to ([sqrt v] of ((((y2) - (y1)) * ((y2) - (y1))) + (((x2) - (x1)) * ((x2) - (x1)))) )\n\ndefine Decay\nif <(decaying) = [2]> then\n if <(decay delay) > [20]> then\n change [y v] by (((-1500) - (y)) / (100))\n change [pixelate v] effect by (5)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n if <([abs v] of (((-1500) - (y)) / (100)) ) < [1]> then\n Position\n if <not <([abs v] of ((original y) - (SCROLL_Y)) ) < [180]>> then\n set [decaying v] to [1]\n end\n end\n else\n change [decay delay v] by (1)\n end\nelse\n if <(decaying) = [1]> then\n set [y v] to (original y)\n clear graphic effects\n end\nend\n\ndefine Activate on Touch\nif <(id) = [31]> then\n set [state v] to [1]\n if <(BLOCKS AFFECTING X) = [false]> then\n change [player x v] by (4)\n set [blocks affecting x v] to [true]\n end\nelse\n if <(id) = [32]> then\n set [state v] to [1]\n if <(BLOCKS AFFECTING X) = [false]> then\n change [player x v] by (-4)\n set [blocks affecting x v] to [true]\n end\n end\nend\n\nwhen I receive [green flag v]\nrepeat until <(SCREEN) = [story - 6]>\n if <key (space v) pressed?> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\ndefine Place Block (x) (y) (id)\nswitch costume to (start start sound meow v)\nset size to ((100) * (SCALE)) %\nswitch costume to (((id) * (2)) - (1))\ngo to x: (x) y: (y)\nset [ghost v] effect to (50)\nstamp\nif <mouse down?> then\n if <(mouse released) = [true]> then\n set [mouse released v] to [false]\n Create Block (PLACING BLOCK) (((x) + (SCROLL_X)) / (SCALE)) (((y) + (SCROLL_Y)) / (SCALE)) appear: [1] length of action: [1] requires key press: [] unlock after: [] decaying: []\n add (PLACING BLOCK) to [sandbox level v]\n add (((x) + (SCROLL_X)) / (SCALE)) to [sandbox level v]\n add (((y) + (SCROLL_Y)) / (SCALE)) to [sandbox level v]\n delete (INVENTORY INDEX OF PLACING BLOCK) of [inventory v]\n set [placing block v] to [0]\n end\nelse\n set [mouse released v] to [true]\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\nwhen I receive [adjust volume level v]\nset volume to (VOLUME LEVEL) %\n\ndefine Always Activate\nGlide\nif <(id) = [38]> then\n if <<([abs v] of ((PLAYER X) - (x)) ) < [75]> and <<[0] < ((PLAYER Y) - (y))> and <((PLAYER Y) - (y)) < [300]>>> then\n if <(YV) < [6]> then\n change [yv v] by (3)\n end\n end\n if <((TICK) - (last tick)) > [5]> then\n set [last tick v] to (TICK)\n add (pick random ((x) - (75)) to ((x) + (75))) to [wind particles v]\n add (y) to [wind particles v]\n add [0] to [wind particles v]\n add (pick random (2) to (5)) to [wind particles v]\n add (pick random (75) to (100)) to [wind particles v]\n add [0] to [wind particles v]\n end\nelse\n if <(id) = [39]> then\n if <((timer) - (confetti timer)) < [2]> then\n set [last tick v] to (TICK)\n add (pick random ((x) - (200)) to ((x) + (150))) to [confetti v]\n add ((y) + (400)) to [confetti v]\n add [0] to [confetti v]\n add (pick random (-3) to (-7)) to [confetti v]\n add [0] to [confetti v]\n add (pick random (0) to (100)) to [confetti v]\n end\n end\nend\n\ndefine EDITOR - LAST SPOT\n\nbroadcast (Tick v)\n\nwhen [m v] key pressed\nset [placing block toggle v] to ((placing block toggle) * (-1))\n\ndefine Create From List\nset [p v] to [0]\nrepeat ((length of [sandbox level v]) / (3))\n change [p v] by (1)\n if <<(item (((p) * (3)) - (2)) of [sandbox level v]) = [47]> or <(item (((p) * (3)) - (2)) of [sandbox level v]) = [48]>> then\n set [new bug id v] to ((3) - (((item (((p) * (3)) - (2)) of [sandbox level v]) mod (2)) + (1)))\n set [new bug x v] to (item (((p) * (3)) - (1)) of [sandbox level v])\n set [new bug y v] to (item (((p) * (3)) - (0)) of [sandbox level v])\n broadcast (new bug v) and wait\n else\n Create Block (item (((p) * (3)) - (2)) of [sandbox level v]) (item (((p) * (3)) - (1)) of [sandbox level v]) (item (((p) * (3)) - (0)) of [sandbox level v]) appear: [1] length of action: [5] requires key press: [] unlock after: [] decaying: []\n end\nend\n\ndelete all of [sandbox level v]\n\ndefine Convert String (string) to List\ndelete all of [tmp list v]\nset [c v] to [1]\nrepeat until <(c) > (length of (string))>\n set [tmp word v] to []\n repeat until <<(letter (c) of (string)) = [ ]> or <(c) = (length of (string))>>\n set [tmp word v] to (join (tmp word) (letter (c) of (string)))\n change [c v] by (1)\n end\n add (round (tmp word)) to [tmp list v]\n change [c v] by (1)\nend\nif <((length of [tmp list v]) / (3)) = (round ((length of [tmp list v]) / (3)))> then\n set [save code validity v] to [valid]\n delete all of [sandbox level v]\n set [c v] to [0]\n repeat (length of [tmp list v])\n change [c v] by (1)\n add (item (c) of [tmp list v]) to [sandbox level v]\n end\nelse\n set [save code validity v] to [invalid]\n broadcast (Notify Load Error v)\nend\n\nwhen I receive [import level v]\nConvert String (IMPORT LEVEL CODE) to List\nbroadcast (Loading Screen v)\n\nwhen I receive [save level v]\ndelete all of [copy this to save your level v]\nadd (SANDBOX LEVEL) to [copy this to save your level v]\nhide list [copy this to save your level v]\n\nwhen I receive [check if valid save code v]\nConvert String (IMPORT LEVEL CODE) to List\n\nwhen I receive [reduce clone index v]\nif <(clone index) > (DELETED INDEX)> then\n change [clone index v] by (-1)\nend\n\ndefine Delete Block\nset [deleted index v] to (clone index)\nrepeat (3)\n delete ((((clone index) - (1)) * (3)) - (2)) of [sandbox level v]\nend\nbroadcast (reduce clone index v)\ndelete this clone\n\ndefine Set Records\nif <not <(username) = [panther__]>> then\n if <<(LEVEL) = [1]> and <(TIMER) < (☁ LEVEL1 RECORD)>> then\n set [☁ level1 record v] to (TIMER)\n else\n if <<(LEVEL) = [2]> and <(TIMER) < (☁ LEVEL2 RECORD)>> then\n set [☁ level2 record v] to (TIMER)\n else\n if <<(LEVEL) = [3]> and <(TIMER) < (☁ LEVEL3 RECORD)>> then\n set [☁ level3 record v] to (TIMER)\n else\n if <<(LEVEL) = [4]> and <(TIMER) < (☁ LEVEL4 RECORD)>> then\n set [☁ level4 record v] to (TIMER)\n else\n if <<(LEVEL) = [5]> and <(TIMER) < (☁ LEVEL5 RECORD)>> then\n set [☁ level5 record v] to (TIMER)\n else\n if <<(LEVEL) = [6]> and <(TIMER) < (☁ LEVEL6 RECORD)>> then\n set [☁ level6 record v] to (TIMER)\n else\n if <<(LEVEL) = [7]> and <(TIMER) < (☁ LEVEL7 RECORD)>> then\n set [☁ level7 record v] to (TIMER)\n end\n end\n end\n end\n end\n end\n end\nend\n\n@bugs\n\ndefine Animate (anim) (offset)\nset [t v] to ((length of (anim)) - (1))\nswitch costume to ((offset) + (letter ((([floor v] of ((TICK) / (letter (1) of (anim))) ) mod (t)) + (2)) of (anim)))\n\ndefine Create Bug (id) (x) (y)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [original y v] to (y)\nset [master v] to [false]\nset [die v] to [0]\nset [decaying v] to [1]\nchange [clone placement index v] by (1)\nset [clone index v] to (CLONE PLACEMENT INDEX)\nset [click released v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\nhide\n\ndefine Position\ngo to x: (((x) * (SCALE)) - (SCROLL_X)) y: (((y) * (SCALE)) - (SCROLL_Y))\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(master) = [false]> then\n if <(SCREEN) = [Sandbox]> then\n if <<mouse down?> and <(PLACING BLOCK) = [0]>> then\n if <<(click released) = [true]> and <touching (mouse-pointer v)?>> then\n if <(SANDBOX - GRABBING BLOCK) = [0]> then\n set [x offset v] to ((mouse x) - (((x) * (SCALE)) - (SCROLL_X)))\n set [y offset v] to ((mouse y) - (((y) * (SCALE)) - (SCROLL_Y)))\n set [click released v] to [false]\n set [sandbox - grabbing block v] to [1]\n end\n end\n if <(click released) = [false]> then\n set [x v] to ((((mouse x) + (SCROLL_X)) / (SCALE)) - ((x offset) / (SCALE)))\n set [y v] to ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n set [original y v] to ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n replace item ((((clone index) - (1)) * (3)) - (1)) of [sandbox level v] with ((((mouse x) + (SCROLL_X)) / (SCALE)) - ((x offset) / (SCALE)))\n replace item ((((clone index) - (1)) * (3)) - (0)) of [sandbox level v] with ((((mouse y) + (SCROLL_Y)) / (SCALE)) - ((y offset) / (SCALE)))\n end\n else\n if <(click released) = [false]> then\n set [click released v] to [true]\n set [sandbox - grabbing block v] to [0]\n if <touching (sandbox trash v)?> then\n Delete Bug\n end\n end\n end\n end\n set size to ((100) * (SCALE)) %\n Decay\n if <(die) > [0]> then\n change y by (-5)\n change [ghost v] effect by (10)\n change [die v] by (1)\n if <(die) = [11]> then\n delete this clone\n end\n else\n if <<([abs v] of ((x position) - (((x) * (SCALE)) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - (((y) * (SCALE)) - (SCROLL_Y))) ) < [1]>> then\n go to [back v] layer\n show\n if <(id) = [1]> then\n Animate [2123456] [1]\n go to x: ((((x) * (SCALE)) - (SCROLL_X)) + (([sin v] of ((timer) * (50)) ) * ((10) * (SCALE)))) y: ((((y) * (SCALE)) - (SCROLL_Y)) + (([cos v] of ((timer) * (150)) ) * ((10) * (SCALE))))\n if <<(sfx started) = [false]> or <(TOC - PLAYING SOUND) = [false]>> then\n broadcast (Toc - Wirl v)\n end\n else\n if <(id) = [2]> then\n Position\n if <<touching (blocks v)?> or <<(y) < (lowest y)> or <(y) = (lowest y)>>> then\n if <<(y) < (lowest y)> or <(y) = (lowest y)>> then\n set [lowest y v] to (y)\n end\n set [tac - y vel v] to [20]\n if <(sfx started) = [false]> then\n broadcast (Tac - Bounce v)\n end\n end\n change [y v] by (Tac - y vel)\n set rotation style [all around v]\n if <(Tac - y vel) > [-20]> then\n change [tac - y vel v] by (-1)\n end\n if <(Tac - y vel) > [0]> then\n switch costume to (tac - static v)\n else\n switch costume to (tac - fall v)\n end\n end\n end\n if <touching (scratch cat v)?> then\n if <<(PLAYER Y) > ((y) - (100))> and <(YV) < [0]>> then\n set [yv v] to [30]\n set [decaying v] to [2]\n broadcast (Bugs - Die v)\n else\n set [exit v] to [die]\n end\n end\n else\n hide\n if <(TOC - PLAYING SOUND) = [true]> then\n set volume to ((100) - ((distance to [scratch cat v]) / (5))) %\n start sound [Toc - Wirl v]\n set [toc - playing sound v] to [false]\n end\n end\n end\nend\n\nwhen I receive [set up v]\npoint in direction (90)\nif then\n delete this clone\nend\nif <(SCREEN) = [Level 2]> then\n Create Bug [1] [2100] [-550]\n Create Bug [2] [2450] [-649]\nelse\n if <(SCREEN) = [Level 3]> then\n Create Bug [1] [150] [-50]\n Create Bug [1] [350] [50]\n Create Bug [1] [550] [150]\n Create Bug [1] [1200] [200]\n Create Bug [1] [1400] [300]\n Create Bug [1] [1600] [400]\n Create Bug [1] [2400] [-450]\n Create Bug [1] [2600] [-350]\n Create Bug [1] [2800] [-250]\n else\n if <(SCREEN) = [Level 4]> then\n Create Bug [1] [750] [0]\n Create Bug [1] [850] [100]\n Create Bug [1] [950] [200]\n Create Bug [2] [2300] [100]\n Create Bug [1] [2550] [50]\n Create Bug [1] [2650] [150]\n Create Bug [1] [2750] [250]\n else\n if <(SCREEN) = [Level 5]> then\n Create Bug [2] [950] [0]\n Create Bug [1] [1200] [-50]\n Create Bug [1] [2200] [100]\n Create Bug [1] [2300] [200]\n Create Bug [1] [3730] [75]\n Create Bug [1] [3830] [175]\n Create Bug [1] [3930] [275]\n else\n if <(SCREEN) = [Level 6]> then\n Create Bug [2] [1440] [-50]\n Create Bug [1] [1600] [-100]\n Create Bug [1] [1750] [0]\n Create Bug [1] [1900] [100]\n else\n if <(SCREEN) = [Level 7]> then\n Create Bug [1] [300] [150]\n Create Bug [1] [450] [150]\n Create Bug [1] [600] [150]\n Create Bug [1] [1250] [-700]\n Create Bug [1] [1100] [-700]\n Create Bug [1] [950] [-700]\n end\n end\n end\n end\n end\nend\n\nbroadcast (DEV - Refresh Objects v)\n\nwhen I receive [toc - wirl v]\nset [toc - playing sound v] to [true]\nset [sfx started v] to [false]\n\ndefine Decay\nif <(decaying) = [2]> then\n if <(decay delay) > [20]> then\n change [y v] by (((-1500) - (y)) / (100))\n change [ghost v] effect by (10)\n if <([abs v] of (((-1500) - (y)) / (100)) ) < [1]> then\n if <<([abs v] of ((original y) - (SCROLL_Y)) ) > [180]> or <([abs v] of ((x) - (SCROLL_X)) ) > [240]>> then\n set [decaying v] to [1]\n end\n end\n else\n change [decay delay v] by (1)\n end\nelse\n if <(decaying) = [1]> then\n change [y v] by (((original y) - (y)) / (40))\n clear graphic effects\n Position\n end\nend\n\nset [die v] to [1]\n\nwhen I receive [bugs - die v]\nset [sfx started v] to [true]\nset volume to ((100) - ((distance to [scratch cat v]) / (5))) %\nplay sound [Bug - Pop v] until done\nset [sfx started v] to [false]\n\nwhen I receive [tac - bounce v]\nset [sfx started v] to [true]\nset volume to ((100) - ((distance to [scratch cat v]) / (5))) %\nplay sound [Tac - Bounce v] until done\nset [sfx started v] to [false]\n\nwhen I receive [adjust volume level v]\nset volume to (VOLUME LEVEL) %\n\nwhen I receive [new bug v]\nif <(master) = [true]> then\n Create Bug (NEW BUG ID) (NEW BUG X) (NEW BUG Y)\nend\n\nwhen I receive [reduce clone index v]\nif <(clone index) > (DELETED INDEX)> then\n change [clone index v] by (-1)\nend\n\ndefine Delete Bug\nset [deleted index v] to (clone index)\nrepeat (3)\n delete ((((clone index) - (1)) * (3)) - (2)) of [sandbox level v]\nend\nbroadcast (reduce clone index v)\ndelete this clone\n\n@Collectable Blocks\n\nwhen flag clicked\nhide\n\ndefine Create Block (x) (y) id (id)\nswitch costume to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\nset [master v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\n\nwhen I receive [set up v]\ndelete all of [inventory v]\nif then\n delete this clone\nend\nif <(SCREEN) = [Level 5]> then\n Create Block [1450] [110] id [18]\n Create Block [1900] [110] id [19]\nelse\n if <(SCREEN) = [Level 6]> then\n Create Block [2200] [275] id [16]\n Create Block [2604] [475] id [18]\n Create Block [2800] [475] id [19]\n else\n if <(SCREEN) = [Level 7]> then\n Create Block [-120] [-675] id [38]\n Create Block [620] [-530] id [16]\n end\n end\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\nwhen I receive [tick v]\nif <(master) = [false]> then\n go to [back v] layer\n Position\n if <<([abs v] of ((x position) - (translate x)) ) < [1]> and <([abs v] of ((y position) - (translate y)) ) < [1]>> then\n show\n else\n hide\n end\n if <touching (scratch cat v)?> then\n change [x v] by (((PLAYER X) - (x)) / (5))\n change [y v] by (((PLAYER Y) - (y)) / (5))\n if <<([abs v] of ((PLAYER X) - (x)) ) < [1]> and <([abs v] of ((PLAYER Y) - (y)) ) < [1]>> then\n add (id) to [inventory v]\n delete this clone\n end\n end\nend\n\ndefine Position\nset [translate x v] to (((x) - (SCROLL_X)) + (([sin v] of ((timer) * (150)) ) * (5)))\nset [translate y v] to (((y) - (SCROLL_Y)) + (([cos v] of ((timer) * (75)) ) * (5)))\ngo to x: (translate x) y: (translate y)\n\n@inventory slots\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <<<<(LEVELS COMPLETED) > [5]> or <(INVENTORY DISCOVERED) > [0]>> or <(length of [inventory v]) > [0]>> and <<not <(SCREEN) = [Main Menu]>> and <not <(SCREEN) = [Sandbox]>>>> then\n change [ghost v] effect by (-5)\n set [inventory discovered v] to [1]\n show\n if <(length of [inventory v]) > ((inventory index) - (1))> then\n switch costume to (item (inventory index) of [inventory v])\n if <key ((inventory index) v) pressed?> then\n set [inventory index of placing block v] to (inventory index)\n set [placing block v] to (item (inventory index) of [inventory v])\n end\n if <mouse down?> then\n set [mouse released v] to [false]\n else\n if <<(mouse released) = [false]> and <<not <mouse down?>> and <touching (mouse-pointer v)?>>> then\n set [inventory index of placing block v] to (inventory index)\n set [placing block v] to (item (inventory index) of [inventory v])\n end\n set [mouse released v] to [true]\n end\n else\n switch costume to (blank v)\n end\n if <key (space v) pressed?> then\n set [placing block v] to [0]\n end\nelse\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nswitch costume to (blank v)\ngo to x: (210) y: (-150)\nset [inventory index v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change y by (55)\n change [inventory index v] by (1)\nend\n\nbroadcast (DEV - Refresh Objects v) and wait\n\n@commets\n\nbroadcast (DEV - Refresh Objects v) and wait\n\nwhen I start as a clone\nshow\n\ndefine Position\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(master) = [false]> then\n Position\n if <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n switch costume to (id)\n go to [back v] layer\n show\n Position\n else\n hide\n end\nend\n\ndefine Create Comment (id) (x) (y)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [master v] to [false]\ncreate clone of (_myself_ v)\nset [master v] to [true]\nhide\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nif <(SCREEN) = [Main Menu]> then\n Create Comment [2] [0] [100]\n Create Comment [12] [0] [390]\nelse\n if <(SCREEN) = [Level 1]> then\n Create Comment [3] [75] [150]\n Create Comment [4] [1400] [500]\n Create Comment [5] [3326] [200]\n else\n if <(SCREEN) = [Level 2]> then\n Create Comment [6] [920] [-300]\n Create Comment [7] [998] [-600]\n Create Comment [8] [1300] [-600]\n else\n if <(SCREEN) = [Level 3]> then\n Create Comment [9] [2200] [0]\n else\n if <(SCREEN) = [Level 5]> then\n Create Comment [10] [1450] [250]\n else\n if <(SCREEN) = [Level 6]> then\n Create Comment [13] [2675] [500]\n else\n if <(SCREEN) = [Level 7]> then\n Create Comment [11] [-100] [-575]\n end\n end\n end\n end\n end\n end\nend\n\n@loading background\n\nwhen I receive [loading screen v]\nhide variable [timer v]\nhide variable [scale v]\ngo to [front v] layer\nclear graphic effects\nshow\nset [loading v] to [1]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (loading v) and wait\nbroadcast (Set Up v) and wait\nbroadcast (Loading fade out v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [loading v] to [0]\nif < (SCREEN) contains [LEVEL]?> then\n show variable [timer v]\nend\n\nwhen I receive [green flag v]\nset [loading v] to [0]\nhide\n\nbroadcast (Loading Screen v) and wait\n\n@Loading text backdrop\n\nwhen I receive [loading screen v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [loading fade out v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@loading - notifications\n\nwhen I receive [loading v]\nshow\ndelete all of [notifications v]\nadd [1] to [notifications v]\nadd [2] to [notifications v]\nadd [3] to [notifications v]\nadd [4] to [notifications v]\nadd [5] to [notifications v]\nadd [6] to [notifications v]\nadd [7] to [notifications v]\nswitch costume to (full list v)\ngo to x: (0) y: (-170)\nrepeat (3)\n set [rand v] to (pick random (1) to (length of [notifications v]))\n set [notification # v] to (item (rand) of [notifications v])\n delete (rand) of [notifications v]\n repeat (50)\n change y by ((((-240) + (((notification #) - (1)) * (37))) - (y position)) / (3))\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nbroadcast (Loading Screen v) and wait\n\nwhen I receive [loading fade out v]\nhide\n\nwhen I receive [loading screen v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@loading - B\n\ndefine Show blocks\ngo to x: (-30) y: (50)\nswitch costume to (loading block 1 v)\nrepeat (3)\n hide\n create clone of (_myself_ v)\n next costume\n change y by (-52)\n wait (.25) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change y by (4)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change y by (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [loading v]\nrepeat (2)\n Show blocks\n wait (1.5) seconds\nend\n\nwhen I receive [green flag v]\nhide\ndelete this clone\n\n@Intro\n\ndefine Generate New Shades (min) (max)\nrepeat (# of costumes)\n add (pick random (min) to (max)) to [shades v]\nend\n\ndefine Draw From Shade # (shade #)\nset [velocity v] to [0]\nset [rot velocity v] to [0]\nset size to (10) %\nswitch costume to (1 v)\nhide\nreset timer\npoint in direction (110)\nset [i v] to (((shade #) - (1)) * (# of costumes))\nrepeat (# of costumes)\n change [i v] by (1)\n set [brightness v] effect to (item (i) of [shades v])\n create clone of (_myself_ v)\n next costume\nend\nwait until <(timer) > [2.75]>\npoint in direction (90)\n\ndefine Delete Shade (shade #)\nrepeat (# of costumes)\n delete ((((shade #) - (1)) * (# of costumes)) + (1)) of [shades v]\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [color v] effect to (75)\nshow\nrepeat until <(timer) > [3]>\n set [velocity v] to ((((target size) - (size)) * (.1)) + ((velocity) * (.8)))\n change size by (5)\n change size by (velocity)\n set [rot velocity v] to ((((80) - (direction)) * (.1)) + ((rot velocity) * (.8)))\n turn right (5) degrees\n turn right (rot velocity) degrees\nend\nrepeat until <(timer) > [3.5]>\n set [velocity v] to (((((target size) + (50)) - (size)) * (.1)) + ((velocity) * (.8)))\n change size by (5)\n change size by (velocity)\nend\nrepeat until <(timer) > [3.65]>\n set [velocity v] to ((((0) - (size)) * (.1)) + ((velocity) * (.8)))\n change size by (5)\n change size by (velocity)\n set [rot velocity v] to ((((130) - (direction)) * (.1)) + ((rot velocity) * (.8)))\n turn right (5) degrees\n turn right (rot velocity) degrees\nend\ndelete this clone\n\nwhen I receive [panther__ intro v]\nDraw From Shade # [1]\nwait until <(timer) > [4]>\n\nwhen flag clicked\nset [# of costumes v] to [10]\nset [target size v] to [200]\n\n@transition\n\nwhen I receive [transition v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Set Up v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [transition to intro v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Set Up v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (panther__ Intro v)\nwait (4) seconds\nset [screen v] to [Main Menu]\nbroadcast (Main Menu v)\nbroadcast (Loading Screen v)\n\n@Navigation Bar\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen flag clicked\nhide\n\ndefine UPDATE\nif <(LOADING) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change y by (((0) - (y position)) / (5))\n else\n change y by (((40) - (y position)) / (10))\n end\n if <(SCREEN) = [Sandbox]> then\n switch costume to (sandbox v)\n show variable [scale v]\n else\n switch costume to (normal v)\n hide variable [scale v]\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [set up v]\ngo to [front v] layer\ngo [backward v] (6) layers\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@exit\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nshow\ngo to x: (([x position v] of [navigation bar v]) + (110)) y: (([y position v] of [navigation bar v]) + (155))\nif <not <(SCREEN) = [Main Menu]>> then\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n switch costume to (exit v)\n broadcast (menu confirmation v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@Volume\n\nwhen flag clicked\nset [volume level v] to [100]\nset [costume # v] to [1]\npoint in direction (90)\nhide\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nshow\ngo to x: (([x position v] of [navigation bar v]) + (155)) y: (([y position v] of [navigation bar v]) + (155))\nif <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(mouse released) = [true]> then\n broadcast (adjust volume level v)\n set [mouse released v] to [false]\n if <(VOLUME LEVEL) = [100]> then\n set [volume level v] to [66]\n set [costume # v] to [2]\n else\n if <(VOLUME LEVEL) = [66]> then\n set [volume level v] to [33]\n set [costume # v] to [3]\n else\n if <(VOLUME LEVEL) = [33]> then\n set [volume level v] to [0]\n set [costume # v] to [4]\n else\n set [volume level v] to [100]\n set [costume # v] to [1]\n end\n end\n end\n end\n else\n set [mouse released v] to [true]\n end\n change size by (((115) - (size)) / (5))\nelse\n change size by (((100) - (size)) / (5))\nend\nswitch costume to (costume #)\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@Restart\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nshow\ngo to x: (([x position v] of [navigation bar v]) + (200)) y: (([y position v] of [navigation bar v]) + (155))\nif <not <(SCREEN) = [Main Menu]>> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n switch costume to (restart v)\n broadcast (restart confirmation v)\n end\n change size by (((115) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@Music Notification\n\nwhen flag clicked\nset [start time v] to [0]\nhide\n\nwhen I receive [notify music banner v]\ngo to [front v] layer\nswitch costume to (Song)\ngo to x: (0) y: (-75)\nset [start time v] to (timer)\n\nwhen I receive [tick v]\nUPDATE\n\ndefine UPDATE\nif <((timer) - (start time)) < [3]> then\n show\n change y by (((0) - (y position)) / (5))\nelse\n change y by (((-75) - (y position)) / (5))\n if <([abs v] of ((-75) - (y position)) ) < [2]> then\n hide\n end\nend\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@block effects\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [tick v]\nDraw wind particals\nDraw Confetti\n\nwhen I receive [set up v]\ndelete all of [wind particles v]\ndelete all of [confetti v]\n\ndefine Draw wind particals\nset pen color to (#ffffff)\nset [i v] to [0]\nrepeat until <((i) + (1)) > ((length of [wind particles v]) / (6))>\n change [i v] by (1)\n set [x v] to (item (((i) * (6)) - (5)) of [wind particles v])\n set [y v] to ((item (((i) * (6)) - (4)) of [wind particles v]) + (item (((i) * (6)) - (3)) of [wind particles v]))\n set [speed v] to (item (((i) * (6)) - (2)) of [wind particles v])\n go to x: (((x) * (SCALE)) - (SCROLL_X)) y: (((y) * (SCALE)) - (SCROLL_Y))\n if <<([abs v] of ((x position) - (((x) * (SCALE)) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - (((y) * (SCALE)) - (SCROLL_Y))) ) < [1]>> then\n set pen size to (((6) + (speed)) * (SCALE))\n set pen (brightness v) to (item (((i) * (6)) - (1)) of [wind particles v])\n set pen (transparency v) to (item (((i) * (6)) - (0)) of [wind particles v])\n pen down\n pen up\n end\n replace item (((i) * (6)) - (3)) of [wind particles v] with ((speed) + (item (((i) * (6)) - (3)) of [wind particles v]))\n if <(item (((i) * (6)) - (3)) of [wind particles v]) > ((300) - ((10) * (speed)))> then\n replace item (((i) * (6)) - (0)) of [wind particles v] with ((10) + (item (((i) * (6)) - (0)) of [wind particles v]))\n end\n if <(item (((i) * (6)) - (3)) of [wind particles v]) > [300]> then\n repeat (6)\n delete (((i) * (6)) - (5)) of [wind particles v]\n end\n change [i v] by (-1)\n end\nend\n\ndefine Draw Confetti\nset [j v] to [0]\nrepeat until <((j) + (1)) > ((length of [confetti v]) / (6))>\n change [j v] by (1)\n set [confetti x v] to (item (((j) * (6)) - (5)) of [confetti v])\n set [confetti y v] to ((item (((j) * (6)) - (4)) of [confetti v]) + (item (((j) * (6)) - (3)) of [confetti v]))\n set [confetti speed v] to (item (((j) * (6)) - (2)) of [confetti v])\n go to x: (((confetti x) * (SCALE)) - (SCROLL_X)) y: (((confetti y) * (SCALE)) - (SCROLL_Y))\n if <<([abs v] of ((x position) - (((confetti x) * (SCALE)) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - (((confetti y) * (SCALE)) - (SCROLL_Y))) ) < [1]>> then\n set pen (saturation v) to (100)\n set pen (color v) to (item (((j) * (6)) - (0)) of [confetti v])\n set pen size to (((3) + ([abs v] of (confetti speed) )) * (SCALE))\n set pen (transparency v) to (item (((j) * (6)) - (1)) of [confetti v])\n pen down\n pen up\n end\n replace item (((j) * (6)) - (3)) of [confetti v] with ((confetti speed) + (item (((j) * (6)) - (3)) of [confetti v]))\n if <(item (((j) * (6)) - (3)) of [confetti v]) < ((-200) + ((10) * (confetti speed)))> then\n replace item (((j) * (6)) - (1)) of [confetti v] with ((10) + (item (((j) * (6)) - (1)) of [confetti v]))\n end\n if <(confetti y) < [-200]> then\n repeat (6)\n delete (((j) * (6)) - (5)) of [confetti v]\n end\n change [j v] by (-1)\n end\nend\n\n@java portal\n\ndefine Create Portal Particals (x) (y) amount: (amount)\nset [portal x v] to (x)\nset [portal y v] to (y)\nrepeat (amount)\n add (x) to [portal v]\n add (y) to [portal v]\n add (x) to [portal v]\n add (y) to [portal v]\n add [0] to [portal v]\n add [0] to [portal v]\nend\n\nwhen I receive [set up v]\nhide\ndelete all of [portal v]\nif <(SCREEN) = [Main Menu]> then\n Create Portal Particals [2650] [-50] amount: [150]\nend\nif <(SCREEN) = [Java]> then\n switch backdrop to (dark gray v)\nend\n\ndefine Position (x) (y)\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nset [i v] to [0]\nrepeat ((length of [portal v]) / (6))\n change [i v] by (1)\n Position (item (((i) * (6)) - (5)) of [portal v]) (item (((i) * (6)) - (4)) of [portal v])\n if <<([abs v] of ((x position) - ((item (((i) * (6)) - (5)) of [portal v]) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((item (((i) * (6)) - (4)) of [portal v]) - (SCROLL_Y))) ) < [1]>> then\n replace item (((i) * (6)) - (5)) of [portal v] with ((((item (((i) * (6)) - (3)) of [portal v]) - (item (((i) * (6)) - (5)) of [portal v])) / (5)) + (item (((i) * (6)) - (5)) of [portal v]))\n replace item (((i) * (6)) - (4)) of [portal v] with ((((item (((i) * (6)) - (2)) of [portal v]) - (item (((i) * (6)) - (4)) of [portal v])) / (5)) + (item (((i) * (6)) - (4)) of [portal v]))\n if <<((item (((i) * (6)) - (3)) of [portal v]) - (item (((i) * (6)) - (5)) of [portal v])) < [2]> and <((item (((i) * (6)) - (2)) of [portal v]) - (item (((i) * (6)) - (4)) of [portal v])) < [2]>> then\n replace item (((i) * (6)) - (3)) of [portal v] with ((PORTAL X) + (([sin v] of (pick random (0) to (360)) ) * (pick random (0) to (50))))\n replace item (((i) * (6)) - (2)) of [portal v] with ((PORTAL Y) + (([cos v] of (pick random (0) to (360)) ) * (pick random (0) to (50))))\n end\n replace item (((i) * (6)) - (1)) of [portal v] with ((((item (((i) * (6)) - (0)) of [portal v]) - (item (((i) * (6)) - (1)) of [portal v])) / (5)) + (item (((i) * (6)) - (1)) of [portal v]))\n if <((item (((i) * (6)) - (0)) of [portal v]) - (item (((i) * (6)) - (1)) of [portal v])) < [2]> then\n replace item (((i) * (6)) - (1)) of [portal v] with (pick random (20) to (80))\n end\n set [brightness v] effect to (() - (item (((i) * (6)) - (1)) of [portal v]))\n Position (item (((i) * (6)) - (5)) of [portal v]) (item (((i) * (6)) - (4)) of [portal v])\n stamp\n end\nend\n\n@Java Loading Background\n\nwhen I receive [load java v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (loading terminal v)\n\nwhen I receive [java loading fade out v]\nbroadcast (Set Up v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Java Load Text\n\ndefine Write Text (text) at: (x) (y)\nclear graphic effects\nshow\ngo to x: (x) y: (y)\nset [i v] to [0]\nrepeat (length of (text))\n change [i v] by (1)\n switch costume to (letter (i) of (text))\n create clone of (_myself_ v)\n set [n v] to [0]\n if <(letter (i) of (text)) = [ ]> then\n change x by (10)\n else\n change x by (15)\n end\nend\nhide\n\nwhen I receive [clear text v]\ndelete this clone\n\nwhen I receive [java loading fade out v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [loading terminal v]\nbroadcast (Clear Text v)\nset [line shift v] to [0]\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nwait (.5) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nwait (.25) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nwait (.1) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nwait (.1) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nWrite Text (join [ ] [initiated physics]) at: [-230] (((-100) + (line shift)) - (((5) - (1)) * (25)))\nwait (.4) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nWrite Text (join [ ] [initiated physics]) at: [-230] (((-100) + (line shift)) - (((5) - (1)) * (25)))\nWrite Text (join [>>>] [set up]) at: [-230] (((-100) + (line shift)) - (((6) - (1)) * (25)))\nwait (.5) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nWrite Text (join [ ] [initiated physics]) at: [-230] (((-100) + (line shift)) - (((5) - (1)) * (25)))\nWrite Text (join [>>>] [set up]) at: [-230] (((-100) + (line shift)) - (((6) - (1)) * (25)))\nWrite Text (join [ ] [set up complete]) at: [-230] (((-100) + (line shift)) - (((7) - (1)) * (25)))\nwait (.25) seconds\nchange [line shift v] by (25)\nbroadcast (Clear Text v)\nWrite Text (join [>>>] [init process]) at: [-230] (((-100) + (line shift)) - (((1) - (1)) * (25)))\nWrite Text (join [>>>] [load packages]) at: [-230] (((-100) + (line shift)) - (((2) - (1)) * (25)))\nWrite Text (join [ ] [loaded character]) at: [-230] (((-100) + (line shift)) - (((3) - (1)) * (25)))\nWrite Text (join [ ] [loaded platforms]) at: [-230] (((-100) + (line shift)) - (((4) - (1)) * (25)))\nWrite Text (join [ ] [initiated physics]) at: [-230] (((-100) + (line shift)) - (((5) - (1)) * (25)))\nWrite Text (join [>>>] [set up]) at: [-230] (((-100) + (line shift)) - (((6) - (1)) * (25)))\nWrite Text (join [ ] [set up complete]) at: [-230] (((-100) + (line shift)) - (((7) - (1)) * (25)))\nWrite Text (join [ ] [entering game]) at: [-230] (((-100) + (line shift)) - (((8) - (1)) * (25)))\nbroadcast (java loading fade out v)\n\nwhen I receive [notify terminal text v]\nbroadcast (Clear Text v)\nset [line shift v] to [0]\ngo to [front v] layer\nWrite Text (join [>>>] (NOTIFICATION)) at: [-230] (((-160) + (line shift)) - (((1) - (1)) * (25)))\nwait (2) seconds\nbroadcast (Clear Text v)\n\nwhen I start as a clone\nclear graphic effects\nshow\n\n@Terminal\n\nwhen flag clicked\nhide\n\nwhen I receive [notify terminal v]\ngo to x: (0) y: (-50)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nset [start time v] to (timer)\nset [notified v] to [false]\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nif <((timer) - (start time)) < [2.5]> then\n if <(y position) < [0]> then\n change [ghost v] effect by (-5)\n change y by (5)\n end\n if <(y position) = [0]> then\n if <(notified) = [false]> then\n broadcast (Notify Terminal Text v)\n set [notified v] to [true]\n end\n end\nelse\n if <(y position) > [-50]> then\n change [ghost v] effect by (5)\n change y by (-5)\n end\n if <(y position) = [-50]> then\n hide\n end\nend\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nset volume to (100) %\nstart sound [Elucidate - PaulRHJT v]\nset [exit v] to [Credits]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nbroadcast (fade out volume v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Credits Text v) and wait\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (panther__ Intro v) and wait\ngo to [front v] layer\nbroadcast (thumbnail v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Credits Text\n\nwhen flag clicked\nhide\n\nwhen I receive [credits text v]\nclear graphic effects\ngo to x: (0) y: (-475)\ngo to [front v] layer\nshow\nrepeat until <(y position) = [75]>\n change y by (1)\nend\nwait (5) seconds\nrepeat until <(y position) = [735]>\n change y by (1)\nend\nwait (3) 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)\ngo to [front v] layer\n\nwhen I receive [thumbnail v]\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [pause tick v]\ngo to [front v] layer\n\nwhen this sprite clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@clear level\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nif <(SCREEN) = [Sandbox]> then\n show\n go to x: (([x position v] of [navigation bar v]) + (55)) y: (([y position v] of [navigation bar v]) + (155))\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n switch costume to (trash v)\n broadcast (delete confirmation v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@Confirmation Dialog\n\nwhen I receive [delete confirmation v]\nset [confirmation dialog active v] to [1]\nset [pause v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [pause tick v]\ngo to [front v] layer\ngo [backward v] (3) layers\nset size to (size) %\nchange [size v] by (((100) - (size)) / (3))\nshow\nif <(CONFIRMATION DIALOG ACTIVE) = [1]> then\n switch costume to (clear level v)\nelse\n if <(CONFIRMATION DIALOG ACTIVE) = [2]> then\n switch costume to (return to menu v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [3]> then\n switch costume to (restart level v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [4]> then\n switch costume to (replace v)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(size) > [10]> then\n set size to (size) %\n change [size v] by (((0) - (size)) / (3))\nelse\n hide\nend\n\nwhen I receive [confirmed v]\nif <(CONFIRMATION RETURN) = [yes]> then\n if <(CONFIRMATION DIALOG ACTIVE) = [1]> then\n delete all of [sandbox level v]\n broadcast (Set Up v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [2]> then\n set [screen v] to [Main Menu]\n broadcast (Main Menu v) and wait\n broadcast (Loading Screen v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [3]> then\n broadcast (Set Up v)\n else\n if <(CONFIRMATION DIALOG ACTIVE) = [4]> then\n broadcast (import level v)\n end\n end\n end\n end\nend\n\nwhen I receive [menu confirmation v]\nset [confirmation dialog active v] to [2]\nset [pause v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [restart confirmation v]\nset [confirmation dialog active v] to [3]\nset [pause v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [replace confirmation v]\nset [confirmation dialog active v] to [4]\nset [pause v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@pause overlay\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (4) layers\nif <(size) > [10]> then\n set size to (size) %\n set [ghost v] effect to (effect)\n change [size v] by (((0) - (size)) / (3))\n change [effect v] by (((100) - (effect)) / (3))\nelse\n hide\n set [size v] to [0]\n set [effect v] to [100]\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [pause tick v]\ngo to [front v] layer\ngo [backward v] (4) layers\nset size to (size) %\nset [ghost v] effect to (effect)\nshow\nchange [size v] by (((100) - (size)) / (3))\nchange [effect v] by (((50) - (effect)) / (3))\n\n@Confirmation Yes\n\nwhen I receive [pause tick v]\nif <(CONFIRMATION DIALOG ACTIVE) > [0]> then\n go to [front v] layer\n go to x: ((-40) * ((size) / (100))) y: ((-15) * ((size) / (100)))\n set size to (size) %\n if <touching (mouse-pointer v)?> then\n change [size v] by (((115) - (size)) / (3))\n if <mouse down?> then\n set [confirmation return v] to [yes]\n broadcast (Confirmed v) and wait\n set [confirmation dialog active v] to [0]\n set [pause v] to [-1]\n end\n else\n change [size v] by (((100) - (size)) / (3))\n end\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(size) > [10]> then\n set size to (size) %\n change [size v] by (((0) - (size)) / (3))\nelse\n hide\nend\n\n@Confirmation Yes2\n\nwhen I receive [pause tick v]\nif <(CONFIRMATION DIALOG ACTIVE) > [0]> then\n go to [front v] layer\n go to x: ((40) * ((size) / (100))) y: ((-15) * ((size) / (100)))\n set size to (size) %\n if <touching (mouse-pointer v)?> then\n change [size v] by (((115) - (size)) / (3))\n if <mouse down?> then\n set [confirmation return v] to [no]\n broadcast (Confirmed v) and wait\n set [confirmation dialog active v] to [0]\n set [pause v] to [-1]\n end\n else\n change [size v] by (((100) - (size)) / (3))\n end\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(size) > [10]> then\n set size to (size) %\n change [size v] by (((0) - (size)) / (3))\nelse\n hide\nend\n\n@import level\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nif <(SCREEN) = [Sandbox]> then\n show\n go to x: (([x position v] of [navigation bar v]) + (10)) y: (([y position v] of [navigation bar v]) + (155))\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n switch costume to (import v)\n ask [Paste your level code here] and wait\n if <(answer) > []> then\n set [import level code v] to (answer)\n broadcast (Check if valid save code v) and wait\n if <(SAVE CODE VALIDITY) = [valid]> then\n broadcast (replace confirmation v)\n end\n end\n end\n else\n change size by (((100) - (size)) / (5))\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [loading screen v]\nhide\n\nwhen I receive [load java v]\nhide\n\n@save level\n\nwhen flag clicked\npoint in direction (90)\nhide\nhide variable [scale v]\nshow list [copy this to save your level v]\n\nwhen I receive [pause tick v]\nUPDATE\n\nwhen I receive [set up v]\npoint in direction (90)\ngo to [front v] layer\n\ndefine UPDATE\nif <(SCREEN) = [Sandbox]> then\n show\n go to x: (([x position v] of [navigation bar v]) + (-35)) y: (([y position v] of [navigation bar v]) + (155))\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n if <mouse down?> then\n switch costume to (save v)\n broadcast (save level v)\n end\n else\n change size by (((100) - (size)) / (5))\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nUPDATE\n\nwhen I receive [load java v]\nhide\n\nwhen I receive [loading screen v]\nhide\n\n@hide save file\n\nwhen flag clicked\nhide\n\nwhen I receive [save level v]\ngo to x: (-220) y: (-85)\nshow\n\nwhen I receive [tick v]\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n show list [copy this to save your level v]\nend\n\n@Invalid Level Code Notification\n\nwhen flag clicked\nhide\n\nwhen I receive [notify load error v]\nshow\ngo to [front v] layer\nset size to (0) %\nrepeat (5)\n change size by (((100) - (size)) / (3))\nend\nwait (1) seconds\nrepeat (5)\n change size by (((0) - (size)) / (3))\nend\nhide\n\n@Sandbox Trash\n\nwhen flag clicked\ngo to x: (0) y: (-150)\nhide\nset [master v] to [0]\ncreate clone of (_myself_ v)\nset [master v] to [1]\n\nwhen I receive [tick v]\nif <(SANDBOX - GRABBING BLOCK) = [1]> then\n show\n if <(master) = [1]> then\n go to [front v] layer\n set size to (100) %\n switch costume to (trash icon v)\n change y by (((-150) - (y position)) / (5))\n else\n if <(distance to [mouse-pointer v]) < [50]> then\n change [effect size v] by (((150) - (effect size)) / (10))\n else\n change [effect size v] by (((90) - (effect size)) / (3))\n end\n change y by (((-150) - (y position)) / (5))\n go to [front v] layer\n go [backward v] (1) layers\n set size to (effect size) %\n switch costume to (effect circle v)\n end\nelse\n if <(master) = [1]> then\n go to [front v] layer\n else\n go to [front v] layer\n go [backward v] (1) layers\n end\n change [effect size v] by (((90) - (effect size)) / (20))\n change y by (((-200) - (y position)) / (5))\n if <(y position) < [-180]> then\n hide\n end\nend\n\n@dots\n\nwhen I receive [tick v]\nset pen size to ((2) * (SCALE))\nDraw Dots\n\ndefine Draw Dots\nset [x v] to [-9]\nrepeat (18)\n set [y v] to [-8]\n repeat (16)\n go to x: ((((round ((SCROLL_X) / (30))) * (30)) * (SCALE)) - ((SCROLL_X) - ((x) * (30)))) y: (((round ((SCROLL_Y) / (30))) * (30)) - ((SCROLL_Y) - ((y) * (30))))\n if <<([abs v] of ((x position) - ((((round ((SCROLL_X) / (30))) * (30)) * (SCALE)) - ((SCROLL_X) - ((x) * (30))))) ) < [1]> and <([abs v] of ((y position) - (((round ((SCROLL_Y) / (30))) * (30)) - ((SCROLL_Y) - ((y) * (30))))) ) < [1]>> then\n set pen color to (#bdbdbd)\n set pen (transparency v) to (50)\n pen down\n pen up\n end\n change [y v] by (1)\n end\n change [x v] by (1)\nend\n\n@water\n\nwhen I receive [tick v]\ngo to x: (0) y: ((((-1000) * (SCALE)) - (SCROLL_Y)) + (([sin v] of ((timer) * (100)) ) * ((10) * (SCALE))))\nset [ghost v] effect to (50)\nif <((y position) - ((((-1000) * (SCALE)) - (SCROLL_Y)) + (([cos v] of ((timer) * (100)) ) * ((10) * (SCALE))))) < [20]> then\n show\nelse\n hide\nend\n\n@Records\n\nwhen I receive [set up v]\nif then\n delete this clone\nend\nif <(SCREEN) = [Main Menu]> then\n Create Record [1] [300] [120]\n Create Record [2] [650] [120]\n Create Record [3] [1000] [120]\n Create Record [4] [1350] [120]\n Create Record [5] [1700] [120]\n Create Record [6] [2050] [120]\n Create Record [7] [2400] [120]\nend\n\ndefine Create Record (id) (x) (y)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to [number]\nset [# v] to [0]\nrepeat (6)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\nset [type v] to [counter]\ncreate clone of (_myself_ v)\nset [type v] to [master]\nhide\n\nwhen I receive [tick v]\nif <(type) = [counter]> then\n Position (x) (y)\n if <<([abs v] of ((x position) - ((x) - (SCROLL_X))) ) < [1]> and <([abs v] of ((y position) - ((y) - (SCROLL_Y))) ) < [1]>> then\n switch costume to (join [Counter] (id))\n go to [back v] layer\n show\n else\n hide\n end\nelse\n if <(type) = [number]> then\n Get my record\n if <not <(length of (a)) < (#)>> then\n Position (((x) + ((15) * (#))) + ((40) - ((7.5) * (length of (a))))) (y)\n switch costume to (letter (#) of (a))\n go to [front v] layer\n go [backward v] (2) layers\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Position (x) (y)\ngo to x: ((x) - (SCROLL_X)) y: ((y) - (SCROLL_Y))\n\nwhen I start as a clone\nshow\n\nbroadcast (DEV - Refresh Objects v) and wait\n\ndefine Get my record\nif <(id) = [1]> then\n set [a v] to (☁ LEVEL1 RECORD)\nelse\n if <(id) = [2]> then\n set [a v] to (☁ LEVEL2 RECORD)\n else\n if <(id) = [3]> then\n set [a v] to (☁ LEVEL3 RECORD)\n else\n if <(id) = [4]> then\n set [a v] to (☁ LEVEL4 RECORD)\n else\n if <(id) = [5]> then\n set [a v] to (☁ LEVEL5 RECORD)\n else\n if <(id) = [6]> then\n set [a v] to (☁ LEVEL6 RECORD)\n else\n set [a v] to (☁ LEVEL7 RECORD)\n end\n end\n end\n end\n end\nend\n\n | ⭐️Be the first to see: https://scratch.mit.edu/projects/724489227 ⭐️\n(the next part of this series!)\n\n~~~~~~~~~~~~~~~~~•Darkside•~~~~~~~~~~~~~~~~\n\nAfter hard work and a few mental break downs (AGAIN)…\nI can present: Darkside! Darkside is a completely mobile friendly multiplayer! With a lots of art details and cool level design! I hope you enjoy! :D\n\n•CONTROLS:\narrow keys; w, a, d and with your finger!\n\n•Be the fastest player and dodge the spikes and the lava!\n•I know that there are a few easy levels but I just made it a bit easier the multi town because a lots of people wanted to have a easier part!\n\n•CHAT: Click on the chat button to open it! Press the keys 1 - 10 to write some words! To close you need to press SPACE button!\n\n•I hope we can get this trending again! :D\n\nIf you want to have more of this cool platformers or other projects the leave a ⭐️&❤️ and a follow!\nBye I am @frolicking_cat |
Simple Platformer Game | @Stage\n\nwhen flag clicked\nforever\n if <((1) + (1)) = [2]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((2) + (2)) = [4]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((4) + (4)) = [8]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((8) + (8)) = [16]> then\n play sound [Alan Walker - Force v] until done\n else\n play sound [Disconnect v] until done\n end\n end\n end\n end\nend\n\n@Blank\n\n@Player\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 [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] 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?> or <<touching (mouse-pointer v)?> and <mouse down?>>> 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 []\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\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\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 [☁ player1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ player4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ player5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ player6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ player7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ player8 v] to (value)\n else\n if <(player) = [9]> then\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 (x) to encoded\nwrite (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 [player: 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 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) * (0.63))\nelse\n if <<(LOVED__) = [1]> and <(FAVED___) = [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 ((1.5) * (<<<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) * (0.79))\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 <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n set [sy v] to [17]\n else\n set [sy v] to [12]\n end\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [21]\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?>>> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n change [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 [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\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\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\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 [timeout v] to [1000]\nelse\n change [timeout v] by (-1)\nend\n\nif <(Timeout) < [1]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n 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 [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [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 [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: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\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 [player: level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [1600]\n set [y v] to [-30]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [1400]\n set [y v] to [850]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n set size to (105) %\nend\n\nwhen I start as a clone\nforever\n set size to (105) %\nend\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [enemy killed v]\nset [sy v] to [12]\nchange [y v] by (6)\n\nwhen I receive [me is frooooont v]\ngo [backward v] (1) layers\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [me is baaaaaaack v]\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nClone at [1600] [-30]\nClone at [1400] [850]\n\nwhen flag clicked\nforever\n if <touching (win v)?> then\n broadcast (Win v)\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nshow list [players who won v]\n\nforever\n if <(Win) = [1]> then\n hide list [players who won v]\n add (username) to [players who won v]\n wait (99999) seconds\n end\nend\n\ndefine put this project on trending\nLOVE AND FAVE REQUIREMENT\n\ndefine LOVE AND FAVE REQUIREMENT\nput this project on trending\n\nwhen I receive [win v]\nset [ghost v] effect to (50)\n\nwhen flag clicked\nset [win v] to [0]\nset [☁ world record time: v] to (☁ FT)\nset [your time: v] to [0]\nrepeat until <(Win) = [1]>\n change [your time: v] by (0.032)\nend\n\nwhen I receive [win v]\nforever\n if <(Your Time:) < (☁ World Record Time:)> then\n if <(☁ World Record Time:) > (Your Time:)> then\n forever\n set [☁ ft v] to (Your Time:)\n set [☁ world record time: v] to (☁ FT)\n end\n end\n end\nend\n\nset [☁ world record time: v] to [99999]\n\nset [fastest time v] to [99999]\n\nwhen flag clicked\nrepeat until <(☁ World Record Time:) = (☁ FT)>\n set [☁ world record time: v] to (☁ FT)\nend\n\nforever\n set [☁ world record time: v] to [10.839]\n set [☁ ft v] to [10.839]\nend\n\nset [☁ ft v] to [53.852]\n\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\ndecode (☁ Player1)\ndecode (☁ Player2)\ndecode (☁ Player3)\ndecode (☁ Player4)\ndecode (☁ Player5)\ndecode (☁ Player6)\ndecode (☁ Player7)\ndecode (☁ Player8)\ndecode (☁ Player9)\ndecode (☁ Player10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\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\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 (☁ Player1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ Player2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ Player3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ Player4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ Player5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ Player6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ Player7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ Player8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ Player9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ Player10)\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 think []\n set [ghost v] effect to (0)\n go to [front v] layer\n if on edge, bounce\n set rotation style [all around v]\n switch costume to (arrow v)\n point towards (player v)\nelse\n set [ghost v] effect to (10)\n set rotation style [don't rotate v]\n think (value)\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))\nif <(costume [name v]) = [Arrow]> then\n if on edge, bounce\n set rotation style [all around v]\n point towards (2 . game_player v)\nend\nvalue = read from encoded\nbroadcast (Decode chat v)\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\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [300]\nClone at [-800] [400]\nClone at [-1000] [450]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at [-600] [300]\n\n@Win\n\nwhen I receive [green flag v]\nset [ghost v] effect to (30)\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [300]\nClone at [-800] [400]\nClone at [-1000] [450]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at [-600] [300]\n\nwhen I receive [win v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Moving Enemy\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [enemies max x v] to (i)\nset [enemies: x v] to (x)\nset [enemies: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (28) %\nPosition ((enemies: X CHANGE) + ((enemies: x) - (SCROLL X))) ((enemies: y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [enemies: x change v] to [0]\nset rotation style [left-right v]\nforever\n repeat until <(enemies: X CHANGE) > (enemies MAX X)>\n point in direction (90)\n change [enemies: x change v] by (2)\n end\n repeat until <(enemies: X CHANGE) < [1]>\n point in direction (-90)\n change [enemies: x change v] by (-2)\n end\nend\n\nwhen I receive [enemy killed v]\ngo to [back v] layer\ndelete this clone\n\nswitch costume to (red1 v)\nrepeat until <(costume [number v]) = [17]>\n next costume\n wait (0.021) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <([y position v] of [player v]) > (y position)> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nif <not <(CHECKPOINT) > [0]>> then\n Clone at x: [450] y: [-50] MAX [460]\n set [enemies: x v] to [-999999999999999]\nelse\n if <(CHECKPOINT) = [1]> then\n set [enemies: x v] to [-999999999999999]\n else\n set [enemies: x v] to [-999999999999999]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen I start as a clone\nforever\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nif <not <(costume [number v]) > [8]>> then\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nwhen I receive [begin v]\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <(sy2) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nshow\n\ngo to [back v] layer\nswitch costume to (red1 v)\nrepeat until <(costume [number v]) = [17]>\n next costume\n wait (0.019) seconds\nend\ndelete this clone\n\n\n\nif <not <(costume [number v]) = [17]>> then\n\nrepeat until <(costume [number v]) > [8]>\n\nClone at x: [1700] y: [28] MAX [80]\nClone at x: [2330] y: [335] MAX [250]\nClone at x: [2248] y: [335] MAX [160]\n\nset [enemies: x v] to [-999999999999999]\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\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\nelse\n hide\nend\n\nshow\n\nwhen I receive [reset v]\nif <(volume) = [99.009]> then\n delete this clone\nend\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\nwhen flag clicked\nset volume to (100) %\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nwait until <(Connected?) = [1]>\nchange volume by (-0.001)\nswitch costume to (coin1 v)\nif <(CHECKPOINT) = [0]> then\n Clone at x: [100] y: [59]\n Clone at x: [964] y: [151]\n Clone at x: [1145] y: [261]\n Clone at x: [1300] y: [331]\n Clone at x: [1468] y: [357]\n Clone at x: [1643] y: [416]\n Clone at x: [1806] y: [470]\n Clone at x: [2178] y: [538]\n Clone at x: [2320] y: [538]\n Clone at x: [2936] y: [490]\n Clone at x: [3076] y: [455]\n Clone at x: [3323] y: [441]\n Clone at x: [3775] y: [375]\n Clone at x: [4232] y: [447]\n Clone at x: [4985] y: [621]\n Clone at x: [5413] y: [674]\n Clone at x: [5779] y: [464]\n Clone at x: [6830] y: [293]\n Clone at x: [7230] y: [419]\n set [collectables: x v] to [-99999]\nend\n\nwhen flag clicked\nforever\n set size to (75) %\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [165]\nClone at [-600] [242]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((Checkpoint: x) - (SCROLL X)) ((Checkpoint: y) - (SCROLL Y))\nif <(costume [name v]) = [closed]> then\n if <touching (player v)?> then\n switch costume to (open8 v)\n change [checkpoint v] by (1)\n play sound [CHECKPOINT v] until done\n end\nend\ngo to [front 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)\nset [checkpoint: x v] to (x)\nset [checkpoint: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [checkpoint: x v] to [0]\nset [checkpoint: y v] to [0]\nswitch costume to (closed v)\nClone at [1600] [-30]\nClone at [1400] [850]\nClone at [265] [2435]\nset [checkpoint: x v] to [-99999]\n\nClone at [1600] [-30]\nClone at [1400] [850]\n\nrepeat (7)\n next costume\n wait (0.01) seconds\nend\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\ngo to [back v] layer\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [movement id v] to [0]\nswitch costume to (hills3 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\nswitch costume to (hills2 v)\n\n@@StratfordJames Tree\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-60] [0]\nset [x v] to [-99999]\n\nClone at [1527] [-39]\n\nClone at [1758] [120]\n\nClone at [0] [-128]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo [backward v] (5) layers\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ player1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ player2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ player3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ player4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ player5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ player6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ player7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ player8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ player9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ player10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Player1)\ndecode (☁ Player2)\ndecode (☁ Player3)\ndecode (☁ Player4)\ndecode (☁ Player5)\ndecode (☁ Player6)\ndecode (☁ Player7)\ndecode (☁ Player8)\ndecode (☁ Player9)\ndecode (☁ Player10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\nelse\n if <(playerID) = [full]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (8)\n end\n end\nend\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\nswitch costume to (error v)\n\nhide list [code v]\n\nshow list [code v]\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n repeat (10)\n GO\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n\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@detector \n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (5) to (8)) seconds\nend\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n show\n switch costume to (costume2 v)\n set [ghost v] effect to (100)\n wait (0) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\n@YAY\n\nwhen flag clicked\nset [win v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [win v]\nset [win v] to [1]\nif <(Win) = [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (3.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\n@Moon\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\n@tn\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | New Game Out! https://scratch.mit.edu/projects/400232561\n\nReshared for more glitch repair. This was unfinished, so there were glitches, but I think I got them all :)\nUnless I make part 2, this is my last ever platformer.\nAds and Spam will be reported; Just please don't.\nThis project is and will likely stay unfinished. I made a temporary ending. Please don't ask for part 2, I will decide whether or not I make it. It likely will be no. But I'm not sure. Sorry if this is generic in any way, but I have had this project for months now and I barely added anything to it in the last month. This, or part 2, will be my last game, besides my 2k special. |
Dark Place // Platformer | @Stage\n\n@Guide\n\n@Main\n\nwhen flag clicked\nPreInit\nbroadcast (EngineInit v) and wait\nbroadcast (MyInit v) and wait\nforever\n OldTime\n broadcast (update v) and wait\n Erase\n broadcast (Predraw v)\n broadcast (draw v)\n broadcast (PostDraw v) and wait\n DeltaTime\nend\n\ndefine PreInit\nset [#fps v] to [?]\nset [color v] effect to (1)\nreset timer\nhide\n\ndefine DeltaTime\nset [#deltatime v] to ((86400) * ((days since 2000) - (~oldTime)))\nset [#fps v] to (round ((1) / (#DeltaTime)))\nif <(#DeltaTime) > (#MaxDeltaTime)> then\n set [#deltatime v] to (#MaxDeltaTime)\nend\n\ndefine Erase\nerase all\n\ndefine OldTime\nset [~oldtime v] to (days since 2000)\n\nset [#deltatime v] to (#MaxDeltaTime)\n\n@Draw3D\n\nCalc Trig\n\nset [@camerarotatex v] to ((~cameraX_Rot_temp) - (item (~g) of [@gameobject_rotx v]))\n\nSet Ver1 (((~GetX1) * (zrotcos)) - ((~GetY1) * (zrotsin))) (((~GetX1) * (zrotsin)) + ((~GetY1) * (zrotcos))) (~GetZ1)\nset [@cameraz v] to (~GetZ1)\n\ndefine int draw line (x1) (y1) (x2) (y2) (start size) (end size) (x normal) (y normal) (size diff) (x diff) (y diff)\nset [~tempx1 v] to (x1)\nset [~tempy1 v] to (y1)\nif <(start size) > [1]> then\n set [~temp v] to (start size)\nelse\n set [~temp v] to [1]\nend\nif <(~temp) < (end size)> then\n repeat until <((~temp) * (2)) > (end size)>\n set [~temp2 v] to ((((2) * (~temp)) - (start size)) / (size diff))\n set [~tempx2 v] to ((x1) + ((x diff) * (~temp2)))\n set [~tempy2 v] to ((y1) + ((y diff) * (~temp2)))\n set pen size to (1)\n go to x: ((~tempX2) - ((~temp) * (x normal))) y: ((~tempY2) - ((~temp) * (y normal)))\n pen down\n set pen size to (~temp)\n go to x: (~tempX1) y: (~tempY1)\n go to x: ((~tempX2) + ((~temp) * (x normal))) y: ((~tempY2) + ((~temp) * (y normal)))\n pen up\n set [~tempx1 v] to (~tempX2)\n set [~tempy1 v] to (~tempY2)\n set [~temp v] to ((~temp) * (2))\n end\n go to x: ((x2) - (((end size) - (~temp)) * (x normal))) y: ((y2) - (((end size) - (~temp)) * (y normal)))\n set pen size to (1)\n pen down\n set pen size to (~temp)\n go to x: (~tempX1) y: (~tempY1)\n go to x: ((x2) + (((end size) - (~temp)) * (x normal))) y: ((y2) + (((end size) - (~temp)) * (y normal)))\n pen up\n go to x: (x2) y: (y2)\n set pen size to (end size)\n pen down\n pen up\nend\n\ndefine draw line from x (x1) y (y1) to x (x2) y (y2) start width (start size) end width (end size)\nif <(start size) = (end size)> then\n go to x: (x1) y: (y1)\n set pen size to (1)\n pen down\n set pen size to (start size)\n go to x: (x2) y: (y2)\n pen up\nelse\n set [~mag v] to (([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) * (2))\n if <(end size) > (start size)> then\n int draw line (x1) (y1) (x2) (y2) (start size) (end size) (((y2) - (y1)) / (~Mag)) (((x1) - (x2)) / (~Mag)) ((end size) - (start size)) ((x2) - (x1)) ((y2) - (y1))\n else\n int draw line (x2) (y2) (x1) (y1) (end size) (start size) (((y1) - (y2)) / (~Mag)) (((x2) - (x1)) / (~Mag)) ((start size) - (end size)) ((x1) - (x2)) ((y1) - (y2))\n end\nend\n\ndefine GetDrawOrder\ndelete all of [debug v]\ndelete all of [#layervalues v]\ndelete all of [#layerids v]\ndelete all of [#layertype v]\nif <(@EngineUseChunks) = [1]> then\n GetDrawOrder - GameObjects\n GetDrawOrder - Sprite3D\n GetDrawOrder - Line3D\n GetDrawOrder - Triangle and Quads\n GetDrawOrder - Text3D\nelse\n GetDrawOrder - GameObjects - NoChunks\n GetDrawOrder - Sprite3D - NoChunks\n GetDrawOrder - Line3D - NoChunks\n GetDrawOrder - Triangles and Quads - NoChunks\n GetDrawOrder - Text3D - NoChunks\nend\n\ndefine Add Layer (zvalue) (id) type (type)\nset [~sort_low v] to [0]\nset [~sort_high v] to ((length of [#layervalues v]) - (0))\nrepeat until <not <(~sort_Low) < (~sort_High)>>\n set [~sort_mid v] to ([floor v] of (((~sort_Low) + (~sort_High)) / (2)) )\n if <(zvalue) < (item ((~sort_Mid) + (1)) of [#layervalues v])> then\n set [~sort_low v] to ((~sort_Mid) + (1))\n else\n set [~sort_high v] to (~sort_Mid)\n end\nend\nset [~sort_id v] to ((~sort_Low) + (1))\ninsert (zvalue) at (~sort_Id) of [#layervalues v] \ninsert (id) at (~sort_Id) of [#layerids v] \ninsert (type) at (~sort_Id) of [#layertype v] \n\ndefine Set Ver1 (x) (y) (z)\nset [~getx1 v] to (x)\nset [~gety1 v] to (y)\nset [~getz1 v] to (z)\n\ndefine T_Set Draw Triangle on coords (x1) (y1) (x2) (y2) (x3) (y3) resolution (resolution) styleColor (color) styleBrightness (brightness)\nset [~t_a1 v] to ([sqrt v] of ((((x2) - (x3)) * ((x2) - (x3))) + (((y2) - (y3)) * ((y2) - (y3)))) )\nset [~t_a2 v] to ([sqrt v] of ((((x1) - (x3)) * ((x1) - (x3))) + (((y1) - (y3)) * ((y1) - (y3)))) )\nset [~t_a3 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\nset [~t_s v] to ((1) / ((~T_a1) + ((~T_a2) + (~T_a3))))\nset [~t_cx v] to (((((~T_a1) * (x1)) + ((~T_a2) * (x2))) + ((~T_a3) * (x3))) * (~T_s))\nset [~t_cy v] to (((((~T_a1) * (y1)) + ((~T_a2) * (y2))) + ((~T_a3) * (y3))) * (~T_s))\nset [~t_circlerad v] to ([sqrt v] of (((((~T_a2) + (~T_a3)) - (~T_a1)) * ((((~T_a3) + (~T_a1)) - (~T_a2)) * (((~T_a1) + (~T_a2)) - (~T_a3)))) * (~T_s)) )\nset [~t_vx1 v] to ((~T_cx) - (x1))\nset [~t_vy1 v] to ((~T_cy) - (y1))\nset [~t_vx2 v] to ((~T_cx) - (x2))\nset [~t_vy2 v] to ((~T_cy) - (y2))\nset [~t_vx3 v] to ((~T_cx) - (x3))\nset [~t_vy3 v] to ((~T_cy) - (y3))\nif <<(~T_a1) < (~T_a2)> and <(~T_a1) < (~T_a3)>> then\n set [~t_vmag v] to ([sqrt v] of (((~T_vx1) * (~T_vx1)) + ((~T_vy1) * (~T_vy1))) )\nelse\n if <(~T_a2) < (~T_a3)> then\n set [~t_vmag v] to ([sqrt v] of (((~T_vx2) * (~T_vx2)) + ((~T_vy2) * (~T_vy2))) )\n else\n set [~t_vmag v] to ([sqrt v] of (((~T_vx3) * (~T_vx3)) + ((~T_vy3) * (~T_vy3))) )\n end\nend\nset [~t_r v] to ((((~T_vMag) * (2)) - (~T_CircleRad)) / ((~T_vMag) * (4)))\nset [~t_vmag v] to [1]\ngo to x: (round (~T_cx)) y: (round (~T_cy))\nset pen size to (~T_CircleRad)\npen down\nrepeat ([ceiling v] of (([log v] of ((resolution) / (~T_CircleRad)) ) / ([log v] of (~T_r) )) )\n set [~t_vmag v] to ((~T_vMag) * (~T_r))\n set pen size to ((~T_CircleRad) * (~T_vMag))\n go to x: ((x1) + ((~T_vx1) * (~T_vMag))) y: ((y1) + ((~T_vy1) * (~T_vMag)))\n go to x: ((x2) + ((~T_vx2) * (~T_vMag))) y: ((y2) + ((~T_vy2) * (~T_vMag)))\n go to x: ((x3) + ((~T_vx3) * (~T_vMag))) y: ((y3) + ((~T_vy3) * (~T_vMag)))\n go to x: ((x1) + ((~T_vx1) * (~T_vMag))) y: ((y1) + ((~T_vy1) * (~T_vMag)))\n change pen (brightness v) by (brightness)\n change pen (color v) by (color)\nend\nset pen size to ([ceiling v] of ((resolution) * (0.55)) )\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\nwhen I receive [draw v]\nDraw Everything\n\nwhen I receive [engineinit v]\nInit\n\ndefine Init\nhide\nset rotation style [all around v]\n\ndefine Draw Everything\nGetDrawOrder\nset [~i v] to [0]\nrepeat (length of [#layerids v])\n change [~i v] by (1)\n if <(item (~i) of [#layertype v]) > [2]> then\n if <(item (~i) of [#layertype v]) = [3]> then\n if <(item (~i) of [#layerids v]) < [0]> then\n Draw World Quad\n else\n Draw World Triangle Unit\n end\n else\n Draw World Text3D\n end\n else\n if <(item (~i) of [#layertype v]) = [1]> then\n Draw World Sprite\n else\n if <(item (~i) of [#layertype v]) = [0]> then\n Draw Mesh\n else\n Draw World Line\n end\n end\n end\nend\n\ndefine Rotate Vertex (x) (y) (z)\nSet Ver1 ((x) - (@CameraX)) ((y) - (@CameraY)) ((z) - (@CameraZ))\nSet Ver1 (((~GetZ1) * (#CamSinY)) + ((~GetX1) * (#CamCosY))) (~GetY1) (((~GetZ1) * (#CamCosY)) - ((~GetX1) * (#CamSinY)))\nSet Ver1 (~GetX1) (((~GetY1) * (#CamCosX)) - ((~GetZ1) * (#CamSinX))) (((~GetY1) * (#CamSinX)) + ((~GetZ1) * (#CamCosX)))\nSet Ver1 (((~GetX1) * (#CamCosZ)) - ((~GetY1) * (#CamSinZ))) (((~GetX1) * (#CamSinZ)) + ((~GetY1) * (#CamCosZ))) (~GetZ1)\n\ndefine CalculateVertexes\nif <(item ((~faceVertexN1) + ()) of [~meshvertexstate v]) = [0]> then\n set [~temp v] to (~faceVertexN1)\n CalculateOneVertex\nend\nif <(item ((~faceVertexN2) + ()) of [~meshvertexstate v]) = [0]> then\n set [~temp v] to (~faceVertexN2)\n CalculateOneVertex\nend\nif <(item ((~faceVertexN3) + ()) of [~meshvertexstate v]) = [0]> then\n set [~temp v] to (~faceVertexN3)\n CalculateOneVertex\nend\n\ndefine BackFaceCulling\nset [~return v] to [0]\nif <not <((((~tempX0) / (~Mag)) * (~normalX)) + ((((~tempY0) / (~Mag)) * (~normalY)) + (((~tempZ0) / (~Mag)) * (~normalZ)))) > [0]>> then\n set [~return v] to [1]\nend\n\ndefine Calc Trig\nset [#camsinx v] to ([sin v] of (@CameraRotateX) )\nset [#camsiny v] to ([sin v] of (@CameraRotateY) )\nset [#camsinz v] to ([sin v] of (@CameraRotateZ) )\nset [#camcosx v] to ([cos v] of (@CameraRotateX) )\nset [#camcosy v] to ([cos v] of (@CameraRotateY) )\nset [#camcosz v] to ([cos v] of (@CameraRotateZ) )\n\ndefine Set Camera Position relative to object (objrotx) (objroty) (objrotz)\nset [~objrotate_sinx v] to ([sin v] of (objrotx) )\nset [~objrotate_cosx v] to ([cos v] of (objrotx) )\nset [~objrotate_siny v] to ([sin v] of (objroty) )\nset [~objrotate_cosy v] to ([cos v] of (objroty) )\nset [~objrotate_sinz v] to ([sin v] of (objrotz) )\nset [~objrotate_cosz v] to ([cos v] of (objrotz) )\nSet Rot [C]\nSet Rot [O]\nSet Rot [R]\nSet Rot [D]\nset [~cameraxtemp v] to ((~RdetX) / (~Rdet))\nset [~cameraytemp v] to ((~RdetY) / (~Rdet))\nset [~cameraztemp v] to ((~RdetZ) / (~Rdet))\nset [~sinx v] to (~Rzy)\nset [~cosx v] to ([sqrt v] of ((1) - ((~sinX) * (~sinX))) )\nset [~siny v] to (() - ((~Rzx) / (~cosX)))\nset [~cosy v] to ((~Rzz) / (~cosX))\nset [~sinz v] to (() - ((~Rxy) / (~cosX)))\nset [~cosz v] to ((~Ryy) / (~cosX))\n\ndefine CalculateOneVertex\nif <(item ((~temp) + ()) of [~meshvertexstate v]) = [0]> then\n RotateVertexTemp ((item (~getGameObjectID) of [@gameobjectsizex v]) * (item ((~temp) + (~vertexADD)) of [#vertex_x v])) ((item (~getGameObjectID) of [@gameobjectsizey v]) * (item ((~temp) + (~vertexADD)) of [#vertex_y v])) ((item (~getGameObjectID) of [@gameobjectsizez v]) * (item ((~temp) + (~vertexADD)) of [#vertex_z v]))\n replace item ((~temp) + ()) of [~meshvertexx v] with ((@FocalLength) * ((~GetX1) / (~GetZ1)))\n replace item ((~temp) + ()) of [~meshvertexy v] with ((@FocalLength) * ((~GetY1) / (~GetZ1)))\n if <(~GetZ1) > (#MinCameraDist)> then\n replace item ((~temp) + ()) of [~meshvertexstate v] with [1]\n else\n replace item ((~temp) + ()) of [~meshvertexstate v] with [2]\n end\nend\n\ndefine RotateLight - gameObjID (id)\nreplace item (((id) * (3)) - (2)) of [#gameobjectlightdata v] with ((((#LightX) * (~xxOO)) + ((#LightY) * (~yxOO))) + ((#LightZ) * (~zxOO)))\nreplace item (((id) * (3)) - (1)) of [#gameobjectlightdata v] with ((((#LightX) * (~xyOO)) + ((#LightY) * (~yyOO))) + ((#LightZ) * (~zyOO)))\nreplace item ((id) * (3)) of [#gameobjectlightdata v] with ((((#LightX) * (~xzOO)) + ((#LightY) * (~yzOO))) + ((#LightZ) * (~zzOO)))\n\ndefine GetDrawOrder - GameObjects\nset [~g v] to [0]\nrepeat (length of [#chunkactive_gameobject v])\n change [~g v] by (1)\n set [~getgameobjectid v] to (item (~g) of [#chunkactive_gameobject v])\n if <(item (~getGameObjectID) of [@gameobjectactive v]) = [1]> then\n set [~cameraxtemp v] to ((@CameraX) - ((item (~getGameObjectID) of [@gameobjectx v]) + (item (((~getGameObjectID) * (3)) - (2)) of [@gameobjectdrawoffset v])))\n set [~cameraytemp v] to ((@CameraY) - ((item (~getGameObjectID) of [@gameobjecty v]) + (item (((~getGameObjectID) * (3)) - (1)) of [@gameobjectdrawoffset v])))\n set [~cameraztemp v] to ((@CameraZ) - ((item (~getGameObjectID) of [@gameobjectz v]) + (item ((~getGameObjectID) * (3)) of [@gameobjectdrawoffset v])))\n set [~mag v] to ([sqrt v] of (((~cameraXtemp) * (~cameraXtemp)) + (((~cameraYtemp) * (~cameraYtemp)) + ((~cameraZtemp) * (~cameraZtemp)))) )\n if <(~Mag) < (@ViewRange)> then\n Add Layer (~Mag) (~getGameObjectID) type [0]\n end\n end\nend\n\ndefine GetDrawOrder - Sprite3D\nset [~s v] to [0]\nrepeat (length of [#chunkactive_sprites v])\n change [~s v] by (1)\n set [~getspriteid v] to (item (~s) of [#chunkactive_sprites v])\n if <(item (~getSpriteID) of [@sprite3d_active v]) = [1]> then\n set [~tempx0 v] to ((item (~getSpriteID) of [@sprite3d_x v]) - (@CameraX))\n set [~tempy0 v] to ((item (~getSpriteID) of [@sprite3d_y v]) - (@CameraY))\n set [~tempz0 v] to ((item (~getSpriteID) of [@sprite3d_z v]) - (@CameraZ))\n set [~mag v] to ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )\n if <(~Mag) < (@ViewRange)> then\n replace item (~getSpriteID) of [#sprite3d_distcamera v] with (~Mag)\n Add Layer (~Mag) (~getSpriteID) type [1]\n end\n end\nend\n\ndefine Draw Mesh\nset size to (100000) %\nset [~getgameobjectid v] to (item (~i) of [#layerids v])\nset [~cameraxtemp v] to ((@CameraX) - (item (~getGameObjectID) of [@gameobjectx v]))\nset [~cameraytemp v] to ((@CameraY) - (item (~getGameObjectID) of [@gameobjecty v]))\nset [~cameraztemp v] to ((@CameraZ) - (item (~getGameObjectID) of [@gameobjectz v]))\nSet Camera Position relative to object (item (~getGameObjectID) of [@gameobject_rotx v]) (item (~getGameObjectID) of [@gameobject_roty v]) (item (~getGameObjectID) of [@gameobject_rotz v])\nRotateLight - gameObjID (~getGameObjectID)\ndelete all of [~meshvertexx v]\ndelete all of [~meshvertexy v]\ndelete all of [~meshvertexstate v]\ndelete all of [~meshlayervalue v]\ndelete all of [~meshlayerid v]\nrepeat ((item ((item (~getGameObjectID) of [@gameobjectmeshid v]) + (1)) of [#vertexescount v]) - (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#vertexescount v]))\n add [0] to [~meshvertexx v]\n add [0] to [~meshvertexy v]\n add [0] to [~meshvertexstate v]\nend\nset [~vertexadd v] to (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#vertexescount v])\nset [~faceadd v] to ((item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#facescount v]) / (3))\nset [~normaladd v] to (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#normalscount v])\nset [~mtr v] to (~faceADD)\nrepeat (((item ((item (~getGameObjectID) of [@gameobjectmeshid v]) + (1)) of [#facescount v]) - (item (item (~getGameObjectID) of [@gameobjectmeshid v]) of [#facescount v])) / (3))\n set [~facevertexn1 v] to (item (((~mTr) * (3)) + (1)) of [#meshfacedata v])\n set [~facevertexn2 v] to (item (((~mTr) * (3)) + (2)) of [#meshfacedata v])\n set [~facevertexn3 v] to (item (((~mTr) * (3)) + (3)) of [#meshfacedata v])\n set [~tempx0 v] to ((((((item ((~faceVertexN1) + (~vertexADD)) of [#vertex_x v]) + (item ((~faceVertexN2) + (~vertexADD)) of [#vertex_x v])) + (item ((~faceVertexN3) + (~vertexADD)) of [#vertex_x v])) / (3)) * (item (~getGameObjectID) of [@gameobjectsizex v])) - (~cameraXtemp))\n set [~tempy0 v] to ((((((item ((~faceVertexN1) + (~vertexADD)) of [#vertex_y v]) + (item ((~faceVertexN2) + (~vertexADD)) of [#vertex_y v])) + (item ((~faceVertexN3) + (~vertexADD)) of [#vertex_y v])) / (3)) * (item (~getGameObjectID) of [@gameobjectsizey v])) - (~cameraYtemp))\n set [~tempz0 v] to ((((((item ((~faceVertexN1) + (~vertexADD)) of [#vertex_z v]) + (item ((~faceVertexN2) + (~vertexADD)) of [#vertex_z v])) + (item ((~faceVertexN3) + (~vertexADD)) of [#vertex_z v])) / (3)) * (item (~getGameObjectID) of [@gameobjectsizez v])) - (~cameraZtemp))\n set [~mag v] to ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )\n if <(~Mag) < (@ViewRange)> then\n CalculateVertexes\n if <<(item (~faceVertexN1) of [~meshvertexstate v]) < [2]> and <<(item (~faceVertexN2) of [~meshvertexstate v]) < [2]> and <(item (~faceVertexN3) of [~meshvertexstate v]) < [2]>>> then\n set [~normalx v] to (item ((((item ((~mTr) + (1)) of [#pointertonormal v]) * (3)) + (-2)) + (~normalAdd)) of [#meshnormal v])\n set [~normaly v] to (item ((((item ((~mTr) + (1)) of [#pointertonormal v]) * (3)) + (-1)) + (~normalAdd)) of [#meshnormal v])\n set [~normalz v] to (item ((((item ((~mTr) + (1)) of [#pointertonormal v]) * (3)) + (0)) + (~normalAdd)) of [#meshnormal v])\n if <(item (~getGameObjectID) of [@gameobjectbackfaceculling v]) = [1]> then\n BackFaceCulling\n if <not <(~return) = [0]>> then\n Add Mesh Layer (~Mag) (~mTr)\n end\n else\n Add Mesh Layer (~Mag) (~mTr)\n end\n end\n end\n change [~mtr v] by (1)\nend\nDraw Mesh Triangles\n\ndefine Draw World Sprite\nset [~getspriteid v] to (item (~i) of [#layerids v])\nRotate Vertex (item (~getSpriteID) of [@sprite3d_x v]) (item (~getSpriteID) of [@sprite3d_y v]) (item (~getSpriteID) of [@sprite3d_z v])\nif <(~GetZ1) > (#MinCameraDist)> then\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n set size to (100000) %\n go to x: ((@FocalLength) * ((~GetX1) / (~GetZ1))) y: ((@FocalLength) * ((~GetY1) / (~GetZ1)))\n switch costume to (item (~getSpriteID) of [@sprite3d_costumename v])\n set [ghost v] effect to (item (~getSpriteID) of [@sprite3d_alpha v])\n set size to (((item (~getSpriteID) of [@sprite3d_size v]) * (@FocalLength)) / (item (~getSpriteID) of [#sprite3d_distcamera v])) %\n point in direction (((90) - (@CameraRotateZ)) + (item (~getSpriteID) of [@sprite3d_rotation v]))\n stamp\nend\n\ndefine GetDrawOrder - Line3D\nset [~s v] to [0]\nrepeat (length of [#chunkactive_lines v])\n change [~s v] by (1)\n set [~getlineid v] to (item (~s) of [#chunkactive_lines v])\n if <(item (~getLineID) of [@lineactive v]) = [1]> then\n set [~tempx0 v] to ((((item (~getLineID) of [@linesx2 v]) + (item (~getLineID) of [@linesx2 v])) / (2)) - (@CameraX))\n set [~tempy0 v] to ((((item (~getLineID) of [@linesy1 v]) + (item (~getLineID) of [@linesy2 v])) / (2)) - (@CameraY))\n set [~tempz0 v] to ((((item (~getLineID) of [@linesz1 v]) + (item (~getLineID) of [@linesz2 v])) / (2)) - (@CameraZ))\n set [~mag v] to ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )\n Distance Point (@CameraX) (@CameraY) (@CameraZ) to line segment (item (~getLineID) of [@linesx1 v]) (item (~getLineID) of [@linesy1 v]) (item (~getLineID) of [@linesz1 v]) | (item (~getLineID) of [@linesx2 v]) (item (~getLineID) of [@linesy2 v]) (item (~getLineID) of [@linesz2 v])\n if <(~Mag) < (@ViewRange)> then\n GetDistanceModulus ((((item (~getLineID) of [@linesx1 v]) + (item (~getLineID) of [@linesx2 v])) / (2)) - (@CameraX)) ((((item (~getLineID) of [@linesy1 v]) + (item (~getLineID) of [@linesy2 v])) / (2)) - (@CameraY)) ((((item (~getLineID) of [@linesz1 v]) + (item (~getLineID) of [@linesz2 v])) / (2)) - (@CameraZ))\n replace item (~getLineID) of [#line3d_distcamera v] with (~Mag)\n Add Layer (~Mag) (~getLineID) type [2]\n end\n end\nend\n\ndefine Draw World Line\nset [~getlineid v] to (item (~i) of [#layerids v])\nRotate Vertex (item (~getLineID) of [@linesx1 v]) (item (~getLineID) of [@linesy1 v]) (item (~getLineID) of [@linesz1 v])\nset [~tempx0 v] to (~GetX1)\nset [~tempy0 v] to (~GetY1)\nset [~tempz0 v] to (~GetZ1)\nRotate Vertex (item (~getLineID) of [@linesx2 v]) (item (~getLineID) of [@linesy2 v]) (item (~getLineID) of [@linesz2 v])\nif <<(~tempZ0) > (#MinCameraDist)> and <(~GetZ1) > (#MinCameraDist)>> then\n switch costume to (size v)\n set size to (100000) %\n switch costume to (full v)\n set pen size to (((item (~getLineID) of [@linesize v]) * (@FocalLength)) / (item (~getLineID) of [#line3d_distcamera v]))\n set pen color to (item (~getLineID) of [@linecolor v])\n set [~tempx1 v] to ((item (~getLineID) of [@linesx1 v]) - (@CameraX))\n set [~tempy1 v] to ((item (~getLineID) of [@linesy1 v]) - (@CameraY))\n set [~tempz1 v] to ((item (~getLineID) of [@linesz1 v]) - (@CameraZ))\n set [~mag v] to ([sqrt v] of ((((~tempX1) * (~tempX1)) + ((~tempY1) * (~tempY1))) + ((~tempZ1) * (~tempZ1))) )\n set [~tempx1 v] to ((item (~getLineID) of [@linesx2 v]) - (@CameraX))\n set [~tempy1 v] to ((item (~getLineID) of [@linesy2 v]) - (@CameraY))\n set [~tempz1 v] to ((item (~getLineID) of [@linesz2 v]) - (@CameraZ))\n set [~mag2 v] to ([sqrt v] of ((((~tempX1) * (~tempX1)) + ((~tempY1) * (~tempY1))) + ((~tempZ1) * (~tempZ1))) )\n draw line from x ((@FocalLength) * ((~tempX0) / (~tempZ0))) y ((@FocalLength) * ((~tempY0) / (~tempZ0))) to x ((@FocalLength) * ((~GetX1) / (~GetZ1))) y ((@FocalLength) * ((~GetY1) / (~GetZ1))) start width (((item (~getLineID) of [@linesize v]) * (@FocalLength)) / (~Mag)) end width (((item (~getLineID) of [@linesize v]) * (@FocalLength)) / (~Mag2))\nend\n\ngo to x: (-124) y: (10)\npen down\ngo to x: (-124) y: (10)\npen up\n\ndefine Distance Point (vx) (vy) (vz) to line segment (ax) (ay) (az) | (bx) (by) (bz)\nset [~abx v] to ((bx) - (ax))\nset [~aby v] to ((by) - (ay))\nset [~abz v] to ((bz) - (az))\nset [~avx v] to ((vx) - (ax))\nset [~avy v] to ((vy) - (ay))\nset [~avz v] to ((vz) - (az))\nif <not <(((~avX) * (~abX)) + (((~avY) * (~abY)) + ((~avZ) * (~abZ)))) > [0]>> then\n GetDistanceModulus (~avX) (~avY) (~avZ)\n stop [this script v]\nend\nset [~bvx v] to ((vx) - (bx))\nset [~bvy v] to ((vy) - (by))\nset [~bvz v] to ((vz) - (bz))\nif <not <(((~bvX) * (~abX)) + (((~bvY) * (~abY)) + ((~bvZ) * (~abZ)))) < [0]>> then\n GetDistanceModulus (~bvX) (~bvY) (~bvZ)\n stop [this script v]\nend\nset [~tempx0 v] to (((~abY) * (~avZ)) - ((~abZ) * (~avY)))\nset [~tempy0 v] to (((~abZ) * (~avX)) - ((~abX) * (~avZ)))\nset [~tempz0 v] to (((~abX) * (~avY)) - ((~abY) * (~avX)))\nGetDistanceModulus (~abX) (~abY) (~abZ)\nset [~temp v] to (~Mag)\nGetDistanceModulus (~tempX0) (~tempY0) (~tempZ0)\nset [~mag v] to ((~Mag) / (~temp))\n\ndefine GetDistanceModulus (x) (y) (z)\nset [~mag v] to ([sqrt v] of (((x) * (x)) + (((y) * (y)) + ((z) * (z)))) )\n\ndefine RotateVertexTemp (x) (y) (z)\nSet Ver1 ((x) - (~cameraXtemp)) ((y) - (~cameraYtemp)) ((z) - (~cameraZtemp))\nSet Ver1 (((~GetZ1) * (~sinY)) + ((~GetX1) * (~cosY))) (~GetY1) (((~GetZ1) * (~cosY)) - ((~GetX1) * (~sinY)))\nSet Ver1 (~GetX1) (((~GetY1) * (~cosX)) - ((~GetZ1) * (~sinX))) (((~GetY1) * (~sinX)) + ((~GetZ1) * (~cosX)))\nSet Ver1 (((~GetX1) * (~cosZ)) - ((~GetY1) * (~sinZ))) (((~GetX1) * (~sinZ)) + ((~GetY1) * (~cosZ))) (~GetZ1)\n\ndefine Set Rot [C]\nset [~xxc v] to (((#CamCosY) * (#CamCosZ)) - ((#CamSinX) * ((#CamSinY) * (#CamSinZ))))\nset [~xyc v] to (() - ((#CamCosX) * (#CamSinZ)))\nset [~xzc v] to (((#CamSinY) * (#CamCosZ)) + ((#CamSinX) * ((#CamCosY) * (#CamSinZ))))\nset [~yxc v] to (((#CamCosY) * (#CamSinZ)) + ((#CamSinX) * ((#CamSinY) * (#CamCosZ))))\nset [~yyc v] to ((#CamCosX) * (#CamCosZ))\nset [~yzc v] to (((#CamSinY) * (#CamSinZ)) - ((#CamSinX) * ((#CamCosY) * (#CamCosZ))))\nset [~zxc v] to (() - ((#CamCosX) * (#CamSinY)))\nset [~zyc v] to (#CamSinX)\nset [~zzc v] to ((#CamCosX) * (#CamCosY))\n\ndefine Set Rot [O]\nset [~xxoo v] to (((~objRotate_CosY) * (~objRotate_CosZ)) - ((~objRotate_SinX) * ((~objRotate_SinY) * (~objRotate_SinZ))))\nset [~xyoo v] to (() - ((~objRotate_CosX) * (~objRotate_SinZ)))\nset [~xzoo v] to (((~objRotate_SinY) * (~objRotate_CosZ)) + ((~objRotate_SinX) * ((~objRotate_CosY) * (~objRotate_SinZ))))\nset [~yxoo v] to (((~objRotate_CosY) * (~objRotate_SinZ)) + ((~objRotate_SinX) * ((~objRotate_SinY) * (~objRotate_CosZ))))\nset [~yyoo v] to ((~objRotate_CosX) * (~objRotate_CosZ))\nset [~yzoo v] to (((~objRotate_SinY) * (~objRotate_SinZ)) - ((~objRotate_SinX) * ((~objRotate_CosY) * (~objRotate_CosZ))))\nset [~zxoo v] to (() - ((~objRotate_CosX) * (~objRotate_SinY)))\nset [~zyoo v] to (~objRotate_SinX)\nset [~zzoo v] to ((~objRotate_CosX) * (~objRotate_CosY))\n\ndefine Set Rot [R]\nset [~rxx v] to (((~xxC) * (~xxOO)) + (((~xyC) * (~yxOO)) + ((~xzC) * (~zxOO))))\nset [~rxy v] to (((~xxC) * (~xyOO)) + (((~xyC) * (~yyOO)) + ((~xzC) * (~zyOO))))\nset [~rxz v] to (((~xxC) * (~xzOO)) + (((~xyC) * (~yzOO)) + ((~xzC) * (~zzOO))))\nset [~ryx v] to (((~yxC) * (~xxOO)) + (((~yyC) * (~yxOO)) + ((~yzC) * (~zxOO))))\nset [~ryy v] to (((~yxC) * (~xyOO)) + (((~yyC) * (~yyOO)) + ((~yzC) * (~zyOO))))\nset [~ryz v] to (((~yxC) * (~xzOO)) + (((~yyC) * (~yzOO)) + ((~yzC) * (~zzOO))))\nset [~rzx v] to (((~zxC) * (~xxOO)) + (((~zyC) * (~yxOO)) + ((~zzC) * (~zxOO))))\nset [~rzy v] to (((~zxC) * (~xyOO)) + (((~zyC) * (~yyOO)) + ((~zzC) * (~zyOO))))\nset [~rzz v] to (((~zxC) * (~xzOO)) + (((~zyC) * (~yzOO)) + ((~zzC) * (~zzOO))))\n\ndefine Set Rot [D]\nset [~rx v] to (((~xxC) * (~cameraXtemp)) + (((~xyC) * (~cameraYtemp)) + ((~xzC) * (~cameraZtemp))))\nset [~ry v] to (((~yxC) * (~cameraXtemp)) + (((~yyC) * (~cameraYtemp)) + ((~yzC) * (~cameraZtemp))))\nset [~rz v] to (((~zxC) * (~cameraXtemp)) + (((~zyC) * (~cameraYtemp)) + ((~zzC) * (~cameraZtemp))))\nset [~rdet v] to ((((~Rxx) * ((~Ryy) * (~Rzz))) + (((~Rxy) * ((~Ryz) * (~Rzx))) + ((~Rxz) * ((~Ryx) * (~Rzy))))) - (((~Rxz) * ((~Ryy) * (~Rzx))) + (((~Rxx) * ((~Ryz) * (~Rzy))) + ((~Rxy) * ((~Ryx) * (~Rzz))))))\nset [~rdetx v] to ((((~Rx) * ((~Ryy) * (~Rzz))) + (((~Rxy) * ((~Ryz) * (~Rz))) + ((~Rxz) * ((~Ry) * (~Rzy))))) - (((~Rxz) * ((~Ryy) * (~Rz))) + (((~Rx) * ((~Ryz) * (~Rzy))) + ((~Rxy) * ((~Ry) * (~Rzz))))))\nset [~rdety v] to ((((~Rxx) * ((~Ry) * (~Rzz))) + (((~Rx) * ((~Ryz) * (~Rzx))) + ((~Rxz) * ((~Ryx) * (~Rz))))) - (((~Rxz) * ((~Ry) * (~Rzx))) + (((~Rxx) * ((~Ryz) * (~Rz))) + ((~Rx) * ((~Ryx) * (~Rzz))))))\nset [~rdetz v] to ((((~Rxx) * ((~Ryy) * (~Rz))) + (((~Rxy) * ((~Ry) * (~Rzx))) + ((~Rx) * ((~Ryx) * (~Rzy))))) - (((~Rx) * ((~Ryy) * (~Rzx))) + (((~Rxx) * ((~Ry) * (~Rzy))) + ((~Rxy) * ((~Ryx) * (~Rz))))))\n\ndefine GetDrawOrder - Triangle and Quads\nset [~s v] to [1]\nrepeat (length of [#chunkactive_triangles v])\n set [~gettriangleid v] to (item (~s) of [#chunkactive_triangles v])\n set [~t v] to (((~getTriangleID) - (1)) * (`TriangleDataPerInst))\n if <(item (~getTriangleID) of [#triangleisquad v]) = [0]> then\n if <(item (~getTriangleID) of [@triangle_active v]) = [1]> then\n Sorting triangle units\n if <(~Mag) < (@ViewRange)> then\n Add Layer (~Mag) ((~getTriangleID) - (1)) type [3]\n end\n end\n else\n if <(item (~getTriangleID) of [@triangle_active v]) = [1]> then\n Sorting Quads\n if <(~Mag) < (@ViewRange)> then\n Add Layer (~Mag) ((0) - (~getTriangleID)) type [3]\n end\n end\n end\n change [~s v] by (1)\nend\n\ndefine Draw World Triangle Unit\nset [~gettriangleid v] to ((item (~i) of [#layerids v]) + (1))\nset [~gettriangleidadd v] to ((item (~i) of [#layerids v]) * (`TriangleDataPerInst))\nRotate Vertex (item ((~getTriangleIDAdd) + (1)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (2)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (3)) of [#triangledata v])\nset [~tempx0 v] to (~GetX1)\nset [~tempy0 v] to (~GetY1)\nset [~tempz0 v] to (~GetZ1)\nRotate Vertex (item ((~getTriangleIDAdd) + (4)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (5)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (6)) of [#triangledata v])\nset [~tempx2 v] to (~GetX1)\nset [~tempy2 v] to (~GetY1)\nset [~tempz2 v] to (~GetZ1)\nRotate Vertex (item ((~getTriangleIDAdd) + (7)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (8)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (9)) of [#triangledata v])\nif <<<(~tempZ0) > ((#MinCameraDist) * (0))> and <(~tempZ2) > ((#MinCameraDist) * (0))>> and <(~GetZ1) > ((#MinCameraDist) * (0))>> then\n set [~lightchange v] to ((((item ((~getTriangleIDAdd) + (10)) of [#triangledata v]) * (#LightX)) + ((item ((~getTriangleIDAdd) + (11)) of [#triangledata v]) * (#LightY))) + ((item ((~getTriangleIDAdd) + (12)) of [#triangledata v]) * (#LightZ)))\n set [~lightchange v] to ((20) + ((50) * ((~lightChange) * ((<((((item ((~getTriangleIDAdd) + (14)) of [#triangledata v]) - (@CameraX)) * (item ((~getTriangleIDAdd) + (10)) of [#triangledata v])) + ((((item ((~getTriangleIDAdd) + (15)) of [#triangledata v]) - (@CameraY)) * (item ((~getTriangleIDAdd) + (11)) of [#triangledata v])) + (((item ((~getTriangleIDAdd) + (16)) of [#triangledata v]) - (@CameraZ)) * (item ((~getTriangleIDAdd) + (12)) of [#triangledata v])))) < [0]> * (2)) - (1)))))\n switch costume to (size v)\n set size to (100000) %\n switch costume to (full v)\n set pen color to (item (~getTriangleID) of [@trianglecolor v])\n change pen (brightness v) by (~lightChange)\n T_Set Draw Triangle on coords ((@FocalLength) * ((~tempX0) / (~tempZ0))) ((@FocalLength) * ((~tempY0) / (~tempZ0))) ((@FocalLength) * ((~tempX2) / (~tempZ2))) ((@FocalLength) * ((~tempY2) / (~tempZ2))) ((@FocalLength) * ((~GetX1) / (~GetZ1))) ((@FocalLength) * ((~GetY1) / (~GetZ1))) resolution ((@Resolution) + (([ceiling v] of ((item (~i) of [#layermagnitude v]) / (8000)) ) + (0.001))) styleColor (item (~getTriangleID) of [@trianglestylecolor v]) styleBrightness (item (~getTriangleID) of [@trianglestylebrightness v])\nend\n\ndefine Sorting triangle units\nset [~tempx0 v] to ((item ((~t) + (14)) of [#triangledata v]) - (@CameraX))\nset [~tempy0 v] to ((item ((~t) + (15)) of [#triangledata v]) - (@CameraY))\nset [~tempz0 v] to ((item ((~t) + (16)) of [#triangledata v]) - (@CameraZ))\nset [~mag v] to ((`TriangleDistMult) * ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) ))\n\ndefine Draw World Quad\nset [~gettriangleid v] to (() - (item (~i) of [#layerids v]))\nset [~gettriangleidadd v] to (((-1) - (item (~i) of [#layerids v])) * (`TriangleDataPerInst))\nRotate Vertex (item ((~getTriangleIDAdd) + (1)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (2)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (3)) of [#triangledata v])\nset [~tempx0 v] to (~GetX1)\nset [~tempy0 v] to (~GetY1)\nset [~tempz0 v] to (~GetZ1)\nRotate Vertex (item ((~getTriangleIDAdd) + (4)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (5)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (6)) of [#triangledata v])\nset [~tempx2 v] to (~GetX1)\nset [~tempy2 v] to (~GetY1)\nset [~tempz2 v] to (~GetZ1)\nRotate Vertex (item ((~getTriangleIDAdd) + (7)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (8)) of [#triangledata v]) (item ((~getTriangleIDAdd) + (9)) of [#triangledata v])\nset [~tempx3 v] to (~GetX1)\nset [~tempy3 v] to (~GetY1)\nset [~tempz3 v] to (~GetZ1)\nRotate Vertex (item ((~getTriangleIDAdd) + ((4) + (`TriangleDataPerInst))) of [#triangledata v]) (item ((~getTriangleIDAdd) + ((5) + (`TriangleDataPerInst))) of [#triangledata v]) (item ((~getTriangleIDAdd) + ((6) + (`TriangleDataPerInst))) of [#triangledata v])\nif <<<(~tempZ0) > ((#MinCameraDist) * (0))> and <(~tempZ2) > ((#MinCameraDist) * (0))>> and <<(~tempZ3) > ((#MinCameraDist) * (0))> and <(~GetZ1) > ((#MinCameraDist) * (0))>>> then\n set [~lightchange v] to ((((item ((~getTriangleIDAdd) + (10)) of [#triangledata v]) * (#LightX)) + ((item ((~getTriangleIDAdd) + (11)) of [#triangledata v]) * (#LightY))) + ((item ((~getTriangleIDAdd) + (12)) of [#triangledata v]) * (#LightZ)))\n set [~lightchange v] to ((20) + ((50) * ((~lightChange) * ((<((((item ((~getTriangleIDAdd) + (14)) of [#triangledata v]) - (@CameraX)) * (item ((~getTriangleIDAdd) + (10)) of [#triangledata v])) + ((((item ((~getTriangleIDAdd) + (15)) of [#triangledata v]) - (@CameraY)) * (item ((~getTriangleIDAdd) + (11)) of [#triangledata v])) + (((item ((~getTriangleIDAdd) + (16)) of [#triangledata v]) - (@CameraZ)) * (item ((~getTriangleIDAdd) + (12)) of [#triangledata v])))) < [0]> * (2)) - (1)))))\n switch costume to (size v)\n set size to (1000000) %\n switch costume to (full v)\n set pen color to (item (~getTriangleID) of [@trianglecolor v])\n change pen (brightness v) by (~lightChange)\n T_Set Draw Triangle on coords ((@FocalLength) * ((~tempX0) / (~tempZ0))) ((@FocalLength) * ((~tempY0) / (~tempZ0))) ((@FocalLength) * ((~tempX2) / (~tempZ2))) ((@FocalLength) * ((~tempY2) / (~tempZ2))) ((@FocalLength) * ((~tempX3) / (~tempZ3))) ((@FocalLength) * ((~tempY3) / (~tempZ3))) resolution ((@Resolution) + ([ceiling v] of (((item (~i) of [#layermagnitude v]) / (8000)) + (0.1)) )) styleColor (item (~getTriangleID) of [@trianglestylecolor v]) styleBrightness (item (~getTriangleID) of [@trianglestylebrightness v])\n switch costume to (size v)\n set size to (100000) %\n switch costume to (full v)\n set pen color to (item (~getTriangleID) of [@trianglecolor v])\n change pen (brightness v) by (~lightChange)\n T_Set Draw Triangle on coords ((@FocalLength) * ((~tempX3) / (~tempZ3))) ((@FocalLength) * ((~tempY3) / (~tempZ3))) ((@FocalLength) * ((~GetX1) / (~GetZ1))) ((@FocalLength) * ((~GetY1) / (~GetZ1))) ((@FocalLength) * ((~tempX0) / (~tempZ0))) ((@FocalLength) * ((~tempY0) / (~tempZ0))) resolution ((@Resolution) + (((item (~i) of [#layermagnitude v]) / (8000)) + (0.1))) styleColor (item (~getTriangleID) of [@trianglestylecolor v]) styleBrightness (item (~getTriangleID) of [@trianglestylebrightness v])\nend\n\ndefine Sorting Quads\nset [~tempx0 v] to ((((item ((~t) + (14)) of [#triangledata v]) + (item ((~t) + ((14) + (`TriangleDataPerInst))) of [#triangledata v])) / (2)) - (@CameraX))\nset [~tempy0 v] to ((((item ((~t) + (15)) of [#triangledata v]) + (item ((~t) + ((15) + (`TriangleDataPerInst))) of [#triangledata v])) / (2)) - (@CameraY))\nset [~tempz0 v] to ((((item ((~t) + (16)) of [#triangledata v]) + (item ((~t) + ((16) + (`TriangleDataPerInst))) of [#triangledata v])) / (2)) - (@CameraZ))\nset [~mag v] to ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )\nset [~mag v] to (((~Mag) * (1)) + (110))\n\ndefine Add Mesh Layer (zvalue) (id)\nset [~sort_low v] to [0]\nset [~sort_high v] to ((length of [~meshlayervalue v]) - (0))\nrepeat until <not <(~sort_Low) < (~sort_High)>>\n set [~sort_mid v] to ([floor v] of (((~sort_Low) + (~sort_High)) / (2)) )\n if <(zvalue) < (item ((~sort_Mid) + (1)) of [~meshlayervalue v])> then\n set [~sort_low v] to ((~sort_Mid) + (1))\n else\n set [~sort_high v] to (~sort_Mid)\n end\nend\nset [~sort_id v] to ((~sort_Low) + (1))\ninsert (zvalue) at (~sort_Id) of [~meshlayervalue v] \ninsert (id) at (~sort_Id) of [~meshlayerid v] \n\ndefine Draw Mesh Triangles\nset [~mtr v] to [0]\nrepeat (length of [~meshlayerid v])\n change [~mtr v] by (1)\n set [~facevertexn1 v] to (item (((item (~mTr) of [~meshlayerid v]) * (3)) + (1)) of [#meshfacedata v])\n set [~facevertexn2 v] to (item (((item (~mTr) of [~meshlayerid v]) * (3)) + (2)) of [#meshfacedata v])\n set [~facevertexn3 v] to (item (((item (~mTr) of [~meshlayerid v]) * (3)) + (3)) of [#meshfacedata v])\n set [~normalx v] to (item ((((item ((item (~mTr) of [~meshlayerid v]) + (1)) of [#pointertonormal v]) * (3)) + (-2)) + (~normalAdd)) of [#meshnormal v])\n set [~normaly v] to (item ((((item ((item (~mTr) of [~meshlayerid v]) + (1)) of [#pointertonormal v]) * (3)) + (-1)) + (~normalAdd)) of [#meshnormal v])\n set [~normalz v] to (item ((((item ((item (~mTr) of [~meshlayerid v]) + (1)) of [#pointertonormal v]) * (3)) + (0)) + (~normalAdd)) of [#meshnormal v])\n set [~material_id v] to ((((~getGameObjectID) - (1)) * (`MaxMaterials)) + (item ((item (~mTr) of [~meshlayerid v]) + (1)) of [#meshmaterial v]))\n set pen color to (item (~material_ID) of [@gameobjectmaterialdata v])\n change pen (brightness v) by ((0) + ((40) * ((((~normalX) * (item (((~getGameObjectID) * (3)) - (2)) of [#gameobjectlightdata v])) + ((~normalY) * (item (((~getGameObjectID) * (3)) - (1)) of [#gameobjectlightdata v]))) + ((~normalZ) * (item ((~getGameObjectID) * (3)) of [#gameobjectlightdata v])))))\n T_Set Draw Triangle on coords (item (~faceVertexN1) of [~meshvertexx v]) (item (~faceVertexN1) of [~meshvertexy v]) (item (~faceVertexN2) of [~meshvertexx v]) (item (~faceVertexN2) of [~meshvertexy v]) (item (~faceVertexN3) of [~meshvertexx v]) (item (~faceVertexN3) of [~meshvertexy v]) resolution ((@Resolution) + (([ceiling v] of ((item (~i) of [#layermagnitude v]) / (20000)) ) + (0.001))) styleColor (item (~getGameObjectID) of [@gameobjectstylecolor v]) styleBrightness (item (~getGameObjectID) of [@gameobjectstylebrightness v])\nend\n\ndefine GetDrawOrder - Text3D\nset [~g v] to [0]\nrepeat (length of [#chunkactive_text3d v])\n change [~g v] by (1)\n set [~gettextid v] to (item (~g) of [#chunkactive_text3d v])\n if <(item (~getTextID) of [@text3d_active v]) = [1]> then\n set [~cameraxtemp v] to ((@CameraX) - (item (~getTextID) of [@text3d_x v]))\n set [~cameraytemp v] to ((@CameraY) - (item (~getTextID) of [@text3d_y v]))\n set [~cameraztemp v] to ((@CameraZ) - (item (~getTextID) of [@text3d_z v]))\n set [~mag v] to ([sqrt v] of (((~cameraXtemp) * (~cameraXtemp)) + (((~cameraYtemp) * (~cameraYtemp)) + ((~cameraZtemp) * (~cameraZtemp)))) )\n if <(~Mag) < (@ViewRange)> then\n replace item (~getTextID) of [#text3d_cameradist v] with (~Mag)\n Add Layer (~Mag) (~getTextID) type [4]\n end\n end\nend\n\ndefine Draw World Text3D\nset [~gettextid v] to (item (~i) of [#layerids v])\nRotate Vertex (item (~getTextID) of [@text3d_x v]) (item (~getTextID) of [@text3d_y v]) (item (~getTextID) of [@text3d_z v])\nif <(~GetZ1) > (#MinCameraDist)> then\n Draw Text (item (~getTextID) of [@text3d_text v]) at ((@FocalLength) * ((~GetX1) / (~GetZ1))) ((@FocalLength) * ((~GetY1) / (~GetZ1))) size ((((item (~getTextID) of [@text3d_size v]) * (@FocalLength)) / (item (~getTextID) of [#text3d_cameradist v])) / (10)) color [0 <-> 200] (item (~getTextID) of [@text3d_color v]) brightness [-100 <-> 100] (item (~getTextID) of [@text3d_brightness v]) transparency (item (~getTextID) of [@text3d_alpha v])\nend\n\ndefine Draw Text (text) at (x) (y) size (size) color [0 <-> 200] (color) brightness [-100 <-> 100] (brightness) transparency (tr)\nset [~cc v] to [0]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (tr)\nset size to (100000) %\ngo to x: ((x) - (((length of (text)) * ((size) * (13))) / (2))) y: (y)\nrepeat (length of (text))\n change [~cc v] by (1)\n switch costume to (letter (~cc) of (text))\n set size to ((100) * (size)) %\n stamp\n set size to (100000) %\n switch costume to (full v)\n change x by ((size) * (13))\nend\n\ndefine GetDrawOrder - GameObjects - NoChunks\nset [~getgameobjectid v] to [0]\nrepeat (length of [@gameobjectactive v])\n change [~getgameobjectid v] by (1)\n if <(item (~getGameObjectID) of [@gameobjectactive v]) = [1]> then\n set [~cameraxtemp v] to ((@CameraX) - ((item (~getGameObjectID) of [@gameobjectx v]) + (item (((~getGameObjectID) * (3)) - (2)) of [@gameobjectdrawoffset v])))\n set [~cameraytemp v] to ((@CameraY) - ((item (~getGameObjectID) of [@gameobjecty v]) + (item (((~getGameObjectID) * (3)) - (1)) of [@gameobjectdrawoffset v])))\n set [~cameraztemp v] to ((@CameraZ) - ((item (~getGameObjectID) of [@gameobjectz v]) + (item ((~getGameObjectID) * (3)) of [@gameobjectdrawoffset v])))\n set [~mag v] to ([sqrt v] of (((~cameraXtemp) * (~cameraXtemp)) + (((~cameraYtemp) * (~cameraYtemp)) + ((~cameraZtemp) * (~cameraZtemp)))) )\n if <(~Mag) < (@ViewRange)> then\n Add Layer (~Mag) (~getGameObjectID) type [0]\n end\n end\nend\n\ndefine GetDrawOrder - Sprite3D - NoChunks\nset [~getspriteid v] to [0]\nrepeat (length of [@sprite3d_active v])\n change [~getspriteid v] by (1)\n if <(item (~getSpriteID) of [@sprite3d_active v]) = [1]> then\n set [~tempx0 v] to ((item (~getSpriteID) of [@sprite3d_x v]) - (@CameraX))\n set [~tempy0 v] to ((item (~getSpriteID) of [@sprite3d_y v]) - (@CameraY))\n set [~tempz0 v] to ((item (~getSpriteID) of [@sprite3d_z v]) - (@CameraZ))\n set [~mag v] to ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )\n if <(~Mag) < (@ViewRange)> then\n replace item (~getSpriteID) of [#sprite3d_distcamera v] with (~Mag)\n Add Layer (~Mag) (~getSpriteID) type [1]\n end\n end\nend\n\ndefine GetDrawOrder - Line3D - NoChunks\nset [~getlineid v] to [0]\nrepeat (length of [@lineactive v])\n change [~getlineid v] by (1)\n if <(item (~getLineID) of [@lineactive v]) = [1]> then\n set [~tempx0 v] to ((((item (~getLineID) of [@linesx2 v]) + (item (~getLineID) of [@linesx2 v])) / (2)) - (@CameraX))\n set [~tempy0 v] to ((((item (~getLineID) of [@linesy1 v]) + (item (~getLineID) of [@linesy2 v])) / (2)) - (@CameraY))\n set [~tempz0 v] to ((((item (~getLineID) of [@linesz1 v]) + (item (~getLineID) of [@linesz2 v])) / (2)) - (@CameraZ))\n set [~mag v] to ([sqrt v] of (((~tempX0) * (~tempX0)) + (((~tempY0) * (~tempY0)) + ((~tempZ0) * (~tempZ0)))) )\n Distance Point (@CameraX) (@CameraY) (@CameraZ) to line segment (item (~getLineID) of [@linesx1 v]) (item (~getLineID) of [@linesy1 v]) (item (~getLineID) of [@linesz1 v]) | (item (~getLineID) of [@linesx2 v]) (item (~getLineID) of [@linesy2 v]) (item (~getLineID) of [@linesz2 v])\n if <(~Mag) < (@ViewRange)> then\n GetDistanceModulus ((((item (~getLineID) of [@linesx1 v]) + (item (~getLineID) of [@linesx2 v])) / (2)) - (@CameraX)) ((((item (~getLineID) of [@linesy1 v]) + (item (~getLineID) of [@linesy2 v])) / (2)) - (@CameraY)) ((((item (~getLineID) of [@linesz1 v]) + (item (~getLineID) of [@linesz2 v])) / (2)) - (@CameraZ))\n replace item (~getLineID) of [#line3d_distcamera v] with (~Mag)\n Add Layer (~Mag) (~getLineID) type [2]\n end\n end\nend\n\ndefine GetDrawOrder - Text3D - NoChunks\nset [~gettextid v] to [0]\nrepeat (length of [@text3d_active v])\n change [~gettextid v] by (1)\n if <(item (~getTextID) of [@text3d_active v]) = [1]> then\n set [~cameraxtemp v] to ((@CameraX) - (item (~getTextID) of [@text3d_x v]))\n set [~cameraytemp v] to ((@CameraY) - (item (~getTextID) of [@text3d_y v]))\n set [~cameraztemp v] to ((@CameraZ) - (item (~getTextID) of [@text3d_z v]))\n set [~mag v] to ([sqrt v] of (((~cameraXtemp) * (~cameraXtemp)) + (((~cameraYtemp) * (~cameraYtemp)) + ((~cameraZtemp) * (~cameraZtemp)))) )\n if <(~Mag) < (@ViewRange)> then\n replace item (~getTextID) of [#text3d_cameradist v] with (~Mag)\n Add Layer (~Mag) (~getTextID) type [4]\n end\n end\nend\n\ndefine GetDrawOrder - Triangles and Quads - NoChunks\nset [~gettriangleid v] to [0]\nrepeat ((length of [@triangle_active v]) - (`NumberOfQuads))\n change [~gettriangleid v] by (1)\n set [~t v] to (((~getTriangleID) - (1)) * (`TriangleDataPerInst))\n if <(item (~getTriangleID) of [#triangleisquad v]) = [0]> then\n if <(item (~getTriangleID) of [@triangle_active v]) = [1]> then\n Sorting triangle units\n if <(~Mag) < (@ViewRange)> then\n Add Layer (~Mag) ((~getTriangleID) - (1)) type [3]\n end\n end\n else\n if <(item (~getTriangleID) of [@triangle_active v]) = [1]> then\n Sorting Quads\n if <(~Mag) < (@ViewRange)> then\n Add Layer (~Mag) ((0) - (~getTriangleID)) type [3]\n end\n end\n change [~gettriangleid v] by (1)\n end\nend\n\n@Update\n\nrepeat until <<(*boxCollision) = [1]> or <(!sy) < [-200]>>\n change [!sy v] by (-20)\n *Box Shadow Collision (!sx) (!sy) (!sz) size [10]\nend\n\ndefine [Load] Load scene from data (data)\n[E] Engine Init\nset [~load_chunks v] to []\nset [~load_points v] to []\nset [~load_lines v] to []\nset [~load_triangles v] to []\nset [~load_camera v] to []\nset [*load_iter v] to [1]\nset [~load_length v] to (length of (data))\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n set [~load_chunks v] to (join (~load_chunks) (letter (*load_iter) of (data)))\n change [*load_iter v] by (1)\nend\nchange [*load_iter v] by (1)\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n set [~load_camera v] to (join (~load_camera) (letter (*load_iter) of (data)))\n change [*load_iter v] by (1)\nend\nchange [*load_iter v] by (1)\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n set [~load_points v] to (join (~load_points) (letter (*load_iter) of (data)))\n change [*load_iter v] by (1)\nend\nchange [*load_iter v] by (1)\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n set [~load_lines v] to (join (~load_lines) (letter (*load_iter) of (data)))\n change [*load_iter v] by (1)\nend\nchange [*load_iter v] by (1)\nrepeat until <<(*load_iter) > (~load_length)> or <(letter (*load_iter) of (data)) = [~]>>\n set [~load_triangles v] to (join (~load_triangles) (letter (*load_iter) of (data)))\n change [*load_iter v] by (1)\nend\n[Ch] Load Chunks data (~load_chunks)\nset [*load_iter v] to [0]\ndelete all of [~load_list v]\nset [~load_temp v] to []\nrepeat (length of (~load_points))\n change [*load_iter v] by (1)\n if <(letter (*load_iter) of (~load_points)) = [;]> then\n add (~load_temp) to [~load_list v]\n set [~load_temp v] to []\n else\n if <(letter (*load_iter) of (~load_points)) = [|]> then\n add (item (1) of [~load_list v]) to [^load_d_type v]\n add (item (2) of [~load_list v]) to [^load_d_objecttype v]\n add (item (3) of [~load_list v]) to [@loadpointx v]\n add (item (4) of [~load_list v]) to [@loadpointy v]\n add (item (5) of [~load_list v]) to [@loadpointz v]\n set [~load_iter2 v] to [0]\n repeat ((length of [~load_list v]) - (5))\n change [~load_iter2 v] by (1)\n add (item ((5) + (~load_iter2)) of [~load_list v]) to [^load_d v]\n end\n repeat ((^Load_D_Size) - ((length of [~load_list v]) - (5)))\n add [] to [^load_d v]\n end\n delete all of [~load_list v]\n set [~load_temp v] to []\n else\n set [~load_temp v] to (join (~load_temp) (letter (*load_iter) of (~load_points)))\n end\n end\nend\nset [*load_iter v] to [0]\ndelete all of [~load_list v]\nset [~load_temp v] to []\nrepeat (length of (~load_lines))\n change [*load_iter v] by (1)\n if <(letter (*load_iter) of (~load_lines)) = [;]> then\n add (~load_temp) to [~load_list v]\n set [~load_temp v] to []\n else\n if <(letter (*load_iter) of (~load_lines)) = [|]> then\n [L] Add Line 3D p1: (item (2) of [~load_list v]) (item (3) of [~load_list v]) (item (4) of [~load_list v]) p2: (item (5) of [~load_list v]) (item (6) of [~load_list v]) (item (7) of [~load_list v]) color [0] [0] [0] [0] size (item (9) of [~load_list v]) chunkID [-1 auto] [-1]\n replace item (*newID) of [^ld_type v] with (item (1) of [~load_list v])\n replace item (*newID) of [@linecolor v] with (item (8) of [~load_list v])\n set [~load_iter2 v] to [0]\n set [~load_dataid v] to [1]\n repeat (9)\n delete (1) of [~load_list v]\n end\n [Load] Setting - Line\n delete all of [~load_list v]\n set [~load_temp v] to []\n else\n set [~load_temp v] to (join (~load_temp) (letter (*load_iter) of (~load_lines)))\n end\n end\nend\nset [*load_iter v] to [0]\ndelete all of [~load_list v]\nset [~load_temp v] to []\nrepeat (length of (~load_triangles))\n change [*load_iter v] by (1)\n if <(letter (*load_iter) of (~load_triangles)) = [;]> then\n add (~load_temp) to [~load_list v]\n set [~load_temp v] to []\n else\n if <(letter (*load_iter) of (~load_triangles)) = [|]> then\n if <(item (2) of [~load_list v]) = [1]> then\n [Q] Add Quad p1 (item (3) of [~load_list v]) (item (4) of [~load_list v]) (item (5) of [~load_list v]) p2 (item (6) of [~load_list v]) (item (7) of [~load_list v]) (item (8) of [~load_list v]) p3 (item (9) of [~load_list v]) (item (10) of [~load_list v]) (item (11) of [~load_list v]) p4 (item (12) of [~load_list v]) (item (13) of [~load_list v]) (item (14) of [~load_list v]) color [0] [0] [0] [0] style - color (item (16) of [~load_list v]) brightness (item (17) of [~load_list v]) chunk [-1 auto] [-1]\n replace item (*newID) of [^td_type v] with (item (1) of [~load_list v])\n replace item (*newID) of [@trianglecolor v] with (item (15) of [~load_list v])\n set [~load_iter2 v] to [0]\n set [~load_dataid v] to [1]\n repeat (17)\n delete (1) of [~load_list v]\n end\n [Load] Setting - Triangle\n delete all of [~load_list v]\n set [~load_temp v] to []\n else\n [Tr] Add Triangle p1: (item (3) of [~load_list v]) (item (4) of [~load_list v]) (item (5) of [~load_list v]) p2: (item (6) of [~load_list v]) (item (7) of [~load_list v]) (item (8) of [~load_list v]) p3: (item (9) of [~load_list v]) (item (10) of [~load_list v]) (item (11) of [~load_list v]) Color [0] [0] [0] [0] Is part of quad: [0] style - color: (item (13) of [~load_list v]) brightness (item (14) of [~load_list v]) triangleChunk[-1 auto] [-1]\n replace item (*newID) of [^td_type v] with (item (1) of [~load_list v])\n replace item (*newID) of [@trianglecolor v] with (item (12) of [~load_list v])\n set [~load_iter2 v] to [0]\n set [~load_dataid v] to [1]\n repeat (14)\n delete (1) of [~load_list v]\n end\n [Load] Setting - Triangle\n delete all of [~load_list v]\n set [~load_temp v] to []\n end\n else\n set [~load_temp v] to (join (~load_temp) (letter (*load_iter) of (~load_triangles)))\n end\n end\nend\nset [*load_iter v] to [0]\ndelete all of [@startcamera v]\nset [~load_temp v] to []\nrepeat (length of (~load_camera))\n change [*load_iter v] by (1)\n if <(letter (*load_iter) of (~load_camera)) = [;]> then\n add (~load_temp) to [@startcamera v]\n set [~load_temp v] to []\n else\n set [~load_temp v] to (join (~load_temp) (letter (*load_iter) of (~load_camera)))\n end\nend\nset [@camerax v] to (item (1) of [@startcamera v])\nset [@cameray v] to (item (2) of [@startcamera v])\nset [@cameraz v] to (item (3) of [@startcamera v])\nset [@camerarotatex v] to (item (4) of [@startcamera v])\nset [@camerarotatey v] to (item (5) of [@startcamera v])\nset [@camerarotatez v] to (item (6) of [@startcamera v])\n[Load] Points Setting\n\ndefine [R] Raycast Line (orx) (ory) (orz) (drx) (dry) (drz) line segment (x1) (y1) (z1) (x2) (y2) (z2) radius (r)\nset [*collisionresult v] to [0]\nset [~pabx v] to ((x2) - (x1))\nset [~paby v] to ((y2) - (y1))\nset [~pabz v] to ((z2) - (z1))\nset [~pdax v] to ((orx) - (x1))\nset [~pday v] to ((ory) - (y1))\nset [~pdaz v] to ((orz) - (z1))\nset [~cx v] to (((~PabX) * (~PabX)) + (((~PabY) * (~PabY)) + ((~PabZ) * (~PabZ))))\nset [~cy v] to (((~PabX) * (drx)) + (((~PabY) * (dry)) + ((~PabZ) * (drz))))\nset [~cz v] to (((~PabX) * (~PdaX)) + (((~PabY) * (~PdaY)) + ((~PabZ) * (~PdaZ))))\nset [~dx v] to (((drx) * (~PdaX)) + (((dry) * (~PdaY)) + ((drz) * (~PdaZ))))\nset [~dy v] to (((~PdaX) * (~PdaX)) + (((~PdaY) * (~PdaY)) + ((~PdaZ) * (~PdaZ))))\nset [~t_a1 v] to ((~cx) - ((~cy) * (~cy)))\nset [~t_a2 v] to (((~cx) * (~dx)) - ((~cz) * (~cy)))\nset [~t_a3 v] to ((((~cx) * (~dy)) - ((~cz) * (~cz))) - ((~cx) * ((r) * (r))))\nset [~r_nd v] to (((~T_a2) * (~T_a2)) - ((~T_a1) * (~T_a3)))\nif <not <(~r_nd) < [0]>> then\n set [~t v] to (((0) - ((~T_a2) + ([sqrt v] of (~r_nd) ))) / (~T_a1))\n set [~r_pn v] to ((~cz) + ((~T) * (~cy)))\n if <<(~r_pn) > [0]> and <(~r_pn) < (~cx)>> then\n set [*collisionresult v] to [1]\n set [~col_dist v] to (~T)\n stop [this script v]\n end\n if <(~r_pn) > [0]> then\n set [~pcax v] to ((orx) - (x2))\n set [~pcay v] to ((ory) - (y2))\n set [~pcaz v] to ((orz) - (z2))\n else\n set [~pcax v] to (x1)\n set [~pcay v] to (y1)\n set [~pcaz v] to (z1)\n end\n set [~t_a2 v] to (((drx) * (~PcaX)) + (((dry) * (~PcaY)) + ((drz) * (~PcaZ))))\n set [~t_a3 v] to ((((~PcaX) * (~PcaX)) + (((~PcaY) * (~PcaY)) + ((~PcaZ) * (~PcaZ)))) - ((r) * (r)))\n set [~r_nd v] to (((~T_a2) * (~T_a2)) - (~T_a3))\n if <(~r_nd) > [0]> then\n set [*collisionresult v] to [1]\n set [~col_dist v] to (() - ((~T_a2) + ([sqrt v] of (~r_nd) )))\n end\nend\n\ndefine [C] Triangle ray collision: origin (ox) (oy) (oz) direction (dx) (dy) (dz) to current triangle\nset [*collisionresult v] to [0]\nset [~r_nd v] to (((dx) * (item ((~triAdd) + (10)) of [#triangledata v])) + (((dy) * (item ((~triAdd) + (11)) of [#triangledata v])) + ((dz) * (item ((~triAdd) + (12)) of [#triangledata v]))))\nset [~r_pn v] to (((ox) * (item ((~triAdd) + (10)) of [#triangledata v])) + (((oy) * (item ((~triAdd) + (11)) of [#triangledata v])) + ((oz) * (item ((~triAdd) + (12)) of [#triangledata v]))))\nset [~t v] to (((item ((~triAdd) + (13)) of [#triangledata v]) - (~r_pn)) / (~r_nd))\nif <(~T) < [0]> then\n stop [this script v]\nend\nset [*returnx v] to ((ox) + ((dx) * (~T)))\nset [*returny v] to ((oy) + ((dy) * (~T)))\nset [*returnz v] to ((oz) + ((dz) * (~T)))\n[R] Part of Triangle raycast - a (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) b (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v]) c (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v])\nset [*colx v] to ((1) - ((((~dx) * (~tempX)) + (((~dy) * (~tempY)) + ((~dz) * (~tempZ)))) / (((~dx) * (~ax)) + (((~dy) * (~ay)) + ((~dz) * (~az))))))\nif <<(*colX) < [0]> or <(*colX) > [1]>> then\n stop [this script v]\nend\n[R] Part of Triangle raycast - a (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v]) b (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v]) c (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v])\nset [*coly v] to ((1) - ((((~dx) * (~tempX)) + (((~dy) * (~tempY)) + ((~dz) * (~tempZ)))) / (((~dx) * (~ax)) + (((~dy) * (~ay)) + ((~dz) * (~az))))))\nif <<(*colY) < [0]> or <(*colY) > [1]>> then\n stop [this script v]\nend\n[R] Part of Triangle raycast - a (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v]) b (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) c (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\nset [*colz v] to ((1) - ((((~dx) * (~tempX)) + (((~dy) * (~tempY)) + ((~dz) * (~tempZ)))) / (((~dx) * (~ax)) + (((~dy) * (~ay)) + ((~dz) * (~az))))))\nif <<(*colZ) < [0]> or <(*colZ) > [1]>> then\n stop [this script v]\nend\nset [*collisionresult v] to [1]\nset [~col_dist v] to (~T)\n\ndefine [T] Atan2 (y) (x)\nif <(x) = [0]> then\n if <(y) < [0]> then\n set [*getangle v] to [-90]\n else\n set [*getangle v] to [90]\n end\nelse\n if <(x) > [0]> then\n set [*getangle v] to ([atan v] of ((y) / (x)) )\n else\n set [*getangle v] to (([atan v] of ((y) / (x)) ) + (180))\n end\nend\n\nif <(y) < [0]> then\n set [*getangle v] to (([atan v] of ((y) / (x)) ) + (-180))\nend\n\ndefine [T] Camera Look at position (tx) (ty) (tz)\nset [~a_vx v] to ((tx) - (@CameraX))\nset [~a_vy v] to ((ty) - (@CameraY))\nset [~a_vz v] to ((tz) - (@CameraZ))\nset [~a_mag v] to ([sqrt v] of (((~A_Vx) * (~A_Vx)) + (((~A_Vy) * (~A_Vy)) + ((~A_Vz) * (~A_Vz)))) )\nset [~a_vx v] to ((~A_Vx) / (~A_mag))\nset [~a_vy v] to ((~A_Vy) / (~A_mag))\nset [~a_vz v] to ((~A_Vz) / (~A_mag))\nif <(~A_Vz) > [0]> then\n set [@camerarotatey v] to ([asin v] of ((~A_Vx) / (() - ([sqrt v] of ((1) - ((~A_Vy) * (~A_Vy))) ))) )\nelse\n set [@camerarotatey v] to ((180) - ([asin v] of ((~A_Vx) / (() - ([sqrt v] of ((1) - ((~A_Vy) * (~A_Vy))) ))) ))\nend\nset [@camerarotatex v] to ([asin v] of (~A_Vy) )\n\ndefine !Camera Movement\nif <(!deadState) = [0]> then\n if <key (left arrow v) pressed?> then\n change [@camerax v] by (((#DeltaTime) * (10)) * ((-CameraMoveSpeed) * (#CamCosY)))\n change [@cameraz v] by (((#DeltaTime) * (10)) * ((-CameraMoveSpeed) * (#CamSinY)))\n end\n if <key (right arrow v) pressed?> then\n change [@camerax v] by (((#DeltaTime) * (10)) * ((() - (-CameraMoveSpeed)) * (#CamCosY)))\n change [@cameraz v] by (((#DeltaTime) * (10)) * ((() - (-CameraMoveSpeed)) * (#CamSinY)))\n end\n set [~vy v] to [0]\n if <key (up arrow v) pressed?> then\n set [~vy v] to [3000]\n end\n if <key (down arrow v) pressed?> then\n set [~vy v] to [-320]\n end\n set [~vx v] to ((@CameraX) - (item (-PlayerGameObjectID) of [@gameobjectx v]))\n set [~vz v] to ((@CameraZ) - (item (-PlayerGameObjectID) of [@gameobjectz v]))\n set [~mag v] to ([sqrt v] of (((~vx) * (~vx)) + (() + ((~vz) * (~vz)))) )\n change [@camerax v] by ((((((~vx) / (~mag)) * (600)) + (item (-PlayerGameObjectID) of [@gameobjectx v])) - (@CameraX)) * ((#DeltaTime) * (10)))\n change [@cameray v] by ((((~vy) + ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (320))) - (@CameraY)) * ((#DeltaTime) * (6)))\n change [@cameraz v] by ((((((~vz) / (~mag)) * (600)) + (item (-PlayerGameObjectID) of [@gameobjectz v])) - (@CameraZ)) * ((#DeltaTime) * (10)))\nend\n[T] Camera Look at position (item (-PlayerGameObjectID) of [@gameobjectx v]) (item (-PlayerGameObjectID) of [@gameobjecty v]) (item (-PlayerGameObjectID) of [@gameobjectz v])\n\nwhen I receive [update v]\n[E] Update\n\ndefine [E] Calc Camera Vector\nset [#camsinx v] to ([sin v] of (@CameraRotateX) )\nset [#camsiny v] to ([sin v] of (@CameraRotateY) )\nset [#camcosx v] to ([cos v] of (@CameraRotateX) )\nset [#camcosy v] to ([cos v] of (@CameraRotateY) )\nset [#camcosz v] to ([cos v] of (@CameraRotateZ) )\nset [#camsinz v] to ([sin v] of (@CameraRotateZ) )\nset [#cameravx v] to (() - ((#CamCosX) * (#CamSinY)))\nset [#cameravy v] to ((#CamSinX) - ())\nset [#cameravz v] to ((#CamCosX) * (#CamCosY))\n\nwhen I receive [engineinit v]\n[E] Engine Init\n\ndefine [G] DeleteGameObjectData\ndelete all of [@gameobjectmeshid v]\ndelete all of [@gameobjectx v]\ndelete all of [@gameobjecty v]\ndelete all of [@gameobjectz v]\ndelete all of [@gameobject_rotx v]\ndelete all of [@gameobject_roty v]\ndelete all of [@gameobject_rotz v]\ndelete all of [#gameobjectlightdata v]\ndelete all of [@gameobjectsizex v]\ndelete all of [@gameobjectsizey v]\ndelete all of [@gameobjectsizez v]\ndelete all of [@gameobjectactive v]\ndelete all of [@gameobjectdrawoffset v]\ndelete all of [@gameobjectchunk v]\ndelete all of [^gd_type v]\ndelete all of [^gd v]\ndelete all of [@gameobjectstylecolor v]\ndelete all of [@gameobjectstylebrightness v]\ndelete all of [@gameobjectmaterialdata v]\ndelete all of [@gameobjectbackfaceculling v]\n\ndefine [G] Add GameObject - mesh ID (meshid) material group ID (material id) position (x) (y) (z) rotation (rotatex) (rotatey) (rotatez) size (sizex) (sizey) (sizez) drawOffset (ox) (oy) (oz) chunkID [-1 auto] (chunkid)\nset [~newslot v] to [1]\nset [~p v] to [1]\nrepeat until <<(~newSlot) = [0]> or <(~p) > (length of [#gameobjectpointers v])>>\n if <(item (~p) of [#gameobjectpointers v]) = [0]> then\n set [~newslot v] to [0]\n end\n change [~p v] by (1)\nend\nif <(~newSlot) = [1]> then\n set [*newid v] to (~p)\n add [1] to [#gameobjectpointers v]\n add (meshid) to [@gameobjectmeshid v]\n add ((x) + (~chunkRelX)) to [@gameobjectx v]\n add (y) to [@gameobjecty v]\n add ((z) + (~chunkRelZ)) to [@gameobjectz v]\n add (rotatex) to [@gameobject_rotx v]\n add (rotatey) to [@gameobject_roty v]\n add (rotatez) to [@gameobject_rotz v]\n add (sizex) to [@gameobjectsizex v]\n add (sizey) to [@gameobjectsizey v]\n add (sizez) to [@gameobjectsizez v]\n repeat (3)\n add [] to [#gameobjectlightdata v]\n end\n add [1] to [@gameobjectactive v]\n add (ox) to [@gameobjectdrawoffset v]\n add (oy) to [@gameobjectdrawoffset v]\n add (oz) to [@gameobjectdrawoffset v]\n add [0] to [@gameobjectstylecolor v]\n add [-5] to [@gameobjectstylebrightness v]\n if <(chunkid) = [-1]> then\n [Ch] Get Chunk from Coordinate ((x) + (~chunkRelX)) ((z) + (~chunkRelZ))\n add (~newChunk) to [@gameobjectchunk v]\n else\n add (chunkid) to [@gameobjectchunk v]\n end\n add [0] to [^gd_type v]\n repeat (^GBD_Size)\n add [] to [^gd v]\n end\n set [~m v] to [0]\n repeat (`MaxMaterials)\n change [~m v] by (1)\n add (item ((item (material id) of [#materialgroupid v]) + (~m)) of [#meshdefaultmaterialcolor v]) to [@gameobjectmaterialdata v]\n end\n add [1] to [@gameobjectbackfaceculling v]\nelse\n set [*newid v] to ((~p) - (1))\n replace item (*newID) of [#gameobjectpointers v] with [1]\n replace item (*newID) of [@gameobjectmeshid v] with (meshid)\n replace item (*newID) of [@gameobjectx v] with ((x) + (~chunkRelX))\n replace item (*newID) of [@gameobjecty v] with (y)\n replace item (*newID) of [@gameobjectz v] with ((z) + (~chunkRelZ))\n replace item (*newID) of [@gameobject_rotx v] with (rotatex)\n replace item (*newID) of [@gameobject_roty v] with (rotatey)\n replace item (*newID) of [@gameobject_rotz v] with (rotatez)\n replace item (*newID) of [@gameobjectsizex v] with (sizex)\n replace item (*newID) of [@gameobjectsizey v] with (sizey)\n replace item (*newID) of [@gameobjectsizez v] with (sizez)\n replace item (*newID) of [@gameobjectsizez v] with (sizez)\n replace item (*newID) of [@gameobjectactive v] with [1]\n replace item ((((*newID) - (1)) * (3)) + (1)) of [@gameobjectdrawoffset v] with (ox)\n replace item ((((*newID) - (1)) * (3)) + (2)) of [@gameobjectdrawoffset v] with (oy)\n replace item ((((*newID) - (1)) * (3)) + (3)) of [@gameobjectdrawoffset v] with (oz)\n replace item (*newID) of [@gameobjectstylecolor v] with [0]\n replace item (*newID) of [@gameobjectstylebrightness v] with [-5]\n if <(chunkid) = [-1]> then\n [Ch] Get Chunk from Coordinate ((x) + (~chunkRelX)) ((z) + (~chunkRelZ))\n replace item (*newID) of [@gameobjectchunk v] with (~newChunk)\n else\n replace item (*newID) of [@gameobjectchunk v] with (chunkid)\n end\n replace item (*newID) of [^gd_type v] with (chunkid)\n set [~dataiter v] to (((*newID) - (1)) * (^GBD_Size))\n repeat (^GBD_Size)\n change [~dataiter v] by (1)\n replace item (~dataIter) of [^gd_type v] with []\n end\n set [~m v] to [0]\n repeat (`MaxMaterials)\n change [~m v] by (1)\n replace item ((((*newID) - (1)) * (`MaxMaterials)) + (~m)) of [@gameobjectmaterialdata v] with (item ((item (material id) of [#materialgroupid v]) + (~m)) of [#meshdefaultmaterialcolor v])\n end\n replace item (*newID) of [@gameobjectbackfaceculling v] with [1]\nend\n\ndefine !My Init\n!Delete My Data\n!Init 3D\n!My Variable Init\n[Load] Load scene from data (item (1) of [@scenedata v])\n!My Objects\n\ndefine [E] Update\ndelete all of [debug2 v]\n!Camera Movement\n[E] Calc Camera Vector\n[R] Delete Raycast data\n[R] Get Ray From Screen Pos (mouse x) (mouse y)\n[R] Raycast all triangles\n[R] Raycast all sprites\n!My Update\n[E] Set Light\n\ndelete all of [@startcamera v]\nadd (@CameraX) to [@startcamera v]\nadd (@CameraY) to [@startcamera v]\nadd (@CameraZ) to [@startcamera v]\nadd (@CameraRotateX) to [@startcamera v]\nadd (@CameraRotateY) to [@startcamera v]\nadd (@CameraRotateZ) to [@startcamera v]\nadd (@LightAngle) to [@startcamera v]\n\ndefine !My Update\n!Translate Triangles and Quads\n!Falling Platforms\n[Ch] Check Current Chunk - pos: (item (-PlayerGameObjectID) of [@gameobjectx v]) (item (-PlayerGameObjectID) of [@gameobjectz v])\n!Player Update\n!Update Coins\nreplace item (-UsernameTextID) of [@text3d_x v] with (item (-PlayerGameObjectID) of [@gameobjectx v])\nreplace item (-UsernameTextID) of [@text3d_y v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (135))\nreplace item (-UsernameTextID) of [@text3d_z v] with (item (-PlayerGameObjectID) of [@gameobjectz v])\nif <mouse down?> then\n if <(item (1) of [*raycast_types v]) = [4]> then\n replace item (item (1) of [*raycast_ids v]) of [@trianglecolor v] with ((item (item (1) of [*raycast_ids v]) of [@trianglecolor v]) + ((-10) * ((256) * ((256) * (256)))))\n else\n if <($mouse_pressed) = [1]> then\n if <(item (1) of [*raycast_types v]) = [2]> then\n if <(item (1) of [*raycast_ids v]) = [2]> then\n start sound [Meow v]\n end\n end\n end\n end\nend\n\ndefine [G] Destroy GameObject of ID (id)\ndelete (id) of [@gameobjectmeshid v]\ndelete (id) of [@gameobjectsizex v]\ndelete (id) of [@gameobjectsizey v]\ndelete (id) of [@gameobjectsizez v]\ndelete (id) of [@gameobject_rotx v]\ndelete (id) of [@gameobject_roty v]\ndelete (id) of [@gameobject_rotz v]\ndelete (id) of [@gameobjectsizex v]\ndelete (id) of [@gameobjectsizey v]\ndelete (id) of [@gameobjectsizez v]\nrepeat (3)\n delete (((id) * (3)) - (2)) of [#gameobjectlightdata v]\n delete (((id) * (3)) - (2)) of [@gameobjectdrawoffset v]\nend\ndelete (id) of [@gameobjectchunk v]\ndelete (id) of [^gd_type v]\nrepeat (^GBD_Size)\n delete ((((id) - (1)) * (^GBD_Size)) + (1)) of [#gameobjectlightdata v]\nend\ndelete (id) of [@gameobjectstylecolor v]\ndelete (id) of [@gameobjectstylebrightness v]\nrepeat (`MaxMaterials)\n delete ((((id) - (1)) * (`MaxMaterials)) + (1)) of [@gameobjectmaterialdata v]\nend\ndelete (id) of [@gameobjectbackfaceculling v]\n\ndefine [S] Add Sprite3D - costume name (costumename) at (x) (y) (z) size (size) chunkID [-1 auto] (chunkid)\nset [~newslot v] to [1]\nset [~p v] to [1]\nrepeat until <<(~newSlot) = [0]> or <(~p) > (length of [#spritepointers v])>>\n if <(item (~p) of [#spritepointers v]) = [0]> then\n set [~newslot v] to [0]\n end\n change [~p v] by (1)\nend\nif <(~newSlot) = [1]> then\n set [*newid v] to (~p)\n add (costumename) to [@sprite3d_costumename v]\n add [1] to [#spritepointers v]\n add ((x) + (~chunkRelX)) to [@sprite3d_x v]\n add (y) to [@sprite3d_y v]\n add ((z) + (~chunkRelZ)) to [@sprite3d_z v]\n add (size) to [@sprite3d_size v]\n add [0] to [@sprite3d_rotation v]\n add [0] to [@sprite3d_alpha v]\n add [] to [#sprite3d_distcamera v]\n add [1] to [@sprite3d_active v]\n if <(chunkid) = [-1]> then\n [Ch] Get Chunk from Coordinate ((x) + (~chunkRelX)) ((z) + (~chunkRelZ))\n add (~newChunk) to [@spritechunk v]\n else\n add (chunkid) to [@spritechunk v]\n end\n add [0] to [^sd_type v]\n repeat (^SD_Size)\n add [] to [^sd v]\n end\nelse\n set [*newid v] to ((~p) - (1))\n replace item (*newID) of [#spritepointers v] with [1]\n replace item (*newID) of [@sprite3d_costumename v] with (costumename)\n replace item (*newID) of [@sprite3d_x v] with ((x) + (~chunkRelX))\n replace item (*newID) of [@sprite3d_y v] with (y)\n replace item (*newID) of [@sprite3d_z v] with ((z) + (~chunkRelZ))\n replace item (*newID) of [@sprite3d_size v] with (size)\n replace item (*newID) of [@sprite3d_rotation v] with [0]\n replace item (*newID) of [@sprite3d_alpha v] with [0]\n replace item (*newID) of [@sprite3d_active v] with [1]\n if <(chunkid) = [-1]> then\n [Ch] Get Chunk from Coordinate ((x) + (~chunkRelX)) ((z) + (~chunkRelZ))\n replace item (*newID) of [@spritechunk v] with (~newChunk)\n else\n replace item (*newID) of [@spritechunk v] with (chunkid)\n end\n replace item (*newID) of [^sd_type v] with [0]\n set [~dataiter v] to (((*newID) - (1)) * (^SD_Size))\n repeat (^SD_Size)\n change [~dataiter v] by (1)\n replace item (~dataIter) of [^sd v] with []\n end\nend\n\ndefine [S] DeleteSprite3D data\ndelete all of [@sprite3d_costumename v]\ndelete all of [@sprite3d_x v]\ndelete all of [@sprite3d_y v]\ndelete all of [@sprite3d_z v]\ndelete all of [@sprite3d_size v]\ndelete all of [@sprite3d_alpha v]\ndelete all of [@sprite3d_rotation v]\ndelete all of [#sprite3d_distcamera v]\ndelete all of [@sprite3d_active v]\ndelete all of [@spritechunk v]\ndelete all of [^sd_type v]\ndelete all of [^sd v]\n\ndefine [E] DeleteALL\n!Delete My Data\n[G] DeleteGameObjectData\n[S] DeleteSprite3D data\n[L] DeleteLinesData\n[Tr Q] Delete Triangle Data\n[Tx] Delete Text Data\n[E] Delete Pointers\n[E] Delete Load Points Data\n\ndefine [L] DeleteLinesData\ndelete all of [@linesx1 v]\ndelete all of [@linesx2 v]\ndelete all of [@linesy1 v]\ndelete all of [@linesy2 v]\ndelete all of [@linesz1 v]\ndelete all of [@linesz2 v]\ndelete all of [#line3d_distcamera v]\ndelete all of [@linecolor v]\ndelete all of [@linesize v]\ndelete all of [@lineactive v]\ndelete all of [@line_chunk v]\ndelete all of [#lines3dpointers v]\ndelete all of [^ld_type v]\ndelete all of [^ld v]\n\ndefine [S] Destroy Sprite3D (id)\ndelete (id) of [@sprite3d_costumename v]\ndelete (id) of [@sprite3d_x v]\ndelete (id) of [@sprite3d_y v]\ndelete (id) of [@sprite3d_z v]\ndelete (id) of [@sprite3d_rotation v]\ndelete (id) of [@sprite3d_alpha v]\ndelete (id) of [@sprite3d_size v]\ndelete (id) of [#sprite3d_distcamera v]\ndelete (id) of [@spritechunk v]\ndelete (id) of [^sd_type v]\nrepeat (^SD_Size)\n delete ((((id) - (1)) * (^SD_Size)) + (1)) of [^sd v]\nend\n\ndefine [L] Add Line 3D p1: (x1) (y1) (z1) p2: (x2) (y2) (z2) color (r) (g) (b) (a) size (size) chunkID [-1 auto] (chunkid)\nset [~newslot v] to [1]\nset [~p v] to [1]\nrepeat until <<(~newSlot) = [0]> or <(~p) > (length of [#lines3dpointers v])>>\n if <(item (~p) of [#lines3dpointers v]) = [0]> then\n set [~newslot v] to [0]\n end\n change [~p v] by (1)\nend\nif <(~newSlot) = [1]> then\n set [*newid v] to (~p)\n add ((x1) + (~chunkRelX)) to [@linesx1 v]\n add ((x2) + (~chunkRelX)) to [@linesx2 v]\n add (y1) to [@linesy1 v]\n add (y2) to [@linesy2 v]\n add ((z1) + (~chunkRelZ)) to [@linesz1 v]\n add ((z2) + (~chunkRelZ)) to [@linesz2 v]\n add (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b))) to [@linecolor v]\n add (size) to [@linesize v]\n add [] to [#line3d_distcamera v]\n add [1] to [@lineactive v]\n if <(chunkid) = [-1]> then\n [Ch] Get Chunk from Coordinate ((((x1) + (~chunkRelX)) + ((x2) + (~chunkRelX))) / (2)) ((((z1) + (~chunkRelZ)) + ((z2) + (~chunkRelZ))) / (2))\n add (~newChunk) to [@line_chunk v]\n else\n add (chunkid) to [@line_chunk v]\n end\n add [1] to [#lines3dpointers v]\n add [0] to [^ld_type v]\n repeat (^LD_Size)\n add [] to [^ld v]\n end\nelse\n set [*newid v] to ((~p) - (1))\n replace item (*newID) of [@linesx1 v] with ((x1) + (~chunkRelX))\n replace item (*newID) of [@linesx2 v] with ((x2) + (~chunkRelX))\n replace item (*newID) of [@linesy1 v] with (y1)\n replace item (*newID) of [@linesy2 v] with (y2)\n replace item (*newID) of [@linesz1 v] with ((z1) + (~chunkRelZ))\n replace item (*newID) of [@linesz2 v] with ((z2) + (~chunkRelZ))\n replace item (*newID) of [@linecolor v] with (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\n replace item (*newID) of [@linesize v] with (size)\n replace item (*newID) of [@lineactive v] with [1]\n if <(chunkid) = [-1]> then\n [Ch] Get Chunk from Coordinate ((((x1) + (~chunkRelX)) + ((x2) + (~chunkRelX))) / (2)) ((((z1) + (~chunkRelZ)) + ((z2) + (~chunkRelZ))) / (2))\n replace item (*newID) of [@line_chunk v] with (~newChunk)\n else\n replace item (*newID) of [@line_chunk v] with (chunkid)\n end\n replace item (*newID) of [#lines3dpointers v] with [1]\n replace item (*newID) of [^ld_type v] with [0]\n set [~dataiter v] to (((*newID) - (1)) * (^LD_Size))\n repeat (^LD_Size)\n change [~dataiter v] by (1)\n replace item (~dataIter) of [^ld v] with []\n end\nend\n\ndefine [Q] Add Quad p1 (x1) (y1) (z1) p2 (x2) (y2) (z2) p3 (x3) (y3) (z3) p4 (x4) (y4) (z4) color (r) (g) (b) (a) style - color (color) brightness (brightness) chunk [-1 auto] (chunk)\n[Tr] Add Triangle p1: (x1) (y1) (z1) p2: (x2) (y2) (z2) p3: (x3) (y3) (z3) Color (r) (g) (b) (a) Is part of quad: [1] style - color: (color) brightness (brightness) triangleChunk[-1 auto] (chunk)\n[Tr] Add Triangle p1: (x3) (y3) (z3) p2: (x4) (y4) (z4) p3: (x1) (y1) (z1) Color (r) (g) (b) (a) Is part of quad: [2] style - color: (color) brightness (brightness) triangleChunk[-1 auto] (chunk)\nchange [`numberofquads v] by (1)\nset [~co v] to [1]\nrepeat (3)\n if <(item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v]) < (item ((((*newID) - (2)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v])> then\n replace item ((((*newID) - (2)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v] with (item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v])\n end\n change [~co v] by (2)\nend\nset [~co v] to [2]\nrepeat (3)\n if <(item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v]) > (item ((((*newID) - (2)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v])> then\n replace item ((((*newID) - (2)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v] with (item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (~co)) of [#trianglecolldata v])\n end\n change [~co v] by (2)\nend\nchange [*newid v] by (-1)\n\ndefine [Tr Q] Delete Triangle Data\ndelete all of [#triangledata v]\ndelete all of [@trianglecolor v]\ndelete all of [@triangle_active v]\ndelete all of [@trianglex v]\ndelete all of [@triangley v]\ndelete all of [@trianglez v]\ndelete all of [#triangleisquad v]\ndelete all of [#trianglecolldata v]\ndelete all of [#triangletranslatevalues v]\ndelete all of [@trianglestylebrightness v]\ndelete all of [@trianglestylecolor v]\ndelete all of [@trianglechunk v]\ndelete all of [^td_type v]\ndelete all of [^td v]\n\ndefine [L] Destroy Line3D (id)\ndelete (id) of [@linesx1 v]\ndelete (id) of [@linesx2 v]\ndelete (id) of [@linesy1 v]\ndelete (id) of [@linesy2 v]\ndelete (id) of [@linesz1 v]\ndelete (id) of [@linesz2 v]\ndelete (id) of [#line3d_distcamera v]\ndelete (id) of [@linecolor v]\ndelete (id) of [@linesize v]\ndelete (id) of [^ld_type v]\nrepeat (^LD_Size)\n delete ((((id) - (1)) * (^LD_Size)) + (1)) of [^ld_type v]\nend\n\ndefine [Tr] Destroy Triangle (id)\nif <(item (id) of [#triangleisquad v]) = [1]> then\n change [`numberofquads v] by (-1)\n replace item ((id) + (1)) of [#triangleisquad v] with [0]\nelse\n if <(item (id) of [#triangledata v]) = [2]> then\n change [`numberofquads v] by (-1)\n replace item ((id) + (-1)) of [#triangleisquad v] with [0]\n end\nend\n[E] Destroy Triangle single data (id)\nrepeat (`TriangleDataPerInst)\n delete ((((id) - (1)) * (`TriangleDataPerInst)) + (1)) of [#triangledata v]\nend\nrepeat (`TriangleCollPerInst)\n delete ((((id) - (1)) * (`TriangleCollPerInst)) + (1)) of [#trianglecolldata v]\nend\n\ndefine [C] Sphere vs Triangle (x) (y) (z) radius (r) Triangle ID: (trid)\nset [*collisionresult v] to [0]\nset [~triadd v] to (((trid) - (1)) * (`TriangleDataPerInst))\nset [~coladd v] to (((trid) - (1)) * (`TriangleCollPerInst))\nset [~dot v] to ((((x) * (item ((~triAdd) + (10)) of [#triangledata v])) + (((y) * (item ((~triAdd) + (11)) of [#triangledata v])) + ((z) * (item ((~triAdd) + (12)) of [#triangledata v])))) - (item ((~triAdd) + (13)) of [#triangledata v]))\nif <<((x) + (r)) > (item ((~colAdd) + (1)) of [#trianglecolldata v])> and <((x) - (r)) < (item ((~colAdd) + (2)) of [#trianglecolldata v])>> then\n if <<((y) + (r)) > (item ((~colAdd) + (3)) of [#trianglecolldata v])> and <((y) - (r)) < (item ((~colAdd) + (4)) of [#trianglecolldata v])>> then\n if <<((z) + (r)) > (item ((~colAdd) + (5)) of [#trianglecolldata v])> and <((z) - (r)) < (item ((~colAdd) + (6)) of [#trianglecolldata v])>> then\n if <([abs v] of (~dot) ) < (r)> then\n [C] Precise Collision Sphere to current Triangle (x) (y) (z) radius (r)\n end\n end\n end\nend\n\ndefine [E] Set Light\nset [#lightx v] to (([cos v] of (@LightAngle) ) * (0.75))\nset [#lighty v] to [0.5]\nset [#lightz v] to (([sin v] of (@LightAngle) ) * (0.75))\n\ndefine [T] Get Angle between v1: (v1x) (v1y) (v1z) v2: (v2x) (v2y) (v2z) roll (roll)\nset [~a_vx v] to ((v2x) - (v1x))\nset [~a_vy v] to ((v2y) - (v1y))\nset [~a_vz v] to ((v2z) - (v1z))\nset [~a_mag v] to ([sqrt v] of (((~A_Vx) * (~A_Vx)) + (((~A_Vy) * (~A_Vy)) + ((~A_Vz) * (~A_Vz)))) )\nset [~a_vx v] to ((~A_Vx) / (~A_mag))\nset [~a_vy v] to ((~A_Vy) / (~A_mag))\nset [~a_vz v] to ((~A_Vz) / (~A_mag))\nif <(~A_Vz) = [0]> then\n if <(~A_Vx) > [0]> then\n set [*getanglex v] to ((roll) + (180))\n else\n set [*getanglex v] to ((roll) + (0))\n end\n set [*getangley v] to [-90]\n [T] Atan2 (~A_Vy) (~A_Vx)\n set [*getanglez v] to ((*getAngle) - (180))\nelse\n if <(~A_Vz) > [0]> then\n [T] Atan2 ((~A_Vy) * (~A_Vx)) ((1) - ((~A_Vy) * (~A_Vy)))\n set [*getanglez v] to ((*getAngle) + (roll))\n [T] Atan2 (((~A_Vx) * ([sin v] of (*getAngleZ) )) - ((~A_Vy) * ([cos v] of (*getAngleZ) ))) (~A_Vz)\n set [*getanglex v] to (*getAngle)\n [T] Atan2 ((((~A_Vx) * ([cos v] of (*getAngleZ) )) + ((~A_Vy) * ([sin v] of (*getAngleZ) ))) * ([cos v] of (*getAngleX) )) (~A_Vz)\n set [*getangley v] to (*getAngle)\n else\n [T] Atan2 ((~A_Vy) * (~A_Vx)) ((1) - ((~A_Vy) * (~A_Vy)))\n set [*getanglez v] to (((*getAngle) + (roll)) - (180))\n [T] Atan2 (((~A_Vx) * ([sin v] of (*getAngleZ) )) - ((~A_Vy) * ([cos v] of (*getAngleZ) ))) (~A_Vz)\n set [*getanglex v] to (*getAngle)\n [T] Atan2 ((((~A_Vx) * ([cos v] of (*getAngleZ) )) + ((~A_Vy) * ([sin v] of (*getAngleZ) ))) * ([cos v] of (*getAngleX) )) (~A_Vz)\n set [*getangley v] to ((*getAngle) - (180))\n end\nend\n\ndefine [Tr] Add Triangle p1: (x1) (y1) (z1) p2: (x2) (y2) (z2) p3: (x3) (y3) (z3) Color (r) (g) (b) (a) Is part of quad: (quadpart) style - color: (color) brightness (brightness) triangleChunk[-1 auto] (chunk)\nset [~newslot v] to [1]\nif <(quadpart) = [0]> then\n set [~p v] to [1]\n repeat until <<(~newSlot) = [0]> or <(~p) > (length of [#trianglepointers v])>>\n if <(item (~p) of [#trianglepointers v]) = [0]> then\n set [~newslot v] to [0]\n end\n change [~p v] by (1)\n end\n if <(~newSlot) = [1]> then\n set [*newid v] to (~p)\n else\n set [*newid v] to ((~p) - (1))\n end\nelse\n if <(quadpart) = [1]> then\n set [~p v] to [1]\n repeat until <<(~newSlot) = [0]> or <(~p) > ((length of [#trianglepointers v]) - (1))>>\n if <<(item (~p) of [#trianglepointers v]) = [0]> and <(item ((~p) + (1)) of [#trianglepointers v]) = [0]>> then\n set [~newslot v] to [0]\n end\n change [~p v] by (1)\n end\n if <(~newSlot) = [1]> then\n if <<(length of [#trianglepointers v]) > [0]> and <(item (length of [#trianglepointers v]) of [#trianglepointers v]) = [0]>> then\n set [~newslot v] to [0]\n set [*newid v] to (length of [#trianglepointers v])\n else\n set [~newslot v] to [1]\n set [*newid v] to ((length of [#trianglepointers v]) + (1))\n end\n else\n set [*newid v] to ((~p) - (1))\n end\n else\n change [*newid v] by (1)\n if <not <(*newID) > (length of [#trianglepointers v])>> then\n set [~newslot v] to [0]\n end\n end\nend\nif <(~newSlot) = [1]> then\n repeat (`TriangleDataPerInst)\n add [] to [#triangledata v]\n end\n repeat (`TriangleCollPerInst)\n add [] to [#trianglecolldata v]\n end\n repeat (3)\n add [] to [#triangletranslatevalues v]\n end\n add [] to [@triangle_active v]\n add [] to [@trianglecolor v]\n add [] to [@trianglex v]\n add [] to [@triangley v]\n add [] to [@trianglez v]\n add [] to [@trianglestylecolor v]\n add [] to [@trianglestylebrightness v]\n add [] to [#triangleisquad v]\n add [] to [#trianglepointers v]\n add [] to [@trianglechunk v]\n add [] to [^td_type v]\n repeat (^TD_Size)\n add [] to [^td v]\n end\nend\nreplace item (*newID) of [@triangle_active v] with [1]\nreplace item (*newID) of [@trianglecolor v] with (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\nreplace item (*newID) of [@trianglex v] with [0]\nreplace item (*newID) of [@triangley v] with [0]\nreplace item (*newID) of [@trianglez v] with [0]\nreplace item (*newID) of [@trianglestylecolor v] with (color)\nreplace item (*newID) of [@trianglestylebrightness v] with (brightness)\nreplace item (*newID) of [#triangleisquad v] with (quadpart)\nreplace item (*newID) of [^td_type v] with [0]\nset [~dataiter v] to (((*newID) - (1)) * (^TD_Size))\nrepeat (^TD_Size)\n change [~dataiter v] by (1)\n replace item (~dataIter) of [^td_type v] with []\nend\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (1)) of [#triangledata v] with ((x1) + (~chunkRelX))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (2)) of [#triangledata v] with (y1)\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (3)) of [#triangledata v] with ((z1) + (~chunkRelZ))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (4)) of [#triangledata v] with ((x2) + (~chunkRelX))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (5)) of [#triangledata v] with (y2)\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (6)) of [#triangledata v] with ((z2) + (~chunkRelZ))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (7)) of [#triangledata v] with ((x3) + (~chunkRelX))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (8)) of [#triangledata v] with (y3)\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (9)) of [#triangledata v] with ((z3) + (~chunkRelZ))\ndelete all of [~templist v]\nadd ((x3) - (x1)) to [~templist v]\nadd ((y3) - (y1)) to [~templist v]\nadd ((z3) - (z1)) to [~templist v]\nadd ((x2) - (x1)) to [~templist v]\nadd ((y2) - (y1)) to [~templist v]\nadd ((z2) - (z1)) to [~templist v]\nif <(((item (3) of [~templist v]) * (item (4) of [~templist v])) - ((item (1) of [~templist v]) * (item (6) of [~templist v]))) < [0]> then\n add (((item (3) of [~templist v]) * (item (5) of [~templist v])) - ((item (2) of [~templist v]) * (item (6) of [~templist v]))) to [~templist v]\n add (((item (1) of [~templist v]) * (item (6) of [~templist v])) - ((item (3) of [~templist v]) * (item (4) of [~templist v]))) to [~templist v]\n add (((item (2) of [~templist v]) * (item (4) of [~templist v])) - ((item (1) of [~templist v]) * (item (5) of [~templist v]))) to [~templist v]\nelse\n add (((item (2) of [~templist v]) * (item (6) of [~templist v])) - ((item (3) of [~templist v]) * (item (5) of [~templist v]))) to [~templist v]\n add (((item (3) of [~templist v]) * (item (4) of [~templist v])) - ((item (1) of [~templist v]) * (item (6) of [~templist v]))) to [~templist v]\n add (((item (1) of [~templist v]) * (item (5) of [~templist v])) - ((item (2) of [~templist v]) * (item (4) of [~templist v]))) to [~templist v]\nend\nadd ([sqrt v] of (((item (7) of [~templist v]) * (item (7) of [~templist v])) + (((item (8) of [~templist v]) * (item (8) of [~templist v])) + ((item (9) of [~templist v]) * (item (9) of [~templist v])))) ) to [~templist v]\nreplace item (7) of [~templist v] with ((item (7) of [~templist v]) / (item (10) of [~templist v]))\nreplace item (8) of [~templist v] with ((item (8) of [~templist v]) / (item (10) of [~templist v]))\nreplace item (9) of [~templist v] with ((item (9) of [~templist v]) / (item (10) of [~templist v]))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (10)) of [#triangledata v] with (item (7) of [~templist v])\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (11)) of [#triangledata v] with (item (8) of [~templist v])\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (12)) of [#triangledata v] with (item (9) of [~templist v])\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (13)) of [#triangledata v] with ((((x1) + (~chunkRelX)) * (item (7) of [~templist v])) + (((y1) * (item (8) of [~templist v])) + (((z1) + (~chunkRelZ)) * (item (9) of [~templist v]))))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (14)) of [#triangledata v] with ((((x1) + ((x2) + (x3))) / (3)) + (~chunkRelX))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (15)) of [#triangledata v] with (((y1) + ((y2) + (y3))) / (3))\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (16)) of [#triangledata v] with ((((z1) + ((z2) + (z3))) / (3)) + (~chunkRelZ))\n[T] Get Falling Slope according to normal (item (7) of [~templist v]) (item (8) of [~templist v]) (item (9) of [~templist v])\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (17)) of [#triangledata v] with (*returnX)\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (18)) of [#triangledata v] with (*returnY)\nreplace item ((((*newID) - (1)) * (`TriangleDataPerInst)) + (19)) of [#triangledata v] with (*returnZ)\n[T] Get Min And Max ((x1) + (~chunkRelX)) ((x2) + (~chunkRelX)) ((x3) + (~chunkRelX))\nreplace item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (1)) of [#trianglecolldata v] with (*min)\nreplace item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (2)) of [#trianglecolldata v] with (*max)\nadd (((*min) + (*max)) / (2)) to [~templist v]\n[T] Get Min And Max (y1) (y2) (y3)\nreplace item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (3)) of [#trianglecolldata v] with (*min)\nreplace item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (4)) of [#trianglecolldata v] with (*max)\nadd (((*min) + (*max)) / (2)) to [~templist v]\n[T] Get Min And Max ((z1) + (~chunkRelZ)) ((z2) + (~chunkRelZ)) ((z3) + (~chunkRelZ))\nreplace item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (5)) of [#trianglecolldata v] with (*min)\nreplace item ((((*newID) - (1)) * (`TriangleCollPerInst)) + (6)) of [#trianglecolldata v] with (*max)\nadd (((*min) + (*max)) / (2)) to [~templist v]\nreplace item ((((*newID) - (1)) * (3)) + (1)) of [#triangletranslatevalues v] with [0]\nreplace item ((((*newID) - (1)) * (3)) + (2)) of [#triangletranslatevalues v] with [0]\nreplace item ((((*newID) - (1)) * (3)) + (3)) of [#triangletranslatevalues v] with [0]\nif <(chunk) = [-1]> then\n [Ch] Get Chunk from Coordinate (item (11) of [~templist v]) (item (13) of [~templist v])\n replace item (*newID) of [@trianglechunk v] with (~newChunk)\nelse\n replace item (*newID) of [@trianglechunk v] with (chunk)\nend\nreplace item (*newID) of [#trianglepointers v] with [1]\n\ndefine !Init 3D\nset [@camerax v] to (item (1) of [@startcamera v])\nset [@cameray v] to (item (2) of [@startcamera v])\nset [@cameraz v] to (item (3) of [@startcamera v])\nset [@camerarotatex v] to (item (4) of [@startcamera v])\nset [@camerarotatey v] to (item (5) of [@startcamera v])\nset [@camerarotatez v] to (item (6) of [@startcamera v])\n[E] Calc Camera Vector\nset [@lightangle v] to [-135]\nset [debug v] to [0]\nset [debug2 v] to [0]\nset [debug3 v] to [0]\ndelete all of [debug3 v]\n\ndefine !My Variable Init\nset [!velx v] to [0]\nset [!vely v] to [0]\nset [!velgravityy v] to [0]\nset [!velz v] to [0]\nset [!falling v] to [10]\nset [!playerangle v] to [0]\nset [!targetangle v] to [270]\nset [!stretch v] to [1]\nset [!deadstate v] to [0]\nset [!timer v] to [0]\nset [!wasonground v] to [0]\nset [!animationstate v] to [0]\nset [!isjumpwalk v] to [0]\nset [-playerradius v] to [50]\nset [-playerycoloffset v] to [50]\nset [-cameramovespeed v] to [100]\nset [-playermovespeed v] to [300]\nset [-velslowdown v] to [200]\nset [-velslip v] to [3200]\nset [-movepoweronslippery v] to [700]\n\ndefine [C] Sphere vs ALL triangles (x) (y) (z) radius (radius)\nset [*col_iter v] to [0]\nset [*finalcollision v] to [0]\nrepeat until <<(*col_iter) = (length of [-collidableplatforms v])> or <(*finalCollision) = [1]>>\n change [*col_iter v] by (1)\n if <(item (item (*col_iter) of [-collidableplatforms v]) of [@triangle_active v]) = [1]> then\n if <(item (item (*col_iter) of [-collidableplatforms v]) of [#triangleisquad v]) = [1]> then\n [C] Sphere vs Quad (x) (y) (z) radius (radius) quad ID (item (*col_iter) of [-collidableplatforms v])\n else\n [C] Sphere vs Triangle (x) (y) (z) radius (radius) Triangle ID: (item (*col_iter) of [-collidableplatforms v])\n end\n set [*finalcollision v] to (*collisionResult)\n end\nend\n\ndefine !Walk (x) (z)\nreplace item (-PlayerGameObjectID) of [@gameobjectx v] with ((item (-PlayerGameObjectID) of [@gameobjectx v]) + (x))\nreplace item (-PlayerGameObjectID) of [@gameobjectz v] with ((item (-PlayerGameObjectID) of [@gameobjectz v]) + (z))\nset [!slope v] to [0]\n[C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\nif <(*finalCollision) = [0]> then\n [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\nend\nif <(*finalCollision) = [1]> then\n if <(!velGravityY) = [0]> then\n repeat until <<(!slope) = [4]> or <(*finalCollision) = [0]>>\n change [!slope v] by (1)\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (4))\n [C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\n if <(*finalCollision) = [0]> then\n [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n end\n end\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-4))\n if <(!slope) = [4]> then\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) - (!slope))\n replace item (-PlayerGameObjectID) of [@gameobjectx v] with ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (x))\n replace item (-PlayerGameObjectID) of [@gameobjectz v] with ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (z))\n set [!velx v] to ((!velX) * ((1) - ((#DeltaTime) * (8))))\n set [!velz v] to ((!velZ) * ((1) - ((#DeltaTime) * (8))))\n end\n else\n replace item (-PlayerGameObjectID) of [@gameobjectx v] with ((item (-PlayerGameObjectID) of [@gameobjectx v]) - (x))\n replace item (-PlayerGameObjectID) of [@gameobjectz v] with ((item (-PlayerGameObjectID) of [@gameobjectz v]) - (z))\n end\nend\n\ndefine !Walk Move\nset [~havecontrol v] to [0]\nif <key (w v) pressed?> then\n if <key (a v) pressed?> then\n set [!targetangle v] to ((@CameraRotateY) + (315))\n set [~havecontrol v] to [1]\n else\n if <key (d v) pressed?> then\n set [!targetangle v] to ((@CameraRotateY) + (225))\n set [~havecontrol v] to [1]\n else\n set [!targetangle v] to ((@CameraRotateY) + (270))\n set [~havecontrol v] to [1]\n end\n end\nelse\n if <key (s v) pressed?> then\n if <key (a v) pressed?> then\n set [!targetangle v] to ((@CameraRotateY) + (45))\n set [~havecontrol v] to [1]\n else\n if <key (d v) pressed?> then\n set [!targetangle v] to ((@CameraRotateY) + (135))\n set [~havecontrol v] to [1]\n else\n set [!targetangle v] to ((@CameraRotateY) + (90))\n set [~havecontrol v] to [1]\n end\n end\n else\n if <key (a v) pressed?> then\n set [!targetangle v] to ((@CameraRotateY) + (0))\n set [~havecontrol v] to [1]\n else\n if <key (d v) pressed?> then\n set [!targetangle v] to ((@CameraRotateY) + (180))\n set [~havecontrol v] to [1]\n end\n end\n end\nend\nset [!movex v] to [0]\nset [!movez v] to [0]\nif <(~haveControl) = [1]> then\n set [!iswalking v] to [1]\n set [!movex v] to (() - ([cos v] of (!targetAngle) ))\n set [!movez v] to (() - ([sin v] of (!targetAngle) ))\nend\nset [!playerangle v] to ((!playerAngle) mod (360))\nset [!targetangle v] to ((!targetAngle) mod (360))\n[T] Calculate Shortest Rotation Direction (!playerAngle) ((270) - (!targetAngle))\nif <([abs v] of (*return) ) < ((#DeltaTime) * (100))> then\n set [!playerangle v] to ((270) - (!targetAngle))\nelse\n change [!playerangle v] by (((*return) * ((3) * (#DeltaTime))) + (((<(*return) > [0]> * (2)) + (-1)) * ((90) * (#DeltaTime))))\nend\nreplace item (-PlayerGameObjectID) of [@gameobject_roty v] with (!playerAngle)\n\ndefine !Calculate Shadow\nset [!sx v] to (item (-PlayerGameObjectID) of [@gameobjectx v])\nset [!sy v] to ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (0))\nset [!sz v] to (item (-PlayerGameObjectID) of [@gameobjectz v])\nreplace item (-ShadowSpriteID) of [@sprite3d_active v] with [1]\n[C] Sphere vs ALL triangles (!sx) (!sy) (!sz) radius [20]\nrepeat until <<(*finalCollision) = [1]> or <(!sy) < [-200]>>\n change [!sy v] by (-20)\n [C] Sphere vs ALL triangles (!sx) (!sy) (!sz) radius [20]\nend\nif <(!sy) < [-200]> then\n replace item (-ShadowSpriteID) of [@sprite3d_active v] with [0]\nelse\n repeat until <(*finalCollision) = [0]>\n change [!sy v] by (1.372)\n [C] Sphere vs ALL triangles (!sx) (!sy) (!sz) radius [20]\n end\n replace item (-ShadowSpriteID) of [@sprite3d_x v] with (!sx)\n replace item (-ShadowSpriteID) of [@sprite3d_y v] with ((!sy) - (20))\n replace item (-ShadowSpriteID) of [@sprite3d_z v] with (!sz)\n replace item (-ShadowSpriteID) of [@sprite3d_alpha v] with ((((((item (-PlayerGameObjectID) of [@gameobjecty v]) + ()) - (-PlayerRadius)) - (!sy)) / (6)) + (40))\n replace item (-ShadowSpriteID) of [@sprite3d_size v] with ((((((item (-PlayerGameObjectID) of [@gameobjecty v]) + ()) - (-PlayerRadius)) - (!sy)) / (1)) + (300))\nend\n\ndefine [C] GameObject vs ALL triangles (g) radius (r) offset (ox) (oy) (oz)\n[C] Sphere vs ALL triangles ((item (g) of [@gameobjectx v]) + (ox)) ((item (g) of [@gameobjecty v]) + (oy)) ((item (g) of [@gameobjectz v]) + (oz)) radius (r)\n\ndefine [Q] Destroy Quad (id)\nif <(item (id) of [#triangleisquad v]) = [1]> then\n change [`numberofquads v] by (-1)\n repeat ((`TriangleDataPerInst) * (2))\n delete ((((id) - (1)) * (`TriangleDataPerInst)) + (1)) of [#triangledata v]\n end\n repeat ((`TriangleCollPerInst) * (2))\n delete ((((id) - (1)) * (`TriangleCollPerInst)) + (1)) of [#trianglecolldata v]\n end\n [E] Destroy Triangle single data (id)\n [E] Destroy Triangle single data (id)\nelse\n if <(item (id) of [#triangleisquad v]) = [2]> then\n change [`numberofquads v] by (-1)\n repeat ((`TriangleDataPerInst) * (2))\n delete ((((id) - (2)) * (`TriangleDataPerInst)) + (1)) of [#triangledata v]\n end\n repeat ((`TriangleCollPerInst) * (2))\n delete ((((id) - (2)) * (`TriangleCollPerInst)) + (1)) of [#trianglecolldata v]\n end\n [E] Destroy Triangle single data ((id) + (-1))\n [E] Destroy Triangle single data ((id) + (-1))\n end\nend\n\ndefine [Q] Set Quad IsActive ID: (id) active (active)\nif <(item (id) of [#triangleisquad v]) = [1]> then\n replace item (id) of [@triangle_active v] with (active)\n replace item ((id) + (1)) of [@triangle_active v] with (active)\nelse\n if <(item (id) of [#triangleisquad v]) = [2]> then\n replace item ((id) + (-1)) of [@triangle_active v] with (active)\n replace item (id) of [@triangle_active v] with (active)\n end\nend\n\ndefine !RotateCamera\nif <key (t v) pressed?> then\n change [@camerarotatex v] by ((#DeltaTime) * (-45))\nend\nif <key (g v) pressed?> then\n change [@camerarotatex v] by ((#DeltaTime) * (45))\nend\nif <key (f v) pressed?> then\n change [@camerarotatey v] by ((#DeltaTime) * (45))\nend\nif <key (h v) pressed?> then\n change [@camerarotatey v] by ((#DeltaTime) * (-45))\nend\nif <key (z v) pressed?> then\n change [@camerarotatez v] by ((#DeltaTime) * (45))\nend\nif <key (c v) pressed?> then\n change [@camerarotatez v] by ((#DeltaTime) * (-45))\nend\n\ndefine !My Objects\n\ndefine [T] Calculate Shortest Rotation Direction (from) (to)\nset [~left v] to (((to) - (from)) + (360))\nset [~right v] to ((from) - (to))\nif <(from) < (to)> then\n if <(to) > [0]> then\n set [~left v] to ((to) - (from))\n set [~right v] to (((from) - (to)) + (360))\n else\n set [~left v] to (((from) - (to)) + (360))\n set [~right v] to ((to) - (from))\n end\nend\nif <(~left) > (~right)> then\n set [*return v] to (() - (~right))\nelse\n set [*return v] to (~left)\nend\n\ndefine [E] Destroy Triangle single data (id)\ndelete (id) of [@trianglecolor v]\ndelete (id) of [@triangle_active v]\ndelete (id) of [@trianglestylecolor v]\ndelete (id) of [@trianglestylebrightness v]\ndelete (id) of [@trianglex v]\ndelete (id) of [@triangley v]\ndelete (id) of [@trianglez v]\ndelete (id) of [#triangleisquad v]\ndelete (id) of [@trianglechunk v]\ndelete (id) of [^td_type v]\nrepeat (^TD_Size)\n delete ((((id) - (1)) * (^TD_Size)) + (1)) of [^td v]\nend\n\ndefine [Tr] Translate Triangle (trid) for (x) (y) (z)\nif <not <<(x) = [0]> and <<(y) = [0]> and <(z) = [0]>>>> then\n replace item (trid) of [@trianglex v] with ((item (trid) of [@trianglex v]) + (x))\n replace item (trid) of [@triangley v] with ((item (trid) of [@triangley v]) + (y))\n replace item (trid) of [@trianglez v] with ((item (trid) of [@trianglez v]) + (z))\n set [~triadd v] to (((trid) - (1)) * (`TriangleDataPerInst))\n replace item ((~triAdd) + (1)) of [#triangledata v] with ((item ((~triAdd) + (1)) of [#triangledata v]) + (x))\n replace item ((~triAdd) + (2)) of [#triangledata v] with ((item ((~triAdd) + (2)) of [#triangledata v]) + (y))\n replace item ((~triAdd) + (3)) of [#triangledata v] with ((item ((~triAdd) + (3)) of [#triangledata v]) + (z))\n replace item ((~triAdd) + (4)) of [#triangledata v] with ((item ((~triAdd) + (4)) of [#triangledata v]) + (x))\n replace item ((~triAdd) + (5)) of [#triangledata v] with ((item ((~triAdd) + (5)) of [#triangledata v]) + (y))\n replace item ((~triAdd) + (6)) of [#triangledata v] with ((item ((~triAdd) + (6)) of [#triangledata v]) + (z))\n replace item ((~triAdd) + (7)) of [#triangledata v] with ((item ((~triAdd) + (7)) of [#triangledata v]) + (x))\n replace item ((~triAdd) + (8)) of [#triangledata v] with ((item ((~triAdd) + (8)) of [#triangledata v]) + (y))\n replace item ((~triAdd) + (9)) of [#triangledata v] with ((item ((~triAdd) + (9)) of [#triangledata v]) + (z))\n replace item ((~triAdd) + (13)) of [#triangledata v] with (((item ((~triAdd) + (1)) of [#triangledata v]) * (item ((~triAdd) + (10)) of [#triangledata v])) + (((item ((~triAdd) + (2)) of [#triangledata v]) * (item ((~triAdd) + (11)) of [#triangledata v])) + ((item ((~triAdd) + (3)) of [#triangledata v]) * (item ((~triAdd) + (12)) of [#triangledata v]))))\n replace item ((~triAdd) + (14)) of [#triangledata v] with ((item ((~triAdd) + (14)) of [#triangledata v]) + (x))\n replace item ((~triAdd) + (15)) of [#triangledata v] with ((item ((~triAdd) + (15)) of [#triangledata v]) + (y))\n replace item ((~triAdd) + (16)) of [#triangledata v] with ((item ((~triAdd) + (16)) of [#triangledata v]) + (z))\n set [~coladd v] to (((trid) - (1)) * (`TriangleCollPerInst))\n replace item ((~colAdd) + (1)) of [#trianglecolldata v] with ((item ((~colAdd) + (1)) of [#trianglecolldata v]) + (x))\n replace item ((~colAdd) + (2)) of [#trianglecolldata v] with ((item ((~colAdd) + (2)) of [#trianglecolldata v]) + (x))\n replace item ((~colAdd) + (3)) of [#trianglecolldata v] with ((item ((~colAdd) + (3)) of [#trianglecolldata v]) + (y))\n replace item ((~colAdd) + (4)) of [#trianglecolldata v] with ((item ((~colAdd) + (4)) of [#trianglecolldata v]) + (y))\n replace item ((~colAdd) + (5)) of [#trianglecolldata v] with ((item ((~colAdd) + (5)) of [#trianglecolldata v]) + (z))\n replace item ((~colAdd) + (6)) of [#trianglecolldata v] with ((item ((~colAdd) + (6)) of [#trianglecolldata v]) + (z))\nend\nreplace item (((trid) * (3)) - (2)) of [#triangletranslatevalues v] with (x)\nreplace item (((trid) * (3)) - (1)) of [#triangletranslatevalues v] with (y)\nreplace item ((trid) * (3)) of [#triangletranslatevalues v] with (z)\n\ndefine [Tr Q] Translate Triangle or Quad ID: (trid) for (x) (y) (z)\nif <(item (trid) of [#triangleisquad v]) = [1]> then\n [Tr] Translate Triangle (trid) for (x) (y) (z)\n [Tr] Translate Triangle ((trid) + (1)) for (x) (y) (z)\nelse\n if <(item (trid) of [#triangleisquad v]) = [2]> then\n [Tr] Translate Triangle ((trid) + (-1)) for (x) (y) (z)\n [Tr] Translate Triangle (trid) for (x) (y) (z)\n else\n [Tr] Translate Triangle (trid) for (x) (y) (z)\n end\nend\n\ndefine [Tr] Set Position Of Triangle (id) to (x) (y) (z)\n[Tr] Translate Triangle (id) for ((x) - (item (id) of [@trianglex v])) ((y) - (item (id) of [@triangley v])) ((z) - (item (id) of [@trianglez v]))\n\ndefine [Tr Q] Set Position Of Triangle or Quad (id) to (x) (y) (z)\n[Tr Q] Translate Triangle or Quad ID: (id) for ((x) - (item (id) of [@trianglex v])) ((y) - (item (id) of [@triangley v])) ((z) - (item (id) of [@trianglez v]))\n\ndefine [T] Get Min And Max (a) (b) (c)\nif <<(a) > (c)> and <(b) > (c)>> then\n set [*min v] to (c)\n if <(b) > (a)> then\n set [*max v] to (b)\n else\n set [*max v] to (a)\n end\nelse\n if <(b) > (a)> then\n set [*min v] to (a)\n if <(b) > (c)> then\n set [*max v] to (b)\n else\n set [*max v] to (c)\n end\n else\n set [*min v] to (b)\n if <(a) > (c)> then\n set [*max v] to (a)\n else\n set [*max v] to (c)\n end\n end\nend\n\ndefine [C] Precise Collision Sphere to current Triangle (x) (y) (z) radius (r)\nset [~tempx v] to ((x) - ((item ((~triAdd) + (10)) of [#triangledata v]) * (~dot)))\nset [~tempy v] to ((y) - ((item ((~triAdd) + (11)) of [#triangledata v]) * (~dot)))\nset [~tempz v] to ((z) - ((item ((~triAdd) + (12)) of [#triangledata v]) * (~dot)))\nset [~ax v] to ((item ((~triAdd) + (1)) of [#triangledata v]) - (~tempX))\nset [~ay v] to ((item ((~triAdd) + (2)) of [#triangledata v]) - (~tempY))\nset [~az v] to ((item ((~triAdd) + (3)) of [#triangledata v]) - (~tempZ))\nset [~bx v] to ((item ((~triAdd) + (4)) of [#triangledata v]) - (~tempX))\nset [~by v] to ((item ((~triAdd) + (5)) of [#triangledata v]) - (~tempY))\nset [~bz v] to ((item ((~triAdd) + (6)) of [#triangledata v]) - (~tempZ))\nset [~cx v] to ((item ((~triAdd) + (7)) of [#triangledata v]) - (~tempX))\nset [~cy v] to ((item ((~triAdd) + (8)) of [#triangledata v]) - (~tempY))\nset [~cz v] to ((item ((~triAdd) + (9)) of [#triangledata v]) - (~tempZ))\nset [~pbcx v] to (((~by) * (~cz)) - ((~bz) * (~cy)))\nset [~pbcy v] to (((~bz) * (~cx)) - ((~bx) * (~cz)))\nset [~pbcz v] to (((~bx) * (~cy)) - ((~by) * (~cx)))\nset [~pcax v] to (((~cy) * (~az)) - ((~cz) * (~ay)))\nset [~pcay v] to (((~cz) * (~ax)) - ((~cx) * (~az)))\nset [~pcaz v] to (((~cx) * (~ay)) - ((~cy) * (~ax)))\nset [~pabx v] to (((~ay) * (~bz)) - ((~az) * (~by)))\nset [~paby v] to (((~az) * (~bx)) - ((~ax) * (~bz)))\nset [~pabz v] to (((~ax) * (~by)) - ((~ay) * (~bx)))\nif <not <<(((~PbcX) * (~PcaX)) + (((~PbcY) * (~PcaY)) + ((~PbcZ) * (~PcaZ)))) < [0]> or <(((~PbcX) * (~PabX)) + (((~PbcY) * (~PabY)) + ((~PbcZ) * (~PabZ)))) < [0]>>> then\n set [*colx v] to (~tempX)\n set [*coly v] to (~tempY)\n set [*colz v] to (~tempZ)\n change [~tempx v] by (() - (x))\n change [~tempy v] by (() - (y))\n change [~tempz v] by (() - (z))\n set [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\n if <(~mag) < (r)> then\n set [*collisionresult v] to [1]\n end\n stop [this script v]\nend\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) | (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nset [*colx v] to (*returnX)\nset [*coly v] to (*returnY)\nset [*colz v] to (*returnZ)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) | (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~temp v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nif <(~temp) < (~mag)> then\n set [~mag v] to (~temp)\n set [*colx v] to (*returnX)\n set [*coly v] to (*returnY)\n set [*colz v] to (*returnZ)\nend\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v]) | (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~temp v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nif <(~temp) < (~mag)> then\n set [~mag v] to (~temp)\n set [*colx v] to (*returnX)\n set [*coly v] to (*returnY)\n set [*colz v] to (*returnZ)\nend\nif <(~mag) < ((r) * (1))> then\n set [*collisionresult v] to [1]\nend\n\ndefine [C] Closest Point To Line Segment p: (px) (py) (pz) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [~vx v] to ((x2) - (x1))\nset [~vy v] to ((y2) - (y1))\nset [~vz v] to ((z2) - (z1))\nset [~t v] to (((((px) - (x1)) * (~vx)) + ((((py) - (y1)) * (~vy)) + (((pz) - (z1)) * (~vz)))) / (((~vx) * (~vx)) + (((~vy) * (~vy)) + ((~vz) * (~vz)))))\nif <(~T) > [1]> then\n set [~t v] to [1]\nend\nif <(~T) < [0]> then\n set [~t v] to [0]\nend\nset [*returnx v] to ((x1) + ((~vx) * (~T)))\nset [*returny v] to ((y1) + ((~vy) * (~T)))\nset [*returnz v] to ((z1) + ((~vz) * (~T)))\n\ndefine [G] Translate GameObject (id) for (x) (y) (z)\nreplace item (id) of [@gameobjectx v] with ((item (id) of [@gameobjectx v]) + (x))\nreplace item (id) of [@gameobjecty v] with ((item (id) of [@gameobjecty v]) + (y))\nreplace item (id) of [@gameobjectz v] with ((item (id) of [@gameobjectz v]) + (z))\n\ndefine !Player Platformer Collision\n[C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\nset [~collisioncounter v] to [0]\nset [!playertargetnormalx v] to [0]\nset [!playertargetnormaly v] to [1]\nset [!playertargetnormalz v] to [0]\nif <(*finalCollision) = [1]> then\n if <(item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (11)) of [#triangledata v]) > [0.1]> then\n set [!playertargetnormalx v] to (item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (10)) of [#triangledata v])\n set [!playertargetnormaly v] to (item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (11)) of [#triangledata v])\n set [!playertargetnormalz v] to (item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (12)) of [#triangledata v])\n end\n if <not <(!velGravityY) > [0]>> then\n [G] Translate GameObject (-PlayerGameObjectID) for (item (((item (*col_iter) of [#chunkactive_triangles v]) * (3)) - (2)) of [#triangletranslatevalues v]) (item (((item (*col_iter) of [#chunkactive_triangles v]) * (3)) - (1)) of [#triangletranslatevalues v]) (item (((item (*col_iter) of [#chunkactive_triangles v]) * (3)) - (0)) of [#triangletranslatevalues v])\n end\n if <(item (item (*col_iter) of [#chunkactive_triangles v]) of [^td_type v]) = [s]> then\n change [!velx v] by ((([abs v] of (item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (18)) of [#triangledata v]) ) * (item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (17)) of [#triangledata v])) * ((#DeltaTime) * (-VelSlip)))\n change [!velz v] by ((([abs v] of (item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (18)) of [#triangledata v]) ) * (item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (19)) of [#triangledata v])) * ((#DeltaTime) * (-VelSlip)))\n set [!mag v] to ([sqrt v] of (((!velX) * (!velX)) + ((!velZ) * (!velZ))) )\n set [!vely v] to ((0) + ((() - (!mag)) * (((item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (17)) of [#triangledata v]) * ((!velX) / (!mag))) + ((item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (19)) of [#triangledata v]) * ((!velZ) / (!mag))))))\n set [!collideslippery v] to [1]\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-10))\n else\n set [!collideslippery v] to [0]\n if <(item (item (*col_iter) of [#chunkactive_triangles v]) of [^td_type v]) = [f]> then\n replace item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (^TD_Size)) + (1)) of [^td v] with [1]\n end\n end\n set [!velgravityy v] to [0]\n set [!wascollided v] to [1]\n repeat until <(*finalCollision) = [0]>\n if <(~collisionCounter) < [20]> then\n change [~collisioncounter v] by (1)\n if <(*colY) > ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset))> then\n if <(item (((*col_iter) * (3)) - (1)) of [#triangletranslatevalues v]) < [0]> then\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with (((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-4)) + ((item (((*col_iter) * (3)) - (1)) of [#triangletranslatevalues v]) * (2)))\n else\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-4))\n end\n else\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (2))\n if <(!falling) > [0.5]> then\n start sound [FallGround v]\n end\n set [!falling v] to [0]\n set [!isjumpwalk v] to [0]\n set [!wasonground v] to [1]\n end\n [C] GameObject vs ALL triangles (-PlayerGameObjectID) radius (-PlayerRadius) offset [0] (-PlayerYColOffset) [0]\n else\n start sound [Toy Zing v]\n change [!stretch v] by (-0.25)\n stop [this script v]\n end\n end\nend\n!Player Line Collision\n\ndefine !Reset Level\nreplace item (-PlayerGameObjectID) of [@gameobjectx v] with (-StartX)\nreplace item (-PlayerGameObjectID) of [@gameobjecty v] with (-StartY)\nreplace item (-PlayerGameObjectID) of [@gameobjectz v] with (-StartZ)\nset [!velgravityy v] to [0]\nset [!velx v] to [0]\nset [!vely v] to [0]\nset [!velz v] to [0]\nset [!falling v] to [10]\nset [!stretch v] to [1]\nset [@camerax v] to (item (1) of [@startcamera v])\nset [@cameray v] to (item (2) of [@startcamera v])\nset [@cameraz v] to (item (3) of [@startcamera v])\n*Reset Boxes\n\ndefine !Player Update\nchange [!timer v] by (#DeltaTime)\nset [!iswalking v] to [0]\nreplace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + ((#DeltaTime) * (!velY)))\nreplace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + ((#DeltaTime) * (!velGravityY)))\n!Walk Move\n!Walk ((!velX) * (#DeltaTime)) ((!velZ) * (#DeltaTime))\nif <(!collideSlippery) = [0]> then\n !Walk (((!moveX) * (-PlayerMoveSpeed)) * (#DeltaTime)) [0]\n !Walk [0] (((!moveZ) * (-PlayerMoveSpeed)) * (#DeltaTime))\n !Slow down slippery velocity ((-VelSlowDown) * (10))\n set [!vely v] to [0]\nelse\n change [!velx v] by ((!moveX) * ((#DeltaTime) * (-MovePowerOnSlippery)))\n change [!velz v] by ((!moveZ) * ((#DeltaTime) * (-MovePowerOnSlippery)))\n !Slow down slippery velocity (-VelSlowDown)\nend\nchange [!velgravityy v] by (() - ((#DeltaTime) * (950)))\nchange [!falling v] by (#DeltaTime)\nset [!wascollided v] to [0]\nreplace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-10))\n!Player Platformer Collision\nif <(!wasCollided) = [0]> then\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (10))\n if <(!wasOnGround) = [1]> then\n set [!wasonground v] to [0]\n set [!animationstate v] to [0]\n end\nend\nif <<key (space v) pressed?> and <(!falling) < [0.2]>> then\n if <(!collideSlippery) = [0]> then\n set [!velgravityy v] to [350]\n set [!stretch v] to [1]\n if <(!falling) = [0]> then\n start sound [Jump v]\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (11))\n set [!isjumpwalk v] to (!isWalking)\n end\n end\nend\nif <(item (-PlayerGameObjectID) of [@gameobjecty v]) < [-200]> then\n if <(!deadState) = [0]> then\n start sound [padanje u rupu v]\n set [!deadstate v] to [1.4]\n end\nend\nif <(!deadState) > [0]> then\n change [!deadstate v] by (() - (#DeltaTime))\n if <not <(!deadState) > [0]>> then\n set [!deadstate v] to [0]\n !Reset Level\n end\nend\n!Player Stretch\n!PlayerAnimation\n!Calculate Shadow\n[T] Normal Rotate (!playerTargetNormalX) (!playerTargetNormalY) (!playerTargetNormalZ)\nreplace item (-PlayerGameObjectID) of [@gameobject_rotx v] with ((item (-PlayerGameObjectID) of [@gameobject_rotx v]) + (((*getAngleX) - (item (-PlayerGameObjectID) of [@gameobject_rotx v])) * ((#DeltaTime) * (5))))\nreplace item (-PlayerGameObjectID) of [@gameobject_rotz v] with ((item (-PlayerGameObjectID) of [@gameobject_rotz v]) + (((*getAngleZ) - (item (-PlayerGameObjectID) of [@gameobject_rotz v])) * ((#DeltaTime) * (5))))\n\ndefine [E] Delete Pointers\ndelete all of [#spritepointers v]\ndelete all of [#gameobjectpointers v]\ndelete all of [#trianglepointers v]\ndelete all of [#text3dpointers v]\n\ndefine [S] Remove Sprite (id)\nreplace item (id) of [#spritepointers v] with [0]\nreplace item (id) of [@sprite3d_active v] with [0]\n\ndefine !Delete My Data\n[E] Delete Class Data\n\ndefine [G] Remove GameObject (id)\nreplace item (id) of [#gameobjectpointers v] with [0]\nreplace item (id) of [@gameobjectactive v] with [0]\n\ndefine [C] AABB vs AABB collision- first (minx1) (maxx1) (miny1) (maxy1) (minz1) (maxz1) second (minx2) (maxx2) (miny2) (maxy2) (minz2) (maxz2)\nset [*collisionresult v] to (<<<(minz1) < (maxz2)> and <(minz2) < (maxz1)>> and <<<(minx1) < (maxx2)> and <(minx2) < (maxx1)>> and <<(miny2) < (maxy1)> and <(miny1) < (maxy2)>>>> + ())\n\ndefine [Ch] Set Chunk (x) (z) to (val)\nreplace item (((x) + ((z) * (#chunkSizeX))) + (1)) of [#chunkdata v] with (val)\n\ndefine [Ch] Check Current Chunk - pos: (xpos) (zpos)\nset [#currentchunkx v] to ([floor v] of (((xpos) - (#chunkStartX)) / (#chunkSize)) )\nset [#currentchunkz v] to ([floor v] of (((zpos) - (#chunkStartZ)) / (#chunkSize)) )\nif <<not <(item (((#currentChunkX) + ((#currentChunkZ) * (#chunkSizeX))) + (1)) of [#chunkdata v]) = (#currentChunkValue)>> and <not <(item (((#currentChunkX) + ((#currentChunkZ) * (#chunkSizeX))) + (1)) of [#chunkdata v]) = [0]>>> then\n set [#currentchunkvalue v] to (item (((#currentChunkX) + ((#currentChunkZ) * (#chunkSizeX))) + (1)) of [#chunkdata v])\n [Ch] Update Chunks\nend\n\ndefine [Ch] Chunk Init\nset [~currentchunkvalue v] to [-1]\nset [~chunkrelx v] to [0]\nset [~chunkrelz v] to [0]\n\ndefine [Ch] Update Chunks\ndelete all of [~getchunks v]\nset [~temp v] to []\nset [~ch v] to [0]\nadd (#currentChunkValue) to [~getchunks v]\nrepeat (length of (item (#currentChunkValue) of [#chunkconnections v]))\n change [~ch v] by (1)\n if <(letter (~ch) of (item (#currentChunkValue) of [#chunkconnections v])) = [;]> then\n add (~temp) to [~getchunks v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (letter (~ch) of (item (#currentChunkValue) of [#chunkconnections v])))\n end\nend\n[Ch] Set Active Chunks\n\ndefine [Ch] Get Chunk from Coordinate (x) (z)\nset [~newchunk v] to (item ((([floor v] of (((x) - (#chunkStartX)) / (#chunkSize)) ) + (([floor v] of (((z) - (#chunkStartZ)) / (#chunkSize)) ) * (#chunkSizeX))) + (1)) of [#chunkdata v])\n\ndefine [Ch] Set Active Chunks\n[E] Delete Class Data\ndelete all of [#chunkactive_gameobject v]\nset [~i v] to [0]\nrepeat (length of [@gameobjectchunk v])\n change [~i v] by (1)\n if <(item (~i) of [#gameobjectpointers v]) = [1]> then\n [Ch] Check is chunk active (item (~i) of [@gameobjectchunk v])\n if <(~chunkActive) = [1]> then\n add (~i) to [#chunkactive_gameobject v]\n [G] Add GameObjects into lists (~i)\n end\n end\nend\ndelete all of [#chunkactive_triangles v]\nset [~i v] to [0]\nrepeat ((length of [@trianglechunk v]) - (`NumberOfQuads))\n change [~i v] by (1)\n if <(item (~i) of [#trianglepointers v]) = [1]> then\n [Ch] Check is chunk active (item (~i) of [@trianglechunk v])\n if <(~chunkActive) = [1]> then\n add (~i) to [#chunkactive_triangles v]\n [Tr Q] Add Triangle or Quad into lists (~i)\n end\n end\n if <(item (~i) of [#triangleisquad v]) = [1]> then\n change [~i v] by (1)\n end\nend\ndelete all of [#chunkactive_sprites v]\nset [~i v] to [0]\nrepeat (length of [@spritechunk v])\n change [~i v] by (1)\n if <(item (~i) of [#spritepointers v]) = [1]> then\n [Ch] Check is chunk active (item (~i) of [@spritechunk v])\n if <(~chunkActive) = [1]> then\n add (~i) to [#chunkactive_sprites v]\n [S] Add Sprites into lists (~i)\n end\n end\nend\ndelete all of [#chunkactive_lines v]\nset [~i v] to [0]\nrepeat (length of [@line_chunk v])\n change [~i v] by (1)\n if <(item (~i) of [#lines3dpointers v]) = [1]> then\n [Ch] Check is chunk active (item (~i) of [@line_chunk v])\n if <(~chunkActive) = [1]> then\n add (~i) to [#chunkactive_lines v]\n [L] Add lines into lists (~i)\n end\n end\nend\ndelete all of [#chunkactive_text3d v]\nset [~i v] to [0]\nrepeat (length of [@text3d_chunk v])\n change [~i v] by (1)\n if <(item (~i) of [#text3dpointers v]) = [1]> then\n [Ch] Check is chunk active (item (~i) of [@text3d_chunk v])\n if <(~chunkActive) = [1]> then\n add (~i) to [#chunkactive_text3d v]\n end\n end\nend\n\ndefine // (comment)\n\ndefine [Ch] Check is chunk active (chunk)\nif <(chunk) = [0]> then\n set [~chunkactive v] to [1]\nelse\n set [~ch v] to [0]\n set [~chunkactive v] to [0]\n repeat (length of [~getchunks v])\n change [~ch v] by (1)\n if <(chunk) = (item (~ch) of [~getchunks v])> then\n set [~chunkactive v] to [1]\n stop [this script v]\n end\n end\nend\n\ndefine [C] Precise Collision - Sphere to current Quad (x) (y) (z) radius (r)\nset [~tempx v] to ((x) - ((item ((~triAdd) + (10)) of [#triangledata v]) * (~dot)))\nset [~tempy v] to ((y) - ((item ((~triAdd) + (11)) of [#triangledata v]) * (~dot)))\nset [~tempz v] to ((z) - ((item ((~triAdd) + (12)) of [#triangledata v]) * (~dot)))\nset [~ax v] to ((item ((~triAdd) + (1)) of [#triangledata v]) - (~tempX))\nset [~ay v] to ((item ((~triAdd) + (2)) of [#triangledata v]) - (~tempY))\nset [~az v] to ((item ((~triAdd) + (3)) of [#triangledata v]) - (~tempZ))\nset [~bx v] to ((item ((~triAdd) + (4)) of [#triangledata v]) - (~tempX))\nset [~by v] to ((item ((~triAdd) + (5)) of [#triangledata v]) - (~tempY))\nset [~bz v] to ((item ((~triAdd) + (6)) of [#triangledata v]) - (~tempZ))\nset [~cx v] to ((item ((~triAdd) + (7)) of [#triangledata v]) - (~tempX))\nset [~cy v] to ((item ((~triAdd) + (8)) of [#triangledata v]) - (~tempY))\nset [~cz v] to ((item ((~triAdd) + (9)) of [#triangledata v]) - (~tempZ))\nset [~dx v] to ((item (((~triAdd) + (`TriangleDataPerInst)) + (4)) of [#triangledata v]) - (~tempX))\nset [~dy v] to ((item (((~triAdd) + (`TriangleDataPerInst)) + (5)) of [#triangledata v]) - (~tempY))\nset [~dz v] to ((item (((~triAdd) + (`TriangleDataPerInst)) + (6)) of [#triangledata v]) - (~tempZ))\nset [~pabx v] to (((~ay) * (~bz)) - ((~az) * (~by)))\nset [~paby v] to (((~az) * (~bx)) - ((~ax) * (~bz)))\nset [~pabz v] to (((~ax) * (~by)) - ((~ay) * (~bx)))\nset [~pbcx v] to (((~by) * (~cz)) - ((~bz) * (~cy)))\nset [~pbcy v] to (((~bz) * (~cx)) - ((~bx) * (~cz)))\nset [~pbcz v] to (((~bx) * (~cy)) - ((~by) * (~cx)))\nset [~pcax v] to (((~cy) * (~dz)) - ((~cz) * (~dy)))\nset [~pcay v] to (((~cz) * (~dx)) - ((~cx) * (~dz)))\nset [~pcaz v] to (((~cx) * (~dy)) - ((~cy) * (~dx)))\nset [~pdax v] to (((~dy) * (~az)) - ((~dz) * (~ay)))\nset [~pday v] to (((~dz) * (~ax)) - ((~dx) * (~az)))\nset [~pdaz v] to (((~dx) * (~ay)) - ((~dy) * (~ax)))\nif <<<(((~PbcX) * (~PabX)) + (((~PbcY) * (~PabY)) + ((~PbcZ) * (~PabZ)))) > [0]> and <(((~PbcX) * (~PcaX)) + (((~PbcY) * (~PcaY)) + ((~PbcZ) * (~PcaZ)))) > [0]>> and <(((~PdaX) * (~PcaX)) + (((~PdaY) * (~PcaY)) + ((~PdaZ) * (~PcaZ)))) > [0]>> then\n set [*colx v] to (~tempX)\n set [*coly v] to (~tempY)\n set [*colz v] to (~tempZ)\n change [~tempx v] by (() - (x))\n change [~tempy v] by (() - (y))\n change [~tempz v] by (() - (z))\n set [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\n if <(~mag) < (r)> then\n set [*collisionresult v] to [1]\n end\n stop [this script v]\nend\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) | (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nset [*colx v] to (*returnX)\nset [*coly v] to (*returnY)\nset [*colz v] to (*returnZ)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (1)) of [#triangledata v]) (item ((~triAdd) + (2)) of [#triangledata v]) (item ((~triAdd) + (3)) of [#triangledata v]) | (item (((~triAdd) + (`TriangleDataPerInst)) + (4)) of [#triangledata v]) (item (((~triAdd) + (`TriangleDataPerInst)) + (5)) of [#triangledata v]) (item (((~triAdd) + (`TriangleDataPerInst)) + (6)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~temp v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nif <(~temp) < (~mag)> then\n set [~mag v] to (~temp)\n set [*colx v] to (*returnX)\n set [*coly v] to (*returnY)\n set [*colz v] to (*returnZ)\nend\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v]) | (item ((~triAdd) + (4)) of [#triangledata v]) (item ((~triAdd) + (5)) of [#triangledata v]) (item ((~triAdd) + (6)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~temp v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nif <(~temp) < (~mag)> then\n set [~mag v] to (~temp)\n set [*colx v] to (*returnX)\n set [*coly v] to (*returnY)\n set [*colz v] to (*returnZ)\nend\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (item ((~triAdd) + (7)) of [#triangledata v]) (item ((~triAdd) + (8)) of [#triangledata v]) (item ((~triAdd) + (9)) of [#triangledata v]) | (item (((~triAdd) + (`TriangleDataPerInst)) + (4)) of [#triangledata v]) (item (((~triAdd) + (`TriangleDataPerInst)) + (5)) of [#triangledata v]) (item (((~triAdd) + (`TriangleDataPerInst)) + (6)) of [#triangledata v])\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~temp v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nif <(~temp) < (~mag)> then\n set [~mag v] to (~temp)\n set [*colx v] to (*returnX)\n set [*coly v] to (*returnY)\n set [*colz v] to (*returnZ)\nend\nif <(~mag) < ((r) * (1))> then\n set [*collisionresult v] to [1]\nend\n\ndefine [C] Sphere vs Quad (x) (y) (z) radius (r) quad ID (quadid)\nset [*collisionresult v] to [0]\nset [~triadd v] to (((quadid) - (1)) * (`TriangleDataPerInst))\nset [~coladd v] to (((quadid) - (1)) * (`TriangleCollPerInst))\nset [~dot v] to ((((x) * (item ((~triAdd) + (10)) of [#triangledata v])) + (((y) * (item ((~triAdd) + (11)) of [#triangledata v])) + ((z) * (item ((~triAdd) + (12)) of [#triangledata v])))) - (item ((~triAdd) + (13)) of [#triangledata v]))\nif <<((x) + (r)) > (item ((~colAdd) + (1)) of [#trianglecolldata v])> and <((x) - (r)) < (item ((~colAdd) + (2)) of [#trianglecolldata v])>> then\n if <<((y) + (r)) > (item ((~colAdd) + (3)) of [#trianglecolldata v])> and <((y) - (r)) < (item ((~colAdd) + (4)) of [#trianglecolldata v])>> then\n if <<((z) + (r)) > (item ((~colAdd) + (5)) of [#trianglecolldata v])> and <((z) - (r)) < (item ((~colAdd) + (6)) of [#trianglecolldata v])>> then\n if <([abs v] of (~dot) ) < (r)> then\n [C] Precise Collision - Sphere to current Quad (x) (y) (z) radius (r)\n end\n end\n end\nend\n\ndefine [E] Engine Init\n[E] DeleteALL\n[Ch] Chunk Init\n\ndefine [Tx] Add Text3D - Text: (text) at (x) (y) (z) size (size) color (color) brightness (brightness) chunk[-1 auto] (chunkid)\nset [~newslot v] to [1]\nset [~p v] to [1]\nrepeat until <<(~newSlot) = [0]> or <(~p) > (length of [#text3dpointers v])>>\n if <(item (~p) of [#text3dpointers v]) = [0]> then\n set [~newslot v] to [0]\n end\n change [~p v] by (1)\nend\nif <(~newSlot) = [1]> then\n set [*newid v] to (~p)\n add [1] to [@text3d_active v]\n add ((x) + (~chunkRelX)) to [@text3d_x v]\n add (y) to [@text3d_y v]\n add ((z) + (~chunkRelZ)) to [@text3d_z v]\n add (text) to [@text3d_text v]\n add (size) to [@text3d_size v]\n add (color) to [@text3d_color v]\n add (brightness) to [@text3d_brightness v]\n add [0] to [@text3d_alpha v]\n add [] to [#text3d_cameradist v]\n if <(chunkid) = [-1]> then\n [Ch] Get Chunk from Coordinate ((x) + (~chunkRelX)) ((z) + (~chunkRelZ))\n add (~newChunk) to [@text3d_chunk v]\n else\n add (chunkid) to [@text3d_chunk v]\n end\n add [1] to [#text3dpointers v]\n add [0] to [^textd_type v]\n repeat (^TextD_Size)\n add [0] to [^textd v]\n end\nelse\n set [*newid v] to ((~p) - (1))\n replace item (*newID) of [@text3d_x v] with ((x) + (~chunkRelX))\n replace item (*newID) of [@text3d_y v] with (y)\n replace item (*newID) of [@text3d_z v] with ((z) + (~chunkRelZ))\n replace item (*newID) of [@text3d_color v] with (color)\n replace item (*newID) of [@text3d_size v] with (size)\n replace item (*newID) of [@text3d_text v] with (text)\n replace item (*newID) of [@text3d_brightness v] with (brightness)\n replace item (*newID) of [@text3d_alpha v] with [0]\n if <(chunkid) = [-1]> then\n [Ch] Get Chunk from Coordinate ((x) + (~chunkRelX)) ((z) + (~chunkRelZ))\n replace item (*newID) of [@text3d_chunk v] with (~newChunk)\n else\n replace item (*newID) of [@text3d_chunk v] with (chunkid)\n end\n replace item (*newID) of [#text3dpointers v] with [1]\n replace item (*newID) of [^textd_type v] with [0]\n set [~dataiter v] to (((*newID) - (1)) * (^TextD_Size))\n repeat (^TextD_Size)\n change [~dataiter v] by (1)\n replace item (~dataIter) of [^textd_type v] with []\n end\nend\n\ndefine [Tx] Delete Text Data\ndelete all of [@text3d_active v]\ndelete all of [@text3d_alpha v]\ndelete all of [@text3d_brightness v]\ndelete all of [@text3d_color v]\ndelete all of [@text3d_size v]\ndelete all of [@text3d_text v]\ndelete all of [@text3d_x v]\ndelete all of [@text3d_y v]\ndelete all of [@text3d_z v]\ndelete all of [#text3d_cameradist v]\ndelete all of [@text3d_chunk v]\ndelete all of [^textd_type v]\ndelete all of [^textd v]\n\ndefine [Tx] Destroy Text (id)\ndelete (id) of [@text3d_active v]\ndelete (id) of [@text3d_alpha v]\ndelete (id) of [@text3d_brightness v]\ndelete (id) of [@text3d_color v]\ndelete (id) of [@text3d_size v]\ndelete (id) of [@text3d_text v]\ndelete (id) of [@text3d_x v]\ndelete (id) of [@text3d_y v]\ndelete (id) of [@text3d_z v]\ndelete (id) of [#text3d_cameradist v]\ndelete (id) of [@text3d_chunk v]\ndelete (id) of [^textd_type v]\n\ndefine [Ch] Set Chunk Relative X (x) Z (z)\nset [~chunkrelx v] to (((x) * (#chunkSize)) + (#chunkStartX))\nset [~chunkrelz v] to (((z) * (#chunkSize)) + (#chunkStartZ))\n\ndefine [Ch] Reset chunk relative\nset [~chunkrelx v] to [0]\nset [~chunkrelz v] to [0]\n\ndefine !Translate Triangles and Quads\nset [!_iter v] to [0]\nrepeat (length of [-movingplatforms v])\n change [!_iter v] by (1)\n set [!getid v] to (item (!_iter) of [-movingplatforms v])\n set [!getx v] to (((([sin v] of ((!timer) * (45)) ) + (1)) / (2)) * ((item ((((!getID) - (1)) * (^TD_Size)) + (4)) of [^td v]) - (item ((((!getID) - (1)) * (^TD_Size)) + (1)) of [^td v])))\n set [!gety v] to (((([sin v] of ((!timer) * (45)) ) + (1)) / (2)) * ((item ((((!getID) - (1)) * (^TD_Size)) + (5)) of [^td v]) - (item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v])))\n set [!getz v] to (((([sin v] of ((!timer) * (45)) ) + (1)) / (2)) * ((item ((((!getID) - (1)) * (^TD_Size)) + (6)) of [^td v]) - (item ((((!getID) - (1)) * (^TD_Size)) + (3)) of [^td v])))\n [Tr Q] Set Position Of Triangle or Quad (item (!_iter) of [-movingplatforms v]) to (!getX) (!getY) (!getZ)\nend\n\ndefine [T] Unrotate Vertex (x) (y) (z)\n[T] Set Ver1 (x) (y) (z)\n[T] Set Ver1 (((~GetX1) * (#CamCosZ)) - ((~GetY1) * (() - (#CamSinZ)))) (((~GetX1) * (() - (#CamSinZ))) + ((~GetY1) * (#CamCosZ))) (~GetZ1)\n[T] Set Ver1 (~GetX1) (((~GetY1) * (#CamCosX)) - ((~GetZ1) * (() - (#CamSinX)))) (((~GetY1) * (() - (#CamSinX))) + ((~GetZ1) * (#CamCosX)))\n[T] Set Ver1 (((~GetZ1) * (() - (#CamSinY))) + ((~GetX1) * (#CamCosY))) (~GetY1) (((~GetZ1) * (#CamCosY)) - ((~GetX1) * (() - (#CamSinY))))\n[T] Set Ver1 ((~GetX1) + (@CameraX)) ((~GetY1) + (@CameraY)) ((~GetZ1) + (@CameraZ))\n\ndefine [T] Set Ver1 (x) (y) (z)\nset [~getx1 v] to (x)\nset [~gety1 v] to (y)\nset [~getz1 v] to (z)\n\ndefine [T] Rotate Vertex (x) (y) (z)\n[T] Set Ver1 ((x) - (@CameraX)) ((y) - (@CameraY)) ((z) - (@CameraZ))\n[T] Set Ver1 (((~GetZ1) * (#CamSinY)) + ((~GetX1) * (#CamCosY))) (~GetY1) (((~GetZ1) * (#CamCosY)) - ((~GetX1) * (#CamSinY)))\n[T] Set Ver1 (~GetX1) (((~GetY1) * (#CamCosX)) - ((~GetZ1) * (#CamSinX))) (((~GetY1) * (#CamSinX)) + ((~GetZ1) * (#CamCosX)))\n[T] Set Ver1 (((~GetX1) * (#CamCosZ)) - ((~GetY1) * (#CamSinZ))) (((~GetX1) * (#CamSinZ)) + ((~GetY1) * (#CamCosZ))) (~GetZ1)\n\ndefine [R] Get Ray From Screen Pos (sx) (sy)\n[T] Unrotate Vertex (((sx) / (@FocalLength)) * ((#MinCameraDist) + (300))) (((sy) / (@FocalLength)) * ((#MinCameraDist) + (300))) ((#MinCameraDist) + (300))\nset [#rayx v] to (~GetX1)\nset [#rayy v] to (~GetY1)\nset [#rayz v] to (~GetZ1)\n[T] Unrotate Vertex (((sx) / (@FocalLength)) * ((#MinCameraDist) + (2000))) (((sy) / (@FocalLength)) * ((#MinCameraDist) + (2000))) ((#MinCameraDist) + (2000))\nset [~a_vx v] to ((~GetX1) - (#RayX))\nset [~a_vy v] to ((~GetY1) - (#RayY))\nset [~a_vz v] to ((~GetZ1) - (#RayZ))\nset [~a_mag v] to ([sqrt v] of (((~A_Vx) * (~A_Vx)) + (((~A_Vy) * (~A_Vy)) + ((~A_Vz) * (~A_Vz)))) )\nset [#rayvx v] to ((~A_Vx) / (~A_mag))\nset [#rayvy v] to ((~A_Vy) / (~A_mag))\nset [#rayvz v] to ((~A_Vz) / (~A_mag))\n\ndefine [R] Raycast all triangles\nset [*col_iter v] to [0]\nrepeat until <(*col_iter) = (length of [#chunkactive_triangles v])>\n change [*col_iter v] by (1)\n set [~triadd v] to (((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst))\n if <(item (item (*col_iter) of [#chunkactive_triangles v]) of [#triangleisquad v]) = [1]> then\n [C] Triangle ray collision: origin (#RayX) (#RayY) (#RayZ) direction (#RayVx) (#RayVy) (#RayVz) to current triangle\n if <(*collisionResult) = [0]> then\n set [~triadd v] to ((item (*col_iter) of [#chunkactive_triangles v]) * (`TriangleDataPerInst))\n [C] Triangle ray collision: origin (#RayX) (#RayY) (#RayZ) direction (#RayVx) (#RayVy) (#RayVz) to current triangle\n if <(*collisionResult) = [1]> then\n [R] Add Raycast Layer (~col_dist) (item (*col_iter) of [#chunkactive_triangles v]) type [4]\n end\n else\n [R] Add Raycast Layer (~col_dist) (item (*col_iter) of [#chunkactive_triangles v]) type [4]\n end\n else\n [C] Triangle ray collision: origin (#RayX) (#RayY) (#RayZ) direction (#RayVx) (#RayVy) (#RayVz) to current triangle\n if <(*collisionResult) = [1]> then\n [R] Add Raycast Layer (~col_dist) (item (*col_iter) of [#chunkactive_triangles v]) type [4]\n end\n end\nend\n\ndefine [R] Add Raycast Layer (zvalue) (id) type (type)\nset [~sort_low v] to [0]\nset [~sort_high v] to ((length of [*raycast_values v]) - (0))\nrepeat until <not <(~sort_Low) < (~sort_High)>>\n set [~sort_mid v] to ([floor v] of (((~sort_Low) + (~sort_High)) / (2)) )\n if <(zvalue) > (item ((~sort_Mid) + (1)) of [*raycast_values v])> then\n set [~sort_low v] to ((~sort_Mid) + (1))\n else\n set [~sort_high v] to (~sort_Mid)\n end\nend\nset [~sort_id v] to ((~sort_Low) + (1))\ninsert (zvalue) at (~sort_Id) of [*raycast_values v] \ninsert (id) at (~sort_Id) of [*raycast_ids v] \ninsert (type) at (~sort_Id) of [*raycast_types v] \n\ndefine [R] Delete Raycast data\ndelete all of [*raycast_ids v]\ndelete all of [*raycast_types v]\ndelete all of [*raycast_values v]\n\ndefine [R] Part of Triangle raycast - a (ax) (ay) (az) b (bx) (by) (bz) c (cx) (cy) (cz)\nset [~tempx v] to ((*returnX) - (ax))\nset [~tempy v] to ((*returnY) - (ay))\nset [~tempz v] to ((*returnZ) - (az))\nset [~ax v] to ((bx) - (ax))\nset [~ay v] to ((by) - (ay))\nset [~az v] to ((bz) - (az))\nset [~bx v] to ((bx) - (cx))\nset [~by v] to ((by) - (cy))\nset [~bz v] to ((bz) - (cz))\nset [~dot v] to ((((~ax) * (~bx)) + (((~ay) * (~by)) + ((~az) * (~bz)))) / (((~bx) * (~bx)) + (((~by) * (~by)) + ((~bz) * (~bz)))))\nset [~dx v] to ((~ax) - ((~bx) * (~dot)))\nset [~dy v] to ((~ay) - ((~by) * (~dot)))\nset [~dz v] to ((~az) - ((~bz) * (~dot)))\n\ndefine [T] Get Color from RGBA (r) (g) (b) (a)\nset [*getcolor v] to (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b)))\n\ndefine [C] Sphere vs Sphere (X,Y,Z,radius) s1 (x1) (y1) (z1) (r1) s2 (x2) (y2) (z2) (r2)\nset [~tempx v] to ((x1) - (x2))\nset [~tempy v] to ((y1) - (y2))\nset [~tempz v] to ((z1) - (z2))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nset [*collisionresult v] to (<not <(~mag) > ((r1) + (r2))>> + ())\n\ndefine [R] Ray vs Sphere origin (ox) (oy) (oz) dir (dx) (dy) (dz) sphere pos: (x) (y) (z) radius (r)\nset [*collisionresult v] to [0]\nset [~tempx v] to ((x) - (ox))\nset [~tempy v] to ((y) - (oy))\nset [~tempz v] to ((z) - (oz))\nset [~r_nd v] to ((r) * (r))\nset [~r_pn v] to (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ))))\nset [~t v] to (((dx) * (~tempX)) + (((dy) * (~tempY)) + ((dz) * (~tempZ))))\nset [~temp v] to ((~r_pn) - ((~T) * (~T)))\nset [~t_s v] to ([sqrt v] of ((~r_nd) - (~temp)) )\nif <((~r_nd) - (~temp)) < [0]> then\n stop [this script v]\nend\nset [*collisionresult v] to [1]\nif <(~r_pn) < (~r_nd)> then\n set [~col_dist v] to ((~T) + (~T_s))\nelse\n set [~col_dist v] to ((~T) - (~T_s))\nend\n\ndefine [R] Raycast all sprites\nset [*col_iter v] to [0]\nrepeat until <(*col_iter) = (length of [#chunkactive_sprites v])>\n change [*col_iter v] by (1)\n set [~getid_e v] to (item (*col_iter) of [#chunkactive_sprites v])\n [R] Ray vs Sphere origin (#RayX) (#RayY) (#RayZ) dir (#RayVx) (#RayVy) (#RayVz) sphere pos: (item (~getID_E) of [@sprite3d_x v]) (item (~getID_E) of [@sprite3d_y v]) (item (~getID_E) of [@sprite3d_z v]) radius [64]\n if <(*collisionResult) = [1]> then\n [R] Add Raycast Layer (~col_dist) (~getID_E) type [2]\n end\nend\n\ndefine [Tr Q] Remove Triangle or Quad ID (id)\nreplace item (id) of [@triangle_active v] with [0]\nreplace item (id) of [#trianglepointers v] with [0]\nif <(item (id) of [#triangleisquad v]) = [1]> then\n replace item ((id) + (1)) of [@triangle_active v] with [0]\n replace item ((id) + (1)) of [#trianglepointers v] with [0]\n change [`numberofquads v] by (-1)\nelse\n if <(item (id) of [#triangleisquad v]) = [2]> then\n replace item ((id) + (-1)) of [@triangle_active v] with [0]\n replace item ((id) + (-1)) of [#trianglepointers v] with [0]\n change [`numberofquads v] by (-1)\n end\nend\n\ndefine [L] Remove Line 3D (id)\nreplace item (id) of [#lines3dpointers v] with [0]\nreplace item (id) of [@lineactive v] with [0]\n\ndefine [Tx] Remove Text 3D (id)\nreplace item (id) of [@text3d_active v] with [0]\nreplace item (id) of [#text3dpointers v] with [0]\n\ndefine [Ch] Load Chunks data (data)\nset [#currentchunkvalue v] to [-1]\nset [~tempx v] to [0]\nset [~tempy v] to [0]\nset [~tempz v] to [0]\nset [~temp v] to []\ndelete all of [~loadtemp v]\ndelete all of [#chunkconnections v]\ndelete all of [#chunkdata v]\nrepeat until <((~tempZ) + (1)) > (length of (data))>\n change [~tempz v] by (1)\n if <(~tempX) < [5]> then\n if <(letter (~tempZ) of (data)) = [;]> then\n change [~tempx v] by (1)\n add (~temp) to [~loadtemp v]\n set [~temp v] to []\n if <(~tempX) = [5]> then\n set [#chunkstartx v] to (item (1) of [~loadtemp v])\n set [#chunkstartz v] to (item (2) of [~loadtemp v])\n set [#chunksize v] to (item (3) of [~loadtemp v])\n set [#chunksizex v] to (item (4) of [~loadtemp v])\n set [#chunksizez v] to (item (5) of [~loadtemp v])\n end\n else\n set [~temp v] to (join (~temp) (letter (~tempZ) of (data)))\n end\n else\n if <(~tempY) < ((#chunkSizeX) * (#chunkSizeZ))> then\n change [~tempy v] by (1)\n add ((join (letter (~tempZ) of (data)) (letter ((~tempZ) + (1)) of (data))) + ()) to [#chunkdata v]\n change [~tempz v] by (1)\n else\n if <(letter (~tempZ) of (data)) = [|]> then\n add (~temp) to [#chunkconnections v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (letter (~tempZ) of (data)))\n end\n end\n end\nend\n\nwhen I receive [myinit v]\n!My Init\n\ndefine [E] Delete Load Points Data\ndelete all of [^load_d v]\ndelete all of [^load_d_objecttype v]\ndelete all of [^load_d_type v]\ndelete all of [@loadpointx v]\ndelete all of [@loadpointy v]\ndelete all of [@loadpointz v]\n\ndefine [Load] Get Point Loading (data)\nset [~load_iter3 v] to [1]\nset [~load_getpoint v] to []\nrepeat (length of (data))\n change [~load_iter3 v] by (1)\n set [~load_getpoint v] to (join (~load_getPoint) (letter (~load_Iter3) of (data)))\nend\n\ndefine [C] Sphere vs Line3D - sphere (x) (y) (z) radius (sphereradius) Line p1: (x1) (y1) (z1) p2: (x2) (y2) (z2) radius (lineradius)\n[C] Closest Point To Line Segment p: (x) (y) (z) Line: (x1) (y1) (z1) | (x2) (y2) (z2)\nset [~tempx v] to ((*returnX) - (x))\nset [~tempy v] to ((*returnY) - (y))\nset [~tempz v] to ((*returnZ) - (z))\nset [~mag v] to ([sqrt v] of (((~tempX) * (~tempX)) + (((~tempY) * (~tempY)) + ((~tempZ) * (~tempZ)))) )\nif <(~mag) < ((sphereradius) + (lineradius))> then\n set [*collisionresult v] to [1]\n set [*colx v] to (*returnX)\n set [*coly v] to (*returnY)\n set [*colz v] to (*returnZ)\nelse\n set [*collisionresult v] to [0]\nend\n\ndefine [Tr Q] Add Triangle or Quad into lists (id)\nif <(item (id) of [^td_type v]) = [0]> then\n add (id) to [-collidableplatforms v]\n stop [this script v]\nend\nif <(item (id) of [^td_type v]) = [m]> then\n add (id) to [-movingplatforms v]\n add (id) to [-collidableplatforms v]\n stop [this script v]\nend\nif <(item (id) of [^td_type v]) = [s]> then\n add (id) to [-slipperyplatforms v]\n add (id) to [-collidableplatforms v]\n stop [this script v]\nend\nif <(item (id) of [^td_type v]) = [f]> then\n add (id) to [-fallingplatforms v]\n add (id) to [-collidableplatforms v]\n stop [this script v]\nend\n\ndefine [E] Delete Class Data\ndelete all of [-collidableplatforms v]\ndelete all of [-collidablelines v]\ndelete all of [-movingplatforms v]\ndelete all of [-fallingplatforms v]\ndelete all of [-coins v]\n\ndefine [Load] Points Setting\nset [*load_iter v] to [0]\nrepeat (length of [^load_d_type v])\n change [*load_iter v] by (1)\n if <(item (*load_iter) of [^load_d_objecttype v]) < [2]> then\n if <(item (*load_iter) of [^load_d_objecttype v]) = [0]> then\n [Load] Setting - Other\n else\n [Load] Setting - GameObjects\n end\n else\n if <(item (*load_iter) of [^load_d_objecttype v]) = [2]> then\n [Load] Setting - Sprites\n else\n [Load] Setting - Text3D\n end\n end\nend\n\ndefine [Load] Setting - GameObjects\nif <(item (*load_iter) of [^load_d_type v]) = [p]> then\n [G] Add GameObject - mesh ID [1] material group ID [1] position (item (*load_iter) of [@loadpointx v]) (item (*load_iter) of [@loadpointy v]) (item (*load_iter) of [@loadpointz v]) rotation [0] [0] [0] size [1] [1] [1] drawOffset [0] [1] [0] chunkID [-1 auto] [0]\n [G] Set Style - ID (*newID) color [3] brightness [5]\n set [-playergameobjectid v] to (*newID)\n set [-startx v] to (item (*load_iter) of [@loadpointx v])\n set [-starty v] to (item (*load_iter) of [@loadpointy v])\n set [-startz v] to (item (*load_iter) of [@loadpointz v])\n [S] Add Sprite3D - costume name [shadow] at (item (*load_iter) of [@loadpointx v]) (item (*load_iter) of [@loadpointy v]) (item (*load_iter) of [@loadpointz v]) size [100] chunkID [-1 auto] [0]\n set [-shadowspriteid v] to (*newID)\n [Tx] Add Text3D - Text: (username) at (item (*load_iter) of [@loadpointx v]) (item (*load_iter) of [@loadpointy v]) (item (*load_iter) of [@loadpointz v]) size [15] color [100] brightness [-100] chunk[-1 auto] [0]\n set [-usernametextid v] to (*newID)\n stop [this script v]\nend\n\ndefine [Load] Setting - Other\n\ndefine [Load] Setting - Sprites\nif <(item (*load_iter) of [^load_d_type v]) = [c]> then\n [S] Add Sprite3D - costume name [coin1] at (item (*load_iter) of [@loadpointx v]) (item (*load_iter) of [@loadpointy v]) (item (*load_iter) of [@loadpointz v]) size [30] chunkID [-1 auto] [-1]\n add (*newID) to [-coins v]\n replace item (*newID) of [^sd_type v] with (item (*load_iter) of [^load_d_type v])\n stop [this script v]\nend\n\ndefine [Load] Setting - Text3D\n\ndefine [G] Add GameObjects into lists (id)\n\ndefine [S] Add Sprites into lists (id)\nif <(item (id) of [^sd_type v]) = [c]> then\n add (id) to [-coins v]\n stop [this script v]\nend\n\ndefine [L] Add lines into lists (id)\nif <(item (id) of [^ld_type v]) = [0]> then\n add (id) to [-collidablelines v]\n stop [this script v]\nend\n\ndefine [Tx] Add Text3D into lists (id)\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\n// []\n\ndefine [C] Sphere vs ALL Lines (x) (y) (z) radius (r)\nset [*col_iter v] to [0]\nset [*finalcollision v] to [0]\nrepeat until <<(*col_iter) = (length of [-collidablelines v])> or <(*finalCollision) = [1]>>\n change [*col_iter v] by (1)\n set [~getid_e v] to (item (*col_iter) of [-collidablelines v])\n if <(item (~getID_E) of [@lineactive v]) = [1]> then\n [C] Sphere vs Line3D - sphere (x) (y) (z) radius (r) Line p1: (item (~getID_E) of [@linesx1 v]) (item (~getID_E) of [@linesy1 v]) (item (~getID_E) of [@linesz1 v]) p2: (item (~getID_E) of [@linesx2 v]) (item (~getID_E) of [@linesy2 v]) (item (~getID_E) of [@linesz2 v]) radius ((item (~getID_E) of [@linesize v]) / (2))\n set [*finalcollision v] to (*collisionResult)\n end\nend\n\ndefine !Update Coins\nset [!_iter v] to [0]\nrepeat (length of [-coins v])\n change [!_iter v] by (1)\n set [!getid v] to (item (!_iter) of [-coins v])\n if <(item (!getID) of [@sprite3d_active v]) = [1]> then\n set [!getx v] to ((item (!getID) of [@sprite3d_x v]) - (item (-PlayerGameObjectID) of [@gameobjectx v]))\n set [!gety v] to ((item (!getID) of [@sprite3d_y v]) - ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)))\n set [!getz v] to ((item (!getID) of [@sprite3d_z v]) - (item (-PlayerGameObjectID) of [@gameobjectz v]))\n set [!mag v] to ([sqrt v] of (((!getX) * (!getX)) + (((!getY) * (!getY)) + ((!getZ) * (!getZ)))) )\n if <(!mag) < ((-PlayerRadius) * (2))> then\n replace item (!getID) of [@sprite3d_active v] with [0]\n start sound [Coin v]\n end\n replace item (!getID) of [@sprite3d_costumename v] with (join [coin] ((([floor v] of ((timer) * (10)) ) mod (6)) + (1)))\n end\nend\n\ndefine [Load] GameObject Load Data (id) number of data (datan) starting from (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n change [~loaddataelemiter v] by (1)\n if <(letter (1) of (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])) = [`]> then\n [Load] Get Point Loading (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n replace item ((((id) - (1)) * (^GBD_Size)) + ((~loadDataIter) + (1))) of [^gd v] with (item (~load_getPoint) of [@loadpointx v])\n replace item ((((id) - (1)) * (^GBD_Size)) + ((~loadDataIter) + (2))) of [^gd v] with (item (~load_getPoint) of [@loadpointy v])\n replace item ((((id) - (1)) * (^GBD_Size)) + ((~loadDataIter) + (3))) of [^gd v] with (item (~load_getPoint) of [@loadpointz v])\n change [~loaddataiter v] by (3)\n else\n change [~loaddataiter v] by (1)\n replace item ((((id) - (1)) * (^GBD_Size)) + (~loadDataIter)) of [^gd v] with (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n end\nend\n\ndefine [Load] Sprite Load Data (id) number of data (datan) starting from (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n change [~loaddataelemiter v] by (1)\n if <(letter (1) of (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])) = [`]> then\n [Load] Get Point Loading (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n replace item ((((id) - (1)) * (^SD_Size)) + ((~loadDataIter) + (1))) of [^sd v] with (item (~load_getPoint) of [@loadpointx v])\n replace item ((((id) - (1)) * (^SD_Size)) + ((~loadDataIter) + (2))) of [^sd v] with (item (~load_getPoint) of [@loadpointy v])\n replace item ((((id) - (1)) * (^SD_Size)) + ((~loadDataIter) + (3))) of [^sd v] with (item (~load_getPoint) of [@loadpointz v])\n change [~loaddataiter v] by (3)\n else\n change [~loaddataiter v] by (1)\n replace item ((((id) - (1)) * (^SD_Size)) + (~loadDataIter)) of [^sd v] with (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n end\nend\n\ndefine [Load] Text3D Load Data (id) number of data (datan) starting from (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n change [~loaddataelemiter v] by (1)\n if <(letter (1) of (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])) = [`]> then\n [Load] Get Point Loading (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n replace item ((((id) - (1)) * (^TextD_Size)) + ((~loadDataIter) + (1))) of [^textd v] with (item (~load_getPoint) of [@loadpointx v])\n replace item ((((id) - (1)) * (^TextD_Size)) + ((~loadDataIter) + (2))) of [^textd v] with (item (~load_getPoint) of [@loadpointy v])\n replace item ((((id) - (1)) * (^TextD_Size)) + ((~loadDataIter) + (3))) of [^textd v] with (item (~load_getPoint) of [@loadpointz v])\n change [~loaddataiter v] by (3)\n else\n change [~loaddataiter v] by (1)\n replace item ((((id) - (1)) * (^TextD_Size)) + (~loadDataIter)) of [^textd v] with (item ((((*load_iter) - (1)) * (^Load_D_Size)) + (~loadDataElemIter)) of [^load_d v])\n end\nend\nchange [!velz v] by (400)\n\ndefine [Load] Setting - Triangle\nif <(item (*newID) of [^td_type v]) = [m]> then\n [Load] Triangle Load Data (*newID) number of data [2] starting from [1]\n stop [this script v]\nend\nif <(item (*newID) of [^td_type v]) = [f]> then\n replace item ((((*newID) - (1)) * (^TD_Size)) + (1)) of [^td v] with [0]\n replace item ((((*newID) - (1)) * (^TD_Size)) + (2)) of [^td v] with [0]\nend\n\ndefine [Load] Triangle Load Data (id) number of data (datan) starting from (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n change [~loaddataelemiter v] by (1)\n if <(letter (1) of (item (~loadDataElemIter) of [~load_list v])) = [`]> then\n [Load] Get Point Loading (item (~loadDataElemIter) of [~load_list v])\n replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (1))) of [^td v] with (item (~load_getPoint) of [@loadpointx v])\n replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (2))) of [^td v] with (item (~load_getPoint) of [@loadpointy v])\n replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (3))) of [^td v] with (item (~load_getPoint) of [@loadpointz v])\n change [~loaddataiter v] by (3)\n else\n change [~loaddataiter v] by (1)\n replace item ((((id) - (1)) * (^TD_Size)) + (~loadDataIter)) of [^td v] with (item (~loadDataElemIter) of [~load_list v])\n end\nend\n\ndefine [Load] Setting - Line\n\ndefine [Load] Line Load Data (id) number of data (datan) starting fro (start)\nset [~loaddataiter v] to ((start) - (1))\nset [~loaddataelemiter v] to [0]\nrepeat (datan)\n change [~loaddataelemiter v] by (1)\n if <(letter (1) of (item (~loadDataElemIter) of [~load_list v])) = [`]> then\n [Load] Get Point Loading (item (~loadDataElemIter) of [~load_list v])\n replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (1))) of [^ld v] with (item (~load_getPoint) of [@loadpointx v])\n replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (2))) of [^ld v] with (item (~load_getPoint) of [@loadpointy v])\n replace item ((((id) - (1)) * (^TD_Size)) + ((~loadDataIter) + (3))) of [^ld v] with (item (~load_getPoint) of [@loadpointz v])\n change [~loaddataiter v] by (3)\n else\n change [~loaddataiter v] by (1)\n replace item ((((id) - (1)) * (^TD_Size)) + (~loadDataIter)) of [^ld v] with (item (~loadDataElemIter) of [~load_list v])\n end\nend\n\ndefine [T] Get Falling Slope according to normal (nx) (ny) (nz)\nset [*returnx v] to ((nx) * (ny))\nset [*returny v] to (() - (((nx) * (nx)) + ((nz) * (nz))))\nset [*returnz v] to ((ny) * (nz))\n\ndefine !Player Line Collision\nset [~collisioncounter v] to [0]\n[C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\nif <(*finalCollision) = [1]> then\n set [!velgravityy v] to [0]\n set [!wascollided v] to [1]\n repeat until <(*finalCollision) = [0]>\n if <(~collisionCounter) < [20]> then\n change [~collisioncounter v] by (1)\n if <(*colY) > ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset))> then\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-4))\n else\n replace item (-PlayerGameObjectID) of [@gameobjecty v] with ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (2))\n if <(!falling) > [0.5]> then\n start sound [FallGround v]\n end\n set [!falling v] to [0]\n set [!isjumpwalk v] to [0]\n set [!wasonground v] to [1]\n end\n [C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n else\n start sound [Toy Zing v]\n change [!stretch v] by (-0.25)\n stop [this script v]\n end\n end\nend\n[C] Sphere vs ALL Lines (item (-PlayerGameObjectID) of [@gameobjectx v]) ((item (-PlayerGameObjectID) of [@gameobjecty v]) + (-PlayerYColOffset)) (item (-PlayerGameObjectID) of [@gameobjectz v]) radius (-PlayerRadius)\n\n[G] Translate GameObject (-PlayerGameObjectID) for ((item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (17)) of [#triangledata v]) * ((#DeltaTime) * (300))) ((item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (18)) of [#triangledata v]) * ((#DeltaTime) * (300))) ((item ((((item (*col_iter) of [#chunkactive_triangles v]) - (1)) * (`TriangleDataPerInst)) + (19)) of [#triangledata v]) * ((#DeltaTime) * (300)))\n\ndefine !Slow down slippery velocity (slowval)\nif <(!velX) > [0]> then\n change [!velx v] by (() - ((#DeltaTime) * (slowval)))\n if <(!velX) < [0]> then\n set [!velx v] to [0]\n end\nelse\n if <(!velX) < [0]> then\n change [!velx v] by ((#DeltaTime) * (slowval))\n if <(!velX) > [0]> then\n set [!velx v] to [0]\n end\n end\nend\nif <(!velZ) > [0]> then\n change [!velz v] by (() - ((#DeltaTime) * (slowval)))\n if <(!velZ) < [0]> then\n set [!velz v] to [0]\n end\nelse\n if <(!velZ) < [0]> then\n change [!velz v] by ((#DeltaTime) * (slowval))\n if <(!velZ) > [0]> then\n set [!velz v] to [0]\n end\n end\nend\n\ndefine !Player Stretch\nif <(!falling) > [0]> then\n if <(!velGravityY) > [0]> then\n change [!stretch v] by (((#DeltaTime) * ((2) - (!stretch))) * (0.8))\n else\n if <(!falling) > [0.3]> then\n change [!stretch v] by (((#DeltaTime) * (() - (!stretch))) * (0.8))\n end\n end\nelse\n if <(!stretch) < [1]> then\n change [!stretch v] by ((#DeltaTime) * (((1) - (!stretch)) * (5)))\n else\n set [!stretch v] to [1]\n end\nend\nreplace item (-PlayerGameObjectID) of [@gameobjectsizey v] with (!stretch)\n\nwhen [t v] key pressed\n!Reset Level\nset [!deadstate v] to [0]\nreplace item (-PlayerGameObjectID) of [@gameobjectx v] with [2262]\nreplace item (-PlayerGameObjectID) of [@gameobjecty v] with [241]\nreplace item (-PlayerGameObjectID) of [@gameobjectz v] with [3142]\n\nstart sound [Coin v]\n\ndefine !PlayerAnimation\nif <(!falling) > [0]> then\n if <(!velGravityY) > [0]> then\n change [!animationstate v] by ((#DeltaTime) * (30))\n if <(!animationState) > [9]> then\n set [!animationstate v] to [9]\n end\n replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerJumpIn) + ([floor v] of (!animationState) ))\n else\n change [!animationstate v] by ((#DeltaTime) * (20))\n if <(!animationState) > [19]> then\n set [!animationstate v] to [19]\n end\n replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerJumpOut) + (([floor v] of (!animationState) ) - (10)))\n end\nelse\n change [!animationstate v] by ((#DeltaTime) * (12))\n if <(!animationState) > [9]> then\n set [!animationstate v] to [0]\n end\n if <(!isWalking) = [0]> then\n replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerIdle) + ([floor v] of (!animationState) ))\n else\n replace item (-PlayerGameObjectID) of [@gameobjectmeshid v] with ((&PlayerWalk) + ([floor v] of (!animationState) ))\n end\nend\n\ndefine [G] Set Style - ID (id) color (color) brightness (brightness)\nreplace item (id) of [@gameobjectstylecolor v] with (color)\nreplace item (id) of [@gameobjectstylebrightness v] with (brightness)\n\ndefine [T] Normal Rotate (nx) (ny) (nz)\nset [~a_vx v] to (nx)\nset [~a_vy v] to (ny)\nset [~a_vz v] to (nz)\nset [~a_mag v] to ([sqrt v] of (((~A_Vx) * (~A_Vx)) + (((~A_Vy) * (~A_Vy)) + ((~A_Vz) * (~A_Vz)))) )\nset [~a_vx v] to ((~A_Vx) / (~A_mag))\nset [~a_vy v] to ((~A_Vy) / (~A_mag))\nset [~a_vz v] to ((~A_Vz) / (~A_mag))\n[T] Atan2 (() - (~A_Vx)) (~A_Vy)\nset [*getanglez v] to (*getAngle)\nset [*getanglex v] to (([acos v] of ((ny) / ([cos v] of (*getAngleZ) )) ) * ((<(nz) > [0]> * (2)) - (1)))\n\nset [*getangley v] to (*getAngle)\nset [*getanglez v] to (*getAngle)\n\nreplace item (-PlayerGameObjectID) of [@gameobject_roty v] with ((270) - (!targetAngle))\n\ndefine !Falling Platforms\nset [!_iter v] to [0]\nrepeat (length of [-fallingplatforms v])\n change [!_iter v] by (1)\n set [!getid v] to (item (!_iter) of [-fallingplatforms v])\n if <(item ((((!getID) - (1)) * (^TD_Size)) + (1)) of [^td v]) = [1]> then\n [Tr Q] Translate Triangle or Quad ID: (!getID) for [0] (item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v]) [0]\n if <(item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v]) > [0]> then\n replace item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v] with ((item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v]) + ((20) * (#DeltaTime)))\n if <not <(item (!getID) of [@triangley v]) < [0]>> then\n [Tr Q] Set Position Of Triangle or Quad (!getID) to [0] [0] [0]\n replace item ((((!getID) - (1)) * (^TD_Size)) + (1)) of [^td v] with [0]\n replace item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v] with [0]\n [Tr Q] Reset Translation (!getID)\n end\n else\n replace item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v] with ((item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v]) + ((-10) * (#DeltaTime)))\n if <(item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v]) < [-40]> then\n replace item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v] with (() - (item ((((!getID) - (1)) * (^TD_Size)) + (2)) of [^td v]))\n end\n end\n end\nend\n\ndefine [Tr Q] Reset Translation (id)\nreplace item (((id) * (3)) - (2)) of [#triangletranslatevalues v] with [0]\nreplace item (((id) * (3)) - (1)) of [#triangletranslatevalues v] with [0]\nreplace item ((id) * (3)) of [#triangletranslatevalues v] with [0]\n\n@Obj loader\n\ndefine Add Triangle Face (v1) (v2) (v3)\nadd (v1) to [#meshfacedata v]\nadd (v2) to [#meshfacedata v]\nadd (v3) to [#meshfacedata v]\n\ndefine Add Vertex3D (x) (y) (z) Multiply by (multi)\nadd ((x) * (multi)) to [#vertex_x v]\nadd ((y) * (multi)) to [#vertex_y v]\nadd ((z) * (multi)) to [#vertex_z v]\n\ndefine Init\nerase all\nshow\ngo to x: (0) y: (20)\nDelete Mesh Data\ndelete all of [~temparray v]\nadd [] to [~temparray v]\nadd [] to [~temparray v]\nadd [] to [~temparray v]\nadd [] to [~temparray v]\nadd [] to [~temparray v]\nadd [] to [~temparray v]\ndelete all of [#vertexescount v]\ndelete all of [#facescount v]\ndelete all of [#normalscount v]\ndelete all of [#materialcount v]\nset [~currentvertexcount v] to [0]\nset [~currentnormalcount v] to [0]\nset [~currentfacecount v] to [0]\nset [~currentmaterialcount v] to [0]\nset [*id v] to [1]\nset [~barsize v] to [360]\nDrawLoadBarBase (x position) (y position)\n\ndefine Add Vertexes (data) (multiply)\nset [~i v] to [0]\nrepeat (length of (data))\n change [~i v] by (1)\n if <(letter (~i) of (data)) = [v]> then\n set [~c v] to [0]\n replace item (1) of [~temparray v] with []\n replace item (2) of [~temparray v] with []\n replace item (3) of [~temparray v] with []\n else\n if <(letter (~i) of (data)) = [ ]> then\n change [~c v] by (1)\n if <(~c) = [4]> then\n Add Vertex3D (item (1) of [~temparray v]) (item (2) of [~temparray v]) (item (3) of [~temparray v]) Multiply by (multiply)\n end\n else\n replace item (~c) of [~temparray v] with (join (item (~c) of [~temparray v]) (letter (~i) of (data)))\n end\n end\nend\n\ndefine Add Normals (data)\nset [~i v] to [0]\nrepeat (length of (data))\n change [~i v] by (1)\n if <(letter (~i) of (data)) = [n]> then\n set [~c v] to [0]\n replace item (1) of [~temparray v] with []\n replace item (2) of [~temparray v] with []\n replace item (3) of [~temparray v] with []\n else\n if <(letter (~i) of (data)) = [ ]> then\n change [~c v] by (1)\n if <(~c) = [4]> then\n Add Normal (item (1) of [~temparray v]) (item (2) of [~temparray v]) (item (3) of [~temparray v])\n end\n else\n if <not <(letter (~i) of (data)) = [v]>> then\n replace item (~c) of [~temparray v] with (join (item (~c) of [~temparray v]) (letter (~i) of (data)))\n end\n end\n end\nend\n\ndefine Add Normal (n1) (n2) (n3)\nadd (n1) to [#meshnormal v]\nadd (n2) to [#meshnormal v]\nadd (n3) to [#meshnormal v]\n\ndefine Add Faces and Material (data)\nset [~i v] to [0]\nset [~m v] to [0]\nset [~c v] to [0]\nreplace item (1) of [~temparray v] with []\nreplace item (2) of [~temparray v] with []\nreplace item (3) of [~temparray v] with []\nreplace item (4) of [~temparray v] with []\nreplace item (5) of [~temparray v] with []\nreplace item (6) of [~temparray v] with []\nrepeat (length of (data))\n change [~i v] by (1)\n if <(letter (~i) of (data)) = [f]> then\n set [~c v] to [0]\n replace item (1) of [~temparray v] with []\n replace item (2) of [~temparray v] with []\n replace item (3) of [~temparray v] with []\n replace item (4) of [~temparray v] with []\n replace item (5) of [~temparray v] with []\n replace item (6) of [~temparray v] with []\n else\n if <(letter (~i) of (data)) = [/]> then\n if <not <(letter ((~i) - (1)) of (data)) = [/]>> then\n change [~c v] by (1)\n end\n else\n if <(letter (~i) of (data)) = [ ]> then\n change [~c v] by (1)\n if <(~c) = [7]> then\n Add Triangle Face (item (1) of [~temparray v]) (item (3) of [~temparray v]) (item (5) of [~temparray v])\n Add PointerToNormal (item (2) of [~temparray v]) (item (4) of [~temparray v]) (item (6) of [~temparray v])\n Add Materials of Face (~m)\n end\n else\n if <(letter (~i) of (data)) = [u]> then\n change [~m v] by (1)\n else\n replace item (~c) of [~temparray v] with (join (item (~c) of [~temparray v]) (letter (~i) of (data)))\n end\n end\n end\n end\nend\nchange [~c v] by (1)\nif <(~c) = [7]> then\n Add Triangle Face (item (1) of [~temparray v]) (item (3) of [~temparray v]) (item (5) of [~temparray v])\n Add PointerToNormal (item (2) of [~temparray v]) (item (4) of [~temparray v]) (item (6) of [~temparray v])\n Add Materials of Face (~m)\nend\n\ndefine Add PointerToNormal (p1) (p2) (p3)\nadd (p1) to [#pointertonormal v]\n\ndefine Add Materials of Face (m)\nadd (m) to [#meshmaterial v]\n\ndefine // (comment)\n\ndefine File to data (data)\nset [~i v] to [0]\nrepeat until <<<(letter (~i) of (data)) = [ ]> and <<(letter ((~i) + (1)) of (data)) = [v]> and <(letter ((~i) + (2)) of (data)) = [ ]>>> or <(~i) > (length of (data))>>\n change [~i v] by (1)\nend\nchange [~i v] by (0)\nset [~datatype v] to [1]\nset [~temp v] to []\nrepeat ((length of (data)) - (~i))\n change [~i v] by (1)\n set [~temp v] to (join (~temp) (letter (~i) of (data)))\n if <(letter (~i) of (data)) = [n]> then\n if <(~dataType) = [1]> then\n set [~obj_vertexdata v] to (~temp)\n set [~datatype v] to [2]\n set [~temp v] to [n]\n end\n end\n if <(letter (~i) of (data)) = [u]> then\n if <(~dataType) = [2]> then\n set [~obj_normals v] to (~temp)\n set [~datatype v] to [3]\n set [~temp v] to [u]\n end\n end\nend\nset [~obj_facedata v] to (~temp)\nAdd Vertexes (~OBJ_VertexData) (~MultiplyObj)\nAdd Normals (~OBJ_Normals)\nAdd Faces and Material (~OBJ_FaceData)\nadd (~currentVertexCount) to [#vertexescount v]\nadd (~currentNormalCount) to [#normalscount v]\nadd (~currentFaceCount) to [#facescount v]\nadd (~currentMaterialCount) to [#materialcount v]\nset [~currentvertexcount v] to (length of [#vertex_x v])\nset [~currentnormalcount v] to (length of [#meshnormal v])\nset [~currentfacecount v] to (length of [#meshfacedata v])\nset [~currentmaterialcount v] to ((~currentMaterialCount) + (~m))\n\ndefine AddMesh name: (name) size: (size) data: (data)\nset [~multiplyobj v] to (size)\nFile to data (data)\nFill Loading ((*id) / (~numberOfMeshes)) (x position) (y position)\nchange [*id v] by (1)\n\ndefine Add All Meshes\nset [~numberofmeshes v] to [40]\nset [&playeridle v] to (*id)\nAddMesh name: [TriangleManIdle0] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000000.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851560 0.316091 v 0.913497 1.856279 -0.136264 v 0.561748 1.541500 -0.136264 v 1.101098 1.292724 -0.000000 v 0.737622 1.698889 0.272527 v -0.913497 1.856279 -0.136264 v -0.561748 1.541500 -0.136264 v -1.101098 1.292724 -0.000000 v -0.737622 1.698889 0.272527 v -0.000000 3.174653 0.105104 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7878 0.3795 0.4851 vn 0.6920 -0.2993 0.6569 vn 0.1617 -0.1807 -0.9701 vn -0.0000 -0.0005 -1.0000 vn -0.6920 -0.2993 0.6569 vn -0.5646 0.4513 0.6910 vn -0.4643 -0.7410 0.4851 vn -0.6669 0.7452 -0.0000 vn -0.7878 0.3795 0.4851 vn -0.1617 -0.1807 -0.9701 vn 0.4643 -0.7410 0.4851 vn 0.6669 0.7452 -0.0000 vn -0.0000 0.3855 -0.9227 vn 0.5646 0.4513 0.6910 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle1] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000001.mtl o Cube v 0.330920 2.921952 -0.016664 v -0.330920 2.921952 -0.016664 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 0.000035 v 0.866025 0.003031 0.415111 v -0.000000 2.157929 0.001048 v -0.866025 0.003031 0.415111 v -0.000014 2.858549 0.301337 v 0.914093 1.883595 -0.136207 v 0.588190 1.541808 -0.135983 v 1.146233 1.337092 0.000002 v 0.751132 1.712695 0.272745 v -0.914097 1.883813 -0.136264 v -0.588693 1.541869 -0.136264 v -1.146238 1.337097 -0.000000 v -0.751395 1.712841 0.272527 v 0.000002 3.176785 0.083078 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7547 0.4415 0.4853 vn 0.6920 -0.2844 0.6635 vn 0.1750 -0.1675 -0.9702 vn -0.0000 -0.0232 -0.9997 vn -0.6921 -0.2844 0.6635 vn -0.5646 0.4668 0.6806 vn -0.4029 -0.7761 0.4851 vn -0.7237 0.6901 -0.0000 vn -0.7549 0.4414 0.4851 vn -0.1757 -0.1672 -0.9701 vn 0.4035 -0.7758 0.4851 vn 0.7244 0.6894 -0.0000 vn -0.0000 0.3645 -0.9312 vn 0.5646 0.4668 0.6807 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle2] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000002.mtl o Cube v 0.330920 2.919998 -0.055481 v -0.330920 2.919998 -0.055481 v 0.000000 0.003031 -0.634619 v -0.000000 2.003036 0.000119 v 0.866025 0.003031 0.415111 v -0.000000 2.158054 0.003548 v -0.866025 0.003031 0.415111 v -0.000044 2.873867 0.265491 v 0.906427 1.949470 -0.136070 v 0.651641 1.551373 -0.135307 v 1.239982 1.458782 0.000008 v 0.779057 1.750400 0.273252 v -0.906376 1.950211 -0.136264 v -0.653352 1.551723 -0.136264 v -1.239998 1.458800 -0.000000 v -0.779864 1.750967 0.272527 v 0.000007 3.179852 0.030328 vn 0.7561 0.1980 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1980 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.6545 0.5796 0.4855 vn 0.6920 -0.2480 0.6779 vn 0.2025 -0.1315 -0.9704 vn -0.0000 -0.0772 -0.9970 vn -0.6921 -0.2481 0.6778 vn -0.5646 0.5030 0.6544 vn -0.2437 -0.8398 0.4851 vn -0.8423 0.5391 0.0001 vn -0.6551 0.5793 0.4851 vn -0.2047 -0.1300 -0.9701 vn 0.2456 -0.8393 0.4851 vn 0.8442 0.5360 0.0000 vn -0.0000 0.3136 -0.9496 vn 0.5646 0.5029 0.6545 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle3] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000003.mtl o Cube v 0.330920 2.914916 -0.101626 v -0.330920 2.914916 -0.101626 v 0.000000 0.003031 -0.634619 v -0.000000 2.003047 0.000218 v 0.866025 0.003031 0.415111 v -0.000000 2.158379 0.006521 v -0.866025 0.003031 0.415111 v -0.000073 2.889583 0.221661 v 0.880425 2.025134 -0.135902 v 0.723923 1.579025 -0.134493 v 1.319132 1.626313 0.000014 v 0.802337 1.802060 0.273836 v -0.880186 2.026465 -0.136264 v -0.727009 1.579979 -0.136264 v -1.319156 1.626349 -0.000000 v -0.803598 1.803222 0.272527 v 0.000012 3.179767 -0.032790 vn 0.7561 0.1980 -0.6238 vn -0.0000 0.2031 0.9792 vn -0.7561 0.1980 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.5009 0.7165 0.4855 vn 0.6920 -0.2037 0.6925 vn 0.2259 -0.0823 -0.9707 vn -0.0000 -0.1415 -0.9899 vn -0.6922 -0.2038 0.6924 vn -0.5646 0.5442 0.6205 vn -0.0402 -0.8736 0.4849 vn -0.9436 0.3310 0.0004 vn -0.5021 0.7160 0.4851 vn -0.2294 -0.0787 -0.9701 vn 0.0432 -0.8734 0.4851 vn 0.9459 0.3245 -0.0000 vn -0.0000 0.2515 -0.9678 vn 0.5646 0.5441 0.6207 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle4] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000003.mtl o Cube v 0.330920 2.914916 -0.101626 v -0.330920 2.914916 -0.101626 v 0.000000 0.003031 -0.634619 v -0.000000 2.003047 0.000218 v 0.866025 0.003031 0.415111 v -0.000000 2.158379 0.006521 v -0.866025 0.003031 0.415111 v -0.000073 2.889583 0.221661 v 0.880425 2.025134 -0.135902 v 0.723923 1.579025 -0.134493 v 1.319132 1.626313 0.000014 v 0.802337 1.802060 0.273836 v -0.880186 2.026465 -0.136264 v -0.727009 1.579979 -0.136264 v -1.319156 1.626349 -0.000000 v -0.803598 1.803222 0.272527 v 0.000012 3.179767 -0.032790 vn 0.7561 0.1980 -0.6238 vn -0.0000 0.2031 0.9792 vn -0.7561 0.1980 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.5009 0.7165 0.4855 vn 0.6920 -0.2037 0.6925 vn 0.2259 -0.0823 -0.9707 vn -0.0000 -0.1415 -0.9899 vn -0.6922 -0.2038 0.6924 vn -0.5646 0.5442 0.6205 vn -0.0402 -0.8736 0.4849 vn -0.9436 0.3310 0.0004 vn -0.5021 0.7160 0.4851 vn -0.2294 -0.0787 -0.9701 vn 0.0432 -0.8734 0.4851 vn 0.9459 0.3245 -0.0000 vn -0.0000 0.2515 -0.9678 vn 0.5646 0.5441 0.6207 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle5] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000005.mtl o Cube v 0.330920 2.905023 -0.155865 v -0.330920 2.905023 -0.155865 v 0.000000 0.003031 -0.634619 v -0.000000 2.003068 0.000334 v 0.866025 0.003031 0.415111 v -0.000000 2.159015 0.010014 v -0.866025 0.003031 0.415111 v -0.000094 2.904516 0.168417 v 0.828702 2.103017 -0.135701 v 0.797462 1.631666 -0.133523 v 1.359209 1.839054 0.000022 v 0.813541 1.867400 0.274493 v -0.828090 2.104951 -0.136264 v -0.801948 1.633644 -0.136264 v -1.359238 1.839111 -0.000000 v -0.815019 1.869298 0.272527 v 0.000016 3.174367 -0.107553 vn 0.7561 0.1980 -0.6238 vn -0.0000 0.2031 0.9792 vn -0.7561 0.1980 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.2869 0.8261 0.4851 vn 0.6920 -0.1500 0.7061 vn 0.2383 -0.0203 -0.9710 vn -0.0000 -0.2171 -0.9762 vn -0.6922 -0.1501 0.7059 vn -0.5646 0.5902 0.5769 vn 0.1994 -0.8519 0.4843 vn -0.9978 0.0661 0.0011 vn -0.2887 0.8254 0.4851 vn -0.2422 -0.0134 -0.9701 vn -0.1956 -0.8523 0.4851 vn 0.9985 0.0554 -0.0000 vn -0.0000 0.1766 -0.9843 vn 0.5645 0.5900 0.5772 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle6] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000006.mtl o Cube v 0.330920 2.908376 -0.139938 v -0.330920 2.908376 -0.139938 v 0.000000 0.003031 -0.634619 v -0.000000 2.003061 0.000300 v 0.866025 0.003031 0.415111 v -0.000000 2.158799 0.008988 v -0.866025 0.003031 0.415111 v -0.000089 2.900535 0.184250 v 0.845968 2.081825 -0.135761 v 0.777562 1.614250 -0.133810 v 1.353599 1.776012 0.000020 v 0.812125 1.848061 0.274304 v -0.845481 2.083596 -0.136264 v -0.781669 1.615898 -0.136264 v -1.353627 1.776063 -0.000000 v -0.813575 1.849747 0.272527 v 0.000015 3.176558 -0.085532 vn 0.7561 0.1980 -0.6238 vn -0.0000 0.2031 0.9792 vn -0.7561 0.1980 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.3523 0.8002 0.4853 vn 0.6920 -0.1659 0.7026 vn 0.2364 -0.0386 -0.9709 vn 0.0000 -0.1949 -0.9808 vn -0.6922 -0.1660 0.7024 vn -0.5646 0.5770 0.5901 vn 0.1303 -0.8650 0.4845 vn -0.9895 0.1448 0.0009 vn -0.3539 0.7997 0.4851 vn -0.2403 -0.0328 -0.9701 vn -0.1267 -0.8652 0.4851 vn 0.9908 0.1352 -0.0000 vn 0.0000 0.1988 -0.9800 vn 0.5646 0.5768 0.5904 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle7] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000007.mtl o Cube v 0.330920 2.914916 -0.101627 v -0.330920 2.914916 -0.101626 v 0.000000 0.003031 -0.634619 v -0.000000 2.003047 0.000218 v 0.866025 0.003031 0.415111 v -0.000000 2.158379 0.006521 v -0.866025 0.003031 0.415111 v -0.000073 2.889583 0.221661 v 0.880425 2.025134 -0.135902 v 0.723923 1.579025 -0.134493 v 1.319132 1.626313 0.000014 v 0.802338 1.802060 0.273836 v -0.880186 2.026465 -0.136264 v -0.727009 1.579979 -0.136264 v -1.319156 1.626349 -0.000000 v -0.803597 1.803222 0.272527 v 0.000012 3.179767 -0.032790 vn 0.7561 0.1980 -0.6238 vn -0.0000 0.2031 0.9792 vn -0.7561 0.1980 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.5009 0.7165 0.4855 vn 0.6920 -0.2037 0.6925 vn 0.2259 -0.0823 -0.9707 vn -0.0000 -0.1415 -0.9899 vn -0.6922 -0.2038 0.6924 vn -0.5646 0.5442 0.6205 vn -0.0402 -0.8736 0.4849 vn -0.9436 0.3310 0.0004 vn -0.5020 0.7160 0.4851 vn -0.2294 -0.0787 -0.9701 vn 0.0432 -0.8734 0.4851 vn 0.9459 0.3245 0.0000 vn -0.0000 0.2515 -0.9678 vn 0.5646 0.5441 0.6207 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle8] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000008.mtl o Cube v 0.330920 2.919998 -0.055481 v -0.330920 2.919998 -0.055481 v 0.000000 0.003031 -0.634619 v -0.000000 2.003036 0.000119 v 0.866025 0.003031 0.415111 v -0.000000 2.158054 0.003548 v -0.866025 0.003031 0.415111 v -0.000044 2.873867 0.265491 v 0.906427 1.949470 -0.136070 v 0.651641 1.551373 -0.135307 v 1.239982 1.458782 0.000008 v 0.779057 1.750400 0.273252 v -0.906376 1.950211 -0.136264 v -0.653352 1.551723 -0.136264 v -1.239998 1.458800 -0.000000 v -0.779864 1.750967 0.272527 v 0.000007 3.179852 0.030328 vn 0.7561 0.1980 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1980 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.6545 0.5796 0.4855 vn 0.6920 -0.2480 0.6779 vn 0.2025 -0.1315 -0.9704 vn -0.0000 -0.0772 -0.9970 vn -0.6921 -0.2481 0.6778 vn -0.5646 0.5030 0.6544 vn -0.2437 -0.8398 0.4851 vn -0.8423 0.5391 0.0001 vn -0.6551 0.5793 0.4851 vn -0.2047 -0.1300 -0.9701 vn 0.2456 -0.8393 0.4851 vn 0.8442 0.5360 -0.0000 vn -0.0000 0.3136 -0.9496 vn 0.5646 0.5029 0.6545 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManIdle9] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000009.mtl o Cube v 0.330920 2.921952 -0.016664 v -0.330920 2.921952 -0.016664 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 0.000035 v 0.866025 0.003031 0.415111 v -0.000000 2.157929 0.001048 v -0.866025 0.003031 0.415111 v -0.000014 2.858549 0.301337 v 0.914093 1.883595 -0.136207 v 0.588190 1.541808 -0.135982 v 1.146233 1.337092 0.000002 v 0.751132 1.712695 0.272745 v -0.914097 1.883813 -0.136264 v -0.588693 1.541869 -0.136264 v -1.146238 1.337097 -0.000000 v -0.751395 1.712841 0.272527 v 0.000002 3.176785 0.083078 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7547 0.4415 0.4853 vn 0.6920 -0.2844 0.6635 vn 0.1750 -0.1675 -0.9702 vn -0.0000 -0.0232 -0.9997 vn -0.6921 -0.2844 0.6635 vn -0.5646 0.4668 0.6806 vn -0.4029 -0.7761 0.4851 vn -0.7237 0.6901 -0.0000 vn -0.7549 0.4414 0.4851 vn -0.1757 -0.1672 -0.9701 vn 0.4035 -0.7758 0.4851 vn 0.7244 0.6894 -0.0000 vn -0.0000 0.3645 -0.9312 vn 0.5646 0.4668 0.6807 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nset [&playerwalk v] to (*id)\nAddMesh name: [TriangleManWalk0] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 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2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851560 0.315976 v 0.913497 1.780238 -0.097481 v 0.561748 1.526369 0.085050 v 1.101098 1.406354 0.346373 v 0.737622 1.891292 0.324372 v -0.913497 1.941124 -0.122366 v -0.561748 1.687516 -0.308830 v -1.101098 1.406367 -0.346412 v -0.737622 1.572167 0.113753 v -0.000000 3.174646 0.105120 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7848 0.5959 0.1703 vn 0.6919 -0.2993 0.6570 vn 0.1676 -0.7180 -0.6756 vn -0.0000 -0.0005 -1.0000 vn -0.6919 -0.2993 0.6570 vn -0.5646 0.4511 0.6912 vn -0.4697 -0.3146 0.8249 vn -0.6644 0.6066 -0.4367 vn -0.7878 0.0184 0.6156 vn -0.1617 0.4291 -0.8887 vn 0.4643 -0.8843 -0.0481 vn 0.6669 0.6004 0.4414 vn -0.0000 0.3855 -0.9227 vn 0.5646 0.4511 0.6912 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nset [&playerjumpin v] to (*id)\nAddMesh name: [TriangleManJumpIn0] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000000.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851560 0.316091 v 0.913497 1.856279 -0.136264 v 0.561748 1.541500 -0.136264 v 1.101098 1.292724 -0.000000 v 0.737622 1.698889 0.272527 v -0.913497 1.856279 -0.136264 v -0.561748 1.541500 -0.136264 v -1.101098 1.292724 -0.000000 v -0.737622 1.698889 0.272527 v -0.000000 3.174653 0.105104 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 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usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpIn2] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000002.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851469 0.316197 v 0.913497 1.957642 -0.111897 v 0.561748 1.731226 -0.329664 v 1.101098 1.462215 -0.411687 v 0.737622 1.561467 0.071676 v -0.913497 1.958374 -0.111721 v -0.561748 1.734837 -0.333345 v -1.101098 1.462233 -0.411732 v -0.737622 1.558791 0.067766 v -0.000000 3.174643 0.105122 vn 0.7561 0.1979 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v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851485 0.316188 v 0.913497 1.946008 -0.119449 v 0.561748 1.698850 -0.313820 v 1.101098 1.422695 -0.367564 v 0.737622 1.569796 0.102965 v -0.913497 1.946656 -0.119328 v -0.561748 1.701844 -0.317199 v -1.101098 1.422709 -0.367605 v -0.737622 1.567282 0.099663 v -0.000000 3.174645 0.105120 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7903 -0.0072 0.6127 vn 0.6922 -0.2994 0.6567 vn 0.1526 0.4675 -0.8707 vn -0.0000 -0.0005 -1.0000 vn -0.6922 -0.2994 0.6567 vn -0.5647 0.4513 0.6910 vn -0.4606 -0.8841 -0.0794 vn -0.6665 0.5849 0.4623 vn -0.7878 -0.0097 0.6158 vn -0.1617 0.4693 -0.8681 vn 0.4643 -0.8812 -0.0885 vn 0.6669 0.5795 0.4684 vn -0.0000 0.3856 -0.9227 vn 0.5647 0.4513 0.6910 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpIn4] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000004.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851531 0.316146 v 0.913497 1.902545 -0.135563 v 0.561748 1.604869 -0.238461 v 1.101098 1.326114 -0.194766 v 0.737622 1.619853 0.198899 v -0.913497 1.902879 -0.135558 v -0.561748 1.606075 -0.240406 v -1.101098 1.326118 -0.194788 v -0.737622 1.618314 0.197466 v -0.000000 3.174650 0.105113 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7892 0.1971 0.5816 vn 0.6921 -0.2994 0.6568 vn 0.1573 0.1514 -0.9759 vn -0.0000 -0.0005 -1.0000 vn -0.6921 -0.2994 0.6568 vn -0.5647 0.4513 0.6910 vn -0.4621 -0.8603 0.2153 vn -0.6671 0.7039 0.2441 vn -0.7878 0.1963 0.5838 vn -0.1617 0.1527 -0.9749 vn 0.4643 -0.8603 0.2106 vn 0.6669 0.7026 0.2482 vn -0.0000 0.3855 -0.9227 vn 0.5647 0.4513 0.6910 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpIn5] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000005.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851568 0.316059 v 0.913497 1.832623 -0.130380 v 0.561748 1.523014 -0.075672 v 1.101098 1.301991 0.103688 v 0.737622 1.749070 0.299362 v -0.913497 1.832452 -0.130338 v -0.561748 1.522662 -0.074519 v -1.101098 1.301991 0.103700 v -0.737622 1.750046 0.299884 v -0.000000 3.174653 0.105099 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7870 0.4597 0.4115 vn 0.6920 -0.2993 0.6569 vn 0.1638 -0.3491 -0.9227 vn -0.0000 -0.0005 -1.0000 vn -0.6920 -0.2993 0.6569 vn -0.5646 0.4512 0.6911 vn -0.4657 -0.6442 0.6067 vn -0.6664 0.7342 -0.1300 vn -0.7878 0.4595 0.4101 vn -0.1617 -0.3499 -0.9227 vn 0.4643 -0.6432 0.6088 vn 0.6669 0.7334 -0.1321 vn -0.0000 0.3855 -0.9227 vn 0.5646 0.4512 0.6911 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpIn6] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000006.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851552 0.315955 v 0.913497 1.769537 -0.085356 v 0.561748 1.539102 0.125102 v 1.101098 1.450480 0.399503 v 0.737622 1.928804 0.320120 v -0.913497 1.768910 -0.084988 v -0.561748 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vn -0.6520 -0.6849 -0.3253 vn -0.7878 -0.1386 -0.6001 vn -0.1617 -0.2468 0.9555 vn 0.4643 0.8767 -0.1259 vn 0.6669 -0.6752 -0.3153 vn -0.0000 0.3855 -0.9227 vn 0.5644 0.4509 0.6915 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nset [&playerjumpout v] to (*id)\nAddMesh name: [TriangleManJumpOut0] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000000.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922144 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 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0.5856 -0.2127 vn 0.6919 -0.2993 0.6571 vn 0.1686 -0.9781 -0.1225 vn -0.0000 -0.0005 -1.0000 vn -0.6919 -0.2993 0.6571 vn -0.5645 0.4510 0.6914 vn -0.4747 0.2310 0.8493 vn -0.6600 0.2372 -0.7128 vn -0.7878 0.5767 -0.2163 vn -0.1617 -0.9796 -0.1191 vn 0.4643 0.2400 0.8525 vn 0.6669 0.2239 -0.7108 vn -0.0000 0.3854 -0.9227 vn 0.5645 0.4510 0.6914 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpOut4] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000004.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v 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vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7870 0.4597 0.4115 vn 0.6920 -0.2993 0.6569 vn 0.1638 -0.3491 -0.9227 vn -0.0000 -0.0005 -1.0000 vn -0.6920 -0.2993 0.6569 vn -0.5646 0.4512 0.6911 vn -0.4657 -0.6442 0.6067 vn -0.6664 0.7342 -0.1300 vn -0.7878 0.4595 0.4101 vn -0.1617 -0.3499 -0.9227 vn 0.4643 -0.6432 0.6088 vn 0.6669 0.7334 -0.1321 vn -0.0000 0.3855 -0.9227 vn 0.5646 0.4512 0.6911 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpOut6] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000006.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851531 0.316146 v 0.913497 1.902545 -0.135563 v 0.561747 1.604869 -0.238461 v 1.101098 1.326114 -0.194766 v 0.737622 1.619853 0.198899 v -0.913497 1.902879 -0.135558 v -0.561748 1.606075 -0.240406 v -1.101098 1.326118 -0.194788 v -0.737622 1.618314 0.197465 v -0.000000 3.174650 0.105113 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7892 0.1971 0.5816 vn 0.6921 -0.2994 0.6568 vn 0.1573 0.1514 -0.9759 vn -0.0000 -0.0005 -1.0000 vn -0.6921 -0.2994 0.6568 vn -0.5647 0.4513 0.6910 vn -0.4621 -0.8603 0.2153 vn -0.6671 0.7039 0.2441 vn -0.7878 0.1963 0.5838 vn -0.1617 0.1527 -0.9749 vn 0.4643 -0.8603 0.2106 vn 0.6669 0.7026 0.2482 vn -0.0000 0.3855 -0.9227 vn 0.5647 0.4513 0.6910 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpOut7] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000007.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851485 0.316188 v 0.913497 1.946008 -0.119449 v 0.561748 1.698850 -0.313820 v 1.101098 1.422695 -0.367564 v 0.737622 1.569796 0.102965 v -0.913497 1.946656 -0.119328 v -0.561748 1.701844 -0.317199 v -1.101098 1.422709 -0.367605 v -0.737622 1.567283 0.099663 v -0.000000 3.174645 0.105120 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7903 -0.0072 0.6127 vn 0.6922 -0.2994 0.6567 vn 0.1526 0.4675 -0.8707 vn -0.0000 -0.0005 -1.0000 vn -0.6922 -0.2994 0.6567 vn -0.5647 0.4513 0.6910 vn -0.4606 -0.8841 -0.0794 vn -0.6665 0.5849 0.4623 vn -0.7878 -0.0097 0.6158 vn -0.1617 0.4693 -0.8681 vn 0.4643 -0.8812 -0.0885 vn 0.6669 0.5795 0.4684 vn -0.0000 0.3856 -0.9227 vn 0.5647 0.4513 0.6910 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpOut8] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000008.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851469 0.316197 v 0.913497 1.957642 -0.111897 v 0.561748 1.731226 -0.329664 v 1.101098 1.462215 -0.411687 v 0.737622 1.561467 0.071676 v -0.913497 1.958374 -0.111721 v -0.561748 1.734837 -0.333345 v -1.101098 1.462233 -0.411732 v -0.737622 1.558791 0.067766 v -0.000000 3.174643 0.105122 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7905 -0.0689 0.6086 vn 0.6922 -0.2994 0.6567 vn 0.1512 0.5530 -0.8193 vn -0.0000 -0.0005 -1.0000 vn -0.6922 -0.2994 0.6567 vn -0.5647 0.4513 0.6910 vn -0.4603 -0.8719 -0.1671 vn -0.6661 0.5360 0.5186 vn -0.7878 -0.0720 0.6117 vn -0.1617 0.5547 -0.8162 vn 0.4643 -0.8677 -0.1772 vn 0.6669 0.5292 0.5247 vn -0.0000 0.3856 -0.9227 vn 0.5647 0.4513 0.6910 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\nAddMesh name: [TriangleManJumpOut9] size: [40] data: [# Blender v2.81 \(sub 16\) OBJ File: 'tetrarko.blend' # www.blender.org mtllib tetrarko_000009.mtl o Cube v 0.330920 2.922145 -0.000389 v -0.330920 2.922145 -0.000389 v 0.000000 0.003031 -0.634619 v -0.000000 2.003031 -0.000000 v 0.866025 0.003031 0.415111 v -0.000000 2.157917 -0.000000 v -0.866025 0.003031 0.415111 v -0.000000 2.851526 0.316152 v 0.913497 1.908844 -0.134230 v 0.561748 1.616254 -0.250722 v 1.101098 1.335879 -0.220468 v 0.737622 1.611029 0.186733 v -0.913497 1.909223 -0.134216 v -0.561748 1.617676 -0.252901 v -1.101098 1.335884 -0.220493 v -0.737622 1.609319 0.185063 v -0.000000 3.174650 0.105114 vn 0.7561 0.1979 -0.6238 vn -0.0000 0.2032 0.9791 vn -0.7561 0.1979 -0.6238 vn 0.0000 -1.0000 0.0000 vn 0.7894 0.1697 0.5900 vn 0.6921 -0.2994 0.6568 vn 0.1567 0.1970 -0.9678 vn -0.0000 -0.0005 -1.0000 vn -0.6921 -0.2994 0.6568 vn -0.5647 0.4513 0.6910 vn -0.4618 -0.8695 0.1753 vn -0.6670 0.6918 0.2764 vn -0.7878 0.1686 0.5924 vn -0.1617 0.1984 -0.9667 vn 0.4643 -0.8692 0.1699 vn 0.6669 0.6902 0.2810 vn -0.0000 0.3855 -0.9227 vn 0.5647 0.4513 0.6910 usemtl Material s off f 3//1 4//1 5//1 f 5//2 4//2 7//2 f 7//3 4//3 3//3 f 3//4 5//4 7//4 usemtl Material.001 f 9//5 12//5 11//5 f 1//6 8//6 6//6 f 10//7 9//7 11//7 f 2//8 1//8 6//8 f 8//9 2//9 6//9 f 8//10 17//10 2//10 f 12//11 10//11 11//11 f 12//12 9//12 10//12 f 13//13 15//13 16//13 f 14//14 15//14 13//14 f 16//15 15//15 14//15 f 16//16 14//16 13//16 f 2//17 17//17 1//17 f 1//18 17//18 8//18]\n\ndefine DrawLoadBarBase (oldx) (oldy)\nset pen size to (32)\nset pen color to (#2a1475)\ngo to x: ((~barSize) / (-2)) y: (-50)\npen down\ngo to x: ((~barSize) / (2)) y: (-50)\npen up\nset pen size to (24)\nset pen color to (#a290e8)\ngo to x: ((~barSize) / (-2)) y: (-50)\npen down\ngo to x: ((~barSize) / (2)) y: (-50)\npen up\ngo to x: (oldx) y: (oldy)\n\ndefine Fill Loading (percent) (oldx) (oldy)\nset pen size to (32)\nset pen color to (#194ec1)\ngo to x: ((~barSize) / (-2)) y: (-50)\npen down\ngo to x: (((~barSize) / (-2)) + ((~barSize) * (percent))) y: (-50)\npen up\ngo to x: (oldx) y: (oldy)\n\nwhen I receive [engineinit v]\nshow\nInit\nAdd All Meshes\nhide\nerase all\nSet Materials\nadd (~currentVertexCount) to [#vertexescount v]\nadd (~currentNormalCount) to [#normalscount v]\nadd (~currentFaceCount) to [#facescount v]\nadd (~currentMaterialCount) to [#materialcount v]\n\ndefine Add Material To Mesh (RGBA) (r) (g) (b) (a)\nadd (((((a) + (1)) * (16777216)) + ((r) * (65536))) + (((g) * (256)) + (b))) to [#meshdefaultmaterialcolor v]\n\ndefine Set Materials\ndelete all of [#meshdefaultmaterialcolor v]\nAdd Material Group\nAdd Material To Mesh (RGBA) [0] [100] [255] [160]\nAdd Material To Mesh (RGBA) [200] [100] [0] [255]\n\ndefine Delete Mesh Data\ndelete all of [#screenposstate v]\ndelete all of [#vertex_x v]\ndelete all of [#vertex_y v]\ndelete all of [#vertex_z v]\ndelete all of [#meshfacedata v]\ndelete all of [#meshnormal v]\ndelete all of [#pointertonormal v]\ndelete all of [#meshmaterial v]\ndelete all of [#materialgroupid v]\n\ndefine Add Material Group\nadd (length of [#meshdefaultmaterialcolor v]) to [#materialgroupid v]\n\n@SkyBox\n\nwhen I receive [predraw v]\nDrawBackGround\n\nwhen I receive [engineinit v]\nInit\nSetData: ratio [1.25] Image Width [480] Image Height [360]\n\ndefine Stamp at (x) (y) inverted <inv>\nswitch costume to (small v)\nset size to (((480) / (~ImageHeight)) * ((200) * (~SkyBoxRatio))) %\nswitch costume to (full v)\nRotate: pivot [0] [0] point (x) (y)\npoint in direction ((90) - (@CameraRotateZ))\ngo to x: (~getX) y: (~getY)\nswitch costume to (small v)\nset size to (((480) / (~ImageHeight)) * ((101) * (~SkyBoxRatio))) %\nif <inv> then\n switch costume to (~nameOfSkyBoxInv)\nelse\n switch costume to (~nameOfSkyBox)\nend\nstamp\n\ndefine DrawBackGround\nset [~negativerotx v] to ((() - (@CameraRotateX)) mod (360))\nif <(~negativeRotX) < [180]> then\n Stamp at (((((@CameraRotateY) mod (360)) + (0)) / (360)) * (~skyBoxRealWidth)) ((((~negativeRotX) / (360)) + (-0.5)) * (~skyBoxRealHeight)) inverted \n Stamp at (((((@CameraRotateY) mod (360)) + (-360)) / (360)) * (~skyBoxRealWidth)) ((((~negativeRotX) / (360)) + (-0.5)) * (~skyBoxRealHeight)) inverted \n Stamp at (((((@CameraRotateY) mod (360)) + (0)) / (360)) * (~skyBoxRealWidth)) ((((~negativeRotX) / (360)) + (0)) * (~skyBoxRealHeight)) inverted <>\n Stamp at (((((@CameraRotateY) mod (360)) + (-360)) / (360)) * (~skyBoxRealWidth)) ((((~negativeRotX) / (360)) + (0)) * (~skyBoxRealHeight)) inverted <>\n stop [this script v]\nend\nStamp at (((((@CameraRotateY) mod (360)) + (0)) / (360)) * (~skyBoxRealWidth)) ((((~negativeRotX) / (360)) + (-1)) * (~skyBoxRealHeight)) inverted <>\nStamp at (((((@CameraRotateY) mod (360)) + (-360)) / (360)) * (~skyBoxRealWidth)) ((((~negativeRotX) / (360)) + (-1)) * (~skyBoxRealHeight)) inverted <>\nStamp at (((((@CameraRotateY) mod (360)) + (0)) / (360)) * (~skyBoxRealWidth)) ((((~negativeRotX) / (360)) + (-0.5)) * (~skyBoxRealHeight)) inverted \nStamp at (((((@CameraRotateY) mod (360)) + (-360)) / (360)) * (~skyBoxRealWidth)) ((((~negativeRotX) / (360)) + (-0.5)) * (~skyBoxRealHeight)) inverted \n\ndefine Rotate: pivot (x) (y) point (xr) (yr)\nset [~getx v] to ((x) + ((((xr) - (x)) * (#CamCosZ)) - (((yr) - (y)) * (#CamSinZ))))\nset [~gety v] to ((y) + ((((yr) - (y)) * (#CamCosZ)) + (((xr) - (x)) * (#CamSinZ))))\n\ndefine SetData: ratio (ratio) Image Width (w) Image Height (h)\nset [~imagewidth v] to (w)\nset [~imageheight v] to (h)\nset [~skyboxratio v] to (ratio)\nset [~skyboxrealwidth v] to (((w) * ((480) / (h))) * (ratio))\nset [~skyboxrealheight v] to ((960) * (ratio))\n\ndefine Init\nset [~nameofskybox v] to [Skybox]\nset [~nameofskyboxinv v] to [SkyboxInv]\nhide\nset [color v] effect to (0)\n\n@Data\n\nwhen I receive [engineinit v]\nInit\nOptions\nScenes\n\ndefine Init\ndelete all of [@scenedata v]\nset [`numberofquads v] to [0]\nset [`triangledataperinst v] to [19]\nset [`trianglecollperinst v] to [6]\nset [`triangledistmult v] to [1.3]\nset [^load_d_size v] to [12]\n\ndefine Options\nset [@engineusechunks v] to [1]\nset [#maxdeltatime v] to [0.067]\nset [@focallength v] to [400]\nset [#mincameradist v] to [44]\nset [@viewrange v] to [10000]\nset [@resolution v] to [0]\nset [^gbd_size v] to [12]\nset [^sd_size v] to [12]\nset [^td_size v] to [6]\nset [^ld_size v] to [6]\nset [^textd_size v] to [6]\nset [`maxmaterials v] to [8]\n\ndefine Scenes\nAdd Scene - name: [level1] data: 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Add Scene - name: (name) data: (data)\nadd (data) to [@scenedata v]\n\n@Music\n\nwhen flag clicked\nset volume to (100) %\nforever\n\n@UI\n\ndefine Draw Text (text) at (x) (y) size (size) color [0 <-> 200] (color) brightness [-100 <-> 100] (brightness) align (0 - 1) (align)\nset [~cc v] to [0]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset size to ((100) * (size)) %\ngo to x: ((x) - (((length of (text)) * ((size) * (13))) * (align))) y: (y)\nrepeat (length of (text))\n change [~cc v] by (1)\n switch costume to (letter (~cc) of (text))\n stamp\n change x by ((size) * (13))\nend\n\nwhen I receive [postdraw v]\nDraw\n\ndefine Draw\nDraw Text (join [FPS: ] (#FPS)) at [-238] [162] size [1] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nDraw Text (join [FPS: ] (#FPS)) at [-238] [160] size [1] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nDraw Text (join [FPS: ] (#FPS)) at [-240] [162] size [1] color [0 <-> 200] [0] brightness [-100 <-> 100] [100] align (0 - 1) [0]\nDraw Text (join [FPS: ] (#FPS)) at [-240] [160] size [1] color [0 <-> 200] [120] brightness [-100 <-> 100] [-60] align (0 - 1) [0]\n\n@MouseManager\n\nwhen I receive [engineinit v]\nset [$mouse_pressed v] to [0]\nset [$mouse_up v] to [0]\n\ndefine Mouse\nset [$mousex v] to (mouse x)\nset [$mousey v] to (mouse y)\nif <mouse down?> then\n set [$mouse_up v] to [0]\n if <($mouse_pressed) = [0]> then\n set [$mouse_pressed v] to [1]\n else\n set [$mouse_pressed v] to [2]\n end\nelse\n if <<($mouse_pressed) = [2]> or <($mouse_pressed) = [1]>> then\n set [$mouse_up v] to [1]\n else\n set [$mouse_up v] to [2]\n end\n set [$mouse_pressed v] to [0]\nend\n\nwhen I receive [predraw v]\nMouse\n\n | Welcome to another platformer: -Sandy- A Platformer! \nPress the WASD arrows to move and get to know some COVID-19 facts too!\nMore levels coming soon! 23rd on trending!\nCheck Out My New Game: \nhttps://scratch.mit.edu/projects/392301219/\n |
Flat (platformer) | @Stage\n\nwhen I receive [message1 v]\nnext backdrop\n\n@ Ball\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [y spawn v] to [-110]\nset [x spawn v] to [-224]\ngo to x: (X Spawn) y: (Y Spawn)\nset size to (50) %\nforever\n if on edge, bounce\n change [y v] by (-.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [8]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\n change [deaths v] by (1)\n end\n if <touching color (#003fff)?> then\n set [y v] to [16]\n end\n if <<(x position) > [227]> and <(y position) > [-155]>> then\n broadcast (message1 v)\n go to x: (X Spawn) y: (Y Spawn)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (25)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@TN\n\nwhen flag clicked\nshow variable [deaths v]\nhide\n\n | |
Caves - A 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 | New Game Out! :D https://scratch.mit.edu/projects/565092464/\n\nThe Green flag is land The orange block is a tranpoline\n\n\nThanks @Pizzarush for the intro Thanks @A_Wire for the platformer engine modified by me Thanks @-Xaf- For the music |
Red Cube - Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nforever\n Scrolling Code\nend\n\ndefine Scrolling Code\nchange [y-vel v] by (-1)\nif <key (right arrow v) pressed?> then\n change [x-vel v] by (1)\n switch costume to (player v)\nend\nif <key (left arrow v) pressed?> then\n change [x-vel v] by (-1)\n switch costume to (player2 v)\nend\nset [x-vel v] to ((x-vel) * (0.9))\nchange x by (x-vel)\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (-4)\n change x by ((x-vel) * (-1))\n if <key (up arrow v) pressed?> then\n set [y-vel v] to [15]\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 else\n set [x-vel v] to [0]\n end\nend\nchange y by (y-vel)\nif <touching (levels v)?> then\n change y by ((y-vel) - ((y-vel) * (2)))\n set [y-vel v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (levels v)?>> then\n set [y-vel v] to [15]\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching (lava v)?> then\n Position\nend\nif <(Scroll Y) > [600]> then\n Position\nend\n\ndefine Position\nset [scroll x v] to [217]\nset [scroll y v] to [119]\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nshow\n\n@Levels\n\nwhen flag clicked\nset [scroll x v] to [217]\nset [scroll y v] to [119]\n\nwhen flag clicked\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\nwhen flag clicked\nshow\n\n@Lava\n\nwhen flag clicked\n\nforever\n if <<(Scroll X) = (x position)> and <(Scroll Y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (levels v)\nend\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@YT\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (7)) seconds\n switch costume to (costume1 v)\n go to x: (351) y: (320)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Sound\n\nwhen flag clicked\nforever\n play sound [Geometry Dash - Back on Track - All Coins v] until done\nend\n\n | Use the arrow keys to move.\nYou can stick to ceilings and jump off them.\n\nThis platformer is a loop! \nYou go around in a circle. But as you go around, things get harder, until you get stuck and have to find a secret...\n |
Rising Waters - A Platformer | @Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [minecraft_theme_song_t2g_hardstyle_remix - reworked v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (startscreen v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\nwhen I receive [gameover v]\nswitch backdrop to (backdrop1 v)\n\nchange [pitch v] effect by (-50)\n\nclear sound effects\n\n@Start End screens\n\nbroadcast (gameover v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [instructionspage v]\nrepeat (30)\n change size by (-1)\n change y by (2.05)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to [back v] layer\ngo to x: (-30) y: (260)\nset size to (100) %\nshow\nglide (1) secs to x: (-30) y: (40)\n\nwhen [9 v] key pressed\nshow\nif <mouse down?> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n switch costume to (thumbnail v)\n go to x: (0) y: (0)\n stop [all v]\nend\n\nwhen flag clicked\nset [holdingitem v] to [Nothing]\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (LaunchMinecraftSign v)\n\nhide\n\nset [holdingitem v] to [Nothing]\nset [level v] to [5]\nbroadcast (Start v)\nwait (0.1) seconds\nbroadcast (RestartLevel v)\nwait (0.1) seconds\nbroadcast (PositionControlCharacter v)\nset [maxyjump v] to [9]\nhide\n\nset size to (100) %\ngo to [front v] layer\nswitch costume to (thumbnail v)\nstop [all v]\n\n@crafting\n\nwhen flag clicked\nhide\nswitch costume to (l1start v)\n\nwhen I receive [start v]\nshow\nswitch costume to (empty v)\nset size to (100) %\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [1]> then\n if <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\n end\n if <(costume [number v]) = [6]> then\n HoldingLadder\n end\n if <(costume [number v]) = [11]> then\n set [maxyjump v] to [9]\n broadcast (SpeedUpPotion v)\n next costume\n stop [this script v]\n end\nend\nif <(Level) = [3]> then\n if <(costume [number v]) = [16]> then\n broadcast (MakeSlimeBlock! v)\n next costume\n end\n stop [this script v]\nend\nif <(Level) = [4]> then\n if <(costume [number v]) = [26]> then\n broadcast (MadeSaddle v)\n next costume\n end\n stop [this script v]\nend\nif <(Level) = [5]> then\n if <(costume [number v]) = [31]> then\n broadcast (HoldL5Weapon v)\n next costume\n stop [this script v]\n end\n if <(costume [number v]) = [36]> then\n HoldingTNT\n end\n if <(costume [number v]) = [37]> then\n Boom\n end\n stop [this script v]\nend\n\nwhen I receive [levelup v]\nStartLevelWithRightCostume\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nStartLevelWithRightCostume\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\ndefine StartLevelWithRightCostume\nif <(Level) = [1]> then\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (l1start v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nnext costume\n\ndefine Boom\nstop [other scripts in sprite v]\nif <(HoldingItem) = [TNT]> then\n stop [other scripts in sprite v]\n if <<<([x position v] of [controlcharacter v]) > [55]> and <([y position v] of [controlcharacter v]) < [-110]>> and <([y position v] of [controlcharacter v]) > [-120]>> then\n switch costume to (l5finished! v)\n set [holdingitem v] to [Nothing]\n broadcast (HideL5Weapon v)\n broadcast (TNT_Explosion v)\n stop [other scripts in sprite v]\n stop [this script v]\n else\n broadcast (TNT_ExplosionPrompt v)\n stop [this script v]\n end\nend\nstop [other scripts in sprite v]\n\ndefine HoldingTNT\nstop [other scripts in sprite v]\nnext costume\nbroadcast (HoldingTNT v)\nset [holdingitem v] to [TNT]\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine HoldingLadder\nif <<<([x position v] of [controlcharacter v]) > [-153]> and <([x position v] of [controlcharacter v]) < [-70]>> and <([y position v] of [controlcharacter v]) > [-100]>> then\n next costume\n broadcast (-L2Ladder v)\nelse\n broadcast (L2Ladderprompt v)\nend\nstop [this script v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nforever\n hide\nend\n\n@PLATFORMS\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n if <(Level) = [5]> then\n switch costume to (platform lift v)\n create clone of (_myself_ v)\n end\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [-l1bridge v]\nswitch costume to (-l1ladder v)\nshow\n\nwhen I receive [l3 jelly background v]\nswitch costume to (3slimed v)\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [5]> then\n switch costume to (platform lift v)\n create clone of (_myself_ v)\nend\nswitch costume to (Level)\n\nwhen I receive [-l4mined v]\nswitch costume to (-4-dug v)\nshow\n\nwhen I receive [releasethewater v]\nswitch costume to (2 flooded v)\n\nwhen I start as a clone\nif <not <(Level) = [5]>> then\n hide\n delete this clone\nend\nshow\ngo to x: (0) y: (-50)\nforever\n wait until <([costume name v] of [lever v]) = [On]>\n glide (3) secs to x: (0) y: (-180)\n wait (2) seconds\n glide (5) secs to x: (0) y: (-50)\n wait (1) seconds\nend\n\nwhen I receive [-l5mined v]\nif <(costume [number v]) = [5]> then\n switch costume to (-l5mined v)\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (1000) y: (1000)\ndelete this clone\n\nset [☁ #bestscore v] to [0]\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (1 v)\n\n@minecraft\n\nwhen I receive [instructionspage v]\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (80) %\ngo to x: (0) y: (-300)\ngo to [front v] layer\nswitch costume to (platformer v)\nshow\nglide (1) secs to x: (0) y: (50)\nbroadcast (Bump v)\nwait (0.1) seconds\nbroadcast (ShowEpisode v)\n\nwhen I receive [bump v]\nif <(costume [number v]) = [1]> then\n set [bump v] to [5]\n repeat (11)\n change y by (Bump)\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [bumpleft v]\n\nif <(costume [number v]) = [1]> then\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nelse\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [launchminecraftsign v]\nswitch costume to (minecraft v)\nwait (0.4) seconds\ngo to x: (0) y: (300)\nset size to (80) %\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (50)\ncreate clone of (_myself_ v)\n\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [gameover v]\nhide\n\n@Episode 2\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n show\n glide (0.5) secs to x: (0) y: (0)\n glide (0.2) secs to x: (0) y: (50)\n glide (0.2) secs to x: (0) y: (0)\n glide (0.1) secs to x: (0) y: (25)\n glide (0.1) secs to x: (0) y: (0)\nelse\n show\n glide (0.5) secs to x: (0) y: (-100)\n glide (0.2) secs to x: (10) y: (-50)\n glide (0.2) secs to x: (20) y: (-100)\n glide (0.1) secs to x: (25) y: (-75)\n glide (0.1) secs to x: (30) y: (-100)\nend\n\nwhen I receive [showepisode v]\nwait (0.6) seconds\nset size to (100) %\nhide\nclear graphic effects\ngo to x: (-100) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (8)\n create clone of (_myself_ v)\n next costume\n wait (0.2) seconds\nend\nwait (0.5) seconds\ngo to x: (0) y: (400)\ncreate clone of (_myself_ v)\nwait (1) seconds\nnext costume\ngo to x: (30) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\nif <(costume [number v]) = [9]> then\n repeat (35)\n change size by (-1)\n change y by (1.5)\n end\nend\n\nwhen I receive [dropletters v]\nif <(costume [number v]) = [9]> then\n wait (0.5) seconds\n broadcast (InstructionsPage v)\nelse\n wait ((costume [number v]) * (0.1)) seconds\n glide (0.2) secs to x: (30) y: (-170)\n go to [back v] layer\n repeat (40)\n change y by (-1)\n end\n delete this clone\nend\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [gameover v]\nif <[1] = [1]> then\n delete this clone\nend\nwait (3) seconds\nset size to (170) %\nshow\nclear graphic effects\ngo to x: (-300) y: (130)\nswitch costume to (centre2 v)\nglide (0.9) secs to x: (182) y: (130)\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\nswitch costume to (normal v)\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\nswitch costume to (normal v)\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n end\nend\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\n\nwhen I receive [heropointright v]\npoint in direction (90)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nbroadcast (WalkSounds v)\nforever\n if <not <(OldX) = (x position)>> then\n if <(costume [number v]) = [12]> then\n switch costume to (normal v)\n else\n if <(costume [number v]) = [21]> then\n switch costume to (horse v)\n else\n next costume\n end\n end\n end\n set [oldx v] to (x position)\nend\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nset [holdingitem v] to [Normal]\nwait (0.05) seconds\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nwhen I receive [walksounds v]\nforever\n if <not <(OldXFootsteps) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldxfootsteps v] to (x position)\nend\n\nwhen I receive [-l2ladder v]\ngo to [front v] layer\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [instructionsstickers v]\nswitch costume to (normal v)\nshow\npoint in direction (-90)\ngo to x: (-220) y: (-10)\nrepeat until <(x position) > [235]>\n go to [front v] layer\n if <(costume [number v]) = [12]> then\n switch costume to (normal v)\n else\n next costume\n end\n change x by (4)\nend\npoint in direction (90)\nbroadcast (HidePickaxe v)\nbroadcast (Sticker2 v)\ngo to x: (-220) y: (-75)\nswitch costume to (horse v)\nrepeat until <(x position) > [235]>\n go to [front v] layer\n if <(costume [number v]) = [21]> then\n switch costume to (horse v)\n else\n next costume\n end\n change x by (5)\nend\nhide\n\nbroadcast (InstructionsStickers v)\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\nwhen I receive [tnt_explosionprompt v]\nsay [Can I blow up the door?] for (4) seconds\n\n@BlueSticker1\n\nwhen I receive [instructionsstickers v]\ngo to x: (-230) y: (0)\nshow\nswitch costume to (sticker1 v)\ngo to [back v] layer\nrepeat until <(x position) > [210]>\n go to (hero v)\nend\nhide\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sticker2\n\nwhen I receive [sticker2 v]\ngo to x: (-230) y: (-50)\ngo to [back v] layer\nrepeat until <(x position) > [222]>\n go to (hero v)\nend\nhide\nbroadcast (ShowPlayButton v)\n\nwhen I receive [instructionsstickers v]\nshow\ngo to x: (-230) y: (-60)\n\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-80)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nrepeat (10)\n go to [front v] layer\n wait (1) seconds\nend\n\nforever\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\n@Score2\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n if <(☁ #BestScore) > (ReadHighScore)> then\n set [readhighscore v] to (☁ #BestScore)\n end\n switch costume to (10 v)\n switch costume to (letter ((length of (ReadHighScore)) - (Numeral)) of (ReadHighScore))\n wait (1) seconds\n if <(Score) > (ReadHighScore)> then\n set [☁ #bestscore v] to (Score)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nif <(username) = [atomicmagicnumber]> then\n\n@ControlOnGround?\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <touching (platforms v)?> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\n if <touching (jelly v)?> then\n repeat until <not <touching (jelly v)?>>\n set [maxyjump v] to [15]\n go to (controlcharacter v)\n end\n if <not <touching (platforms v)?>> then\n wait (1) seconds\n end\n set [maxyjump v] to [9]\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\n\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\ngo to x: (210) y: (-115)\nshow\nset size to (33) %\nforever\n if <touching (hero v)?> then\n hide\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n if <(Level) = [5]> then\n broadcast (HideLevel5Coal v)\n end\n end\n next costume\nend\n\nwhen I receive [levelup v]\ngo to [back v] layer\nset size to (33) %\nshow\nif <(Level) = [2]> then\n go to x: (185) y: (-116)\nend\nif <(Level) = [3]> then\n go to x: (220) y: (25)\nend\nif <(Level) = [4]> then\n go to x: (224) y: (-116)\nend\nif <(Level) = [5]> then\n set size to (25) %\n go to x: (225) y: (-123)\nend\n\nwhen I receive [start v]\nbroadcast (PortalPositioning v)\n\nsay (timer) for (2) seconds\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@L1 - HINTS\n\nwhen I receive [l2notmining! v]\nstop [other scripts in sprite v]\nshow\ngo to (controlcharacter v)\nchange y by (15)\nsay [Go to brown block first!] for (4) seconds\nhide\n\nwhen I receive [start v]\nL1Hints\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to (controlcharacter v)\n change y by (15)\nend\n\nwhen I receive [l1bridgeprompt v]\ngo to [front v] layer\ngo to (controlcharacter v)\nchange y by (15)\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\ngo to [front v] layer\ngo to (controlcharacter v)\nchange y by (15)\nsay [Go higher first!] for (5) seconds\n\nthink []\n\nwhen I receive [levelup v]\nhide\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n L1Hints\nelse\n stop [other scripts in sprite v]\nend\n\ndefine L1Hints\nshow\nreset timer\nwait (20) seconds\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nsay []\nwait (15) seconds\nwait until <(timer) > [5]>\nrepeat until <([costume # v] of [crafting v]) > [5]>\n think [Press SPACEBAR or click ACTION to make planks.]\nend\nsay []\nwait (15) seconds\nrepeat until <([costume # v] of [crafting v]) > [6]>\n think [Climb the hill. Press SPACEBAR or click ACTION to make a ladder.]\nend\nsay []\nwait (15) seconds\nrepeat until <([costume # v] of [crafting v]) > [7]>\n think [Climb the ladder... collect the potions... ]\nend\nsay []\nwait (15) seconds\nwait until <([costume # v] of [crafting v]) = [11]>\nrepeat until <([costume # v] of [crafting v]) > [11]>\n think [Press SPACEBAR or click ACTION for a permanent JUMP BOOST!]\nend\nsay []\nwait (15) seconds\nif <([costume # v] of [crafting v]) = [12]> then\n think [Now jump for the portal] for (2) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nShowTrees\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\ngo to x: (500) y: (500)\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nrepeat (3)\n show\n switch costume to (tree v)\n wait (0.1) seconds\nend\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\nshow\n\nwhen I receive [start v]\nShowTrees\n\nwhen I receive [restartlevel v]\nif <(Level) = [5]> then\n ShowTrees\nend\n\ndefine ShowTrees\nswitch costume to (tree v)\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-33) y: (-90)\n create clone of (_myself_ v)\n clear graphic effects\n go to x: (500) y: (500)\nend\nif <(Level) = [5]> then\n go to x: (-33) y: (-92)\n set [color v] effect to (20)\n create clone of (_myself_ v)\n go to x: (500) y: (500)\nend\n\n@SkipLevel\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\nset [☁ #bestscore v] to [0]\n\n@LevelText\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [start v]\ngo to x: (-115) y: (73)\nset size to (65) %\nwait (1) seconds\nswitch costume to (1 v)\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\ngo to [back v] layer\nif <(Level) = [2]> then\n go to x: (-20) y: (112)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (70)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (162) y: (43)\n switch costume to (5 v)\nend\nset size to (65) %\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\ngo to x: (128) y: (-67)\n\ngo to x: (-20) y: (-25)\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (15)\n next costume\n change [yvelocity v] by (0.1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@blue flame2\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (-15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nset [color v] effect to (150)\nshow\nset size to (50) %\nrepeat (33)\n point towards (score v)\n move ((DistanceToScore) / (28)) steps\n change x by (7)\nend\ndelete this clone\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <(distance to [controlcharacter v]) < [27]> then\n next costume\n set [color v] effect to (150)\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [15]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\ngo to x: (-237) y: (pick random (0) to (150))\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.1) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\n@Ladders\n\nwhen I receive [-l2ladder v]\nshow\ngo to [front v] layer\ngo to x: (-106) y: (55)\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n stop [this script v]\nend\nhide\n\n@HOLDING\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [holdingitem v] to [Nothing]\n\nwhen I receive [levelup v]\nPlaceItems\n\nwhen I receive [#crafting v]\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\n\nwhen I receive [restartlevel v]\nPlaceItems\n\ndefine PlaceItems\nif <[1] = [1]> then\n delete this clone\nend\nsay []\nhide\nset [holdingitem v] to [Nothing]\nstop [other scripts in sprite v]\nif <(Level) = [2]> then\n switch costume to (pickaxe v)\n go to x: (-200) y: (17)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [Pickaxe]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [3]> then\n switch costume to (sword v)\n go to x: (-200) y: (120)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [sWORD]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (sword v)\n go to x: (200) y: (65)\n show\n wait (1) seconds\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [sWORD]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwhen I receive [start v]\nPlaceItems\n\nif <(Level) = [3]> then\n if <(x position) < [-158]> then\n broadcast (Level3Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\nif <(Level) = [4]> then\n if <<<(x position) > [-140]> and <(x position) < [-70]>> and <<(y position) > [-20]> and <(y position) < [-10]>>> then\n broadcast (L4Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\n\nwhen I receive [#crafting v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n switch costume to (pickaxe2 v)\n if <<(x position) > [72]> and <<(x position) < [124]> and <<(y position) > [40]> and <(y position) < [50]>>>> then\n broadcast (-L2Mining v)\n else\n if <([costume # v] of [platforms v]) = [2]> then\n broadcast (L2notmining! v)\n end\n end\n wait (0.3) seconds\n switch costume to (pickaxe v)\nend\n\nwhen I receive [instructionsstickers v]\npoint in direction (-90)\nshow\ngo to [front v] layer\nbroadcast (LocalPixaxe v)\nforever\n go to (hero v)\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [localpixaxe v]\nforever\n switch costume to (pickaxe v)\n wait (0.2) seconds\n switch costume to (pickaxe2 v)\n wait (0.2) seconds\nend\n\nwhen I receive [hidepickaxe v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [madesaddle v]\nset [holdingitem v] to [Saddle]\nswitch costume to (saddle v)\n\nwhen I receive [saddlehorse v]\nhide\n\nwhen I receive [holdl5weapon v]\nswitch costume to (costume1 v)\nshow\nforever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen I receive [hidel5weapon v]\nhide\n\nwhen I receive [holdingl5pickaxe v]\nshow\nswitch costume to (pickaxe v)\n\nwhen I receive [holdingtnt v]\nshow\nswitch costume to (tnt v)\nstop [other scripts in sprite v]\ngo to [front v] layer\nforever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\nend\n\nif <(HoldingItem) = [Pickaxe]> then\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nset [numberofxpbonusclones v] to [5]\nset [timerstampforchests v] to (timer)\nif <(Level) = [15]> then\n repeat until <(TimerStampForChests) < [15]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n repeat until <(TimerStampForChests) < [32]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n repeat until <(TimerStampForChests) < [55]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n repeat until <(TimerStampForChests) < [55]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [1]> then\n go to x: (-165) y: (30)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [2]> then\n go to x: (30) y: (25)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [2]> then\n change x by (64)\n else\n change x by (32)\n end\n end\nend\nif <(Level) = [3]> then\n go to x: (-193) y: (-53)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [4]> then\n go to x: (-193) y: (80)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [5]> then\n go to x: (-222) y: (-135)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [3]> then\n change x by (95)\n else\n change x by (31.5)\n end\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\ndelete this clone\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (10) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\nelse\n broadcast (LevelUp v)\nend\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nwait (3) seconds\nwait (3) seconds\n\nset [level v] to [0]\n\n@Potions\n\nwhen I start as a clone\nshow\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\ndelete this clone\n\nwhen I receive [start v]\nPlacePotions\n\ndefine PlacePotions\nhide\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n switch costume to (leapingpotion v)\n go to x: (-164) y: (28)\n repeat (4)\n create clone of (_myself_ v)\n change x by (64)\n end\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n stop [this script v]\nend\nPlacePotions\n\nwhen I receive [levelup v]\nPlacePotions\n\n@BlagSpeedup\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [speeduppotion v]\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (jump_boost v)\nstop [other scripts in sprite v]\nrepeat (20)\n go to (random position v)\n create clone of (_myself_ v)\nend\nswitch costume to (jump boost v)\nshow\ngo to x: (0) y: (-240)\ngo to [front v] layer\nglide (1) secs to x: (0) y: (1)\nrepeat (3)\n repeat (10)\n change size by (0.3)\n end\n repeat (10)\n change size by (-0.3)\n end\nend\nglide (1) secs to x: (0) y: (204)\nhide\n\nwhen I start as a clone\nset size to (pick random (40) to (100)) %\nif <(size) > [75]> then\n go to [front v] layer\nelse\n go to [back v] layer\nend\npoint towards (controlcharacter v)\nshow\nmove (10) steps\nrepeat (10)\n move (-1) steps\nend\nglide (1) secs to (controlcharacter v)\nchange [score v] by (500)\nstart sound [Coin v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (-2)\nhide\n\nwhen I receive [levelup v]\nhide\nif <(Level) = [2]> then\n show\n set [ghost v] effect to (15)\n switch costume to (1 v)\n wait (1) seconds\n repeat until <not <([costume # v] of [platforms v]) = [2]>>\n go to [front v] layer\n switch costume to (1 v)\n wait (0.1) seconds\n switch costume to (1 again v)\n wait (0.1) seconds\n end\n repeat (17)\n next costume\n wait (0.1) seconds\n end\n forever\n switch costume to (19 - lower v)\n wait (0.1) seconds\n switch costume to (19 - lower2 v)\n wait (0.1) seconds\n end\nend\n\nset [maxxvelocity v] to [4]\n\nwhen flag clicked\nforever\n if <touching (controlcharacter v)?> then\n set [maxxvelocity v] to [1]\n else\n set [maxxvelocity v] to [4]\n end\nend\n\n@-L2Mining\n\nwhen flag clicked\nswitch costume to (nodamage v)\nhide\n\nwhen I receive [-l2mining v]\nif <(costume [number v]) < [5]> then\n show\n next costume\n go to [front v] layer\nend\nif <(costume [number v]) > [4]> then\n broadcast (ReleaseTheWater v)\n hide\nend\n\n@sNEEZING PANDA\n\nwhen I receive [restartlevel v]\npLACEpANDA\n\nwhen I receive [levelup v]\npLACEpANDA\n\nwhen I receive [start v]\npLACEpANDA\n\ndefine pLACEpANDA\nhide\nif <not <(Level) = [3]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (-215) y: (-50)\nshow\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\n@sNEEZING PANDA2\n\nwhen I receive [restartlevel v]\nbroadcast (pLACEpANDA v)\n\nwhen I receive [levelup v]\nbroadcast (pLACEpANDA v)\n\nwhen I receive [start v]\nbroadcast (pLACEpANDA v)\n\nforever\nend\n\nwhen flag clicked\nset size to (10) %\nhide\n\nwhen I receive [placepanda v]\nhide\nif <not <(Level) = [3]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\nwait (4) seconds\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (3)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (-4)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-3.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (10.7)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\nSlime1\nrepeat (10)\n change x by (3)\n change size by (5)\n change y by (3)\nend\nrepeat (9)\n change x by (2)\n change size by (5)\n change y by (-2.5)\nend\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\n\ndefine Slime1\nwait (1) seconds\nshow\ngo to x: (-222) y: (-50)\ngo to [front v] layer\nset size to (10) %\n\n@TopZombie\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (TopZombie v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n switch costume to (tinyz51 v)\n repeat (3)\n change x by (-3)\n next costume\n wait (0.1) seconds\n end\n hide\n wait (3) seconds\n broadcast (TopZombie v)\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (TopZombie v)\n\nwhen I receive [topzombie v]\nif <(Level) = [3]> then\n show\n go to x: (-230) y: (37)\n forever\n switch costume to (vtinyz12 v)\n repeat (2)\n repeat (9)\n change x by (4)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (4)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (11)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat (2)\n repeat (9)\n change x by (-4)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (-4)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n end\nend\nif <(Level) = [5]> then\n show\n go to x: (100) y: (-40)\n forever\n switch costume to (vtinyz12 v)\n repeat (2)\n repeat (9)\n change x by (2)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (2)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (11)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat (2)\n repeat (9)\n change x by (-2)\n next costume\n wait (0.1) seconds\n end\n repeat (9)\n change x by (-2)\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n end\n repeat (12)\n next costume\n wait (0.1) seconds\n end\n end\nend\n\nhide\nstop [this script v]\n\n@LowerZombie\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (MiddleZombie v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n switch costume to (tinyz51 v)\n repeat (3)\n change x by (-3)\n next costume\n wait (0.1) seconds\n end\n hide\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (MiddleZombie v)\n\nwhen I receive [middlezombie v]\nswitch costume to (creeper v)\nif <not <(Level) = [3]>> then\n hide\n stop [this script v]\nend\ngo to x: (-120) y: (-44)\nwait (0.1) seconds\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (firstz v)\nforever\n repeat (50)\n change x by (0.5)\n wait (0.1) seconds\n if <(costume [number v]) = [30]> then\n switch costume to (firstz v)\n else\n next costume\n end\n end\n repeat (50)\n change x by (-0.5)\n wait (0.1) seconds\n if <(costume [number v]) = [30]> then\n switch costume to (firstz v)\n else\n next costume\n end\n end\nend\n\nnext costume\n\n@jELLY\n\nwhen I receive [makeslimeblock! v]\nswitch costume to (centred v)\nhide\ngo to [front v] layer\nset [clonenumber v] to [1]\nrepeat (3)\n go to (hero v)\n create clone of (_myself_ v)\n change [clonenumber v] by (1)\nend\n\nwhen I start as a clone\nshow\nif <(CloneNumber) = [1]> then\n glide (0.5) secs to x: (57) y: (-159)\nend\nif <(CloneNumber) = [2]> then\n glide (0.5) secs to x: (-5) y: (-78)\nend\nif <(CloneNumber) = [3]> then\n glide (0.5) secs to x: (-69) y: (2)\n broadcast (L3 jelly background v)\nend\n\nwhen I receive [restartlevel v]\nhide\ndelete this clone\n\nwhen I receive [levelup v]\nhide\ndelete this clone\n\ngo to x: (0) y: (-33)\n\n@ControlCharacter\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\nwait until <touching (piston v)?>\nbroadcast (Dismount v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nJump\n\nwhen I receive [start v]\nbroadcast (Walk v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\ngo to x: (-200) y: (0)\nforever\n change [yvelocity v] by (-0.5)\n if <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [N]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <([costume name v] of [joystick v]) = [Action]>>>> then\n if <<(y position) < [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (-106) y: (50)\n set [yvelocity v] to [0]\n end\n end\n if <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [Action]> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n if <<(y position) > [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (-118) y: (-82)\n set [yvelocity v] to [0]\n end\n end\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\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 <(MaxXVelocity) < (XVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n end\nend\n\nwhen [w v] key pressed\nJump\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-210) y: (-112)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (50)\nset [ghost v] effect to (99)\nset [maxyjump v] to [5]\nset [maxxvelocity v] to [4]\nforever\n point in direction ([direction v] of [hero v])\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nwhen I receive [start v]\nshow\nbroadcast (PositionControlCharacter v)\nswitch costume to (normal v)\n\ndefine Jump\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to (MaxYJump)\nend\nchange y by (1)\n\nwhen I receive [blockedbygates v]\nset x to (101)\nsay [Looks locked.] for (2) seconds\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\nwhen I receive [blockedbydoor v]\nset [xvelocity v] to [0]\nset x to (150)\n\n@Piston\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPlacePiston\n\nwhen I receive [levelup v]\nPlacePiston\n\nwhen I receive [start v]\nPlacePiston\n\ndefine PlacePiston\nhide\nif <not <(Level) = [4]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (192) y: (-40)\nshow\nrepeat until <not <(Level) = [4]>>\n repeat until <<<touching (controlcharacter v)?> or <touching (horse v)?>> or <(costume [number v]) = [1]>>\n switch costume to ((costume [number v]) - (1))\n wait (0.1) seconds\n end\n repeat until <<<not <touching (controlcharacter v)?>> and <not <touching (horse v)?>>> or <(costume [number v]) = [14]>>\n next costume\n wait (0.1) seconds\n end\nend\nhide\n\n@Horse\n\nwhen I receive [restartlevel v]\nbroadcast (PlaceHorse v)\n\nwhen I receive [levelup v]\nbroadcast (PlaceHorse v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n hide\nend\n\nwhen I receive [placehorse v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (-81) y: (92)\nswitch costume to (horse v)\nforever\n point in direction (-90)\n repeat (60)\n change x by (-2)\n Costume\n wait (0.05) seconds\n end\n point in direction (90)\n repeat (60)\n change x by (2)\n Costume\n wait (0.05) seconds\n end\nend\n\ndefine Costume\nif <(costume [number v]) = [8]> then\n switch costume to (horse v)\nelse\n if <(costume [number v]) = [17]> then\n switch costume to (horse2 v)\n else\n next costume\n end\nend\n\nswitch costume to (horse2 v)\n\nwhen flag clicked\nhide\nforever\n if <touching (hero v)?> then\n if <(HoldingItem) = [Saddle]> then\n hide\n broadcast (SaddleHorse v)\n else\n if <(y position) > [0]> then\n say [Saddle up!] for (2) seconds\n else\n say [I'll open it for you!] for (4) seconds\n end\n end\n end\nend\n\nwhen I receive [dismount v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nstop [other scripts in sprite v]\nset [holdingitem v] to [Nothing]\nshow\ngo to x: (166) y: (-31)\nswitch costume to (horse2 v)\npoint in direction (90)\nrepeat (25)\n change x by (1.5)\n Costume\n wait (0.05) seconds\nend\nforever\n point in direction (-90)\n repeat (50)\n change x by (-1.5)\n Costume\n wait (0.05) seconds\n end\n point in direction (90)\n repeat (50)\n change x by (1.5)\n Costume\n wait (0.05) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nCage\n\nwhen I receive [start v]\nCage\n\ndefine Cage\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (120) y: (-133)\nforever\n switch costume to ([costume # v] of [piston v])\n if <touching (controlcharacter v)?> then\n broadcast (BlockedByGates v)\n end\nend\n\n@Cows\n\nwhen flag clicked\nhide\nset [cowstokill v] to [4]\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n set [itemx v] to (x position)\n set [itemy v] to (y position)\n create clone of (leather v)\n stop [other scripts in sprite v]\n hide\n wait (1) seconds\n change [cowstokill v] by (-1)\n if <(CowsToKill) = [0]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\n broadcast (PlaceCow v)\n else\n if <touching (hero v)?> then\n say [Moo] for (2) seconds\n end\n end\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PlaceCow v)\n\nwhen I receive [levelup v]\nbroadcast (PlaceCow v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [placecow v]\nif <not <(Level) = [4]>> then\n hide\n stop [this script v]\nend\nshow\nif <<(CowsToKill) = [2]> or <(CowsToKill) = [4]>> then\n go to x: (-240) y: (-38)\nelse\n go to x: (-240) y: (-148)\nend\nswitch costume to (horse v)\npoint in direction (-90)\nrepeat (100)\n change x by (1.5)\n next costume\n wait (0.1) seconds\nend\nforever\n point in direction (90)\n repeat (30)\n change x by (-1.5)\n next costume\n wait (0.1) seconds\n end\n point in direction (-90)\n repeat (30)\n change x by (1.5)\n next costume\n wait (0.1) seconds\n end\nend\n\n@Leather\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\nforever\n\nwhen flag clicked\nset size to (10) %\nhide\n\nwhen I receive [placepanda v]\nhide\n\nwhen I start as a clone\ngo to x: (ItemX) y: (ItemY)\nshow\ngo to [front v] layer\nset size to (70) %\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\nhide\ndelete this clone\n\n@Cool dancer\n\nwhen I receive [gameover v]\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (cool dancer v)\nhide\ngo to x: (-119) y: (-10)\nset [dancingstevenum v] to [1]\ncreate clone of (_myself_ v)\ngo to x: (119) y: (-10)\nset [dancingstevenum v] to [2]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-40)\nset [dancingstevenum v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(DancingSteveNum) = [1]> then\n show\n go to x: (-119) y: (300)\n glide (1) secs to x: (-119) y: (15)\nend\nif <(DancingSteveNum) = [2]> then\n go to x: (0) y: (300)\n show\n glide (1) secs to x: (0) y: (-10)\nend\nif <(DancingSteveNum) = [3]> then\n go to x: (119) y: (300)\n show\n glide (1) secs to x: (119) y: (15)\nend\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [activatepiston v]\nif <(x position) = [0]> then\n set y to ((-70) + ((DancerPistonCostumeNumber) * (5)))\nelse\n set y to ((-40) + ((DancerPistonCostumeNumber) * (5)))\nend\n\n@Piston3\n\nwhen I receive [gameover v]\nwait (1) seconds\nhide\nswitch costume to (costume2 v)\ngo to x: (-119) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (119) y: (-70)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-100)\nset [dancerpistoncostumenumber v] to [14]\ncreate clone of (_myself_ v)\nwait (1) seconds\nforever\n repeat until <(DancerPistonCostumeNumber) = [1]>\n change [dancerpistoncostumenumber v] by (-1)\n wait (0) seconds\n broadcast (ActivatePiston v)\n end\n repeat until <(DancerPistonCostumeNumber) = [20]>\n change [dancerpistoncostumenumber v] by (1)\n wait (0) seconds\n broadcast (ActivatePiston v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (piston v)\n\nwhen I receive [activatepiston v]\nif <(DancerPistonCostumeNumber) > [14]> then\n\n@Final talking\n\nwhen I receive [gameover v]\nshow\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nwait (3) seconds\nsay [Victory Dance Time!] for (4) seconds\nwait (3) seconds\nsay [You did it!] for (4) seconds\nwait (2) seconds\nsay (join (username) [ is the GREATEST!]) for (2) seconds\nforever\n wait (2) seconds\n say [How about a love, fav and FOLLOW?] for (5) seconds\n wait (2) seconds\n say (join (username) [ CRUSHED episode 2!]) for (4) seconds\n wait (2) seconds\n say (join [Go on ] (join (username) [ follow me!])) for (4) seconds\n wait (2) seconds\n say [Still there?] for (2) seconds\n wait (2) seconds\n say [Ok...] for (2) seconds\n wait (2) seconds\n say [Free jokes coming up!] for (4) seconds\n wait (2) seconds\n set x to (-100)\n say [How did Steve make the skeleton laugh?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [He tickled its funny bone!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [Where do sheep get their hair done?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [At the Baa-Baa's shop!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [What did the chicken say to the sheep?] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [Nice to meet ewe!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [Minecraft is not just a hit, its a...] for (10) seconds\n wait (0.5) seconds\n set x to (90)\n say [BLOCKBUSTER!] for (5) seconds\n wait (2) seconds\n set x to (-100)\n say [What did Steve say to his girlfriend?] for (10) seconds\n set x to (90)\n wait (0.5) seconds\n say [I dig you!] for (5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (10) y: (0)\n\nwhen I receive [activatepiston v]\nshow\nset y to ((-30) + ((DancerPistonCostumeNumber) * (5)))\n\n@Lever\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nCage\n\nwhen I receive [start v]\nCage\n\ndefine Cage\nif <not <(Level) = [5]>> then\n hide\n stop [this script v]\nend\nshow\ngo to x: (176) y: (-52)\nswitch costume to (off v)\nforever\n if <touching (controlcharacter v)?> then\n next costume\n wait until <not <touching (controlcharacter v)?>>\n wait (4) seconds\n next costume\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\n@L5Pickaxe\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [levelup v]\nPlaceItems\n\nwhen I receive [restartlevel v]\nPlaceItems\n\ndefine PlaceItems\nhide\nwait (0.3) seconds\nif <(Level) = [5]> then\n show\n wait until <touching (controlcharacter v)?>\n set [holdingitem v] to [Pickaxe]\n broadcast (HoldingL5Pickaxe v)\n hide\nend\n\nwhen I receive [start v]\nPlaceItems\n\nwhen I receive [saddlehorse v]\nhide\n\ngo to x: (200) y: (50)\n\nwhen flag clicked\ngo to x: (-120) y: (136)\nhide\n\n@RedSandstone\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [#crafting v]\nif <not <(Level) = [5]>> then\n stop [this script v]\nend\nif <(distance to [controlcharacter v]) < [45]> then\n if <(costume [number v]) < [5]> then\n show\n next costume\n end\n if <(costume [number v]) = [5]> then\n broadcast (NextCraftingStage v)\n broadcast (-L5Mined v)\n end\nend\n\nwhen I receive [restartlevel v]\nShowCoal\n\nwhen I receive [levelup v]\nShowCoal\n\ndefine ShowCoal\nif <not <(Level) = [5]>> then\n hide\n stop [this script v]\nend\nrepeat (10)\n go to x: (-128) y: (23)\n show\n switch costume to (coal block v)\n wait (1) seconds\nend\n\nwhen I receive [start v]\nShowCoal\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [hidelevel5coal v]\nforever\n hide\nend\n\nwait (1) seconds\n\n@Coal\n\nwhen I receive [restartlevel v]\nbroadcast (ShowCoal v)\n\nwhen I receive [levelup v]\nhide\nif <[1] = [1]> then\n delete this clone\nend\nbroadcast (ShowCoal v)\n\nwhen I receive [start v]\nbroadcast (ShowCoal v)\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [showcoal v]\nhide\nif <not <(Level) = [5]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\ngo to x: (-96) y: (38)\ncreate clone of (_myself_ v)\ngo to x: (-35) y: (37)\ncreate clone of (_myself_ v)\ngo to x: (26) y: (36)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait until <touching (controlcharacter v)?>\nbroadcast (NextCraftingStage v)\ndelete this clone\n\nwhen I receive [gameover v]\nhide\nif <[1] = [1]> then\n delete this clone\nend\n\nbroadcast (gameover v)\n\n@Sprite5\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nhide\nforever\n if <touching (controlcharacter v)?> then\n broadcast (blockedByDoor v)\n end\nend\n\nwhen I receive [levelup v]\nCage\n\nwhen I receive [start v]\nCage\n\ndefine Cage\nif <not <(Level) = [5]>> then\n hide\n stop [this script v]\nend\nshow\ngo to [back v] layer\ngo to x: (33) y: (-17)\nforever\n if <touching (controlcharacter v)?> then\n think [Locked!] for (2) seconds\n end\nend\n\nwhen I receive [tnt_balst v]\nwait (0.2) seconds\nhide\n\n@explosion\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [crafting v]) = [37]>\nforever\n go to x: (214) y: (119)\n show\n go to [front v] layer\n next costume\n set size to (20) %\n wait (0.1) seconds\nend\n\nwhen I receive [tnt_explosion v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [tnt_balst v]\nstop [other scripts in sprite v]\nstart sound [boom v]\nset size to (100) %\nswitch costume to (first v)\ngo to x: (163) y: (-137)\ngo to [front v] layer\nshow\nrepeat (9)\n wait (0.1) seconds\n next costume\nend\nhide\n\n@Sprite7\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen I receive [tnt_explosion v]\nshow\ngo to x: (160) y: (-132)\nstop [other scripts in sprite v]\nsay [3] for (1) seconds\nsay [2] for (1) seconds\nsay [1] for (1) seconds\nbroadcast (TNT_Balst v)\nhide\n\nwhen flag clicked\nhide\n\n@minecraft font\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(SecondLine?) = [No]> then\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (0)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (50)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (0)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (20)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (0)\n wait (8) seconds\nelse\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (-50)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (0)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (-50)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (-30)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (-50)\n wait (3) seconds\nend\nshow\ngo to [front v] layer\nglide (0.6) secs to x: (x position) y: (-180)\nshow\ngo to [front v] layer\nglide (0.2) secs to x: (x position) y: (-200)\ndelete this clone\n\nwhen flag clicked\nset size to (120) %\nhide\n\nwhen I receive [dropcongrats v]\nhide\nset [brightness v] effect to (0100)\ngo to [front v] layer\nset [secondline? v] to [No]\nif <(length of (username)) > [2]> then\n set [localusername v] to (username)\nelse\n set [localusername v] to [You]\nend\ngo to x: (0) y: (300)\nif <(length of (LocalUsername)) > [22]> then\n set [usernamelengthused v] to [22]\nelse\n set [usernamelengthused v] to (length of (LocalUsername))\nend\nrepeat (length of (LocalUsername))\n change x by (-11)\nend\nif <not <((length of (LocalUsername)) / (2)) = (round (length of (LocalUsername)))>> then\n change x by (11)\nend\nset [whichlettertoswitchto? v] to [1]\nset size to (130) %\nstart sound [FunWin v]\nrepeat (length of (LocalUsername))\n switch costume to ( v)\n switch costume to (letter (WhichLetterToSwitchTo?) of (LocalUsername))\n create clone of (_myself_ v)\n change x by (22)\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\nif <(Level) = [1]> then\n set [localusername v] to [Can superjump!]\nend\nif <(Level) = [2]> then\n set [localusername v] to [Mined underwater!]\nend\nif <(Level) = [3]> then\n set [localusername v] to [Did a jelly jump!]\nend\nif <(Level) = [4]> then\n set [localusername v] to [Rode a horse!]\nend\nif <(Level) = [5]> then\n set [localusername v] to [Blasted the door!]\nend\ngo to x: (0) y: (300)\nrepeat (length of (LocalUsername))\n change x by (-11)\nend\nif <not <((length of (LocalUsername)) / (2)) = (round (length of (LocalUsername)))>> then\n change x by (11)\nend\nset [whichlettertoswitchto? v] to [1]\nset size to (130) %\nrepeat (length of (LocalUsername))\n switch costume to (_ v)\n switch costume to (letter (WhichLetterToSwitchTo?) of (LocalUsername))\n create clone of (_myself_ v)\n change x by (22)\n wait (0.1) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nwait (1.5) seconds\nbroadcast (DeleteLocalClones v)\n\nshow\ngo to [front v] layer\n\n | -------------------------Galaxy Creature------------------------\n\n---This project is belong to @nrakha, made by one \n person, and all of the credit is belong to the singer \n and @nrakha\n---If you want to advertise your project then you can \n advertise it on my studio.\n---Controls : WASD or Arrow Key.\n---Press "R" to restart at the current stage.\n---This game isn't made for mobile. I'm sorry for the \n inconvenience. \n---Galaxy Creature Part 2 Trapped Souls | Remix this \n project and continue my part 2 with a better one with \n your own idea or collaborate with someone else to \n help you with my part 2 of the project. |
Bummerland | Platformer! | @Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\nwhen flag clicked\nforever\n play sound [Grimace v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> 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 (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> 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 (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\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 [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [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@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n | |
【ᴇspᴇʀ】Platformer! | @Stage\n\n@ character\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> then\n if <color (#ffae00) is touching (#00cccc)?> then\n change [yv v] by (0.07)\n else\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n end\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.3)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.3)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.3)\n end\n end\nend\n\ngo to x: (0) y: (200)\nshow\n\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nset [yv v] to [5]\n\nset [yv v] to [-1]\n\nset [yv v] to [-5]\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\ngo [backward v] (1) layers\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size 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 (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 <<<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 (level v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [14]\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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if <<touching (spikes v)?> or <<touching (level3 v)?> or <<touching (sprite3 v)?> or <touching (level6 v)?>>>> then\n repeat (10)\n change size by (-10)\n turn right (5) degrees\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\n end\n if <touching (are v)?> then\n set [yv v] to [20]\n end\n if <touching ( move fast v)?> then\n set [xv v] to [21]\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <<touching ( crocodile v)?> or <touching (kid! v)?>> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n change [yv v] by (1.3)\n end\nend\n\nrepeat (10)\n change size by (-10)\n turn right (5) degrees\nend\nset [yv v] to [0]\nset [xv v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (-200) y: (0)\npoint in direction (90)\n\nwhen flag clicked\n\nwhen I receive [endgame v]\nhide\n\n@level\n\nwhen I receive [endgame v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [forward v] (6) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\ngo [forward v] (3) layers\n\nwhen flag clicked\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (text 2 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\n@Sprite2\n\nwhen I receive [endgame v]\nhide\n\nturn right (36) degrees\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait (0.01) seconds\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n set size to (100) %\n show\n point in direction ([direction v] of [spikes v])\n go to ( character v)\n turn left (180) degrees\n repeat (10)\n go to ( character v)\n turn right (12) degrees\n create clone of (_myself_ v)\n turn right (12) degrees\n create clone of (_myself_ v)\n turn right (12) degrees\n create clone of (_myself_ v)\n end\n hide\n wait (0.5) seconds\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@level2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\ngo [forward v] (3) layers\n\nwhen flag clicked\nforever\n if <touching ( character v)?> then\n set [ghost v] effect to (25)\n end\n if <not <touching ( character v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\n@Engine\n\ndefine render (text) at size (size) at x (x) y (y) bright (bright)\nset [size v] to (size)\nclear graphic effects\nswitch costume to (a v)\nset size to (size) %\nset [brightness v] effect to (bright)\ngo to x: (x) y: (y)\nset [count v] to [0]\nhide\nrepeat (length of (text))\n if <(x position) > ((240) - ((size) * (0.2)))> then\n set x to (x)\n change y by ((size) * (-0.3))\n end\n change [count v] by (1)\n if <<(letter (count) of (text)) = [ ]> and <not <(x) = (x position)>>> then\n change x by ((size) * (0.07))\n else\n switch costume to (cs v)\n switch costume to (letter (count) of (text))\n if <(costume [number v]) = [90]> then\n switch costume to (join (letter (count) of (text)) [2])\n end\n set [x v] to (x position)\n set [y v] to (y position)\n if <(length of (text)) > [300]> then\n stamp\n else\n create clone of (_myself_ v)\n end\n change x by ((((item (costume [number v]) of [width v]) * (size)) / (100)) + ((size) * (0.017)))\n end\nend\nhide\n\ndefine type (text) at size (size) at x (x) y (y) bright (bright)\nset [size v] to (size)\nclear graphic effects\nswitch costume to (a v)\nset size to (size) %\nset [brightness v] effect to (bright)\ngo to x: (x) y: (y)\nset [count v] to [0]\nhide\nrepeat (length of (text))\n if <(x position) > ((240) - ((size) * (0.2)))> then\n set x to (x)\n change y by ((size) * (-0.3))\n end\n change [count v] by (1)\n if <<(letter (count) of (text)) = [ ]> and <not <(x) = (x position)>>> then\n change x by ((size) * (0.07))\n else\n switch costume to (cs v)\n switch costume to (letter (count) of (text))\n if <(costume [number v]) = [90]> then\n switch costume to (join (letter (count) of (text)) [2])\n end\n set [x v] to (x position)\n set [y v] to (y position)\n if <(length of (text)) > [300]> then\n stamp\n else\n create clone of (_myself_ v)\n end\n change x by ((((item (costume [number v]) of [width v]) * (size)) / (100)) + ((size) * (0.017)))\n end\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n set x to ((x) + (offset x))\n set y to ((y) + (offset y))\n set size to ((offset size) + (size)) %\nend\n\nwhen I receive [del_clones v]\nerase all\ndelete this clone\n\nwhen flag clicked\nbroadcast (del_clones v)\nswitch backdrop to (backdrop1 v)\ntype [We, Greece at war with the mighty romans, but with the famine striking we are at the mercy, of the 3 fates...] at size (100) at x (-220) y (145) bright (100)\nwait (2) seconds\nbroadcast (del_clones v)\ntype [Our only option to drive them off, is to use the most terrifying of weapons, feared by Zeus him-self..] at size (100) at x (-220) y (145) bright (100)\nwait (2) seconds\nbroadcast (del_clones v)\ntype [the planespheric disk.....] at size (100) at x (-220) y (145) bright (100)\nwait (2) seconds\nbroadcast (del_clones v)\ntype [It is hidden under temple of Athena, known for its ingenious traps. ] at size (100) at x (-220) y (145) bright (100)\nwait (2) seconds\nbroadcast (del_clones v)\ntype [You are on your own now... The fate of our nation is in your hands. Good luck soldier!] at size (100) at x (-220) y (145) bright (100)\nwait (2) seconds\nbroadcast (del_clones v)\n\nwhen I receive [text 2 v]\n\nhide\n\nerase all\n\n@spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\ngo [forward v] (2) layers\n\nwhen flag clicked\ngo to x: (29) y: (-20)\nforever\n if <(costume [number v]) = [3]> then\n glide (0.8) secs to x: (29) y: (50)\n wait (0.5) seconds\n glide (0.8) secs to x: (29) y: (13)\n end\nend\n\nchange y by (-30)\n\nchange y by (30)\n\nwhen flag clicked\nshow\n\ngo to x: (29) y: (-20)\n\ncreate clone of (pick random (1) to (5))\nset y to (pick random (-230) to (230))\n\nwait (0.5) seconds\nglide (0.8) secs to x: (29) y: (13)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n show\n glide (0.7) secs to x: (29) y: (-200)\n wait (1) seconds\n glide (1) secs to x: (29) y: (13)\n end\nend\n\nrepeat (10)\n change y by (-10)\nend\nwait (1) seconds\nhide\nchange y by (100)\n\nforever\n\ngo to x: (29) y: (13)\n\n@Sprite1\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nset size to (100) %\npoint in direction (90)\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [6]> then\n glide (1) secs to x: (180) y: (28)\n wait (0.2) seconds\n glide (1) secs to x: (36) y: (28)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n repeat (10)\n change size by (-10)\n turn right (5) degrees\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n show\n glide (1) secs to x: (180) y: (210)\n wait (0.5) seconds\n glide (1) secs to x: (120) y: (210)\n end\nend\n\ngo to x: (112) y: (28)\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nchange y by (10)\n\nchange y by (-50)\n\nmove (-10) steps\nchange x by (-20)\n\nmove (10) steps\nchange x by (20)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n show\n glide (1) secs to x: (120) y: (180)\n wait (0.5) seconds\n glide (1) secs to x: (190) y: (180)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n if <touching (sprite2 v)?> then\n broadcast (ninjA v)\n end\n end\nend\n\nshow\nglide (1) secs to x: (120) y: (180)\nwait (0.5) seconds\nglide (1) secs to x: (190) y: (180)\n\n@level3\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\ngo [forward v] (3) layers\n\nwhen flag clicked\nforever\n go to (sprite3 v)\nend\n\nif <touching ( character v)?> then\n set [ghost v] effect to (25)\nend\nif <not <touching ( character v)?>> then\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\n\nwhen I receive [ninja v]\nhide\n\n@level4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\ngo [forward v] (3) layers\n\nwhen flag clicked\n\nforever\n go to (sprite3 v)\nend\n\nif <touching ( character v)?> then\n set [ghost v] effect to (25)\nend\nif <not <touching ( character v)?>> then\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\n\n@level5\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\ngo [forward v] (3) layers\n\nwhen flag clicked\nforever\n if <touching ( character v)?> then\n change [ghost v] effect by (100)\n end\n if <not <touching ( character v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nset [ghost v] effect to (100)\n\nforever\n go to (sprite3 v)\nend\n\nwhen flag clicked\n\n@level6\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\ngo [forward v] (3) layers\n\nwhen flag clicked\nforever\n if <touching ( character v)?> then\n repeat (4)\n change [ghost v] effect by (-25)\n end\n end\n if <not <touching ( character v)?>> then\n set [ghost v] effect to (100)\n end\nend\n\nset [ghost v] effect to (25)\n\nforever\n go to (sprite3 v)\nend\n\nwhen flag clicked\n\n@Sprite4\n\nwhen flag clicked\nset [i v] to [0]\nforever\n set y to ((28) + (([sin v] of ((i) * (7.5)) ) * (7.5)))\n change [i v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching ( character v)?> then\n broadcast (endgame v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [endgame v]\ngo to [front v] layer\nshow\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <<(Level) = [15]> and <(timer) < (☁ cloud timer)>> then\n set [☁ cloud timer v] to (timer)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | |
~Lava~//A platformer | @Stage\n\n@Ball\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-150)\nforever\n go to [front v] layer\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n broadcast (Next Level v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (-150)\n end\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-150)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [20]\n end\nend\n\n@Track\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n set [costume v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Words\n\nwhen flag clicked\nset [costume v] to [0]\nswitch costume to (costume1 v)\nshow\nset [var1 v] to [1]\ngo to x: (0) y: (0)\nforever\n wait until <(Costume) > (Var1)>\n set [var1 v] to (Costume)\n Wait for space\n next costume\nend\n\ndefine Wait for space\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\n\nwhen I receive [next level v]\nwait (0.02) seconds\nswitch costume to (((Costume) * (2)) - (2))\n\nwhen flag clicked\nforever\n if <(Costume) = [1]> then\n switch costume to (costume1 v)\n set [var1 v] to [1]\n wait until <not <(Costume) = [1]>>\n end\n if <(costume [number v]) = ((Costume) * (2))> then\n switch costume to (((Costume) * (2)) - (1))\n end\n if <<(costume [number v]) = [1]> and <(Costume) = [12]>> then\n switch costume to (costume23 v)\n end\nend\n\n@Moving obstacles\n\nwhen I start as a clone\nif <(Clone Number) < [5]> then\n wait until <(Costume) = [6]>\n delete this clone\nelse\n if <(Clone Number) = [5]> then\n wait until <(Costume) = [9]>\n delete this clone\n else\n if <(Clone Number) = [6]> then\n wait until <(Costume) = [10]>\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(Clone Number) = [1]> then\n switch costume to (costume1 v)\n forever\n go to x: ((([sin v] of ((timer) * (50)) ) * (65)) - (80)) y: (-120)\n end\nelse\n if <(Clone Number) = [2]> then\n switch costume to (costume1 v)\n forever\n go to x: ((([sin v] of (((timer) * (50)) + (30)) ) * (65)) - (80)) y: (-60)\n end\n else\n if <(Clone Number) = [3]> then\n switch costume to (costume1 v)\n forever\n go to x: ((([sin v] of (((timer) * (50)) + (60)) ) * (65)) - (80)) y: (0)\n end\n else\n if <(Clone Number) = [4]> then\n switch costume to (costume1 v)\n forever\n go to x: ((([sin v] of (((timer) * (50)) + (90)) ) * (65)) - (80)) y: (60)\n end\n else\n if <(Clone Number) = [5]> then\n switch costume to (costume1 v)\n reset timer\n forever\n go to x: ((([sin v] of (((timer) * (50)) + (90)) ) * (100)) - (-70)) y: (-114)\n go to [front v] layer\n end\n else\n if <(Clone Number) = [6]> then\n switch costume to (costume2 v)\n reset timer\n forever\n go to x: (([sin v] of ((timer) * (50)) ) * (140)) y: (-70)\n go to [front v] layer\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [sine v] to [0]\nset [clone number v] to [0]\nset [costume v] to [0]\nhide\nwait until <(Costume) = [5]>\nrepeat (4)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\nwait until <(Costume) = [8]>\nset [clone number v] to [5]\ncreate clone of (_myself_ v)\nwait until <(Costume) = [9]>\nset [clone number v] to [6]\ncreate clone of (_myself_ v)\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n | ✩Ratatouille✩\n\n❂Exploration Of All The Levels And Techniques❂\nhttps://youtu.be/Ftw2cIcItbQ\n\n✹✧Creation Story✧✹\n\nThe original Ratatouille is an animation film by Pixar.\nI wanted to recreate this in a game with a similar story.\n\n✧✹Instructions✹✧\n\n▶First of all, move with arrow keys or W,A,D.\n\n▶Press and hold the key to go higher. Very important!\n\n▶Avoid the enemies!\n\n▶Collect the vegetables and the fruit to cook a\nRatatouille.\n\n▶Astuce: Slide on the trampoline and don't jump.\n\n▶Good luck to all the players!\n\n\n✩Golden Characters Raffle Winners✩\n10 scratchers...\n\n✪10 first winners of the game✪\n@Matren33\n@yeetboiz21\n@rhb2011\n@AffinityFlip\n@quicsilves\n@PIGofDOOM\n@The_Meow_Of_The_Cat\n@random_account1738\n@T-ku\n@Nopeisback\n\n ◎Don't hesitate to ❤️, ⭐️ and follow me◎\n ◎for more content.◎\n\n➯Thank you griffpatch for his scrolling engine tutorial.\nI modified and deleted some scripts to have a better maniability in my opinion.\n\n➯I failed to create my scrolling engine so I hope to succeed in the future.\n\n➯Everything else by me.\n\n➯Free Royalty Musics used in this project:\n\n▻https://youtu.be/oNnWP1WoTRQ\n▻https://youtu.be/mNLJMTRvyj8\n\n\n100k views wow! Thank you very much :D\n\n#games #ratatouille #judpomme #raffle #pixar #cool #pieges #new #trending #all #musijollycamuc #music |
Platformer Creator | @Stage\n\nwhen flag clicked\nset volume to (200) %\nplay sound [Pottah Waltz v] until done\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nrepeat (10)\n change volume by (-20)\nend\nset volume to (200) %\nforever\n play sound [Hedwig's Flight v] until done\n play sound [Buckbeak's Flight v] until done\n play sound [Fred and George v] until done\nend\n\nwhen I receive [start game v]\nrepeat (200)\n change volume by (-1)\nend\n\n@Harry\n\ndefine Up\nTouching Ground?\nif <(Touching Ground?) = [True]> then\n repeat (40)\n if <<(Touching Ground?) = [True]> and <[180] > (y position)>> then\n change y by (1)\n Touching Ground?\n end\n end\n if <(Touching Ground?) = [True]> then\n set [kill harry v] to [True]\n end\nend\nchange y by (-1)\n\ndefine Touching Ground?\nif <<touching (ground v)?> or <touching color (#80004f)?>> then\n set [touching ground? v] to [True]\nelse\n set [touching ground? v] to [False]\nend\n\ndefine Animate\nset rotation style [left-right v]\nif <<(Y Velocity) > [1]> and <([abs v] of (X Velocity) ) > [1]>> then\n if <(direction) = [90]> then\n switch costume to (jump v)\n point in direction ((((timer) * (25)) mod (360)) * (50))\n set rotation style [all around v]\n else\n switch costume to (jump left v)\n point in direction ((((timer) * (25)) mod (360)) * (-50))\n set rotation style [all around v]\n end\nelse\n if <(Y Velocity) > [1]> then\n switch costume to (jump straight v)\n else\n if <[0] > (Y Velocity)> then\n switch costume to (fall v)\n else\n if <<([abs v] of (X Velocity) ) > [1]> and <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (slide v)\n else\n if <<<[-1] > (X Velocity)> and <key (right arrow v) pressed?>> or <<(X Velocity) > [1]> and <key (left arrow v) pressed?>>> then\n switch costume to (turn v)\n else\n if <([abs v] of (X Velocity) ) > [1]> then\n switch costume to ((2) + ((round ((timer) * (20))) mod (6)))\n if <((round ((timer) * (20))) mod (6)) = [0]> then\n start sound [Footsteps v]\n end\n else\n switch costume to ((12) + ((round ((timer) * (2))) mod (2)))\n if <(Touching Ground?) = [True]> then\n if <<<key (w v) pressed?> or <key (a v) pressed?>> or <<key (s v) pressed?> or <key (d v) pressed?>>> then\n repeat until <key (space v) pressed?>\n if <key (w v) pressed?> then\n switch costume to (w v)\n create clone of (spell counter v)\n wait until <<not <key (w v) pressed?>> or <key (space v) pressed?>>\n else\n if <key (a v) pressed?> then\n switch costume to (a v)\n create clone of (spell counter v)\n wait until <<not <key (a v) pressed?>> or <key (space v) pressed?>>\n else\n if <key (s v) pressed?> then\n switch costume to (s v)\n create clone of (spell counter v)\n wait until <<not <key (s v) pressed?>> or <key (space v) pressed?>>\n else\n if <key (d v) pressed?> then\n switch costume to (d v)\n create clone of (spell counter v)\n wait until <<not <key (d v) pressed?>> or <key (space v) pressed?>>\n end\n end\n end\n end\n end\n if <<<(Spell) = [AWSD]> or <<(Spell) = [SWAD]> or <(Spell) = [WD]>>> or <<<(Spell) = [AWD]> or <(Spell) = [AWS]>> or <(Spell) = [DA]>>> then\n broadcast (Cast Spell v)\n if <(direction) = [90]> then\n set [x velocity v] to [-30]\n else\n set [x velocity v] to [30]\n end\n else\n set [spell v] to []\n end\n set [kill harry v] to [False]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [cast spell v]\nrepeat (10)\n switch costume to (spell v)\nend\nset [spell v] to []\n\nwhen I receive [start game v]\nshow\nforever\n if <(In Talking) = [True]> then\n go to [back v] layer\n end\n if <(In Talking) = [False]> then\n go to [front v] layer\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n set [y velocity v] to [1]\n end\n if <key (up arrow v) pressed?> then\n change y by (-10)\n if <(Touching Ground?) = [True]> then\n set [y velocity v] to [15]\n end\n change y by (10)\n end\n change y by (1)\n change [y velocity v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [x velocity v] to ((X Velocity) * (0.9))\n else\n set [x velocity v] to ((X Velocity) * (0.7))\n end\n change x by (X Velocity)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (10)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (-10)\n change x by ((X Velocity) * (-1))\n set [x velocity v] to [0]\n else\n change y by (-10)\n Up\n end\n end\n change y by (Y Velocity)\n Touching Ground?\n if <<(Touching Ground?) = [True]> and <(Y Velocity) > [0]>> then\n if <(Touching Ground?) = [True]> then\n change y by ((Y Velocity) * (-1.5))\n set [y velocity v] to [-1]\n end\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change y by (-5)\n change x by (10)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change x by (-20)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change x by (10)\n change y by (5)\n end\n end\n end\n end\n Up\n if <<[-180] > (y position)> or <<(Kill Harry) = [True]> or <<key (r v) pressed?> or <touching (dementors v)?>>>> then\n set rotation style [all around v]\n switch costume to (death v)\n set [y velocity v] to [15]\n repeat until <(y position) < [-180]>\n go to [front v] layer\n change y by (Y Velocity)\n change [y velocity v] by (-1)\n turn right (30) degrees\n end\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [camera x v] to [0]\n set [kill harry v] to [False]\n go to x: (-200) y: (0)\n point in direction (90)\n broadcast (Died v)\n end\n if <<(x position) > [230]> and <(Show Talker) = [False]>> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [camera x v] to [0]\n change [level v] by (1)\n go to x: (-200) y: (0)\n point in direction (90)\n broadcast (Next Level v)\n end\n if <<(x position) > [0]> and <(Camera X) > [-1]>> then\n change [camera x v] by (x position)\n if <not <(Camera X) > [480]>> then\n set x to (0)\n end\n if <(Camera X) > [480]> then\n set [camera x v] to [480]\n end\n else\n if <<[0] > (x position)> and <[481] > (Camera X)>> then\n change [camera x v] by (x position)\n if <not <[0] > (Camera X)>> then\n set x to (0)\n end\n if <[0] > (Camera X)> then\n set [camera x v] to [0]\n end\n end\n end\n end\n Touching Ground?\n Animate\nend\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (hitbox v)\nset size to (200) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [camera x v] to [0]\nset [level v] to [1]\nset [kill harry v] to [False]\n\nwhen I receive [end game v]\nstop [other scripts in sprite v]\nswitch costume to (idle1 v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n go to x: (((Camera X) * (-1)) + (480)) y: (0)\n if <[0] < (Camera X)> then\n show\n else\n hide\n end\n switch costume to ((Level) * (2))\nend\n\nwhen I receive [start game v]\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n erase all\n go to x: ((Camera X) * (-1)) y: (0)\n if <(Camera X) < [480]> then\n show\n else\n hide\n end\n switch costume to (((Level) * (2)) - (1))\nend\n\nwhen I receive [end game v]\ndelete this clone\n\n@Scenery\n\nwhen I start as a clone\nforever\n go to x: (((Camera X) / (-1)) + (480)) y: (0)\n if <[0] < (Camera X)> then\n show\n else\n hide\n end\n switch costume to ((Level) * (2))\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n erase all\n go to x: ((Camera X) / (-1)) y: (0)\n if <(Camera X) < [480]> then\n show\n else\n hide\n end\n switch costume to (((Level) * (2)) - (1))\nend\n\n@Tables\n\nwhen I start as a clone\nforever\n go to x: (((Camera X) / (-1)) + (480)) y: (0)\n if <[0] < (Camera X)> then\n show\n else\n hide\n end\n switch costume to ((Level) * (2))\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n erase all\n go to x: ((Camera X) / (-1)) y: (0)\n if <(Camera X) < [480]> then\n show\n else\n hide\n end\n switch costume to (((Level) * (2)) - (1))\nend\n\n@Torches\n\nwhen flag clicked\ngo to [back v] layer\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\npoint in direction (90)\nforever\n go to x: (((Camera X) / (-2)) + (100)) y: (([sin v] of ((timer) * (150)) ) * (10))\nend\n\nwhen I start as a clone\npoint in direction (-90)\nforever\n go to x: (((Camera X) / (-2)) + (100)) y: (([cos v] of ((timer) * (150)) ) * (10))\nend\n\n@Arches\n\nwhen flag clicked\nforever\n go to x: (((Camera X) / (-3)) + (100)) y: (0)\n go to [back v] layer\nend\n\n@Props\n\nwhen I receive [died v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [died v]\nwait (0.01) seconds\nReset\n\nwhen I receive [next level v]\nwait (0.01) seconds\nReset\n\ndefine Reset\nThings [0] [-60] [1] [1]\nThings [-200] [-60] [1] [1]\nThings [280] [-40] [1] [1]\nThings [440] [-70] [4] [1]\nThings [520] [-100] [2] [2]\nThings [600] [120] [4] [2]\nThings [70] [0] [1] [2]\nThings [180] [0] [1] [2]\nThings [650] [-80] [1] [2]\nThings [680] [-60] [3] [3]\nThings [-40] [-80] [4] [3]\nThings [-170] [-80] [1] [3]\nThings [350] [-80] [1] [3]\nThings [600] [-80] [1] [3]\nThings [-100] [0] [1] [4]\nThings [600] [0] [1] [4]\nThings [320] [100] [2] [4]\nThings [-160] [-100] [1] [5]\nThings [0] [-100] [1] [5]\nThings [180] [-90] [2] [5]\nThings [490] [80] [3] [5]\nThings [400] [70] [1] [5]\nThings [-200] [-90] [1] [6]\nThings [-45] [-90] [2] [6]\nThings [480] [-40] [4] [6]\nThings [200] [-60] [1] [6]\nThings [660] [100] [1] [6]\nThings [340] [-40] [1] [6]\nThings [-200] [-120] [1] [7]\nThings [130] [-120] [1] [7]\nThings [-30] [-40] [1] [7]\nThings [390] [100] [1] [7]\nThings [690] [150] [1] [7]\nThings [500] [-100] [1] [7]\nThings [440] [-130] [1] [7]\nThings [580] [-75] [1] [7]\nThings [650] [-60] [4] [7]\nThings [660] [100] [4] [8]\nThings [660] [100] [1] [8]\nThings [400] [0] [1] [8]\nThings [200] [0] [1] [8]\nThings [0] [-120] [4] [9]\nThings [480] [0] [4] [9]\nThings [680] [180] [3] [9]\nThings [0] [180] [1] [9]\nThings [0] [50] [1] [9]\nThings [340] [180] [1] [9]\nThings [340] [50] [1] [9]\nThings [560] [180] [1] [9]\nThings [340] [-80] [1] [9]\nThings [380] [100] [4] [10]\nThings [-60] [70] [1] [10]\nThings [40] [-80] [1] [10]\nThings [230] [110] [1] [10]\nThings [700] [40] [1] [10]\nThings [420] [-130] [1] [10]\nThings [-70] [-100] [1] [11]\nThings [65] [-50] [1] [11]\nThings [600] [-100] [1] [11]\nThings [700] [40] [1] [11]\nThings [0] [-50] [4] [12]\nThings [520] [140] [1] [12]\nThings [360] [-10] [3] [12]\nThings [630] [-60] [1] [12]\nThings [240] [-50] [1] [12]\nThings [300] [-100] [1] [12]\nThings [0] [-60] [1] [13]\nThings [-200] [-60] [1] [13]\nThings [280] [-40] [1] [13]\nThings [440] [-70] [4] [13]\nThings [-80] [0] [2] [14]\nThings [240] [0] [3] [14]\nThings [550] [0] [2] [14]\nThings [-220] [-120] [1] [14]\nThings [90] [-120] [1] [14]\nThings [390] [-120] [1] [14]\nThings [690] [-120] [1] [14]\nThings [170] [80] [4] [15]\nThings [70] [80] [4] [15]\nThings [-200] [90] [1] [15]\nThings [70] [-40] [1] [15]\nThings [280] [-100] [1] [15]\nThings [450] [10] [1] [15]\n\ndefine Things (x) (y) (type) (lvl)\nif <<(Level) = (lvl)> and <(Type) = [Org]>> then\n if <(type) = [1]> then\n set y to (y)\n set [my y position v] to (y)\n set [my x position v] to (x)\n switch costume to (pick random (4) to (6))\n create clone of (_myself_ v)\n else\n set y to (y)\n set [my y position v] to (y)\n set [my x position v] to (x)\n switch costume to ((type) - (1))\n create clone of (_myself_ v)\n if <(type) = [4]> then\n set y to ((y) + (50))\n set [my y position v] to (y)\n set [my x position v] to (x)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nwait until <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>>\nshow\ngo to [front v] layer\nif <(Type) = [Org]> then\n set rotation style [left-right v]\n point in direction (pick random (0) to (360))\n Touching Ground?\n repeat until <(I'm Touching the Ground?) = [True]>\n change y by (-10)\n Touching Ground?\n end\n set [my x velocity v] to [0]\n set [my y velocity v] to [0]\n set [type v] to [Clo]\n Up\n if <(costume [number v]) < [4]> then\n go to [front v] layer\n forever\n change [my y velocity v] by (-1)\n change [my x position v] by (My X Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.9))\n Touching Ground?\n if <(I'm Touching the Ground?) = [True]> then\n Up\n if <not <touching (spell wingardium leviosa v)?>> then\n set [my y velocity v] to [0]\n end\n end\n end\n else\n repeat until <<<[-10] > (My Y Velocity)> and <(I'm Touching the Ground?) = [True]>> or <touching (spell petrificus totalus v)?>>\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n set [my cost v] to (costume [number v])\n switch costume to ((costume [number v]) + (9))\n Touching Ground?\n switch costume to (My Cost)\n if <not <<(My Y Velocity) = [0]> and <<([abs v] of (round (My X Velocity)) ) = [0]> and <(I'm Touching the Ground?) = [True]>>>> then\n change [my y velocity v] by (-1)\n change [my x position v] by (My X Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.9))\n set [my cost v] to (costume [number v])\n switch costume to ((costume [number v]) + (9))\n Touching Ground?\n if <<not <[-10] > (My Y Velocity)>> and <(I'm Touching the Ground?) = [True]>> then\n switch costume to (My Cost)\n Up\n if <not <touching (spell wingardium leviosa v)?>> then\n set [my y velocity v] to [0]\n end\n end\n switch costume to (My Cost)\n end\n switch costume to (My Cost)\n end\n end\n switch costume to (My Cost)\n start sound [Bowling Strike v]\n switch costume to (((costume [number v]) * (2)) - (1))\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n end\nelse\n set rotation style [all around v]\n set [my x velocity v] to (pick random (-5) to (5))\n set [my y velocity v] to (pick random (5) to (10))\n set [type v] to [Sma]\n change y by (5)\n Touching Ground?\n repeat until <<(I'm Touching the Ground?) = [True]> and <(My Y Velocity) < [0]>>\n change [my x position v] by (My X Velocity)\n change y by (My Y Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.9))\n change [my y velocity v] by (-1)\n turn right (pick random (1) to (10)) degrees\n Touching Ground?\n end\nend\ndelete this clone\n\ndefine Up\nif <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n if <(costume [number v]) < [4]> then\n if <(I'm Touching the Ground?) = [True]> then\n set [my count v] to [0]\n repeat until <<(I'm Touching the Ground?) = [False]> or <(My Count) = [50]>>\n change y by (1)\n Touching Ground?\n change [my count v] by (1)\n end\n Touching Ground?\n if <(I'm Touching the Ground?) = [True]> then\n change y by (-50)\n set [my count v] to [0]\n change [my x position v] by ((My X Velocity) * (-5))\n set [my x velocity v] to [0]\n set x to (((Camera X) / (-1)) + (My X Position))\n repeat until <<(I'm Touching the Ground?) = [False]> or <(My Count) = [50]>>\n change y by (1)\n Touching Ground?\n change [my count v] by (1)\n set [my x velocity v] to [0]\n end\n Touching Ground?\n if <(I'm Touching the Ground?) = [True]> then\n delete this clone\n end\n end\n end\n else\n repeat (50)\n Touching Ground?\n if <(I'm Touching the Ground?) = [True]> then\n change y by (1)\n end\n end\n Touching Ground?\n if <(I'm Touching the Ground?) = [True]> then\n start sound [Bowling Strike v]\n switch costume to (((costume [number v]) * (2)) - (1))\n create clone of (_myself_ v)\n next costume\n create clone of (_myself_ v)\n delete this clone\n end\n end\n change y by (-1)\nend\n\nwhen I start as a clone\nforever\n set x to (((Camera X) / (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n change y by (My Y Velocity)\n set [my y position v] to (y position)\n else\n hide\n set y to (My Y Position)\n set [my y velocity v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n wait until <touching (spell accio v)?>\n if <(costume [number v]) < [4]> then\n if <([x position v] of [harry v]) > (x position)> then\n set [my x velocity v] to [2]\n else\n set [my x velocity v] to [-2]\n end\n else\n if <([x position v] of [harry v]) > (x position)> then\n set [my x velocity v] to [5]\n else\n set [my x velocity v] to [-5]\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n wait until <touching (spell exsecto v)?>\n if <(costume [number v]) < [4]> then\n if <([x position v] of [harry v]) > (x position)> then\n set [my x velocity v] to [-2]\n else\n set [my x velocity v] to [2]\n end\n else\n if <([x position v] of [harry v]) > (x position)> then\n set [my x velocity v] to [-5]\n else\n set [my x velocity v] to [5]\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait until <touching (spell wingardium leviosa v)?>\n if <(costume [number v]) < [4]> then\n Float (y position)\n else\n set [my y velocity v] to [15]\n end\nend\n\ndefine Float (y)\nrepeat (100)\n change y by (((((([sin v] of ((timer) * (250)) ) * (10)) + (100)) + (y)) - (y position)) / (4))\n set [my y velocity v] to [0]\nend\n\ndefine Touching Ground?\nif <<touching (ground v)?> or <<touching (tables v)?> or <touching color (#80004f)?>>> then\n set [i'm touching the ground? v] to [True]\nelse\n set [i'm touching the ground? v] to [False]\nend\n\nwhen I receive [start game v]\nset [type v] to [Org]\nhide\nReset\n\nwhen I receive [end game v]\ndelete this clone\n\n@Other Wizzos\n\nwhen flag clicked\nset [sort v] to [Org]\nhide\n\nwhen I receive [died v]\ndelete this clone\n\ndefine Reset\nStudents at [420] [-20] [8]\nStudents at [380] [-20] [8]\nStudents at [0] [-120] [9]\nStudents at [240] [-120] [9]\nStudents at [480] [-120] [9]\nStudents at [0] [20] [9]\nStudents at [240] [20] [9]\nStudents at [480] [20] [9]\nStudents at [0] [150] [9]\nStudents at [240] [150] [9]\nStudents at [480] [150] [9]\nStudents at [0] [100] [10]\nStudents at [20] [-80] [10]\nStudents at [480] [-120] [10]\nStudents at [480] [-120] [11]\nStudents at [100] [-140] [12]\nStudents at [160] [0] [12]\nStudents at [440] [-150] [12]\nStudents at [-80] [0] [14]\nStudents at [240] [0] [14]\nStudents at [550] [0] [14]\nStudents at [-200] [80] [15]\nStudents at [540] [30] [15]\nStudents at [0] [-100] [15]\n\ndefine Students at (x) (y) (lvl)\nif <(Level) = (lvl)> then\n set y to (y)\n set [my x position v] to (x)\n change [type v] by (pick random (1) to (2))\n if <(Type) > [3]> then\n set [type v] to [1]\n end\n create clone of (_myself_ v)\nend\n\ndefine Animate\nif <([abs v] of (round (My X Velocity)) ) > [0]> then\n switch costume to (((round ((timer) * (20))) mod (6)) + ((((Type) - (1)) * (11)) + (1)))\n if <<((round ((timer) * (20))) mod (6)) = [0]> and <not <<(Sort) = [Stoned]> or <(Sort) = [Wandless]>>>> then\n start sound [Footsteps v]\n end\nelse\n switch costume to (((round ((timer) * (2))) mod (2)) + (((Type) * (2)) + (39)))\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.01) seconds\nReset\n\nwhen I receive [died v]\nwait (0.01) seconds\nReset\n\nwhen I start as a clone\nif <(Sort) = [Org]> then\n hide\n wait until <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>>\n set [my x velocity v] to [0]\n show\n switch costume to (join [Fall] (Type))\n Touching Ground?\n set rotation style [left-right v]\n repeat until <<(I'm Touching the Ground?) = [True]> or <(y position) < [-170]>>\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n change y by (-10)\n end\n Touching Ground?\n end\n Up\n forever\n repeat (pick random (30) to (50))\n switch costume to (hitbox 1 v)\n if <(My X Position) < ((([x position v] of [harry v]) + (Camera X)) - (50))> then\n change [my x velocity v] by (1)\n end\n if <(My X Position) > ((([x position v] of [harry v]) + (Camera X)) + (50))> then\n change [my x velocity v] by (-1)\n end\n if <(My X Position) > (([x position v] of [harry v]) + (Camera X))> then\n point in direction (-90)\n else\n point in direction (90)\n end\n change [my x position v] by (My X Velocity)\n switch costume to (hitbox 2 v)\n Touching Ground?\n if <(I'm Touching the Ground?) = [True]> then\n change [my x position v] by ((My X Velocity) * (-1))\n set [my x velocity v] to [0]\n end\n switch costume to (hitbox 3 v)\n Touching Ground?\n if <(I'm Touching the Ground?) = [False]> then\n change [my x position v] by ((My X Velocity) * (-1))\n set [my x velocity v] to [0]\n end\n set [my x velocity v] to ((My X Velocity) * (0.7))\n Animate\n end\n repeat (pick random (10) to (15))\n change [my x position v] by (My X Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.7))\n if <(My X Position) > (([x position v] of [harry v]) + (Camera X))> then\n point in direction (-90)\n else\n point in direction (90)\n end\n Animate\n end\n if <not <<(Sort) = [Stoned]> or <(Sort) = [Wandless]>>> then\n start sound [Ocean Wave v]\n end\n repeat (10)\n if <not <<(Sort) = [Wandless]> or <(Sort) = [Stoned]>>> then\n set [sort v] to [Spell]\n switch costume to (((round ((timer) * (10))) mod (4)) + ((((Type) - (1)) * (11)) + (7)))\n create clone of (_myself_ v)\n end\n end\n repeat (pick random (10) to (15))\n change [my x position v] by (My X Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.7))\n if <(My X Position) > (([x position v] of [harry v]) + (Camera X))> then\n point in direction (-90)\n else\n point in direction (90)\n end\n Animate\n end\n end\nend\n\nwhen I start as a clone\nforever\n set x to (((Camera X) * (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n else\n hide\n set [my y velocity v] to [0]\n end\nend\n\ndefine Touching Ground?\nif <touching (ground v)?> then\n set [i'm touching the ground? v] to [True]\nelse\n set [i'm touching the ground? v] to [False]\nend\n\ndefine Up\nTouching Ground?\nrepeat (40)\n if <(I'm Touching the Ground?) = [True]> then\n change y by (1)\n Touching Ground?\n end\nend\nif <(I'm Touching the Ground?) = [True]> then\n Die\nend\nchange y by (-1)\n\ndefine Die\nset rotation style [all around v]\nswitch costume to (death v)\nset [my y velocity v] to [15]\nrepeat until <(y position) < [-180]>\n go to [front v] layer\n change y by (My Y Velocity)\n change [my y velocity v] by (-1)\n turn right (30) degrees\n switch costume to (death v)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(Sort) = [Org]> then\n wait until <<touching (spell petrificus totalus v)?> and <not <(Sort) = [Wandless]>>>\n start sound [Cymbal + Low Squeak v]\n set [stoned x v] to (My X Position)\n forever\n set [sort v] to [Stoned]\n switch costume to (stoned v)\n set [my x position v] to (Stoned X)\n end\nend\n\nwhen I start as a clone\nif <(Sort) = [Spell]> then\n set size to (100) %\n if < (costume [name v]) contains [Die]?> then\n delete this clone\n end\n switch costume to (spell v)\n repeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n if <(direction) = [90]> then\n change [my x position v] by (20)\n else\n change [my x position v] by (-20)\n end\n change y by (([sin v] of ((timer) * (500)) ) + (pick random (-1) to (1)))\n if <touching (harry v)?> then\n set [kill harry v] to [True]\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <not <<(Sort) = [Spell]> or <<(Sort) = [Org]> or <(Sort) = [Wandless]>>>> then\n delete this clone\nend\n\ndefine Float (y)\nrepeat (100)\n set [sort v] to [Stoned]\n switch costume to (stoned v)\n set [my x position v] to (Stoned X)\n change y by (((((([sin v] of ((timer) * (250)) ) * (10)) + (100)) + (y)) - (y position)) / (4))\n set [my y velocity v] to [0]\nend\nrepeat until <(I'm Touching the Ground?) = [True]>\n change y by (My Y Velocity)\n change [my y velocity v] by (-1)\n Touching Ground?\nend\nUp\n\nwhen I start as a clone\nwait until <(Sort) = [Stoned]>\nforever\n wait until <touching (spell wingardium leviosa v)?>\n Float (y position)\nend\n\nwhen I start as a clone\nif <(Sort) = [Org]> then\n wait until <<touching (spell expelliarmus v)?> and <not <(Sort) = [Stoned]>>>\n start sound [High Whoosh v]\n set [sort v] to [Wandless]\n create clone of (_myself_ v)\n set [stoned x v] to (My X Position)\n forever\n set [sort v] to [Wandless]\n switch costume to (((round ((timer) * (2))) mod (2)) + (((Type) * (2)) + (47)))\n set [my x position v] to (Stoned X)\n end\nend\n\nwhen I start as a clone\nif <(Sort) = [Wandless]> then\n show\n switch costume to (wand v)\n set [my x velocity v] to (pick random (-10) to (10))\n set [my y velocity v] to (pick random (10) to (15))\n set rotation style [all around v]\n repeat until <(y position) < [-170]>\n change [my x position v] by (My X Velocity)\n change y by (My Y Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.9))\n change [my y velocity v] by (-1)\n turn right (15) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [forward v] (1) layers\nend\n\nwhen I receive [end game v]\ndelete this clone\n\n@Spell Counter\n\nwhen flag clicked\nset [spell v] to []\nhide\nrepeat (10)\n go to [front v] layer\n switch costume to (costume1 v)\nend\nforever\n set y to (0)\n set [on right side v] to [True]\n repeat until <(Camera X) > [250]>\n change x by (((0) - (x position)) / (4))\n end\n go to [front v] layer\n set y to (0)\n set [on right side v] to [False]\n repeat until <(Camera X) < [230]>\n change x by (((-300) - (x position)) / (4))\n end\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(length of (Spell)) = [4]> then\n delete this clone\nend\ngo to [front v] layer\nif <key (w v) pressed?> then\n switch costume to (w v)\nelse\n if <key (a v) pressed?> then\n switch costume to (a v)\n else\n if <key (s v) pressed?> then\n switch costume to (s v)\n else\n switch costume to (d v)\n end\n end\nend\nset [spell v] to (join (Spell) (costume [name v]))\nset [my x position v] to ((100) + (((length of (Spell)) - (1)) * (20)))\nforever\n set y to (-165)\n if <(On Right Side) = [True]> then\n set x to (My X Position)\n else\n set x to ((My X Position) - (300))\n end\n go to [front v] layer\nend\n\nwhen [space v] key pressed\ndelete this clone\n\nwhen I receive [start game v]\nforever\n go to [front v] layer\n if <(In Talking) = [False]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [end game v]\ndelete this clone\n\nwhen I receive [end game v]\nstop [other scripts in sprite v]\nhide\n\n@Spritesheet\n\n@Effect\n\nwhen flag clicked\ngo to [back v] layer\nshow\nset [ghost v] effect to (100)\nforever\n wait until <not <(Spell) = []>>\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n repeat until <(Spell) = []>\n create clone of (_myself_ v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to (harry v)\n set [brightness v] effect to (([sin v] of ((timer) * (500)) ) * (10))\n set [color v] effect to (([cos v] of ((timer) * (25)) ) * (100))\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nchange x by (pick random (-25) to (25))\nchange y by (pick random (-25) to (25))\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nglide (1) secs to (harry v)\ndelete this clone\n\n@SPELL Accio\n\nwhen flag clicked\nset [type v] to [Org]\nhide\n\nwhen I receive [cast spell v]\nif <<(Spell) = [DA]> and <(Type) = [Org]>> then\n point in direction ([direction v] of [harry v])\n start sound [Ocean Wave v]\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [type v] to [Clo]\nshow\ngo to (harry v)\nmove (10) steps\nset [my x position v] to (([x position v] of [harry v]) + (Camera X))\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n if <(direction) = [90]> then\n change [my x position v] by (20)\n else\n change [my x position v] by (-20)\n end\n change y by (([sin v] of ((timer) * (500)) ) + (pick random (-1) to (1)))\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set x to (((Camera X) / (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n else\n hide\n end\nend\n\n@SPELL Exsecto\n\nwhen flag clicked\nset [type v] to [Org]\nhide\n\nwhen I receive [cast spell v]\nif <<(Spell) = [SWAD]> and <(Type) = [Org]>> then\n point in direction ([direction v] of [harry v])\n start sound [Ocean Wave v]\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [type v] to [Clo]\nshow\ngo to (harry v)\nmove (10) steps\nset [my x position v] to (([x position v] of [harry v]) + (Camera X))\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n if <(direction) = [90]> then\n change [my x position v] by (20)\n else\n change [my x position v] by (-20)\n end\n change y by (([sin v] of ((timer) * (500)) ) + (pick random (-1) to (1)))\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set x to (((Camera X) / (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n else\n hide\n end\nend\n\n@SPELL Wingardium Leviosa\n\nwhen flag clicked\nset [type v] to [Org]\nhide\n\nwhen I receive [cast spell v]\nif <<(Spell) = [WD]> and <(Type) = [Org]>> then\n point in direction ([direction v] of [harry v])\n go to (harry v)\n start sound [Ocean Wave v]\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [type v] to [Clo]\nshow\ngo to (harry v)\nmove (10) steps\nset [my x position v] to (([x position v] of [harry v]) + (Camera X))\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n if <(direction) = [90]> then\n change [my x position v] by (20)\n else\n change [my x position v] by (-20)\n end\n change y by (([sin v] of ((timer) * (500)) ) + (pick random (-1) to (1)))\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set x to (((Camera X) / (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n else\n hide\n end\nend\n\n@SPELL Petrificus Totalus\n\nwhen flag clicked\nset [type v] to [Org]\nhide\n\nwhen I receive [cast spell v]\nif <<(Spell) = [AWD]> and <(Type) = [Org]>> then\n point in direction ([direction v] of [harry v])\n start sound [Ocean Wave v]\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [type v] to [Clo]\nshow\ngo to (harry v)\nmove (10) steps\nset [my x position v] to (([x position v] of [harry v]) + (Camera X))\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n if <(direction) = [90]> then\n change [my x position v] by (20)\n else\n change [my x position v] by (-20)\n end\n change y by (([sin v] of ((timer) * (500)) ) + (pick random (-1) to (1)))\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set x to (((Camera X) / (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n else\n hide\n end\nend\n\n@SPELL Expelliarmus\n\nwhen flag clicked\nset [type v] to [Org]\nhide\n\nwhen I receive [cast spell v]\nif <<(Spell) = [AWS]> and <(Type) = [Org]>> then\n point in direction ([direction v] of [harry v])\n start sound [Ocean Wave v]\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [type v] to [Clo]\nshow\ngo to (harry v)\nmove (10) steps\nset [my x position v] to (([x position v] of [harry v]) + (Camera X))\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n if <(direction) = [90]> then\n change [my x position v] by (20)\n else\n change [my x position v] by (-20)\n end\n change y by (([sin v] of ((timer) * (500)) ) + (pick random (-1) to (1)))\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set x to (((Camera X) / (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n else\n hide\n end\nend\n\n@SPELL Expecto Patronum\n\nwhen flag clicked\nset [type v] to [Org]\nhide\n\nwhen I receive [cast spell v]\nif <<(Spell) = [AWSD]> and <(Type) = [Org]>> then\n point in direction ([direction v] of [harry v])\n start sound [Ocean Wave v]\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [type v] to [Clo]\nshow\ngo to (harry v)\nmove (10) steps\nset [my x position v] to (([x position v] of [harry v]) + (Camera X))\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n if <(direction) = [90]> then\n change [my x position v] by (20)\n else\n change [my x position v] by (-20)\n end\n change y by (([sin v] of ((timer) * (500)) ) + (pick random (-1) to (1)))\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set x to (((Camera X) / (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n else\n hide\n end\nend\n\n@Ronald Weasley\n\nwhen flag clicked\nset [show talker v] to [False]\nhide\nset size to (200) %\nset rotation style [left-right v]\nforever\n if <(x position) < ([x position v] of [harry v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(Level) = [11]> then\n switch costume to (((round ((timer) * (2))) mod (2)) + (3))\n else\n switch costume to (((round ((timer) * (2))) mod (2)) + (1))\n end\n set x to (((Camera X) / (-1)) + (My X Position))\nend\n\nwhen I receive [next level v]\nhide\nset [show talker v] to [False]\nRon [240] [-120] [3]\nRon [240] [50] [5]\nRon [-100] [-120] [8]\nRon [220] [-75] [11]\nRon [240] [-140] [12]\n\ndefine Ron (x) (y) (lvl)\nif <(Level) = (lvl)> then\n show\n set y to (y)\n set [show talker v] to [True]\n set [my x position v] to (x)\nend\n\nwhen flag clicked\nhide\nforever\n wait until <<<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> and <(Show Talker) = [True]>>\n set size to (200) %\n clear graphic effects\n show\n wait until <not <<<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> and <(Show Talker) = [True]>>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@Ron Talk\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nset [in talking v] to [False]\nset [chat v] to [2]\nbroadcast (Not Talk v)\n\nwhen I receive [talk v]\nif <(Show Talker) = [True]> then\n stop [other scripts in sprite v]\n broadcast (Talky Talk Talk v)\n set [in talking v] to [True]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (Chat)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [chat v] by (1)\n if < (costume [name v]) contains [End]?> then\n set [in talking v] to [False]\n set [show talker v] to [False]\n broadcast (Not Talk v)\n else\n broadcast (Talk v)\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (e v)\nforever\n if <(Show Talker) = [True]> then\n set x to ([x position v] of [ronald weasley v])\n set y to (([y position v] of [ronald weasley v]) + (([sin v] of ((timer) * (250)) ) * (5)))\n repeat until <<([abs v] of ((x position) - ([x position v] of [harry v])) ) < [50]> or <(Show Talker) = [False]>>\n set x to ([x position v] of [ronald weasley v])\n set y to (([y position v] of [ronald weasley v]) + (([sin v] of ((timer) * (250)) ) * (5)))\n end\n repeat (10)\n change [ghost v] effect by (-10)\n set x to ([x position v] of [ronald weasley v])\n set y to (([y position v] of [ronald weasley v]) + (([sin v] of ((timer) * (250)) ) * (5)))\n end\n repeat until <<<key (space v) pressed?> or <[100] < ([abs v] of ((x position) - ([x position v] of [harry v])) )>> or <(Show Talker) = [False]>>\n set x to ([x position v] of [ronald weasley v])\n set y to (([y position v] of [ronald weasley v]) + (([sin v] of ((timer) * (250)) ) * (5)))\n end\n if <key (space v) pressed?> then\n broadcast (Talk v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n set x to ([x position v] of [ronald weasley v])\n set y to (([y position v] of [ronald weasley v]) + (([sin v] of ((timer) * (250)) ) * (5)))\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [talky talk talk v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [not talk v]\nforever\n if <(Show Talker) = [True]> then\n show\n else\n hide\n end\nend\n\n@Remember...\n\nwhen flag clicked\nforever\n hide\n wait (50) seconds\n go to x: (0) y: (240)\n show\n repeat (5)\n change y by (-20)\n end\n wait (1) seconds\n repeat (5)\n change y by (20)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end game v]\nstop [other scripts in sprite v]\nhide\n\n@Dementors\n\nwhen I start as a clone\nforever\n set x to (((Camera X) * (-1)) + (My X Position))\n if <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>> then\n show\n else\n hide\n end\nend\n\ndefine Dementors at (x) (y) (lvl)\nif <(Level) = (lvl)> then\n set y to (y)\n set [my x position v] to (x)\n create clone of (_myself_ v)\nend\n\ndefine Touching Ground?\nif <touching (ground v)?> then\n set [i'm touching the ground? v] to [True]\nelse\n set [i'm touching the ground? v] to [False]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go [forward v] (1) layers\nend\n\nwhen I receive [died v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.01) seconds\nReset\n\nwhen I receive [died v]\nwait (0.01) seconds\nReset\n\nwhen I start as a clone\nset [my x velocity v] to [0]\nset [my y velocity v] to [0]\nset [step v] to [0.25]\nclear graphic effects\nset [ghost v] effect to (50)\nwait until <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>>\nrepeat until <touching (spell expecto patronum v)?>\n change [my x velocity v] by (pick random (-0.1) to (0.1))\n change [my y velocity v] by (pick random (-0.1) to (0.1))\n if <(x position) > ([x position v] of [harry v])> then\n change [my x velocity v] by ((Step) / (-1))\n change [my x position v] by (My X Velocity)\n set x to (((Camera X) * (-1)) + (My X Position))\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change [my x velocity v] by ((Step) / (2))\n end\n change [my x velocity v] by ((Step) / (2))\n change [my x position v] by (My X Velocity)\n else\n change [my x velocity v] by (Step)\n change [my x position v] by (My X Velocity)\n set x to (((Camera X) * (-1)) + (My X Position))\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change [my x velocity v] by ((Step) / (-2))\n end\n change [my x velocity v] by ((Step) / (-2))\n change [my x position v] by (My X Velocity)\n end\n set [my x velocity v] to ((My X Velocity) * (0.9))\n if <(y position) > ([y position v] of [harry v])> then\n change [my y velocity v] by ((Step) / (-1))\n change y by (My Y Velocity)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change [my y velocity v] by ((Step) / (2))\n end\n change [my y velocity v] by ((Step) / (2))\n change y by (My Y Velocity)\n else\n change [my y velocity v] by (Step)\n change y by (My Y Velocity)\n Touching Ground?\n if <(Touching Ground?) = [True]> then\n change [my y velocity v] by ((Step) / (-2))\n end\n change [my y velocity v] by ((Step) / (-2))\n change y by (My Y Velocity)\n end\n set [my y velocity v] to ((My Y Velocity) * (0.9))\nend\nrepeat (10)\n if <(x position) > ([x position v] of [harry v])> then\n change [my x velocity v] by (1)\n change [my x position v] by (My X Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.9))\n else\n change [my x velocity v] by (-1)\n change [my x position v] by (My X Velocity)\n set [my x velocity v] to ((My X Velocity) * (0.9))\n end\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Reset\nDementors at [480] [0] [13]\nDementors at [90] [0] [14]\nDementors at [390] [0] [14]\nDementors at [240] [0] [15]\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n point towards (harry v)\n switch costume to ([floor v] of ((((timer) * (10)) mod (3)) + (1)) )\n if <<<([x position v] of [harry v]) > (x position)> and <[0] > (My X Velocity)>> or <<(x position) > ([x position v] of [harry v])> and <(My X Velocity) > [0]>>> then\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n end\nend\n\n@Hermione Granger\n\nwhen flag clicked\nhide\nset size to (200) %\nset [my x position v] to [680]\nset y to (60)\nforever\n set x to (((Camera X) / (-1)) + (My X Position))\n if <<(Level) = [15]> and <<(My X Position) < ((Camera X) + (230))> and <((Camera X) - (230)) < (My X Position)>>> then\n switch costume to (((round ((timer) * (2))) mod (2)) + (1))\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait until <touching (harry v)?>\nbroadcast (End Game v)\n\n@Hermione Intro Bg\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (10)\nend\n\n@Intro\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\nset [brightness v] effect to (-100)\nrepeat (5)\n switch costume to (costume1 v)\n wait (0.1) seconds\n change [brightness v] effect by (10)\n start sound [Crank v]\n next costume\n wait (0.1) seconds\n change [brightness v] effect by (10)\n start sound [Crank v]\nend\nrepeat (19)\n next costume\n wait (0.1) seconds\n start sound [Crank v]\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nnext costume\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (2) seconds\nbroadcast (Start Cutscene v)\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Hermione Intro Animation\n\nwhen I receive [start cutscene v]\nhide\nwait (0.5) seconds\nshow\nswitch costume to (costume3 v)\nwait (0.01) seconds\nrepeat (3)\n next costume\n wait (0.01) seconds\nend\nwait (0.1) seconds\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (10)\n switch costume to (talk 1 v)\n wait (0.05) seconds\n repeat (2)\n next costume\n wait (0.05) seconds\n end\nend\nswitch costume to (kit v)\nwait (0.5) seconds\ngo to x: (0) y: (0)\nrepeat (5)\n switch costume to (talk 4 v)\n wait (0.05) seconds\n repeat (2)\n next costume\n wait (0.05) seconds\n end\nend\ngo to x: (0) y: (0)\nswitch costume to (costume27 v)\nwait (0.01) seconds\nrepeat (7)\n next costume\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (5)\n switch costume to (talk 4 v)\n wait (0.05) seconds\n repeat (2)\n next costume\n wait (0.05) seconds\n end\nend\nswitch costume to (kit v)\nwait (0.5) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume11 v)\nwait (0.01) seconds\nrepeat (3)\n next costume\n wait (0.01) seconds\nend\nwait (0.1) seconds\nrepeat (12)\n next costume\n wait (0.01) seconds\nend\nwait (0.1) seconds\nrepeat (4)\n next costume\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (10)\n switch costume to (talk 7 v)\n wait (0.05) seconds\n repeat (2)\n next costume\n wait (0.05) seconds\n end\nend\nswitch costume to (kit v)\nwait (0.5) seconds\nhide\nbroadcast (Harold v)\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (10)\nend\n\n@Harold Stackmint\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [harold v]\nswitch costume to (costume1 v)\nshow\nwait (1) seconds\nnext costume\nwait (2) seconds\nnext costume\nwait (2) seconds\nrepeat (3)\n next costume\n wait (1) seconds\nend\nnext costume\nwait (3) seconds\nrepeat (3)\n next costume\n wait (2) seconds\nend\nnext costume\nwait (3) seconds\nbroadcast (Start Game v)\n\nwhen I receive [start game v]\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start cutscene v]\nwait until <key (space v) pressed?>\nstop [other scripts in sprite v]\nbroadcast (Start Game v)\n\n@End and Credits\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [end game v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat ((5) * (360))\n broadcast (Credits Roll v)\nend\nrepeat (100)\n change [brightness v] effect by (1)\nend\nstop [all v]\n\nwhen I start as a clone\nclear graphic effects\nwait (0.1) seconds\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nset [my y position v] to (((costume [number v]) * (-360)) + (720))\ngo to x: (0) y: (My Y Position)\nif <(My Y Position) > [-360]> then\n show\nelse\n hide\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(y position) > [360]>\n go to x: (0) y: (My Y Position)\n if <(My Y Position) > [-360]> then\n show\n else\n hide\n end\nend\ndelete this clone\n\nwhen I receive [credits roll v]\nchange [my y position v] by (1)\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\n | |
*(PIXILATE A PLATFORMER)* | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [d v] until done\nend\n\n@player\n\ndefine platformer\nswitch costume to (costume9 v)\nset rotation style [don't rotate v]\nchange [on ground v] by (-1)\nchange [-y- v] by (-1)\nchange y by (-y-)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((-y-) * (-1))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(-y-) < [7]>> then\n start sound [Jump3 v]\n set [-y- v] to [14]\n else\n set [-y- v] to [0]\n set [on ground v] to [2]\n end\nend\nset [-x- v] to ((-x-) * (0.5))\nchange x by (-x-)\nset [slop v] to [0]\nrepeat until <<(slop) = [-8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slop v] by (-1)\nend\nif <touching (level v)?> then\n change y by (slop)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (-x-) ) / (-x-)) * (-1))\n end\n set [-x- v] to [0]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [-x- v] by (-7)\n point in direction (-90)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [-x- v] by (7)\n point in direction (90)\nend\nevent\nset rotation style [left-right v]\nswitch costume to (costume2 v)\nif <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to ((5) + ([floor v] of (((timer) * (40)) mod (13)) ))\nend\nif <(on ground) < [1]> then\n if <(-y-) < [0]> then\n switch costume to (costume18 v)\n else\n switch costume to (costume17 v)\n end\nend\n\nif <(LOVE) < [2]> then\n\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (-x-) ) / (-x-)) * (-1))\n end\nend\n\nwhen I receive [play v]\nset up []\n\ndefine set up (number or text)\npoint in direction (90)\nif <not <(level) = [8]>> then\n go to x: (-156) y: (-132)\nelse\n go to x: (0) y: (-132)\nend\nset size to (150) %\nshow\nset [on ground v] to [0]\nset [-y- v] to [0]\nset [-x- v] to [0]\nforever\n platformer\nend\n\nif <touching (spikes v)?> then\n wait (0.1) seconds\nend\n\ndefine event\nif <touching (door v)?> then\n start sound [1up4 v]\n broadcast (win v)\n go to x: (-156) y: (-132)\nend\nif <touching (spikes v)?> then\n start sound [Hit4 v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n go to x: (-156) y: (-132)\n set size to (150) %\n clear graphic effects\nend\nif <touching (jumping pad v)?> then\n start sound [Jump2 v]\n set [-y- v] to [23]\nend\n\nwhen I receive [play v]\nforever\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [costumes v] to [1]\n\nif <(gameplay) = [1]> then\n\n@level\n\nwhen I receive [next level v]\nchange [costumes v] by (1)\n\nbroadcast (play v)\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@loading scene\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (30)\n next costume\nend\nbroadcast (next level v)\nchange [level v] by (1)\nwait (2) seconds\nbroadcast (win 2 v)\n\nwhen flag clicked\nbroadcast (menu v)\nhide\n\nwhen I receive [win 2 v]\nset [gameplay v] to [1]\nshow\ngo to [front v] layer\npoint in direction (-90)\nrepeat (30)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [menu v]\nset [gameplay v] to [1]\nshow\ngo to [front v] layer\npoint in direction (-90)\nswitch costume to (costume31 v)\nwait (2) seconds\nset [gameplay v] to [0]\nrepeat (30)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [play 2 v]\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (30)\n next costume\nend\nset [level v] to [1]\nbroadcast (next level v)\nwait (2) seconds\nbroadcast (timer v)\nbroadcast (win 2 v)\n\n@door\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@spikes\n\nwhen flag clicked\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@jumping pad\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (1000) %\n\nwhen I receive [next level v]\ngo to [front v] layer\nshow\nswitch costume to (level)\nset size to (100) %\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nhide\nset size to (1000) %\n\nwhen I receive [menu v]\nset size to (1000) %\nset size to (1000) %\ngo to [front v] layer\nset size to (1000) %\nshow\nset size to (1000) %\nswitch costume to (costume9 v)\nset size to (1000) %\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n set size to (1000) %\nend\nset size to (1000) %\nset [ghost v] effect to (0)\nwait (0.7) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n set size to (1000) %\nend\nset [ghost v] effect to (100)\nset size to (1000) %\nhide\n\nset size to (1000) %\n\nset size to (1000) %\n\n@Sprite2\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(gameplay) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Siren Whistle v]\n broadcast (play 2 v) and wait\n broadcast (play v)\n end\n else\n change size by (((100) - (size)) / (4))\n end\n else\n hide\n end\nend\n\nstart sound [Crank v]\n\nwhen flag clicked\nforever\n change [play button dir v] by (1)\n point in direction ((([sin v] of ((play button dir) * (4)) ) * (6)) + (90))\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Sprite9\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [love v] to [0]\nset [touching? v] to []\nforever\n set [touching? v] to []\n lf [l] [-201] [-220]\n lf [f] [-201] [-220]\nend\n\ndefine lf (c) (x) (y)\nswitch costume to (costume1 v)\nset size to (100000000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (c)\nif <touching (mouse-pointer v)?> then\n set [touching? v] to (c)\nend\n\nwhen flag clicked\nforever\n wait until <(touching?) = [f]>\n wait (0.2) seconds\n if <(touching?) = [f]> then\n change [love v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching?) = [l]>\n wait (0.2) seconds\n if <(touching?) = [l]> then\n change [love v] by (1)\n stop [this script v]\n end\nend\n\n@Glow-0\n\nwhen flag clicked\nset [min v] to [0]\nset [msec v] to [0]\nset [sec v] to [0]\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [Glow-] (letter (index) of (my variable)))\n set x to ((((index) - (0.5)) - ((length of (my variable)) / (2))) * ((size) / (10)))\n change x by (-180)\n change size by ((0.2) * ((100) - (size)))\nend\n\ndefine setup\nhide\nnext costume\nset size to (100) %\ngo to x: (0) y: (-165)\nset [index v] to [1]\nrepeat (20)\n switch costume to (join [Glow-] (letter (1) of (my variable)))\n create clone of (_myself_ v)\n change x by ((size) / (2))\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 (120) %\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [play v]\nsetup\nforever\n set drag mode [not draggable v]\nend\n\nwhen I receive [timer v]\nrepeat until <(level) = [9]>\n repeat (60)\n repeat (60)\n if <not <(level) = [9]>> then\n change [msec v] by (1)\n end\n end\n if <(msec) > [59]> then\n set [msec v] to [0]\n change [sec v] by (1)\n end\n end\n if <(sec) > [59]> then\n set [sec v] to [0]\n change [min v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set [my variable v] to (join (min) (join [:] (join (sec) (join [,] (msec)))))\nend\n\n\n\n | |
Rainformer - Platformer | @Stage\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [4]> or <(LEVEL) = [5]>> then\n switch backdrop to (bühnenbild1 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (pixel_sound v)\ngo [backward v] (15) layers\nhide\nset [ghost v] effect to (30)\n\nwhen I receive [intro_finished v]\nshow\ngo [backward v] (5) layers\nwait (1) seconds\n\nwhen I receive [oof v]\nif <(costume [number v]) = [1]> then\n play sound [ROBLOX Death Sound.mp3 v] until done\nend\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n play sound [Lights \[Dream Trance\]2 v] until done\nelse\n if <(costume [number v]) = [2]> then\n stop all sounds\n end\nend\n\nplay sound [TheFatRat - Time Lapse v] until done\n\nwhen I receive [intro_finished v]\nshow\ngo [backward v] (5) layers\nwait (1) seconds\nrepeat until <(costume [number v]) = [2]>\n play sound [Lights \[Dream Trance\]2 v] until done\nend\n\nset [pixelate v] effect to (0)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [level up! v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <(LEVEL) = [12]> then\n show\n point in direction ((([sin v] of ((timer) * (200)) ) * (3)) + (90))\n else\n hide\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Figur2\n\nwhen flag clicked\nrepeat (2)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <not <<(LEVEL) = [4]> or <(LEVEL) = [5]>>> then\n switch costume to (pick random (1) to (4))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (30)\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<(LEVEL) = [4]> or <(LEVEL) = [5]>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (30)\n end\nend\n\n@another_danger\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(LEVEL) = [5]> then\n show\n go to x: (0) y: (-110)\n else\n if <(LEVEL) = [8]> then\n show\n go to x: (100) y: (-80)\n else\n if <(LEVEL) = [11]> then\n show\n go to x: (180) y: (-90)\n else\n hide\n end\n end\n end\nend\n\nrepeat (20)\n change x by (5)\nend\nrepeat (20)\n change x by (-5)\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <(LEVEL) = [5]> then\n turn right (10) degrees\n show\n go to x: (150) y: (-110)\n else\n if <(LEVEL) = [11]> then\n turn right (10) degrees\n show\n go to x: (100) y: (-90)\n else\n hide\n end\n end\nend\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <not <<<(LEVEL) = [5]> or <(LEVEL) = [8]>> or <<(LEVEL) = [3]> or <(LEVEL) = [11]>>>> then\n hide\n set x to (0)\n end\nend\n\nwait (1) seconds\n\nshow\ngo to x: (90) y: (40)\n\nhide\n\n@ground\n\nwhen flag clicked\ngo [forward v] (4) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro_finished v]\nshow\n\n@shadows\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (LEVEL)\n set [ghost v] effect to (50)\nend\n\nset [level v] to [7]\n\n@trampolins\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n switch costume to (kostüm2 v)\n wait (0.2) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n go to x: (131) y: (-68)\n show\n else\n if <(LEVEL) = [8]> then\n go to x: (-90) y: (-68)\n show\n else\n hide\n end\n end\nend\n\nif <(LEVEL) = [9]> then\n\nshow\nset x to (-70)\n\nwhen I start as a clone\nforever\n if <touching (sprite2 v)?> then\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n else\n switch costume to (kostüm1 v)\n end\nend\n\nwhen flag clicked\n\nforever\n \n point in direction (90)\n show\n set y to ()\n set x to (40)\n else\n hide\n end\nend\n\nhide\n\ncreate clone of (_myself_ v)\n\n@Figur3\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n broadcast (start_idk v)\n set size to (80) %\n switch costume to (play_button_pixel_2 v)\n repeat until <not <touching (mouse-pointer v)?>>\n turn right (15) degrees\n wait (0.1) seconds\n turn left (15) degrees\n wait (0.3) seconds\n end\n else\n set size to (70) %\n switch costume to (play_button_pixel v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (start v)\nturn right (15) degrees\nrepeat (2)\n turn right (15) degrees\n change size by (-30)\n change [ghost v] effect by (40)\nend\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [intro_finished v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions_closed v]\nshow\n\nset [pixelate v] effect to (0)\n\n@Figur4\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (instructions v)\n\nwhen I receive [instructions_closed v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n switch costume to (costume1 v)\n repeat until <not <touching (mouse-pointer v)?>>\n turn right (15) degrees\n wait (0.1) seconds\n turn left (15) degrees\n wait (0.3) seconds\n end\n else\n set size to (70) %\n switch costume to (pixel_info v)\n end\nend\n\nwhen I receive [intro_finished v]\nshow\n\nset [pixelate v] effect to (0)\n\n@Figur8\n\nwhen flag clicked\nswitch costume to (kostüm12 v)\n\nwhen I receive [start v]\ngo [forward v] (10) layers\nforever\n switch costume to (LEVEL)\nend\n\ngo to [front v] layer\n\nset [level v] to [7]\n\n@Figur6\n\nwhen I receive [instructions v]\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change size by (12)\nend\nset size to (100) %\nforever\n if <mouse down?> then\n repeat (10)\n change size by (-10)\n end\n hide\n broadcast (instructions_closed v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nset size to (10) %\n\nwhen flag clicked\n\n@Figur9\n\nwhen flag clicked\nshow\ngo [backward v] (3) layers\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro_finished v]\nshow\n\nwhen flag clicked\nbroadcast (Intro_finished v)\n\nset [pixelate v] effect to (0)\n\n@Sprite6\n\ndefine Platformer physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <<touching (spikes v)?> or <touching (another_danger v)?>> then\n if <not <(LEVEL) = [10]>> then\n broadcast (oof v)\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <[-3] > (Yv)> then\n broadcast (enemy_killed v)\n wait (0.2) seconds\n else\n broadcast (oof v)\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\nif <(y position) < [-160]> then\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <(x position) > [220]> then\n broadcast (LEVEL UP! v)\n change [level v] by (1)\n hide\n go to x: (-180) y: (0)\n wait (0.8) seconds\n show\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nwhen flag clicked\nset [level v] to [7]\ngo to x: (107) y: (-83)\nswitch costume to (pixel_character v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo [forward v] (55) layers\nshow\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\npoint towards (mouse-pointer v)\n\npoint in direction (90)\n\nset [pixelate v] effect to (0)\n\nswitch costume to (costume1 v)\n\nset [pixelate v] effect to (0)\n\n@moving platforms\n\nwhen flag clicked\nhide\ngo to x: (-20) y: (-70)\nforever\n if <(LEVEL) = [6]> then\n show\n repeat (30)\n change x by (5)\n end\n repeat (30)\n change x by (-5)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n show\n else\n hide\n end\nend\n\nchange y by (4)\n\nchange y by (-4)\n\n@Spikes\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n set rotation style [left-right v]\n point in direction (90)\n set x to (0)\n repeat (40)\n change x by (5)\n end\n point in direction (-90)\n repeat (40)\n change x by (-5)\n end\n else\n point in direction (90)\n set x to (19)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro_finished v]\nforever\n switch costume to (LEVEL)\n if <not <(LEVEL) = [10]>> then\n set [ghost v] effect to (0)\n show\n set y to (-104)\n end\nend\n\nwhen I receive [enemy_killed v]\nif <(LEVEL) = [10]> then\n repeat (6)\n change y by (-10)\n end\n hide\nelse\n set [ghost v] effect to (0)\nend\n\nset [level v] to [7]\n\nglide (1.7) secs to x: (200) y: (-104)\nglide (1.7) secs to x: (0) y: (-104)\n\nset [pixelate v] effect to (0)\n\n@...\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [intro_finished v]\ngo to [front v] layer\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\nwhen I receive [start v]\nhide\n\n | 再共有です(本当の共有日:1/25\n報告乱用に勝ったのか...?\n❤と⭐を押せば無敵になれます!\n”Press ❤ and ⭐ to become invincible!\n今回はゾンビを動かすマインクラフトプラットフォーマー(4)を作りました!!\n❤と⭐、フォロー、拡散をよろしくお願いします。\n《操作方法》\n矢印キーまたはタップで操作します。\nスペースキーでマウスカーソルにゾンビの毒玉を撃ちます\n敵に当たると死にます()\n《クレジット》\nBGM:C418\nコスチューム:@kuri-pa-2\n参考:@zyo-ka-da |
Platformer Creator! | @Stage\n\n@Player\n\ndefine fast\nrepeat (6)\n if <<touching (levels v)?> or <touching (movin platforms v)?>> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <<touching (levels v)?> or <touching (movin platforms v)?>>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <<touching (levels v)?> or <touching (movin platforms v)?>>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine spawn\ngo to x: (-190) y: (-60)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nspawn\nset [level v] to [1]\nforever\n if <(x position) > [240]> then\n change [level v] by (1)\n broadcast (Next Level v)\n wait (0.35) seconds\n spawn\n end\nend\n\nwhen I receive [end intro v]\n\nwhen I receive [next level v]\nwait (0.35) seconds\nspawn\n\nwhen flag clicked\nset [ghost v] effect to (0)\nspawn\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (levels v)?> or <touching (movin platforms v)?>> then\n fast\n if <<touching (levels v)?> or <touching (movin platforms v)?>> then\n change y by (-6)\n xcoll\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [11]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <<touching (levels v)?> or <touching (movin platforms v)?>> then\n ycoll\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\n if <touching (bouncepads v)?> then\n set [y v] to [20]\n end\n if <<touching (danger v)?> or <touching (danger2 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n spawn\n set [ghost v] effect to (0)\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Bouncepads\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Text\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Movin platforms\n\nwhen flag clicked\ngo to x: (-110) y: (0)\nforever\n repeat (70)\n change x by (3)\n end\n wait (1) seconds\n repeat (70)\n change x by (-3)\n end\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n hide\n wait until <(level) = [9]>\n wait (0.5) seconds\n show\n wait until <(level) = [10]>\n wait (0.5) seconds\nend\n\n@Danger2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nforever\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\n wait (2) seconds\n repeat (4)\n change [ghost v] effect by (-25)\n end\n show\nend\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\n@Stuff\n\n@Trail\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (3)\n change size by (-2)\nend\ndelete this clone\n\n@Next Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\ngo to x: (530) y: (0)\nrepeat until <(x position) < [-530]>\n change x by (-40)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Skip Button\n\nwhen flag clicked\nshow\nset [brightness v] effect to (0)\ngo to x: (0) y: (-140)\ngo to [back v] layer\nwait (1) seconds\ngo to [front v] layer\nforever\n wait until <touching (mouse-pointer v)?>\n set [brightness v] effect to (10)\n wait until <not <touching (mouse-pointer v)?>>\n set [brightness v] effect to (0)\nend\n\nwhen I receive [next level v]\nhide\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nif <(level) = [10]> then\n broadcast (Next Level v)\n set [level v] to [1]\nelse\n broadcast (Next Level v)\n change [level v] by (1)\nend\n\n | |
Geo || A Platformer | @Stage\n\nwhen I receive [menutick v]\nswitch backdrop to (mainemenu2 v)\n\nwhen I receive [maptick v]\nswitch backdrop to (1 v)\n\nwhen I receive [gametick v]\nif <<(Level) = [4]> or <(Level) = [11]>> then\n switch backdrop to (4 v)\nelse\n if <(Level) = [6]> then\n switch backdrop to (6 v)\n else\n if <(Level) = [9]> then\n switch backdrop to (9 v)\n else\n if <<(Level) = [10]> or <(Level) = [12]>> then\n switch backdrop to (10 v)\n else\n switch backdrop to (1 v)\n end\n end\n end\nend\n\nwhen I receive [flagclicked v]\nswitch backdrop to (mainmenu1 v)\nwait (2.6) seconds\nswitch backdrop to (mainemenu2 v)\nset [brightness v] effect to (25)\nrepeat (50)\n change [brightness v] effect by (-0.5)\nend\n\nwhen I receive [mapchange v]\nset volume to (75) %\nforever\n wait (0.5) seconds\n if <<(Dead) = [0]> and <<(PassedGoal) = [0]> and <(LoadingLevel) = [0]>>> then\n if <(Menu) = [Map]> then\n if <(World) = [1]> then\n wait until <(AllowMapChanges) = [1]>\n play sound [06 World 1 v] until done\n else\n wait until <(AllowMapChanges) = [1]>\n play sound [07 World 2 v] until done\n end\n else\n if <(Menu) = [Game]> then\n if <(Underground) = [1]> then\n if <<(Level) = [8]> or <<(Level) = [4]> or <<(Level) = [11]> or <(Level) = [14]>>>> then\n play sound [23 Boss Battle v] until done\n else\n if <<(Level) = [3]> or <(Level) = [10]>> then\n play sound [20 Water Level v] until done\n else\n play sound [19 Underground Level v] until done\n end\n end\n else\n if <(ClearedLag?) = [0]> then\n wait (3.6) seconds\n else\n wait (1.6) seconds\n end\n if <<(Level) = [1]> or <<(Level) = [3]> or <<(Level) = [7]> or <<(Level) = [10]> or <(Level) = [13]>>>>> then\n play sound [17 Normal Level 1 v] until done\n end\n if <<(Level) = [2]> or <<(Level) = [6]> or <<(Level) = [9]> or <(Level) = [12]>>>> then\n play sound [18 Normal Level 2 v] until done\n end\n if <(Level) = [5]> then\n play sound [55 Super Mario World Ghost House v] until done\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n play sound [22 Airship v] until done\n end\n if <<(Level) = [4]> or <(Level) = [11]>> then\n play sound [21 Fortress v] until done\n end\n end\n end\n end\n end\nend\n\n@Cheats\n\nset [powerupcollected v] to [Frog]\nbroadcast (Powerup v)\n\nset [powerupcollected v] to [Tanooki]\nbroadcast (Powerup v)\n\nset [powerupcollected v] to [Fire]\nbroadcast (Powerup v)\n\nset [levelscompleted v] to [14]\n\nforever\n set [allowplayerdamage v] to [0]\nend\n\nhide variable [fps v]\n\nshow variable [fps v]\n\nset [lives v] to [100]\n\n@Menu\n\nwhen flag clicked\nset [level v] to [0]\nbroadcast (StartGame v)\nset [clearedlag? v] to [0]\nset [allowmapchanges v] to [0]\nhide\nbroadcast (HideGame v)\nbroadcast (HideMap v)\nwait (3) seconds\nbroadcast (FlagClicked v)\n\nwhen I receive [menutick v]\nshow\n\nwhen I receive [hidemenu v]\nhide\n\nwhen I receive [flagclicked v]\nset [coins v] to [0]\nset volume to (100) %\nset [brightness v] effect to (-100)\nstart sound [04 Super Mario Bros v]\nhide\nwait (1) seconds\nshow\ngo to x: (-29) y: (500)\nset size to (350) %\nrepeat (10)\n change [brightness v] effect by (10)\n set y to ((((y position) - (60)) / (1.1)) + (60))\nend\nrepeat (38)\n set y to ((((y position) - (60)) / (1.1)) + (60))\nend\nset [brightness v] effect to (0)\n\n@Player\n\nif <(AllowPlayerMovement) = [1]> then\n switch costume to (playercentre v)\n set [sliding v] to [0]\n set [slidingfunction v] to [0]\n set [crouching v] to [0]\n change [tanookicooldown v] by ((-1) / (30))\n change [statueswapcooldown v] by ((-1) / (10))\n if <touching (water v)?> then\n if <(Powerup) = [Frog]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (1.8)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yvel v] by (-1.8)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (1.5)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1.5)\n point in direction (-90)\n end\n if <(YVel) > [0]> then\n switch costume to (frogswimmingtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [0]\n else\n FindFloor\n set [yvel v] to [0]\n end\n end\n switch costume to (frogswimmingsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <([abs v] of (XVel) ) > [4.499999]> then\n set [xvel v] to ((XVel) / (1.3))\n set [yvel v] to ((YVel) / (1.3))\n else\n set [xvel v] to ((XVel) / (1.5))\n set [yvel v] to ((YVel) / (1.5))\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <(YVel) > [-2.5]> then\n change [yvel v] by (-0.41)\n end\n if <(YVel) < [-2.5]> then\n set [yvel v] to [-2.5]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(Statue) = [0]> and <<(YVel) < [-1.3]> or <(YVel) = [-0.41]>>>> then\n if <not <(YVel) = [-1.41]>> then\n start sound [Swim v]\n end\n set [yvel v] to [6]\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [-1]\n else\n FindFloor\n if <<(Statue) = [0]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [crouching v] to [1]\n end\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) < [2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (-1.9)\n else\n change [xvel v] by (-1.75)\n end\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) > [-2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (1.9)\n else\n change [xvel v] by (1.75)\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n if <<(Statue) = [0]> and <(SlidingFunction) = [0]>> then\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n set [xvel v] to ((XVel) / (1.05))\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n start sound [Fireball v]\n add ((((x position) + (((direction) / (90)) * (8))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n end\n end\n end\n switch costume to (playercentre v)\n if <not <touching (water v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [12]\n if <([abs v] of (XVel) ) > [1.5]> then\n set [xvel v] to ((direction) / (60))\n end\n end\n end\n else\n if <(Powerup) = [Frog]> then\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n change [yvel v] by ((Gravity) / (3.2))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n switch costume to (allbottom v)\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n end\n FindFloor\n end\n if <(YVel) > [0]> then\n switch costume to (bigtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\n end\n switch costume to (bigsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.2))\n if <(([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) = [1]> then\n if <([abs v] of (XVel) ) > [1]> then\n if <(XVel) > [0]> then\n set [xvel v] to [1]\n else\n set [xvel v] to [-1]\n end\n end\n end\n else\n set [xvel v] to ((XVel) / (1.15))\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n if <<(TanookiFlying) = [1]> and <(Statue) = [0]>> then\n if <(YVel) > [0]> then\n change [yvel v] by ((Gravity) / (3.4))\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by ((Gravity) / (6))\n if <(YVel) < [-0.4]> then\n set [yvel v] to [-0.4]\n end\n else\n change [yvel v] by ((Gravity) / (3.4))\n end\n end\n else\n if <(Statue) = [1]> then\n change [yvel v] by ((Gravity) / (1))\n else\n change [yvel v] by ((Gravity) / (2.9))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n end\n end\n switch costume to (allbottom v)\n if <<<(AllowTanookiFlightStart) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <([abs v] of (XVel) ) > [2]>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [allowtanookiflightstart v] to [0]\n set [tanookiflying v] to [1]\n end\n end\n set [allowtanookiflightstart v] to [1]\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n set [tanookiusesleft v] to [10]\n if <(TanookiFlying) = [0]> then\n if <(Statue) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [crouching v] to [1]\n end\n end\n end\n end\n FindFloor\n end\n if <not <(Powerup) = [Tanooki]>> then\n set [tanookiflying v] to [0]\n end\n if <<<(TanookiFlying) = [1]> and <(YVel) < [-8]>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n end\n if <<(AllowTanookiFlight) = [0]> and <(TanookiFlying) = [1]>> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [allowtanookiflight v] to [1]\n set [tanookiflying v] to [1]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<(AllowTanookiFlight) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <<(TanookiUsesLeft) > [0]> and <(TanookiCooldown) < [0]>>>> then\n set [yvel v] to [11]\n set [allowtanookiflight v] to [0]\n set [tanookicooldown v] to [0.12]\n change [tanookiusesleft v] by (-1)\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(XVel) < [2]> then\n change [xvel v] by (-1.99)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(XVel) > [-2]> then\n change [xvel v] by (1.99)\n end\n end\n end\n if <(SlidingFunction) = [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <([abs v] of (XVel) ) < [3.99999999999]> then\n set [xvel v] to ((XVel) / (2))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.4))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n add ((((x position) + (((direction) / (90)) * (12))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n start sound [Fireball v]\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n if <<(Powerup) = [Frog]> and <touching (water v)?>> then\n switch costume to (frogswimmingsides v)\n else\n switch costume to (bigsides v)\n end\n end\nend\nif <(AllowPlayerMovement) = [1]> then\n if <<(y position) < [-172]> and <(Dead) = [0]>> then\n broadcast (Death v)\n end\nend\nif <<(Dead) = [1]> or <(PassedGoal) = [1]>> then\n set [spinning v] to [0]\n set [statue v] to [0]\nend\nif <(Dead) = [0]> then\n if <<(Level) = [8]> and <(Underground) = [0]>> then\n change [mapx v] by (-1)\n else\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (4)))\n change [mapy v] by ([floor v] of (((((PlayerY) + (-32)) * (-1)) - (MapY)) / (4)) )\n end\nend\nif <(MapX) > [600]> then\n set [mapx v] to [600]\nend\nif <(MapX) < [-5640]> then\n set [mapx v] to [-5640]\nend\nif <(Level) = [7]> then\n if <(MapX) < [-3848]> then\n set [mapx v] to [-3848]\n end\nend\nif <(Underground) = [1]> then\n if <<(Level) = [4]> or <(Level) = [8]>> then\n set [mapx v] to [-2254]\n end\n if <(Level) = [8]> then\n set [mapy v] to [400]\n end\n if <(MapY) < [222]> then\n set [mapy v] to [222]\n end\n if <(MapY) > [428]> then\n set [mapy v] to [428]\n end\nelse\n if <(MapY) > [-138]> then\n set [mapy v] to [-138]\n end\n if <(MapY) < [-450]> then\n set [mapy v] to [-450]\n end\n if <(Level) = [8]> then\n set [mapy v] to [-153]\n change [mapy v] by (([sin v] of ((GlobalCostumeNo.) * (24)) ) * (15))\n if <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\n end\n if <(x position) > [0]> then\n change [mapx v] by ((x position) / (-24))\n end\n end\nend\nif <<(Powerup) = [Tanooki]> and <<(Dead) = [0]> and <(PassedGoal) = [0]>>> then\n if <<<<key (space v) pressed?> and <not <touching (water v)?>>> and <<(Spinning) = [0]> and <<(Statue) = [0]> and <(StatueSwapCooldown) < [-0.6]>>>> or <<(TanookiCooldown) < [-0.3]> and <(Spinning) = [1]>>> then\n set [statue v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Spinning) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n set [spinning v] to [0]\n else\n start sound [Spin v]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n set [spinning v] to [1]\n set [playercostumeno. v] to [0.5]\n end\n set [statueswapcooldown v] to [0]\n else\n if <<<<key (m v) pressed?> or <key (e v) pressed?>> and <(StatueSwapCooldown) < [0]>> or <<(Statue) = [1]> and <(TanookiCooldown) < [-5]>>> then\n set [spinning v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Statue) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n else\n set [statue v] to [1]\n set [yvel v] to [-5]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n end\n set [statueswapcooldown v] to [1]\n end\n end\nelse\n set [statue v] to [0]\n set [spinning v] to [0]\nend\nchange y by (-1)\nif <(Dead) = [0]> then\n broadcast (PlayerUpdated v)\nend\nbroadcast (CostumeEverything v)\n\nwhen I receive [updateplayer v]\nif <[1] = [1]> then\n delete this clone\nend\nshow\ngo to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\nif <(AllowPlayerMovement) = [1]> then\n switch costume to (playercentre v)\n set [sliding v] to [0]\n set [slidingfunction v] to [0]\n set [crouching v] to [0]\n change [tanookicooldown v] by ((-1) / (30))\n change [statueswapcooldown v] by ((-1) / (10))\n if <touching (water v)?> then\n if <(Powerup) = [Frog]> then\n FrogSwimming\n else\n if <(YVel) > [-2.5]> then\n change [yvel v] by (-0.41)\n end\n if <(YVel) < [-2.5]> then\n set [yvel v] to [-2.5]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(Statue) = [0]> and <<(YVel) < [-1.3]> or <(YVel) = [-0.41]>>>> then\n if <not <(YVel) = [-1.41]>> then\n start sound [Swim v]\n end\n set [yvel v] to [6]\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [-1]\n else\n FindFloor\n if <<(Statue) = [0]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [crouching v] to [1]\n end\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) < [2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (-1.9)\n else\n change [xvel v] by (-1.75)\n end\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) > [-2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (1.9)\n else\n change [xvel v] by (1.75)\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n if <<(Statue) = [0]> and <(SlidingFunction) = [0]>> then\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n set [xvel v] to ((XVel) / (1.05))\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n start sound [Fireball v]\n add ((((x position) + (((direction) / (90)) * (8))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n end\n end\n end\n switch costume to (playercentre v)\n if <not <touching (water v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [14]\n if <([abs v] of (XVel) ) > [1.5]> then\n set [xvel v] to ((direction) / (60))\n end\n end\n end\n else\n if <(Powerup) = [Frog]> then\n FrogMovement\n else\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n if <<(TanookiFlying) = [1]> and <(Statue) = [0]>> then\n if <(YVel) > [0]> then\n change [yvel v] by ((Gravity) / (3.4))\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by ((Gravity) / (6))\n if <(YVel) < [-0.4]> then\n set [yvel v] to [-0.4]\n end\n else\n change [yvel v] by ((Gravity) / (3.4))\n end\n end\n else\n if <(Statue) = [1]> then\n change [yvel v] by ((Gravity) / (1))\n else\n change [yvel v] by ((Gravity) / (2.9))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n end\n end\n switch costume to (allbottom v)\n if <<<(AllowTanookiFlightStart) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <([abs v] of (XVel) ) > [2]>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [allowtanookiflightstart v] to [0]\n set [tanookiflying v] to [1]\n end\n end\n set [allowtanookiflightstart v] to [1]\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n set [tanookiusesleft v] to [10]\n end\n if <<(YVel) = [0]> or <(YVel) = ((Gravity) / (2.9))>> then\n if <(TanookiFlying) = [0]> then\n if <(Statue) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [crouching v] to [1]\n end\n end\n end\n end\n if <(YVel) = [0]> then\n FindFloor\n end\n end\n if <not <(Powerup) = [Tanooki]>> then\n set [tanookiflying v] to [0]\n end\n if <<<(TanookiFlying) = [1]> and <(YVel) < [-8]>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n end\n if <<(AllowTanookiFlight) = [0]> and <(TanookiFlying) = [1]>> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [allowtanookiflight v] to [1]\n set [tanookiflying v] to [1]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<(AllowTanookiFlight) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <<(TanookiUsesLeft) > [0]> and <(TanookiCooldown) < [0]>>>> then\n set [yvel v] to [11]\n set [allowtanookiflight v] to [0]\n set [tanookicooldown v] to [0.12]\n change [tanookiusesleft v] by (-1)\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(XVel) < [2]> then\n change [xvel v] by (-1.99)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(XVel) > [-2]> then\n change [xvel v] by (1.99)\n end\n end\n end\n if <(SlidingFunction) = [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <([abs v] of (XVel) ) < [3.99999999999]> then\n set [xvel v] to ((XVel) / (2))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.4))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n add ((((x position) + (((direction) / (90)) * (12))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n start sound [Fireball v]\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n if <<(Powerup) = [Frog]> and <touching (water v)?>> then\n switch costume to (frogswimmingsides v)\n else\n switch costume to (bigsides v)\n end\n end\nend\nif <(AllowPlayerMovement) = [1]> then\n if <<(y position) < [-172]> and <(Dead) = [0]>> then\n broadcast (Death v)\n end\nend\nif <<(Dead) = [1]> or <(PassedGoal) = [1]>> then\n set [spinning v] to [0]\n set [statue v] to [0]\nend\nif <(Dead) = [0]> then\n if <<<(Level) = [8]> or <(Level) = [14]>> and <(Underground) = [0]>> then\n change [mapx v] by (-1)\n else\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (4)))\n change [mapy v] by ([floor v] of (((((PlayerY) + (-32)) * (-1)) - (MapY)) / (4)) )\n end\nend\nif <(MapX) > [600]> then\n set [mapx v] to [600]\nend\nif <(MapX) < [-5640]> then\n set [mapx v] to [-5640]\nend\nif <(Level) = [7]> then\n if <(MapX) < [-3848]> then\n set [mapx v] to [-3848]\n end\nend\nif <(Underground) = [1]> then\n if <<<(Level) = [4]> or <(Level) = [14]>> or <<(Level) = [8]> or <(Level) = [11]>>> then\n set [mapx v] to [-2254]\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n set [mapy v] to [400]\n end\n if <(MapY) < [222]> then\n set [mapy v] to [222]\n end\n if <(MapY) > [428]> then\n set [mapy v] to [428]\n end\n if <(Level) = [10]> then\n if <(MapY) > [222]> then\n set [mapy v] to [222]\n end\n end\nelse\n if <(MapY) > [-138]> then\n set [mapy v] to [-138]\n end\n if <(MapY) < [-450]> then\n set [mapy v] to [-450]\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n set [mapy v] to [-153]\n change [mapy v] by (([sin v] of ((GlobalCostumeNo.) * (24)) ) * (15))\n if <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\n end\n if <(x position) > [0]> then\n change [mapx v] by ((x position) / (-24))\n end\n end\nend\nif <<(Powerup) = [Tanooki]> and <<(Dead) = [0]> and <(PassedGoal) = [0]>>> then\n if <<<<key (space v) pressed?> and <not <touching (water v)?>>> and <<(Spinning) = [0]> and <<(Statue) = [0]> and <(StatueSwapCooldown) < [-0.6]>>>> or <<(TanookiCooldown) < [-0.3]> and <(Spinning) = [1]>>> then\n set [statue v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Spinning) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n set [spinning v] to [0]\n else\n start sound [Spin v]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n set [spinning v] to [1]\n set [playercostumeno. v] to [0.5]\n end\n set [statueswapcooldown v] to [0]\n else\n if <<<<key (m v) pressed?> or <key (e v) pressed?>> and <(StatueSwapCooldown) < [0]>> or <<(Statue) = [1]> and <(TanookiCooldown) < [-5]>>> then\n set [spinning v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Statue) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n else\n set [statue v] to [1]\n set [yvel v] to [-5]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n end\n set [statueswapcooldown v] to [1]\n end\n end\nelse\n set [statue v] to [0]\n set [spinning v] to [0]\nend\nchange y by (-1)\nif <(Dead) = [0]> then\n broadcast (PlayerUpdated v)\nend\nbroadcast (CostumeEverything v)\n\ndefine FindCeiling\nrepeat until <not <touching (map v)?>>\n change y by (-1)\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <<touching (semisolids v)?> or <touching (platforms v)?>>>\n change y by (-0.5)\nend\nchange y by (0.5)\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<(Statue) = [0]> and <not <(Powerup) = [Frog]>>>> then\n switch costume to (sliding v)\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n change x by (((direction) / (90)) * ((6) + (([abs v] of (XVel) ) / (3))))\n repeat until <<<touching (map v)?> or <<touching (semisolids v)?> and <not <(YVel) > [0]>>>> or <touching (_edge_ v)?>>\n change y by (-1)\n end\n change y by (1)\n set [sliding v] to [1]\n set [slidingfunction v] to [1]\n if <<not <((y position) - (MapY)) < ((PlayerY) - (1))>> or <not <((y position) - (MapY)) > ((PlayerY) - (27))>>> then\n go to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\n set [slidingfunction v] to [0]\n else\n go to x: (((x position) + ((PlayerX) + (MapX))) / (2)) y: (((y position) + ((PlayerY) + (MapY))) / (2))\n change [xvel v] by ((((direction) / (90)) * (((y position) - (MapY)) - (PlayerY))) / (-6))\n set [slidingtime v] to (([abs v] of (XVel) ) / (2))\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\nend\nchange [slidingtime v] by (-0.2)\nif <(SlidingTime) < [0]> then\n set [sliding v] to [0]\nend\n\ndefine YSmoothing\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n repeat (16)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by (1)\n end\n end\nend\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by (-16)\nend\n\nwhen I receive [costumeeverything v]\nif <touching (water v)?> then\n if <(Dead) = [1]> then\n switch costume to (dead1none v)\n else\n if <(PipeTravel) = [1]> then\n switch costume to (join [Pipe] (Powerup))\n else\n if <(Powerup) = [Frog]> then\n if <([abs v] of (YVel) ) > (([abs v] of (XVel) ) + (0.5))> then\n if <(YVel) > [0]> then\n switch costume to (join [Up] (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (3)) ) + (1)))\n else\n switch costume to (join [Down] (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (3)) ) + (1)))\n end\n else\n if <([abs v] of (XVel) ) > [0.4]> then\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (5)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (3)) ) + (3)) (Powerup)))\n end\n end\n else\n if <(Statue) = [1]> then\n switch costume to (statue1 v)\n else\n if <<(TanookiCooldown) > [0.3]> and <(Powerup) = [Fire]>> then\n if <(TanookiCooldown) > [0.4]> then\n if <not <(YVel) = [0]>> then\n switch costume to (throw5 v)\n else\n switch costume to (throw1 v)\n end\n else\n if <not <(YVel) = [0]>> then\n switch costume to (throw6 v)\n else\n switch costume to (throw2 v)\n end\n end\n else\n if <not <(YVel) = [0]>> then\n if <(Powerup) = [None]> then\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) * (1)) mod (4)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (5)) ) + (1)) (Powerup)))\n end\n else\n if <(Crouching) = [1]> then\n switch costume to (join [Crouch1] (Powerup))\n else\n if <<<<(XVel) < [0.99]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<(XVel) > [-0.99]> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <<not <([abs v] of (XVel) ) < [0.001]>> and <(PassedGoal) = [0]>>> then\n if <(Powerup) = [None]> then\n switch costume to (walk3none v)\n else\n switch costume to (join [Walk5] (Powerup))\n end\n set [playercostumeno. v] to [0]\n else\n if <([abs v] of (XVel) ) > [0.2]> then\n if <(Powerup) = [None]> then\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (2)) ) + (1)) [None]))\n else\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (4)) ) + (1)) (Powerup)))\n end\n else\n switch costume to (join [Idle1] (Powerup))\n set [playercostumeno. v] to [8]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(Dead) = [1]> then\n switch costume to (dead1none v)\n else\n if <(PipeTravel) = [1]> then\n switch costume to (join [Pipe] (Powerup))\n else\n if <(Statue) = [1]> then\n switch costume to (statue1 v)\n else\n if <(Spinning) = [1]> then\n switch costume to (join [Spin] (([floor v] of (((PlayerCostumeNo.) * (2.8)) mod (4)) ) + (1)))\n else\n if <(TanookiFlying) = [1]> then\n switch costume to (join [Fly] (([floor v] of (((PlayerCostumeNo.) * (6)) mod (5)) ) + (1)))\n else\n if <(Sliding) = [1]> then\n switch costume to (join [Slide1] (Powerup))\n else\n if <(Crouching) = [1]> then\n switch costume to (join [Crouch1] (Powerup))\n else\n if <<(TanookiCooldown) > [0.3]> and <(Powerup) = [Fire]>> then\n if <(TanookiCooldown) > [0.4]> then\n if <not <(YVel) = [0]>> then\n switch costume to (throw3 v)\n else\n switch costume to (throw1 v)\n end\n else\n if <not <(YVel) = [0]>> then\n switch costume to (throw4 v)\n else\n switch costume to (throw2 v)\n end\n end\n else\n if <not <<(YVel) = [0]> or <(YVel) = ((Gravity) / (2.9))>>> then\n if <<<([abs v] of (XVel) ) > [2]> or <(TanookiFlying) = [1]>> and <not <(Powerup) = [Frog]>>> then\n switch costume to (join [Glide1] (Powerup))\n else\n switch costume to (join [Jump1] (Powerup))\n end\n else\n if <<<<(XVel) < [0.99]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<(XVel) > [-0.99]> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <<not <([abs v] of (XVel) ) < [0.001]>> and <<(PassedGoal) = [0]> and <not <(Powerup) = [Frog]>>>>> then\n if <(Powerup) = [None]> then\n switch costume to (walk3none v)\n else\n switch costume to (join [Walk5] (Powerup))\n end\n set [playercostumeno. v] to [0]\n else\n if <([abs v] of (XVel) ) > [0.2]> then\n if <<([abs v] of (XVel) ) > [2]> and <not <(Powerup) = [Frog]>>> then\n if <(Powerup) = [None]> then\n switch costume to (join [Run] (join (([floor v] of (((PlayerCostumeNo.) * (5)) mod (2)) ) + (1)) [None]))\n else\n switch costume to (join [Run] (join (([floor v] of (((PlayerCostumeNo.) * (5)) mod (4)) ) + (1)) (Powerup)))\n end\n else\n if <(Powerup) = [None]> then\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (2)) ) + (1)) [None]))\n else\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) (Powerup)))\n end\n end\n else\n switch costume to (join [Idle1] (Powerup))\n set [playercostumeno. v] to [2.5]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <<<<<<<(XVel) < [1]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<(XVel) > [-1]> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <(Crouching) = [0]>> and <(YVel) = [0]>> or <<(YVel) = [20]> or <(SlidingFunction) = [1]>>> and <not <(PipeTravel) = [1]>>> then\n if <<<(DeleteFireballNo.) = [0]> and <(DeleteBlockNo.) = [0]>> and <<<(Statue) = [0]> and <<(AllowPlayerMovement) = [1]> and <not <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> and <<(PassedGoal) = [0]> and <<(Dead) = [0]> and <not <(XVel) = [0]>>>>>> then\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n end\nend\n\ndefine FindXPosition\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nset [offset v] to [0]\nrepeat until <<not <touching (map v)?>> or <([abs v] of (Offset) ) > [28]>>\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 <([abs v] of (Offset) ) > [28]> then\n set x to ((PlayerX) + (MapX))\n set [offset v] to [0]\n repeat until <<not <touching (map v)?>> or <([abs v] of (Offset) ) > [28]>>\n set y to ((PlayerY) + (MapY))\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)\n end\nend\nif <<([abs v] of (Offset) ) > [28]> and <(AllowPlayerMovement) = [1]>> then\n set x to ((PlayerX) + (MapX))\n set y to ((PlayerY) + (MapY))\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [playerhitboxswitch v]\nif <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\nelse\n switch costume to (bigsides v)\nend\nbroadcast (MoveMapParts v)\n\nwhen I receive [death v]\nif <[1] = [1]> then\n delete this clone\nend\nset [powerup v] to [None]\nset [powerupcollected v] to [None]\nset [previouspowerup v] to [None]\nchange [lives v] by (-1)\nstop all sounds\nstart sound [Death v]\nif <(y position) < [-172]> then\n set [ghost v] effect to (100)\nend\nset [allowplayerdamage v] to [0]\nset [allowplayermovement v] to [0]\nset [timesincedeath v] to [0]\nset [dead v] to [1]\nchange [playery v] by (1)\nwait (1) seconds\nrepeat (65)\n change [playery v] by ((12) - (TimeSinceDeath))\n change [timesincedeath v] by (0.8)\n if <(y position) < [-172]> then\n set [ghost v] effect to (100)\n end\nend\nif <(Lives) < [0.1]> then\n broadcast (GameOver v)\n wait (2) seconds\n clear graphic effects\n set [menu v] to [Map]\nelse\n broadcast (Transition6 v)\n wait (0.4) seconds\n clear graphic effects\n set [menu v] to [Map]\nend\nset [dead v] to [0]\n\nwhen I receive [startgame v]\nclear graphic effects\npoint in direction (90)\nset [playerx v] to [-720]\nset [playery v] to [90]\nif <<(Level) = [8]> or <(Level) = [14]>> then\n change [playery v] by (120)\nend\nset [gravity v] to [-3]\nset [mapx v] to [600]\nset [mapy v] to [-138]\nset [playercostumeno. v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [allowplayermovement v] to [1]\nset [passedgoal v] to [0]\nset [timesincedeath v] to [0]\nset [dead v] to [0]\nset [tanookiflying v] to [0]\nset [tanookicooldown v] to [0]\nset [statueswapcooldown v] to [0]\nset [pipetravel v] to [0]\nset [allowplayerdamage v] to [1]\nset [underground v] to [0]\nset [time v] to [500]\nset [score v] to [0]\nset [statue v] to [0]\n\nwhen I receive [powerup v]\nstart sound [Powerup v]\nset [allowplayerdamage v] to [0]\nif <<<(PowerupCollected) = [Big]> and <(Powerup) = [None]>> or <<not <(PowerupCollected) = [Big]>> and <not <(PowerupCollected) = (Powerup)>>>> then\n set [previousownedpowerup v] to (Powerup)\n set [powerup v] to (PowerupCollected)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PowerupCollected)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PowerupCollected)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PowerupCollected)\n wait (1) seconds\nelse\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\nset [allowplayerdamage v] to [1]\n\nwhen I receive [won v]\nset [statue v] to [0]\nset [tanookiflying v] to [0]\nset [xvel v] to [0]\nwait until <(YVel) = [0]>\npoint in direction (90)\nset [tanookiflying v] to [0]\nset [crouching v] to [0]\nset [sliding v] to [0]\nset [allowplayermovement v] to [0]\nrepeat (120)\n set [xvel v] to [1]\n change [playerx v] by (3)\n if <(x position) > [238]> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [powerdown v]\nstart sound [Pipe/Powerdown v]\nset [tanookiflying v] to [0]\nif <(Powerup) = [None]> then\n broadcast (Death v)\nelse\n if <(Powerup) = [Big]> then\n set [previouspowerup v] to [None]\n else\n set [previouspowerup v] to [Big]\n end\n set [allowplayerdamage v] to [0]\n set [previousownedpowerup v] to (Powerup)\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousPowerup)\n wait (1) seconds\n set [allowplayerdamage v] to [1]\nend\n\nwhen I receive [pipetravel v]\nstart sound [Pipe/Powerdown v]\nset [crouching v] to [0]\nset [tanookiflying v] to [0]\nset [statue v] to [0]\nset [allowplayerdamage v] to [0]\nset [allowplayermovement v] to [0]\nset [pipetravel v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to [back v] layer\ngo [forward v] (8) layers\nrepeat (30)\n change [playery v] by (-1)\nend\nstop all sounds\nbroadcast (Transition5 v)\nif <(Underground) = [0]> then\n set [underground v] to [1]\n set [playery v] to [-122]\n if <<(Level) = [4]> or <(Level) = [11]>> then\n change [playery v] by (-56)\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n change [playery v] by (-168)\n set [playerx v] to [2172]\n end\n wait (0) seconds\n change [playery v] by (-1)\n repeat (2)\n change [playery v] by (-1)\n end\n repeat until <not <touching (map v)?>>\n change [playery v] by (-1)\n end\n if <not <<(Level) = [4]> or <(Level) = [11]>>> then\n repeat (4)\n change [playery v] by (-1)\n end\n end\nelse\n set [underground v] to [0]\n set [playery v] to [24]\n wait (0) seconds\n change [playery v] by (1)\n repeat (2)\n change [playery v] by (1)\n end\n repeat until <not <touching (map v)?>>\n change [playery v] by (1)\n end\nend\nset [allowplayermovement v] to [1]\nset [allowplayerdamage v] to [1]\nset [pipetravel v] to [0]\ngo to [front v] layer\ngo [backward v] (24) layers\n\nwhen I receive [bossdefeated v]\nset [tanookiflying v] to [0]\nset [xvel v] to [0]\nwait until <(YVel) = [0]>\nif <(x position) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nset [tanookiflying v] to [0]\nset [crouching v] to [0]\nset [sliding v] to [0]\nset [allowplayermovement v] to [0]\n\nwhen I receive [flagclicked v]\nset [lives v] to [5]\nhide\nswitch costume to (idle1none v)\nset size to (350) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [powerup v] to [None]\nset [powerupcollected v] to [None]\nset [previouspowerup v] to [None]\nset [totalscore v] to [0]\nwait until <(Menu) = [Game]>\nbroadcast (StartGame2 v)\n\ndefine FindCeilingV2\nrepeat until <touching (map v)?>\n change y by (0.5)\nend\nchange y by (-0.5)\n\ndefine FrogSwimming\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)\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1)\n point in direction (-90)\nend\nif <(YVel) > [0]> then\n switch costume to (frogswimmingtop v)\nelse\n switch costume to (allbottom v)\nend\nchange y by (YVel)\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [0]\n else\n FindFloor\n set [yvel v] to [0]\n end\nend\nswitch costume to (frogswimmingsides v)\nchange x by (XVel)\nYSmoothing\nif <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\nend\nif <([abs v] of (XVel) ) > [4.333]> then\n set [xvel v] to ((XVel) / (1.2))\nelse\n set [xvel v] to ((XVel) / (1.3))\nend\nif <([abs v] of (YVel) ) > [4.333]> then\n set [yvel v] to ((YVel) / (1.2))\nelse\n set [yvel v] to ((YVel) / (1.3))\nend\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\n\ndefine FrogMovement\nset [spinning v] to [0]\nset [statue v] to [0]\nset [tanookiflying v] to [0]\nif <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n change [yvel v] by ((Gravity) / (3.3))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.2))\n end\nend\nswitch costume to (allbottom v)\nchange y by (Gravity)\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n end\n FindFloor\nend\nif <(YVel) > [0]> then\n switch costume to (bigtop v)\nelse\n switch costume to (allbottom v)\nend\nchange y by (YVel)\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\nend\nif <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\nend\nswitch costume to (bigsides v)\nchange x by (XVel)\nYSmoothing\nif <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\nend\nif <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\nelse\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.2))\n if <(([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) = [1]> then\n if <([abs v] of (XVel) ) > [1]> then\n if <(XVel) > [0]> then\n set [xvel v] to [1]\n else\n set [xvel v] to [-1]\n end\n end\n end\n else\n set [xvel v] to ((XVel) / (1.15))\n end\nend\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\n\n@Map\n\nwhen I receive [gametick v]\nif <(CloneNo.) = [0]> then\n change [playercostumeno. v] by (0.1)\nend\nswitch costume to (sizebypass v)\nset size to (350) %\nswitch costume to (join (Level) (join [-] (CloneNo.)))\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (1680))) ) > [1078]> then\n hide\nelse\n show\nend\nif <(CloneNo.) = [0]> then\n if <<(Dead) = [0]> and <(PassedGoal) = [0]>> then\n broadcast (PlayerHitboxSwitch v)\n else\n broadcast (UpdateAllPositions v)\n broadcast (UpdatePlayer v)\n end\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [updateallpositions v]\nswitch costume to (sizebypass v)\nset size to (350) %\nswitch costume to (join (Level) (join [-] (CloneNo.)))\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [allowmapchanges v] to [0]\nset [levelscompleted v] to [0]\nset [menu v] to [Main]\nbroadcast (HideGame v)\nbroadcast (HideMap v)\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\nwait (2.6) seconds\nbroadcast (StartGame v)\nif <[1] = [1]> then\n delete this clone\nend\nforever\n change [globalcostumeno. v] by (0.1)\n if <(Menu) = [Main]> then\n broadcast (MenuTick v)\n broadcast (HideGame v)\n broadcast (HideMap v)\n else\n if <(Menu) = [Map]> then\n broadcast (MapTick v)\n broadcast (HideMenu v)\n broadcast (HideGame v)\n else\n broadcast (GameTick v)\n broadcast (HideMenu v)\n broadcast (HideMap v)\n end\n end\n set [fps v] to ((1) / (timer))\n reset timer\nend\n\n@Text\n\ndefine ShowText\nset [letter v] to [1]\nrepeat (length of (TextToShow))\n switch costume to (letter (Letter) of (TextToShow))\n create clone of (_myself_ v)\n change x by (((size) / (200)) * (16))\n change [letter v] by (1)\nend\n\nwhen I receive [gametick v]\nif <[1] = [1]> then\n delete this clone\nend\nif <<(Dead) = [0]> and <<(PassedGoal) = [0]> and <(AllowPlayerMovement) = [1]>>> then\n change [time v] by ((-1) / (30))\n if <(Time) < [0.1]> then\n set [dead v] to [1]\n broadcast (Death v)\n end\nend\nif <(FPS) > [5]> then\n GameTick\nend\nstop [this script v]\n\nwhen I receive [menutick v]\nif <[1] = [1]> then\n delete this clone\nend\nset [brightness v] effect to (0)\nif <([floor v] of (((mouse y) + (0)) / (35)) ) = [-3]> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n broadcast (Transition4 v)\n set [menu v] to [Map]\n stop all sounds\n end\nend\ngo to x: (0) y: (-90)\nset size to (200) %\nset [texttoshow v] to [play]\nchange x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\nShowText\n\nwhen I receive [maptick v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (-215) y: (-170)\nset [texttoshow v] to (join [' *] ([floor v] of (Lives) ))\nShowText\nstop [this script v]\n\nwhen I receive [won v]\nWinning\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [ghost v] effect to (100)\nset size to (200) %\nwait (2.6) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nstop [this script v]\n\nwhen I start as a clone\nshow\nstop [this script v]\n\ndefine GameTick\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (225) y: (172)\nset [texttoshow v] to (round (TotalScore))\nchange x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-16)))\nShowText\ngo to x: (0) y: (172)\nset [texttoshow v] to (join [+] ([floor v] of (Time) ))\nchange x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\nShowText\ngo to x: (64) y: (172)\nif <([floor v] of (Coins) ) > [99]> then\n set [coins v] to [0]\n change [lives v] by (1)\n start sound [1Up v]\nend\nset [texttoshow v] to (join [.] ([floor v] of (Coins) ))\nShowText\ngo to x: (-64) y: (172)\nset [texttoshow v] to (join [' *] ([floor v] of (Lives) ))\nchange x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-16)))\nShowText\n\nwhen I receive [startgame v]\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nset size to (200) %\nhide\n\ndefine Winning\nif <[1] = [1]> then\n delete this clone\nend\nset [score v] to (([floor v] of (Time) ) * (100))\nrepeat (30)\n go to x: (0) y: (60)\n set [texttoshow v] to [level cleared]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\nrepeat (60)\n go to x: (0) y: (60)\n set [texttoshow v] to [level cleared]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\n go to x: (0) y: (20)\n set [texttoshow v] to (join (join ([floor v] of (Time) ) [ * 100 = ]) (Score))\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\nset [scoreend v] to ((Score) / (60))\nrepeat (60)\n start sound [Score v]\n change [totalscore v] by (ScoreEnd)\n change [score v] by ((ScoreEnd) / (-1))\n go to x: (0) y: (60)\n set [texttoshow v] to [level cleared]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\n go to x: (0) y: (20)\n set [texttoshow v] to (join (join ([floor v] of (Time) ) [ * 100 = ]) ([floor v] of (Score) ))\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\nset [score v] to [0]\nstart sound [Score2 v]\nrepeat (60)\n go to x: (0) y: (60)\n set [texttoshow v] to [level cleared]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\n go to x: (0) y: (20)\n set [texttoshow v] to (join (join ([floor v] of (Time) ) [ * 100 = ]) (Score))\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\nstop [this script v]\n\nwhen I receive [bossdefeated v]\nWinning\n\nwhen I receive [worldmapupdated v]\nclear graphic effects\n\n@WorldPlayer\n\nwhen I receive [maptick v]\nswitch costume to (3 v)\nbroadcast (WorldPlayerUpdate v)\n\nwhen I receive [worldmapupdated v]\nif <(Repeating) > [0]> then\n move (7.2) steps\n change [repeating v] by (-1)\n if <(Repeating) < [0]> then\n set [repeating v] to [0]\n end\n if <(Repeating) = [0]> then\n if <<touching color (#fffbff)?> or <touching color (#ffc36b)?>> then\n set [mapmoving v] to [0]\n if <(LevelHovering) > [0]> then\n start sound [Move v]\n end\n else\n set [repeating v] to [5]\n end\n end\nend\nswitch costume to (join (([floor v] of ((GlobalCostumeNo.) mod (2)) ) + (1)) (Powerup))\n\nwhen I receive [flagclicked v]\nset [world v] to [1]\nif <[1] = [1]> then\n delete this clone\nend\nbroadcast (MapChange v)\n\nwhen I receive [gameover v]\nset [powerup v] to [None]\nset [powerupcollected v] to [None]\nset [previouspowerup v] to [None]\nset [lives v] to [5]\nset [coins v] to [0]\nset [totalscore v] to [0]\nset [levelscompleted v] to [0]\nset [repeating v] to [0]\nset [loadinglevel v] to [0]\nset rotation style [don't rotate v]\nhide\nset size to (225) %\ngo to x: (-186) y: (72)\nwait until <(Menu) = [Map]>\nset [repeating v] to [0]\nset [loadinglevel v] to [0]\n\nwhen I receive [mapchange v]\nset [level v] to [0]\nset [repeating v] to [0]\nset [loadinglevel v] to [0]\nset rotation style [don't rotate v]\nhide\nset size to (225) %\ngo to x: (-186) y: (72)\nstop all sounds\nrepeat (10)\n set [repeating v] to [0]\n set [loadinglevel v] to [0]\n set rotation style [don't rotate v]\n hide\n set size to (225) %\n go to x: (-186) y: (72)\nend\nwait until <(Menu) = [Map]>\nset [repeating v] to [0]\nset [loadinglevel v] to [0]\nforever\n hide\n wait until <(Menu) = [Map]>\n show\n if <<(LoadingLevel) = [0]> and <(AllowMapChanges) = [1]>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<not <<(LevelHovering) = [7]> and <(LevelsCompleted) < [7]>>> and <<not <<(LevelHovering) = [14]> and <(LevelsCompleted) < [14]>>> and <<not <(LevelHovering) = [8]>> and <not <(LevelHovering) = [14]>>>>>> then\n point in direction (0)\n move (36) steps\n switch costume to (3 v)\n if <touching (worldmap v)?> then\n move (-36) steps\n set [mapmoving v] to [1]\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n repeat until <(MapMoving) = [0]>\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n end\n else\n move (-36) steps\n end\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<<not <<(LevelHovering) = [3]> and <(LevelsCompleted) < [3]>>> and <not <<(LevelHovering) = [5]> and <(LevelsCompleted) < [5]>>>> and <<not <<(LevelHovering) = [6]> and <(LevelsCompleted) < [6]>>> and <not <<(LevelHovering) = [10]> and <(LevelsCompleted) < [10]>>>>>> then\n point in direction (180)\n move (36) steps\n switch costume to (3 v)\n if <touching (worldmap v)?> then\n move (-36) steps\n set [mapmoving v] to [1]\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n repeat until <(MapMoving) = [0]>\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n end\n else\n move (-36) steps\n end\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<<not <<(LevelHovering) = [1]> and <(LevelsCompleted) < [1]>>> and <not <<(LevelHovering) = [11]> and <(LevelsCompleted) < [11]>>>> and <<not <<(LevelHovering) = [2]> and <(LevelsCompleted) < [2]>>> and <not <<(LevelHovering) = [12]> and <(LevelsCompleted) < [12]>>>>>> then\n point in direction (90)\n move (36) steps\n switch costume to (3 v)\n if <touching (worldmap v)?> then\n move (-36) steps\n set [mapmoving v] to [1]\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n repeat until <(MapMoving) = [0]>\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n end\n else\n move (-36) steps\n end\n end\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <(x position) < [-180]>>> and <<not <<(LevelHovering) = [4]> and <(LevelsCompleted) < [4]>>> and <<not <<(LevelHovering) = [9]> and <(LevelsCompleted) < [9]>>> and <not <<(LevelHovering) = [13]> and <(LevelsCompleted) < [13]>>>>>> then\n point in direction (-90)\n move (36) steps\n switch costume to (3 v)\n if <touching (worldmap v)?> then\n move (-36) steps\n set [mapmoving v] to [1]\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n repeat until <(MapMoving) = [0]>\n wait until <(Repeating) = [0]>\n end\n else\n move (-36) steps\n end\n end\n end\n if <<<(MapMoving) = [0]> and <(LevelHovering) > [0]>> and <(AllowMapChanges) = [1]>> then\n if <<key (space v) pressed?> and <(LoadingLevel) = [0]>> then\n set [allowplayermovement v] to [0]\n set [loadinglevel v] to (LevelHovering)\n broadcast (Transition1 v)\n wait (2) seconds\n stop all sounds\n set [level v] to (LoadingLevel)\n set [menu v] to [Game]\n hide\n broadcast (StartGame v)\n set [loadinglevel v] to [0]\n if <<(ClearedLag?) = [0]> or <(FPS) < [15]>> then\n broadcast (Delay v)\n repeat (120)\n set [allowplayermovement v] to [0]\n end\n broadcast (StartGame v)\n set [clearedlag? v] to [1]\n end\n end\n end\nend\n\n@SemiSolids\n\nwhen I receive [movemapparts v]\nswitch costume to (sizebypass v)\nset size to (350) %\nswitch costume to (join (Level) (join [-] (CloneNo.)))\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (1680))) ) > [1078]> then\n hide\nelse\n show\nend\nif <(CloneNo.) = [0]> then\n broadcast (UpdateEverything v)\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\nset [ghost v] effect to (100)\nhide\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\nwhen I receive [updateallpositions v]\nswitch costume to (sizebypass v)\nset size to (350) %\nswitch costume to (join (Level) (join [-] (CloneNo.)))\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (1680))) ) > [1078]> then\n hide\nelse\n show\nend\n\n@WorldMap\n\nwhen I receive [worldplayerupdate v]\ngo to [back v] layer\ngo [forward v] (5) layers\ngo to x: (48) y: (72)\nset size to (450) %\nshow\nif <[1] = [1]> then\n delete this clone\nend\nset [levelhovering v] to [0]\nif <(World) = [1]> then\n switch costume to (1 v)\n create clone of (_myself_ v)\n switch costume to (2 v)\n create clone of (_myself_ v)\n switch costume to (3 v)\n create clone of (_myself_ v)\n switch costume to (4 v)\n create clone of (_myself_ v)\n switch costume to (5 v)\n create clone of (_myself_ v)\n switch costume to (6 v)\n create clone of (_myself_ v)\n switch costume to (7 v)\n create clone of (_myself_ v)\n switch costume to (8 v)\n create clone of (_myself_ v)\nend\nif <(World) = [2]> then\n switch costume to (9 v)\n create clone of (_myself_ v)\n switch costume to (10 v)\n create clone of (_myself_ v)\n switch costume to (11 v)\n create clone of (_myself_ v)\n switch costume to (12 v)\n create clone of (_myself_ v)\n switch costume to (13 v)\n create clone of (_myself_ v)\n switch costume to (14 v)\n create clone of (_myself_ v)\n switch costume to (14 v)\n create clone of (_myself_ v)\nend\nswitch costume to (join [Map] (World))\nbroadcast (WorldMapUpdated v)\n\nwhen I receive [hidemap v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I start as a clone\ngo [forward v] (9) layers\nif <touching (worldplayer v)?> then\n set [levelhovering v] to (costume [name v])\n set [brightness v] effect to (25)\nend\nwait (0) seconds\ndelete this clone\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\ngo to x: (48) y: (72)\nset size to (450) %\n\n@WorldMapBackground\n\nwhen I receive [hidemap v]\nhide\n\nwhen I receive [maptick v]\nhide\ngo to x: (48) y: (72)\nset size to (450) %\nswitch costume to (([floor v] of ((GlobalCostumeNo.) mod (4)) ) + ((((World) - (1)) * (4)) + (1)))\nshow\n\nwhen I receive [flagclicked v]\ngo to [back v] layer\nhide\ngo to x: (48) y: (72)\nset size to (450) %\n\n@Background\n\nwhen I receive [updateeverything v]\ngo to [back v] layer\ngo [forward v] (4) layers\nswitch costume to (sizebypass v)\nset size to (350) %\nif <<<(Level) = [4]> or <(Level) = [11]>> and <(CloneNo.) = [0]>> then\n switch costume to (join [Lava] (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (1)))\nelse\n switch costume to (join (Level) (join [-] (CloneNo.)))\nend\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (1680))) ) > [1078]> then\n hide\nelse\n show\nend\nif <(CloneNo.) = [0]> then\n broadcast (UpdatePlayer v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateallpositions v]\nswitch costume to (sizebypass v)\nset size to (350) %\nif <<<(Level) = [4]> or <(Level) = [11]>> and <(CloneNo.) = [0]>> then\n switch costume to (join [Lava] (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (1)))\nelse\n switch costume to (join (Level) (join [-] (CloneNo.)))\nend\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\n@? Blocks\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (5 v)\nif <(DeleteBlockNo.) > [0]> then\n delete (DeleteBlockNo.) of [blockx v]\n delete (DeleteBlockNo.) of [blocky v]\n delete (DeleteBlockNo.) of [blockcontents v]\n set [deleteblockno. v] to [0]\nend\nFormBlocks\n\ndefine FormBlocks\nshow\nset [blockno. v] to [0]\nrepeat (length of [blockx v])\n change [blockno. v] by (1)\n go to x: ((((item (BlockNo.) of [blockx v]) + (0.5)) * (28)) + (MapX)) y: (((item (BlockNo.) of [blocky v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-166]>>> then\n create clone of (_myself_ v)\n end\nend\nset [blockno. v] to [0]\nhide\n\ndefine AddBlock (x) (y) (contents)\nadd (x) to [blockx v]\nadd (y) to [blocky v]\nadd (contents) to [blockcontents v]\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\nset [deleteblockno. v] to [0]\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [blockcontents v]\nif <(Level) = [1]> then\n AddBlock [-14] [6] [C]\n AddBlock [-4] [6] [M]\n AddBlock [6] [14] [C]\n AddBlock [14] [8] [T]\n AddBlock [37] [7] [1]\n AddBlock [59] [7] [C]\n AddBlock [76] [5] [M]\n AddBlock [97] [8] [T]\n AddBlock [124] [7] [C]\n AddBlock [156] [10] [C]\n AddBlock [172] [7] [C]\n AddBlock [177] [13] [C]\nend\nif <(Level) = [2]> then\n AddBlock [-17] [6] [C]\n AddBlock [-8] [10] [T]\n AddBlock [48] [8] [M]\n AddBlock [73] [8] [M]\n AddBlock [110] [15] [1]\n AddBlock [125] [10] [M]\nend\nif <(Level) = [3]> then\n AddBlock [-23] [6] [F]\n AddBlock [-4] [-10] [F]\n AddBlock [127] [-13] [F]\n AddBlock [114] [7] [C]\nend\nif <(Level) = [4]> then\n AddBlock [-20] [6] [M]\n AddBlock [2] [4] [F]\n AddBlock [71] [6] [M]\nend\nif <(Level) = [5]> then\n AddBlock [20] [-11] [M]\nend\nif <(Level) = [7]> then\n AddBlock [-19] [4] [C]\n AddBlock [-18] [4] [C]\n AddBlock [-16] [7] [C]\n AddBlock [-15] [7] [M]\n AddBlock [-4] [6] [C]\n AddBlock [14] [4] [T]\n AddBlock [60] [18] [1]\nend\nif <(Level) = [8]> then\n AddBlock [-20] [10] [F]\nend\nif <(Level) = [9]> then\n AddBlock [-18] [7] [M]\n AddBlock [7] [21] [1]\n AddBlock [-1] [5] [C]\n AddBlock [47] [9] [F]\n AddBlock [64] [9] [C]\n AddBlock [68] [2] [1]\n AddBlock [96] [6] [F]\n AddBlock [116] [9] [1]\n AddBlock [130] [6] [C]\nend\nif <(Level) = [10]> then\n AddBlock [-24] [7] [S]\n AddBlock [16] [-10] [S]\n AddBlock [122] [-9] [S]\n AddBlock [121] [7] [C]\n AddBlock [123] [7] [C]\n AddBlock [122] [12] [1]\nend\nif <(Level) = [11]> then\n AddBlock [-22] [8] [S]\n AddBlock [19] [21] [1]\n AddBlock [26] [10] [M]\n AddBlock [60] [6] [M]\n AddBlock [71] [9] [1]\nend\nif <(Level) = [12]> then\n AddBlock [94] [5] [C]\n AddBlock [96] [5] [C]\n AddBlock [95] [9] [F]\n AddBlock [119] [9] [1]\nend\nif <(Level) = [13]> then\n AddBlock [-4] [10] [S]\nend\nif <(Level) = [14]> then\n AddBlock [-19] [10] [S]\n AddBlock [-16] [6] [1]\n AddBlock [12] [3] [S]\n AddBlock [47] [7] [M]\nend\n\nwhen I receive [playerupdated v]\nif <(DeleteBlockNo.) = [0]> then\n if <touching (player v)?> then\n set [brightness v] effect to (25)\n change y by (1)\n set [spawnx v] to ((item (BlockNo.) of [blockx v]) + (0.5))\n set [spawny v] to (item (BlockNo.) of [blocky v])\n if <(item (BlockNo.) of [blockcontents v]) = [C]> then\n create clone of (coinanimation v)\n start sound [Coin v]\n else\n start sound [Appear v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [M]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [Big] to [itemtype v]\n add ([direction v] of [player v]) to [itemdir v]\n add [0] to [itemyvelocity v]\n add [0] to [itemstate v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [T]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [Tanooki] to [itemtype v]\n add [90] to [itemdir v]\n add [0] to [itemyvelocity v]\n add [1] to [itemstate v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [F]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [Fire] to [itemtype v]\n add [90] to [itemdir v]\n add [0] to [itemyvelocity v]\n add [1] to [itemstate v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [S]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [Frog] to [itemtype v]\n add [90] to [itemdir v]\n add [0] to [itemyvelocity v]\n add [1] to [itemstate v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [1]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [1Up] to [itemtype v]\n add ([direction v] of [player v]) to [itemdir v]\n add [0] to [itemyvelocity v]\n add [1] to [itemstate v]\n end\n set [deleteblockno. v] to (BlockNo.)\n end\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateallpositions v]\ngo to x: ((((item (BlockNo.) of [blockx v]) + (0.5)) * (28)) + (MapX)) y: (((item (BlockNo.) of [blocky v]) * (28)) + (MapY))\n\nwhen I receive [costumeeverything v]\nswitch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (4)) ) + (1))\n\nwhen I receive [flagclicked v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nif <[1] = [1]> then\n delete this clone\nend\n\n@CoinAnimation\n\nwhen I start as a clone\nchange [coins v] by (1)\nswitch costume to (1 v)\nset [myx v] to (SpawnX)\nset [myy v] to ((SpawnY) + (1))\nset [timesincespawn v] to [0]\nwait (0.68) seconds\nrepeat (4)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [gametick v]\nif <(costume [number v]) > [1]> then\n show\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (4)) ) + (2))\n go to x: (((MyX) * (28)) + (MapX)) y: (((MyY) * (28)) + (MapY))\n change [timesincespawn v] by (1)\n change [myy v] by (((12) - (TimeSinceSpawn)) / (28))\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\nset size to (350) %\nswitch costume to (notaclone v)\nhide\n\n@Setting\n\nwhen I receive [updateeverything v]\nswitch costume to (sizebypass v)\nset size to (240) %\nif <(Underground) = [1]> then\n if <<(Level) = [3]> or <(Level) = [10]>> then\n switch costume to (3u v)\n end\n if <<(Level) = [4]> or <(Level) = [11]>> then\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\nelse\n if <<(Level) = [1]> or <(Level) = [3]>> then\n switch costume to (1 v)\n end\n if <(Level) = [2]> then\n switch costume to (2 v)\n end\n if <<(Level) = [4]> or <(Level) = [11]>> then\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\n if <(Level) = [6]> then\n switch costume to (6 v)\n end\n if <(Level) = [7]> then\n switch costume to (1 v)\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n if <([sin v] of ((GlobalCostumeNo.) * (20)) ) > [0.988]> then\n if <([sin v] of ((GlobalCostumeNo.) * (20)) ) > [0.995]> then\n switch costume to (8b v)\n if <<(CloneNo.) = [0]> and <([sin v] of ((GlobalCostumeNo.) * (20)) ) > [0.999]>> then\n start sound [Thunder v]\n end\n else\n switch costume to (8a v)\n end\n else\n switch costume to (8 v)\n end\n end\n if <<(Level) = [9]> or <(Level) = [13]>> then\n switch costume to (9 v)\n end\n if <<(Level) = [10]> or <(Level) = [12]>> then\n switch costume to (10 v)\n end\nend\nif <<<(Level) = [8]> or <(Level) = [14]>> and <(Underground) = [1]>> then\n switch costume to (sizebypass v)\n set size to (110) %\n switch costume to (8c v)\n go to [back v] layer\n go to x: (14) y: (0)\n show\n if <not <([abs v] of (x position) ) = [801]>> then\n go [forward v] (1) layers\n end\nelse\n go to [back v] layer\n go to x: ((((MapX) * (0.8)) mod (1152)) + ((CloneNo.) * (-1152))) y: (((MapY) + (((138) * <(Underground) = [0]>) + ((-138) * <(Underground) = [1]>))) / (4))\n show\n if <not <([abs v] of (x position) ) = [801]>> then\n go [forward v] (1) layers\n end\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [bossdefeated v]\nset [color v] effect to (0)\nset [brightness v] effect to (10)\nrepeat (50)\n change [color v] effect by (40)\n set [brightness v] effect to ((((GlobalCostumeNo.) * (25)) mod (25)) + (10))\nend\nset [brightness v] effect to (10)\nrepeat (10)\n change [color v] effect by (40)\n change [brightness v] effect by (-1)\nend\nset [color v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\n@Items\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nset [x v] to ([floor v] of (((mouse x) - (MapX)) / (28)) )\nset [y v] to ([floor v] of ((((mouse y) + (14)) - (MapY)) / (28)) )\nswitch costume to (hitbox v)\nif <(DeleteItemNo.) > [0]> then\n delete (DeleteItemNo.) of [itemx v]\n delete (DeleteItemNo.) of [itemy v]\n delete (DeleteItemNo.) of [itemtype v]\n delete (DeleteItemNo.) of [itemdir v]\n delete (DeleteItemNo.) of [itemyvelocity v]\n delete (DeleteItemNo.) of [itemstate v]\n set [deleteitemno. v] to [0]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\nif <(length of [itemx v]) > [0]> then\n FormItems\nend\n\ndefine FormItems\nshow\nset [itemno. v] to [0]\nrepeat (length of [itemx v])\n change [itemno. v] by (1)\n go to x: (((item (ItemNo.) of [itemx v]) * (28)) + (MapX)) y: (((item (ItemNo.) of [itemy v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<<(y position) < [180]> and <(Underground) = [1]>> or <<(y position) > [-180]> and <(Underground) = [0]>>>> then\n point in direction (item (ItemNo.) of [itemdir v])\n create clone of (_myself_ v)\n end\nend\nset [itemno. v] to [0]\nhide\n\nwhen I start as a clone\nif <<(item (ItemNo.) of [itemtype v]) = [Big]> or <(item (ItemNo.) of [itemtype v]) = [1Up]>> then\n change y by ((Gravity) * (2.5))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2.5))\n FindFloor\n end\n move (2) steps\n YSmoothing\n if <touching (map v)?> then\n turn right (180) degrees\n move (4) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (2) steps\n end\n replace item (ItemNo.) of [itemdir v] with (direction)\n end\nend\nif <(item (ItemNo.) of [itemtype v]) = [Raccoon]> then\n turn right (4) degrees\n if <<(direction) > [-180]> and <(direction) < [0]>> then\n change y by (([cos v] of (direction) ) * (1))\n else\n change y by (([cos v] of (direction) ) * (-1))\n end\n change x by (([sin v] of (direction) ) * (3))\n change y by (-0.6)\n replace item (ItemNo.) of [itemdir v] with (direction)\n if <(y position) < [-170]> then\n set [deleteitemno. v] to (ItemNo.)\n end\nend\nif <(item (ItemNo.) of [itemtype v]) = [Tanooki]> then\n change y by ((Gravity) * (1))\n if <<touching (map v)?> or <<touching (semisolids v)?> and <(item (ItemNo.) of [itemyvelocity v]) < [0]>>> then\n change y by ((Gravity) * (-1))\n replace item (ItemNo.) of [itemyvelocity v] with [13.7]\n FindFloor\n end\n change y by (item (ItemNo.) of [itemyvelocity v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <(item (ItemNo.) of [itemyvelocity v]) < [0]>>> then\n change y by ((item (ItemNo.) of [itemyvelocity v]) * (-1))\n if <(item (ItemNo.) of [itemyvelocity v]) > [0]> then\n replace item (ItemNo.) of [itemyvelocity v] with [0]\n else\n replace item (ItemNo.) of [itemyvelocity v] with [13.7]\n FindFloor\n end\n end\n move (1.5) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (3) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (1.5) steps\n end\n replace item (ItemNo.) of [itemdir v] with (direction)\n end\n replace item (ItemNo.) of [itemyvelocity v] with ((item (ItemNo.) of [itemyvelocity v]) - (0.7))\nend\nif <(item (ItemNo.) of [itemtype v]) = [Fire]> then\n change y by ((Gravity) * (2.5))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2.5))\n FindFloor\n end\nend\nif <(item (ItemNo.) of [itemtype v]) = [Frog]> then\n change y by ((Gravity) * (0.8))\n if <<touching (map v)?> or <<touching (semisolids v)?> and <(item (ItemNo.) of [itemyvelocity v]) < [0]>>> then\n change y by ((Gravity) * (-0.8))\n replace item (ItemNo.) of [itemyvelocity v] with [10]\n FindFloor\n end\n change y by (item (ItemNo.) of [itemyvelocity v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <(item (ItemNo.) of [itemyvelocity v]) < [0]>>> then\n change y by ((item (ItemNo.) of [itemyvelocity v]) * (-1))\n if <(item (ItemNo.) of [itemyvelocity v]) > [0]> then\n replace item (ItemNo.) of [itemyvelocity v] with [0]\n else\n replace item (ItemNo.) of [itemyvelocity v] with [10]\n FindFloor\n end\n end\n move (2) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (4) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (2) steps\n end\n replace item (ItemNo.) of [itemdir v] with (direction)\n end\n replace item (ItemNo.) of [itemyvelocity v] with ((item (ItemNo.) of [itemyvelocity v]) - (0.7))\nend\nreplace item (ItemNo.) of [itemx v] with (((x position) - (MapX)) / (28))\nreplace item (ItemNo.) of [itemy v] with (((y position) - (MapY)) / (28))\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemtype v]\ndelete all of [itemdir v]\ndelete all of [itemyvelocity v]\ndelete all of [itemstate v]\nset [deleteitemno. v] to [0]\nset rotation style [left-right v]\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (6)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-6)\n end\nend\n\nwhen I receive [costumeeverything v]\nswitch costume to (item (ItemNo.) of [itemtype v])\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <touching (player v)?> then\n if <(item (ItemNo.) of [itemtype v]) = [1Up]> then\n change [lives v] by (1)\n start sound [1Up v]\n else\n set [powerupcollected v] to (item (ItemNo.) of [itemtype v])\n broadcast (Powerup v)\n end\n set [deleteitemno. v] to (ItemNo.)\nend\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (ItemNo.) of [itemx v]) * (28)) + (MapX)) y: (((item (ItemNo.) of [itemy v]) * (28)) + (MapY))\n\nset [powerupcollected v] to [Tanooki]\nbroadcast (Powerup v)\nset [deleteitemno. v] to (ItemNo.)\n\nset [powerupcollected v] to [Fire]\nbroadcast (Powerup v)\nset [deleteitemno. v] to (ItemNo.)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemtype v]\ndelete all of [itemdir v]\ndelete all of [itemyvelocity v]\ndelete all of [itemstate v]\nset [deleteitemno. v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [startgame2 v]\nwait (1) seconds\nbroadcast (StartGame v)\n\nset [powerupcollected v] to [Frog]\nbroadcast (Powerup v)\nset [deleteitemno. v] to (ItemNo.)\n\n@Panel\n\nwhen I receive [gametick v]\nif <(costume [number v]) < [4]> then\n if <<<(x position) < [247]> and <(x position) > [-247]>> and <<(y position) < [187]> and <(y position) > [-187]>>> then\n show\n else\n hide\n end\n go to x: ((5640) + (MapX)) y: ((160) + (MapY))\n if <(Level) = [7]> then\n go to x: ((3848) + (MapX)) y: ((132) + (MapY))\n end\n if <(PassedGoal) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (3)) ) + (1))\n if <touching (player v)?> then\n if <(LevelsCompleted) < (Level)> then\n set [levelscompleted v] to (Level)\n end\n broadcast (Won v)\n set [passedgoal v] to [1]\n set [cloneno. v] to [0]\n create clone of (_myself_ v)\n set [cloneno. v] to [1]\n create clone of (_myself_ v)\n set [cloneno. v] to [2]\n create clone of (_myself_ v)\n set [cloneno. v] to [3]\n end\n end\nend\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\nset size to (350) %\nclear graphic effects\nswitch costume to (m v)\n\nwhen I receive [won v]\nif <(costume [number v]) < [4]> then\n set [passedgoal v] to [1]\n stop all sounds\n start sound [SMA4-Goal v]\n start sound [30 Course Clear v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (6.5) seconds\n broadcast (Transition3 v)\n clear graphic effects\n set [menu v] to [Map]\n set [passedgoal v] to [0]\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I start as a clone\ngo [forward v] (24) layers\nclear graphic effects\nshow\ngo to x: ((164) + ((CloneNo.) * (28))) y: (-165)\nif <(CloneNo.) = [0]> then\n switch costume to (Box1)\nend\nif <(CloneNo.) = [1]> then\n switch costume to (Box2)\nend\nif <(CloneNo.) = [2]> then\n switch costume to (Box3)\nend\nrepeat (240)\n if <(CloneNo.) = [0]> then\n switch costume to (Box1)\n end\n if <(CloneNo.) = [1]> then\n switch costume to (Box2)\n end\n if <(CloneNo.) = [2]> then\n switch costume to (Box3)\n end\nend\ndelete this clone\n\nwhen I receive [won v]\nif <(costume [number v]) < [4]> then\n if <(Box1) = []> then\n set [box1 v] to (join [Box] (costume [name v]))\n wait (1) seconds\n repeat (7)\n set [box1 v] to (join [Box] (costume [name v]))\n wait (0.2) seconds\n set [box1 v] to []\n wait (0.2) seconds\n end\n set [box1 v] to (join [Box] (costume [name v]))\n else\n if <(Box2) = []> then\n set [box2 v] to (join [Box] (costume [name v]))\n wait (1) seconds\n repeat (7)\n set [box2 v] to (join [Box] (costume [name v]))\n wait (0.2) seconds\n set [box2 v] to []\n wait (0.2) seconds\n end\n set [box2 v] to (join [Box] (costume [name v]))\n else\n if <(Box3) = []> then\n set [box3 v] to (join [Box] (costume [name v]))\n wait (1) seconds\n repeat (7)\n set [box3 v] to (join [Box] (costume [name v]))\n wait (0.2) seconds\n set [box3 v] to []\n wait (0.2) seconds\n end\n set [box3 v] to (join [Box] (costume [name v]))\n end\n end\n end\n if <<not <(Box1) = []>> and <<not <(Box2) = []>> and <not <(Box3) = []>>>> then\n if <<(Box1) = [BoxM]> and <<(Box2) = [BoxM]> and <(Box3) = [BoxM]>>> then\n set [box1 v] to (join [Box] [2])\n change [lives v] by (2)\n else\n if <<(Box1) = [BoxF]> and <<(Box2) = [BoxF]> and <(Box3) = [BoxF]>>> then\n set [box1 v] to (join [Box] [3])\n change [lives v] by (3)\n else\n if <<(Box1) = [BoxS]> and <<(Box2) = [BoxS]> and <(Box3) = [BoxS]>>> then\n set [box1 v] to (join [Box] [5])\n change [lives v] by (5)\n else\n set [box1 v] to (join [Box] [1])\n change [lives v] by (1)\n end\n end\n end\n set [box2 v] to (join [Box] [U])\n set [box3 v] to (join [Box] [P])\n broadcast (RisePanels v)\n wait (4) seconds\n set [box1 v] to []\n set [box2 v] to []\n set [box3 v] to []\n end\nend\n\nwhen I receive [risepanels v]\nif <(costume [number v]) > [3]> then\n repeat (60)\n change y by (((-124) - (y position)) / (12))\n end\nend\n\nwhen I receive [bossdefeated v]\nif <(costume [number v]) < [4]> then\n if <(LevelsCompleted) < (Level)> then\n set [levelscompleted v] to (Level)\n end\n set [passedgoal v] to [1]\n stop all sounds\n start sound [SMA4-Goal v]\n start sound [34 Fortress Clear v]\n wait (6.5) seconds\n broadcast (Transition3 v)\n clear graphic effects\n set [menu v] to [Map]\n set [passedgoal v] to [0]\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (m v)\nset [box1 v] to []\nset [box2 v] to []\nset [box3 v] to []\nhide\n\n@Fireballs\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [fireballx v]\ndelete all of [firebally v]\ndelete all of [fireballtype v]\ndelete all of [fireballdir v]\ndelete all of [fireballbounces v]\nset rotation style [all around v]\nset [deletefireballno. v] to [0]\nif <(Level) = [3]> then\n AddFireBar [-9.5] [-5]\n AddFireBar [-0.5] [-16]\n AddFireBar [40.5] [-7]\n AddFireBar [40.5] [-13]\n AddFireBar [49.5] [-7]\n AddFireBar [49.5] [-13]\n AddFireBar [58.5] [-7]\n AddFireBar [58.5] [-13]\n AddFireBar [102.5] [-10]\n AddFireBar [108.5] [-10]\n AddFireBar [119.5] [-7]\n AddFireBar [165.5] [0]\nend\nif <(Level) = [4]> then\n AddFireBar [-1.5] [5]\n AddFireBar [6.5] [5]\n AddFireBar [38.5] [6]\n AddFireBar [44.5] [9]\nend\nif <(Level) = [11]> then\n AddFireBar [15.5] [6]\n AddFireBar [21.5] [6]\n AddFireBar [15.5] [10]\n AddFireBar [21.5] [10]\nend\nif <(Level) = [14]> then\n AddFireBar [-11.5] [6]\n AddFireBar [-6.5] [6]\nend\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [fireballx v]\ndelete all of [firebally v]\ndelete all of [fireballtype v]\ndelete all of [fireballdir v]\ndelete all of [fireballbounces v]\nset [deletefireballno. v] to [0]\n\nwhen I receive [gametick v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteFireballNo.) > [0]> then\n delete (DeleteFireballNo.) of [fireballx v]\n delete (DeleteFireballNo.) of [firebally v]\n delete (DeleteFireballNo.) of [fireballdir v]\n delete (DeleteFireballNo.) of [fireballtype v]\n delete (DeleteFireballNo.) of [fireballbounces v]\n set [deletefireballno. v] to [0]\nend\nif <(length of [fireballx v]) > [0]> then\n switch costume to (hitbox1 v)\n FormFireballs\nend\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (FireballNo.) of [fireballx v]) * (28)) + (MapX)) y: (((item (FireballNo.) of [firebally v]) * (28)) + (MapY))\nchange y by (-1)\n\ndefine FormFireballs\nshow\nset [fireballno. v] to [0]\nrepeat (length of [fireballx v])\n change [fireballno. v] by (1)\n go to x: (((item (FireballNo.) of [fireballx v]) * (28)) + (MapX)) y: (((item (FireballNo.) of [firebally v]) * (28)) + (MapY))\n if <<<(((item (FireballNo.) of [fireballx v]) * (28)) + (MapX)) < [240]> and <(((item (FireballNo.) of [fireballx v]) * (28)) + (MapX)) > [-240]>> and <<(((item (FireballNo.) of [firebally v]) * (28)) + (MapY)) < [180]> and <(((item (FireballNo.) of [firebally v]) * (28)) + (MapY)) > [-180]>>> then\n point in direction (item (FireballNo.) of [fireballdir v])\n if <(item (FireballNo.) of [fireballtype v]) = [0]> then\n switch costume to (hitbox2 v)\n set rotation style [all around v]\n else\n switch costume to (hitbox1 v)\n set rotation style [left-right v]\n end\n create clone of (_myself_ v)\n end\nend\nset [fireballno. v] to [0]\nhide\n\nwhen I start as a clone\nif <(item (FireballNo.) of [fireballtype v]) = [2]> then\n go [backward v] (12) layers\n move (3) steps\n replace item (FireballNo.) of [fireballx v] with (((x position) - (MapX)) / (28))\n replace item (FireballNo.) of [firebally v] with (((y position) - (MapY)) / (28))\n if <<touching (map v)?> or <not <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>>>> then\n set [deletefireballno. v] to (FireballNo.)\n end\n change y by (-1)\nelse\n if <(item (FireballNo.) of [fireballtype v]) = [3]> then\n move (6) steps\n if <(item (FireballNo.) of [fireballdir v]) > [0]> then\n turn right (6) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n turn left (6) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\n end\n if <not <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>>> then\n set [deletefireballno. v] to (FireballNo.)\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n replace item (FireballNo.) of [fireballbounces v] with ((item (FireballNo.) of [fireballbounces v]) + (1))\n if <(item (FireballNo.) of [fireballbounces v]) > [6]> then\n set [deletefireballno. v] to (FireballNo.)\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 (FireballNo.) of [fireballx v] with (((x position) - (MapX)) / (28))\n replace item (FireballNo.) of [firebally v] with (((y position) - (MapY)) / (28))\n replace item (FireballNo.) of [fireballdir v] with (direction)\n else\n if <(item (FireballNo.) of [fireballtype v]) = [0]> then\n turn right (2.5) degrees\n else\n if <<(item (FireballNo.) of [fireballbounces v]) = [0]> and <touching (map v)?>> then\n set [deletefireballno. v] to (FireballNo.)\n end\n switch costume to (hitbox3 v)\n if <<<<touching (goombas v)?> or <touching (larry v)?>> or <<<touching (piranhaplants v)?> or <touching (bullets v)?>> or <touching (hammerbros v)?>>> or <<touching (koopas v)?> or <<touching (cheepcheep v)?> or <touching (boomboom v)?>>>> then\n broadcast (FireballHit v)\n set [deletefireballno. v] to (FireballNo.)\n end\n switch costume to (hitbox1 v)\n move (6) steps\n if <(item (FireballNo.) of [fireballdir v]) > [0]> then\n turn right (6) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n turn left (6) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\n end\n if <not <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>>> then\n set [deletefireballno. v] to (FireballNo.)\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n replace item (FireballNo.) of [fireballbounces v] with ((item (FireballNo.) of [fireballbounces v]) + (1))\n if <(item (FireballNo.) of [fireballbounces v]) > [6]> then\n set [deletefireballno. v] to (FireballNo.)\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 (FireballNo.) of [fireballx v] with (((x position) - (MapX)) / (28))\n replace item (FireballNo.) of [firebally v] with (((y position) - (MapY)) / (28))\n end\n replace item (FireballNo.) of [fireballdir v] with (direction)\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(item (FireballNo.) of [fireballtype v]) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (6))\nelse\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (1))\n if <<(DeleteFireballNo.) = (FireballNo.)> and <(FireballNo.) > [0]>> then\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n end\nend\n\ndefine AddFireBar (x) (y)\nadd (x) to [fireballx v]\nadd (y) to [firebally v]\nadd [0] to [fireballtype v]\nadd [90] to [fireballdir v]\nadd [0] to [fireballbounces v]\n\nwhen I receive [playerupdated v]\nif <(item (FireballNo.) of [fireballtype v]) = [0]> then\n switch costume to (hitbox2 v)\nelse\n switch costume to (hitbox3 v)\nend\nif <(item (FireballNo.) of [fireballtype v]) = [1]> then\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@BoomBoom\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\nif <<(Level) = [4]> or <(Level) = [11]>> then\n set [boomboomx v] to [84]\n set [boomboomy v] to [-18]\n set [boomboomstate v] to [0]\n set [boomboomhealth v] to [3]\n set [boomboomyvelocity v] to [0]\n broadcast (BossStateChange v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateeverything v]\nif <<(Level) = [4]> or <(Level) = [11]>> then\n switch costume to (hitbox v)\n go to x: (((BoomBoomX) * (28)) + (MapX)) y: (((BoomBoomY) * (28)) + (MapY))\n if <<<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>> and <(BoomBoomState) < [5]>> then\n show\n if <<(BoomBoomState) = [0]> or <(BoomBoomState) = [1]>> then\n change [boomboomyvelocity v] by ((Gravity) / (4.05))\n change y by ((Gravity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-1))\n FindFloor\n end\n change y by ((BoomBoomYVelocity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((BoomBoomYVelocity) * (-1))\n if <(BoomBoomYVelocity) > [0]> then\n set [boomboomyvelocity v] to [-1]\n else\n FindFloor\n set [boomboomyvelocity v] to [0]\n end\n end\n if <<not <(BoomBoomYVelocity) = [0]>> or <(BoomBoomState) = [1]>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [5]> then\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(BoomBoomState) = [0]> then\n move (2) steps\n if <touching (map v)?> then\n move (-2) steps\n end\n else\n move (3) steps\n if <touching (map v)?> then\n move (-4) steps\n end\n end\n end\n end\n set [boomboomx v] to (((x position) - (MapX)) / (28))\n set [boomboomy v] to (((y position) - (MapY)) / (28))\n end\n if <(BoomBoomState) = [4]> then\n change y by (1)\n set [boomboomy v] to (((y position) - (MapY)) / (28))\n end\n else\n hide\n end\nend\n\nwhen I receive [bossstatechange v]\nif <<(Level) = [4]> or <(Level) = [11]>> then\n wait until <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>>\n if <(BoomBoomState) = [0]> then\n wait until <(BoomBoomYVelocity) = [0]>\n wait (1) seconds\n if <(BoomBoomYVelocity) = [0]> then\n set [boomboomyvelocity v] to [15]\n if <<<(BoomBoomHealth) < [3]> and <(Level) = [11]>> and <(pick random (1) to (3)) = [1]>> then\n set [boomboomyvelocity v] to [20]\n end\n wait (1) seconds\n end\n wait until <(BoomBoomYVelocity) = [0]>\n if <(BoomBoomState) = [0]> then\n if <(pick random (1) to (3)) = [1]> then\n set [boomboomstate v] to [1]\n end\n broadcast (BossStateChange v)\n end\n end\n if <(BoomBoomState) = [1]> then\n set [boomboomyvelocity v] to [-1]\n wait (2) seconds\n if <(BoomBoomState) = [1]> then\n set [boomboomstate v] to [0]\n broadcast (BossStateChange v)\n end\n end\n if <(BoomBoomState) = [2]> then\n set [boomboomyvelocity v] to [-1]\n repeat (10)\n wait (0.05) seconds\n set [boomboomstate v] to [3]\n wait (0.05) seconds\n set [boomboomstate v] to [2]\n end\n if <(BoomBoomHealth) < [0.1]> then\n broadcast (BossDefeated v)\n set [boomboomstate v] to [5]\n else\n set [boomboomstate v] to [0]\n broadcast (BossStateChange v)\n end\n end\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\nwhen I receive [costumeeverything v]\nif <(BoomBoomState) = [0]> then\n if <(BoomBoomYVelocity) = [0]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nelse\n if <(BoomBoomState) = [1]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (4)) mod (7)) ) + (4))\n else\n if <(BoomBoomState) = [2]> then\n switch costume to (11 v)\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (13))\n end\n end\nend\n\nwhen I receive [playerupdated v]\nif <<(BoomBoomState) = [0]> or <(BoomBoomState) = [1]>> then\n switch costume to (hitbox v)\n if <touching (player v)?> then\n if <<not <(BoomBoomYVelocity) = [0]>> or <(BoomBoomState) = [1]>> then\n if <([y position v] of [player v]) > (y position)> then\n set [boomboomstate v] to [2]\n set [boomboomyvelocity v] to [-1]\n change [boomboomhealth v] by (-1)\n set [yvel v] to [18]\n broadcast (BossStateChange v)\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\nend\n\nwhen I receive [fireballhit v]\nswitch costume to (hitbox v)\nif <<<not <(BoomBoomYVelocity) = [0]>> and <(BoomBoomState) = [0]>> or <(BoomBoomState) = [1]>> then\n if <touching (fireballs v)?> then\n set [boomboomstate v] to [2]\n set [boomboomyvelocity v] to [-1]\n change [boomboomhealth v] by (-0.6)\n broadcast (BossStateChange v)\n end\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@Larry\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\nif <(Level) = [8]> then\n set [larryx v] to [84]\n set [larryy v] to [-16]\n set [larrystate v] to [0]\n set [larryhealth v] to [3]\n set [larryyvelocity v] to [0]\n broadcast (BossStateChange v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateeverything v]\nif <(Level) = [8]> then\n if <(LarryState) > [-0.1]> then\n switch costume to (hitbox v)\n go to x: (((LarryX) * (28)) + (MapX)) y: (((LarryY) * (28)) + (MapY))\n if <<<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>> and <(LarryState) < [5]>> then\n show\n if <<(LarryState) < [4]> and <not <(LarryState) = [2]>>> then\n change [larryyvelocity v] by ((Gravity) / (4.05))\n change y by ((Gravity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-1))\n FindFloor\n if <not <<(LarryState) = [1.5]> or <(LarryState) = [1]>>> then\n if <(pick random (1) to (15)) = [1]> then\n set [larryyvelocity v] to [14]\n end\n end\n end\n change y by ((LarryYVelocity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((LarryYVelocity) * (-1))\n if <(LarryYVelocity) > [0]> then\n set [larryyvelocity v] to [-1]\n else\n FindFloor\n set [larryyvelocity v] to [0]\n end\n end\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 <not <<(LarryState) = [1.5]> or <(LarryState) = [1]>>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [5]> then\n if <(LarryState) = [0]> then\n move (2) steps\n if <touching (map v)?> then\n move (-2) steps\n end\n else\n move (3) steps\n if <touching (map v)?> then\n move (-3) steps\n end\n end\n end\n end\n set [larryx v] to (((x position) - (MapX)) / (28))\n set [larryy v] to (((y position) - (MapY)) / (28))\n end\n if <(LarryState) = [4]> then\n change y by (0.5)\n if <([abs v] of (x position) ) < [3]> then\n change y by (4)\n else\n if <(x position) > [0]> then\n change x by (-2)\n else\n change x by (2)\n end\n end\n set [larryx v] to (((x position) - (MapX)) / (28))\n set [larryy v] to (((y position) - (MapY)) / (28))\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [bossstatechange v]\nif <(Level) = [8]> then\n if <(LarryState) > [-0.1]> then\n wait until <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>>\n forever\n if <(LarryState) = [0]> then\n wait (1) seconds\n if <(pick random (1) to (2)) = [1]> then\n set [larrystate v] to [1]\n end\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [1]> then\n repeat (3)\n set [larrystate v] to [1.5]\n wait (0.5) seconds\n create clone of (_myself_ v)\n set [larrystate v] to [1]\n wait (0.25) seconds\n end\n set [larrystate v] to [0]\n wait (2) seconds\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [1.5]> then\n set [larrystate v] to (pick random (0) to (1))\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [2]> then\n wait (1) seconds\n if <(LarryHealth) < [0.1]> then\n set [larrystate v] to [4]\n wait (3) seconds\n broadcast (BossDefeated v)\n broadcast (WandAnimation v)\n wait (2) seconds\n hide\n set [larrystate v] to [5]\n else\n set [larrystate v] to [3]\n wait (2) seconds\n set [larrystate v] to [0.5]\n wait (1) seconds\n set [larrystate v] to (pick random (0) to (1))\n broadcast (BossStateChange v)\n end\n end\n end\n end\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\nwhen I receive [costumeeverything v]\nif <(LarryState) > [-0.1]> then\n if <<(LarryState) = [0]> or <(LarryState) = [0.5]>> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (2)) ) + (1))\n else\n if <(LarryState) = [1]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (2)) ) + (1))\n else\n if <(LarryState) = [1.5]> then\n switch costume to (3 v)\n else\n if <(LarryState) = [2]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (5)) ) + (12))\n else\n if <(LarryState) = [4]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (7)) ) + (4))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (5)) ) + (12))\n end\n end\n end\n end\n end\nend\n\nwhen I receive [playerupdated v]\nif <(LarryState) > [-0.1]> then\n if <(LarryState) = [3]> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox v)\n end\n if <touching (player v)?> then\n if <(LarryState) < [2]> then\n if <([y position v] of [player v]) > ((y position) + (3))> then\n set [larrystate v] to [2]\n set [larryyvelocity v] to [-1]\n change [larryhealth v] by (-1)\n set [yvel v] to [18]\n broadcast (BossStateChange v)\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n else\n if <(LarryState) = [3]> then\n if <([y position v] of [player v]) > ((y position) + (1))> then\n set [yvel v] to [14]\n set [xvel v] to (((direction) / (90)) * (3))\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\nelse\n change size by (-50)\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n change size by (50)\nend\n\nwhen I receive [fireballhit v]\nif <<(LarryState) > [-0.1]> and <(LarryState) < [2]>> then\n switch costume to (hitbox v)\n if <touching (fireballs v)?> then\n set [larrystate v] to [2]\n set [larryyvelocity v] to [-1]\n change [larryhealth v] by (-0.25)\n broadcast (BossStateChange v)\n end\n switch costume to (1 v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I start as a clone\npoint towards (player v)\npoint in direction ((round ((direction) / (45))) * (45))\nswitch costume to (18 v)\nset [larrystate v] to [-1]\nrepeat (15)\n move (3) steps\n switch costume to (18 v)\nend\nrepeat (15)\n move (3) steps\n switch costume to (19 v)\nend\nrepeat until <not <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>>>\n move (3) steps\n switch costume to (20 v)\nend\ndelete this clone\n\n@Morton\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\nif <(Level) = [14]> then\n set [larryx v] to [84]\n set [larryy v] to [-16]\n set [larrystate v] to [0]\n set [larryhealth v] to [3]\n set [larryyvelocity v] to [0]\n broadcast (BossStateChange v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateeverything v]\nif <(Level) = [14]> then\n if <(LarryState) > [-0.1]> then\n switch costume to (hitbox v)\n go to x: (((LarryX) * (28)) + (MapX)) y: (((LarryY) * (28)) + (MapY))\n if <<<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>> and <(LarryState) < [5]>> then\n show\n if <<(LarryState) < [4]> and <not <(LarryState) = [2]>>> then\n change [larryyvelocity v] by ((Gravity) / (4.05))\n change y by ((Gravity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-1))\n FindFloor\n if <not <<(LarryState) = [1.5]> or <(LarryState) = [1]>>> then\n if <(pick random (1) to (20)) = [1]> then\n set [larryyvelocity v] to [14]\n end\n end\n end\n change y by ((LarryYVelocity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((LarryYVelocity) * (-1))\n if <(LarryYVelocity) > [0]> then\n set [larryyvelocity v] to [-1]\n else\n FindFloor\n set [larryyvelocity v] to [0]\n end\n end\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 <not <<(LarryState) = [1.5]> or <(LarryState) = [1]>>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [5]> then\n if <(LarryState) = [0]> then\n move (2) steps\n if <touching (map v)?> then\n move (-2) steps\n end\n else\n move (3) steps\n if <touching (map v)?> then\n move (-3) steps\n end\n end\n end\n end\n set [larryx v] to (((x position) - (MapX)) / (28))\n set [larryy v] to (((y position) - (MapY)) / (28))\n end\n if <(LarryState) = [4]> then\n change y by (0.5)\n if <([abs v] of (x position) ) < [3]> then\n change y by (4)\n else\n if <(x position) > [0]> then\n change x by (-2)\n else\n change x by (2)\n end\n end\n set [larryx v] to (((x position) - (MapX)) / (28))\n set [larryy v] to (((y position) - (MapY)) / (28))\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [bossstatechange v]\nif <(Level) = [14]> then\n if <(LarryState) > [-0.1]> then\n wait until <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>>\n forever\n if <(LarryState) = [0]> then\n wait (0.5) seconds\n if <(pick random (1) to (3)) = [1]> then\n set [larrystate v] to [0]\n else\n set [larrystate v] to [1]\n end\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [1]> then\n set [larrystate v] to [1.5]\n wait (0.5) seconds\n repeat (3)\n set [larrystate v] to [1]\n wait (0.35) seconds\n change y by (10)\n change x by ((direction) / (9))\n create clone of (_myself_ v)\n change y by (-10)\n change x by ((direction) / (-9))\n end\n set [larrystate v] to [0]\n wait (1) seconds\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [1.5]> then\n set [larrystate v] to (pick random (0) to (1))\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [2]> then\n wait (1) seconds\n if <(LarryHealth) < [0.1]> then\n set [larrystate v] to [4]\n wait (3) seconds\n broadcast (BossDefeated v)\n broadcast (WandAnimation v)\n wait (2) seconds\n hide\n set [larrystate v] to [5]\n else\n set [larrystate v] to [3]\n wait (2) seconds\n set [larrystate v] to [0.5]\n wait (1) seconds\n set [larrystate v] to (pick random (0) to (1))\n broadcast (BossStateChange v)\n end\n end\n end\n end\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\nwhen I receive [costumeeverything v]\nif <(LarryState) > [-0.1]> then\n if <<(LarryState) = [0]> or <(LarryState) = [0.5]>> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (2)) ) + (1))\n else\n if <(LarryState) = [1]> then\n switch costume to (21 v)\n else\n if <(LarryState) = [1.5]> then\n switch costume to (3 v)\n else\n if <(LarryState) = [2]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (5)) ) + (12))\n else\n if <(LarryState) = [4]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (7)) ) + (4))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (5)) ) + (12))\n end\n end\n end\n end\n end\nend\n\nwhen I receive [playerupdated v]\nif <(LarryState) > [-0.1]> then\n if <(LarryState) = [3]> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox v)\n end\n if <touching (player v)?> then\n if <(LarryState) < [2]> then\n if <([y position v] of [player v]) > ((y position) + (3))> then\n set [larrystate v] to [2]\n set [larryyvelocity v] to [-1]\n change [larryhealth v] by (-1)\n set [yvel v] to [18]\n broadcast (BossStateChange v)\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n else\n if <(LarryState) = [3]> then\n if <([y position v] of [player v]) > ((y position) + (1))> then\n set [yvel v] to [14]\n set [xvel v] to (((direction) / (90)) * (3))\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\nelse\n change size by (-50)\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n change size by (50)\nend\n\nwhen I receive [fireballhit v]\nif <<(LarryState) > [-0.1]> and <(LarryState) < [2]>> then\n switch costume to (hitbox v)\n if <touching (fireballs v)?> then\n set [larrystate v] to [2]\n set [larryyvelocity v] to [-1]\n change [larryhealth v] by (-0.25)\n broadcast (BossStateChange v)\n end\n switch costume to (1 v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I start as a clone\npoint towards (player v)\npoint in direction ((round ((direction) / (45))) * (45))\nswitch costume to (18 v)\nset [larrystate v] to [-1]\nrepeat (10)\n move (3.5) steps\n switch costume to (18 v)\nend\nrepeat (10)\n move (3.5) steps\n switch costume to (19 v)\nend\nrepeat until <not <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>>>\n move (3.5) steps\n switch costume to (20 v)\nend\ndelete this clone\n\n@WandAnim\n\nwhen I receive [wandanimation v]\nif <(Level) = [4]> then\n go to (boomboom v)\nend\nif <(Level) = [8]> then\n go to (larry v)\nend\nif <(Level) = [14]> then\n go to (morton v)\nend\nif <<<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>> and <(LarryState) < [5]>> then\n show\nelse\n hide\nend\nswitch costume to (1 v)\nwait (1) seconds\nshow\nset [wandyvel v] to [16]\nrepeat (170)\n if <not <<(y position) < [-30]> and <(WandYVel) < [0]>>> then\n change y by ((WandYVel) * (1))\n change [wandyvel v] by ((Gravity) / (3.1))\n end\n set x to ((x position) / (1.1))\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (8)) ) + (1))\nend\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\n\n@Bullets\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteBulletNo.) > [0]> then\n delete (DeleteBulletNo.) of [bulletdir v]\n delete (DeleteBulletNo.) of [bullettype v]\n delete (DeleteBulletNo.) of [bulletx v]\n delete (DeleteBulletNo.) of [bullety v]\n delete (DeleteBulletNo.) of [allowbulletcollision v]\n set [deletebulletno. v] to [0]\nend\nif <(length of [spawnbulletx v]) > [0]> then\n switch costume to (hitbox v)\n CheckSpawns\nend\nif <(length of [bulletx v]) > [0]> then\n switch costume to (hitbox v)\n FormBullets\nend\n\ndefine CheckSpawns\nshow\nset [bulletno. v] to [0]\nrepeat (length of [spawnbulletx v])\n change [bulletno. v] by (1)\n go to x: (((item (BulletNo.) of [spawnbulletx v]) * (28)) + (MapX)) y: (((item (BulletNo.) of [spawnbullety v]) * (28)) + (MapY))\n if <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>> then\n replace item (BulletNo.) of [spawnbulletcooldown v] with ((item (BulletNo.) of [spawnbulletcooldown v]) - (0.1))\n if <(item (BulletNo.) of [spawnbulletcooldown v]) < [0.01]> then\n start sound [Shot v]\n replace item (BulletNo.) of [spawnbulletcooldown v] with [9]\n add ((item (BulletNo.) of [spawnbulletx v]) + (0.5)) to [bulletx v]\n add (item (BulletNo.) of [spawnbullety v]) to [bullety v]\n add (item (BulletNo.) of [spawnbullettype v]) to [bullettype v]\n add [0] to [allowbulletcollision v]\n if <(item (BulletNo.) of [spawnbullettype v]) = [1]> then\n add (item (BulletNo.) of [spawnbulletdir v]) to [bulletdir v]\n else\n if <([x position v] of [player v]) > (x position)> then\n add [90] to [bulletdir v]\n else\n add [-90] to [bulletdir v]\n end\n end\n end\n end\nend\nset [bulletno. v] to [0]\nhide\n\nwhen I start as a clone\nmove (3) steps\nif <(item (BulletNo.) of [allowbulletcollision v]) = [0]> then\n if <not <touching (map v)?>> then\n replace item (BulletNo.) of [allowbulletcollision v] with [1]\n end\nelse\n if <touching (map v)?> then\n set [deletebulletno. v] to (BulletNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n end\nend\nif <not <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>>> then\n set [deletebulletno. v] to (BulletNo.)\nend\nreplace item (BulletNo.) of [bulletx v] with (((x position) - (MapX)) / (28))\nreplace item (BulletNo.) of [bullety v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [bulletdir v]\ndelete all of [bullettype v]\ndelete all of [bulletx v]\ndelete all of [bullety v]\ndelete all of [spawnbulletdir v]\ndelete all of [spawnbullettype v]\ndelete all of [spawnbulletx v]\ndelete all of [spawnbullety v]\ndelete all of [spawnbulletcooldown v]\ndelete all of [allowbulletcollision v]\nset rotation style [left-right v]\nset [deletebulletno. v] to [0]\nif <(Level) = [8]> then\n AddSpawnPoint [-16] [3] [45] [1]\n AddSpawnPoint [-9] [3] [-45] [1]\n AddSpawnPoint [4] [7] [-135] [1]\n AddSpawnPoint [9] [1] [45] [1]\n AddSpawnPoint [14] [1] [-45] [1]\n AddSpawnPoint [19] [5] [0] [2]\n AddSpawnPoint [37] [6] [0] [2]\n AddSpawnPoint [46] [2] [45] [1]\n AddSpawnPoint [50] [2] [-45] [1]\n AddSpawnPoint [53] [2] [45] [1]\n AddSpawnPoint [57] [2] [-45] [1]\n AddSpawnPoint [60] [5] [0] [2]\n AddSpawnPoint [71] [4] [45] [1]\nend\nif <(Level) = [14]> then\n AddSpawnPoint [-11] [3] [45] [1]\n AddSpawnPoint [0] [9] [-135] [1]\n AddSpawnPoint [0] [6] [0] [2]\n AddSpawnPoint [1] [5] [0] [2]\n AddSpawnPoint [2] [4] [0] [2]\n AddSpawnPoint [14] [9] [-135] [1]\n AddSpawnPoint [17] [6] [-135] [1]\n AddSpawnPoint [22] [2] [0] [2]\n AddSpawnPoint [33] [5] [0] [2]\n AddSpawnPoint [35] [6] [0] [2]\n AddSpawnPoint [37] [7] [0] [2]\n AddSpawnPoint [39] [6] [0] [2]\n AddSpawnPoint [41] [5] [0] [2]\n AddSpawnPoint [50] [5] [0] [2]\n AddSpawnPoint [52] [6] [0] [2]\n AddSpawnPoint [54] [7] [0] [2]\n AddSpawnPoint [56] [6] [0] [2]\n AddSpawnPoint [58] [5] [0] [2]\n AddSpawnPoint [63] [4] [45] [1]\n AddSpawnPoint [66] [5] [45] [1]\n AddSpawnPoint [69] [6] [45] [1]\nend\n\nwhen I receive [costumeeverything v]\nswitch costume to (item (BulletNo.) of [bullettype v])\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(BulletNo.) > [0]> then\n switch costume to (4 v)\n if <<<(Spinning) = [1]> and <<(distance to [player v]) < [42]> and <(distance to [player v]) > [8]>>> and <not <((y position) - (4)) > ([y position v] of [player v])>>> then\n start sound [Stomp v]\n set [deletebulletno. v] to (BulletNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n start sound [Stomp v]\n set [deletebulletno. v] to (BulletNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <([y position v] of [player v]) > ((y position) + (1))> then\n start sound [Stomp v]\n set [deletebulletno. v] to (BulletNo.)\n set [yvel v] to [18]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine AddSpawnPoint (x) (y) (dir) (type)\nadd (type) to [spawnbullettype v]\nadd (dir) to [spawnbulletdir v]\nadd (x) to [spawnbulletx v]\nadd (y) to [spawnbullety v]\nadd [1] to [spawnbulletcooldown v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [bulletdir v]\ndelete all of [bullettype v]\ndelete all of [bulletx v]\ndelete all of [bullety v]\ndelete all of [spawnbulletdir v]\ndelete all of [spawnbullettype v]\ndelete all of [spawnbulletx v]\ndelete all of [spawnbullety v]\ndelete all of [spawnbulletcooldown v]\ndelete all of [allowbulletcollision v]\nset rotation style [left-right v]\nset [deletebulletno. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (BulletNo.) of [bulletx v]) * (28)) + (MapX)) y: (((item (BulletNo.) of [bullety v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nswitch costume to (4 v)\nif <touching (fireballs v)?> then\n set [deletebulletno. v] to (BulletNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [bulletdir v]\ndelete all of [bullettype v]\ndelete all of [bulletx v]\ndelete all of [bullety v]\ndelete all of [spawnbulletdir v]\ndelete all of [spawnbullettype v]\ndelete all of [spawnbulletx v]\ndelete all of [spawnbullety v]\ndelete all of [spawnbulletcooldown v]\ndelete all of [allowbulletcollision v]\nset rotation style [left-right v]\nset [deletebulletno. v] to [0]\n\ndefine FormBullets\nshow\nset [bulletno. v] to [0]\nrepeat (length of [bulletx v])\n change [bulletno. v] by (1)\n go to x: (((item (BulletNo.) of [bulletx v]) * (28)) + (MapX)) y: (((item (BulletNo.) of [bullety v]) * (28)) + (MapY))\n if <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>> then\n point in direction (item (BulletNo.) of [bulletdir v])\n create clone of (_myself_ v)\n end\nend\nset [bulletno. v] to [0]\nhide\n\n@Platforms\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [platformx v]) > [0]> then\n switch costume to (platformhitbox v)\n FormPlatforms\nend\n\nwhen I receive [updateallpositions v]\ngo to x: ((((item (PlatformNo.) of [platformx v]) + (0.5)) * (28)) + (MapX)) y: (((item (PlatformNo.) of [platformy v]) * (28)) + (MapY))\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\ndefine FormPlatforms\nshow\nset [platformno. v] to [0]\nrepeat (length of [platformx v])\n change [platformno. v] by (1)\n go to x: (((item (PlatformNo.) of [platformx v]) * (28)) + (MapX)) y: (((item (PlatformNo.) of [platformy v]) * (28)) + (MapY))\n if <<<(x position) < [268]> and <(x position) > [-268]>> and <<(y position) < [168]> and <(y position) > [-168]>>> then\n show\n else\n hide\n end\n point in direction (item (PlatformNo.) of [platformdir v])\n create clone of (_myself_ v)\nend\nset [platformno. v] to [0]\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ndelete all of [platformx v]\ndelete all of [platformy v]\ndelete all of [platformdir v]\ndelete all of [platformtype v]\ndelete all of [platformspeed v]\ndelete all of [platformrotspeed v]\ndelete all of [platformstatus v]\nif <(Level) = [2]> then\n AddPlatform [92] [6] [90] [S] [1.5] [2] [1]\n AddPlatform [103.5] [6] [-90] [S] [1.5] [2] [1]\n AddPlatform [151.5] [3] [0] [L] [0.35] [2] [0]\nend\nif <(Level) = [3]> then\n AddPlatform [132] [3] [0] [L] [0.29] [2] [0]\nend\nif <(Level) = [5]> then\n AddPlatform [91.5] [7] [0] [L] [0.305] [2] [0]\nend\nif <(Level) = [6]> then\n AddPlatform [100] [7] [90] [C] [2] [2] [1]\n AddPlatform [108] [6] [-90] [S] [3] [2] [1]\n AddPlatform [112] [6] [-90] [S] [3] [2] [1]\n AddPlatform [129.5] [8] [90] [S] [2.25] [2] [1]\nend\nif <(Level) = [12]> then\n AddPlatform [132.5] [7] [0] [C] [1] [2] [0]\n AddPlatform [143.5] [5] [0] [C] [2] [2] [0]\nend\n\ndefine AddPlatform (x) (y) (dir) (type) (rotation) (speed) (status)\nadd (x) to [platformx v]\nadd (y) to [platformy v]\nadd (dir) to [platformdir v]\nadd (type) to [platformtype v]\nadd (rotation) to [platformrotspeed v]\nadd (speed) to [platformspeed v]\nadd (status) to [platformstatus v]\n\nwhen I receive [costumeeverything v]\nswitch costume to (platform v)\n\nwhen I start as a clone\nif <(item (PlatformNo.) of [platformstatus v]) = [1]> then\n if <(item (PlatformNo.) of [platformtype v]) = [S]> then\n turn right (item (PlatformNo.) of [platformrotspeed v]) degrees\n change x by (([sin v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (([cos v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (3)\n if <touching (player v)?> then\n change [playerx v] by (([sin v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change [playery v] by (([cos v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n end\n change y by (-3)\n replace item (PlatformNo.) of [platformx v] with ((item (PlatformNo.) of [platformx v]) + ((([sin v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n replace item (PlatformNo.) of [platformy v] with ((item (PlatformNo.) of [platformy v]) + ((([cos v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n else\n if <(item (PlatformNo.) of [platformtype v]) = [L]> then\n turn right (item (PlatformNo.) of [platformrotspeed v]) degrees\n change x by (([sin v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (([cos v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (3)\n if <touching (player v)?> then\n change [playerx v] by (([sin v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change [playery v] by (([cos v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n end\n change y by (-3)\n replace item (PlatformNo.) of [platformx v] with ((item (PlatformNo.) of [platformx v]) + ((([sin v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n replace item (PlatformNo.) of [platformy v] with ((item (PlatformNo.) of [platformy v]) + ((([cos v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n else\n turn right (item (PlatformNo.) of [platformrotspeed v]) degrees\n change x by (([sin v] of (direction) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (([cos v] of (direction) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (3)\n if <touching (player v)?> then\n change [playerx v] by (([sin v] of (direction) ) * (item (PlatformNo.) of [platformspeed v]))\n change [playery v] by (([cos v] of (direction) ) * (item (PlatformNo.) of [platformspeed v]))\n end\n change y by (-3)\n replace item (PlatformNo.) of [platformx v] with ((item (PlatformNo.) of [platformx v]) + ((([sin v] of (direction) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n replace item (PlatformNo.) of [platformy v] with ((item (PlatformNo.) of [platformy v]) + ((([cos v] of (direction) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n end\n end\n replace item (PlatformNo.) of [platformdir v] with (direction)\nelse\n change y by (3)\n if <touching (player v)?> then\n replace item (PlatformNo.) of [platformstatus v] with [1]\n end\n change y by (-3)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\n\n@HammerBros\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteHammerNo.) > [0]> then\n delete (DeleteHammerNo.) of [hammerx v]\n delete (DeleteHammerNo.) of [hammery v]\n delete (DeleteHammerNo.) of [hammerdir v]\n delete (DeleteHammerNo.) of [hammercooldown v]\n delete (DeleteHammerNo.) of [hammertype v]\n set [deletehammerno. v] to [0]\nend\nif <(length of [hammerx v]) > [0]> then\n switch costume to (hitbox v)\n FormHammers\nend\n\ndefine FormHammers\nshow\nset [hammerno. v] to [0]\nrepeat (length of [hammerx v])\n change [hammerno. v] by (1)\n go to x: (((item (HammerNo.) of [hammerx v]) * (28)) + (MapX)) y: (((item (HammerNo.) of [hammery v]) * (28)) + (MapY))\n set rotation style [left-right v]\n if <<(item (HammerNo.) of [hammertype v]) = [1]> or <(item (HammerNo.) of [hammertype v]) = [3]>> then\n switch costume to (hitbox v)\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [182]> and <(y position) > [-172]>>> then\n create clone of (_myself_ v)\n end\n else\n switch costume to (hitbox2 v)\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<<(y position) < [180]> and <(Underground) = [1]>> or <<(y position) > [-180]> and <(Underground) = [0]>>>> then\n point in direction (item (HammerNo.) of [hammerdir v])\n create clone of (_myself_ v)\n end\n end\nend\nset [hammerno. v] to [0]\nhide\n\nwhen I start as a clone\nif <(item (HammerNo.) of [hammertype v]) = [1]> then\n replace item (HammerNo.) of [hammerdir v] with ((item (HammerNo.) of [hammerdir v]) + ((Gravity) / (3.1)))\n replace item (HammerNo.) of [hammercooldown v] with ((item (HammerNo.) of [hammercooldown v]) - (0.1))\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 change y by ((Gravity) * (2))\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((Gravity) * (-2))\n FindFloor\n replace item (HammerNo.) of [hammerdir v] with [0]\n if <<(pick random (1) to (40)) = [1]> and <<(item (HammerNo.) of [hammercooldown v]) < [2.19]> and <(item (HammerNo.) of [hammercooldown v]) > [0.5]>>> then\n replace item (HammerNo.) of [hammerdir v] with [18]\n end\n end\n change y by (item (HammerNo.) of [hammerdir v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((item (HammerNo.) of [hammerdir v]) * (-1))\n if <(item (HammerNo.) of [hammerdir v]) > [0]> then\n replace item (HammerNo.) of [hammerdir v] with [0]\n end\n if <((GlobalCostumeNo.) mod (12)) < [6]> then\n move (1) steps\n YSmoothing\n if <(item (HammerNo.) of [hammerdir v]) = [0]> then\n switch costume to (hitbox3 v)\n if <not <touching (map v)?>> then\n move (-1) steps\n end\n switch costume to (hitbox v)\n end\n if <touching (map v)?> then\n move (-1) steps\n end\n else\n move (-1) steps\n YSmoothing\n if <(item (HammerNo.) of [hammerdir v]) = [0]> then\n switch costume to (hitbox4 v)\n if <not <touching (map v)?>> then\n move (1) steps\n end\n switch costume to (hitbox v)\n end\n if <touching (map v)?> then\n move (1) steps\n end\n end\n if <(item (HammerNo.) of [hammercooldown v]) < [0]> then\n replace item (HammerNo.) of [hammercooldown v] with [4.5]\n add ((((x position) - (MapX)) / (28)) + ((direction) / (-360))) to [hammerx v]\n add ((((y position) - (MapY)) / (28)) + (0.6)) to [hammery v]\n add [2] to [hammertype v]\n add [0] to [hammercooldown v]\n if <(direction) = [90]> then\n add [15] to [hammerdir v]\n else\n add [-15] to [hammerdir v]\n end\n end\nelse\n if <(item (HammerNo.) of [hammertype v]) = [3]> then\n replace item (HammerNo.) of [hammerdir v] with ((item (HammerNo.) of [hammerdir v]) + ((Gravity) / (3.1)))\n replace item (HammerNo.) of [hammercooldown v] with ((item (HammerNo.) of [hammercooldown v]) - (0.1))\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 change y by ((Gravity) * (2))\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((Gravity) * (-2))\n FindFloor\n replace item (HammerNo.) of [hammerdir v] with [0]\n if <<(pick random (1) to (40)) = [1]> and <<(item (HammerNo.) of [hammercooldown v]) < [2.19]> and <(item (HammerNo.) of [hammercooldown v]) > [0.5]>>> then\n replace item (HammerNo.) of [hammerdir v] with [18]\n end\n end\n change y by (item (HammerNo.) of [hammerdir v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((item (HammerNo.) of [hammerdir v]) * (-1))\n if <(item (HammerNo.) of [hammerdir v]) > [0]> then\n replace item (HammerNo.) of [hammerdir v] with [0]\n end\n if <((GlobalCostumeNo.) mod (16)) < [8]> then\n move (1) steps\n YSmoothing\n if <(item (HammerNo.) of [hammerdir v]) = [0]> then\n switch costume to (hitbox3 v)\n if <not <touching (map v)?>> then\n move (-1) steps\n end\n switch costume to (hitbox v)\n end\n if <touching (map v)?> then\n move (-1) steps\n end\n else\n move (-1) steps\n YSmoothing\n if <(item (HammerNo.) of [hammerdir v]) = [0]> then\n switch costume to (hitbox3 v)\n if <not <touching (map v)?>> then\n move (1) steps\n end\n switch costume to (hitbox v)\n end\n if <touching (map v)?> then\n move (1) steps\n end\n end\n if <(item (HammerNo.) of [hammercooldown v]) < [0]> then\n replace item (HammerNo.) of [hammercooldown v] with [4.5]\n add ((((x position) + ((direction) / (18))) - (MapX)) / (28)) to [fireballx v]\n add ((((y position) + (2)) - (MapY)) / (28)) to [firebally v]\n add [3] to [fireballtype v]\n add (direction) to [fireballdir v]\n add [0] to [fireballbounces v]\n end\n else\n if <(item (HammerNo.) of [hammertype v]) = [5]> then\n replace item (HammerNo.) of [hammercooldown v] with ((item (HammerNo.) of [hammercooldown v]) - (0.1))\n replace item (HammerNo.) of [hammerdir v] with ((item (HammerNo.) of [hammerdir v]) + ((Gravity) / (4.1)))\n change y by ((Gravity) * (2))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2))\n FindFloor\n replace item (HammerNo.) of [hammerdir v] with [0]\n end\n if <<(item (HammerNo.) of [hammerdir v]) = [0]> and <<(pick random (1) to (40)) = [1]> and <(item (HammerNo.) of [hammercooldown v]) < [3]>>> then\n replace item (HammerNo.) of [hammerdir v] with [16]\n end\n change y by (item (HammerNo.) of [hammerdir v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((item (HammerNo.) of [hammerdir v]) * (-1))\n if <(item (HammerNo.) of [hammerdir v]) > [0]> then\n replace item (HammerNo.) of [hammerdir v] with [0]\n end\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 move (1) steps\n YSmoothing\n switch costume to (hitbox3 v)\n if <<not <touching (map v)?>> and <(item (HammerNo.) of [hammerdir v]) = [0]>> then\n move (-1) steps\n else\n switch costume to (hitbox2 v)\n if <touching (map v)?> then\n move (-1) steps\n end\n end\n switch costume to (hitbox2 v)\n if <(item (HammerNo.) of [hammercooldown v]) < [0]> then\n replace item (HammerNo.) of [hammercooldown v] with [10]\n add (((x position) - (MapX)) / (28)) to [hammerx v]\n add ((((y position) - (MapY)) / (28)) + (1)) to [hammery v]\n add [4] to [hammertype v]\n add (direction) to [hammerdir v]\n add [0] to [hammercooldown v]\n end\n else\n if <(item (HammerNo.) of [hammertype v]) = [4]> then\n move (4) steps\n if <not <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> or <(y position) > [-180]>>>> then\n set [deletehammerno. v] to (HammerNo.)\n end\n else\n go [forward v] (1) layers\n if <(direction) > [0]> then\n turn right (6) degrees\n if <(direction) > [150]> then\n point in direction (150)\n end\n else\n turn left (6) degrees\n if <(direction) < [-150]> then\n point in direction (-150)\n end\n end\n change y by (([cos v] of (direction) ) * (6))\n move (5) steps\n replace item (HammerNo.) of [hammerdir v] with (direction)\n if <not <<<(x position) < [240]> and <(x position) > [-240]>> and <<<(y position) < [180]> and <(Underground) = [1]>> or <(y position) > [-180]>>>> then\n set [deletehammerno. v] to (HammerNo.)\n end\n end\n end\n end\nend\nreplace item (HammerNo.) of [hammerx v] with (((x position) - (MapX)) / (28))\nreplace item (HammerNo.) of [hammery v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\nwhen I receive [startgame v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [hammerx v]\ndelete all of [hammery v]\ndelete all of [hammerdir v]\ndelete all of [hammertype v]\ndelete all of [hammercooldown v]\nset rotation style [left-right v]\nset [deletehammerno. v] to [0]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [2]> then\n AddHammer [125] [6] [1]\nend\nif <(Level) = [6]> then\n AddHammer [86] [3] [1]\nend\nif <(Level) = [9]> then\n AddHammer [27] [5] [3]\n AddHammer [57] [3] [1]\n AddHammer [87] [4] [3]\n AddHammer [108] [4] [1]\n AddHammer [153] [5] [3]\n AddHammer [7] [3] [3]\nend\nif <(Level) = [12]> then\n AddHammer [46] [8] [5]\n AddHammer [38] [5] [5]\n AddHammer [-4] [7] [5]\n AddHammer [73.5] [6] [5]\n AddHammer [66.5] [10] [5]\n AddHammer [178] [5] [5]\n AddHammer [188] [3] [5]\n AddHammer [159] [5] [3]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(item (HammerNo.) of [hammertype v]) = [1]> then\n if <<(item (HammerNo.) of [hammercooldown v]) < [2]> or <(item (HammerNo.) of [hammercooldown v]) = [4.5]>> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (3))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (1))\n end\nelse\n if <(item (HammerNo.) of [hammertype v]) = [3]> then\n if <<(item (HammerNo.) of [hammercooldown v]) < [3]> or <(item (HammerNo.) of [hammercooldown v]) = [4.5]>> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (8))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (6))\n end\n else\n if <(item (HammerNo.) of [hammertype v]) = [5]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (10))\n if <(item (HammerNo.) of [hammercooldown v]) < [3]> then\n switch costume to (12 v)\n end\n if <(item (HammerNo.) of [hammercooldown v]) < [2]> then\n switch costume to (13 v)\n end\n if <<(item (HammerNo.) of [hammercooldown v]) < [1]> or <(item (HammerNo.) of [hammercooldown v]) = [8]>> then\n switch costume to (14 v)\n end\n else\n if <(item (HammerNo.) of [hammertype v]) = [4]> then\n switch costume to (15 v)\n else\n point in direction (([floor v] of (((GlobalCostumeNo.) * (2.5)) mod (4)) ) * (90))\n switch costume to (5 v)\n set rotation style [all around v]\n end\n end\n end\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(HammerNo.) > [0]> then\n if <<(item (HammerNo.) of [hammertype v]) = [1]> or <<(item (HammerNo.) of [hammertype v]) = [3]> or <(item (HammerNo.) of [hammertype v]) = [5]>>> then\n switch costume to (hitbox v)\n if <<(item (HammerNo.) of [hammertype v]) = [5]> and <not <(item (HammerNo.) of [hammercooldown v]) < [1]>>> then\n switch costume to (hitbox2 v)\n end\n if <<<(Spinning) = [1]> and <<(distance to [player v]) < [42]> and <(distance to [player v]) > [8]>>> and <not <((y position) - (4)) > ([y position v] of [player v])>>> then\n start sound [Stomp v]\n set [deletehammerno. v] to (HammerNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n start sound [Stomp v]\n set [deletehammerno. v] to (HammerNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <<([y position v] of [player v]) > ((y position) + ((1) + (<(item (HammerNo.) of [hammertype v]) = [5]> * (2))))> and <not <<(item (HammerNo.) of [hammertype v]) = [5]> and <(item (HammerNo.) of [hammercooldown v]) < [1]>>>> then\n start sound [Stomp v]\n set [deletehammerno. v] to (HammerNo.)\n set [yvel v] to [18]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\n end\n else\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\nend\n\ndefine AddHammer (x) (y) (type)\nadd (x) to [hammerx v]\nadd (y) to [hammery v]\nadd (type) to [hammertype v]\nadd [0] to [hammerdir v]\nadd [1] to [hammercooldown v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [hammerx v]\ndelete all of [hammery v]\ndelete all of [hammerdir v]\ndelete all of [hammertype v]\ndelete all of [hammercooldown v]\nset rotation style [left-right v]\nset [deletehammerno. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (HammerNo.) of [hammerx v]) * (28)) + (MapX)) y: (((item (HammerNo.) of [hammery v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nif <<(item (HammerNo.) of [hammertype v]) = [1]> or <(item (HammerNo.) of [hammertype v]) = [3]>> then\n switch costume to (hitbox v)\nelse\n switch costume to (hitbox2 v)\nend\nif <touching (fireballs v)?> then\n set [deletehammerno. v] to (HammerNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\n\ngo to x: (500) y: (-500)\n\n@Goombas\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteGoombaNo.) > [0]> then\n start sound [Stomp v]\n delete (DeleteGoombaNo.) of [goombax v]\n delete (DeleteGoombaNo.) of [goombay v]\n delete (DeleteGoombaNo.) of [goombadir v]\n set [deletegoombano. v] to [0]\nend\nif <(length of [goombax v]) > [0]> then\n switch costume to (5 v)\n FormGoombas\nend\n\ndefine FormGoombas\nshow\nset [goombano. v] to [0]\nrepeat (length of [goombax v])\n change [goombano. v] by (1)\n go to x: (((item (GoombaNo.) of [goombax v]) * (28)) + (MapX)) y: (((item (GoombaNo.) of [goombay v]) * (28)) + (MapY))\n if <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>> then\n point in direction (item (GoombaNo.) of [goombadir v])\n create clone of (_myself_ v)\n end\nend\nset [goombano. v] to [0]\nhide\n\nwhen I start as a clone\nchange y by ((Gravity) * (2))\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2))\n FindFloor\nend\nmove (1) steps\nYSmoothing\nif <touching (map v)?> then\n turn right (180) degrees\n move (2) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (1) steps\n end\n replace item (GoombaNo.) of [goombadir v] with (direction)\nend\nreplace item (GoombaNo.) of [goombax v] with (((x position) - (MapX)) / (28))\nreplace item (GoombaNo.) of [goombay v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [goombax v]\ndelete all of [goombay v]\ndelete all of [goombadir v]\nset rotation style [left-right v]\nset [deletegoombano. v] to [0]\nif <(Level) = [1]> then\n AddGoomba [-14] [2] [-90]\n AddGoomba [6] [10] [90]\n AddGoomba [60] [8] [-90]\n AddGoomba [50] [9] [90]\n AddGoomba [108] [11] [-90]\n AddGoomba [146] [6] [-90]\n AddGoomba [181] [2] [90]\nend\nif <(Level) = [4]> then\n AddGoomba [28] [2] [-90]\n AddGoomba [26] [2] [-90]\n AddGoomba [24] [2] [-90]\nend\nif <(Level) = [5]> then\n AddGoomba [15] [-13] [-90]\n AddGoomba [17] [-13] [-90]\n AddGoomba [19] [-13] [-90]\nend\nif <(Level) = [6]> then\n AddGoomba [14] [9] [-90]\n AddGoomba [125] [9] [-90]\n AddGoomba [165] [13] [-90]\nend\nif <(Level) = [7]> then\n AddGoomba [-14] [1] [-90]\n AddGoomba [3] [1] [-90]\n AddGoomba [19] [2] [-90]\n AddGoomba [24] [2] [-90]\n AddGoomba [29] [2] [-90]\n AddGoomba [31] [2] [-90]\nend\nif <(Level) = [9]> then\n AddGoomba [180] [4] [-90]\n AddGoomba [178] [4] [-90]\n AddGoomba [176] [4] [-90]\nend\nif <(Level) = [12]> then\n AddGoomba [18] [3] [-90]\n AddGoomba [21] [3] [-90]\n AddGoomba [24] [3] [-90]\nend\nif <(Level) = [13]> then\n AddGoomba [134] [0] [-90]\n AddGoomba [130] [0] [-90]\n AddGoomba [126] [0] [-90]\n AddGoomba [122] [0] [-90]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nswitch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (1))\nif <(GoombaNo.) = (DeleteGoombaNo.)> then\n switch costume to (3 v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(GoombaNo.) > [0]> then\n switch costume to (4 v)\n if <<<(Spinning) = [1]> and <<(distance to [player v]) < [42]> and <(distance to [player v]) > [8]>>> and <not <((y position) - (4)) > ([y position v] of [player v])>>> then\n set [deletegoombano. v] to (GoombaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n set [deletegoombano. v] to (GoombaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <([y position v] of [player v]) > ((y position) + (1))> then\n set [deletegoombano. v] to (GoombaNo.)\n set [yvel v] to [18]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine AddGoomba (x) (y) (dir)\nadd (dir) to [goombadir v]\nadd (x) to [goombax v]\nadd (y) to [goombay v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [goombax v]\ndelete all of [goombay v]\ndelete all of [goombadir v]\nset rotation style [left-right v]\nset [deletegoombano. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (GoombaNo.) of [goombax v]) * (28)) + (MapX)) y: (((item (GoombaNo.) of [goombay v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nswitch costume to (4 v)\nif <touching (fireballs v)?> then\n set [deletegoombano. v] to (GoombaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [goombax v]\ndelete all of [goombay v]\ndelete all of [goombadir v]\nset rotation style [left-right v]\nset [deletegoombano. v] to [0]\n\n@Boos\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [boox v]) > [0]> then\n switch costume to (3 v)\n FormBoos\nend\n\ndefine FormBoos\nshow\nset [boono. v] to [0]\nrepeat (length of [boox v])\n change [boono. v] by (1)\n go to x: (((item (BooNo.) of [boox v]) * (28)) + (MapX)) y: (((item (BooNo.) of [booy v]) * (28)) + (MapY))\n if <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>> then\n create clone of (_myself_ v)\n end\nend\nset [boono. v] to [0]\nhide\n\nwhen I start as a clone\npoint towards (player v)\nif <(x position) > ([x position v] of [player v])> then\n if <not <([direction v] of [player v]) = [90]>> then\n move (1) steps\n replace item (BooNo.) of [boox v] with (((x position) - (MapX)) / (28))\n replace item (BooNo.) of [booy v] with (((y position) - (MapY)) / (28))\n if <(pick random (1) to (120)) = [1]> then\n start sound [Boo v]\n end\n end\nelse\n if <([direction v] of [player v]) = [90]> then\n move (1) steps\n replace item (BooNo.) of [boox v] with (((x position) - (MapX)) / (28))\n replace item (BooNo.) of [booy v] with (((y position) - (MapY)) / (28))\n if <(pick random (1) to (120)) = [1]> then\n start sound [Boo v]\n end\n end\nend\nchange y by (([sin v] of ((GlobalCostumeNo.) * (56)) ) * (4))\nchange y by (-1)\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [boox v]\ndelete all of [booy v]\nset rotation style [left-right v]\nif <(Level) = [5]> then\n AddBoo [-16] [7]\n AddBoo [-17] [8]\n AddBoo [5] [7]\n AddBoo [4] [8]\n AddBoo [27] [4]\n AddBoo [28] [5]\n AddBoo [27] [6]\n AddBoo [29] [-11]\n AddBoo [33] [-10]\n AddBoo [11.5] [-3]\n AddBoo [12] [-4]\n AddBoo [22] [-13]\n AddBoo [0] [-13]\n AddBoo [0] [-15]\n AddBoo [141] [7]\n AddBoo [142] [6]\n AddBoo [157] [15]\n AddBoo [158] [14]\n AddBoo [180] [2]\n AddBoo [190] [12]\n AddBoo [122] [12]\n AddBoo [127] [12]\n AddBoo [132] [12]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(x position) > ([x position v] of [player v])> then\n if <([direction v] of [player v]) = [90]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nelse\n if <([direction v] of [player v]) = [90]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(BooNo.) > [0]> then\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\nend\n\ndefine AddBoo (x) (y)\nadd (x) to [boox v]\nadd (y) to [booy v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [boox v]\ndelete all of [booy v]\nset rotation style [left-right v]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (BooNo.) of [boox v]) * (28)) + (MapX)) y: (((item (BooNo.) of [booy v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@PiranhaPlants\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [planty v]\ndelete all of [plantx v]\ndelete all of [plantdir v]\ndelete all of [plantstate v]\nset rotation style [left-right v]\nset [deleteplantno. v] to [0]\nif <(Level) = [2]> then\n AddPlant [80] [3.85] [-90] [150]\nend\nif <(Level) = [3]> then\n AddPlant [-7] [-20.15] [-90] [-150]\n AddPlant [14] [-13.15] [-90] [-150]\n AddPlant [10] [-4.85] [90] [-150]\n AddPlant [18] [-4.85] [90] [-150]\n AddPlant [99] [-17.15] [-90] [-150]\n AddPlant [112] [-17.15] [-90] [-150]\n AddPlant [139] [-1.15] [-90] [-150]\n AddPlant [149] [-1.15] [-90] [-150]\n AddPlant [159] [-1.15] [-90] [-150]\n AddPlant [172] [-1.15] [-90] [-150]\nend\nif <(Level) = [4]> then\n AddPlant [53] [13.15] [90] [-150]\n AddPlant [55] [11.15] [90] [-150]\n AddPlant [57] [9.15] [90] [-150]\n AddPlant [59] [7.15] [90] [-150]\nend\nif <(Level) = [7]> then\n AddPlant [-7] [1.85] [-90] [-150]\n AddPlant [83] [0.85] [-90] [150]\n AddPlant [87] [1.85] [-90] [-150]\n AddPlant [112] [17.85] [-90] [-150]\n AddPlant [116] [0.85] [-90] [150]\nend\nif <(Level) = [10]> then\n AddPlant [160] [4.85] [-90] [150]\n AddPlant [168] [4.85] [-90] [-150]\n AddPlant [176] [2.85] [-90] [150]\n AddPlant [186] [1.85] [-90] [150]\nend\nif <(Level) = [11]> then\n AddPlant [34] [3.85] [-90] [150]\n AddPlant [40] [3.85] [-90] [150]\n AddPlant [46] [4.85] [-90] [150]\n AddPlant [46] [12.15] [90] [150]\n AddPlant [53] [3.85] [-90] [150]\n AddPlant [53] [12.15] [90] [150]\n AddPlant [59] [4.85] [-90] [-150]\n AddPlant [59] [13.15] [90] [-150]\nend\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [planty v]\ndelete all of [plantx v]\ndelete all of [plantdir v]\ndelete all of [plantstate v]\nset rotation style [left-right v]\nset [deleteplantno. v] to [0]\n\ndefine AddPlant (x) (y) (dir) (state)\nadd (dir) to [plantdir v]\nadd (x) to [plantx v]\nadd (y) to [planty v]\nadd (state) to [plantstate v]\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeletePlantNo.) > [0]> then\n start sound [Stomp v]\n delete (DeletePlantNo.) of [plantx v]\n delete (DeletePlantNo.) of [planty v]\n delete (DeletePlantNo.) of [plantdir v]\n delete (DeletePlantNo.) of [plantstate v]\n set [deleteplantno. v] to [0]\nend\nif <(length of [plantx v]) > [0]> then\n FormPlants\nend\n\nwhen I receive [playerupdated v]\nif <(item (PlantNo.) of [plantdir v]) = [90]> then\n switch costume to (hitbox2 v)\nelse\n switch costume to (hitbox v)\nend\nif <touching (player v)?> then\n if <<(Statue) = [1]> and <not <(YVel) = [0]>>> then\n set [deleteplantno. v] to (PlantNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\nend\n\nwhen I receive [updateallpositions v]\nif <(item (PlantNo.) of [plantdir v]) = [90]> then\n switch costume to (hitbox2 v)\nelse\n switch costume to (hitbox v)\nend\ngo to x: (((item (PlantNo.) of [plantx v]) * (28)) + (MapX)) y: (((item (PlantNo.) of [planty v]) * (28)) + (MapY))\npoint in direction (item (PlantNo.) of [plantdir v])\nif <(item (PlantNo.) of [plantstate v]) < [0]> then\n if <(item (PlantNo.) of [plantstate v]) > [-30]> then\n turn right (90) degrees\n move (([abs v] of (item (PlantNo.) of [plantstate v]) ) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-60]> then\n turn right (90) degrees\n move (60) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-90]> then\n turn right (90) degrees\n move (60) steps\n move (((item (PlantNo.) of [plantstate v]) + (60)) * (2)) steps\n turn left (90) degrees\n end\n end\n end\n point towards (player v)\n point in direction (([floor v] of ((direction) / (90)) ) * (90))\n turn right (45) degrees\nelse\n if <(item (PlantNo.) of [plantstate v]) < [30]> then\n turn right (90) degrees\n move (([abs v] of (item (PlantNo.) of [plantstate v]) ) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [60]> then\n turn right (90) degrees\n move (60) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [90]> then\n turn right (90) degrees\n move (60) steps\n move (((item (PlantNo.) of [plantstate v]) - (60)) * (-2)) steps\n turn left (90) degrees\n end\n end\n end\nend\nchange y by (-1)\n\ndefine FormPlants\nshow\nset [plantno. v] to [0]\nrepeat (length of [plantx v])\n change [plantno. v] by (1)\n if <(item (PlantNo.) of [plantdir v]) = [90]> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox v)\n end\n go to x: (((item (PlantNo.) of [plantx v]) * (28)) + (MapX)) y: (((item (PlantNo.) of [planty v]) * (28)) + (MapY))\n if <(item (PlantNo.) of [plantdir v]) = [90]> then\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [208]> and <(y position) > [-182]>>> then\n point in direction (item (PlantNo.) of [plantdir v])\n create clone of (_myself_ v)\n end\n else\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [182]> and <(y position) > [-208]>>> then\n point in direction (item (PlantNo.) of [plantdir v])\n create clone of (_myself_ v)\n end\n end\nend\nset [plantno. v] to [0]\nhide\n\nwhen I start as a clone\nif <(item (PlantNo.) of [plantstate v]) < [0]> then\n replace item (PlantNo.) of [plantstate v] with ((item (PlantNo.) of [plantstate v]) - (1))\n if <(item (PlantNo.) of [plantstate v]) > [-30]> then\n turn right (90) degrees\n move (([abs v] of (item (PlantNo.) of [plantstate v]) ) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-60]> then\n turn right (90) degrees\n move (60) steps\n if <(item (PlantNo.) of [plantstate v]) = [-45]> then\n point towards (player v)\n point in direction (([floor v] of ((direction) / (90)) ) * (90))\n turn right (45) degrees\n add ((((x position) + (([sin v] of ((item (PlantNo.) of [plantdir v]) + (90)) ) * (28))) - (MapX)) / (28)) to [fireballx v]\n add ((((y position) + (([cos v] of ((item (PlantNo.) of [plantdir v]) + (90)) ) * (28))) - (MapY)) / (28)) to [firebally v]\n add [2] to [fireballtype v]\n add (direction) to [fireballdir v]\n add [0] to [fireballbounces v]\n go to x: (((item (PlantNo.) of [plantx v]) * (28)) + (MapX)) y: (((item (PlantNo.) of [planty v]) * (28)) + (MapY))\n point in direction (item (PlantNo.) of [plantdir v])\n turn right (90) degrees\n move (60) steps\n end\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-90]> then\n turn right (90) degrees\n move (60) steps\n move (((item (PlantNo.) of [plantstate v]) + (60)) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-150]> then\n end\n end\n end\n point towards (player v)\n point in direction (([floor v] of ((direction) / (90)) ) * (90))\n turn right (45) degrees\nelse\n replace item (PlantNo.) of [plantstate v] with ((item (PlantNo.) of [plantstate v]) + (1))\n if <(item (PlantNo.) of [plantstate v]) < [30]> then\n turn right (90) degrees\n move (([abs v] of (item (PlantNo.) of [plantstate v]) ) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [60]> then\n turn right (90) degrees\n move (60) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [90]> then\n turn right (90) degrees\n move (60) steps\n move (((item (PlantNo.) of [plantstate v]) - (60)) * (-2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [150]> then\n end\n end\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(item (PlantNo.) of [plantstate v]) < [0]> then\n if <(item (PlantNo.) of [plantdir v]) = [90]> then\n if <([abs v] of (direction) ) < [90]> then\n switch costume to (6 v)\n if <<(item (PlantNo.) of [plantstate v]) > [-55]> and <not <(item (PlantNo.) of [plantstate v]) > [-35]>>> then\n switch costume to (5 v)\n end\n else\n switch costume to (8 v)\n if <<(item (PlantNo.) of [plantstate v]) > [-60]> and <not <(item (PlantNo.) of [plantstate v]) > [-30]>>> then\n switch costume to (7 v)\n end\n end\n else\n if <([abs v] of (direction) ) < [90]> then\n switch costume to (4 v)\n if <<(item (PlantNo.) of [plantstate v]) > [-60]> and <not <(item (PlantNo.) of [plantstate v]) > [-30]>>> then\n switch costume to (3 v)\n end\n else\n switch costume to (2 v)\n if <<(item (PlantNo.) of [plantstate v]) > [-55]> and <not <(item (PlantNo.) of [plantstate v]) > [-35]>>> then\n switch costume to (1 v)\n end\n end\n end\nelse\n set rotation style [all around v]\n turn right (180) degrees\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (2)) ) + (9))\nend\n\nreplace item (PlantNo.) of [koopax v] with (((x position) - (MapX)) / (28))\nreplace item (PlantNo.) of [koopay v] with (((y position) - (MapY)) / (28))\n\nwhen I receive [fireballhit v]\nif <(PlantNo.) > [0]> then\n if <(item (PlantNo.) of [plantdir v]) = [90]> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox v)\n end\n if <<touching (fireballs v)?> and <not <<(item (PlantNo.) of [plantstate v]) > [-47]> and <not <(item (PlantNo.) of [plantstate v]) > [-45]>>>>> then\n set [deleteplantno. v] to (PlantNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n end\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [planty v]\ndelete all of [plantx v]\ndelete all of [plantdir v]\ndelete all of [plantstate v]\nset rotation style [all around v]\nset [deletegoombano. v] to [0]\n\n@Koopas\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteKoopaNo.) > [0]> then\n start sound [Stomp v]\n delete (DeleteKoopaNo.) of [koopax v]\n delete (DeleteKoopaNo.) of [koopay v]\n delete (DeleteKoopaNo.) of [koopadir v]\n delete (DeleteKoopaNo.) of [koopastate v]\n delete (DeleteKoopaNo.) of [koopatype v]\n delete (DeleteKoopaNo.) of [koopayvelocity v]\n set [deletekoopano. v] to [0]\nend\nif <(length of [koopax v]) > [0]> then\n switch costume to (hitbox v)\n FormKoopas\nend\n\ndefine FormKoopas\nshow\nset [koopano. v] to [0]\nrepeat (length of [koopax v])\n change [koopano. v] by (1)\n go to x: (((item (KoopaNo.) of [koopax v]) * (28)) + (MapX)) y: (((item (KoopaNo.) of [koopay v]) * (28)) + (MapY))\n if <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>> then\n point in direction (item (KoopaNo.) of [koopadir v])\n if <(item (KoopaNo.) of [koopastate v]) > [1]> then\n switch costume to (shellmove v)\n else\n switch costume to (fullmove v)\n end\n create clone of (_myself_ v)\n end\nend\nset [koopano. v] to [0]\nhide\n\nwhen I start as a clone\nif <<(item (KoopaNo.) of [koopastate v]) = [0]> and <(item (KoopaNo.) of [koopatype v]) = [R]>> then\n change y by (([sin v] of ((GlobalCostumeNo.) * (20)) ) * (48))\nend\nif <<(item (KoopaNo.) of [koopastate v]) > [0]> or <<(item (KoopaNo.) of [koopastate v]) = [0]> and <(item (KoopaNo.) of [koopatype v]) = [G]>>> then\n change y by ((Gravity) * (2))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2))\n FindFloor\n if <(item (KoopaNo.) of [koopayvelocity v]) < [-20]> then\n replace item (KoopaNo.) of [koopayvelocity v] with [16]\n end\n if <<(item (KoopaNo.) of [koopastate v]) = [1]> and <(item (KoopaNo.) of [koopatype v]) = [R]>> then\n switch costume to (rscan v)\n if <not <<touching (map v)?> or <touching (semisolids v)?>>> then\n turn right (180) degrees\n replace item (KoopaNo.) of [koopadir v] with (direction)\n end\n if <(item (KoopaNo.) of [koopastate v]) > [1]> then\n switch costume to (shellmove v)\n else\n switch costume to (fullmove v)\n end\n end\n end\n if <<(item (KoopaNo.) of [koopastate v]) = [0]> and <(item (KoopaNo.) of [koopatype v]) = [G]>> then\n replace item (KoopaNo.) of [koopayvelocity v] with ((item (KoopaNo.) of [koopayvelocity v]) - (0.5))\n change y by (item (KoopaNo.) of [koopayvelocity v])\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((item (KoopaNo.) of [koopayvelocity v]) * (-1))\n if <(item (KoopaNo.) of [koopayvelocity v]) > [0]> then\n FindCeiling\n else\n FindFloor\n end\n end\n end\n if <<<(item (KoopaNo.) of [koopastate v]) = [1]> or <(item (KoopaNo.) of [koopastate v]) = [3]>> or <<(item (KoopaNo.) of [koopastate v]) = [0]> and <(item (KoopaNo.) of [koopatype v]) = [G]>>> then\n move ((1) + (<(item (KoopaNo.) of [koopastate v]) = [3]> * (4))) steps\n YSmoothing\n if <touching (map v)?> then\n turn right (180) degrees\n move ((2) + (<(item (KoopaNo.) of [koopastate v]) = [3]> * (8))) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move ((1) + (<(item (KoopaNo.) of [koopastate v]) = [3]> * (4))) steps\n end\n replace item (KoopaNo.) of [koopadir v] with (direction)\n end\n end\n replace item (KoopaNo.) of [koopax v] with (((x position) - (MapX)) / (28))\n replace item (KoopaNo.) of [koopay v] with (((y position) - (MapY)) / (28))\nend\nchange y by (-1)\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [koopax v]\ndelete all of [koopay v]\ndelete all of [koopadir v]\ndelete all of [koopastate v]\ndelete all of [koopatype v]\ndelete all of [koopayvelocity v]\nset rotation style [left-right v]\nset [deletekoopano. v] to [0]\nif <(Level) = [1]> then\n AddKoopa [-11] [5] [90] [1] [G]\n AddKoopa [9] [7] [90] [1] [R]\n AddKoopa [70] [5] [-90] [1] [R]\n AddKoopa [131] [6] [-90] [1] [R]\n AddKoopa [162] [8] [-90] [1] [R]\nend\nif <(Level) = [2]> then\n AddKoopa [9] [2] [-90] [0] [G]\n AddKoopa [36] [3] [-90] [1] [R]\n AddKoopa [59] [4] [-90] [0] [G]\n AddKoopa [61] [4] [-90] [0] [G]\n AddKoopa [160] [4] [-90] [0] [R]\n AddKoopa [164] [4] [-90] [0] [R]\n AddKoopa [180] [4] [-90] [0] [R]\n AddKoopa [184] [4] [-90] [0] [R]\nend\nif <(Level) = [3]> then\n AddKoopa [154] [2] [-90] [0] [R]\n AddKoopa [116] [3] [90] [0] [G]\n AddKoopa [118] [3] [90] [0] [G]\nend\nif <(Level) = [6]> then\n AddKoopa [0] [12] [-90] [0] [G]\n AddKoopa [34] [5] [-90] [0] [R]\n AddKoopa [65] [9] [-90] [0] [G]\n AddKoopa [78] [12] [-90] [1] [G]\nend\nif <(Level) = [7]> then\n AddKoopa [5] [3] [90] [1] [R]\n AddKoopa [53.5] [7] [-90] [0] [G]\n AddKoopa [56.5] [7] [-90] [0] [G]\n AddKoopa [59.5] [7] [-90] [0] [G]\n AddKoopa [62.5] [1] [-90] [1] [G]\n AddKoopa [101] [3] [-90] [1] [R]\nend\nif <(Level) = [11]> then\n AddKoopa [25] [11] [90] [1] [R]\nend\nif <(Level) = [13]> then\n AddKoopa [169] [5] [-90] [1] [R]\n AddKoopa [173] [5] [-90] [1] [R]\n AddKoopa [177] [5] [-90] [1] [R]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(item (KoopaNo.) of [koopastate v]) = [0]> then\n switch costume to (join (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (11)) (item (KoopaNo.) of [koopatype v]))\nend\nif <(item (KoopaNo.) of [koopastate v]) = [1]> then\n switch costume to (join (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (1)) (item (KoopaNo.) of [koopatype v]))\nend\nif <(item (KoopaNo.) of [koopastate v]) = [2]> then\n switch costume to (join [3] (item (KoopaNo.) of [koopatype v]))\nend\nif <(item (KoopaNo.) of [koopastate v]) = [3]> then\n switch costume to (join (([floor v] of (((GlobalCostumeNo.) * (3)) mod (7)) ) + (3)) (item (KoopaNo.) of [koopatype v]))\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(item (KoopaNo.) of [koopastate v]) > [1]> then\n switch costume to (shell v)\nelse\n switch costume to (full v)\nend\nif <<<(Spinning) = [1]> and <<(distance to [player v]) < [42]> and <(distance to [player v]) > [8]>>> and <not <((y position) - (4)) > ([y position v] of [player v])>>> then\n set [deletekoopano. v] to (KoopaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nelse\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n set [deletekoopano. v] to (KoopaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <(item (KoopaNo.) of [koopastate v]) = [2]> then\n replace item (KoopaNo.) of [koopastate v] with [3]\n point in direction ([direction v] of [player v])\n replace item (KoopaNo.) of [koopadir v] with (direction)\n move (2) steps\n replace item (KoopaNo.) of [koopax v] with (((x position) - (MapX)) / (28))\n replace item (KoopaNo.) of [koopay v] with (((y position) - (MapY)) / (28))\n set [yvel v] to [18]\n start sound [Kick v]\n else\n if <([y position v] of [player v]) > ((y position) + (1))> then\n if <(item (KoopaNo.) of [koopastate v]) = [1]> then\n replace item (KoopaNo.) of [koopastate v] with [2]\n start sound [Stomp v]\n end\n if <(item (KoopaNo.) of [koopastate v]) = [3]> then\n replace item (KoopaNo.) of [koopastate v] with [2]\n start sound [Stomp v]\n end\n if <(item (KoopaNo.) of [koopastate v]) = [0]> then\n if <<(item (KoopaNo.) of [koopayvelocity v]) > [-1]> and <(item (KoopaNo.) of [koopatype v]) = [G]>> then\n replace item (KoopaNo.) of [koopay v] with ((((y position) - (12)) - (MapY)) / (28))\n else\n replace item (KoopaNo.) of [koopay v] with (((y position) - (MapY)) / (28))\n end\n replace item (KoopaNo.) of [koopastate v] with [1]\n start sound [Stomp v]\n end\n set [yvel v] to [18]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine AddKoopa (x) (y) (dir) (state) (colour)\nadd (state) to [koopastate v]\nadd (dir) to [koopadir v]\nadd (x) to [koopax v]\nadd (y) to [koopay v]\nadd (colour) to [koopatype v]\nadd [0] to [koopayvelocity v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [koopax v]\ndelete all of [koopay v]\ndelete all of [koopadir v]\ndelete all of [koopastate v]\ndelete all of [koopatype v]\ndelete all of [koopayvelocity v]\nset rotation style [left-right v]\nset [deletekoopano. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (KoopaNo.) of [koopax v]) * (28)) + (MapX)) y: (((item (KoopaNo.) of [koopay v]) * (28)) + (MapY))\nchange y by (-1)\n\ndefine FindCeiling\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nif <(KoopaNo.) > [0]> then\n if <(item (KoopaNo.) of [koopastate v]) > [1]> then\n switch costume to (shell v)\n else\n switch costume to (full2 v)\n end\n if <touching (fireballs v)?> then\n set [deletekoopano. v] to (KoopaNo.)\n end\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [koopax v]\ndelete all of [koopay v]\ndelete all of [koopadir v]\ndelete all of [koopastate v]\ndelete all of [koopatype v]\ndelete all of [koopayvelocity v]\nset rotation style [left-right v]\nset [deletekoopano. v] to [0]\n\n@CheepCheep\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteCheepNo.) > [0]> then\n start sound [Stomp v]\n delete (DeleteCheepNo.) of [cheepx v]\n delete (DeleteCheepNo.) of [cheepy v]\n delete (DeleteCheepNo.) of [cheepdir v]\n delete (DeleteCheepNo.) of [cheeptype v]\n delete (DeleteCheepNo.) of [cheepvelocity v]\n set [deletecheepno. v] to [0]\nend\nif <(length of [cheepx v]) > [0]> then\n switch costume to (movementhitbox v)\n FormCheeps\nend\n\ndefine FormCheeps\nshow\nset [cheepno. v] to [0]\nrepeat (length of [cheepx v])\n change [cheepno. v] by (1)\n go to x: (((item (CheepNo.) of [cheepx v]) * (28)) + (MapX)) y: (((item (CheepNo.) of [cheepy v]) * (28)) + (MapY))\n if <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>> then\n point in direction (item (CheepNo.) of [cheepdir v])\n create clone of (_myself_ v)\n end\nend\nset [cheepno. v] to [0]\nhide\n\nwhen I start as a clone\nif <(item (CheepNo.) of [cheeptype v]) = [C]> then\n move (1) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (2) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (1) steps\n end\n replace item (CheepNo.) of [cheepdir v] with (direction)\n end\n replace item (CheepNo.) of [cheepx v] with (((x position) - (MapX)) / (28))\n replace item (CheepNo.) of [cheepy v] with (((y position) - (MapY)) / (28))\n change y by (-1)\n change y by (([sin v] of ((GlobalCostumeNo.) * (56)) ) * (4))\nelse\n if <(item (CheepNo.) of [cheepvelocity v]) < [0]> then\n if <([y position v] of [player v]) > (y position)> then\n replace item (CheepNo.) of [cheepvelocity v] with ((item (CheepNo.) of [cheepvelocity v]) - (0.2))\n end\n else\n replace item (CheepNo.) of [cheepvelocity v] with ((item (CheepNo.) of [cheepvelocity v]) - (0.2))\n end\n if <(item (CheepNo.) of [cheepvelocity v]) < [0]> then\n change y by (-1)\n end\n if <<(item (CheepNo.) of [cheepvelocity v]) < [-5]> and <([y position v] of [player v]) > (y position)>> then\n point towards (player v)\n point in direction (([floor v] of ((direction) / (90)) ) * (90))\n turn right (45) degrees\n replace item (CheepNo.) of [cheepdir v] with (direction)\n replace item (CheepNo.) of [cheepvelocity v] with [6]\n end\n if <(item (CheepNo.) of [cheepvelocity v]) > [0]> then\n move (item (CheepNo.) of [cheepvelocity v]) steps\n end\n replace item (CheepNo.) of [cheepx v] with (((x position) - (MapX)) / (28))\n replace item (CheepNo.) of [cheepy v] with (((y position) - (MapY)) / (28))\n change y by (-1)\nend\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [cheepx v]\ndelete all of [cheepy v]\ndelete all of [cheepdir v]\ndelete all of [cheeptype v]\ndelete all of [cheepvelocity v]\nset rotation style [left-right v]\nset [deletecheepno. v] to [0]\nif <(Level) = [3]> then\n AddCheep [-21] [-12] [90] [C]\n AddCheep [-19] [-12] [90] [C]\n AddCheep [-17] [-12] [90] [C]\n AddCheep [-21] [-10.5] [90] [C]\n AddCheep [-19] [-10.5] [90] [C]\n AddCheep [-17] [-10.5] [90] [C]\n AddCheep [19] [-9.5] [90] [C]\n AddCheep [19] [-11] [90] [C]\n AddCheep [19] [-12.5] [90] [C]\n AddCheep [21] [-10] [90] [C]\n AddCheep [21] [-11.5] [90] [C]\n AddCheep [21] [-13] [90] [C]\n AddCheep [17] [-10] [90] [C]\n AddCheep [17] [-11.5] [90] [C]\n AddCheep [17] [-13] [90] [C]\n AddCheep [64] [-7] [90] [C]\n AddCheep [62] [-7] [90] [C]\n AddCheep [80] [-14] [-90] [C]\n AddCheep [78] [-14] [-90] [C]\n AddCheep [90] [-11.5] [90] [C]\n AddCheep [90] [-13] [90] [C]\n AddCheep [93] [-12] [90] [C]\n AddCheep [93] [-13.5] [90] [C]\n AddCheep [96] [-11.5] [90] [C]\n AddCheep [96] [-13] [90] [C]\nend\nif <(Level) = [9]> then\n AddCheep [75] [2] [-90] [C]\n AddCheep [72] [2] [-90] [C]\nend\nif <(Level) = [10]> then\n AddCheep [-6.5] [-5] [-90] [B]\n AddCheep [-6.5] [-12] [-90] [B]\n AddCheep [5.5] [-5] [-90] [B]\n AddCheep [5.5] [-12] [-90] [B]\n AddCheep [50] [-8] [-90] [C]\n AddCheep [45] [-6] [-90] [C]\n AddCheep [45] [-10] [-90] [C]\n AddCheep [66] [-8] [-90] [C]\n AddCheep [76] [-6] [-90] [B]\n AddCheep [88.5] [-8.5] [-90] [B]\n AddCheep [28] [-4] [-90] [B]\n AddCheep [28] [-12] [-90] [B]\n AddCheep [17] [-4] [-90] [B]\n AddCheep [17] [-12] [-90] [B]\nend\nif <(Level) = [13]> then\n AddCheep [48] [0] [-90] [C]\n AddCheep [42] [0] [-90] [C]\n AddCheep [108] [1] [-90] [C]\n AddCheep [104] [1] [-90] [C]\nend\n\nwhen I receive [costumeeverything v]\nif <(item (CheepNo.) of [cheeptype v]) = [C]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (1))\nelse\n if <(item (CheepNo.) of [cheepvelocity v]) > [-1]> then\n switch costume to (3 v)\n else\n switch costume to (4 v)\n end\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(CheepNo.) > [0]> then\n switch costume to (hitbox v)\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n set [deletecheepno. v] to (CheepNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\nend\n\ndefine AddCheep (x) (y) (dir) (type)\nadd (dir) to [cheepdir v]\nadd (x) to [cheepx v]\nadd (y) to [cheepy v]\nadd (type) to [cheeptype v]\nadd [0] to [cheepvelocity v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [cheepx v]\ndelete all of [cheepy v]\ndelete all of [cheepdir v]\ndelete all of [cheeptype v]\ndelete all of [cheepvelocity v]\nset rotation style [left-right v]\nset [deletecheepno. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (CheepNo.) of [cheepx v]) * (28)) + (MapX)) y: (((item (CheepNo.) of [cheepy v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nswitch costume to (hitbox v)\nif <touching (fireballs v)?> then\n set [deletecheepno. v] to (CheepNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [cheepx v]\ndelete all of [cheepy v]\ndelete all of [cheepdir v]\ndelete all of [cheeptype v]\ndelete all of [cheepvelocity v]\nset rotation style [left-right v]\nset [deletecheepno. v] to [0]\n\n@Transition\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\ngo to x: (2.25) y: (0)\nswitch costume to (sizebypass v)\nset size to (300) %\nswitch costume to (costume1 v)\nshow\nrepeat (15)\n show\nend\nstart sound [Start v]\nwait (3) seconds\nrepeat (4)\n change [ghost v] effect by (22)\n switch costume to (sizebypass v)\n change size by (5)\n switch costume to (costume1 v)\nend\nhide\nclear graphic effects\n\nwhen I receive [transition1 v]\nset [allowmapchanges v] to [0]\ngo to [front v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (8000) %\nswitch costume to (hole v)\ngo to (worldplayer v)\nrepeat (55)\n switch costume to (sizebypass v)\n change size by (((size) / (50)) * (-1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (-70)\n switch costume to (hole v)\nend\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (allblack v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition2 v]\nset [allowmapchanges v] to [0]\ngo to [front v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (8000) %\nswitch costume to (hole v)\ngo to x: (0) y: (0)\nrepeat (55)\n switch costume to (sizebypass v)\n change size by (((size) / (50)) * (-1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (-70)\n switch costume to (hole v)\nend\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition3 v]\nset [allowmapchanges v] to [0]\nshow\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition4 v]\ngo to x: (0) y: (0)\nset [allowmapchanges v] to [0]\nshow\nswitch costume to (sizebypass v)\nset size to (375) %\nswitch costume to (instructions v)\nset [brightness v] effect to (-100)\nwait (0.5) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (3) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\nset [brightness v] effect to (0)\ngo to (worldplayer v)\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition5 v]\nshow\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\n\nwhen I receive [transition6 v]\nset [allowmapchanges v] to [0]\nshow\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nwait (0.5) seconds\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [gameover v]\nset [allowmapchanges v] to [0]\nswitch costume to (gameover v)\nshow\nset [brightness v] effect to (-100)\ngo to x: (0) y: (0)\nset size to (450) %\nwait (1) seconds\nstart sound [You Lose, Loser. v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (4) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nclear graphic effects\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [delay v]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (allblack v)\nwait (3.9) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition7 v]\nset [allowmapchanges v] to [0]\ngo to [front v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (8000) %\nswitch costume to (hole v)\ngo to (worldplayer v)\nrepeat (55)\n switch costume to (sizebypass v)\n change size by (((size) / (50)) * (-1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (-70)\n switch costume to (hole v)\nend\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\nwait (1) seconds\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\n@LavaBubbles\n\nwhen I receive [gametick v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [firex v]) > [0]> then\n switch costume to (hitbox v)\n FormBubbles\nend\n\ndefine FormBubbles\nshow\nset [bubbleno. v] to [0]\nrepeat (length of [firex v])\n change [bubbleno. v] by (1)\n go to x: (((item (BubbleNo.) of [firex v]) * (28)) + (MapX)) y: (((item (BubbleNo.) of [firey v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n create clone of (_myself_ v)\n end\nend\nset [bubbleno. v] to [0]\nhide\n\nwhen I start as a clone\ngo [backward v] (5) layers\nreplace item (BubbleNo.) of [fireyvel v] with ((item (BubbleNo.) of [fireyvel v]) - (0.9))\nif <(item (BubbleNo.) of [fireyvel v]) < [-48]> then\n replace item (BubbleNo.) of [fireyvel v] with [17]\n start sound [Bubble v]\nend\nchange y by (item (BubbleNo.) of [fireyvel v])\nreplace item (BubbleNo.) of [firey v] with (((y position) - (MapY)) / (28))\nif <(((y position) - (MapY)) / (28)) < (item (BubbleNo.) of [ogfirey v])> then\n set y to (((item (BubbleNo.) of [ogfirey v]) * (28)) + (MapY))\n replace item (BubbleNo.) of [firey v] with (item (BubbleNo.) of [ogfirey v])\n hide\nend\nchange y by (-1)\n\nwhen I receive [startgame v]\ndelete all of [firex v]\ndelete all of [firey v]\ndelete all of [fireyvel v]\ndelete all of [ogfirey v]\nset rotation style [all around v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nif <(Level) = [4]> then\n AddBubble [-12] [-1]\n AddBubble [9] [-1]\n AddBubble [17] [-1]\nend\nif <(Level) = [11]> then\n AddBubble [-12.5] [-1]\n AddBubble [-6.5] [-1]\n AddBubble [-0.5] [-1]\n AddBubble [5.5] [-1]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nswitch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (3)) ) + (1))\nif <(item (BubbleNo.) of [fireyvel v]) < [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(BubbleNo.) > [0]> then\n if <<touching (player v)?> and <(AllowPlayerDamage) = [1]>> then\n broadcast (Powerdown v)\n end\nend\n\ndefine AddBubble (x) (y)\nadd (x) to [firex v]\nadd (y) to [firey v]\nadd (y) to [ogfirey v]\nadd [-12] to [fireyvel v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [firex v]\ndelete all of [firey v]\ndelete all of [fireyvel v]\ndelete all of [ogfirey v]\nset rotation style [all around v]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (BubbleNo.) of [firex v]) * (28)) + (MapX)) y: (((item (BubbleNo.) of [firey v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [firex v]\ndelete all of [firey v]\ndelete all of [fireyvel v]\ndelete all of [ogfirey v]\nset rotation style [all around v]\n\n@Pipes\n\nwhen I receive [updateeverything v]\nif <(PipeTravel) = [0]> then\n if <(Level) = [3]> then\n show\n CheckPipes\n hide\n end\n if <(Level) = [4]> then\n show\n CheckPipes\n hide\n end\n if <(Level) = [5]> then\n show\n CheckPipes\n hide\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n show\n CheckPipes\n hide\n end\n if <(Level) = [10]> then\n show\n CheckPipes\n hide\n end\n if <(Level) = [11]> then\n show\n CheckPipes\n hide\n end\nend\n\ndefine CheckPipes\nif <(Level) = [3]> then\n go to x: ((-505) + (MapX)) y: ((114) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [-505]\n end\n end\n end\n go to x: ((3472) + (MapX)) y: ((-444) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [3472]\n end\n end\n end\nend\nif <(Level) = [4]> then\n go to x: ((2128) + (MapX)) y: ((84) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [2128]\n end\n end\n end\nend\nif <(Level) = [5]> then\n go to x: ((560) + (MapX)) y: ((84) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [560]\n end\n end\n end\n go to x: ((1372) + (MapX)) y: ((-364) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [1372]\n end\n end\n end\nend\nif <<(Level) = [8]> or <(Level) = [14]>> then\n go to x: ((2352) + (MapX)) y: ((252) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [2352]\n end\n end\n end\nend\nif <(Level) = [10]> then\n go to x: ((-308) + (MapX)) y: ((168) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [-308]\n end\n end\n end\n go to x: (((110) * (28)) + (MapX)) y: (((-8) * (28)) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to ((110) * (28))\n end\n end\n end\nend\nif <(Level) = [11]> then\n go to x: (((76) * (28)) + (MapX)) y: (((4) * (28)) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to ((76) * (28))\n end\n end\n end\nend\n\nwhen I receive [flagclicked v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\n\n@FX\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (20) layers\nshow\ngo to x: (SpawnX) y: (SpawnY)\nif <(distance to [player v]) < [1]> then\n change y by (-12)\n point in direction ([direction v] of [player v])\n move (-4) steps\n if <<(YVel) = [0]> and <(SlidingFunction) = [0]>> then\n change x by ((XVel) * (8))\n end\n if <(SlidingFunction) = [1]> then\n if <(direction) > [0]> then\n turn right (25) degrees\n else\n turn left (25) degrees\n end\n move (-12) steps\n change x by (pick random (-5) to (0))\n change y by (-4)\n end\nend\nswitch costume to (1 v)\nwait (0) seconds\nmove (-2) steps\nswitch costume to (2 v)\nwait (0) seconds\nmove (-2) steps\nswitch costume to (3 v)\nwait (0) seconds\nmove (-1) steps\nswitch costume to (4 v)\nwait (0) seconds\nmove (-1) steps\nswitch costume to (5 v)\nwait (0) seconds\ndelete this clone\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\n\n@Coins\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (hitbox v)\nif <(DeleteCoinNo.) > [0]> then\n change [coins v] by (1)\n delete (DeleteCoinNo.) of [coinx v]\n delete (DeleteCoinNo.) of [coiny v]\n set [deletecoinno. v] to [0]\nend\nFormCoins\n\ndefine FormCoins\nshow\nset [coinno. v] to [0]\nrepeat (length of [coinx v])\n change [coinno. v] by (1)\n go to x: ((((item (CoinNo.) of [coinx v]) + (0.5)) * (28)) + (MapX)) y: (((item (CoinNo.) of [coiny v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-166]>>> then\n create clone of (_myself_ v)\n end\nend\nset [coinno. v] to [0]\nhide\n\ndefine AddCoin (x) (y)\nadd (x) to [coinx v]\nadd (y) to [coiny v]\n\nwhen I receive [startgame v]\nset [deletecoinno. v] to [0]\ndelete all of [coinx v]\ndelete all of [coiny v]\nif <(Level) = [1]> then\n AddCoin [-9] [7]\n AddCoin [-9] [8]\n AddCoin [-8] [7]\n AddCoin [-8] [8]\n AddCoin [-7] [7]\n AddCoin [-7] [8]\n AddCoin [-6] [7]\n AddCoin [-6] [8]\n AddCoin [64] [7]\n AddCoin [64] [8]\n AddCoin [65] [7]\n AddCoin [65] [8]\n AddCoin [66] [7]\n AddCoin [66] [8]\n AddCoin [67] [7]\n AddCoin [67] [8]\n AddCoin [101] [7]\n AddCoin [101] [8]\n AddCoin [103] [7]\n AddCoin [103] [8]\n AddCoin [105] [7]\n AddCoin [105] [8]\n AddCoin [156] [6]\n AddCoin [156] [7]\n AddCoin [157] [6]\n AddCoin [157] [7]\n AddCoin [158] [6]\n AddCoin [158] [7]\n AddCoin [159] [6]\n AddCoin [159] [7]\nend\nif <(Level) = [2]> then\n AddCoin [161] [8]\n AddCoin [162] [8]\n AddCoin [161] [9]\n AddCoin [162] [9]\n AddCoin [161] [10]\n AddCoin [162] [10]\nend\nif <(Level) = [3]> then\n AddCoin [40] [-18]\n AddCoin [40] [-20]\n AddCoin [42] [-18]\n AddCoin [42] [-20]\n AddCoin [44] [-18]\n AddCoin [44] [-20]\n AddCoin [46] [-18]\n AddCoin [46] [-20]\n AddCoin [48] [-18]\n AddCoin [48] [-20]\n AddCoin [50] [-18]\n AddCoin [50] [-20]\n AddCoin [52] [-18]\n AddCoin [52] [-20]\n AddCoin [54] [-18]\n AddCoin [54] [-20]\n AddCoin [56] [-18]\n AddCoin [56] [-20]\n AddCoin [58] [-18]\n AddCoin [58] [-20]\n AddCoin [127] [-4]\n AddCoin [127] [-6]\n AddCoin [126] [-5]\n AddCoin [125] [-4]\n AddCoin [125] [-6]\n AddCoin [124] [-5]\n AddCoin [123] [-4]\n AddCoin [123] [-6]\n AddCoin [122] [-5]\n AddCoin [121] [-4]\n AddCoin [121] [-6]\n AddCoin [120] [-5]\n AddCoin [119] [-6]\n AddCoin [119] [-4]\nend\nif <(Level) = [5]> then\n AddCoin [46] [-8]\n AddCoin [47] [-8]\n AddCoin [48] [-8]\n AddCoin [49] [-8]\n AddCoin [50] [-8]\n AddCoin [51] [-8]\n AddCoin [46] [-9]\n AddCoin [47] [-9]\n AddCoin [48] [-9]\n AddCoin [49] [-9]\n AddCoin [50] [-9]\n AddCoin [51] [-9]\n AddCoin [46] [-10]\n AddCoin [47] [-10]\n AddCoin [48] [-10]\n AddCoin [49] [-10]\n AddCoin [50] [-10]\n AddCoin [51] [-10]\n AddCoin [108] [11]\n AddCoin [108] [10]\n AddCoin [108] [9]\n AddCoin [108] [8]\n AddCoin [109] [11]\n AddCoin [109] [10]\n AddCoin [109] [9]\n AddCoin [109] [8]\n AddCoin [110] [11]\n AddCoin [110] [10]\n AddCoin [110] [9]\n AddCoin [110] [8]\n AddCoin [111] [11]\n AddCoin [111] [10]\n AddCoin [111] [9]\n AddCoin [111] [8]\nend\nif <(Level) = [6]> then\n AddCoin [71] [7]\n AddCoin [72] [7]\n AddCoin [73] [7]\n AddCoin [71] [8]\n AddCoin [72] [8]\n AddCoin [73] [8]\n AddCoin [173] [9]\n AddCoin [174] [9]\n AddCoin [175] [9]\n AddCoin [176] [9]\n AddCoin [173] [10]\n AddCoin [174] [10]\n AddCoin [175] [10]\n AddCoin [176] [10]\n AddCoin [174] [11]\n AddCoin [175] [11]\n AddCoin [176] [11]\n AddCoin [174] [12]\n AddCoin [175] [12]\nend\nif <(Level) = [7]> then\n AddCoin [37] [6]\n AddCoin [39] [8]\n AddCoin [41] [10]\n AddCoin [43] [12]\n AddCoin [45] [14]\n AddCoin [62] [19]\n AddCoin [63] [19]\n AddCoin [66] [18]\n AddCoin [67] [18]\n AddCoin [68] [18]\n AddCoin [69] [18]\n AddCoin [71] [19]\n AddCoin [72] [19]\n AddCoin [73] [19]\n AddCoin [74] [19]\nend\nif <(Level) = [10]> then\n AddCoin [97] [5]\n AddCoin [98] [5]\n AddCoin [99] [5]\n AddCoin [97] [6]\n AddCoin [98] [6]\n AddCoin [99] [6]\n AddCoin [97] [7]\n AddCoin [98] [7]\n AddCoin [99] [7]\n AddCoin [97] [8]\n AddCoin [98] [8]\n AddCoin [99] [8]\n AddCoin [97] [9]\n AddCoin [98] [9]\n AddCoin [99] [9]\n AddCoin [97] [10]\n AddCoin [98] [10]\n AddCoin [99] [10]\nend\n\nwhen I receive [playerupdated v]\nif <touching (player v)?> then\n set [deletecoinno. v] to (CoinNo.)\n set [brightness v] effect to (25)\n set [ghost v] effect to (50)\n start sound [Coin v]\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateallpositions v]\ngo to x: ((((item (CoinNo.) of [coinx v]) + (0.5)) * (28)) + (MapX)) y: (((item (CoinNo.) of [coiny v]) * (28)) + (MapY))\n\nwhen I receive [costumeeverything v]\nswitch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (4)) ) + (1))\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nset [coins v] to [0]\nset [deletecoinno. v] to [0]\ndelete all of [coinx v]\ndelete all of [coiny v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\n\n@Water\n\nwhen I receive [updateeverything v]\nif <<(Level) = [3]> or <(Level) = [10]>> then\n show\n switch costume to (sizebypass v)\n set size to (350) %\n switch costume to (3 v)\n go to x: (0) y: (MapY)\nelse\n if <(Level) = [13]> then\n show\n switch costume to (sizebypass v)\n set size to (350) %\n switch costume to (join [Water] ([floor v] of ((((GlobalCostumeNo.) * (2)) mod (4)) + (1)) ))\n go to x: ((MapX) mod (28)) y: (((MapY) - (2)) + (([sin v] of ((GlobalCostumeNo.) * (12)) ) * (28)))\n else\n if <(Level) = [9]> then\n switch costume to (sizebypass v)\n set size to (350) %\n switch costume to (join [9-] ([floor v] of ((((GlobalCostumeNo.) * (2)) mod (4)) + (1)) ))\n go to x: ((MapX) + (1680)) y: (MapY)\n if <([abs v] of ((MapX) + (1680)) ) > [1078]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [startgame v]\nhide\nif <<(Level) = [9]> or <(Level) = [13]>> then\n set [ghost v] effect to (20)\nelse\n set [ghost v] effect to (50)\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnailupdate v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nset [ghost v] effect to (100)\n\n@Worlds\n\nwhen I receive [maptick v]\ngo to x: (-181) y: (163)\nshow\nswitch costume to (World)\nnext costume\nif <(((80) - (distance to [worldplayer v])) * (2)) > [0]> then\n change x by (((80) - (distance to [worldplayer v])) * (-2))\nend\nchange size by ((((350) + (<touching (mouse-pointer v)?> * (25))) - (size)) / (2))\n\nwhen I receive [hidemap v]\nhide\n\nwhen this sprite clicked\nif <(AllowMapChanges) = [1]> then\n set [brightness v] effect to (25)\n stop all sounds\n broadcast (Transition7 v)\n wait (0.1) seconds\n clear graphic effects\n wait (2) seconds\n set [world v] to (costume [number v])\n broadcast (MapChange v)\n stop all sounds\nend\nclear graphic effects\n\nchange [levelscompleted v] by (5)\n\nwhen flag clicked\nset rotation style [don't rotate v]\n\nwhen I receive [mapchange v]\nset size to (350) %\n\n | Help Steve find his way through the unknown lands! \n\n< < < How to Play > > >\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump! |
Colors || a platformer [3] | @Stage\n\nwhen flag clicked\nforever\n if <(username) = [Travister88]> then\n if <key (space v) pressed?> then\n ask [TELEPORT TO LEVEL:] and wait\n set [level! v] to (answer)\n broadcast (Reset v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Super World v] until done\nend\n\nwhen I receive [play! v]\nset [time! v] to []\nhide variable [time! v]\nreset timer\nwait until <(LEVEL!) = [19]>\nset [time! v] to (timer)\nshow variable [time! v]\n\n@Player HITBOX!\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (-30)\n\nwhen flag clicked\ngo to x: (-216) y: (-50)\nset size to (60) %\nshow\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(CROUCHING!) = [1]> then\n change [x velocity v] by (-.3)\n else\n if <(POWERUP!) = [4]> then\n change [x velocity v] by (-.2666)\n else\n change [x velocity v] by (-.8)\n end\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(CROUCHING!) = [1]> then\n change [x velocity v] by (.3)\n else\n if <(POWERUP!) = [4]> then\n change [x velocity v] by (.2666)\n else\n change [x velocity v] by (.8)\n end\n end\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <<touching (ground! v)?> or > then\n change y by (1)\n end\n if <<touching (ground! v)?> or > then\n change y by (1)\n end\n if <<touching (ground! v)?> or > then\n change y by (1)\n end\n if <<touching (ground! v)?> or > then\n change y by (1)\n end\n if <<touching (ground! v)?> or > then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <(POWERUP!) = [3]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Suction Cup v]\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 [13]\n else\n set [x velocity v] to [0]\n end\n end\n end\n set [on ground! v] to [0]\n if <(POWERUP!) = [4]> then\n change [y velocity v] by (-0.333)\n else\n change [y velocity v] by (-1)\n end\n change y by (Y Velocity)\n if <<touching (ground! v)?> or > then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [on ground! v] to [1]\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<touching (ground! v)?> or > and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [Jump v]\n if <(POWERUP!) = [1]> then\n set [y velocity v] to [16]\n else\n if <(POWERUP!) = [4]> then\n set [y velocity v] to [4]\n else\n set [y velocity v] to [12]\n end\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n change [level! v] by (1)\n broadcast (Reset v)\n end\n if <<touching (danger! v)?> or > then\n start sound [Tennis Hit v]\n broadcast (Reset v)\n create clone of (player! v)\n end\n if <(y position) = [-178]> then\n start sound [Tennis Hit v]\n broadcast (Reset v)\n create clone of (player! v)\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n if <(ON GROUND!) = [0]> then\n if <(Y Velocity) > [0]> then\n broadcast (UP! v)\n else\n broadcast (DOWN! v)\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (normal! v)\n if <(POWERUP!) = [2]> then\n if <(ON GROUND!) = [1]> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouching! v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(POWERUP!) = [4]> then\n set size to (20) %\n else\n set size to (60) %\n end\nend\n\nwhen I receive [unshrink! v]\nchange y by (20)\n\n@GROUND!\n\nwhen flag clicked\nset [level! v] to [1]\nforever\n switch costume to (LEVEL!)\n go to x: (0) y: (0)\n show\nend\n\n@Player!\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n go to (player hitbox! v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\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 flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [running! v] to [1]\n else\n set [running! v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(ON GROUND!) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(CROUCHING!) = [0]> then\n switch costume to (running!1 v)\n wait (FRAMESPEED!) seconds\n switch costume to (running!2 v)\n wait (FRAMESPEED!) seconds\n switch costume to (running!3 v)\n wait (FRAMESPEED!) seconds\n switch costume to (running!4 v)\n wait (FRAMESPEED!) seconds\n switch costume to (running!3 v)\n wait (FRAMESPEED!) seconds\n switch costume to (running!2 v)\n wait (FRAMESPEED!) seconds\n switch costume to (running!1 v)\n wait (FRAMESPEED!) seconds\n switch costume to (running!5 v)\n wait (FRAMESPEED!) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nset [framespeed! v] to [.02]\nforever\n if <<(ON GROUND!) = [1]> and <(RUNNING!) = [0]>> then\n switch costume to (normal! v)\n wait (.2) seconds\n switch costume to (normal!2 v)\n wait (.2) seconds\n switch costume to (normal!3 v)\n wait (.2) seconds\n switch costume to (normal!2 v)\n wait (.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Reset v)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen I receive [up! v]\nswitch costume to (jumping!1 v)\n\nwhen I receive [down! v]\nswitch costume to (jumping!2 v)\n\nwhen flag clicked\nforever\n if <(POWERUP!) = [2]> then\n if <(ON GROUND!) = [1]> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch!1 v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n repeat (8)\n switch costume to (crouch!2 v)\n end\n end\n if <(CROUCHING!) = [1]> then\n repeat (8)\n switch costume to (crouch!1 v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [crouching! v] to [0]\n if <(POWERUP!) = [2]> then\n if <(ON GROUND!) = [1]> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [crouching! v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(POWERUP!) = [4]> then\n set size to (20) %\n else\n set size to (60) %\n end\nend\n\nwhen flag clicked\nforever\n if <(RAINBOW!) = [1]> then\n change [color v] effect by (5)\n else\n clear graphic effects\n end\nend\n\n@POWERUP!2\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nshow\nforever\n switch costume to (POWERUP!)\n go to [front v] layer\n if <(POWERUP!) = [0]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n if <(POWERUP!) = [4]> then\n broadcast (UNSHRINK! v)\n end\n set [powerup! v] to [0]\n start sound [Wood Tap v]\n broadcast (SWITCH! v)\n wait until <not <key (z v) pressed?>>\n end\nend\n\nwhen I receive [switch! v]\ngo to x: (5) y: (5)\nrepeat (5)\n change y by (-1)\n change x by (-1)\nend\ngo to x: (0) y: (0)\n\n@DETAILS!\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL!)\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [reset v]\ngo to [back v] layer\n\n@DANGER!\n\nwhen flag clicked\nset [level! v] to [1]\nforever\n switch costume to (LEVEL!)\n go to x: (0) y: (0)\n show\nend\n\n@SUN!\n\nwhen flag clicked\nforever\n switch costume to (LEVEL!)\n go to x: (150) y: (100)\n go to [back v] layer\n show\nend\n\nwhen flag clicked\nforever\n set size to (50) %\n repeat (50)\n change size by (.3)\n end\n repeat (50)\n change size by (-.3)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn left (.5) degrees\nend\n\n@POWERUP!1\n\nwhen flag clicked\nset [powerup! v] to [0]\npoint in direction (90)\nhide\n\nwhen I receive [reset v]\nset [powerup! v] to [0]\nhide\nwait (0) seconds\nif <(LEVEL!) = [4]> then\n go to x: (-70) y: (-60)\n broadcast (SPRING BOOTS! v)\nend\nif <(LEVEL!) = [5]> then\n go to x: (-150) y: (-60)\n broadcast (SPRING BOOTS! v)\nend\nif <(LEVEL!) = [8]> then\n go to x: (-200) y: (85)\n broadcast (SPRING BOOTS! v)\nend\nif <(LEVEL!) = [12]> then\n go to x: (-170) y: (-60)\n broadcast (SPRING BOOTS! v)\nend\nif <(LEVEL!) = [14]> then\n go to x: (60) y: (-60)\n broadcast (SPRING BOOTS! v)\nend\nif <(LEVEL!) = [15]> then\n go to x: (-202) y: (50)\n broadcast (SPRING BOOTS! v)\nend\n\nwhen I receive [reset v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [spring boots! v]\nclear graphic effects\nset size to (30) %\nshow\nwait until <<touching (player hitbox! v)?> and <(POWERUP!) = [0]>>\nset [powerup! v] to [1]\nbroadcast (SWITCH! v)\nstart sound [Collect v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (3)\nend\nhide\n\nwhen I receive [spring boots! v]\nforever\n repeat (10)\n change y by (-.5)\n end\n repeat (10)\n change y by (.5)\n end\nend\n\n@WORDS!\n\nwhen flag clicked\nforever\n switch costume to (LEVEL!)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\n@POWERUP!3\n\nwhen flag clicked\nset [powerup! v] to [0]\npoint in direction (90)\nhide\n\nwhen I receive [reset v]\nset [powerup! v] to [0]\nhide\nwait (0) seconds\nif <(LEVEL!) = [6]> then\n go to x: (-170) y: (-70)\n broadcast (CROUCH! v)\nend\nif <(LEVEL!) = [8]> then\n go to x: (-85) y: (-60)\n broadcast (CROUCH! v)\nend\nif <(LEVEL!) = [12]> then\n go to x: (-50) y: (-60)\n broadcast (CROUCH! v)\nend\nif <(LEVEL!) = [14]> then\n go to x: (-76) y: (-67)\n broadcast (CROUCH! v)\nend\nif <(LEVEL!) = [15]> then\n go to x: (135) y: (150)\n broadcast (CROUCH! v)\nend\n\nwhen I receive [reset v]\ngo to [front v] layer\n\nwhen I receive [crouch! v]\nclear graphic effects\nset size to (30) %\nshow\nwait until <<touching (player hitbox! v)?> and <(POWERUP!) = [0]>>\nset [powerup! v] to [2]\nbroadcast (SWITCH! v)\nstart sound [Collect v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (3)\nend\nhide\n\nwhen I receive [crouch! v]\nforever\n repeat (10)\n change y by (-.5)\n end\n repeat (10)\n change y by (.5)\n end\nend\n\n@POWERUP!4\n\nwhen flag clicked\nset [powerup! v] to [0]\npoint in direction (90)\nhide\n\nwhen I receive [reset v]\nset [powerup! v] to [0]\nhide\nwait (0) seconds\nif <(LEVEL!) = [7]> then\n go to x: (-150) y: (-73)\n broadcast (WALLJUMP! v)\nend\nif <(LEVEL!) = [8]> then\n go to x: (50) y: (165)\n broadcast (WALLJUMP! v)\nend\nif <(LEVEL!) = [12]> then\n go to x: (80) y: (-60)\n broadcast (WALLJUMP! v)\nend\nif <(LEVEL!) = [15]> then\n go to x: (25) y: (-97)\n broadcast (WALLJUMP! v)\nend\nif <(LEVEL!) = [18]> then\n go to x: (-216) y: (-60)\n broadcast (WALLJUMP! v)\nend\n\nwhen I receive [reset v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [walljump! v]\nclear graphic effects\nset size to (30) %\nshow\nwait until <<touching (player hitbox! v)?> and <(POWERUP!) = [0]>>\nset [powerup! v] to [3]\nbroadcast (SWITCH! v)\nstart sound [Collect v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (3)\nend\nhide\n\nwhen I receive [walljump! v]\nforever\n repeat (10)\n change y by (-.5)\n end\n repeat (10)\n change y by (.5)\n end\nend\n\n@MOVING PLATFORMS!1\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [reset v]\nhide\nwait (0) seconds\nif <(LEVEL!) = [9]> then\n switch costume to (costume1 v)\n go to x: (-113) y: (-111)\n show\n forever\n glide (3) secs to x: (114) y: (-111)\n glide (3) secs to x: (-113) y: (-111)\n go to x: (-113) y: (-111)\n end\nend\nif <(LEVEL!) = [10]> then\n switch costume to (costume2 v)\n go to x: (-83) y: (-110)\n show\n forever\n repeat (100)\n change y by (-.8)\n end\n repeat (100)\n change y by (.8)\n end\n end\nend\n\n@LAVA!1\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\nif <(LEVEL!) = [10]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n forever\n repeat (20)\n change y by (-.2)\n end\n repeat (20)\n change y by (.2)\n end\n end\nend\nif <(LEVEL!) = [14]> then\n switch costume to (costume2 v)\n go to x: (0) y: (-310)\n go to [front v] layer\n show\n forever\n repeat (210)\n change y by (1)\n end\n repeat (210)\n change y by (-1)\n end\n end\nend\nif <(LEVEL!) = [17]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n forever\n repeat (40)\n change y by (-.2)\n end\n repeat (40)\n change y by (.2)\n end\n end\nend\n\n@POWERUP!5\n\nwhen flag clicked\nset [powerup! v] to [0]\npoint in direction (90)\nhide\n\nwhen I receive [reset v]\nset [powerup! v] to [0]\nhide\nwait (0) seconds\nif <(LEVEL!) = [16]> then\n go to x: (-80) y: (-60)\n broadcast (SHRINK! v)\nend\nif <(LEVEL!) = [17]> then\n go to x: (210) y: (130)\n broadcast (SHRINK! v)\nend\n\nwhen I receive [reset v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [shrink! v]\nclear graphic effects\nset size to (30) %\nshow\nwait until <<touching (player hitbox! v)?> and <(POWERUP!) = [0]>>\nset [powerup! v] to [4]\nbroadcast (SWITCH! v)\nstart sound [Collect v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (3)\nend\nhide\n\nwhen I receive [shrink! v]\nforever\n repeat (10)\n change y by (-.5)\n end\n repeat (10)\n change y by (.5)\n end\nend\n\n@TB!\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\n@POWERUP!6\n\nwhen flag clicked\nset [powerup! v] to [0]\npoint in direction (90)\nhide\n\nwhen I receive [reset v]\nset [powerup! v] to [0]\nhide\nwait (0) seconds\nif <(RAINBOW!) = [0]> then\n if <(LEVEL!) = [19]> then\n go to x: (-10) y: (0)\n broadcast (WIN! v)\n end\nend\n\nwhen I receive [reset v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [win! v]\nclear graphic effects\nset size to (30) %\nshow\nwait until <<touching (player hitbox! v)?> and <(POWERUP!) = [0]>>\nset [rainbow! v] to [1]\nstart sound [Collect v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (3)\nend\nhide\n\nwhen I receive [win! v]\nforever\n repeat (10)\n change y by (-.5)\n end\n repeat (10)\n change y by (.5)\n end\nend\n\nwhen I receive [win! v]\nclear graphic effects\nforever\n change [color v] effect by (5)\nend\n\n@RAINBOW EFFECT!\n\nwhen flag clicked\ngo to [back v] layer\nforever\n hide\n if <(RAINBOW!) = [1]> then\n change [color v] effect by (5)\n create clone of (_myself_ v)\n else\n clear graphic effects\n end\nend\n\nwhen I start as a clone\nif <(CROUCHING!) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\ngo to (player! v)\nshow\nrepeat (10)\n change [color v] effect by (5)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <(POWERUP!) = [4]> then\n set size to (10) %\n else\n set size to (30) %\n end\nend\n\n@RESTART BUTTON!\n\nwhen flag clicked\nbroadcast (PLAY! v)\nhide\nforever\n go to x: (0) y: (-150)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n clear graphic effects\n end\n if <(LEVEL!) = [19]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [level! v] to [1]\nbroadcast (PLAY! v)\nbroadcast (Reset v)\n\n@POWERUP!7\n\nwhen flag clicked\nset [rainbow! v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nshow\nforever\n if <(RAINBOW!) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n | Hello Everyone! \n-PART TWO WILL HAVE MY OWN LEVEL DESIGNS!\nStory:\nPlatformer Scientists have found portals to other platformers! You must visit these platformers to gather information about the other realms!\n\nSo I picked "3 realms" to visit and made them into one platformer! Hope you Enjoy! Please spread this to MORE\nScratchers! \n\n-All level designs are by me || Except the floor design-\n-I asked permission for all level owners-\n\nCheck out the "Platformer Realms" I used:\n1.Elements, a platformer by @Chr_Avila_07663, @YungSky ,and @Kookycat18\n 2.Super Stickman Dash by @0014049\n3. The Platformer Realms by @yotacopaco\n\nLinks to Platformers up above:\n1. https://scratch.mit.edu/projects/414476418/\n2. https://scratch.mit.edu/projects/396758533/\n3. Your playing it right now!\n\n@QuaXX for "portals"\n\n-@yotacopaco out-\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFollow me?\nJust Kidding\nBut please do it :) |
Platformer Rush II #All #Games | @Stage\n\nwhen [7 v] key pressed\nif <(username) = [the-green-dragon]> then\n set [mice plural isn't meese v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n show variable [mice plural isn't meese v]\n hide variable [mice plural isn't meese v]\nend\n\n@Blank\n\n@Player\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 end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (won yet!) to encoded\nwrite (MY PLAYER #) to encoded\nwrite (costume [number v]) to encoded\nwrite (size) to encoded\nwrite (ghost) to encoded\nwrite (_ PX) to encoded\nwrite (_ PY) to encoded\ncheck chat talk\nwrite (direction) to encoded\nwrite (round (timer)) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwrite (Lag?) to encoded\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\ndefine Game On\nset [ghost v] to [0]\nclear graphic effects\nset size to (30) %\nset [scroll x v] to (player spawn x)\nset [scroll y v] to (player spawn y)\nset [_ px v] to (player spawn x)\nset [_ py v] to (player spawn y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [jet pack power up? v] to [0]\nset [ghost v] effect to (0)\nshow\nset [show / hide v] to [1]\nset [parachute using? v] to [0]\n\ndefine Tick\nif <(mobile?) = [1]> then\n if <<<(_ PX) > [-70]> or <<(_ PY) > [800]> or <[-800] > (_ PX)>>> or <<(_ PX) < [32]> and <<(_ PY) < [-100]> and <[-150] < (_ PX)>>>> then\n if <<(mouse x) < (x position)> and <mouse down?>> then\n set rotation style [left-right v]\n point in direction (-90)\n if <(speeds boost) = [0]> then\n change [frame v] by (.6)\n change [sx v] by (-4)\n else\n change [frame v] by (.7)\n change [sx v] by (() - (dash power))\n end\n end\n end\n if <<(x position) < (mouse x)> and <mouse down?>> then\n point in direction (90)\n if <(speeds boost) = [0]> then\n change [frame v] by (.6)\n change [sx v] by (4)\n else\n change [frame v] by (.7)\n change [sx v] by (dash power)\n end\n end\n if <touching (water swim in v)?> then\n set [sx v] to ((sx) * (0.5))\n else\n set [sx v] to ((sx) * (0.7))\n end\n if <([abs v] of (sx) ) > [.9]> then\n Change Player x by (round (sx))\n end\n set [frame v] to ((round ((frame) * (10))) / (10))\n if <<(y position) < (mouse y)> and <mouse down?>> then\n if <touching (water swim in v)?> then\n if <(up?) = [1]> then\n broadcast (up? v)\n set [sy v] to [12]\n change [in air v] by (1)\n end\n else\n if <(jet pack power up?) = [0]> then\n if <(double jump?) = [0]> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n change [in air v] by (1)\n end\n end\n else\n set [sy v] to [9]\n end\n end\n end\n if <<<(parachute click!!!!!?) = [1]> and <(parachute?) = [1]>> and <(sy) < [-4]>> then\n if <touching (cloud hitbox v)?> then\n set [parachute using? v] to [1]\n change [sy v] by (-.1)\n if <(sy) < [-.5]> then\n set [sy v] to [-.5]\n end\n else\n set [parachute using? v] to [1]\n change [sy v] by (-.3)\n if <(sy) < [-4.1]> then\n set [sy v] to [-4.1]\n end\n end\n else\n if <touching (cloud hitbox v)?> then\n set [parachute using? v] to [0]\n change [sy v] by (-.8)\n if <(sy) < [-3]> then\n set [sy v] to [-3]\n end\n else\n set [parachute using? v] to [0]\n if <touching (water swim in v)?> then\n change [sy v] by (.01)\n if <[4] < ([abs v] of (sy) )> then\n if <[0] < (sy)> then\n set [sy v] to [4]\n else\n set [sy v] to [-4]\n end\n end\n else\n change [sy v] by (-2)\n if <(sy) < [-12]> then\n set [sy v] to [-12]\n end\n end\n end\n end\n Change Player y by (sy)\n Test-Die\n set [scroll x v] to (_ PX)\n if <not <(time it hitbox!) = [0]>> then\n set [_ py v] to (player spawn y)\n set [scroll y v] to (player spawn y)\n else\n change [scroll y v] by (round (((_ PY) - (SCROLL Y)) / (10)))\n end\n if <(SCROLL Y) < [-150]> then\n set [scroll y v] to [-150]\n end\n Position\n if <(_ PY) < [-320]> then\n set [exit v] to [die]\n end\nelse\n if <<<(_ PX) > [-70]> or <<(_ PY) > [800]> or <[-800] > (_ PX)>>> or <<(_ PX) < [32]> and <<(_ PY) < [-100]> and <[-150] < (_ PX)>>>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set rotation style [left-right v]\n point in direction (-90)\n if <(speeds boost) = [0]> then\n change [frame v] by (.6)\n change [sx v] by (-4)\n else\n change [frame v] by (.7)\n change [sx v] by (() - (dash power))\n end\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n if <(speeds boost) = [0]> then\n change [frame v] by (.6)\n change [sx v] by (4)\n else\n change [frame v] by (.7)\n change [sx v] by (dash power)\n end\n end\n if <touching (water swim in v)?> then\n set [sx v] to ((sx) * (0.5))\n else\n set [sx v] to ((sx) * (0.7))\n end\n if <([abs v] of (sx) ) > [.9]> then\n Change Player x by (round (sx))\n end\n set [frame v] to ((round ((frame) * (10))) / (10))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching (water swim in v)?> then\n if <(up?) = [1]> then\n broadcast (up? v)\n set [sy v] to [12]\n change [in air v] by (1)\n end\n else\n if <(jet pack power up?) = [0]> then\n if <(double jump?) = [0]> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n change [in air v] by (1)\n end\n end\n else\n set [sy v] to [9]\n end\n end\n end\n if <<<key (z v) pressed?> and <(parachute?) = [1]>> and <(sy) < [-4]>> then\n if <touching (cloud hitbox v)?> then\n set [parachute using? v] to [1]\n change [sy v] by (-.1)\n if <(sy) < [-.5]> then\n set [sy v] to [-.5]\n end\n else\n set [parachute using? v] to [1]\n change [sy v] by (-.3)\n if <(sy) < [-4.1]> then\n set [sy v] to [-4.1]\n end\n end\n else\n if <touching (cloud hitbox v)?> then\n set [parachute using? v] to [0]\n change [sy v] by (-.8)\n if <(sy) < [-3]> then\n set [sy v] to [-3]\n end\n else\n set [parachute using? v] to [0]\n if <touching (water swim in v)?> then\n change [sy v] by (.01)\n if <[4] < ([abs v] of (sy) )> then\n if <[0] < (sy)> then\n set [sy v] to [4]\n else\n set [sy v] to [-4]\n end\n end\n else\n change [sy v] by (-2)\n if <(sy) < [-12]> then\n set [sy v] to [-12]\n end\n end\n end\n end\n Change Player y by (sy)\n Test-Die\n set [scroll x v] to (_ PX)\n if <not <(time it hitbox!) = [0]>> then\n set [_ py v] to (player spawn y)\n set [scroll y v] to (player spawn y)\n else\n change [scroll y v] by (round (((_ PY) - (SCROLL Y)) / (10)))\n end\n if <(SCROLL Y) < [-150]> then\n set [scroll y v] to [-150]\n end\n if <[6400] < (SCROLL X)> then\n set [scroll x v] to [6400]\n end\n Position\n if <(_ PY) < [-320]> then\n set [exit v] to [die]\n end\nend\n\nif <(Lag?) = [1]> then\n\nif <(Lag?) = [1]> then\n\nwhen I receive [green flag v]\nset [_ last touched? v] to [0]\nset [exit v] to []\nrepeat until <(EXIT) = [Win]>\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n reset timer\n repeat until <(EXIT) > []>\n if <(_ last touched?) = [1]> then\n switch costume to (small hitbox v)\n else\n switch costume to (normal hitbox v)\n end\n if <<touching (mushroom v)?> and <(sy) < [0]>> then\n set [sy v] to [35]\n set [jumps v] to [1]\n set [in air v] to [0]\n broadcast (_ bounce v)\n end\n set [time v] to ((round ((timer) * (10))) / (10))\n Tick\n broadcast (Tick v)\n broadcast (pre-tick v)\n walk animation\n end\n if <(EXIT) = [Win]> then\n Game-Win\n else\n Game-Die\n end\nend\n\ndefine Change Player x by (sx)\nchange [_ px v] by (sx)\nPosition\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n repeat (11)\n change [_ py v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [_ py v] by (-11)\n repeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [_ px v] by (-1)\n else\n change [_ px v] by (1)\n end\n Position\n end\nend\n\ndefine Game-Win\nbroadcast (level clear! v)\nstop [other scripts in sprite v]\n\ndefine Change Player y by (sy)\nchange [_ py v] by (sy)\nchange [in air v] by (1)\nPosition\nif <touching (cloud hitbox v)?> then\n set [_ last touched? v] to [1]\nelse\n if <touching (platforms v)?> then\n set [_ last touched? v] to [0]\n else\n if <touching (moving platforms v)?> then\n set [_ last touched? v] to [2]\n end\n end\nend\nrepeat until <not <<<touching (platforms v)?> or <touching (moving platforms v)?>> or <touching (cloud hitbox v)?>>>\n if <(sy) > [0]> then\n if <touching (cloud hitbox v)?> then\n stop [this script v]\n else\n change [_ py v] by (-1)\n end\n else\n if <touching (cloud hitbox v)?> then\n set [in air v] to [0]\n set [jump times v] to [0]\n Position\n set [sy v] to [0]\n stop [this script v]\n else\n change [_ py v] by (1)\n set [in air v] to [0]\n set [jump times v] to [0]\n end\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (((_ PX) - (SCROLL X)) + (menu x)) y: ((_ PY) - (SCROLL Y))\n\nwhen flag clicked\nset [_can i dash? v] to [1]\nset [dash power v] to [4]\nset [speeds boost v] to [0]\nset [level v] to [1]\nbroadcast (go go go!!! v)\nhide\n\nbroadcast (Green Flag v) and wait\n\ndefine Test-Die\nif <<<<touching (danger v)?> or <touching (moving gears v)?>> or <touching (gears v)?>> or <<touching (enemies v)?> and <[-1] < (PSY)>>> then\n set [exit v] to [die]\n broadcast (Die v)\nend\n\ndefine Game-Die\nset [exit v] to []\nclear graphic effects\nset [ghost v] to [0]\nshow\nset [show / hide v] to [1]\nrepeat (20)\n change [ghost v] effect by (5)\n change [ghost v] by (5)\n change size by (1.5)\nend\nhide\nclear graphic effects\nset [show / hide v] to [0]\nwait (0.2) seconds\nbroadcast (Die v)\nbroadcast (_ ghost v)\n\ndefine walk animation\nif <touching (water swim in v)?> then\n if <(sy) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nelse\n if <(parachute using?) = [1]> then\n switch costume to (parachuting v)\n else\n if <(sy) > [0]> then\n switch costume to (jump_1 v)\n else\n if <[-8] > (sy)> then\n switch costume to (fall_1 v)\n else\n if <<(sx) < [.8]> and <[-.8] < (sx)>> then\n switch costume to (stand_1 v)\n set [frame v] to [1]\n else\n check touching\n if <(touching?) = [0]> then\n switch costume to ([floor v] of ((4) + ((frame) mod (5))) )\n else\n switch costume to (stand_1 v)\n set [frame v] to [1]\n end\n end\n end\n end\n end\nend\n\nif <(Lag?) = [1]> then\n\nif <(Lag?) = [1]> then\n\ndefine check touching\nswitch costume to (stand_1 v)\nchange [y v] by (10)\nif <touching (moving platforms v)?> then\n set [touching? v] to [0]\nelse\n if <touching (platforms v)?> then\n set [touching? v] to [1]\n else\n set [touching? v] to [0]\n end\nend\nchange [y v] by (-10)\nswitch costume to (hitbox v)\n\nchange y by (-5)\n\nswitch costume to ([floor v] of ((4) + ((frame) mod (14))) )\n\nwhen [j v] key pressed\nif <(username) = [The-Green-Dragon]> then\n if <(jet pack power up?) = [0]> then\n set [jet pack power up? v] to [1]\n else\n set [jet pack power up? v] to [0]\n end\nend\n\nset [show / hide v] to [0]\n\nwhen flag clicked\nrepeat (5)\n set [show / hide v] to [0]\n wait (0.1) seconds\n set [show / hide v] to [1]\n wait (0.1) seconds\nend\nset [show / hide v] to [0]\n\ndefine check chat talk\nif <(talk 1) > []> then\n write (talk 1) to encoded\nelse\n if <(talk 2) > []> then\n write (talk 2) to encoded\n else\n if <(talk 3) > []> then\n write (talk 3) to encoded\n else\n if <(talk 4) > []> then\n write (talk 4) to encoded\n else\n if <(talk 5) > []> then\n write (talk 5) to encoded\n else\n if <(talk 6) > []> then\n write (talk 6) to encoded\n else\n if <(talk 7) > []> then\n write (talk 7) to encoded\n else\n if <(talk 8) > []> then\n write (talk 8) to encoded\n else\n if <(talk 9) > []> then\n write (talk 9) to encoded\n else\n write (username) to encoded\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(talk 1) > []> then\n say (talk 1)\nelse\n if <(talk 2) > []> then\n say (talk 2)\n else\n if <(talk 3) > []> then\n say (talk 3)\n else\n if <(talk 4) > []> then\n say (talk 4)\n else\n if <(talk 5) > []> then\n say (talk 5)\n else\n if <(talk 6) > []> then\n say (talk 6)\n else\n if <(talk 7) > []> then\n say (talk 7)\n else\n if <(talk 8) > []> then\n say (talk 8)\n else\n if <(talk 9) > []> then\n say (talk 9)\n else\n say []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [jump power v] to [16]\nset [parachute? v] to [0]\nshow list [code v]\n\nwhen [r v] key pressed\nGame On\n\nwhen I receive [tick v]\nif <(in air) < [4]> then\n if <(double jump?) = [1]> then\n set [jumps v] to [1]\n end\nend\n\nwhen [up arrow v] key pressed\n\nwhen I receive [tick v]\nif <(mobile?) = [0]> then\n if <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<key (x v) pressed?> and <(speeds boost) = [1]>>> and <(_can I dash?) = [1]>> and <not <touching (platforms v)?>>> then\n if <(dash power) = [4]> then\n broadcast (_stop dash v)\n end\n change [dash power v] by (2.5)\n set [dash power v] to ((dash power) * (.8))\n else\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<key (x v) pressed?> and <(speeds boost) = [1]>>> and <(_can I dash?) = [1]>> and <not <touching (platforms v)?>>> then\n if <(dash power) = [4]> then\n broadcast (_stop dash v)\n end\n change [dash power v] by (2.5)\n set [dash power v] to ((dash power) * (.8))\n else\n set [dash power v] to [4]\n end\n end\nelse\n if <<<<<(mouse x) < (x position)> and <mouse down?>> and <<(dash?) = [1]> and <(speeds boost) = [1]>>> and <(_can I dash?) = [1]>> and <not <touching (platforms v)?>>> then\n if <(dash power) = [4]> then\n broadcast (_stop dash v)\n end\n change [dash power v] by (2.5)\n set [dash power v] to ((dash power) * (.8))\n else\n if <<<<<(x position) < (mouse x)> and <mouse down?>> and <<(dash?) = [1]> and <(speeds boost) = [1]>>> and <(_can I dash?) = [1]>> and <not <touching (platforms v)?>>> then\n if <(dash power) = [4]> then\n broadcast (_stop dash v)\n end\n change [dash power v] by (2.5)\n set [dash power v] to ((dash power) * (.8))\n else\n set [dash power v] to [4]\n end\n end\nend\n\nwhen I receive [_stop dash v]\nset [_can i dash? v] to [1]\nwait (.55) seconds\nset [_can i dash? v] to [0]\nbroadcast (cool down v)\nwait (2) seconds\nset [_can i dash? v] to [1]\n\nwhen I receive [tick v]\nset [player x v] to (_ PX)\nset [player y v] to (_ PY)\n\ngo [forward v] (5) layers\n\nset [ghost v] to [5]\n\nwhen I receive [_ ghost v]\nwait (.5) seconds\nset [ghost v] to [0]\n\nwhen I receive [green flag v]\nforever\n if <<<(MY PLAYER #) > [0]> and <not <(EXIT) = [win]>>> and <(frame yet?) = [0]>> then\n send cloud data\n end\nend\n\nwhen I receive [green flag v]\nset [players: v] to [1]\n\nif <(Lag?) = [1]> then\n\nif <(Lag?) = [1]> then\n\nwhen I receive [tick v]\nif <(frame yet?) = [0]> then\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\nwhen I receive [green flag v]\n\n if <(EXIT) > []> then\n if <<(costume [number v]) = [10]> or <(costume [number v]) = [11]>> then\n change [time it hitbox! v] by (1)\n else\n set [time it hitbox! v] to [0]\n end\n if <not <(time it hitbox!) = [0]>> then\n set [_ py v] to (player spawn y)\n set [scroll y v] to (player spawn y)\n end\n end\nend\n\nwhen [up arrow v] key pressed\nif <(mobile?) = [0]> then\n if <not <touching (water swim in v)?>> then\n if <not <(EXIT) > []>> then\n if <(jumps) > [0]> then\n change [jumps v] by (-1)\n set [sy v] to [20]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(mobile?) = [1]> then\n if <not <touching (water swim in v)?>> then\n if <<(y position) < (mouse y)> and <mouse down?>> then\n broadcast (jump jump jump!!!!!!!!!!! v)\n wait until <not <<(y position) < (mouse y)> and <mouse down?>>>\n end\n end\nend\n\nwhen [w v] key pressed\nif <not <touching (water swim in v)?>> then\n if <(mobile?) = [0]> then\n if <not <(EXIT) > []>> then\n if <(jumps) > [0]> then\n change [jumps v] by (-1)\n set [sy v] to [20]\n end\n end\n end\nend\n\nwhen I receive [jump jump jump!!!!!!!!!!! v]\nif <not <touching (water swim in v)?>> then\n if <not <(EXIT) > []>> then\n if <(jumps) > [0]> then\n change [jumps v] by (-1)\n set [sy v] to [20]\n end\n end\nend\n\nwhen I receive [green flag v]\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full v)\nend\nbroadcast (begin v)\n\nif <(mobile?) = [0]> then\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset [psy v] to (sy)\n\nwhen I receive [bounce! v]\nset [sy v] to [25]\nset [jumps v] to [1]\nset [in air v] to [0]\n\nwhen I receive [green flag v]\nset [won yet! v] to [0]\nwait (1) seconds\nwait until <(EXIT) = [Win]>\nset [won yet! v] to [1]\n\nwhen flag clicked\nset [won yet! v] to [0]\n\nif <(SCROLL X) < [1]> then\n set [scroll x v] to [1]\nend\n\nwhen [space v] key pressed\nif <(username) = [the-green-dragon]> then\n set [double jump? v] to [1]\n set [gold money? v] to [1]\n set [parachute? v] to [1]\n set [speeds boost v] to [1]\nend\n\nif <(SCROLL Y) < [-30]> then\n set [scroll y v] to [-30]\nend\nPosition\nif <(_ PY) < [-180]> then\n set [exit v] to [die]\nend\n\nif <(SCROLL X) < [1]> then\n set [scroll x v] to [1]\nend\n\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [green flag v]\nset [up? v] to [1]\n\nwhen I receive [up? v]\nset [up? v] to [0]\nwait (.4) seconds\nset [up? v] to [1]\n\nchange [sy v] by (.05)\n\nif <([abs v] of (sy) ) < [1]> then\n if <([abs v] of (sy) ) < [.3]> then\n change [sy v] by (0)\n else\n change [sy v] by (.05)\n end\nend\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (water swim in v)?> then\n set [_ last touched? v] to [0]\nend\n\nif <(Lag?) = [1]> then\nelse\n switch costume to (jump_1 v)\nend\n\nif <(Lag?) = [0]> then\n\nif then\n\n@Opponents\n\ndefine setup players\nset [color v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nset [clone? v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\nchange [player # v] by (1)\nset [clone? v] to [0]\n\nwhen I receive [begin v]\ngo to [back v] layer\nset [show? v] to [0]\nset [names? v] to [0]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n if <not <(EXIT) > []>> then\n tick\n end\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from endcoded\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 [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\naction!\nUnlag it!\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (5) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen [n v] key pressed\nchange [names? v] by (1)\nwait (.5) seconds\n\nhide\n\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nend\n\ndefine position test (x/y) is (x or y?)\nif <(x or y?) = [x]> then\n set x to (x/y)\n if <(x/y) = (x position)> then\n set [should show? v] to [1]\n else\n set [should show? v] to [0]\n end\nelse\n set y to (x/y)\n if <(x/y) = (y position)> then\n if <(Should show?) = [1]> then\n set [should show? v] to [1]\n else\n set [should show? v] to [0]\n end\n else\n set [should show? v] to [0]\n end\nend\n\nwhen I receive [reset clones v]\ndelete this clone\n\nbroadcast (reset clones v)\n\nif <(☁ P1) > []> then\n if <(☁ P2) > []> then\n if <(☁ P3) > []> then\n if <(☁ P4) > []> then\n if <(☁ P5) > []> then\n if <(☁ P6) > []> then\n if <(☁ P7) > []> then\n if <(☁ P8) > []> then\n set [players: v] to [8]\n else\n set [players: v] to [7]\n end\n else\n set [players: v] to [6]\n end\n else\n set [players: v] to [5]\n end\n else\n set [players: v] to [4]\n end\n else\n set [players: v] to [3]\n end\n else\n set [players: v] to [2]\n end\n else\n set [players: v] to [1]\n end\nelse\n set [players: v] to [1]\nend\n\nset [☁ p1 v] to []\n\ndefine check players\nif <(player #) = [1]> then\n set [☁ p1 v] to []\nelse\n if <(player #) = [2]> then\n set [☁ p2 v] to []\n else\n if <(player #) = [3]> then\n set [☁ p3 v] to []\n else\n if <(player #) = [4]> then\n set [☁ p4 v] to []\n else\n if <(player #) = [5]> then\n set [☁ p5 v] to []\n else\n if <(player #) = [6]> then\n set [☁ p6 v] to []\n else\n if <(player #) = [7]> then\n set [☁ p7 v] to []\n else\n if <(player #) = [8]> then\n set [☁ p8 v] to []\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Unlag it!\nbegin decode of (value)\nvalue = read from endcoded\nif <(value) = [1]> then\n hide\n stop [this script v]\nend\nvalue = read from endcoded\nif <not <[0] < (value)>> then\n hide\n stop [this script v]\nend\nshow\nvalue = read from endcoded\nif <(Lag?) = [1]> then\n switch costume to (value)\nelse\n if <<(value) > [3]> and <[9] > (value)>> then\n switch costume to (walk_1 v)\n else\n if <(value) = [3]> then\n switch costume to (jump_1 v)\n else\n switch costume to (value)\n end\n end\nend\nvalue = read from endcoded\nset size to (value) %\nvalue = read from endcoded\nset [ghost v] effect to (value)\nvalue = read from endcoded\nset x to (((value) - (SCROLL X)) + (menu x))\nposition test (((value) - (SCROLL X)) + (menu x)) is [x]\nif <(((value) - (SCROLL X)) + (menu x)) = (x position)> then\n if <(show?) = [1]> then\n set [show? v] to [1]\n else\n set [show? v] to [0]\n end\nelse\n set [show? v] to [0]\nend\nvalue = read from endcoded\nset y to ((value) - (SCROLL Y))\nset [y v] to (value)\nposition test ((value) - (SCROLL Y)) is [y]\nif <((value) - (SCROLL Y)) = (y position)> then\n if <(show?) = [1]> then\n set [show? v] to [1]\n else\n set [show? v] to [0]\n end\nelse\n set [show? v] to [0]\nend\nvalue = read from endcoded\nif <(sn) = [1]> then\n say []\nelse\n if <(((names?) / (8)) mod (2)) = [1]> then\n say (value)\n else\n if <touching (mouse-pointer v)?> then\n say (value)\n else\n say []\n end\n end\nend\nvalue = read from endcoded\nif <not <(costume [name v]) = [Arrow]>> then\n set rotation style [left-right v]\n point in direction (value)\nend\nvalue = read from endcoded\nif <<(y position) < [-170]> or <<[170] < (y position)> or <<(x position) < [-230]> or <[230] < (x position)>>>> then\n switch costume to (arrow v)\n set rotation style [all around v]\n point towards (player v)\nend\nif <(sn) = [0]> then\n show\nelse\n hide\nend\nif <(size) < [10]> then\n hide\nend\nif <(show?) = [1]> then\n if <(sn) = [0]> then\n show\n else\n hide\n end\nend\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 point towards (player v)\n switch costume to (arrow v)\n if <(sn) = [1]> then\n hide\n else\n show\n end\nend\n\nvalue = read from endcoded\nif <(value) = [1]> then\n set [show? v] to [1]\nelse\n set [show? v] to [0]\nend\n\nif <not <[1] = (Players:)>> then\nend\n\nif <<[100] < (offline)> or <<(Should show?) = [0]> and <not <(costume [name v]) = [arrow]>>>> then\n hide\nend\n\nset [show? v] to [0]\n\ndefine action!\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) > [100]> then\n hide\n check players\n set [show? v] to [0]\n end\nelse\n set [last value v] to (join [A] (value))\n if <[100] > (offline)> then\n set [show? v] to [1]\n end\n set [offline v] to [0]\nend\n\nhide\nif <not <<(offline) = [20]> or <(offline) > [20]>>> then\nend\n\ncheck players\n\nsay []\n\nwhen I receive [_ rest v]\ngo [forward v] (5) layers\n\nset [☁ p1 v] to []\nset [☁ p2 v] to []\nset [☁ p3 v] to []\nset [☁ p4 v] to []\nset [☁ p5 v] to []\nset [☁ p6 v] to []\nset [☁ p7 v] to []\nset [☁ p8 v] to []\n\nwhen I receive [tick v]\nif <(costume [name v]) = [arrow]> then\n go to [front v] layer\nelse\n back!\nend\n\ngo [backward v] (5) layers\n\nswitch costume to (arrow v)\n\n\n hide\nend\n\nif <((letter ((length of (join [A] (value))) - (2)) of (value)) - (letter ((length of (last value)) - (2)) of (last value))) < [2]> then\n change [offline v] by (1)\n if <<(offline) = [100]> or <(offline) > [100]>> then\n set [show? v] to [0]\n hide\n check players\n end\nend\n\nif <<(offline) = [20]> or <(offline) > [20]>> then\n hide\n set [show? v] to [0]\nend\n\nbroadcast (offline? v)\n\nwhen I receive [offline? v]\nif <<(offline) = [100]> or <(offline) > [100]>> then\n hide\n set [show? v] to [0]\nend\n\nshow\n\nif then\nelse\n hide\nend\n\nshow\n\nwhen I receive [tick v]\n\nvalue = read from endcoded\nif <(value) = [1]> then\n set [lag on/off? v] to [1]\nelse\n set [lag on/off? v] to [0]\nend\n\nif <(username) = [chuckycheeseboy_test]> then\n say (offline)\nelse\nend\n\nif <(Should show?) = [0]> then\nend\n\nif <not <(player #) = ((MAX PLAYERS) + (1))>> then\nend\n\ndefine back!\ngo to [back v] layer\ngo [forward v] (110) layers\n\nwhen I start as a clone\nset [sn v] to [0]\nwait (1) seconds\nwait until <(EXIT) = [win]>\nset [sn v] to [1]\nforever\n say []\n hide\nend\n\nif then\n say []\nelse\nend\n\n\n\nwhen flag clicked\nset [sn v] to [0]\nwait (1) seconds\nwait until <(EXIT) = [win]>\nset [sn v] to [1]\nforever\n say []\n hide\nend\n\nset [lag on/off? v] to [1]\n\nset [lag on/off? v] to [0]\n\nset [☁ p1 v] to []\nset [☁ p2 v] to []\nset [☁ p3 v] to []\nset [☁ p4 v] to []\nset [☁ p5 v] to []\nset [☁ p6 v] to []\nset [☁ p7 v] to []\nset [☁ p8 v] to []\n\n@Collectables\n\nwhen I receive [green flag v]\nforever\n go to [front v] layer\n hide\nend\n\nset [x v] to [-999999999]\n\nset [x v] to [-999999999]\n\ndelete this clone\n\nClone at x: [-9999999999] y: [36]\n\ndelete this clone\n\nwhen I receive [green flag v]\n\nforever\n\nwhen I receive [tick v]\nif <(gold money?) = [1]> then\n switch costume to (gold v)\nelse\n switch costume to (silver v)\nend\n\nif <(gold money?) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nrepeat (33)\n change size by (-0.3)\n change [ghost v] effect by (3)\n change y by (3)\nend\n\nwhen [d v] key pressed\nif <(username) = [chuckycheeseboy_test]> then\n set [double jump? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) ((round ((y) - (SCROLL Y))) + ((round ((([sin v] of ((timer) * (300)) ) * (3)) * (100))) / (100)))\nif <touching (player v)?> then\n if <(gold money?) = [1]> then\n change [collected v] by (2)\n else\n change [collected v] by (1)\n end\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n if <(Lag?) = [1]> then\n create clone of (collectables +1/+2 v)\n end\n delete this clone\nend\n\nwhen I receive [green flag v]\nset [animation? v] to [0]\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (silver v)\n hide\n Clone at x: [166] y: [-34]\n Clone at x: [230] y: [-34]\n Clone at x: [294] y: [-34]\n Clone at x: [450] y: [162]\n Clone at x: [415] y: [94]\n Clone at x: [877] y: [80]\n Clone at x: [740] y: [79]\n Clone at x: [1016] y: [21]\n Clone at x: [843] y: [345]\n Clone at x: [1339] y: [638]\n Clone at x: [1289] y: [529]\n Clone at x: [1403] y: [749]\n Clone at x: [1672] y: [1030]\n Clone at x: [1752] y: [1060]\n Clone at x: [1832] y: [1030]\n Clone at x: [2264] y: [-46]\n Clone at x: [2074] y: [512]\n Clone at x: [2170] y: [259]\n Clone at x: [2197] y: [105]\n Clone at x: [2509] y: [36]\n Clone at x: [2590] y: [16]\n Clone at x: [2634] y: [-23]\n Clone at x: [3057] y: [449]\n Clone at x: [3193] y: [396]\n Clone at x: [3290] y: [304]\n Clone at x: [3114] y: [8]\n Clone at x: [3211] y: [-9]\n Clone at x: [3412] y: [-11]\n Clone at x: [3498] y: [24]\n Clone at x: [3841] y: [-25]\n Clone at x: [3841] y: [162]\n Clone at x: [3841] y: [526]\n Clone at x: [3841] y: [369]\n Clone at x: [4444] y: [527]\n Clone at x: [4549] y: [485]\n Clone at x: [4763] y: [456]\n Clone at x: [4854] y: [447]\n Clone at x: [5362] y: [437]\n Clone at x: [5362] y: [790]\n Clone at x: [5362] y: [600]\n Clone at x: [5710] y: [1178]\n Clone at x: [5706] y: [1033]\n Clone at x: [5698] y: [902]\n Clone at x: [4867] y: [1249]\n Clone at x: [4801] y: [1357]\n Clone at x: [4517] y: [1374]\n Clone at x: [4406] y: [1337]\n Clone at x: [2442] y: [1215]\n Clone at x: [2004] y: [1215]\n Clone at x: [3557] y: [1054]\n Clone at x: [2165] y: [1122]\n Clone at x: [2226] y: [1110]\n Clone at x: [2290] y: [1122]\n Clone at x: [1837] y: [1220]\n Clone at x: [1745] y: [1287]\n Clone at x: [1354] y: [1136]\n Clone at x: [1475] y: [1237]\n Clone at x: [1166] y: [1146]\n Clone at x: [973] y: [1077]\n Clone at x: [754] y: [1220]\n Clone at x: [587] y: [1372]\n Clone at x: [504] y: [1343]\n Clone at x: [350] y: [1345]\n set [x v] to [-999999999]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [91] y: [190]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [0] y: [80]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x: [211] y: [-69]\n else\n if <(LEVEL) = [5]> then\n switch costume to (dot v)\n Clone at x: [-218] y: [-161]\n else\n set [x v] to [-999999999]\n end\n set [x v] to [-999999999]\n end\n set [x v] to [-999999999]\n end\n set [x v] to [-999999999]\n end\n set [x v] to [-999999999]\nend\nset [x v] to [-999999999]\n\nClone at x: [727] y: [96]\nClone at x: [788] y: [44]\n\nClone at x: [455] y: [174]\nClone at x: [254] y: [256]\nClone at x: [-45] y: [505]\nClone at x: [1214] y: [63]\nClone at x: [1204] y: [63]\nClone at x: [1224] y: [63]\nClone at x: [1234] y: [63]\nClone at x: [1244] y: [63]\nClone at x: [1254] y: [63]\nClone at x: [1264] y: [63]\nClone at x: [1274] y: [63]\nClone at x: [1284] y: [63]\nClone at x: [1294] y: [63]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nClone at x: [1290] y: [141]\nClone at x: [1290] y: [131]\nClone at x: [1290] y: [121]\nClone at x: [1290] y: [111]\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n point in direction (90)\n set size to (25) %\n set [brightness v] effect to (8)\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nset [x v] to [-999999999]\n\nClone at x: [1140] y: [589]\nClone at x: [1020] y: [589]\n\nClone at x: [756] y: [616]\nClone at x: [536] y: [723]\nClone at x: [226] y: [707]\nClone at x: [858] y: [505]\n\nClone at x: [1080] y: [589]\nClone at x: [1140] y: [589]\nClone at x: [1020] y: [589]\n\nClone at x: [1403] y: [749]\n\nClone at x: [536] y: [723]\nClone at x: [226] y: [707]\ngo to [front v] layer\n\nClone at x: [2509] y: [36]\n\nClone at x: [2197] y: [105]\nClone at x: [2509] y: [36]\nClone at x: [2590] y: [16]\n\nClone at x: [3498] y: [162]\n\nClone at x: [5710] y: [1178]\nClone at x: [5706] y: [1033]\n\nset [x v] to [-999999999]\n\nClone at x: [2226] y: [1110]\nClone at x: [2290] y: [1122]\n\nif <(Lag?) = [1]> then\n\n@Platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [100]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 2 6 v)\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [260]\n Clone at x: [0] y: [-250]\n Clone at x: [580] y: [100]\n Clone at x: [240] y: [150]\n Clone at x: [500] y: [0]\n Clone at x: [450] y: [-360]\n Clone at x: [800] y: [100]\n Clone at x: [700] y: [500]\n Clone at x: [800] y: [-50]\n Clone at x: [700] y: [300]\n Clone at x: [-1100] y: [415]\n Clone at x: [-950] y: [-150]\n Clone at x: [-1400] y: [100]\n Clone at x: [450] y: [400]\n Clone at x: [-1800] y: [-300]\n Clone at x: [-1800] y: [-300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [brightness v] effect to (-9)\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nset [whirl v] effect to (50)\n\nwhen flag clicked\nhide\n\nset [speeds boost v] to [1]\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]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\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\nchange [brightness v] effect by (5)\n\n@Chat\n\nwhen flag clicked\n\ndefine decode next = value\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 [chars v]))\nend\n\ndefine start encoding variable (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine encode (string)\nset [letter # v] to [1]\nrepeat (length of (string))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (string)) in [chars v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen flag clicked\nforever\n go to [front v] layer\n replace item (9) of [chat v] with (join (item (8) of [names v]) (join [ : ] (item (join (letter (17) of (☁ Chat Message Data)) (letter (18) of (☁ Chat Message Data))) of [chat options v])))\n replace item (8) of [chat v] with (join (item (7) of [names v]) (join [ : ] (item (join (letter (15) of (☁ Chat Message Data)) (letter (16) of (☁ Chat Message Data))) of [chat options v])))\n replace item (7) of [chat v] with (join (item (6) of [names v]) (join [ : ] (item (join (letter (13) of (☁ Chat Message Data)) (letter (14) of (☁ Chat Message Data))) of [chat options v])))\n replace item (6) of [chat v] with (join (item (5) of [names v]) (join [ : ] (item (join (letter (11) of (☁ Chat Message Data)) (letter (12) of (☁ Chat Message Data))) of [chat options v])))\n replace item (5) of [chat v] with (join (item (4) of [names v]) (join [ : ] (item (join (letter (9) of (☁ Chat Message Data)) (letter (10) of (☁ Chat Message Data))) of [chat options v])))\n replace item (4) of [chat v] with (join (item (3) of [names v]) (join [ : ] (item (join (letter (7) of (☁ Chat Message Data)) (letter (8) of (☁ Chat Message Data))) of [chat options v])))\n replace item (3) of [chat v] with (join (item (2) of [names v]) (join [ : ] (item (join (letter (5) of (☁ Chat Message Data)) (letter (6) of (☁ Chat Message Data))) of [chat options v])))\n replace item (2) of [chat v] with (join (item (1) of [names v]) (join [ : ] (item (join (letter (3) of (☁ Chat Message Data)) (letter (4) of (☁ Chat Message Data))) of [chat options v])))\n replace item (1) of [chat v] with [Hi! Please love anf fav this project, and possibly even smash the follow button :D]\nend\n\ndefine Upload Option (option) To Cloud Data\nif <(length of (round (option))) = [2]> then\n set [upload cloud chat message v] to (join (letter (3) of (☁ Chat Message Data)) (join (letter (4) of (☁ Chat Message Data)) (join (letter (5) of (☁ Chat Message Data)) (join (letter (6) of (☁ Chat Message Data)) (join (letter (7) of (☁ Chat Message Data)) (join (letter (8) of (☁ Chat Message Data)) (join (letter (9) of (☁ Chat Message Data)) (join (letter (10) of (☁ Chat Message Data)) (join (letter (11) of (☁ Chat Message Data)) (join (letter (12) of (☁ Chat Message Data)) (join (letter (13) of (☁ Chat Message Data)) (join (letter (14) of (☁ Chat Message Data)) (join (letter (15) of (☁ Chat Message Data)) (join (letter (16) of (☁ Chat Message Data)) (join (letter (17) of (☁ Chat Message Data)) (join (letter (18) of (☁ Chat Message Data)) (join (letter (1) of (round (option))) (letter (2) of (round (option))))))))))))))))))))\nelse\n set [upload cloud chat message v] to (join (letter (3) of (☁ Chat Message Data)) (join (letter (4) of (☁ Chat Message Data)) (join (letter (5) of (☁ Chat Message Data)) (join (letter (6) of (☁ Chat Message Data)) (join (letter (7) of (☁ Chat Message Data)) (join (letter (8) of (☁ Chat Message Data)) (join (letter (9) of (☁ Chat Message Data)) (join (letter (10) of (☁ Chat Message Data)) (join (letter (11) of (☁ Chat Message Data)) (join (letter (12) of (☁ Chat Message Data)) (join (letter (13) of (☁ Chat Message Data)) (join (letter (14) of (☁ Chat Message Data)) (join (letter (15) of (☁ Chat Message Data)) (join (letter (16) of (☁ Chat Message Data)) (join (letter (17) of (☁ Chat Message Data)) (join (letter (18) of (☁ Chat Message Data)) (join [0] (letter (1) of (round (option))))))))))))))))))))\nend\nset [☁ chat message data v] to (Upload Cloud Chat Message)\nset [encoded v] to []\nencode (item (2) of [names v])\nencode (item (3) of [names v])\nencode (item (4) of [names v])\nencode (item (5) of [names v])\nencode (item (6) of [names v])\nencode (item (7) of [names v])\nencode (item (8) of [names v])\nencode (username)\nset [☁ chat names v] to (encoded)\n\nwhen flag clicked\nset [talk 1 v] to []\nset [talk 2 v] to []\nset [talk 3 v] to []\nset [talk 4 v] to []\nset [talk 5 v] to []\nset [talk 6 v] to []\nset [talk 7 v] to []\nset [talk 8 v] to []\nset [talk 9 v] to []\nset [chat on/off? v] to [off]\n\nask [Input a Chat Option Number.] and wait\nif <<(answer) > [0]> and <(answer) < ((length of [chat options v]) + (1))>> then\n\ndelete all of [chat options v]\nadd [Hello!] to [chat options v]\nadd [Hi!] to [chat options v]\nadd [Anyone here?] to [chat options v]\nadd [Come with me!] to [chat options v]\nadd [How did you do that?] to [chat options v]\nadd [Bye!] to [chat options v]\nadd [:D] to [chat options v]\nadd [:P] to [chat options v]\n\ndefine Reset Chat\nsetup chars\ndelete all of [chat v]\nrepeat (9)\n add [] to [chat v]\nend\ndelete all of [names v]\nrepeat (9)\n add [] to [names v]\nend\nset [☁ chat names v] to []\nset [☁ chat message data v] to []\nrepeat (10)\n set [☁ chat message data v] to (join (☁ Chat Message Data) [0])\n set [☁ chat message data v] to (join (☁ Chat Message Data) [0])\nend\n\ndefine setup chars\ndelete all of [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [] to [chars v]\nadd [a] to [chars v]\nadd [b] to [chars v]\nadd [c] to [chars v]\nadd [d] to [chars v]\nadd [e] to [chars v]\nadd [f] to [chars v]\nadd [g] to [chars v]\nadd [h] to [chars v]\nadd [i] to [chars v]\nadd [j] to [chars v]\nadd [k] to [chars v]\nadd [l] to [chars v]\nadd [m] to [chars v]\nadd [n] to [chars v]\nadd [o] to [chars v]\nadd [p] to [chars v]\nadd [q] to [chars v]\nadd [r] to [chars v]\nadd [s] to [chars v]\nadd [t] to [chars v]\nadd [u] to [chars v]\nadd [v] to [chars v]\nadd [w] to [chars v]\nadd [x] to [chars v]\nadd [y] to [chars v]\nadd [z] to [chars v]\nadd [0] to [chars v]\nadd [1] to [chars v]\nadd [2] to [chars v]\nadd [3] to [chars v]\nadd [4] to [chars v]\nadd [5] to [chars v]\nadd [6] to [chars v]\nadd [7] to [chars v]\nadd [8] to [chars v]\nadd [9] to [chars v]\nadd [+] to [chars v]\nadd [-] to [chars v]\nadd [.] to [chars v]\nadd [ ] to [chars v]\nadd [_] to [chars v]\n\ndefine Chat On/Off? (chat?)\nsay []\nthink []\nif <<not <(item (8) of [names v]) = (username)>> and <not <(join (letter (17) of (☁ Chat Message Data)) (letter (18) of (☁ Chat Message Data))) = (length of [names v])>>> then\n Upload Option (length of [chat options v]) To Cloud Data\nend\nhide variable [value v]\nhide variable [☁ chat message data v]\nhide variable [☁ chat names v]\nshow list [chat number type v]\nif <<(chat?) = [On]> or <(chat?) = [on]>> then\n set [chat on/off? v] to [on]\n show\n animation\nelse\n if <<(chat?) = [Off]> or <(chat?) = [off]>> then\n undeo animation\n set [chat on/off? v] to [off]\n hide\n show list [chat options v]\n show list [chat v]\n set [chat on/off? v] to [off]\n end\nend\n\nhide list [chat options v]\n\nhide list [chat v]\n\nwhen [space v] key pressed\n\nwhen flag clicked\nChat On/Off? [off]\n\nreplace item (1) of [chars v] with [thing]\n\nset [☁ chat names v] to [121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900]\n\nset [☁ chat message data v] to [070808070605060708]\n\nset [upload cloud chat message v] to [020102030405060708]\n\nset [encoded v] to [121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900]\n\nset [upload cloud chat message v] to []\nset [value v] to []\n\nset [chat on/off? v] to [on]\n\nset [chat on/off? v] to [339]\n\nset [☁ chat names v] to [121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900121730122034121714142814112434502914282900]\n\nshow variable [☁ chat message data v]\nshow variable [☁ chat names v]\nshow variable [encoded v]\nshow variable [upload cloud chat message v]\n\ndelete all of [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [chuckycheeseboy_test] to [names v]\nadd [] to [names v]\n\nforever\n delete all of [names v]\n start encoding variable (☁ Chat Names)\n decode next = value\n add (value) to [names v]\n decode next = value\n add (value) to [names v]\n decode next = value\n add (value) to [names v]\n decode next = value\n add (value) to [names v]\n decode next = value\n add (value) to [names v]\n decode next = value\n add (value) to [names v]\n decode next = value\n add (value) to [names v]\n decode next = value\n add (value) to [names v]\n decode next = value\n add (value) to [names v]\nend\n\nwhen [1 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [1] To Cloud Data\n set [talk 1 v] to [Hello!]\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\n broadcast (reset 1 v)\n undeo animation\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [2 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [2] To Cloud Data\n set [talk 1 v] to []\n set [talk 2 v] to [It's lagging :\(]\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\n undeo animation\n broadcast (reset 2 v)\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [3 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [3] To Cloud Data\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to [Anyone here?]\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\n broadcast (reset 3 v)\n undeo animation\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [4 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [4] To Cloud Data\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to [Come with me!]\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\n broadcast (reset 4 v)\n undeo animation\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [5 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [5] To Cloud Data\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to [Help!]\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\n broadcast (reset 5 v)\n undeo animation\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [6 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [6] To Cloud Data\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to [Wait!]\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\n broadcast (reset 6 v)\n undeo animation\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [7 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [7] To Cloud Data\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to [Yes!]\n set [talk 8 v] to []\n set [talk 9 v] to []\n broadcast (reset 7 v)\n undeo animation\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [8 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [8] To Cloud Data\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to [No.]\n set [talk 9 v] to []\n broadcast (reset 8 v)\n undeo animation\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [9 v] key pressed\nif <(Chat On/Off?) = [on]> then\n Upload Option [9] To Cloud Data\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to [Bye!]\n broadcast (reset 9 v)\n undeo animation\n hide\n set [chat on/off? v] to [off]\nelse\n hide\nend\n\nwhen [t v] key pressed\nif <(playing?) = [1]> then\n if <(Chat On/Off?) = [on]> then\n Chat On/Off? [off]\n else\n Chat On/Off? [on]\n end\n wait (.5) seconds\nend\n\nwhen I receive [begin v]\n\nwhen I receive [reset 1 v]\nwait (5) seconds\nif <(talk 1) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\nwhen I receive [reset 2 v]\nwait (5) seconds\nif <(talk 2) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\nwhen I receive [reset 3 v]\nwait (5) seconds\nif <(talk 3) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\nwhen I receive [reset 4 v]\nwait (5) seconds\nif <(talk 4) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\nwhen I receive [reset 5 v]\nwait (5) seconds\nif <(talk 5) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\nwhen I receive [reset 6 v]\nwait (5) seconds\nif <(talk 6) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\nwhen I receive [reset 7 v]\nwait (5) seconds\nif <(talk 7) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\nwhen I receive [reset 8 v]\nwait (5) seconds\nif <(talk 8) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\nwhen I receive [reset 9 v]\nwait (5) seconds\nif <(talk 9) > []> then\n set [talk 1 v] to []\n set [talk 2 v] to []\n set [talk 3 v] to []\n set [talk 4 v] to []\n set [talk 5 v] to []\n set [talk 6 v] to []\n set [talk 7 v] to []\n set [talk 8 v] to []\n set [talk 9 v] to []\nend\n\ngo to [front v] layer\n\nhide\n\nhide\n\nset [chat on/off? v] to [off]\n\nset [☁ chat message data v] to [0]\n\nchange [menu x v] by (2)\nchange [menu x v] by (4)\nchange [menu x v] by (8)\nchange [menu x v] by (14)\nchange [menu x v] by (25)\nchange [menu x v] by (30)\nchange [menu x v] by (25)\nchange [menu x v] by (17)\nchange [menu x v] by (12)\nchange [menu x v] by (7)\nchange [menu x v] by (4)\nchange [menu x v] by (2)\nchange [menu x v] by (1)\n\ndefine animation\nshow\nset [ghost v] effect to (30)\nset size to (90) %\nset [menu x v] to [0]\nset x to ((menu x) * (2.5))\nrepeat (9)\n change [menu x v] by (8)\n change [speed v] by (3)\n set x to ((menu x) * (2.5))\nend\nset [menu x v] to [72]\nset x to ((menu x) * (2.5))\n\ndefine undeo animation\nset [menu x v] to [72]\nset x to ((menu x) * (2.5))\nrepeat (9)\n change [menu x v] by (-8)\n change [speed v] by (-3)\n set x to ((menu x) * (2.5))\n if <(x position) < [24]> then\n hide\n end\nend\nset [menu x v] to [0]\nset x to ((menu x) * (2.5))\nset [chat on/off? v] to [off]\n\nwhen I receive [green flag v]\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nundeo animation\n\nwhen flag clicked\nhide\n\nforever\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen backdrop switches to [joining v]\nswitch costume to (connecting... v)\nset x to (-177)\nset y to (134)\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen backdrop switches to [joined v]\nset x to (-177)\nset y to (134)\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nwait (0) seconds\nswitch costume to (connected v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen backdrop switches to [full v]\nset x to (-177)\nset y to (134)\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nwait (0) seconds\nswitch costume to (full v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [connection time out v]\nset x to (-177)\nset y to (134)\nshow\nset [ghost v] effect to (100)\nswitch costume to (full2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (5) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Speed boost\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\ngo to x: (0) y: (14)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\nend\n\nif <touching (mouse-pointer v)?> then\n if <(speeds boost) = [0]> then\n set size to (105) %\n set [ghost v] effect to (80)\n set [brightness v] effect to (70)\n if <<mouse down?> and <(COLLECTED) > [7]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [collected v] by (-8)\n set [speeds boost v] to [1]\n end\n end\n end\nelse\n set [ghost v] effect to (100)\n set size to (105) %\n set [brightness v] effect to (0)\nend\n\nwhen I receive [shop! v]\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nforever\n set x to ((0) + ((menu x) / (.65)))\nend\n\nwhen I receive [green flag v]\nset [buy? v] to [0]\n\nforever\n hide\nend\n\nif <<(buy?) = [1]> and <(speeds boost) = [0]>> then\nelse\nend\n\nshow\n\nshow\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nset [ghost v] effect to (100)\n\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Shop\n\nwhen I receive [shop! v]\nset [ghost v] effect to (5)\nshow\nset y to (-261)\nanimation\nset [buy? v] to [1]\nwait until <not <mouse down?>>\nwait until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\nwait until <not <mouse down?>>\nset [buy? v] to [0]\nundeo animation\nhide\nset [menu? v] to [0]\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nhide\nset [menu? v] to [0]\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n set x to ((0) + ((menu x) / (.7)))\nend\n\ndefine animation\nset y to (-380)\nset [speed v] to [5]\nrepeat (9)\n change [speed v] by (3)\n change y by (speed)\nend\nrepeat (12)\n set [speed v] to ((speed) * (.8))\n change y by (speed)\nend\n\ndefine undeo animation\nset y to (-81)\nset [speed v] to [-5]\nrepeat (11)\n change [speed v] by (-3)\n change y by (speed)\nend\nrepeat (15)\n set [speed v] to ((speed) * (.8))\n change y by (speed)\n if <(y position) < [-262]> then\n hide\n end\nend\nhide\n\nbroadcast (forward v) and wait\n\nset [ghost v] effect to (5)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [menu? v] to [0]\ngo to x: (-190) y: (-155)\nset [ghost v] effect to (25)\nshow\nforever\n forward\n point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (35) %\n set [brightness v] effect to (10)\n if <<mouse down?> and <(menu?) = [0]>> then\n broadcast (shop! v)\n set [menu? v] to [1]\n end\n else\n set size to (30) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine forward\ngo to [front v] layer\ngo [backward v] (20) layers\n\nwhen I receive [end screen v]\nhide\n\n@Sprite1\n\nwhen I receive [green flag v]\nforever\n go to [front v] layer\n go to [front v] layer\n go to (chat v)\n if <(Chat On/Off?) = [on]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nforever\n go to (chat v)\nend\n\nwhen I receive [green flag v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 3 v)\n Clone at x: [2525] y: [264]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [brightness v] effect to (-15)\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nhide\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [super jump v] to [0]\ngo to x: (0) y: (14)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n set x to ((0) + ((menu x) / (.65)))\n go to [front v] layer\nend\n\nwhen I receive [green flag v]\nforever\n if <<(buy?) = [1]> and <(speeds boost) = [0]>> then\n hide\n else\n hide\n end\nend\n\nshow\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Dub jump\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\nset [double jump? v] to [0]\ngo to x: (0) y: (52)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\nend\n\nif <touching (mouse-pointer v)?> then\n if <(double jump?) = [0]> then\n set [ghost v] effect to (80)\n set size to (105) %\n set [brightness v] effect to (70)\n if <<mouse down?> and <(COLLECTED) > [4]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [double jump? v] to [1]\n change [collected v] by (-5)\n end\n end\n end\nelse\n set [ghost v] effect to (100)\n set size to (105) %\n set [brightness v] effect to (0)\nend\n\nwhen I receive [shop! v]\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nforever\n set x to ((0) + ((menu x) / (.65)))\nend\n\nwhen I receive [green flag v]\nset [buy? v] to [0]\n\nforever\n hide\nend\n\nif <<(buy?) = [1]> and <(double jump?) = [0]>> then\n show\nelse\nend\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nset [parachute? v] to [0]\n\nshow\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (0) y: (52)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n set x to ((0) + ((menu x) / (.65)))\n go to [front v] layer\nend\n\nwhen I receive [green flag v]\nforever\n if <<(buy?) = [1]> and <(double jump?) = [0]>> then\n hide\n else\n hide\n end\nend\n\nshow\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Checkpoint spot\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (menu x)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer 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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n hide\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Gold money\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\nset [gold money? v] to [0]\ngo to x: (0) y: (-26)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\nend\n\nif <touching (mouse-pointer v)?> then\n if <(gold money?) = [0]> then\n set [ghost v] effect to (80)\n set size to (105) %\n set [brightness v] effect to (70)\n if <<mouse down?> and <(COLLECTED) > [14]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [gold money? v] to [1]\n change [collected v] by (-15)\n end\n end\n end\nelse\n set size to (105) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\nend\n\nwhen I receive [shop! v]\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nforever\nend\n\nset x to ((0) + ((menu x) / (.65)))\n\nwhen I receive [green flag v]\nhide\n\nforever\n if <<(buy?) = [1]> and <(gold money?) = [0]>> then\n else\n end\nend\n\nshow\n\nset [buy? v] to [1]\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nset [parachute? v] to [0]\n\nshow\n\nwhen flag clicked\nhide\n\n@Parachute\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\n\nset [parachute using? v] to [0]\ngo to x: (0) y: (-67)\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\nend\n\nif <touching (mouse-pointer v)?> then\n if <(parachute?) = [0]> then\n set size to (105) %\n set [brightness v] effect to (50)\n set [ghost v] effect to (80)\n if <<mouse down?> and <(COLLECTED) > [19]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [parachute? v] to [1]\n set [parachute using? v] to [0]\n change [collected v] by (-20)\n end\n end\n end\nelse\n set [ghost v] effect to (100)\n set size to (105) %\n set [brightness v] effect to (0)\nend\n\nwhen I receive [shop! v]\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nforever\n set x to ((0) + ((menu x) / (.65)))\nend\n\nwhen I receive [green flag v]\nset [parachute? v] to [0]\nhide\n\nforever\n if <<(buy?) = [1]> and <(parachute?) = [0]>> then\n else\n end\nend\n\nshow\n\nset [buy? v] to [1]\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nset [parachute? v] to [0]\n\nshow\n\nset [parachute using? v] to [0]\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (0) y: (-26)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n set x to ((0) + ((menu x) / (.65)))\n go to [front v] layer\nend\n\nwhen I receive [green flag v]\n\nforever\n if <<(buy?) = [1]> and <(gold money?) = [0]>> then\n hide\n else\n hide\n end\nend\n\nshow\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (0) y: (-67)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n set x to ((0) + ((menu x) / (.65)))\n go to [front v] layer\nend\n\nwhen I receive [green flag v]\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nset [collected v] to [100]\n\nforever\n if <<(buy?) = [1]> and <(parachute?) = [0]>> then\n hide\n else\n hide\n end\nend\n\nshow\n\nwhen flag clicked\nhide\n\n@Moutains\n\nwhen flag clicked\nhide\ngo [backward v] (9999999) layers\nclear graphic effects\ngo to x: (0) y: (-50)\nset [dif v] to [0]\ncreate clone of (_myself_ v)\nset [dif v] to [803]\n\nwhen I receive [tick v]\npos\n\nset [dif v] to [239]\n\ndefine pos\nif <[626] < (x position)> then\n hide\nelse\n show\nend\ngo to [back v] layer\nswitch costume to (red one v)\nset [ghost v] effect to (60)\ngo to x: ([floor v] of (((((SCROLL X) + (2000)) * (-.5)) mod (803)) - (dif)) ) y: (((SCROLL Y) * (-.08)) + (30))\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\n@Connection\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide variable [collected v]\nhide\nset [lag? v] to [1]\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (147) y: (158)\nset size to (30) %\n\nwait (7) seconds\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nif <(gold money?) = [0]> then\n switch costume to (silver v)\nelse\n switch costume to (gold v)\nend\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\nif <(Lag?) = [1]> then\n set y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\ngo to x: (147) y: (158)\nset size to (30) %\n\n@Shop items\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nhide\n\n@Dash Cooldown2\n\nwhen I receive [cool down v]\ngo to x: (-120) y: (148)\nshow\nswitch costume to (costume11 v)\nrepeat (10)\n wait (.14) seconds\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen flag clicked\nhide\ngo to x: (-120) y: (148)\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\nwait until <(speeds boost) = [1]>\ngo to [front v] layer\nshow\n\nwhen I receive [end screen v]\nhide\n\n@Collectables +1/+2\n\nset [x v] to [-999999999]\n\nwhen I receive [tick v]\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(gold money?) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nset [x v] to (player x)\nset [y v] to (player y)\ngo to [back v] layer\nclear graphic effects\nrepeat (50)\n change [y v] by (2)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nset y to ([y position v] of [player v])\n\nwhen I receive [green flag v]\nhide\ndelete this clone\n\ndefine Position (x) (y)\nset x to (x)\nset y to (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (100) %\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (menu x)) (((y) - (SCROLL Y)) + (0))\n\ngo to (player v)\n\ncreate clone of (_myself_ v)\n\nshow\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (90) y: (52)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n go to [front v] layer\n set x to (((0) + ((menu x) / (.65))) + (90))\n set y to (52)\nend\n\nwhen I receive [green flag v]\n\nforever\n hide\nend\n\nif <<(buy?) = [1]> and <(double jump?) = [0]>> then\nelse\nend\n\nshow\nhide\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nforever\n if <(gold money?) = [1]> then\n switch costume to (gold v)\n else\n switch costume to (silver v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [super jump v] to [0]\ngo to x: (90) y: (14)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n go to [front v] layer\n set x to (((0) + ((menu x) / (.65))) + (90))\n set y to (14)\nend\n\nwhen I receive [green flag v]\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nforever\n if <(gold money?) = [1]> then\n switch costume to (gold v)\n else\n switch costume to (silver v)\n end\nend\n\nif <<(buy?) = [1]> and <(speeds boost) = [0]>> then\n show\nend\n\nforever\n hide\nend\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (95) y: (-26)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n go to [front v] layer\n set x to (((0) + ((menu x) / (.65))) + (95))\n set y to (-26)\nend\n\nwhen I receive [green flag v]\n\nforever\n hide\nend\n\nif <<(buy?) = [1]> and <(gold money?) = [0]>> then\n show\nelse\nend\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nforever\n if <(gold money?) = [1]> then\n switch costume to (dot v)\n else\n switch costume to (dot2 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\ngo to x: (95) y: (-67)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [shop! v]\ngo to [front v] layer\nforever\n go to [front v] layer\n set x to (((0) + ((menu x) / (.65))) + (95))\n set y to (-67)\nend\n\nwhen I receive [green flag v]\n\nforever\n hide\nend\n\nif <<(buy?) = [1]> and <(parachute?) = [0]>> then\n show\nelse\nend\n\nset [jump power v] to [20]\n\ngo [forward v] (1) layers\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwait (0) seconds\n\ngo [backward v] (10) layers\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nset [collected v] to [100]\n\nwhen I receive [tick v]\nforever\n if <(gold money?) = [1]> then\n switch costume to (dot v)\n else\n switch costume to (dot2 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite13\n\nwhen I receive [tick v]\nhide\n\ngo to x: (0) y: (-49)\n\nif <<(double jump?) = [1]> and <(buy?) = [1]>> then\n show\n go to [front v] layer\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite14\n\nwhen I receive [tick v]\nhide\n\ngo to x: (0) y: (-49)\nif <<(speeds boost) = [1]> and <(buy?) = [1]>> then\n show\n go to [front v] layer\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite15\n\nwhen I receive [tick v]\nhide\n\ngo to x: (0) y: (-49)\nif <<(gold money?) = [1]> and <(buy?) = [1]>> then\n show\n go to [front v] layer\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite16\n\nwhen I receive [tick v]\nhide\n\ngo to x: (0) y: (-49)\nif <<(parachute?) = [1]> and <(buy?) = [1]>> then\n show\n go to [front v] layer\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite17\n\nwhen I receive [tick v]\nset size to (20) %\nCheck touching\ngo to x: (0) y: (-49)\nif <<(buy?) = [1]> and <(gold money?) = [0]>> then\n go [forward v] (10) layers\n show\n set x to (((0) + ((menu x) / (.7))) + (-72))\n set y to (-100)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\ndefine Check touching\nswitch costume to (hitbox v)\nif <touching (mouse-pointer v)?> then\n if <(gold money?) = [0]> then\n set [touching coins? v] to [1]\n else\n set [touching coins? v] to [0]\n end\nelse\n set [touching coins? v] to [0]\nend\nswitch costume to (costume2 v)\n\nwhen I receive [green flag v]\nset [gold money? v] to [0]\nset [ghost v] effect to (0)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n if <(gold money?) = [0]> then\n set [ghost v] effect to (0)\n set [brightness v] effect to (10)\n if <<mouse down?> and <(COLLECTED) > [14]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [gold money? v] to [1]\n change [collected v] by (-15)\n end\n end\n end\n else\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nif then\nend\n\n@Sprite18\n\nwhen I receive [tick v]\nCheck touching\ngo to x: (0) y: (-49)\nif <<(buy?) = [1]> and <(double jump?) = [0]>> then\n go [forward v] (10) layers\n show\n set x to (((0) + ((menu x) / (.7))) + (-117))\n set y to (-167)\nelse\n hide\nend\n\nwhen flag clicked\nset [touching dub jump v] to [0]\nhide\n\nwhen I receive [shop! v]\ngo to [front v] layer\n\ndefine Check touching\nswitch costume to (hitbox v)\nif <touching (mouse-pointer v)?> then\n if <(double jump?) = [0]> then\n set [touching dub jump v] to [1]\n else\n set [touching dub jump v] to [0]\n end\nelse\n set [touching dub jump v] to [0]\nend\nswitch costume to (costume2 v)\n\nwhen I receive [green flag v]\nset [double jump? v] to [0]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n if <(double jump?) = [0]> then\n set [ghost v] effect to (0)\n set [brightness v] effect to (10)\n if <<mouse down?> and <(COLLECTED) > [7]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [double jump? v] to [1]\n change [collected v] by (-8)\n end\n end\n end\n else\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nif <(double jump?) = [0]> then\nend\n\nif then\nend\n\n@Sprite19\n\nwhen I receive [tick v]\nCheck touching\ngo to x: (0) y: (-49)\nif <<(buy?) = [1]> and <(parachute?) = [0]>> then\n go [forward v] (10) layers\n set x to (((0) + ((menu x) / (.7))) + (82))\n set y to (-29)\n show\nelse\n hide\nend\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [shop! v]\n\ndefine Check touching\nswitch costume to (hitbox2 v)\nif <touching (mouse-pointer v)?> then\n if <(parachute?) = [0]> then\n set [touching parachute? v] to [1]\n else\n set [touching parachute? v] to [0]\n end\nelse\n set [touching parachute? v] to [0]\nend\nswitch costume to (costume1 v)\n\ngo to [front v] layer\n\nwhen I receive [green flag v]\nset [parachute using? v] to [0]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n if <(parachute?) = [0]> then\n set [brightness v] effect to (10)\n set [ghost v] effect to (0)\n if <<mouse down?> and <(COLLECTED) > [19]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [parachute? v] to [1]\n set [parachute using? v] to [0]\n change [collected v] by (-20)\n end\n end\n end\n else\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nif then\nend\n\n@Sprite20\n\nwhen I receive [tick v]\nCheck touching\ngo to x: (0) y: (-49)\nif <<(buy?) = [1]> and <(speeds boost) = [0]>> then\n go [forward v] (10) layers\n set x to (((0) + ((menu x) / (.7))) + (82))\n set y to (-97)\n show\nelse\n hide\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [shop! v]\ngo to [front v] layer\n\ndefine Check touching\nswitch costume to (hitbox2 v)\nif <touching (mouse-pointer v)?> then\n if <(speeds boost) = [0]> then\n set [tocuhing speed boost? v] to [1]\n else\n set [tocuhing speed boost? v] to [0]\n end\nelse\n set [tocuhing speed boost? v] to [0]\nend\nswitch costume to (costume1 v)\n\nwhen I receive [green flag v]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n if <(speeds boost) = [0]> then\n set [ghost v] effect to (0)\n set [brightness v] effect to (10)\n if <<mouse down?> and <(COLLECTED) > [9]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n change [collected v] by (-10)\n set [speeds boost v] to [1]\n end\n end\n end\n else\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nchange [collected v] by (20)\n\n@Collectables2\n\nwhen flag clicked\nhide\n\n@Cloud hitbox\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (menu x)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n set [y v] to [530]\n set [x v] to [660]\n Clone at x: [360] y: [600]\n Clone at x: [169] y: [506]\n Clone at x: [3888] y: [900]\n Clone at x: [4290] y: [435]\n Clone at x: [4638] y: [383]\n Clone at x: [5600] y: [1132]\n Clone at x: [5983] y: [970]\n Clone at x: [1650] y: [1206]\n Clone at x: [2033] y: [1375]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\nClone at x: [3596] y: [1208]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [ghost v] effect to (100)\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)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume6 v)\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]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [450] y: [260]\nClone at x: [0] y: [-250]\nClone at x: [580] y: [100]\nClone at x: [240] y: [150]\nClone at x: [500] y: [0]\nClone at x: [450] y: [-360]\nClone at x: [320] y: [400]\n\nset [y v] to [2559]\nset [x v] to [1127]\n\nswitch costume to (level 1 1 v)\n\nwhen flag clicked\nhide\n\nClone at x: [3733] y: [-287]\nClone at x: [3981] y: [-252]\nClone at x: [4210] y: [-289]\n\n@Sprite21\n\nwhen I receive [green flag v]\nhide\nforever\n go to x: (mouse x) y: (mouse y)\n set size to (20) %\n if <(touching coins?) = [1]> then\n if <(gold money?) = [1]> then\n switch costume to (15 v)\n if <(buy?) = [1]> then\n show\n else\n hide\n end\n else\n switch costume to (15 2 v)\n if <(buy?) = [1]> then\n show\n else\n hide\n end\n end\n else\n if <(tocuhing speed boost?) = [1]> then\n if <(gold money?) = [1]> then\n switch costume to (8 v)\n if <(buy?) = [1]> then\n show\n else\n hide\n end\n else\n switch costume to (8 2 v)\n if <(buy?) = [1]> then\n show\n else\n hide\n end\n end\n else\n if <(touching dub jump) = [1]> then\n if <(gold money?) = [1]> then\n switch costume to (5 v)\n if <(buy?) = [1]> then\n show\n else\n hide\n end\n else\n switch costume to (5 2 v)\n if <(buy?) = [1]> then\n show\n else\n hide\n end\n end\n else\n if <(touching parachute?) = [1]> then\n if <(gold money?) = [1]> then\n switch costume to (20 v)\n if <(buy?) = [1]> then\n show\n else\n hide\n end\n else\n switch costume to (20 2 v)\n if <(buy?) = [1]> then\n show\n else\n hide\n end\n end\n else\n hide\n end\n end\n end\n end\nend\n\nshow\n\nshow\n\nwhen I receive [green flag v]\nhide\nforever\n go to [front v] layer\n set [brightness v] effect to (-10)\nend\n\nwhen I receive [shop! v]\ngo [forward v] (999999999999) layers\nforever\n go [forward v] (9999999999999) layers\nend\n\nhide\n\ngo to [front v] layer\n\nwhen I receive [tick v]\ngo [forward v] (9999999999999) layers\n\nwhen flag clicked\nhide\n\nif <(double jump?) = [0]> then\nelse\n hide\nend\n\nset [collected v] to [20]\n\nif <(double jump?) = [0]> then\nelse\n hide\nend\n\nif <(touching parachute?) = [1]> then\nelse\n hide\nend\n\nif <(parachute?) = [1]> then\nelse\n hide\nend\n\n@Coins\n\nwhen flag clicked\nhide\n\nif <(Lag?) = [1]> then\n\n@Cloud art\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (menu x)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n set [x v] to [660]\n set [y v] to [530]\n Clone at x: [360] y: [600]\n Clone at x: [169] y: [506]\n Clone at x: [3888] y: [900]\n Clone at x: [4290] y: [435]\n Clone at x: [4638] y: [383]\n Clone at x: [5600] y: [1132]\n Clone at x: [5983] y: [970]\n Clone at x: [1650] y: [1206]\n Clone at x: [2033] y: [1375]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\nClone at x: [2220] y: [1200]\nClone at x: [2029] y: [1106]\nClone at x: [5748] y: [1500]\nClone at x: [6050] y: [1035]\nClone at x: [6398] y: [983]\nClone at x: [7343] y: [1732]\nClone at x: [7743] y: [1650]\nClone at x: [3510] y: [1806]\nClone at x: [3893] y: [1975]\n\nswitch costume to (level 1 1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [brightness v] effect to (-10)\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)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (pick random (1) to (2))\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]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [450] y: [260]\nClone at x: [0] y: [-250]\nClone at x: [580] y: [100]\nClone at x: [240] y: [150]\nClone at x: [500] y: [0]\nClone at x: [450] y: [-360]\nClone at x: [320] y: [400]\n\nset [y v] to [2559]\nset [x v] to [1127]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [3733] y: [-287]\nClone at x: [3981] y: [-252]\nClone at x: [4210] y: [-289]\n\n@Gems\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) ((round ((y) - (SCROLL Y))) + (([sin v] of ((timer) * (300)) ) * (5)))\nif <touching (player v)?> then\n hide\n if <(Lag?) = [1]> then\n create clone of (gems animation v)\n end\n delete this clone\nend\n\nchange [gems v] by (1)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (20) %\n go to [front v] layer\n set [brightness v] effect to (-10)\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\nwhen [g v] key pressed\nif <(username) = [the-green-dragon]> then\n delete this clone\nend\n\nwhen flag clicked\nset [gems v] to [0]\nhide\nset [y v] to [-9999]\nset [x v] to [-99999]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n hide\n Clone at x: [-15] y: [-262]\n Clone at x: [164] y: [560]\n Clone at x: [1723] y: [35]\n Clone at x: [3476] y: [-212]\n Clone at x: [5976] y: [1027]\n Clone at x: [2579] y: [1860]\n Clone at x: [1294] y: [1445]\n Clone at x: [-999999] y: [-9999999]\n set [x v] to [-9999999]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n set [x v] to [-9999999]\n end\n set [x v] to [-9999999]\nend\nset [x v] to [-9999999]\n\nwhen I receive [green flag v]\n\nClone at x: [-999999] y: [-9999999]\n\nset [x v] to [5880]\n\nrepeat (10)\n\nif then\nend\n\ncreate clone of (gems animation v)\n\ndelete this clone\n\n@Mushroom\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition (round ((((x) - (SCROLL X)) + (115)) + (menu x))) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n set [x v] to [1157]\n set [y v] to [400]\n switch costume to (costume2 v)\n Clone at x: [3930] y: [508]\n Clone at x: [5564] y: [767]\n Clone at x: [-9999999] y: [767]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\nClone at x: [2220] y: [1200]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [brightness v] effect to (-5)\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\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]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [450] y: [260]\nClone at x: [0] y: [-250]\nClone at x: [580] y: [100]\nClone at x: [240] y: [150]\nClone at x: [500] y: [0]\nClone at x: [450] y: [-360]\nClone at x: [320] y: [400]\n\nset [y v] to [2559]\nset [x v] to [1127]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [_ bounce v]\nswitch costume to (costume2 v)\nwait (0) seconds\nswitch costume to (costume3 v)\nwait (0) seconds\nswitch costume to (costume4 v)\nwait (0) seconds\nswitch costume to (costume5 v)\nwait (.05) seconds\nswitch costume to (costume4 v)\nwait (0) seconds\nswitch costume to (costume3 v)\nwait (0) seconds\nswitch costume to (costume2 v)\n\nbroadcast (_ bounce v)\n\n@Moving Platforms\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nsetup clone at x,y: (1963) (422) typ [1] width [80] time [0]\nsetup clone at x,y: (2660) (352) typ [5] width [55] time [0]\nsetup clone at x,y: (3740) (58) typ [2] width [80] time [0]\nsetup clone at x,y: (5285) (522) typ [3] width [80] time [0]\nsetup clone at x,y: (5291) (1123) typ [4] width [80] time [0]\nsetup clone at x,y: (3140) (1165) typ [6] width [55] time [0]\nsetup clone at x,y: (2890) (1165) typ [6] width [55] time [.45]\nsetup clone at x,y: (2640) (1165) typ [6] width [55] time [0]\nsetup clone at x,y: (868) (1011) typ [7] width [80] time [0]\nset [showing v] to [-1]\n\ndefine move to (x) (y)\nif <([abs v] of ((_ PX) - (x)) ) < (width)> then\n if <([abs v] of ((_ PY) - (y)) ) < (height)> then\n set [@platform sx v] to ((x) - (x))\n set [@platform sy v] to ((y) - (y))\n change [_ px v] by (@Platform SX)\n change [_ py v] by (@Platform SY)\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [75]\nif <<(typ) = [5]> or <(typ) = [6]>> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\nif <(typ) < [10]> then\n\nif <(typ) = [3]> then\n set [time iterations v] to [2]\nelse\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [tick v]\nif <(showing) > [-1]> then\n if <(typ) = [3]> then\n pre move ((((@timer) / ((250) * (time iterations))) + (time)) mod (1))\n else\n if <(typ) = [6]> then\n pre move ((((@timer) / ((110) * (time iterations))) + (time)) mod (1))\n else\n if <(typ) = [7]> then\n pre move ((((@timer) / ((250) * (time iterations))) + (time)) mod (1))\n else\n pre move ((((@timer) / ((400) * (time iterations))) + (time)) mod (1))\n end\n end\n end\n position (round ((x) - (SCROLL X))) (round ((y) - (SCROLL Y)))\nend\n\ndefine moving platform? (timer)\nsay []\nif <(typ) = [1]> then\n move to (round ((ox) + ((207) + (([sin v] of ((timer) * (360)) ) * (104))))) ((1) * (round (((oy) + (-305)) + ((24) + ((285) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) ))))))\nelse\n if <(typ) = [2]> then\n move to ((ox) + (100)) ((1) * (round (((oy) + (100)) + ((24) + ((268) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) ))))))\n else\n if <(typ) = [3]> then\n move to ((ox) - (-77)) ((1) * (round (((oy) + (-17)) + ((24) + ((180) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) ))))))\n else\n if <(typ) = [4]> then\n move to ((1) * (round (((ox) + (-40)) + ((-10) + ((130) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) )))))) (oy)\n else\n if <(typ) = [5]> then\n move to ((1) * (round (((ox) + (-19)) + ((-10) + ((130) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) )))))) ((oy) - (8))\n else\n if <(typ) = [6]> then\n move to ((ox) + (100)) ((1) * (round (((oy) + (-119)) + ((-10) + ((65) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) ))))))\n else\n if <(typ) = [7]> then\n move to ((1) * (round (((ox) + (-67)) + ((24) + ((150) * ([sin v] of (([sin v] of ((timer) * (-360)) ) * (90)) )))))) (round (((oy) - (3)) + ((100) + (([sin v] of ((timer) * (360)) ) * (120)))))\n end\n end\n end\n end\n end\n end\nend\n\nmove to (ox) (round ((oy) + (([abs v] of ((timer) - (0.5)) ) * (80))))\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [tick v]\nif <(showing) > [-1]> then\n position ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\nend\nset [brightness v] effect to (-5)\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((SCROLL Y) / (96)) )))\nelse\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((SCROLL Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n moving platform? (time)\nend\n\nif <(typ) < [10]> then\n\nmove to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n\nwhen I receive [green flag v]\nforever\n change [@timer v] by (1)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n\n\nif <(typ) = [4]> then\n\nwhen I receive [tick v]\n\nif <([abs v] of (@Platform SY) ) > [2]> then\n\nwhen flag clicked\nhide\n\ngo [backward v] (10) layers\n\n@Platforms3\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n set [x v] to [-1470]\n set [y v] to [928]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (costume1 v)\n broadcast (Level 77 v)\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)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine animation\nswitch costume to (costume1 v)\nwait (.2) seconds\nrepeat (17)\n next costume\nend\nswitch costume to (costume18 v)\n\nwhen I receive [green flag v]\nwait until <touching (player v)?>\nif <(Lag?) = [1]> then\n animation\nend\nset [exit v] to [win]\n\nwhen flag clicked\nhide\n\n@Platforms4\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n set [x v] to [2400]\n set [y v] to [401]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\ndefine animation\nswitch costume to (costume1 v)\nrepeat (12)\n next costume\nend\nswitch costume to (costume15 v)\n\nwhen I receive [green flag v]\nset [checkpoint # v] to [0]\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\nwait until <touching (player v)?>\nset [checkpoint # v] to [1]\nset [player spawn x v] to [2390]\nset [player spawn y v] to [450]\nif <(Lag?) = [1]> then\n animation\nend\n\npoint in direction (90)\n\ngo to [back v] layer\n\nset [lag? v] to [1]\n\nwhen [l v] key pressed\nif <(Lag?) = [1]> then\n set [lag? v] to [0]\nelse\n set [lag? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\n@Sprite22\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [dash? v] to [0]\ngo to x: (-180) y: (0)\nset [ghost v] effect to (25)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (30) %\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [dash? v] to [1]\n else\n set [dash? v] to [0]\n end\n else\n set size to (30) %\n set [brightness v] effect to (0)\n end\n if <<(mobile?) = [1]> and <(speeds boost) = [1]>> then\n show\n else\n hide\n end\n if <not <<mouse down?> and <(dash?) = [1]>>> then\n set [dash? v] to [0]\n end\nend\n\nif then\nend\n\nwhen flag clicked\nhide\n\n@Splash1\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [playing? v] to [0]\nset [mouse touching? v] to [0]\ngo to [front v] layer\nscroll in\nrepeat until <(playing?) = [1]>\n point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n set [mouse touching? v] to [1]\n set [brightness v] effect to (10)\n set size to (195) %\n else\n set [mouse touching? v] to [0]\n set [brightness v] effect to (0)\n set size to (175) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [mobile? v] to [0]\n set [level v] to [1]\n broadcast (Green Flag v)\n set [playing? v] to [1]\n end\n end\nend\nhide\n\ndefine scroll in\nhide\nswitch costume to (m v)\nwait (.1) seconds\ngo to x: (-100) y: (-200)\nshow\nrepeat (6)\n change y by (((-130) - (y position)) / (3))\nend\ngo to x: (-100) y: (-130)\nclear graphic effects\nset [brightness v] effect to (0)\n\n\n\nif <(playing?) = [0]> then\n broadcast (menu animate v)\nend\n\nbroadcast (play game v)\n\nbroadcast (green flag v) and wait\n\nbroadcast (Green Flag v)\n\n@Splash3\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [mobile? v] to [0]\ngo to [front v] layer\nscroll in\nrepeat until <(playing?) = [1]>\n point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to (195) %\n else\n set [brightness v] effect to (0)\n set size to (175) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [mobile? v] to [1]\n set [level v] to [1]\n broadcast (Green Flag v)\n set [playing? v] to [1]\n end\n end\nend\nhide\n\ndefine scroll in\nhide\nswitch costume to (play v)\nwait (.1) seconds\ngo to x: (100) y: (-200)\nshow\nrepeat (6)\n change y by (((-130) - (y position)) / (3))\nend\ngo to x: (100) y: (-130)\nclear graphic effects\nset [brightness v] effect to (0)\n\n\n\nif <(playing?) = [0]> then\n broadcast (menu animate v)\nend\n\nbroadcast (play game v)\n\nbroadcast (green flag v) and wait\n\nbroadcast (Green Flag v)\n\n@Sprite26\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [dash? v] to [0]\ngo to x: (180) y: (0)\nset [ghost v] effect to (25)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (30) %\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [dash? v] to [1]\n else\n set [dash? v] to [0]\n end\n else\n set size to (30) %\n set [brightness v] effect to (0)\n end\n if <<(mobile?) = [1]> and <(speeds boost) = [1]>> then\n show\n else\n hide\n end\n if <not <<mouse down?> and <(dash?) = [1]>>> then\n set [dash? v] to [0]\n else\n end\nend\n\n\n\nwhen flag clicked\nhide\n\n@Sprite23\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [parachute click!!!!!? v] to [0]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (25)\nset [hide/show here v] to [1]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (30) %\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [parachute click!!!!!? v] to [1]\n else\n set [parachute click!!!!!? v] to [0]\n end\n else\n set size to (30) %\n set [brightness v] effect to (0)\n end\n if <<(mobile?) = [1]> and <(parachute?) = [1]>> then\n show\n else\n hide\n end\nend\n\nwait (.5) seconds\n\nwhen flag clicked\nhide\n\n@Sprite27\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nset [parachute click!!!!!? v] to [0]\ngo to x: (180) y: (-50)\nset [ghost v] effect to (25)\nset [hide/show here v] to [1]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (30) %\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [parachute click!!!!!? v] to [1]\n else\n set [parachute click!!!!!? v] to [0]\n end\n else\n set size to (30) %\n set [brightness v] effect to (0)\n end\n if <<(mobile?) = [1]> and <(parachute?) = [1]>> then\n show\n else\n hide\n end\nend\n\nwait (.5) seconds\n\nwhen flag clicked\nhide\n\n@Moutains2\n\nwhen flag clicked\nhide\ngo [backward v] (999999) layers\nclear graphic effects\ngo to x: (0) y: (-50)\nset [dif v] to [0]\ncreate clone of (_myself_ v)\nset [dif v] to [802]\n\nwhen I receive [tick v]\nposition\n\nset [dif v] to [239]\n\ngo to [back v] layer\n\n\n\ndefine position\nif <[624] < (x position)> then\n hide\nelse\n show\nend\nswitch costume to (red one v)\nset [ghost v] effect to (75)\ngo to x: ([floor v] of (((((SCROLL X) + (2000)) * (-.6)) mod (803)) - (dif)) ) y: (((SCROLL Y) * (-.12)) + (50))\n\n@Moutains3\n\nwhen flag clicked\nhide\ngo [backward v] (99999) layers\nclear graphic effects\ngo to x: (0) y: (-50)\nset [dif v] to [0]\ncreate clone of (_myself_ v)\nset [dif v] to [803]\n\nwhen I receive [tick v]\npos\n\ngo to [back v] layer\n\nset [dif v] to [239]\n\nshow\n\ndefine pos\nif <<[620] < (x position)> or <(y position) < [-175]>> then\n hide\nelse\n show\nend\nswitch costume to (red one v)\nset [ghost v] effect to (75)\ngo to x: ([floor v] of (((((SCROLL X) + (2000)) * (-.7)) mod (803)) - (dif)) ) y: (((SCROLL Y) * (-.19)) + (70))\n\n@Moutains4\n\nwhen flag clicked\nhide\ngo [backward v] (99999) layers\nclear graphic effects\ngo to x: (0) y: (-50)\nset [dif v] to [0]\ncreate clone of (_myself_ v)\nset [dif v] to [801]\n\nwhen I receive [tick v]\npos\n\ngo to [back v] layer\n\nset [dif v] to [239]\n\nshow\n\ndefine pos\nif <<[622] < (x position)> or <(y position) < [-119]>> then\n hide\nelse\n show\nend\nswitch costume to (red one v)\nset [ghost v] effect to (75)\ngo to x: ([floor v] of (((((SCROLL X) + (2000)) * (-.8)) mod (803)) - (dif)) ) y: (((SCROLL Y) * (-.20)) + (90))\n\n@Sprite28\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n forward\n if <(playing?) = [1]> then\n show\n set [ghost v] effect to (70)\n forward\n else\n hide\n end\nend\n\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\ndefine forward\ngo to [front v] layer\ngo [backward v] (8) layers\n\n@Sprite29\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n if <(playing?) = [1]> then\n show\n else\n hide\n end\nend\n\nhide\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\n@Spike\n\n@Sprite30\n\nwhen flag clicked\nhide\nhide variable [gems v]\n\nwhen backdrop switches to [joined v]\nhide variable [gems v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nswitch costume to (costume2 v)\nset size to (14) %\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\nif <(Lag?) = [1]> then\n set y to ((([sin v] of ((timer) * (300)) ) * (2)) + (152))\nend\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\ngo to x: (30) y: (158)\n\nwhen I receive [end screen v]\nhide\n\n@Level clear!\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (345)\n\nwhen I receive [level clear! v]\nclear graphic effects\ngo to [front v] layer\nshow\nset y to (345)\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nset y to (335)\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nset y to (325)\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nset y to (315)\ngo to [front v] layer\nwait (0) seconds\nset y to (300)\ngo to [front v] layer\nwait (0) seconds\nset y to (285)\nwait (0) seconds\nset y to (270)\ngo to [front v] layer\nwait (0) seconds\nset y to (250)\nwait (0) seconds\nset y to (230)\nwait (0) seconds\nset y to (210)\nwait (0) seconds\nset y to (190)\ngo to [front v] layer\nwait (0) seconds\nset y to (175)\nwait (0) seconds\nset y to (160)\nwait (0) seconds\ngo to [front v] layer\nset y to (145)\nwait (0) seconds\nset y to (130)\nwait (0) seconds\nset y to (115)\nwait (0) seconds\nset y to (100)\nwait (0) seconds\nset y to (90)\nwait (0) seconds\nset y to (80)\nwait (0) seconds\nset y to (70)\nwait (0) seconds\nset y to (60)\nwait (0) seconds\nset y to (51)\nwait (0) seconds\nset y to (43)\ngo to [front v] layer\nwait (0) seconds\nset y to (36)\nwait (0) seconds\ngo to [front v] layer\nset y to (30)\nwait (0) seconds\nset y to (24)\nwait (0) seconds\nset y to (19)\nwait (0) seconds\nset y to (14)\nwait (0) seconds\nset y to (10)\nwait (0) seconds\ngo to [front v] layer\nset y to (6)\nwait (0) seconds\nset y to (3)\nwait (0) seconds\nset y to (1)\nwait (0) seconds\nset y to (0)\ngo to [front v] layer\nwait (0) seconds\ngo to [front v] layer\nbroadcast (end screen v)\nwait (.3) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nset [ghost v] effect to (100)\nhide\n\ngo to [back v] layer\n\n@Enemies\n\nwhen I receive [setup v]\nsetup clone at x,y: (985) (407) typ [1] width [80] time [0]\nsetup clone at x,y: (1589) (798) typ [1] width [80] time [0]\nsetup clone at x,y: (3340) (278) typ [1] width [80] time [0]\nsetup clone at x,y: (-1402) (811) typ [1] width [80] time [0]\nset [showing v] to [-1]\n\nswitch costume to (costume1 v)\n\ndefine move to (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [75]\nswitch costume to (costume1 v)\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [tick v]\n\ndefine moving platform? (timer)\n\ndefine barrier (percent) run length (len)\n\nwhen I receive [tick v]\nif <(showing) > [-1]> then\n position ((round ((x) - (SCROLL X))) + (menu x)) (round (((y) - (SCROLL Y)) - (5)))\nend\nset [brightness v] effect to (-5)\nset size to (100) %\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((SCROLL Y) / (96)) )))\nelse\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((SCROLL Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n moving platform? (time)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nif <([abs v] of (@Platform SY) ) > [2]> then\n\nwhen flag clicked\nhide\n\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(PSY) < [0]>> then\n if <(typ) = [1]> then\n broadcast (bounce! v)\n switch costume to (costume2 v)\n wait (0) seconds\n switch costume to (costume3 v)\n wait (0) seconds\n switch costume to (costume4 v)\n wait (0) seconds\n switch costume to (costume5 v)\n hide\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n set rotation style [left-right v]\n point in direction (90)\n repeat (65)\n change [x v] by (3)\n end\n point in direction (-90)\n repeat (65)\n change [x v] by (-3)\n end\nend\n\npre move ((((@timer) / ((200) * (time iterations))) + (time)) mod (1))\n\nif <(showing) > [-1]> then\n position (round ((x) - (SCROLL X))) (round ((y) - (SCROLL Y)))\nend\n\nif <(typ) = [1]> then\n move to (ox) (oy)\nend\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(PSY) < [0]>> then\n stop [this script v]\n end\n if <(costume [number v]) = [20]> then\n if <<touching (player v)?> and <(PSY) < [0]>> then\n stop [this script v]\n end\n switch costume to (costume1 v)\n else\n if <<touching (player v)?> and <(PSY) < [0]>> then\n stop [this script v]\n end\n next costume\n end\n if <<touching (player v)?> and <(PSY) < [0]>> then\n stop [this script v]\n end\nend\n\nif <<(typ) = [5]> or <(typ) = [6]>> then\n switch costume to (costume2 v)\nend\n\nrepeat (4)\n next costume\nend\n\nwait (0) seconds\n\n@Water swim in\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) ((round ((y) - (SCROLL Y))) + (([sin v] of ((timer) * (250)) ) * (5)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [-100]\nset [x v] to [-300]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume10 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\nrepeat (7)\n\ndefine Position (x) (y)\nback\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n back\n set [brightness v] effect to (-13)\nelse\n hide\n back\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nset [whirl v] effect to (50)\n\nchange [brightness v] effect by (5)\n\nwhen flag clicked\nhide\n\nset [speeds boost v] to [1]\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]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\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]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\nelse\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\nend\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]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\ndefine back\ngo to [back v] layer\ngo [forward v] (30) layers\n\n@Gears\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [-999999]\nset [x v] to [-999999]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (gear v)\n Clone at x: [658] y: [-13]\n Clone at x: [877] y: [-15]\n Clone at x: [1013] y: [124]\n Clone at x: [789] y: [182]\n Clone at x: [2510] y: [-56]\n Clone at x: [2363] y: [164]\n Clone at x: [3619] y: [174]\n Clone at x: [5560] y: [742]\n Clone at x: [3558] y: [936]\n Clone at x: [2442] y: [1106]\n Clone at x: [2002] y: [1106]\n Clone at x: [1167] y: [1023]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [brightness v] effect to (-5)\n back\n if <(Lag?) = [1]> then\n turn right (7) degrees\n end\n set size to (80) %\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nhide\n\ngo [forward v] (9999999) layers\n\nwhen I start as a clone\n\nwhen [9 v] key pressed\nif <(username) = [the-green-dragon]> then\n broadcast (Reset v)\n broadcast (Setup v)\nend\n\ndefine back\ngo to [back v] layer\ngo [forward v] (65) layers\n\npoint in direction ((([sin v] of ((250) * (timer)) ) * (30)) + (90))\n\nClone at x: [2442] y: [1106]\nClone at x: [2002] y: [1106]\n\nClone at x: [3558] y: [936]\n\nClone at x: [491] y: [1265]\n\n@Moving Gears\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100] type: []\n\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [390] y: [300] type: []\nClone at x: [380] y: [0] type: []\nClone at x: [0] y: [-200] type: []\n\nClone at x: [930] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [580] y: [0] type: []\nClone at x: [480] y: [0] type: []\nClone at x: [0] y: [360] type: []\n\nClone at x: [490] y: [50] type: []\nClone at x: [484] y: [0] type: []\nClone at x: [400] y: [130] type: []\nClone at x: [500] y: [-30] type: []\nClone at x: [450] y: [-100] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [390] y: [420] type: []\nClone at x: [50] y: [-360] type: []\n\nClone at x: [-600] y: [1140] type: []\nClone at x: [400] y: [175] type: []\nClone at x: [490] y: [0] type: []\nClone at x: [400] y: [-20] type: []\nClone at x: [550] y: [-200] type: []\nClone at x: [0] y: [-160] type: []\nClone at x: [520] y: [450] type: []\nClone at x: [400] y: [0] type: []\nClone at x: [300] y: [-50] type: []\n\nClone at x: [360] y: [0] type: []\n\nClone at x: [0] y: [0] type: []\n\nClone at x: [360] y: [0] type: []\n\nClone at x: [840] y: [0] type: []\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\nwhen I receive [tick v]\nif <(type) = [1]> then\n Position ((((round ((x) - (SCROLL X))) + (menu x)) + (([sin v] of ((timer) * (50)) ) * (160))) + (90)) (round ((y) - (SCROLL Y)))\nelse\n if <(type) = [2]> then\n Position ((((round ((x) - (SCROLL X))) + (menu x)) + (() - (([sin v] of ((timer) * (70)) ) * (100)))) + (20)) (round ((y) - (SCROLL Y)))\n else\n if <(type) = [3]> then\n Position ((((round ((x) - (SCROLL X))) + (menu x)) + (() - (([sin v] of ((timer) * (140)) ) * (25)))) + (10)) (round ((y) - (SCROLL Y)))\n else\n if <(type) = [4]> then\n Position ((((round ((x) - (SCROLL X))) + (menu x)) + (([sin v] of ((timer) * (140)) ) * (25))) + (30)) (round ((y) - (SCROLL Y)))\n else\n if <(type) = [5]> then\n Position ((((round ((x) - (SCROLL X))) + (menu x)) + (([sin v] of ((timer) * (200)) ) * (15))) + (30)) (round ((y) - (SCROLL Y)))\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [y v] to [-999999]\nset [x v] to [-999999]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (gear v)\n Clone at x: [1641] y: [459] type: [1]\n Clone at x: [1670] y: [663] type: [2]\n Clone at x: [4990] y: [385] type: [3]\n Clone at x: [5150] y: [385] type: [4]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\n\nClone at x: [360] y: [0] type: []\nClone at x: [360] y: [0] type: []\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [brightness v] effect to (-5)\n back\n if <(Lag?) = [1]> then\n turn right (7) degrees\n end\n set size to (80) %\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) type: (type)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [type v] to (type)\n\nwhen flag clicked\nhide\n\ngo [forward v] (9999999) layers\n\nwhen I start as a clone\n\nwhen [9 v] key pressed\nif <(username) = [the-green-dragon]> then\n broadcast (Reset v)\n broadcast (Setup v)\nend\n\ndefine back\ngo to [back v] layer\ngo [forward v] (20) layers\n\npoint in direction ((([sin v] of ((250) * (timer)) ) * (30)) + (90))\n\nClone at x: [877] y: [-15] type: []\nClone at x: [1013] y: [124] type: []\nClone at x: [789] y: [182] type: []\n\nClone at x: [1138] y: [1023] type: [5]\nClone at x: [2416] y: [1106] type: [5]\nClone at x: [1974] y: [1105] type: [5]\nClone at x: [459] y: [1264] type: [5]\n\nif <(Lag?) = [1]> then\n turn right (7) degrees\nend\nset size to (80) %\n\n@Platforms2\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n set [x v] to [3962]\n set [y v] to [518]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\ndefine animation\nswitch costume to (costume1 v)\nrepeat (12)\n next costume\nend\nswitch costume to (costume15 v)\n\nwhen I receive [green flag v]\nwait until <touching (player v)?>\nset [checkpoint # v] to [2]\nset [player spawn x v] to [3978]\nset [player spawn y v] to [531]\nif <(Lag?) = [1]> then\n animation\nend\n\nset [checkpoint # v] to [0]\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\npoint in direction (90)\n\ngo to [back v] layer\n\nset [lag? v] to [1]\n\nwhen [l v] key pressed\nif <(Lag?) = [1]> then\n set [lag? v] to [0]\nelse\n set [lag? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\n@Platforms5\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n set [x v] to [4320]\n set [y v] to [1297]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\ndefine animation\nswitch costume to (costume1 v)\nrepeat (12)\n next costume\nend\nswitch costume to (costume15 v)\n\nwhen I receive [green flag v]\nwait until <touching (player v)?>\nset [checkpoint # v] to [3]\nset [player spawn x v] to [4311]\nset [player spawn y v] to [1326]\nif <(Lag?) = [1]> then\n animation\nend\n\nset [checkpoint # v] to [0]\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\npoint in direction (90)\n\ngo to [back v] layer\n\nset [lag? v] to [1]\n\nwhen [l v] key pressed\nif <(Lag?) = [1]> then\n set [lag? v] to [0]\nelse\n set [lag? v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [player spawn x v] to [0]\nset [player spawn y v] to [40]\n\n@Endscreen\n\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [end screen v]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [end screen v]\nset [playing? v] to [0]\n\ngo [forward v] (10) layers\n\n@Sprite31\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (70) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nswitch costume to ((gems) + (1))\nset size to (14) %\n\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(Lag?) = [1]> then\n set y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\nend\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\ngo to x: (70) y: (158)\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [end screen v]\nhide\n\n\n\n@Sprite24\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nif <(Lag?) = [1]> then\n set y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\nend\nset x to (((id) * (18)) + (169))\nif <(length of (COLLECTED)) < (id)> then\n hide\nelse\n show\n set size to (14) %\n switch costume to (letter (id) of (COLLECTED))\nend\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\n\nset y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\ngo to x: (11) y: (151)\n\nchange [collected v] by (1)\n\nwhen I receive [end screen v]\nhide\n\nwhen I receive [end screen v]\nhide\n\n@Thumbs\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Platforms6\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [150] y: [-100]\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: [390] y: [300]\nClone at x: [380] y: [0]\nClone at x: [0] y: [-200]\n\nClone at x: [930] y: [0]\nClone at x: [360] y: [0]\nClone at x: [580] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [360]\n\nClone at x: [490] y: [50]\nClone at x: [484] y: [0]\nClone at x: [400] y: [130]\nClone at x: [500] y: [-30]\nClone at x: [450] y: [-100]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [390] y: [420]\nClone at x: [50] y: [-360]\n\nClone at x: [-600] y: [1140]\nClone at x: [400] y: [175]\nClone at x: [490] y: [0]\nClone at x: [400] y: [-20]\nClone at x: [550] y: [-200]\nClone at x: [0] y: [-160]\nClone at x: [520] y: [450]\nClone at x: [400] y: [0]\nClone at x: [300] y: [-50]\n\nClone at x: [360] y: [0]\n\nClone at x: [0] y: [0]\n\nClone at x: [360] y: [0]\n\nClone at x: [840] y: [0]\n\nwhen I receive [yay! v]\nchange [level v] by (1)\n\nif <(LEVEL) = [4]> then\n broadcast (level 4 v)\n switch costume to (level 4 1 v)\nelse\n if <(LEVEL) = [5]> then\n broadcast (level 5 v)\n switch costume to (level 5 1 v)\n else\n if <(LEVEL) = [77]> then\n end\nend\n\nbroadcast (Level 77 v)\n\ngo to [back v] layer\n\nwhen I start as a clone\n\nforever\n\ngo to [back v] layer\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nPosition ((round ((x) - (SCROLL X))) + (menu x)) (round ((y) - (SCROLL Y)))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [100]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 2 6 v)\n Clone at x: [360] y: [0]\n Clone at x: [450] y: [260]\n Clone at x: [0] y: [-250]\n Clone at x: [580] y: [100]\n Clone at x: [240] y: [150]\n Clone at x: [800] y: [0]\n Clone at x: [450] y: [-360]\n Clone at x: [800] y: [100]\n Clone at x: [700] y: [500]\n Clone at x: [800] y: [-50]\n Clone at x: [700] y: [300]\n Clone at x: [-1100] y: [415]\n Clone at x: [-950] y: [-150]\n Clone at x: [-1400] y: [100]\n Clone at x: [450] y: [400]\n Clone at x: [-1800] y: [-300]\n Clone at x: [-1800] y: [-330]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [3]> then\n broadcast (Level three v)\n switch costume to (level 3 1 v)\n else\n switch costume to (level 77 1 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [brightness v] effect to (-9)\n set [ghost v] effect to (25)\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nset [speeds boost v] to [1]\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]\nClone at x: [360] y: [0]\nClone at x: [430] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [-3250] y: [600]\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\nchange [brightness v] effect by (5)\n\n@Gems animation\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [collect! v]\nchange [gems v] by (1)\n\nPosition (((x) - (SCROLL X)) + (menu x)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I start as a clone\nif <(Lag?) = [1]> then\n set [brightness v] effect to (-10)\n go to [front v] layer\n show\n set size to (14) %\n point in direction (90)\n set x to ([x position v] of [player v])\n set y to (([y position v] of [player v]) - (0))\n clear graphic effects\n go to [front v] layer\n repeat until <touching (sprite30 v)?>\n go to [front v] layer\n change size by (-.15)\n turn right (5) degrees\n turn\n change [ghost v] effect by (2)\n end\n set [ghost v] effect to (100)\n broadcast (collect! v)\n delete this clone\nend\n\ngo to [back v] layer\n\ndefine turn\nset [direction v] to (direction)\npoint towards (sprite30 v)\nif <(distance to [sprite30 v]) < [20]> then\n move (3.3) steps\nelse\n move ((distance to [sprite30 v]) / (8)) steps\nend\npoint in direction (direction)\n\nset [y v] to (player y)\n\nset [y v] to [0]\n\nset x to (player x)\n\nwhen flag clicked\nhide\n\nbroadcast (Setup v)\n\nset [gems v] to [0]\n\nif <(Lag?) = [1]> then\n\n@Sprite32\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nset [col v] to (join (gems) [g])\nhide\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\n\nset y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nchange [collected v] by (1)\n\nwhen I receive [end screen v]\n\n go to x: (((id) * (24)) + (-29)) y: ((([sin v] of ((timer) * (300)) ) * (2)) + (57))\n if <(length of (col)) < (id)> then\n hide\n else\n switch costume to (letter (id) of (col))\n if <(costume [name v]) = [g]> then\n set size to (8) %\n else\n set size to (14) %\n end\n show\n end\nend\n\n@Sprite33\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\nwhen I receive [tick v]\nset [colect v] to (join (COLLECTED) [c])\nhide\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\n\nset y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (4)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nchange [collected v] by (1)\n\nwhen I receive [end screen v]\n\n go to x: (((id) * (18)) + (70)) y: ((([sin v] of ((timer) * (300)) ) * (2)) + (57))\n if <(length of (colect)) < (id)> then\n hide\n else\n switch costume to (letter (id) of (colect))\n if <(costume [name v]) = [c]> then\n set size to (18) %\n else\n set size to (14) %\n end\n show\n end\nend\n\nchange [collected v] by (40)\n\nif <(Lag?) = [1]> then\nend\n\nset [☁ how many people have beat this game with everything? v] to [0]\n\n@Sprite34\n\nwhen backdrop switches to [joined v]\nshow\ngo to x: (30) y: (158)\n\nwhen backdrop switches to [full v]\nshow\n\ngo to [front v] layer\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\nwhen I receive [tick v]\n\nset y to ((([sin v] of ((timer) * (300)) ) * (2)) + (150))\n\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nchange [collected v] by (1)\n\nwhen I receive [end screen v]\nset [score v] to ((COLLECTED) + ((gems) * (15)))\n\n go to x: (((id) * (15)) + (0)) y: ((([sin v] of ((timer) * (300)) ) * (2)) + (23))\n if <(length of (score)) < (id)> then\n hide\n else\n switch costume to (letter (id) of (score))\n set size to (12) %\n show\n end\nend\n\nset [score v] to [155]\n\nwhen I receive [tick v]\nhide\n\nif <(Lag?) = [1]> then\n\n@Sprite35\n\nwhen flag clicked\ngo to x: (0) y: (135)\nswitch costume to (best one v)\ngo to [front v] layer\nshow\nset [playing? v] to [0]\nrepeat until <(playing?) = [1]>\n if <(Lag?) = [1]> then\n point in direction ((([sin v] of ((timer) * (260)) ) * (4)) + (90))\n end\nend\nhide\n\ngo to [front v] layer\n\nrepeat (10)\n point in direction ((([sin v] of ((timer) * (260)) ) * (4)) + (90))\nend\n\n@Sprite25\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (best one v)\ngo to [front v] layer\nshow\nwait until <(playing?) = [1]>\nhide\n\nwhen flag clicked\nrepeat until <(playing?) = [1]>\n if <touching (mouse-pointer v)?> then\n else\n if <(Lag?) = [1]> then\n set y to ((([sin v] of ((timer) * (200)) ) * (8)) + (0))\n end\n end\nend\n\n@Sprite36\n\nwhen flag clicked\ngo to x: (-30) y: (-52)\nswitch costume to (costume2 v)\ngo to [back v] layer\nshow\nwait until <(playing?) = [1]>\nhide\n\nwhen flag clicked\nrepeat until <(playing?) = [1]>\n switch costume to (costume2 v)\n if <(Lag?) = [1]> then\n if <touching (mouse-pointer v)?> then\n animation\n end\n end\nend\n\ndefine animation\nrepeat (6)\n next costume\n wait (0) seconds\nend\nwait (.5) seconds\n\nwhen flag clicked\nif <<(username) = [the-green-dragon]> or <(username) = [ poliakoff]>> then\n show variable [time v]\nelse\n hide variable [time v]\nend\n\nforever\nend\n\nreset timer\n\nwhen flag clicked\n\nforever\nend\n\nif <(___frame per second) < [6]> then\n stop [all v]\nend\n\nwhen flag clicked\nset [___frame per second v] to [15]\nhide variable [___frame per second v]\nset [counter v] to [0]\nset [times of fps v] to [1]\nforever\n change [counter v] by (1)\n if <(timer) > (times of fps)> then\n change [times of fps v] by (1)\n set [___frame per second v] to (counter)\n set [counter v] to [0]\n end\n if <(frame yet?) = [1]> then\n stop [this script v]\n end\nend\n\nshow variable [___frame per second v]\n\nwhen flag clicked\nset [frame yet? v] to [0]\n\nwhen I receive [green flag v]\nwait (0) seconds\nwait until <[0] < (MY PLAYER #)>\nwait (3) seconds\nwait until <(___frame per second) < [3]>\nset [frame yet? v] to [1]\nbroadcast (connection time out v)\n\n@Thumbs2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (best one v)\ngo to [back v] layer\nshow\nwait until <(playing?) = [1]>\nhide\n\n@Mute/ Unmute\n\nwhen flag clicked\nswitch costume to (unmute v)\nshow\n\n if <(costume [number v]) = [2]> then\n set [mute button on off v] to [1]\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nshow\n\n if <(costume [number v]) = [1]> then\n set [mute button on off v] to [0]\n set volume to (45) %\n end\nend\n\nwhen flag clicked\ngo to x: (-215) y: (160)\nset size to (35) %\n\n if <key (m v) pressed?> then\n next costume\n wait (0.2) seconds\n end\nend\n\nwhen this sprite clicked\nnext costume\nwait (0.2) seconds\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n set volume to (10) %\n play sound [Inferno - Thanks to @viciousviper for the music v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [end screen v]\nwait until <(score) > [154]>\nchange [☁ how many people have beat this game with everything? v] by (1)\n\nset [☁ how many people have beat this game with everything? v] to [0]\n\n | Welcome to Sunshine 3!\nThis is Part 3 of the sunshine series that many enjoyed! \n\nSunshine 2: https://scratch.mit.edu/projects/505881807\n\nSunshine: https://scratch.mit.edu/projects/456872530\n\n\n★Instructions★\nUse arrow keys or WASD to move. There are 10 levels.\nThe game is full of Spikes, lava, moving danger, trampolines, speed things, orbs, size changers, and moving platforms!\n★ADDED★ - disappearing danger, up and down spikes, Fake flags (lol), and lines (Ziplines), \nFYI - The shoot backs don't activate when you are small!\nAll levels are hard lol\n\nLETS GET MY YT CHANNEL TO 500 SUBS!\nhttps://www.youtube.com/channel/UCxoX7oYD5o2f7wHkmTrbXeg\n\n★Credits★\n@-SapphirreDemon- for some player code\n@spazestudios for the flowers\n@-Xaf- for the music - Inferno\n\nRest by me!\n\nTell me if there are any bugs but I am sure there are none.\n\n#games #games #art #all #all |
Earth I A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Mystery v] until done\nend\n\n@キャラ\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to [-200]\nset [視点y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nif <touching (背景 v)?> then\n change [y v] by (-0.1)\nelse\n change [y v] by (-1)\nend\nchange [i v] by (1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (90)\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [x v] by (-1)\nend\nset [x v] to ((x) * (0.88))\nchange x by (x)\nrepeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\nend\nif <touching (地面 v)?> then\n change y by (-15)\n 位置補正x (() - ((x) / ([abs v] of (x) ))) ([ceiling v] of ([abs v] of (x) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [Jump v]\n set [y v] to [12]\n set [x v] to ((7) - (<(x) > [0]> * (14)))\n else\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (地面 v)?> then\n 位置補正y (() - ((y) / ([abs v] of (y) ))) ([ceiling v] of ([abs v] of (y) ) )\nend\nchange y by (-1.1)\nif <<touching (地面 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n if <touching (背景 v)?> then\nend\nif <<touching (背景 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [y v] to [5]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\nif <(x position) > [70]> then\n set x to (70)\nend\nif <(x position) < [-60]> then\n set x to (-60)\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (視点x)))\nchange [y v] by ((y position) - (((Y) - (視点y)) - (20)))\nchange [視点x v] by ([floor v] of (((X) - (視点x)) * (0.1)) )\nchange [視点y v] by ([floor v] of (((Y) - (視点y)) * (0.2)) )\nset x to ((X) - (視点x))\nset y to (((Y) - (視点y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(x) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (地面 v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(y) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (地面 v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (地面 v)?>>)))\nset [y v] to [0]\n\ndefine 初期位置\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [x v] to [0]\nset [y v] to [0]\nset [視点x v] to (復活x)\nset [視点y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen flag clicked\nshow\nset size to (75) %\npoint in direction (90)\nforever\n go to [back v] layer\n go [forward v] (1) layers\n set [登ったm v] to ((Y) + (66))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen [timer v] > (time)\nhide\n\n@背景\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [ghost v] effect to (50)\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1200] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [3900] [520] [7]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\ngo to [back v] layer\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@障害物\n\nwhen flag clicked\nhide\ngo to [back v] layer\nステージ配置 [100] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1200] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [2700] [360] [7]\nステージ配置 [3400] [520] [8]\nステージ配置 [3900] [520] [10]\nステージ配置 [4600] [520] [9]\nステージ配置 [5100] [520] [11]\nステージ配置 [5600] [800] [12]\nswitch costume to (なし v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\ngo to [back v] layer\ngo [forward v] (3) layers\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\nステージ配置 [5940] [1929] [11]\nステージ配置 [6600] [2217] [12]\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1175) - (視点x)) ((140) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1175]\n set [復活y v] to [140]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\n@地面\n\nwhen flag clicked\ngo to [front v] layer\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1185] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [2700] [360] [7]\nステージ配置 [3400] [520] [8]\nステージ配置 [3900] [520] [9]\nステージ配置 [4600] [520] [10]\nステージ配置 [5100] [520] [11]\nステージ配置 [5600] [800] [12]\nステージ配置 [6100] [900] [13]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@ゴール\n\nwhen flag clicked\nset [クリア v] to [0]\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((6000) - (視点x)) ((855) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n broadcast (クリア v)\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [クリア v]\nset [クリア v] to [1]\nstop [all v]\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((3000) - (視点x)) ((473) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [3000]\n set [復活y v] to [473]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\n@チェックポイント3\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (赤旗 v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((4750) - (視点x)) ((475) - (視点y))\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (キャラ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [4750]\n set [復活y v] to [475]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\nwhen [timer v] > (time)\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [time v] to (timer)\n point in direction (90)\nend\n\nwhen [timer v] > (time)\nif <(クリア) = [0]> then\n start sound [Rip v]\n switch costume to (サムネイルにしよう v)\n show\n go to x: (480) y: (-180)\n go to [front v] layer\n glide (0.5) secs to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + ([cos v] of ((timer) * (300)) ))\n end\nelse\n stop all sounds\n start sound [Cheer v]\n switch costume to (最後 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set size to (1) %\n repeat (20)\n change size by (5)\n end\n wait until <not <mouse down?>>\n wait until <mouse down?>\n hide\n start sound [Rip v]\n switch costume to (サムネイルにしよう v)\n show\n go to x: (480) y: (-180)\n go to [front v] layer\n glide (0.5) secs to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\n forever\n point in direction ((90) + ([cos v] of ((timer) * (300)) ))\n end\nend\n\n@影2\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [1200] [0] [3]\nステージ配置 [1600] [0] [4]\nステージ配置 [2200] [0] [5]\nステージ配置 [2700] [0] [6]\nステージ配置 [2700] [360] [7]\nステージ配置 [3900] [520] [8]\nステージ配置 [5100] [520] [9]\nswitch costume to (なし v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\ngo to [back v] layer\nswitch costume to (なし v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (なし v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\ngo to [back v] layer\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (視点x)) ((My_y) - (視点y))\nend\n\nwhen I start as a clone\nshow\n\n@影\n\nwhen flag clicked\nbroadcast (かげ v)\n\nwhen I receive [かげ v]\nforever\n go to (キャラ v)\n go to [back v] layer\n go [forward v] (1) layers\nend\n\n@紫\n\nwhen flag clicked\nhide\n\n | —————part 2 can you find on my Profil———--\n\nControl:\nWASD \nMobile Control (=\nCredits:\n@driveGOX for the background \n@kopfstand\n@Drachenzahn123 for all other stuff \nBeta test @Paulottix |
Explorer - A Multiplayer Scrolling Platformer | @Stage\n\nwhen I receive [game start3 v]\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [project2 v]\nforever\n play sound [Odesong v] until done\nend\n\nwhen I receive [game start2 v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nstop all sounds\n\nwhen I receive [game start3 v]\nreset timer\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n show variable [time v]\n set [time v] to (timer)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n show variable [time v]\n set [time v] to (timer)\n show variable [☁ world record v]\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n show variable [☁ world record v]\n if <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\n end\nend\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\n\n@スプライト2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nswitch costume to (コスチューム8 v)\nshow\n\nwhen I receive [project v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [project2 v]\nset drag mode [not draggable v]\nswitch backdrop to (背景24 v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [skin v]\nset [ghost v] effect to (0)\ngo to [front v] layer\nif <(clear) = [0]> then\n switch costume to (コスチューム9 v)\nend\nif <(clear) = [1]> then\n switch costume to (コスチューム10 v)\nend\nif <(clear!) = [1]> then\n switch costume to (コスチューム15 v)\nend\nif <<(clear) = [1]> and <(clear!) = [1]>> then\n switch costume to (コスチューム14 v)\nend\n\nwhen I receive [skin2 v]\nset [ghost v] effect to (100)\n\nwhen I receive [game start v]\nswitch costume to (コスチューム8 v)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (game start2 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [game start2 v]\nswitch backdrop to (背景1 v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (game start3 v)\n\nwhen I receive [game start3 v]\nswitch costume to (コスチューム13 v)\nforever\n go to [front v] layer\nend\n\n@スプライト1\n\ndefine 動き\ngo to [front v] layer\nset size to (50) %\nswitch costume to (色)\nif <key (right arrow v) pressed?> then\n if <(ステージ) = [27]> then\n change [x v] by (0.15)\n switch costume to ((8) + (色))\n end\n if <(ステージ) = [29 ]> then\n change [x v] by (0.4)\n switch costume to ((8) + (色))\n end\n if <not <<(ステージ) = [27]> or <(ステージ) = [29 ]>>> then\n change [x v] by (0.8)\n switch costume to ((8) + (色))\n end\nend\nif <key (left arrow v) pressed?> then\n if <(ステージ) = [27]> then\n change [x v] by (-1.2)\n switch costume to ((16) + (色))\n end\n if <(ステージ) = [29 ]> then\n change [x v] by (-1.6)\n switch costume to ((16) + (色))\n end\n if <not <<(ステージ) = [27]> or <(ステージ) = [29 ]>>> then\n change [x v] by (-0.8)\n switch costume to ((16) + (色))\n end\nend\nset [x v] to ((x) * (0.92))\nchange x by (x)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change x by ((0) - (x))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n 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\nend\nchange [y v] by (-1)\nchange y by (y)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <key (down arrow v) pressed?> then\n switch costume to ((24) + (色))\nend\nif <<touching (バネ v)?> or <<touching (バネ2 v)?> or <touching (ヘルメット v)?>>> then\n set [y v] to [23]\nend\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [18]\n if <(water melon) = [1]> then\n repeat (5)\n if <key (space v) pressed?> then\n set [y v] to [24]\n end\n end\n end\n end\n change y by (1)\nend\nif <<touching (回転針 v)?> or <<touching (ビーム v)?> or <<touching (針 v)?> or <[-160] > (y position)>>>> then\n set [y v] to [0]\n switch costume to ((32) + (色))\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to ((32) + (色))\n change [ghost v] effect by (10)\n end\n broadcast (die v)\n go to x: (復活地 x) y: (復活地 y)\n switch costume to <(costume [number v]) = (色)>\n set [変数 v] to [0]\n repeat (10)\n switch costume to (色)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [game start3 v]\ngo to x: (-210) y: (13)\nset rotation style [left-right v]\nset size to (50) %\nswitch costume to <(costume [number v]) = (色)>\npoint in direction (90)\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <[1] = (12)> then\n 動き2\n else\n 動き\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [1]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [2]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-240) y: (0)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [2]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [3]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-240) y: (0)\n stop [this script v]\n end\n end\n if <(ステージ) = [3]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [4]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-186) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [4]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [5]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [5]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [6]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [6]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [7]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-209) y: (-50)\n stop [this script v]\n end\n end\n if <(ステージ) = [7]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [8]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-209) y: (-50)\n stop [this script v]\n end\n end\n if <(ステージ) = [8]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [9]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-212) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [9]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [10]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-250) y: (-20)\n stop [this script v]\n end\n end\n if <(ステージ) = [10]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [11]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-250) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [11]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [12]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-225) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [12]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [13]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-225) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [13]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [14]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-186) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [14]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [15]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [15]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [16]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [16]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [17]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [17]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [18]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [18]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [19]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [19]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [20]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [20]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [21]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [21]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [22]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [22]> then\n if <(x position) > [230]> then\n next backdrop\n set [ステージ v] to [23]\n broadcast (NEXT STAGE v)\n broadcast (STAGE24 v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [23]> then\n if <(x position) > [230]> then\n next backdrop\n set [ステージ v] to [24]\n broadcast (NEXT STAGE v)\n broadcast (STAGE24 v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [24]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [25]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [25]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [26]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [26]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [27]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [27]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [28]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [28]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [29]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [29]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [30]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [30]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [31]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [31]> then\n if <(x position) > [240]> then\n next backdrop\n set [ステージ v] to [32]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\n if <(ステージ) = [32]> then\n if <(x position) > [240]> then\n next backdrop\n change [☁ 完全クリア者数 v] by (1)\n set [ステージ v] to [33]\n show variable [☁ 完全クリア者数 v]\n broadcast (NEXT STAGE v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (13)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [a v] to [0]\nforever\n set [復活地 x v] to [-230]\n set [復活地 y v] to [-12]\nend\n\nwhen flag clicked\nhide\n\ndefine 動き2\ngo to [back v] layer\nset size to (25) %\nswitch costume to (色)\nif <key (right arrow v) pressed?> then\n change [x v] by (0.4)\n switch costume to ((8) + (色))\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.4)\n switch costume to ((16) + (色))\nend\nset [x v] to ((x) * (0.92))\nchange x by (x)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (0.5)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (0.5)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (0.5)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (0.5)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (0.5)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by (0.5)\n if <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change x by ((0) - (x))\n change y by (-2.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [7.5]\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 v] by (-0.5)\nchange y by (y)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (地面 v)?> or <<touching (地面2 v)?> or <touching (スイッチ v)?>>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [9]\n if <(water melon) = [1]> then\n repeat (5)\n if <key (space v) pressed?> then\n set [y v] to [16]\n end\n end\n end\n end\n change y by (1)\nend\nif <key (down arrow v) pressed?> then\n switch costume to ((24) + (色))\nend\nif <<touching (バネ v)?> or <<touching (バネ2 v)?> or <touching (ヘルメット v)?>>> then\n set [y v] to [23]\nend\nif <<touching (回転針 v)?> or <<touching (ビーム v)?> or <<touching (針 v)?> or <[-160] > (y position)>>>> then\n set [y v] to [0]\n switch costume to ((32) + (色))\n set [x v] to [0]\n set rotation style [left-right v]\n repeat (10)\n switch costume to ((32) + (色))\n change [ghost v] effect by (10)\n end\n set [12 v] to [0]\n broadcast (die v)\n go to x: (復活地 x) y: (復活地 y)\n switch costume to <(costume [number v]) = (色)>\n set [変数 v] to [0]\n repeat (10)\n switch costume to (色)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [die v]\nset [12 v] to [0]\n\nwhen flag clicked\nset [warp v] to [0]\nshow variable [☁ world record v]\n\nwhen I receive [game start3 v]\nforever\n if <(warp) = [1]> then\n hide\n go to (スプライト6 v)\n end\n if <(warp) = [0]> then\n show\n end\nend\n\nwhen I receive [game start3 v]\nforever\n if <touching (water v)?> then\n change [y v] by (1.45)\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n forever\n change x by (-0.4)\n if <(ステージ) = [28]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n forever\n change x by (-0.5)\n if <(ステージ) = [28]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [game start3 v]\nforever\n if <(clear) = [0]> then\n if <touching (スプライト5 v)?> then\n change [体温 v] by (-2)\n end\n end\nend\n\nwhen I receive [game start3 v]\nforever\n if <<[999] < (体温)> or <(体温) < [1]>> then\n stop [other scripts in sprite v]\n switch costume to ((32) + (色))\n broadcast (game over v)\n stop [this script v]\n end\nend\n\nchange y by (1)\n\n@スプライト3\n\nwhen flag clicked\nbroadcast (project v)\n\nwhen I receive [project v]\nset [clone v] to [1]\nset [p v] to [1]\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (-100) y: (195)\nrepeat (13)\n change y by (-15)\nend\nstart sound [Big Boing v]\nrepeat (4)\n next costume\nend\nwait (0.01) seconds\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\nend\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [2]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [3]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [4]\nwait (0.01) seconds\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [5]\nhide\n\nwhen I start as a clone\nif <(clone) = [1]> then\n set [ghost v] effect to (0)\n show\n go to x: (290) y: (0)\n switch costume to (コスチューム7 v)\n repeat (16)\n change x by (-15)\n end\n start sound [Big Boing v]\n repeat (10)\n next costume\n end\n repeat (10)\n switch costume to ((costume [number v]) - (1))\n end\n set [clone v] to [5]\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone) = [5]> then\n set size to (100) %\n go to [front v] layer\n show\n set [ghost v] effect to (0)\n switch costume to (コスチューム20 v)\n point in direction (45)\n go to x: (-95) y: (195)\n repeat (15)\n change y by (-10)\n end\n start sound [Crunch v]\n set [p v] to [0]\n repeat (9)\n turn right (-3) degrees\n change size by (1.5)\n change y by (3)\n change x by (-2)\n end\n repeat (6)\n turn right (-3) degrees\n change y by (2)\n change size by (1.5)\n change x by (-2)\n end\n repeat (3)\n change size by (1.5)\n turn right (-3) degrees\n change y by (1)\n change x by (-2)\n end\n repeat (3)\n change size by (1.5)\n turn right (-3) degrees\n change y by (-2)\n change x by (-2)\n end\n repeat (6)\n change size by (1.5)\n turn right (-3) degrees\n change y by (-4)\n change x by (-2)\n end\n repeat (47)\n change size by (1.5)\n turn right (-3) degrees\n change y by (-6)\n change x by (-2)\n end\n set [clone v] to [6]\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone) = [4]> then\n set [ghost v] effect to (0)\n show\n go to x: (-100) y: (0)\n switch costume to (コスチューム19 v)\nend\n\nwhen I start as a clone\nif <(clone) = [3]> then\n set [ghost v] effect to (0)\n show\n go to x: (-100) y: (0)\n switch costume to (コスチューム11 v)\n forever\n if <(p) = [0]> then\n repeat until <(y position) < [-200]>\n change y by (-10)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n set [ghost v] effect to (0)\n show\n go to x: (-100) y: (0)\n switch costume to (コスチューム6 v)\n forever\n if <(p) = [0]> then\n repeat (34)\n change x by (-2)\n end\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [6]> then\n show\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (100)\n switch costume to (コスチューム21 v)\n go to x: (-196) y: (0)\n start sound [Connect v]\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I receive [project v]\nwait (7) seconds\nset [p v] to [2]\nshow\nswitch costume to (コスチューム22 v)\ngo to x: (0) y: (50)\nrepeat (20)\n change size by (-1)\n change y by (5)\nend\nbroadcast (project2 v)\n\nwhen I start as a clone\nforever\n if <(p) = [2]> then\n delete this clone\n end\nend\n\nwhen I receive [game start v]\ngo to [back v] layer\n\nwhen I receive [game start3 v]\nforever\n hide\n if <(ステージ) = [10]> then\n wait (1) seconds\n go to [back v] layer\n forever\n switch costume to (コスチューム23 v)\n show\n if <(ステージ) = [11]> then\n hide\n stop [this script v]\n end\n set size to (80) %\n go to x: (pick random (-240) to (240)) y: (-210)\n repeat (56)\n change y by (5)\n turn right (10) degrees\n if <(ステージ) = [11]> then\n hide\n stop [this script v]\n end\n end\n broadcast (watermelon v)\n hide\n if <(ステージ) = [11]> then\n hide\n stop [this script v]\n end\n wait (pick random (2) to (4)) seconds\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [25]> then\n set [clone v] to [10]\n set [p v] to [10]\n forever\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I start as a clone\nif <(clone) = [10]> then\n show\n point in direction (90)\n go to x: (279) y: (pick random (100) to (200))\n switch costume to ((23) + (pick random (1) to (2)))\n repeat until <(x position) < [-270]>\n change x by (-5)\n if <(ステージ) = [31]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [26]> then\n set [clone v] to [10]\n set [p v] to [10]\n forever\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n set [clone v] to [10]\n set [p v] to [10]\n forever\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n set [clone v] to [10]\n set [p v] to [10]\n forever\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n set [clone v] to [10]\n set [p v] to [10]\n forever\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [game start2 v]\nhide\n\n@スプライト4\n\nwhen I receive [project2 v]\nset [skin v] to [0]\nswitch costume to (コスチューム1 v)\nshow\nset size to (100) %\npoint in direction (90)\ngo to x: (320) y: (0)\nset [clone v] to [1]\ncreate clone of (_myself_ v)\nrepeat (16)\n change x by (-20)\nend\nforever\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n repeat (5)\n turn right (1) degrees\n end\n wait (0.1) seconds\n repeat (5)\n turn left (1) degrees\n end\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(clone) = [1]> then\n switch costume to (コスチューム2 v)\n show\n set size to (100) %\n point in direction (90)\n go to x: (320) y: (-100)\n repeat (16)\n change x by (-20)\n end\n forever\n set size to (100) %\n if <(clone) = [0]> then\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n repeat (5)\n turn right (1) degrees\n end\n wait (0.1) seconds\n repeat (5)\n turn left (1) degrees\n end\n wait (0.1) seconds\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (game start v)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [clone v] to [2]\n broadcast (skin v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n go to x: (-160) y: (-130)\n point in direction (95)\n switch costume to (コスチューム3 v)\n go to [front v] layer\n show\n forever\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n set [skin v] to [0]\n set [clone v] to [1]\n broadcast (skin2 v)\nend\n\nwhen I start as a clone\nif <(clone) = [3]> then\n go to x: (-160) y: (-130)\n point in direction (95)\n switch costume to (コスチューム3 v)\n go to [front v] layer\n show\n forever\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\n\ndefine 取り消し (clone)\nif <(clone) = (clone)> then\n stop [this script v]\nend\n\nwhen I receive [skin v]\nset [skin v] to [1]\nif <<(clear) = [0]> and <(clear!) = [0]>> then\n clone [4]\n clone [5]\n clone [6]\n clone [7]\n clone [8]\n clone [9]\n clone [10]\n clone [11]\n clone [12]\n clone [13]\n clone [14]\n clone [15]\n stop [this script v]\nend\nif <<(clear) = [1]> and <(clear!) = [0]>> then\n clone [4]\n clone [5]\n clone [6]\n clone [7]\n clone [8]\n clone [9]\n clone [10]\n clone [11]\n clone [12]\n clone [13]\n clone [14]\n clone [15]\n clone [16]\n stop [this script v]\nend\nif <<(clear) = [0]> and <(clear!) = [1]>> then\n clone [4]\n clone [5]\n clone [6]\n clone [7]\n clone [8]\n clone [9]\n clone [10]\n clone [11]\n clone [12]\n clone [13]\n clone [14]\n clone [15]\n clone [17]\n stop [this script v]\nend\nif <<(clear) = [1]> and <(clear!) = [1]>> then\n clone [4]\n clone [5]\n clone [6]\n clone [7]\n clone [8]\n clone [9]\n clone [10]\n clone [11]\n clone [12]\n clone [13]\n clone [14]\n clone [15]\n clone [16]\n clone [17]\n stop [this script v]\nend\n\ndefine clone (number)\nset [clone v] to (number)\ncreate clone of (_myself_ v)\n取り消し [1]\n\nwhen I start as a clone\nif <(clone) = [4]> then\n set size to (100) %\n point in direction (90)\n go to x: (-180) y: (124)\n show\n go to [front v] layer\n switch costume to (コスチューム4 v)\n forever\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [5]> then\n set size to (100) %\n point in direction (90)\n go to x: (-88) y: (124)\n show\n go to [front v] layer\n switch costume to (コスチューム8 v)\n forever\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [6]> then\n set size to (100) %\n point in direction (90)\n go to x: (2) y: (124)\n show\n go to [front v] layer\n switch costume to (コスチューム7 v)\n forever\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [7]> then\n set size to (100) %\n point in direction (90)\n go to x: (92) y: (124)\n show\n go to [front v] layer\n switch costume to (コスチューム6 v)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [8]> then\n go to x: (181) y: (124)\n show\n go to [front v] layer\n switch costume to (コスチューム5 v)\n point in direction (90)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [9]> then\n go to x: (-180) y: (36)\n show\n go to [front v] layer\n switch costume to (コスチューム9 v)\n point in direction (90)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [10]> then\n go to x: (-88) y: (36)\n show\n go to [front v] layer\n switch costume to (コスチューム10 v)\n point in direction (90)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [11]> then\n go to x: (2) y: (36)\n show\n go to [front v] layer\n switch costume to (コスチューム11 v)\n point in direction (90)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [12]> then\n go to x: (92) y: (36)\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (コスチューム12 v)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [13]> then\n go to x: (181) y: (36)\n show\n go to [front v] layer\n point in direction (90)\n switch costume to (コスチューム13 v)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [14]> then\n point in direction (90)\n go to x: (-180) y: (-51)\n show\n go to [front v] layer\n switch costume to (コスチューム14 v)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [15]> then\n point in direction (90)\n go to x: (-88) y: (-51)\n show\n go to [front v] layer\n switch costume to (コスチューム15 v)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [16]> then\n point in direction (90)\n go to x: (2) y: (-51)\n show\n go to [front v] layer\n switch costume to (コスチューム16 v)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [17]> then\n point in direction (90)\n go to x: (92) y: (-51)\n show\n go to [front v] layer\n switch costume to (コスチューム17 v)\n forever\n set size to (100) %\n if <(clone) = [1]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [skin2 v]\nset [clone v] to [1]\n\nwhen this sprite clicked\nif <(clone) = [4]> then\n set [色 v] to [1]\nend\nif <(clone) = [5]> then\n set [色 v] to [2]\nend\nif <(clone) = [6]> then\n set [色 v] to [3]\nend\nif <(clone) = [7]> then\n set [色 v] to [4]\nend\nif <(clone) = [8]> then\n set [色 v] to [5]\nend\nif <(clone) = [9]> then\n set [色 v] to [6]\nend\nif <(clone) = [10]> then\n set [色 v] to [7]\nend\nif <(clone) = [11]> then\n set [色 v] to [8]\nend\nif <(clone) = [12]> then\n set [スキン v] to [1]\nend\nif <(clone) = [13]> then\n set [スキン v] to [2]\nend\nif <(clone) = [14]> then\n set [スキン v] to [3]\nend\nif <(clone) = [15]> then\n set [スキン v] to [0]\nend\nif <(clone) = [16]> then\n set [スキン v] to [4]\nend\nif <(clone) = [17]> then\n set [スキン v] to [5]\nend\n\nwhen I receive [game start2 v]\nset [clear v] to [0]\nhide\n\nwhen this sprite clicked\nstart sound [Coin v]\n\nwhen I start as a clone\nforever\n if <(色) = ((costume [number v]) - (3))> then\n set size to (115) %\n else\n if <(スキン) = ((costume [number v]) - (12))> then\n set size to (115) %\n else\n set size to (100) %\n end\n end\nend\n\nwhen I receive [冷えピタ v]\nif <(skin) = [1]> then\n clone [16]\nend\n\nwhen I receive [water melon v]\nif <(skin) = [1]> then\n clone [17]\nend\n\n@地面\n\nwhen I receive [game start2 v]\nshow\nswitch costume to (コスチューム1 v)\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\n if <(ステージ) = [15]> then\n set size to (260) %\n else\n set size to (100) %\n end\n if <(ステージ) = [8]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\n if <[1] = (12)> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [13]> then\n set [12 v] to [0]\n end\nend\n\n@針\n\nwhen I receive [game start3 v]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\nforever\n if <(ステージ) = [3]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [8]> then\n set [brightness v] effect to (-70)\n switch costume to (コスチューム4 v)\n repeat until <(ステージ) = [9]>\n repeat (25)\n change x by (2)\n end\n repeat (25)\n change x by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [9]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム1 v)\n set [brightness v] effect to (0)\n go to x: (0) y: (0)\nend\nif <(ステージ) = [10]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム5 v)\n repeat until <(ステージ) = [11]>\n repeat (65)\n change x by (-5)\n end\n repeat (65)\n change x by (5)\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [13]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム9 v)\nend\nif <(ステージ) = [14]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム1 v)\nend\nif <(ステージ) = [15]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム10 v)\nend\nif <(ステージ) = [16]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム1 v)\nend\nif <(ステージ) = [17]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム11 v)\nend\nif <(ステージ) = [18]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム1 v)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [11]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム6 v)\n go to x: (0) y: (0)\nend\nif <(ステージ) = [12]> then\n stop [other scripts in sprite v]\n set [12 v] to [0]\n forever\n if <[1] = (12)> then\n switch costume to (コスチューム8 v)\n go to [back v] layer\n else\n go to [front v] layer\n switch costume to (コスチューム7 v)\n end\n end\nend\n\nwhen I receive [雷 v]\nif <(ステージ) = [27]> then\n set [clone v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone) = [1]> then\n switch costume to (コスチューム12 v)\n show\n go to x: (落雷) y: (0)\n if <(ステージ) = [28]> then\n delete this clone\n end\n wait (0.05) seconds\n set [clone v] to [2]\n create clone of (_myself_ v)\n set [clone v] to [3]\n create clone of (_myself_ v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone) = [2]> then\n switch costume to (コスチューム13 v)\n show\n go to [front v] layer\n go to x: (落雷) y: (0)\n repeat until <(x position) < [-200]>\n change x by (-15)\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone) = [3]> then\n switch costume to (コスチューム14 v)\n show\n go to [front v] layer\n go to x: (落雷) y: (0)\n repeat until <[210] < (x position)>\n change x by (15)\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n stop [other scripts in sprite v]\n switch costume to (コスチューム15 v)\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (-45)\n forever\n go to [front v] layer\n move (5) steps\n if on edge, bounce\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n stop [other scripts in sprite v]\n show\n set [ghost v] effect to (0)\n forever\n show\n point in direction <<(direction) = [-75]> or <(direction) = [-105]>>\n go to x: (240) y: (0)\n repeat until <(x position) < [-205]>\n move (8) steps\n if on edge, bounce\n end\n hide\n wait (1) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [30]> then\n hide\n switch costume to (コスチューム16 v)\n point in direction (90)\n stop [other scripts in sprite v]\n wait (3) seconds\n go to x: (0) y: (0)\n show\n repeat (14)\n change y by (-20)\n end\nend\n\nwhen I receive [die v]\nif <(ステージ) = [30]> then\n hide\n go to x: (0) y: (345)\n switch costume to (コスチューム16 v)\n point in direction (90)\n stop [other scripts in sprite v]\n wait (3) seconds\n show\n repeat (14)\n change y by (-20)\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [game start3 v]\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-59) y: (-128)\nforever\n go to [front v] layer\n if <(ステージ) = [2]> then\n hide\n end\n if <(ステージ) = [3]> then\n go to x: (-70) y: (-127)\n show\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム2 v)\n go to x: (152) y: (-96)\n end\n if <(ステージ) = [5]> then\n hide\n end\n if <(ステージ) = [6]> then\n show\n go to x: (-80) y: (-134)\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [7]> then\n show\n go to x: (-130) y: (-134)\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [8]> then\n hide\n end\n if <(ステージ) = [9]> then\n show\n go to x: (-130) y: (-134)\n switch costume to (コスチューム13 v)\n end\n if <(ステージ) = [10]> then\n hide\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム4 v)\n show\n end\n if <(ステージ) = [12]> then\n hide\n end\n if <(ステージ) = [13]> then\n switch costume to (コスチューム5 v)\n show\n end\n if <(ステージ) = [14]> then\n hide\n end\n if <(ステージ) = [16]> then\n switch costume to (コスチューム6 v)\n show\n end\n if <(ステージ) = [17]> then\n hide\n end\n if <(ステージ) = [18]> then\n switch costume to (コスチューム14 v)\n show\n end\n if <(ステージ) = [19]> then\n hide\n end\n if <(ステージ) = [20]> then\n show\n switch costume to (コスチューム7 v)\n end\n if <(ステージ) = [21]> then\n switch costume to (コスチューム8 v)\n end\n if <(ステージ) = [22]> then\n hide\n end\n if <(ステージ) = [25]> then\n show\n switch costume to (コスチューム9 v)\n end\n if <(ステージ) = [26]> then\n hide\n end\n if <(ステージ) = [27]> then\n show\n switch costume to (コスチューム10 v)\n end\n if <(ステージ) = [28]> then\n show\n switch costume to (コスチューム11 v)\n end\n if <(ステージ) = [29]> then\n hide\n end\n if <(ステージ) = [30]> then\n switch costume to (コスチューム12 v)\n show\n end\n if <(ステージ) = [31]> then\n hide\n end\nend\n\nshow\n\n@ビーム\n\nwhen flag clicked\nset size to (.100) %\nhide\n\nwhen I receive [watermelon v]\nif <(ステージ) = [10]> then\n set [clone v] to [1]\n create clone of (_myself_ v)\n set [clone v] to [2]\n create clone of (_myself_ v)\n set [clone v] to [3]\n create clone of (_myself_ v)\n set [clone v] to [4]\n create clone of (_myself_ v)\n set [clone v] to [5]\n create clone of (_myself_ v)\n set [clone v] to [6]\n create clone of (_myself_ v)\n set [clone v] to [7]\n create clone of (_myself_ v)\n set [clone v] to [8]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ステージ) = [10]> then\n go to [front v] layer\n switch costume to (コスチューム1 v)\n show\n go to (スプライト3 v)\n if <(clone) = [1]> then\n point in direction (90)\n end\n if <(clone) = [2]> then\n point in direction (135)\n end\n if <(clone) = [3]> then\n point in direction (180)\n end\n if <(clone) = [4]> then\n point in direction (-135)\n end\n if <(clone) = [5]> then\n point in direction (-90)\n end\n if <(clone) = [6]> then\n point in direction (-45)\n end\n if <(clone) = [7]> then\n point in direction (0)\n end\n if <(clone) = [8]> then\n point in direction (45)\n end\n repeat until <touching (_edge_ v)?>\n move (5) steps\n if <(ステージ) = [11]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I receive [ボタン v]\nif <(switch) = [2]> then\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [10]> then\n point in direction (90)\n switch costume to (コスチューム3 v)\n go to [back v] layer\n go to x: (0) y: (0)\n show\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [17]> then\n go to [front v] layer\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム4 v)\n wait until <[-190] < ([x position v] of [スプライト1 v])>\n repeat (1)\n change y by (-10)\n end\n repeat (2)\n change y by (-11)\n end\n repeat (3)\n change y by (-12)\n end\n repeat (4)\n change y by (-13)\n end\n repeat (5)\n change y by (-14)\n end\nend\n\nwhen I receive [die v]\nif <(ステージ) = [17]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム4 v)\n wait until <[-190] < ([x position v] of [スプライト1 v])>\n repeat (1)\n change y by (-10)\n end\n repeat (2)\n change y by (-11)\n end\n repeat (3)\n change y by (-12)\n end\n repeat (4)\n change y by (-13)\n end\n repeat (5)\n change y by (-14)\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [18]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I start as a clone\nif <(ステージ) = [20]> then\n show\n switch costume to (コスチューム2 v)\n go to x: (247) y: (138)\n glide (3) secs to x: (-247) y: (-184)\n delete this clone\nend\n\nwhen I start as a clone\nif <(ステージ) = [20]> then\n forever\n turn left (4) degrees\n if <(ステージ) = [21]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [20]> then\n forever\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [21]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [26]> then\n forever\n set [clone v] to [10]\n create clone of (_myself_ v)\n wait (2.9) seconds\n end\nend\n\nwhen I receive [game start3 v]\nset size to (100) %\n\nwhen I start as a clone\nif <(clone) = [10]> then\n set size to (140) %\n show\n switch costume to (コスチューム6 v)\n point in direction (0)\n go to x: (240) y: (-65)\n forever\n 針 移動\n end\nend\n\ndefine 針 移動\nrepeat (5)\n turn left (10) degrees\n turn left (0) degrees\n wait (0.01) seconds\nend\nrepeat (2)\n turn left (10) degrees\n change y by (-3)\n turn left (0) degrees\n wait (0.01) seconds\nend\nrepeat (3)\n turn left (10) degrees\n change y by (-5)\n wait (0.01) seconds\n turn left (0) degrees\nend\nturn left (10) degrees\nchange y by (-3)\nturn left (0) degrees\nturn left (10) degrees\nchange y by (7)\nturn left (0) degrees\nturn left (10) degrees\nchange y by (4)\nturn left (0) degrees\nrepeat (2)\n turn left (10) degrees\n change y by (3)\n turn left (0) degrees\nend\nturn left (10) degrees\nchange y by (4)\nturn left (0) degrees\nrepeat (2)\n turn left (10) degrees\n change y by (1)\n turn left (0) degrees\nend\nrepeat (3)\n turn left (10) degrees\n change y by (-2)\n turn left (0) degrees\nend\nrepeat (2)\n turn left (10) degrees\n change y by (-4)\n turn left (0) degrees\nend\nrepeat (2)\n turn left (10) degrees\n change y by (-5)\nend\nturn left (10) degrees\nchange y by (3)\nturn left (0) degrees\nrepeat (2)\n turn left (10) degrees\n change y by (6)\n turn left (0) degrees\nend\nrepeat (2)\n turn left (10) degrees\n change y by (3)\n turn left (0) degrees\nend\nrepeat (2)\n turn left (10) degrees\n change y by (2)\n turn left (0) degrees\nend\nturn left (10) degrees\nchange y by (1)\nturn left (0) degrees\nrepeat (3)\n turn left (10) degrees\n turn left (0) degrees\nend\nchange y by (-1)\n\nwhen I start as a clone\nif <(clone) = [10]> then\n forever\n change x by (-3)\n if <(x position) < [-250]> then\n delete this clone\n end\n if <(ステージ) = [27]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n set [ghost v] effect to (0)\n forever\n show\n switch costume to (コスチューム7 v)\n point in direction (pick random (-180) to (180))\n go to x: (240) y: (pick random (-120) to (-140))\n repeat until <(x position) < [-240]>\n change x by (-10)\n end\n hide\n wait (0.5) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n forever\n turn left (30) degrees\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [30]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [32]> then\n forever\n create clone of (_myself_ v)\n wait (1.75) seconds\n end\nend\n\nwhen I start as a clone\nif <(clone) = [100]> then\n forever\n change [針 y v] by (-1)\n change y by (針 Y)\n if <touching (バネ v)?> then\n set [針 y v] to [23]\n end\n end\nend\n\nwhen I start as a clone\nif <(clone) = [100]> then\n show\n point in direction (90)\n switch costume to (コスチューム8 v)\n go to x: (250) y: (150)\n repeat until <(x position) < [-240]>\n change x by (-5)\n if <(ステージ) = [33]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [33]> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n set [clone v] to [100]\nend\n\n@花火3\n\nwhen I receive [next stage v]\nif <(ステージ) = [30]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start3 v]\npoint in direction (90)\nforever\n if <(ステージ) = [10]> then\n wait (pick random (0.5) to (2)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [10]> then\n point in direction (90)\n go to [back v] layer\n show\n set [ghost v] effect to (0)\n switch costume to (illust2 v)\n set size to (100) %\n go to x: (pick random (-240) to (240)) y: (-210)\n repeat (pick random (17) to (30))\n change y by (10)\n if <(ステージ) = [11]> then\n delete this clone\n end\n end\n repeat (5)\n change y by (5)\n change [ghost v] effect by (20)\n if <(ステージ) = [11]> then\n delete this clone\n end\n end\n set [ghost v] effect to (0)\n switch costume to (illust1835 v)\n set size to (pick random (5) to (155)) %\n repeat (9)\n change size by (10)\n if <(ステージ) = [11]> then\n delete this clone\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n change size by (1)\n if <(ステージ) = [11]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [19]> then\n switch costume to (コスチューム1 v)\n show\n go to x: (200) y: (-140)\n go to [back v] layer\n wait until <[140] < ([x position v] of [スプライト1 v])>\n wait until <([y position v] of [スプライト1 v]) < [10]>\n repeat (7)\n change y by (-10)\n end\n hide\nend\n\nwhen I receive [die v]\nif <(ステージ) = [19]> then\n switch costume to (コスチューム1 v)\n show\n go to x: (200) y: (-140)\n go to [back v] layer\n wait until <[140] < ([x position v] of [スプライト1 v])>\n wait until <([y position v] of [スプライト1 v]) < [10]>\n repeat (6)\n change y by (-15)\n end\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [20]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n wait (0.5) seconds\n forever\n create clone of (_myself_ v)\n wait ((0.2) + (player x)) seconds\n end\nend\n\nwhen I start as a clone\nif <(ステージ) = [27]> then\n go to [back v] layer\n show\n point in direction (90)\n set [ghost v] effect to (0)\n switch costume to (コスチューム2 v)\n set size to (100) %\n go to x: (pick random (-240) to (240)) y: (-190)\n repeat (10)\n change y by (10)\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n repeat (4)\n turn right (5) degrees\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n repeat (8)\n turn right (-5) degrees\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n repeat (8)\n turn right (5) degrees\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n repeat (4)\n turn right (-5) degrees\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n repeat (10)\n change y by (-10)\n if <(ステージ) = [28]> then\n delete this clone\n end\n end\n broadcast (雷 v)\n set [落雷 v] to (x position)\n delete this clone\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n forever\n if <([x position v] of [スプライト1 v]) < [0]> then\n set [player x v] to (((240) + (([x position v] of [スプライト1 v]) * (-1))) / (200))\n end\n if <[0] < ([x position v] of [スプライト1 v])> then\n set [player x v] to (((240) - ([x position v] of [スプライト1 v])) / (100))\n end\n if <([x position v] of [スプライト1 v]) = [0]> then\n set [player x v] to [240]\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n show\n set [ghost v] effect to (100)\n set [確率 v] to (pick random (1) to (6))\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n show\n forever\n if <(確率) = [1]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (-20)\n switch costume to (コスチューム3 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-10)\n end\n set [ghost v] effect to (100)\n set [確率 v] to (pick random (1) to (6))\n end\n if <(確率) = [2]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (-20)\n switch costume to (コスチューム4 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-20)\n end\n set [ghost v] effect to (100)\n set [確率 v] to (pick random (1) to (6))\n end\n if <(確率) = [3]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (0)\n switch costume to (コスチューム5 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-30)\n end\n set [ghost v] effect to (100)\n set [確率 v] to (pick random (1) to (6))\n end\n if <(確率) = [4]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (-20)\n switch costume to (コスチューム6 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-15)\n end\n set [ghost v] effect to (100)\n set [確率 v] to (pick random (1) to (6))\n end\n if <(確率) = [5]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (-20)\n switch costume to (コスチューム7 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-25)\n end\n set [ghost v] effect to (100)\n set [確率 v] to (pick random (1) to (6))\n end\n if <(確率) = [6]> then\n set [ghost v] effect to (0)\n go to x: (270) y: (pick random (180) to (-160))\n set [brightness v] effect to (0)\n switch costume to (コスチューム8 v)\n go to [back v] layer\n repeat until <[-270] > (x position)>\n turn left (15) degrees\n change x by (-35)\n end\n set [ghost v] effect to (100)\n set [確率 v] to (pick random (1) to (6))\n end\n end\nend\n\nwhen I receive [game start3 v]\nset [brightness v] effect to (0)\n\n@花火1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n stop [other scripts in sprite v]\n end\n if <(ステージ) = [12]> then\n if <(12) = [1]> then\n show\n set size to (100) %\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (50)\n switch costume to (コスチューム1 v)\n else\n set [brightness v] effect to (-30)\n show\n set [ghost v] effect to (0)\n switch costume to (コスチューム2 v)\n end\n end\nend\n\nwhen I receive [game start3 v]\nforever\n if <(ステージ) = [10]> then\n create clone of (_myself_ v)\n wait (pick random (0.01) to (1.5)) seconds\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [ghost v] effect to (0)\nswitch costume to (simple_fireworks2 v)\nset size to (100) %\ngo to x: (pick random (-200) to (200)) y: (-210)\nrepeat (23)\n change y by (10)\n if <(ステージ) = [11]> then\n delete this clone\n end\nend\nrepeat (5)\n change y by (5)\n change [ghost v] effect by (20)\n if <(ステージ) = [11]> then\n delete this clone\n end\nend\nset [ghost v] effect to (0)\nswitch costume to (simple_fireworks02 v)\nset size to <<<(size) = [20]> or <(size) = [80]>> or <<(size) = [50]> or <(size) = [10]>>> %\nrepeat (9)\n change size by (10)\n if <(ステージ) = [11]> then\n delete this clone\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (1)\n if <(ステージ) = [11]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [next stage v]\nif <(ステージ) = [13]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next stage v]\nif <<(ステージ) = [29]> or <(ステージ) = [27]>> then\n go to [back v] layer\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n switch costume to (コスチューム3 v)\n show\n forever\n change x by (5)\n wait (0.01) seconds\n change y by (3)\n wait (0.01) seconds\n change x by (-5)\n wait (0.01) seconds\n change y by (-3)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [30]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@スイッチ\n\nwhen flag clicked\nset [switch v] to [0]\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [10]> then\n go to x: (54) y: (45)\n set size to (50) %\n show\n switch costume to (コスチューム1 v)\nend\n\nwhen I receive [ボタン v]\nif <(switch) = [0]> then\n go to x: (-129) y: (112)\n set size to (50) %\n show\n switch costume to (コスチューム1 v)\nend\n\nwhen I receive [ボタン v]\nif <(switch) = [1]> then\n go to x: (-8) y: (-99)\n set size to (50) %\n show\n switch costume to (コスチューム1 v)\nend\n\nwhen I receive [ボタン v]\nif <(switch) = [2]> then\n switch costume to (コスチューム2 v)\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [11]> then\n hide\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [12]> then\n switch costume to (コスチューム3 v)\n if <<(12) = [1]> and <(ステージ) = [12]>> then\n set size to (100) %\n show\n go to [back v] layer\n go to x: (0) y: (0)\n else\n hide\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [13]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [19]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム4 v)\n forever\n if <[-90] < ([x position v] of [スプライト1 v])> then\n if <touching (スプライト1 v)?> then\n repeat (4)\n next costume\n end\n repeat (1)\n change y by (-13)\n end\n repeat (2)\n change y by (-14)\n end\n repeat (3)\n change y by (-15)\n end\n repeat (4)\n change y by (-16)\n end\n repeat (5)\n change y by (-17)\n end\n change y by (-18)\n hide\n end\n end\n end\nend\n\nwhen I receive [die v]\nif <(ステージ) = [19]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (0)\n switch costume to (コスチューム4 v)\n forever\n if <[-90] < ([x position v] of [スプライト1 v])> then\n if <touching (スプライト1 v)?> then\n repeat (4)\n next costume\n end\n repeat (1)\n change y by (-13)\n end\n repeat (2)\n change y by (-14)\n end\n repeat (3)\n change y by (-15)\n end\n repeat (4)\n change y by (-16)\n end\n repeat (5)\n change y by (-17)\n end\n change y by (-18)\n hide\n end\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [20]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nif <(ステージ) = [12]> then\n show\nend\n\nwhen I receive [game start3 v]\nforever\n if <(ステージ) = [12]> then\n if <[0] = (12)> then\n go to x: (140) y: (75)\n set size to (80) %\n show\n if <touching (スプライト1 v)?> then\n set [warp v] to [1]\n repeat (10)\n change size by (-5)\n end\n glide (1) secs to x: (-206) y: (77)\n repeat (10)\n change size by (5)\n end\n set [warp v] to [0]\n set [12 v] to [1]\n hide\n end\n end\n end\nend\n\nwhen I receive [next stage v]\nforever\n if <(ステージ) = [13]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@water\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [15]> then\n show\n go to x: (0) y: (0)\n forever\n go to x: (0) y: (0)\n switch costume to (コスチューム1 v)\n wait (7) seconds\n repeat (17)\n change y by (25)\n end\n switch costume to (コスチューム2 v)\n go to x: (0) y: (0)\n wait (7) seconds\n repeat (17)\n change y by (25)\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [16]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [game start3 v]\nhide\n\nwhen I receive [ボタン v]\nif <(switch) = [0]> then\n go to x: (-129) y: (112)\n wait (0.03) seconds\n set [switch v] to [1]\nend\n\nwhen I receive [game start3 v]\nforever\n if <touching (スプライト1 v)?> then\n broadcast (ボタン v)\n end\nend\n\nwhen I receive [ボタン v]\nif <(switch) = [1]> then\n go to x: (-8) y: (-99)\n wait (0.03) seconds\n set [switch v] to [2]\nend\n\nwhen I receive [ボタン v]\nif <(switch) = [2]> then\n hide\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [10]> then\n set [switch v] to [0]\n go to x: (54) y: (45)\n set size to (50) %\n switch costume to (コスチューム1 v)\n show\nend\n\n@スプライト10\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n show\n forever\n if <(確率) = [1]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (-20)\n switch costume to (コスチューム1 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-10)\n end\n set [ghost v] effect to (100)\n end\n if <(確率) = [2]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (-20)\n switch costume to (コスチューム8 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-20)\n end\n set [ghost v] effect to (100)\n end\n if <(確率) = [3]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (0)\n switch costume to (コスチューム11 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-30)\n end\n set [ghost v] effect to (100)\n end\n if <(確率) = [4]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (-20)\n switch costume to (コスチューム4 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-15)\n end\n set [ghost v] effect to (100)\n end\n if <(確率) = [5]> then\n set [ghost v] effect to (0)\n go to x: (240) y: (pick random (180) to (-160))\n set [brightness v] effect to (-20)\n switch costume to (コスチューム10 v)\n go to [back v] layer\n repeat until <[-240] > (x position)>\n turn left (15) degrees\n change x by (-25)\n end\n set [ghost v] effect to (100)\n end\n if <(確率) = [6]> then\n set [ghost v] effect to (0)\n go to x: (270) y: (pick random (180) to (-160))\n set [brightness v] effect to (0)\n switch costume to (コスチューム2 v)\n go to [back v] layer\n repeat until <[-270] > (x position)>\n turn left (15) degrees\n change x by (-35)\n end\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [30]> then\n stop [other scripts in sprite v]\n hide\nend\n\n@スプライト8\n\nwhen I receive [game start3 v]\nforever\n if <(スキン) = [0]> then\n hide\n end\n if <(スキン) = [1]> then\n show\n switch costume to (コスチューム1 v)\n go to [front v] layer\n go to (スプライト1 v)\n end\n if <(スキン) = [2]> then\n show\n switch costume to (コスチューム2 v)\n go to (スプライト1 v)\n go to [front v] layer\n end\nend\n\nwhen I receive [game start3 v]\nforever\n if <key (down arrow v) pressed?> then\n broadcast (しゃがみ v)\n end\nend\n\nwhen I receive [しゃがみ v]\nif <(スキン) = [2]> then\n show\n switch costume to (コスチューム3 v)\nend\nif <(スキン) = [4]> then\n show\n switch costume to (コスチューム5 v)\nend\nif <(スキン) = [5]> then\n show\n switch costume to (コスチューム8 v)\nend\n\nwhen I receive [game start3 v]\nforever\n if <(スキン) = [3]> then\n show\n switch costume to (コスチューム4 v)\n go to (スプライト1 v)\n go to [front v] layer\n end\n if <(スキン) = [4]> then\n show\n switch costume to (コスチューム6 v)\n go to (スプライト1 v)\n end\n if <(スキン) = [5]> then\n show\n switch costume to (コスチューム7 v)\n go to (スプライト1 v)\n set [water melon v] to [1]\n end\nend\n\nwhen flag clicked\nset [water melon v] to [0]\nhide\nforever\n go to (スプライト1 v)\nend\n\nwhen I receive [game start3 v]\nforever\n go to [front v] layer\n if <[25] = ([size v] of [スプライト1 v])> then\n set size to (50) %\n else\n set size to (100) %\n end\n if <(warp) = [1]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [game start3 v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [game start3 v]\nforever\n go to (スプライト1 v)\nend\n\nwhen I receive [next stage v]\nforever\n go to (スプライト1 v)\nend\n\nwhen I receive [next stage v]\nforever\n go to [front v] layer\nend\n\n@スプライト9\n\nwhen I receive [game start3 v]\nset [体温 v] to [500]\nshow\nswitch costume to (コスチューム7 v)\nset size to (50) %\nforever\n if <[999] < (体温)> then\n switch costume to (コスチューム1 v)\n end\n if <(体温) < [1]> then\n switch costume to (コスチューム2 v)\n end\nend\n\nwhen I receive [game start3 v]\nforever\n if <(clear) = [0]> then\n if <(clear!) = [1]> then\n change [体温 v] by (1)\n wait (0.07) seconds\n else\n change [体温 v] by (1)\n wait (0.01) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [31]> then\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nset [体温 v] to [500]\n\nwhen I receive [game start3 v]\nforever\n if <(体温) = [0]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [game start3 v]\nforever\n switch costume to (letter (1) of (体温))\n if <[100] > (体温)> then\n switch costume to (コスチューム12 v)\n end\nend\n\nwhen I receive [game start3 v]\nforever\n if <[999] < (体温)> then\n stop [other scripts in sprite v]\n end\n if <[1] > (体温)> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [game start3 v]\nif <(スキン) = [4]> then\n set [clear v] to [1]\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [32]> then\n forever\n if <(clear) = [0]> then\n if <(clear!) = [1]> then\n change [体温 v] by (1)\n wait (0.07) seconds\n else\n change [体温 v] by (1)\n wait (0.01) seconds\n end\n end\n end\nend\n\n@rainy\n\nwhen flag clicked\nset [clear v] to [0]\nset [clear! v] to [0]\nhide\n\nwhen I receive [next stage v]\nset [ghost v] effect to (100)\nforever\n if <(ステージ) = [26]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\ngo to x: (pick random (-220) to (300)) y: (200)\npoint in direction (-165)\nrepeat until <<(x position) < [-235]> or <(y position) < [-180]>>\n move (20) steps\nend\ndelete this clone\n\nwhen I receive [next stage v]\nif <(ステージ) = [27]> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n forever\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [28]> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n forever\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [29]> then\n stop [other scripts in sprite v]\n set [ghost v] effect to (100)\n forever\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [冷えピタ v]\nshow\nset size to (100) %\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (30)\n go to [front v] layer\n change size by (0.5)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (コスチューム1 v)\nhide\nset size to (100) %\n\nwhen I receive [project2 v]\nwait until <key (h v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (e v) pressed?>\nwait until <key (p v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (t v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (d v) pressed?>\nwait until <key (e v) pressed?>\nwait until <key (n v) pressed?>\nwait until <key (u v) pressed?>\nwait until <key (r v) pressed?>\nwait until <key (u v) pressed?>\nwait until <key (g v) pressed?>\nwait until <key (e v) pressed?>\nbroadcast (冷えピタ v)\nset [clear v] to [1]\n\nwhen I receive [project2 v]\nwait until <key (s v) pressed?>\nwait until <key (u v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (k v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (k v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (b v) pressed?>\nwait until <key (u v) pressed?>\nwait until <key (t v) pressed?>\nwait until <key (t v) pressed?>\nwait until <key (e v) pressed?>\nwait until <key (d v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (j v) pressed?>\nwait until <key (u v) pressed?>\nwait until <key (m v) pressed?>\nwait until <key (p v) pressed?>\nwait until <key (space v) pressed?>\nwait until <key (up arrow v) pressed?>\nbroadcast (water melon v)\nset [clear! v] to [1]\n\nwhen I receive [water melon v]\nshow\nset size to (100) %\nswitch costume to (コスチューム4 v)\nset [ghost v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (30)\n go to [front v] layer\n change size by (0.5)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (コスチューム1 v)\nhide\nset size to (100) %\n\n@スプライト12\n\nwhen flag clicked\nhide\n\nwhen I receive [next stage v]\nif <(ステージ) = [4]> then\n switch costume to (コスチューム1 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n forever\n go to [back v] layer\n repeat (25)\n change [ghost v] effect by (4)\n end\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n set [ghost v] effect to (0)\n end\nend\nif <(ステージ) = [11]> then\n go to [back v] layer\n switch costume to (コスチューム2 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n forever\n repeat (50)\n change [ghost v] effect by (1)\n end\n set [ghost v] effect to (50)\n repeat (50)\n change [ghost v] effect by (-1)\n end\n set [ghost v] effect to (0)\n end\nend\nif <(ステージ) = [16]> then\n go to [back v] layer\n switch costume to (コスチューム3 v)\n show\n go to x: (0) y: (-40)\n set [ghost v] effect to (0)\n repeat (42)\n change x by (-5)\n end\n forever\n switch costume to (コスチューム4 v)\n repeat (84)\n change x by (5)\n end\n switch costume to (コスチューム3 v)\n repeat (84)\n change x by (-5)\n end\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [5]> then\n hide\n stop [other scripts in sprite v]\nend\nif <(ステージ) = [12]> then\n hide\n stop [other scripts in sprite v]\nend\nif <(ステージ) = [17]> then\n hide\n stop [other scripts in sprite v]\nend\n\n@スプライト11\n\nwhen I receive [game over v]\nshow\nset size to (100) %\ngo to [front v] layer\ngo to x: (0) y: (345)\ngo to [front v] layer\nglide (0.5) secs to x: (0) y: (0)\ngo to [front v] layer\nrepeat (7)\n change size by (1)\nend\ngo to [front v] layer\nrepeat (7)\n change size by (-1)\nend\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nset size to (100) %\nhide\n\n@バネ\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (250) y: (-93)\nswitch costume to (コスチューム12 v)\nforever\n change x by (-5)\n if <<touching (ビーム v)?> or <touching (platformer v)?>> then\n repeat (10)\n change x by (-5)\n next costume\n if <<(ステージ) = [33]> or <(x position) < [-240]>> then\n delete this clone\n end\n end\n switch costume to (コスチューム12 v)\n end\n if <<(ステージ) = [33]> or <(x position) < [-240]>> then\n delete this clone\n end\nend\n\nwhen I receive [next stage v]\nif <(ステージ) = [32]> then\n forever\n create clone of (_myself_ v)\n wait (1.75) seconds\n end\nend\n\n@スプライト13\n\nwhen I receive [game start3 v]\nforever\n if <[799] < (体温)> then\n show\n set [ghost v] effect to (0)\n wait (0.3) seconds\n set [ghost v] effect to (100)\n wait (0.3) seconds\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Screenshot 2022-09-03 07\n\n | WASD, arrow keys \nwatch out for the lasers\nfullscreen not recommended\nif it lags thats quite normal maybe someone can fix it\nmore levels coming soon\n\nLOVE AND FAVE or else I steal your "AirPods" >:D |
Prototype (3D Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until << or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\n set [fastest v] to (join [Fastest: ] (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <<(~y) < [10000]> and <(¬ok) > [25]>> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [¬ok v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬ok v] to [0]\n set [parsestr v] to []\n stop [this script v]\nend\nchange [¬ok v] by (1)\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((10) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n | 誰かこのゲームの実況作ってください!\nしたら↓のスタジオに入れてくださいhttps://scratch.mit.edu/studios/31009184/ \nしたらフォローします!\n\nコミュ好き、コミュリミありがとう!\nマインクラフトプラットフォーマーの進化版!面白いよ!\n日本語は下\n\nEnglish\nArrow keys or tap or word keys to control\nLava or falling will cause damage.\nBets are checkpoints.\nWhen your life reaches 0, you will return to the checkpoint.\nIf you are in the water, you can float in the air.\n\n日本語\n\n前のマインクラフトプラットフォーマーの進化版です!クオリティーがとても上がっています!ハートと星を押してくれたらとても嬉しいです!\n\n操作方法\n矢印キーまたはタップまたはwordキーで操作\n溶岩または落ちるとダメージを食らいます\nベットはチェックポイントです\nライフが0になるとチェックポイントに戻ります気をつけましょう\n水の中にいると空中で浮けます |
a normal platformer tutorial | @Stage\n\nwhen flag clicked\nset [level : v] to [Intro]\nswitch backdrop to (intro page v)\n\nwhen I receive [message1 v]\nrepeat (10)\n wait (0.1) seconds\n change [brightness v] effect by (10)\nend\nswitch backdrop to (next backdrop v)\nchange [level : v] by (1)\nset [ink left : v] to [100]\nrepeat (10)\n wait (0.1) seconds\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [intro finished v]\nset [level : v] to [0]\nswitch backdrop to (rainbow band v)\n\nwhen I receive [intro finished v]\nforever\n play sound [Music v] until done\nend\n\n@Main Page Title\n\nwhen flag clicked\nbroadcast (intro finished v)\nhide\n\nwhen flag clicked\nforever\n if <(Score) > (☁ High Score)> then\n set [☁ high score v] to (Score)\n end\nend\n\nwhen I receive [intro finished v]\nhide variable [☁ high score v]\nshow\nset size to (0) %\nrepeat (12)\n change size by (8)\nend\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [message1 v]\nhide\n\n@Controls B\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (Instructions v)\nwait (0.4) seconds\nshow variable [☁ high score v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro finished v]\nshow\nset size to (0) %\nrepeat (12)\n change size by (8)\nend\ngo to x: (0) y: (-10)\n\nwhen I receive [instructions v]\nhide\n\n@Ball\n\nwhen flag clicked\nset [score v] to [0]\nhide\ngo to x: (-231) y: (-150)\n\nwhen I receive [message1 v]\nerase all\nforever\n point in direction (90)\n if on edge, bounce\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (s v) pressed?> then\n wait (0.1) seconds\n go to x: (-231) y: (-150)\n set [ink left : v] to [100]\n change [score v] by (-50)\n erase all\n broadcast (Died v)\n end\nend\n\nwhen [space v] key pressed\nerase all\n\nwhen I receive [message1 v]\nwait (2.5) seconds\nshow\ngo to x: (-231) y: (-150)\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 (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> then\n change y by (1)\n if <touching color (#ff9400)?> 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 (#ff9400)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ff9400)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#000000)?> then\n change [score v] by (200)\n broadcast (message1 v)\n hide\n end\n if <touching color (#ff0000)?> then\n wait (0.1) seconds\n go to x: (-231) y: (-150)\n set [ink left : v] to [100]\n change [died times : v] by (1)\n change [score v] by (-100)\n erase all\n broadcast (Died v)\n end\nend\n\n@Pen\n\nwhen flag clicked\nset [ink left : v] to [100]\nset [died times : v] to [0]\nerase all\nhide\nhide variable [ink left : v]\nhide variable [died times : v]\nhide variable [level : v]\n\nwhen I receive [died v]\nwait (1.5) seconds\nset [ink left : v] to [100]\nshow\nshow variable [ink left : v]\nshow variable [died times : v]\nerase all\npen up\nset pen color to (#ff9400)\nset pen size to (10)\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n change [ink left : v] by (-1)\n else\n pen up\n end\nend\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n if <[0] > (Ink Left :)> then\n pen up\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [message1 v]\nwait (1.5) seconds\nset [ink left : v] to [100]\nshow\nshow variable [ink left : v]\nshow variable [died times : v]\nshow variable [level : v]\nshow variable [score v]\nerase all\npen up\nset pen color to (#ff9400)\nset pen size to (10)\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n change [ink left : v] by (-1)\n else\n pen up\n end\nend\n\n@Instructions Page\n\nwhen flag clicked\nhide variable [score v]\nhide\n\nwhen this sprite clicked\nhide variable [☁ high score v]\nrepeat (15)\n change y by (-20)\nend\nbroadcast (intro finished v)\n\nwhen I receive [instructions v]\nrepeat (15)\n change y by (20)\nend\n\nwhen I receive [intro finished v]\nhide variable [score v]\nset [score v] to [0]\nwait (0.25) seconds\nshow\ngo to x: (0) y: (-300)\n\nwhen I receive [message1 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (7) y: (59)\n\nwhen this sprite clicked\nhide\nbroadcast (message1 v)\n\nwhen I receive [intro finished v]\nshow\nset size to (0) %\nrepeat (10)\n change size by (6)\nend\nset size to (60) %\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [instructions v]\nhide\n\n | -Blue- A Platformer: The platform is completely blue!\nThere are about 20 levels and each level has it's own taste! 2nd Platformer in 7 months of Scratch!\nBlue: Easy and Fun Platformer! \nArrow Keys or WASD keys to move! See below:\nhttps://scratch.mit.edu/projects/386430812/\nTest Your IQ 2.0! Click on the LINK! |
Planets: A 360º Scrolling Platformer | Mobile Friendly | @Stage\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nbroadcast (Check Player Slot v) and wait\nbroadcast (Start Forever Scripts v)\n\nwhen I receive [start forever scripts v]\nforever\n wait (1) seconds\n change [moved v] by (-1)\n if <(Moved) < [1]> then\n set [kick v] to [True]\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n if <<key (any v) pressed?> or <<(username) = [Cloud-Multiplayer]> or <mouse down?>>> then\n set [moved v] to [20]\n end\nend\n\nwhen I receive [start forever scripts v]\nwait until <(Kick) = [True]>\nset [on? v] to [0]\nset [on? 2 v] to [0]\nset [on? 3 v] to [0]\nset [on? 4 v] to [0]\nbroadcast (You have been booted. v) and wait\nstop [all v]\n\nwhen I receive [initialise v]\nset [kick v] to [Untrue]\nset [moved v] to [20]\n\nwhen I receive [check player slot v]\nbroadcast (Kick Find v) and wait\ndelete all of [check v]\nbroadcast (update1 v) and wait\nadd (item (3) of [dpkg v]) to [check v]\nbroadcast (update2 v) and wait\nadd (item (3) of [dpkg v]) to [check v]\nbroadcast (update3 v) and wait\nadd (item (3) of [dpkg 1 v]) to [check v]\nbroadcast (update4 v) and wait\nadd (item (3) of [dpkg 2 v]) to [check v]\nbroadcast (update5 v) and wait\nadd (item (3) of [dpkg 3 v]) to [check v]\nwait (1) seconds\nbroadcast (update1 v) and wait\nif <(item (1) of [check v]) = (item (3) of [dpkg v])> then\n set [@playerslot v] to [1]\n broadcast (start v)\nelse\n broadcast (update2 v) and wait\n if <(item (2) of [check v]) = (item (3) of [dpkg 4 v])> then\n set [@playerslot v] to [2]\n broadcast (start v)\n else\n broadcast (update3 v) and wait\n broadcast (update4 v) and wait\n broadcast (update5 v) and wait\n if <(item (3) of [check v]) = (item (3) of [dpkg 1 v])> then\n set [@playerslot v] to [3]\n broadcast (start v)\n else\n if <(item (4) of [check v]) = (item (3) of [dpkg 2 v])> then\n set [@playerslot v] to [4]\n broadcast (start v)\n else\n if <(item (5) of [check v]) = (item (3) of [dpkg 3 v])> then\n set [@playerslot v] to [5]\n broadcast (start v)\n else\n broadcast (full v)\n end\n end\n end\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n Set Players\nend\n\ndefine Set Players\nset [players v] to [1]\nif <(On?) = [True]> then\n change [players v] by (1)\nend\nif <(On? 2) = [True]> then\n change [players v] by (1)\nend\nif <(On? 3) = [True]> then\n change [players v] by (1)\nend\nif <(On? 4) = [True]> then\n change [players v] by (1)\nend\nif <(On? 5) = [True]> then\n change [players v] by (1)\nend\n\nwhen I receive [start forever scripts v]\nset [music v] to [True]\nforever\n if <(Music) = [True]> then\n play sound [Calm v] until done\n end\n if <(Music) = [False]> then\n play sound [Climactic Loop v] until done\n end\nend\n\nwhen I receive [start forever scripts v]\nif <(Players) = [1]> then\n forever\n wait until <(Players) > [1]>\n stop all sounds\n set [music v] to [False]\n wait until <[2] > (Players)>\n stop all sounds\n set [music v] to [True]\n end\nend\n\nwhen I receive [start forever scripts v]\nshow variable [players v]\n\nwhen I receive [start forever scripts v]\n\nhide variable [fps v]\nif <(username) = [Cloud-Multiplayer]> then\n show variable [fps v]\nend\nforever\n change [counter v] by (1)\n wait (0) seconds\n if <(timer) > [1]> then\n set [timer v] to [0]\n set [fps v] to (Counter)\n set [counter v] to [0]\n end\nend\n\nchange [timer v] by (0.001)\n\nwhen I receive [start forever scripts v]\nforever\nend\n\n@Runner\n\nwhen [1 v] key pressed\nif <(@PlayerSlot) = [1]> then\n set [username v] to [You can't get me!]\n wait (1) seconds\n set [username v] to (username)\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\nset [costume v] to (costume [number v])\n\nwhen I receive [start forever scripts v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <(@PlayerSlot) = [1]> then\n show\n Movement\n think (join (username) [: Runner])\n else\n go to x: (item (1) of [dpkg v]) y: (item (2) of [dpkg v])\n think (join (item (4) of [dpkg v]) [: Runner])\n if <(On?) = [False]> then\n hide\n else\n if <(item (6) of [dpkg v]) = ([costume # v] of [ground v])> then\n show\n else\n hide\n end\n end\n switch costume to (item (5) of [dpkg v])\n point in direction (item (7) of [dpkg v])\n end\nend\n\ndefine Movement\nswitch costume to (hitbox v)\nset [my x v] to (x position)\nset [my y v] to (y position)\nif <<<(speed y) < [4]> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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\nSet Costume\nif <(y position) > [160]> then\n change [height v] by (1)\n set y to (-140)\nend\nif <[-160] > (y position)> then\n change [height v] by (-1)\n set y to (140)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n set x to (-200)\nend\nif <[-220] > (x position)> then\n change [level v] by (-1)\n set x to (200)\nend\nif <<touching (chaser 2 v)?> or <<touching (chaser 3 v)?> or <<touching (chaser 4 v)?> or <touching (chaser 5 v)?>>>> then\n set [touching? v] to [True]\nelse\n set [touching? v] to [False]\nend\nif <touching (chaser 2 v)?> then\n hide\n wait until <(item (8) of [dpkg 1 v]) = [true]>\n set [@playerslot v] to [2]\n broadcast (Done v)\nend\nif <touching (chaser 3 v)?> then\n hide\n wait until <(item (8) of [dpkg 1 v]) = [true]>\n set [@playerslot v] to [3]\n broadcast (Done v)\nend\nif <touching (chaser 4 v)?> then\n hide\n wait until <(item (8) of [dpkg 1 v]) = [true]>\n set [@playerslot v] to [4]\n broadcast (Done v)\nend\nif <touching (chaser 5 v)?> then\n hide\n wait until <(item (8) of [dpkg 1 v]) = [true]>\n set [@playerslot v] to [5]\n broadcast (Done v)\nend\n\nwhen I receive [initialise v]\nhide\nset rotation style [left-right v]\nset [speed y v] to [0]\nset [falling? v] to [10]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nset [trampoline v] to [n]\nif <touching color (#66ffee)?> then\n set [trampoline v] to [y]\nend\nrepeat until <not <touching (ground hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n if <(trampoline) = [y]> then\n set [speed y v] to [25]\n else\n set [speed y v] to [0]\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [show v]\nshow\n\nwhen [timer v] > (Check_Time)\nhide\n\nwhen I receive [go to x: 0 y: 0 v]\nset [level v] to [3]\nset [height v] to [1]\n\nwhen I receive [done v]\nif <(@PlayerSlot) = [1]> then\n set [height v] to [1]\n set [level v] to [5]\n go to x: (0) y: (0)\nend\n\nwhen I receive [start forever scripts v]\nforever\n if <<touching (chaser 2 v)?> or <<touching (chaser 3 v)?> or <<touching (chaser 4 v)?> or <touching (chaser 5 v)?>>>> then\n set [touching? v] to [True]\n else\n set [touching? v] to [False]\n end\nend\n\n@Chaser 2\n\nwhen [timer v] > (Check_Time)\nbroadcast (Show Thumbs v)\nset [on? v] to [0]\nhide\nwait (5) seconds\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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\nSet Costume\nif <(y position) > [160]> then\n change [height v] by (1)\n set y to (-140)\nend\nif <[-160] > (y position)> then\n change [height v] by (-1)\n set y to (140)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n set x to (-200)\nend\nif <[-220] > (x position)> then\n change [level v] by (-1)\n set x to (200)\nend\n\nwhen I receive [initialise v]\nset [username v] to (username)\nset [on? v] to [1]\n\nwhen I receive [start forever scripts v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n if <(@PlayerSlot) = [2]> then\n show\n Movement\n set [my x v] to (x position)\n set [my y v] to (y position)\n think (join (username) [: Chaser])\n set [direction v] to (direction)\n else\n switch costume to (item (5) of [dpkg 4 v])\n point in direction (item (7) of [dpkg 4 v])\n go to x: (item (1) of [dpkg 4 v]) y: (item (2) of [dpkg 4 v])\n think (join (item (4) of [dpkg 4 v]) [: Chaser])\n if <(On? 2) = [False]> then\n hide\n else\n if <(item (6) of [dpkg 4 v]) = ([costume # v] of [ground v])> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n set [check_time v] to ((timer) + (0.1))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (16))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nend\nset [costume v] to (costume [number v])\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nset [trampoline v] to [n]\nif <touching color (#66ffee)?> then\n set [trampoline v] to [y]\nend\nrepeat until <not <touching (ground hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n if <(trampoline) = [y]> then\n set [speed y v] to [25]\n else\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [done v]\nif <(@PlayerSlot) = [2]> then\n set [height v] to [2]\n set [level v] to [3]\n go to x: (0) y: (0)\n go to x: (35) y: (54)\nelse\nend\n\nwhen I receive [announce v]\nhide\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [2]> then\n if <touching (runner v)?> then\n set [touching? v] to [True]\n else\n set [touching? v] to [False]\n end\n else\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [2]> then\n if <touching (runner v)?> then\n wait (0.5) seconds\n broadcast (Announce v)\n set [@playerslot v] to [0]\n wait (2) seconds\n set [@playerslot v] to [1]\n broadcast (Done v)\n else\n end\n end\nend\n\n@Chaser 3\n\nwhen [timer v] > (Check_Time)\nset [on? v] to [0]\nwait (5) seconds\n\nwhen I receive [initialise v]\nset [username v] to (username)\nset [on? v] to [1]\n\nwhen I receive [start forever scripts v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n if <(@PlayerSlot) = [3]> then\n show\n Movement\n set [my x v] to (x position)\n set [my y v] to (y position)\n think (join (username) [: Chaser])\n set [direction v] to (direction)\n else\n go to x: (item (1) of [dpkg 1 v]) y: (item (2) of [dpkg 1 v])\n think (join (item (4) of [dpkg 1 v]) [: Chaser])\n if <(On? 3) = [False]> then\n hide\n else\n if <(item (6) of [dpkg 1 v]) = ([costume # v] of [ground v])> then\n show\n else\n hide\n end\n end\n switch costume to (item (5) of [dpkg 1 v])\n point in direction (item (7) of [dpkg 1 v])\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n set [check_time v] to ((timer) + (0.1))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (16))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nend\nset [costume v] to (costume [number v])\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nset [trampoline v] to [n]\nif <touching color (#66ffee)?> then\n set [trampoline v] to [y]\nend\nrepeat until <not <touching (ground hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n if <(trampoline) = [y]> then\n set [speed y v] to [25]\n else\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [done v]\nif <(@PlayerSlot) = [3]> then\n set [height v] to [2]\n set [level v] to [3]\n go to x: (0) y: (0)\nend\n\nwhen I receive [announce v]\nhide\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [3]> then\n if <touching (runner v)?> then\n set [touching? v] to [True]\n else\n set [touching? v] to [False]\n end\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [3]> then\n if <touching (runner v)?> then\n wait (0.5) seconds\n broadcast (Announce v)\n set [@playerslot v] to [0]\n wait (2) seconds\n set [@playerslot v] to [1]\n broadcast (Done v)\n end\n end\nend\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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\nSet Costume\nif <(y position) > [160]> then\n change [height v] by (1)\n set y to (-140)\nend\nif <[-160] > (y position)> then\n change [height v] by (-1)\n set y to (140)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n set x to (-200)\nend\nif <[-220] > (x position)> then\n change [level v] by (-1)\n set x to (200)\nend\n\n@Chaser 4\n\nwhen [timer v] > (Check_Time)\nset [on? v] to [0]\nwait (5) seconds\n\nwhen I receive [initialise v]\nset [username v] to (username)\nset [on? v] to [1]\n\nwhen I receive [start forever scripts v]\ngo to x: (0) y: (0)\nforever\n if <(@PlayerSlot) = [4]> then\n show\n Movement\n set [my x v] to (x position)\n set [my y v] to (y position)\n think (join (username) [: Chaser])\n set [direction v] to (direction)\n else\n go to x: (item (1) of [dpkg 2 v]) y: (item (2) of [dpkg 2 v])\n think (join (item (4) of [dpkg 2 v]) [: Chaser])\n if <(On? 4) = [False]> then\n hide\n else\n if <(item (6) of [dpkg 2 v]) = ([costume # v] of [ground v])> then\n show\n else\n hide\n end\n end\n switch costume to (item (5) of [dpkg 2 v])\n point in direction (item (7) of [dpkg 2 v])\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n set [check_time v] to ((timer) + (0.1))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (16))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nend\nset [costume v] to (costume [number v])\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nset [trampoline v] to [n]\nif <touching color (#66ffee)?> then\n set [trampoline v] to [y]\nend\nrepeat until <not <touching (ground hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n if <(trampoline) = [y]> then\n set [speed y v] to [25]\n else\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [done v]\nif <(@PlayerSlot) = [4]> then\n set [height v] to [2]\n set [level v] to [3]\n go to x: (0) y: (0)\nend\n\nwhen I receive [announce v]\nhide\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [4]> then\n if <touching (runner v)?> then\n set [touching? v] to [True]\n else\n set [touching? v] to [False]\n end\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [4]> then\n if <touching (runner v)?> then\n wait (0.5) seconds\n broadcast (Announce v)\n set [@playerslot v] to [0]\n wait (2) seconds\n set [@playerslot v] to [1]\n broadcast (Done v)\n end\n end\nend\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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\nSet Costume\nif <(y position) > [160]> then\n change [height v] by (1)\n set y to (-140)\nend\nif <[-160] > (y position)> then\n change [height v] by (-1)\n set y to (140)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n set x to (-200)\nend\nif <[-220] > (x position)> then\n change [level v] by (-1)\n set x to (200)\nend\n\n@Chaser 5\n\nwhen [timer v] > (Check_Time)\nset [on? v] to [0]\nwait (5) seconds\n\nwhen I receive [initialise v]\nset [username v] to (username)\nset [on? v] to [1]\n\nwhen I receive [start forever scripts v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n if <(@PlayerSlot) = [5]> then\n show\n set [my x v] to (x position)\n Movement\n set [my y v] to (y position)\n think (join (username) [: Chaser])\n set [direction v] to (direction)\n else\n go to x: (item (1) of [dpkg 3 v]) y: (item (2) of [dpkg 3 v])\n think (join (item (4) of [dpkg 3 v]) [: Chaser])\n if <(On? 5) = [False]> then\n hide\n else\n if <(item (6) of [dpkg 3 v]) = ([costume # v] of [ground v])> then\n show\n else\n hide\n end\n end\n switch costume to (item (5) of [dpkg 3 v])\n point in direction (item (7) of [dpkg 3 v])\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n set [check_time v] to ((timer) + (0.1))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (16))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (run_j1 v)\n else\n switch costume to (run_j2 v)\n end\nend\nset [costume v] to (costume [number v])\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nset [trampoline v] to [n]\nif <touching color (#66ffee)?> then\n set [trampoline v] to [y]\nend\nrepeat until <not <touching (ground hitbox v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n if <(trampoline) = [y]> then\n set [speed y v] to [25]\n else\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [done v]\nif <(@PlayerSlot) = [5]> then\n set [height v] to [2]\n set [level v] to [3]\n go to x: (0) y: (0)\nend\n\nwhen I receive [announce v]\nhide\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [5]> then\n if <touching (runner v)?> then\n set [touching? v] to [True]\n else\n set [touching? v] to [False]\n end\n end\nend\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [5]> then\n if <touching (runner v)?> then\n wait (0.5) seconds\n broadcast (Announce v)\n set [@playerslot v] to [0]\n wait (2) seconds\n set [@playerslot v] to [1]\n broadcast (Done v)\n end\n end\nend\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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\nSet Costume\nif <(y position) > [160]> then\n change [height v] by (1)\n set y to (-140)\nend\nif <[-160] > (y position)> then\n change [height v] by (-1)\n set y to (140)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n set x to (-200)\nend\nif <[-220] > (x position)> then\n change [level v] by (-1)\n set x to (200)\nend\n\n@Cloud\n\ndefine chatTranslate (trns)\nset [translatedchar v] to []\ninitChar\nset [j v] to [0]\nset [fin v] to []\nrepeat (length of (trns))\n change [j v] by (1)\n set [i v] to [0]\n repeat until <(letter (i) of (@charList)) = (letter (j) of (trns))>\n change [i v] by (1)\n end\n if <(length of (i)) < [2]> then\n set [add v] to (join [0] (i))\n else\n set [add v] to (i)\n end\n set [fin v] to (join (fin) (add))\nend\n\ndefine initChar\nset [@charlist v] to [ abcdefghijklmnopqrstuvwxyz1234567890<>_-ABCDEFGHIJKLMNOPQRSTUVWXYZ!.,?/\'";:-=+\)\(*&^%$#@{}\[\]\|`~]\n\ndefine saveData (_id) (x) (y) (username) (costume#) (level) (direction) (touching?)\nset [_encode v] to (join (join (join (x) [~]) (join (y) [~])) (join (join (pick random (10000) to (99999)) [~]) (join (join (username) [~]) (join (costume#) (join [~] (join (level) (join [~] (join (direction) (join [~] (join (touching?) [~]))))))))))\nchatTranslate (_encode)\nset [_encodetrns v] to (fin)\nif <(_id) = [1]> then\n set [☁ player 1 v] to (_encodeTRNS)\nelse\n if <(_id) = [2]> then\n set [☁ player 2 v] to (_encodeTRNS)\n else\n if <(_id) = [3]> then\n set [☁ player 3 v] to (_encodeTRNS)\n else\n if <(_id) = [4]> then\n set [☁ player 4 v] to (_encodeTRNS)\n else\n if <(_id) = [5]> then\n set [☁ player 5 v] to (_encodeTRNS)\n end\n end\n end\n end\nend\n\ndefine update (data)\ninitChar\nset [p v] to [1]\nset [retrns v] to []\nrepeat ((length of (data)) / (2))\n set [retrns v] to (join (retrns) (letter (join (letter (p) of (data)) (letter ((p) + (1)) of (data))) of (@charList)))\n change [p v] by (2)\nend\n\ndefine dpkg (data)\ndelete (all) of [dpkg v]\nset [i v] to [0]\nset [addtoarray v] to []\nrepeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\nend\n\ndefine decodeData (_id)\nif <<<(_id) = [1]> or <(_id) = [2]>> or <(_id) = [3]>> then\n if <(_id) = [1]> then\n update (☁ Player 1)\n end\n if <(_id) = [2]> then\n update (☁ Player 2)\n end\n set [rtrns_data v] to (retrns)\n dpkg (RTRNS_Data)\nend\n\nwhen I receive [update1 v]\ndecodeData (1)\n\ndefine Decoding Data (p)\nif <<(p) = [3]> or <(p) = [2]>> then\n if <(p) = [3]> then\n update (☁ Player 3)\n end\n if <(p) = [2]> then\n update (☁ Player 2)\n end\n set [rtrns_data v] to (retrns)\n DPKG 1 (RTRNS_Data)\nend\n\ndefine DPKG 1 (data)\ndelete (all) of [dpkg 1 v]\nset [i v] to [0]\nset [addtoarray v] to []\nrepeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 1 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\nend\n\nwhen I receive [update3 v]\nDecoding Data [3]\n\nwhen I receive [kick find v]\nCheck [1] If not me\n\nwhen I receive [start forever scripts v]\nforever\n broadcast (Kick Find v) and wait\nend\n\ndefine Decoding Data 2 (data player)\nif <<(data player) = [4]> or <(data player) = [1]>> then\n if <(data player) = [4]> then\n update (☁ Player 4)\n end\n if <(data player) = [1]> then\n update (☁ Player 1)\n end\n set [rtrns_data v] to (retrns)\n DPKG 2 (RTRNS_Data)\nend\n\ndefine DPKG 2 (data)\ndelete (all) of [dpkg 2 v]\nset [i v] to [0]\nset [addtoarray v] to []\nrepeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 2 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\nend\n\nwhen I receive [update4 v]\nDecoding Data 2 [4]\n\nwhen I receive [initialise v]\nset [@playerslot v] to [0]\n\nwhen I receive [start forever scripts v]\nforever\n if <(@PlayerSlot) = [1]> then\n DECODY [2]\n Decoding Data [3]\n Decoding Data 2 [4]\n Decoding Data 3 [5]\n saveData (1) (My X) (My Y) (username) (Costume) ([costume # v] of [ground v]) ([direction v] of [runner v]) (Touching?)\n end\n if <(@PlayerSlot) = [2]> then\n decodeData (1)\n Decoding Data [3]\n Decoding Data 2 [4]\n Decoding Data 3 [5]\n saveData (2) (My X) (My Y) (username) (Costume) ([costume # v] of [ground v]) (Direction) (Touching?)\n end\n if <(@PlayerSlot) = [3]> then\n decodeData (1)\n DECODY [2]\n Decoding Data 2 [4]\n Decoding Data 3 [5]\n saveData (3) (My X) (My Y) (username) (Costume) ([costume # v] of [ground v]) (Direction) (Touching?)\n end\n if <(@PlayerSlot) = [4]> then\n decodeData (1)\n DECODY [2]\n Decoding Data [3]\n Decoding Data 3 [5]\n saveData (4) (My X) (My Y) (username) (Costume) ([costume # v] of [ground v]) (Direction) (Touching?)\n end\n if <(@PlayerSlot) = [5]> then\n DECODY [2]\n Decoding Data [3]\n decodeData (1)\n Decoding Data 3 [4]\n saveData (5) (My X) (My Y) (username) (Costume) ([costume # v] of [ground v]) (Direction) (Touching?)\n end\nend\n\ndefine DPKG 3 (data)\ndelete (all) of [dpkg 3 v]\nset [i v] to [0]\nset [addtoarray v] to []\nrepeat until <(i) > ((length of (data)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (data)) = [~]> then\n add (addToArray) to [dpkg 3 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (data)))\n end\nend\n\ndefine Decoding Data 3 (data)\nif <<(data) = [5]> or <(data) = [4]>> then\n if <(data) = [5]> then\n update (☁ Player 5)\n end\n if <(p) = [4]> then\n update (☁ Player 4)\n end\n set [rtrns_data v] to (retrns)\n DPKG 3 (RTRNS_Data)\nend\n\nwhen I receive [update5 v]\nDecoding Data 3 [5]\n\ndefine Check (id) If not me\ndelete all of [active check v]\ndelete all of [check v]\nadd (item (3) of [dpkg v]) to [check v]\nadd (item (3) of [dpkg 4 v]) to [check v]\nbroadcast (update3 v) and wait\nadd (item (3) of [dpkg 1 v]) to [check v]\nbroadcast (update4 v) and wait\nadd (item (3) of [dpkg 2 v]) to [check v]\nbroadcast (update5 v) and wait\nadd (item (3) of [dpkg 3 v]) to [check v]\nwait (1) seconds\nif <not <(@PlayerSlot) = [1]>> then\n if <(item (1) of [check v]) = (item (3) of [dpkg v])> then\n set [on? v] to [False]\n else\n set [on? v] to [True]\n end\nend\nif <not <(@PlayerSlot) = [2]>> then\n if <(item (2) of [check v]) = (item (3) of [dpkg 4 v])> then\n set [on? 2 v] to [False]\n else\n set [on? 2 v] to [True]\n end\nend\nif <not <(@PlayerSlot) = [3]>> then\n if <(item (3) of [check v]) = (item (3) of [dpkg 1 v])> then\n set [on? 3 v] to [False]\n else\n set [on? 3 v] to [True]\n end\nend\nif <not <(@PlayerSlot) = [4]>> then\n if <(item (4) of [check v]) = (item (3) of [dpkg 2 v])> then\n set [on? 4 v] to [False]\n else\n set [on? 4 v] to [True]\n end\nend\nif <not <(@PlayerSlot) = [5]>> then\n if <(item (5) of [check v]) = (item (3) of [dpkg 3 v])> then\n set [on? 5 v] to [False]\n else\n set [on? 5 v] to [True]\n end\nend\n\ndefine DECODY (data)\nif <<(_id) = [1]> or <(_id) = [2]>> then\n if <(_id) = [1]> then\n update (☁ Player 1)\n end\n if <(_id) = [2]> then\n update (☁ Player 2)\n end\n set [rtrns_data v] to (retrns)\n DPKG (RTRNS_Data)\nend\n\ndefine DPKG (chicken)\ndelete (all) of [dpkg 4 v]\nset [i v] to [0]\nset [addtoarray v] to []\nrepeat until <(i) > ((length of (chicken)) - (1))>\n change [i v] by (1)\n if <(letter (i) of (chicken)) = [~]> then\n add (addToArray) to [dpkg 4 v]\n set [addtoarray v] to []\n else\n set [addtoarray v] to (join (addToArray) (letter (i) of (chicken)))\n end\nend\n\nwhen I receive [update2 v]\nDECODY [2]\n\nwhen I receive [full v]\nforever\n decodeData (1)\n DECODY [2]\n Decoding Data [3]\n Decoding Data 2 [4]\n Decoding Data 3 [5]\nend\n\n@BannerStatus\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [full v]\nbroadcast (Start Forever Scripts v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (full v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (spectator mode v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [initialise v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\n\nwhen I receive [announce v]\nswitch costume to (loading... v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\nwhen I receive [done v]\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen I receive [initialise v]\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [check player slot v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Ground Hitbox\n\nwhen I receive [initialise v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (99)\n\nwhen I receive [start forever scripts v]\nif <(@PlayerSlot) = [1]> then\n set [level v] to [1]\n set [height v] to [2]\nelse\n set [level v] to [3]\n set [height v] to [1]\nend\nif <(Answer) = []> then\n forever\n switch costume to (join (Height) (join [.] (Level)))\n end\nend\n\nwhen I receive [full v]\nforever\n if <(Answer) = [1]> then\n show\n switch costume to (item (6) of [dpkg v])\n go to [front v] layer\n go [backward v] (10) layers\n end\n if <(Answer) = [2]> then\n show\n switch costume to (item (6) of [dpkg 4 v])\n go to [front v] layer\n go [backward v] (10) layers\n end\n if <(Answer) = [3]> then\n show\n switch costume to (item (6) of [dpkg 1 v])\n go to [front v] layer\n go [backward v] (10) layers\n end\n if <(Answer) = [4]> then\n show\n switch costume to (item (6) of [dpkg 3 v])\n go to [front v] layer\n go [backward v] (10) layers\n end\nend\n\n@Ground\n\nwhen I receive [initialise v]\nset [answer v] to []\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start forever scripts v]\nif <(Answer) = []> then\n go to [back v] layer\n go [backward v] (10) layers\n forever\n show\n switch costume to (join (Height) (join [.] (Level)))\n end\nend\n\nwhen I receive [full v]\nask [What Player Do You Want To Follow? \(Player 1 = 1\)] and wait\nset [answer v] to (answer)\nforever\n if <(Answer) = [1]> then\n show\n switch costume to (item (6) of [dpkg v])\n go to [front v] layer\n go [backward v] (10) layers\n end\n if <(Answer) = [2]> then\n show\n switch costume to (item (6) of [dpkg 4 v])\n go to [front v] layer\n go [backward v] (10) layers\n end\n if <(Answer) = [3]> then\n show\n switch costume to (item (6) of [dpkg 1 v])\n go to [front v] layer\n go [backward v] (10) layers\n end\n if <(Answer) = [4]> then\n show\n switch costume to (item (6) of [dpkg 3 v])\n go to [front v] layer\n go [backward v] (10) layers\n end\nend\n\n@Text\n\nwhen I receive [initialise v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start forever scripts v]\nif <(@PlayerSlot) = [1]> then\n set [ghost v] effect to (100)\n switch costume to (all alone v)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (2) seconds\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait until <(Players) = [2]>\n set [ghost v] effect to (100)\n switch costume to (joined! v)\n show\n go to [front v] layer\n repeat (24)\n change [ghost v] effect by (-4)\n end\n wait (3) seconds\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\n\nwhen [timer v] > (Check_Time)\nhide\n\n@Cloud Thumbs Up\n\ndefine Decode (data)\nset [letters v] to [ abcdefghijklmnopqrstuvwxyz1234567890<>_-ABCDEFGHIJKLMNOPQRSTUVWXYZ!.,?/\'";:-=+\)\(*&^%$#@{}\[\]\|`~]\nset [p2 v] to [1]\nset [decoded result v] to []\nrepeat ((length of (data)) / (2))\n set [decoded result v] to (join (Decoded Result) (letter (join (letter (p2) of (data)) (letter ((p2) + (1)) of (data))) of (Letters)))\n change [p2 v] by (2)\nend\n\ndefine Get (data)\ndelete (all) of [dpkg v]\nset [i2 v] to [0]\nset [adding v] to []\nrepeat until <(i2) > ((length of (data)) - (1))>\n change [i2 v] by (1)\n if <(letter (i2) of (data)) = [~]> then\n add (Adding) to [dpkg v]\n set [adding v] to []\n else\n set [adding v] to (join (Adding) (letter (i2) of (data)))\n end\nend\n\ndefine Encode (data)\nset [letters v] to [ abcdefghijklmnopqrstuvwxyz1234567890<>_-ABCDEFGHIJKLMNOPQRSTUVWXYZ!.,?/\'";:-=+\)\(*&^%$#@{}\[\]\|`~]\nset [j2 v] to [0]\nset [encoded result v] to []\nrepeat (length of (data))\n change [j2 v] by (1)\n set [i2 v] to [0]\n repeat until <(letter (i2) of (Letters)) = (letter (j2) of (data))>\n change [i2 v] by (1)\n end\n if <(length of (i2)) < [2]> then\n set [add v] to (join [0] (i2))\n else\n set [add v] to (i2)\n end\n set [encoded result v] to (join (Encoded Result) (Add))\nend\n\ndefine Save Data: (likes) (dislikes) (1st) (2nd) (3rd) (4th) (5th)\nEncode (join (likes) (join [~] (join (dislikes) (join [~] (join (1st) (join [~] (join (2nd) (join [~] (join (3rd) (join [~] (join (4th) (join [~] (join (5th) [~])))))))))))))\nset [☁ thumbs v] to (Encoded Result)\n\ndefine Get Thumbs At: X (x) Y (y)\nhide\nset [clone id v] to [0]\nset [info v] to (join ((x) + (500)) ((y) + (500)))\nrepeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n Decode (☁ Thumbs)\n Get (Decoded Result)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(Clone ID) = [1]> then\n switch costume to (thumbs down v)\n set x to (((join (letter (1) of (Info)) (join (letter (2) of (Info)) (letter (3) of (Info)))) - (500)) + (25))\n set y to (((join (letter (4) of (Info)) (join (letter (5) of (Info)) (letter (6) of (Info)))) - (500)) + (-5))\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <(item (2) of [dpkg v]) = [1]> then\n think (join (item (2) of [dpkg v]) [ Dislike])\n else\n think (join (item (2) of [dpkg v]) [ Dislikes])\n end\n if <mouse down?> then\n if <not <<<<(item (4) of [dpkg v]) = (username)> or <<(item (5) of [dpkg v]) = (username)> or <(item (6) of [dpkg v]) = (username)>>> or <(item (9) of [dpkg v]) = (username)>> or <<(item (7) of [dpkg v]) = (username)> or <(item (8) of [dpkg v]) = (username)>>>> then\n Save Data: (item (1) of [dpkg v]) ((item (2) of [dpkg v]) + (1)) (item (4) of [dpkg v]) (item (5) of [dpkg v]) (item (6) of [dpkg v]) (item (7) of [dpkg v]) (username)\n else\n set [brightness v] effect to (-20)\n think [Error! You already liked!] for (3) seconds\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (-20)\n think []\n end\n end\nelse\n if <(Clone ID) = [2]> then\n switch costume to (thumbs up v)\n set x to (((join (letter (1) of (Info)) (join (letter (2) of (Info)) (letter (3) of (Info)))) - (500)) + (-25))\n set y to (((join (letter (4) of (Info)) (join (letter (5) of (Info)) (letter (6) of (Info)))) - (500)) + (5))\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <(item (1) of [dpkg v]) = [1]> then\n think (join (item (1) of [dpkg v]) [ Like])\n else\n think (join (item (1) of [dpkg v]) [ Likes])\n end\n if <mouse down?> then\n if <not <<<<(item (4) of [dpkg v]) = (username)> or <<(item (5) of [dpkg v]) = (username)> or <(item (6) of [dpkg v]) = (username)>>> or <(item (9) of [dpkg v]) = (username)>> or <<(item (7) of [dpkg v]) = (username)> or <(item (8) of [dpkg v]) = (username)>>>> then\n Save Data: ((item (1) of [dpkg v]) + (1)) (item (2) of [dpkg v]) (item (4) of [dpkg v]) (item (5) of [dpkg v]) (username) [] []\n else\n set [brightness v] effect to (-20)\n think [Error! You already liked!] for (3) seconds\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (-20)\n think []\n end\n end\n end\nend\n\nwhen I receive [show thumbs v]\nGet Thumbs At: X [0] Y [-150]\n\n@Preview\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(id) < [6]> then\n set y to (-30)\n forever\n Position [1]\n end\nelse\n set y to (30)\n forever\n Position [6]\n end\nend\n\ndefine Position (id)\nset size to (15) %\nset [pos v] to (((((id) - (id)) * (60)) - (115)) - ((((mouse x) / (2)) - (x position)) * (0.2)))\nset x to (pos)\nif <(id) < [6]> then\n set y to (-30)\nelse\n set y to (30)\nend\nif <(costume [number v]) = ([costume # v] of [ground v])> then\n set [brightness v] effect to (20)\nelse\n set [brightness v] effect to (0)\nend\nif <(On?) = [True]> then\n if <(costume [number v]) = (item (6) of [dpkg v])> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\nend\nif <(On? 2) = [True]> then\n if <(costume [number v]) = (item (6) of [dpkg 4 v])> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\nif <(On? 3) = [True]> then\n if <(costume [number v]) = (item (6) of [dpkg 1 v])> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\nif <(On? 4) = [True]> then\n if <(costume [number v]) = (item (6) of [dpkg 2 v])> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\nif <(On? 5) = [True]> then\n if <(costume [number v]) = (item (6) of [dpkg 3 v])> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen [q v] key pressed\nbroadcast (Delete Clones v)\nset [id v] to [0]\nrepeat (10)\n change [id v] by (1)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [initialise v]\nhide\ngo to x: (0) y: (0)\nset size to (15) %\nswitch costume to (1.1 v)\n\nwhen [e v] key pressed\nbroadcast (Delete Clones v)\n\nwhen I receive [delete clones v]\ndelete this clone\n\n | Helllllooo, today’s I share the project Speeed a platformer\nPLEASE LOVE FAVE AND FOLLLOW ME !! ;)\n<————————————————————————\n HOW TO PLAY \n—————————————————————————\nto play this game you would have to play with the keys ⬅️⬆️➡️or mobile if you have a phone ...\n—————————————————————————\n MY OPINION \n—————————————————————————\n\nI have never seen this game, so for me it is new and if you have already seen this game other go tell me\n—————————————————————————\n |
Coded A Platformer | @Stage\n\nwhen I receive [intro v]\nswitch backdrop to (play v)\n\nwhen I receive [intro done v]\nswitch backdrop to (play v)\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\ndefine Run game\nchange [y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-2)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (2)\nend\nset [x v] to ((X) * (0.7))\nchange x by (X)\nif <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n end\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 end\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n end\n end\n end\n end\n end\nend\nif <touching (platform v)?> then\n change y by (-8)\n repeat until <not <touching (platform v)?>>\n change x by ((X) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n if <(X) < [0]> then\n set [x v] to [16]\n else\n set [x v] to [-16]\n end\n else\n set [x v] to [0]\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n repeat until <not <touching (platform v)?>>\n change y by ((Y) * (-1))\n end\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (platform v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [14]\nend\nchange y by (1)\nif <(x position) > [210]> then\n go to x: (-208) y: (165)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching (danger v)?> then\n go to x: (-208) y: (165)\n set [level v] to (level)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nshow\nswitch costume to (idle v)\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-213) y: (167)\nset rotation style [left-right v]\nbroadcast (intro v)\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [intro over v]\nshow\nforever\n Run game\nend\n\n@platform\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (36) y: (28)\n switch costume to (level)\nend\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [intro over v]\nshow\n\n@danger\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [level v] to [1]\nforever\n go to x: (-37) y: (-68)\n switch costume to (level)\nend\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [intro over v]\nshow\n\n@text\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [intro over v]\nshow\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@love and fave 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@My brain hurtss\n\ndefine Shake Amount (shake amount) Finishing Size: (size) Speed: (speed)\nset [shake v] to (shake amount)\nset size to ((size) + ((shake amount) / (1.5))) %\nrepeat until <(round (size)) = (round (size))>\n point in direction ((90) + ((Shake) * ([cos v] of (((1000) + ((speed) * (100))) * (timer)) )))\n set size to ((size) + ((Shake) / (0.5))) %\n set [shake v] to ((Shake) * (0.8))\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Bouncy Bars]> then\n go to [front v] layer\n show\n switch costume to (screen hack alt v)\n set size to (0) %\n Set Effects: Color (Color) Brightness (Brightness) Transparency [0]\n go to x: (-1000) y: (Bar Y Pos)\n switch costume to (bar2 v)\n point in direction (0)\n repeat (10)\n set [bar y pos v] to (((Bar Y Pos) * (0.5)) + (((0) - (x position)) / (3)))\n change x by (Bar Y Pos)\n change size by (((130) - (size)) / (5))\n go to [front v] layer\n end\n repeat (20)\n set [bar y pos v] to (((Bar Y Pos) * (.5)) + (((0) - (x position)) / (3)))\n change x by (Bar Y Pos)\n change size by (((130) - (size)) / (5))\n go to [front v] layer\n end\nend\n\ndefine Bouncy Bars\nset [intro clone id v] to [Bouncy Bars]\nset [bar y pos v] to [240]\nrepeat (10)\n create clone of (_myself_ v)\n change [bar y pos v] by (-60)\nend\nset [bar y pos v] to [0]\n\nwhen I start as a clone\nif <(Intro Clone ID) = [End White]> then\n clear graphic effects\n switch costume to (screen hack v)\n Set Effects: Color [0] Brightness [100] Transparency [0]\n Frame Animation x [1000] y [-500] size [375] direction [90] at speed [1]\n Frame Size [375.05] at speed [1]\n switch costume to (front v)\n go to [front v] layer\n show\n wait (.05) seconds\n repeat (35)\n Frame Position x [-55] y [55] at speed [11]\n change [ghost v] effect by (-10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [End]> then\n clear graphic effects\n switch costume to (screen hack v)\n Set Effects: Color (Color) Brightness [-20] Transparency [0]\n Frame Animation x [1000] y [-500] size [375] direction [90] at speed [1]\n Frame Size [375.05] at speed [1]\n switch costume to (front v)\n go to [front v] layer\n show\n wait (0.05) seconds\n repeat (35)\n Frame Position x [-55] y [55] at speed [10.75]\n change [ghost v] effect by (-10)\n end\n broadcast (Delete v)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Frame Animation x (x) y (y) size (size) direction (direction) at speed (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\nchange size by (((size) - (size)) / (speed))\nturn right (((direction) - (direction)) / (speed)) degrees\n\ndefine Set Effects: Color (color) Brightness (brightness) Transparency (transparency)\nset [color v] to (color)\nset [brightness v] to (brightness)\nset [ghost v] to (transparency)\nset [color v] effect to (Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Ghost)\n\ndefine Clone Sprite ID (id) # (#)\nset [intro clone id v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\ndefine Frame Position x (x) y (y) at speed (speed)\nchange x by (((x) - (x position)) / (speed))\nchange y by (((y) - (y position)) / (speed))\n\ndefine Frame Size (size) at speed (speed)\nchange size by (((size) - (size)) / (speed))\n\ndefine Frame Rotation (rotation) at speed (speed)\nturn right (((direction) - (direction)) / (speed)) degrees\n\ndefine Set origin (origin) target (target)\nset [costume origin v] to (origin)\nset [costume target v] to (target)\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Line Burst]> then\n set [val v] to [20]\n switch costume to (line burst 1 v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n Frame Animation x (My brain hurtss: X) y (My brain hurtss: Y) size [0] direction (Rotation) at speed [1]\n Set Effects: Color (Color) Brightness (Brightness) Transparency (Ghost)\n repeat until <(Val) < [2]>\n set [val v] to ((Val) * (0.9))\n switch costume to (((Val) * (-0.5)) + (Costume Target))\n Frame Size [100] at speed [5]\n move (Val) steps\n end\n repeat (10)\n set [val v] to ((Val) * (0.9))\n switch costume to (((Val) * (-0.5)) + (Costume Target))\n Frame Size [100] at speed [5]\n move (Val) steps\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Line burst (degree) degrees with start (start) at x: (x) y: (y)\nset [rotation v] to (start)\nset [costume target v] to [55]\nset [my brain hurtss: x v] to (x)\nset [my brain hurtss: y v] to (y)\nset [background formula v] to [0]\nrepeat ((360) / (degree))\n Position x [0] y [0]\n Clone Sprite ID [Line Burst] # [1]\n change [rotation v] by (degree)\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Shockwave]> then\n Frame Animation x (My brain hurtss: X) y (My brain hurtss: Y) size [80] direction (Rotation) at speed [1]\n Set Effects: Color (Color) Brightness (Brightness) Transparency (Ghost)\n show\n set [val v] to (Costume Origin)\n repeat until <(Costume Target) = (round (Val))>\n switch costume to (screen hack v)\n if <(Rotation) = [N/A]> then\n Frame Size [350] at speed [6.5]\n switch costume to (Val)\n change [val v] by (((Costume Target) - (round (Val))) / (6.5))\n go to [front v] layer\n go [backward v] (3) layers\n else\n Frame Size [500] at speed [6.5]\n switch costume to (Val)\n change [val v] by (((Costume Target) - (round (Val))) / (6.5))\n go to [front v] layer\n go [backward v] (1) layers\n end\n end\n repeat (10)\n switch costume to (screen hack v)\n if <(Rotation) = [N/A]> then\n Frame Size [350] at speed [6.5]\n switch costume to (Val)\n change [val v] by (((Costume Target) - (round (Val))) / (6.5))\n go to [front v] layer\n change [ghost v] effect by (10)\n go [backward v] (3) layers\n else\n Frame Size [500] at speed [6.5]\n switch costume to (Val)\n change [val v] by (((Costume Target) - (round (Val))) / (6.5))\n go to [front v] layer\n change [ghost v] effect by (10)\n go [backward v] (1) layers\n end\n end\n delete this clone\nend\n\ndefine Position x (x) y (y)\nset [my brain hurtss: x v] to (x)\nset [my brain hurtss: y v] to (y)\n\ndefine 1/4 Shockwave X (x) Y (y)\nset [my brain hurtss: x v] to (x)\nset [my brain hurtss: y v] to (y)\nSet origin [1] target [22]\nset [rotation v] to [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [180]\nSet origin [1] target [22]\nClone Sprite ID [Shockwave] # [1]\nwait (0.12) seconds\nSet origin [1] target [22]\nset [rotation v] to [90]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [-90]\nSet origin [1] target [22]\nClone Sprite ID [Shockwave] # [1]\n\ndefine 1/8 Shockwave X (x) Y (y)\nset [my brain hurtss: x v] to (x)\nset [my brain hurtss: y v] to (y)\nSet origin [23] target [44]\nset [rotation v] to [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [180]\nSet origin [23] target [44]\nClone Sprite ID [Shockwave] # [1]\nwait (0.12) seconds\nSet origin [23] target [44]\nset [rotation v] to [45]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [-135]\nSet origin [23] target [44]\nClone Sprite ID [Shockwave] # [1]\nwait (0.12) seconds\nSet origin [23] target [44]\nset [rotation v] to [90]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [-90]\nSet origin [23] target [44]\nClone Sprite ID [Shockwave] # [1]\nwait (0.12) seconds\nSet origin [23] target [44]\nset [rotation v] to [135]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [-45]\nSet origin [23] target [44]\nClone Sprite ID [Shockwave] # [1]\n\nwhen flag clicked\nset [pen colour v] to [0]\nreset timer\nstart sound [Music v]\nhide\nswitch costume to (screen hack alt v)\nSet Effects: Color [0] Brightness [100] Transparency [0]\nClone Sprite ID [Name] # [1]\nWait Until [3.5]\ngo to x: (0) y: (0)\nParticles [50]\nWait Until [3.7]\nset [pen colour v] to [1]\n\ndefine Shockwave X (x) Y (y)\nset [my brain hurtss: x v] to (x)\nset [my brain hurtss: y v] to (y)\nSet origin [133] target [156]\nset [rotation v] to [N/A]\nClone Sprite ID [Shockwave] # [1]\n\ndefine Set Position Target x (x) y (y)\nset [x pos v] to (x)\nset [y pos v] to (y)\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Bar]> then\n clear graphic effects\n hide\n Frame Animation x (My brain hurtss: X) y (My brain hurtss: Y) size [0] direction (Rotation) at speed [1]\n Set Effects: Color (Color) Brightness (Brightness) Transparency (Ghost)\n show\n set [val v] to (Costume Origin)\n repeat until <(My brain hurtss: Size) = (round (size))>\n switch costume to (screen hack v)\n Frame Animation x (X Pos) y (Y Pos) size (My brain hurtss: Size) direction (Rotation Target) at speed [5]\n switch costume to (Val)\n end\n go to x: (X Pos) y: (Y Pos)\n point in direction (Rotation Target)\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Grid]> then\n clear graphic effects\n Frame Animation x [0] y [0] size [100] direction [90] at speed [1]\n Set Effects: Color (Color) Brightness [0] Transparency [0]\n switch costume to (grid2 v)\n go to [front v] layer\n show\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Diamond]> then\n clear graphic effects\n hide\n Frame Animation x [0] y [0] size [0] direction [90] at speed [1]\n Set Effects: Color (Color) Brightness (Brightness) Transparency (Ghost)\n go to [back v] layer\n go [forward v] (12) layers\n show\n repeat (25)\n switch costume to (screen hack v)\n Frame Size [400] at speed [10]\n switch costume to (diamond v)\n end\n delete this clone\nend\n\ndefine Diamond\nClone Sprite ID [Diamond] # [1]\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Hole]> then\n clear graphic effects\n Set Effects: Color (Color) Brightness (Brightness) Transparency (Ghost)\n Frame Animation x [0] y [0] size [100] direction [90] at speed [1]\n switch costume to (backdrop v)\n go to [front v] layer\n show\n Wait Until [0.99]\n switch costume to (hole v)\n repeat (15)\n switch costume to (screen hack v)\n Frame Size [2500] at speed [7]\n switch costume to (hole v)\n end\nend\n\ndefine Wait Until (timer)\nwait until <(timer) < (timer)>\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Back]> then\n clear graphic effects\n Set Effects: Color (Color) Brightness (Brightness) Transparency (Ghost)\n Frame Animation x [0] y [0] size [100] direction [90] at speed [1]\n switch costume to (back v)\n go to [back v] layer\n show\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Hexagon]> then\n clear graphic effects\n hide\n Frame Animation x [0] y [0] size [-100] direction [90] at speed [1]\n Set Effects: Color (Color) Brightness (Brightness) Transparency (Ghost)\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (10)\n switch costume to (screen hack v)\n Frame Size [125] at speed [4]\n switch costume to (hexagon v)\n end\n wait (0.25) seconds\n repeat (15)\n switch costume to (screen hack v)\n Frame Size [325] at speed [4]\n switch costume to (hexagon v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [White Back]> then\n clear graphic effects\n switch costume to (size hack alt v)\n Set Effects: Color (Color) Brightness [100] Transparency [0]\n Frame Animation x [1000] y [0] size [100] direction [90] at speed [1]\n switch costume to (back v)\n Frame Size [100] at speed [1]\n go to [back v] layer\n hide\n wait (0.05) seconds\n show\n repeat (38)\n Frame Position x [0] y [0] at speed [11]\n end\n Frame Position x [0] y [0] at speed [1]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Back]> then\n clear graphic effects\n switch costume to (size hack alt v)\n Set Effects: Color (Color) Brightness [10] Transparency [0]\n Frame Animation x [1000] y [0] size [100] direction [90] at speed [1]\n switch costume to (back v)\n Frame Size [100] at speed [1]\n go to [front v] layer\n show\n repeat (38)\n Frame Position x [0] y [0] at speed [10.75]\n end\n Frame Position x [0] y [0] at speed [1]\nend\n\ndefine Bounce Size Bounciness (bounciness ) Div (div) Target (target) Repeat (repeat)\nrepeat (repeat)\n set [bounce v] to (((Bounce) * (bounciness )) + (((target) - (size)) / (div)))\n Frame Size ((size) + (Bounce)) at speed [1]\nend\n\ndefine End\nClone Sprite ID [End1] # [1]\nClone Sprite ID [End2] # [1]\n\ndefine Particles (amount)\nClone Sprite ID [Particles] # (amount)\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Particles]> then\n Set Effects: Color [0] Brightness [-100] Transparency [0]\n switch costume to (pick random (125) to (127))\n show\n set [step vel v] to (pick random (15) to (20))\n point in direction (pick random (-180) to (180))\n repeat until <(round (step vel)) = [0]>\n move (step vel) steps\n turn right ((step vel) / (2)) degrees\n set [step vel v] to ((step vel) * (.9))\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [End1]> then\n Set Effects: Color [0] Brightness [-100] Transparency [0]\n go to x: (0) y: (500)\n switch costume to (ending sequence v)\n show\n repeat until <(round (y position)) = [0]>\n Frame Position x [0] y [0] at speed [10]\n go to [front v] layer\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [End2]> then\n Set Effects: Color [0] Brightness [-100] Transparency [0]\n go to x: (0) y: (-500)\n switch costume to (ending sequence2 v)\n show\n repeat until <(round (y position)) = [0]>\n Frame Position x [0] y [0] at speed [10]\n go to [front v] layer\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Name]> then\n go to x: (0) y: (0)\n switch costume to (name v)\n go to [front v] layer\n show\n set size to (10) %\n point in direction (-90)\n repeat until <<(round (size)) = [75]> and <(round (direction)) = [90]>>\n Frame Animation x [0] y [0] size [75] direction [90] at speed [10]\n end\n Wait Until [3.5]\n repeat (5)\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Intro Clone ID) = [Entry]> then\n clear graphic effects\n Set Effects: Color (Color) Brightness [0] Transparency [0]\n switch costume to (particle 1 v)\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-500)\n show\n repeat until <(round (y position)) = [0]>\n Frame Position x [0] y [0] at speed [5]\n end\n repeat (10)\n switch costume to (screen hack v)\n change size by (500)\n switch costume to (particle 1 v)\n end\nend\n\ndefine resetVars\npen down\nset [camerax v] to [0]\nset [cameray v] to [0]\nset [cameraz v] to [-180]\nset [cameraxrot v] to [0]\nset [camerayrot v] to [0]\nset [x1 v] to [0]\nset [x2 v] to [0]\nset [y1 v] to [0]\nset [y2 v] to [0]\nset [z1 v] to [0]\nset [z2 v] to [0]\nset [fov v] to [300]\ndelete all of [stars v]\nrepeat (300)\n add (pick random (-300) to (300)) to [stars v]\nend\n\ndefine Rotate (x) (y) by (rot)\n-- [Rotates the 2d points as if in a 3d space.]\nset [output1 v] to ((([cos v] of (rot) ) * (x)) - (([sin v] of (rot) ) * (y)))\nset [output2 v] to ((([sin v] of (rot) ) * (x)) + (([cos v] of (rot) ) * (y)))\n\ndefine Projection (x) (y) (z)\ngo to x: (((fov) * (x)) / (z)) y: (((fov) * (y)) / (z))\n\ndefine Render stars\nset pen size to (10)\nif <(pen colour) = [0]> then\n set pen color to (#ffffff)\nelse\n set pen color to (#000000)\nend\nset [countingstars v] to [1]\nrepeat ((length of [stars v]) / (3))\n Draw line (item (countingStars) of [stars v]) (item ((countingStars) + (1)) of [stars v]) (item ((countingStars) + (2)) of [stars v]) to (item (countingStars) of [stars v]) (item ((countingStars) + (1)) of [stars v]) (item ((countingStars) + (2)) of [stars v])\n change [countingstars v] by (3)\nend\nset pen size to (20)\n\ndefine init 3D items\nRender BG\nRender stars\n\ndefine -- (text)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nresetVars\nerase all\nset pen size to (20)\nrepeat until <(timer) > [9.4]>\n erase all\n init 3D items\n if <(timer) > [5.7]> then\n Render K (bouncing)\n end\nend\n\ndefine Draw line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet variables (x1) (y1) (z1)\n-- [x rot]\nRotate (z1) (x1) by (cameraXrot)\nSet variables (output2) (y1) (output1)\n-- [y rot]\nRotate (y1) (z1) by (cameraYrot)\nSet variables (x1) (output1) (output2)\nSet other variables (x2) (y2) (z2)\n-- [x rot]\nRotate (z2) (x2) by (cameraXrot)\nSet other variables (output2) (y2) (output1)\n-- [y rot]\nRotate (y2) (z2) by (cameraYrot)\nSet other variables (x2) (output1) (output2)\n-- [Projection]\nProjection ((x1) - (cameraX)) ((y1) - (cameraY)) ((z1) - (cameraZ))\npen down\nProjection ((x2) - (cameraX)) ((y2) - (cameraY)) ((z2) - (cameraZ))\npen up\n\ndefine Set variables (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set other variables (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Render BG\ngo to x: (0) y: (0)\nset pen size to (100000)\nif <(pen colour) = [0]> then\n set pen color to (#000000)\nelse\n set pen color to (#ffffff)\nend\npen down\npen up\n\ndefine Render K (at y)\nDraw line [-50] ((75) + (at y)) [0] to [-50] ((-75) - (at y)) [0]\nDraw line [-50] [0] [0] to [50] ((-75) - (at y)) [0]\nDraw line [-50] [0] [0] to [50] ((75) + (at y)) [0]\n\nwhen flag clicked\nset [bouncing v] to [-75]\nWait Until [5.7]\nrepeat (40)\n change [bouncing v] by (((0) - (bouncing)) / (5))\nend\n\nwhen flag clicked\nWait Until [7.5]\nset [pen colour v] to [0]\nWait Until [8.4]\nset [pen colour v] to [1]\n\ndefine draw lines at (posy)\nset pen color to (#000000)\nset pen size to (100)\ngo to x: (-585) y: (posy)\npen down\ngo to x: (585) y: (posy)\npen up\ngo to x: (-585) y: ((posy) * (-1))\npen down\ngo to x: (585) y: ((posy) * (-1))\npen up\n\nwhen flag clicked\nset [bouncing v] to [-75]\nWait Until [5.7]\nrepeat (40)\n change [bouncing v] by (((0) - (bouncing)) / (5))\nend\nWait Until [9.4]\nset [bouncing v] to [200]\nrepeat (77)\n change [bouncing v] by (((50) - (bouncing)) / (14))\n draw lines at (bouncing)\nend\nerase all\nset pen color to (#000000)\nset pen size to (154642)\ngo to x: (0) y: (0)\nrepeat (100)\n erase all\n change pen (transparency v) by (1)\n pen down\n pen up\nend\nbroadcast (intro over v)\n\nwhen flag clicked\nbroadcast (intro v)\nWait Until [7.3]\nrepeat (30)\n change [cameraxrot v] by (((90) - (cameraXrot)) / (2.5))\nend\nrepeat (30)\n change [cameraxrot v] by (((0) - (cameraXrot)) / (2.5))\nend\n\nwhen I receive [intro over v]\nhide\n\n | |
Angry birds platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Follow Me - Pokemon Sword and Shield v] until done\nend\n\nwhen I receive [end game v]\nstop [other scripts in sprite v]\n\n@Game End\n\nwhen flag clicked\nhide\n\nwhen I receive [end game v]\nshow\nforever\n go to [front v] layer\nend\n\n@EXIT\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (EXIT v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nbroadcast (costume v) and wait\n\nwhen I receive [directions v]\nshow\nrepeat (10)\n go to [front v] layer\nend\n\ngo to x: (-180) y: (125)\n\n@Directions\n\nwhen flag clicked\nhide\n\nwhen I receive [directions v]\nshow\ngo to [front v] layer\n\nwhen I receive [exit v]\nhide\n\n@Costume Selection\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [end intro v]\nhide\n\nwhen I receive [next v]\nnext\n\nwhen I receive [costume v]\nif <(costume [number v]) = [1]> then\n broadcast (blank v) and wait\nend\nif <(costume [number v]) = [2]> then\n broadcast (eye v) and wait\nend\nif <(costume [number v]) = [3]> then\n broadcast (eye 2 v) and wait\nend\n\nwhen I receive [left v]\nback\n\nrepeat (9)\n\nnext costume\n\ndefine back\nrepeat (5)\n change [ghost v] effect by (20)\nend\nrepeat (8)\n next costume\nend\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine next\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@LEFT\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (LEFT v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwait (.1) seconds\n\nbroadcast (START_GAME v) and wait\n\n@RIGHT\n\nwhen I receive [green flag v]\nhide\n\nbroadcast (end intro v) and wait\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwait (.1) seconds\n\nhide\n\n@Play2\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (DIRECTIONS v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\nbroadcast (costume v) and wait\n\nwhen I receive [exit v]\nshow\n\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Play\n\nwhen flag clicked\nshow\n\nwhen I receive [end intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (costume v) and wait\n broadcast (end intro v) and wait\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [pop v]\n hide\n broadcast (START_GAME v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n change size by (((100) - (size)) / (3))\n end\nend\n\n@Select2\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [end intro v]\nhide\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (2)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock 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 (costume1 v)\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\n Clone At x: [500] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [exit v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\n@Sprite1\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n set [aatimer2 v] to (timer)\nend\n\nwhen [timer v] > (AAtimer2)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Lava\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [clock 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: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\n Clone At x: [360] y: []\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nshow\n\ngo to [back v] layer\n\n@BG\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [clock v]\nPosition (((x) - (SCROLL X)) / (2)) (((y) - (SCROLL Y)) / (2))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (1 v)\n Clone At x: [0] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\n\n@Player\n\nwhen flag clicked\nset [x v] to [0]\npoint in direction (90)\nhide\n\nset size to (25) %\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [game on v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n set [tick v] to [0]\n broadcast (Setup v) and wait\n GameOn\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n Tick\n broadcast (Clock v) and wait\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n Game-die\n end\nend\n\ndefine GameOn\nset [in air v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nset size to (20) %\nset [ghost v] effect to (0)\nshow\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1870]\n set [y v] to [30]\n set [scroll x v] to [1870]\n set [scroll y v] to [30]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [3461]\n set [y v] to [50]\n set [scroll x v] to [3461]\n set [scroll y v] to [75]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3314]\n set [y v] to [=58]\n hide\n stop [all v]\n end\n end\n end\nend\n\ndefine Tick\nif <not <key (any v) pressed?>> then\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By: (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(in air) < [5]> then\n set [sy v] to [15]\n end\nend\nchange [sy v] by (-2)\nChange Player Y by: (sy)\nTest-die\nif <key (any v) pressed?> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (15)))\nend\nif <not <key (any v) pressed?>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nend\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (45)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\nif <touching (platforms v)?> then\n point in direction (90)\nend\n\ndefine Change Player Y by: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X By: (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> 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\ndefine Game-die\nset [scroll x v] to [0]\nset [exit v] to []\nrepeat (10)\n change size by (0.5)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\n\ndefine Test-die\nif <touching (lava v)?> then\n set [exit v] to [die]\nend\n\ndefine Game-Win\npoint in direction (90)\nhide\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nwhen I receive [end intro v]\nbroadcast (Green Flag v) and wait\nshow\nbroadcast (Game On v) and wait\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [eye 2 v]\nswitch costume to (eye 2 v)\n\nwhen I receive [eye v]\nswitch costume to (eye v)\n\nwhen I receive [blank v]\nswitch costume to (blank v)\n\n@CheckPoint 1\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [0]> then\n switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n start sound [modern-checkpoint v]\n change [checkpoint v] by (1)\n switch costume to (flag v)\n end\nend\nif <(Checkpoint) > [0]> then\n switch costume to (flag v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone At x: [1902] y: [-10]\nend\nset [x v] to [-99999]\n\nClone At x: [1966] y: [137]\n\nClone At x: [2132] y: [38]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@CheckPoint 2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [1]> then\n switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n start sound [modern-checkpoint v]\n change [checkpoint v] by (1)\n switch costume to (flag v)\n end\nend\nif <(Checkpoint) > [1]> then\n switch costume to (flag v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone At x: [3461] y: [57]\nend\nset [x v] to [-99999]\n\nClone At x: [1966] y: [137]\n\nClone At x: [2132] y: [38]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n@CheckPoint 3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [clock v]\nif <(Checkpoint) = [2]> then\n switch costume to (flag pole v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [1]> then\n if <touching (player v)?> then\n start sound [YOU WON! v]\n change [checkpoint v] by (1)\n broadcast (END GAME v) and wait\n switch costume to (flag v)\n end\nend\nif <(Checkpoint) > [2]> then\n switch costume to (flag v)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone At x: [4720] y: [90]\nend\nset [x v] to [-99999]\n\nClone At x: [1966] y: [137]\n\nClone At x: [2132] y: [38]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nswitch costume to (flag pole v)\n\n | |
Minecraft Platformer - Episode 2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (sun and sky? v)\nforever\n play sound [Unity v] until done\nend\n\n@Player\n\nwhen I start as a clone\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (6)\n change size by (-6)\nend\ndelete this clone\n\nchange [ghost v] effect by (20)\n\n\n\nwhen I receive [start v]\nshow\ngo to x: (-190) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (idle v)\n go to [front v] layer\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (left v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change y by (1)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change y by (1)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change y by (1)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change y by (1)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change y by (1)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change y by (1)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change y by (1)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change x by ((x) * (-1))\n change y by (-7)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n set [y v] to [8]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n set [y v] to ((y) * (1))\n change y by (y)\n if <<touching color (#7a0000)?> or <touching color (#54ff00)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [244]> then\n broadcast (next v)\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching color (#ff0000)?> or <[-171] > (y position)>> then\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n start sound [sfx_hit v]\n end\n if <touching (trolls v)?> then\n go to x: (-190) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (Trolled! v)\n end\nend\n\nwhen I receive [start v]\nchange volume by (-10)\nforever\n play sound [The song v] until done\nend\n\nwhen I receive [start v]\n\nstart sound [sfx_hit v]\n\nwhen I receive [s-troll v]\ngo to x: (-190) y: (0)\n\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen [s v] key pressed\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\n broadcast (s-troll v)\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nhide variable [trolls you fell for v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nforever\n if <(costume [name v]) = [LAST]> then\n show variable [trolls you fell for v]\n set [trolls you fell for v] to (join [Only ] (Trolls you fell for))\n stop [this script v]\n end\nend\n\n@Clouds\n\nwhen flag clicked\n\nhide\n\nwhen I receive [game start v]\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [ghost v] effect to (35)\ngo to [back v] layer\nshow\ngo to x: (-66) y: (90)\nforever\n glide (25) secs to x: (356) y: (90)\n go to x: (-365) y: (90)\nend\n\nwhen I receive [start v]\nforever\n go to [back v] layer\nend\n\ngo to [back v] layer\n\n@Trolls\n\nwhen flag clicked\nshow\nset [ghost v] effect to (99)\nforever\n switch costume to ([costume # v] of [levels v])\nend\n\nwhen I receive [hint v]\nset [ghost v] effect to (0)\nwait (0.1) seconds\nset [ghost v] effect to (99)\nwait (0.1) seconds\nset [ghost v] effect to (0)\nwait (0.1) seconds\nset [ghost v] effect to (99)\nwait (0.1) seconds\nset [ghost v] effect to (0)\nwait (0.1) seconds\nset [ghost v] effect to (99)\nwait (0.1) seconds\nset [ghost v] effect to (0)\nwait (0.1) seconds\nset [ghost v] effect to (99)\nwait (0.1) seconds\n\nwhen I receive [next v]\nset [ghost v] effect to (99)\n\n@Sprite1\n\nwhen flag clicked\n\nwhen I receive [trolled! v]\nchange [trolls you fell for v] by (1)\nchange volume by (50)\nstart sound [Bonk v]\nshow\nwait (1) seconds\nhide\nchange volume by (-50)\n\nwhen I receive [start v]\nhide\nset [trolls you fell for v] to [0]\n\nwhen [s v] key pressed\nbroadcast (Trolled! v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Sprite3\n\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\nbroadcast (Hint v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\n\n@loading\n\nwhen flag clicked\nshow\nswitch costume to (loading-0 v)\nrepeat (10)\n next costume\n start sound [Pop v]\n wait (pick random (0.1) to (0.5)) seconds\nend\nbroadcast (start v)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch backdrop to (backdrop1 v)\n\nstart sound [meow v]\n\n | sand || scrolling platformer (mobile friendly)\nby @TimMcCool (shared on the 11/25/2019)\n- arrow keys or tap to move\n- don't touch spikes\n- the cacti change your direction\n- hop on the booster to jump very high |
MARS platformer 3 #games #all | @Stage\n\nwhen flag clicked\nforever\n play sound [YE v] until done\nend\n\n@スプライト1\n\nwhen I start as a clone\nswitch costume to (クローン v)\nrepeat (10)\n change size by (-5.1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine 初期設定\nshow\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-201) y: (-30)\n\nwhen flag clicked\nhide\nwait (1) seconds\nbroadcast (START v)\n\nshow\n\nwhen I receive [start v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nswitch costume to (コスチューム1 v)\n初期設定\nforever\n switch costume to (止まる v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1.3)\n switch costume to (右 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1.3)\n switch costume to (左 v)\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 change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n start sound [Zoop v]\n else\n set [x v] to [-10]\n start sound [Zoop v]\n end\n set [y v] to [13]\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 <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (地面 v)?> then\n start sound [Jump v]\n set [y v] to [13]\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 <<(y position) < [-182]> or <<touching (トゲ v)?> or <touching (スプライト3 v)?>>> then\n start sound [Oops v]\n 初期設定\n wait (0.8) seconds\n end\n if <[242] < (x position)> then\n broadcast (メッセージ1 v)\n 初期設定\n wait (1.5) seconds\n end\n if <touching (bane v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [11]> then\n say [you took] for (1) seconds\n say (timer) for (3) seconds\n say [To finish the Platformer ] for (2) seconds\n end\nend\n\n@地面\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\ngo to x: (0) y: (35)\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\n\n\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [10]> then\n go to [back v] layer\n show\n end\nend\n\n@こ2\n\nwhen flag clicked\nset [stage v] to [1]\nhide\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nshow\ngo to x: (456) y: (0)\nstart sound [Disconnect v]\nrepeat (10)\n move (([abs v] of (x position) ) / (-2)) steps\nend\nwait (0.1) seconds\nrepeat (18)\n move (([abs v] of (x position) ) / (2)) steps\nend\nhide\n\nwhen I receive [メッセージ1 v]\nchange [stage v] by (1)\nforever\n go to [front v] layer\nend\n\n@こ\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (背景3 v)\nshow\nwait (3) seconds\nnext costume\n\n@bane\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide\n\nwhen I receive [start v]\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [5]> then\n go to x: (0) y: (35)\n go to [front v] layer\n show\n switch costume to (コスチューム2 v)\n else\n if <(ステージ) = [6]> then\n go to x: (0) y: (35)\n go to [front v] layer\n show\n switch costume to (コスチューム1 v)\n else\n hide\n end\n end\n if <touching (スプライト1 v)?> then\n start sound [Whiz v]\n end\nend\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\nhide\n\n@トゲ\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nset [time v] to [0]\npoint in direction (90)\ngo to x: (0) y: (35)\ngo to [front v] layer\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [4]> then\n go to x: (100) y: (20)\n turn left (5) degrees\n else\n if <(ステージ) = [5]> then\n go to x: (100) y: (25)\n turn left (5) degrees\n else\n go to x: (0) y: (35)\n point in direction (90)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n repeat until <(ステージ) = [11]>\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\n\n\ngo to x: (0) y: (35)\npoint in direction (90)\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [4]> then\n switch costume to (コスチューム1 v)\n show\n go to x: (0) y: (0)\n else\n if <(ステージ) = [5]> then\n switch costume to (コスチューム2 v)\n show\n go to x: (0) y: (0)\n else\n hide\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset size to (50) %\ngo to x: (-179) y: (-140)\nforever\n if <(stage) = [1]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [4]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [3]> then\n switch costume to (costume3 v)\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(stage) = [5]> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [6]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [7]> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [8]> then\n switch costume to (costume8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [9]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [10]> then\n switch costume to (costume10 v)\n end\nend\n\nwhen flag clicked\n\nforever\n if <(stage) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (2) seconds\nhide\n\n | 目指せフォロワー3K!\nhttps://scratch.mit.edu/projects/893648049/\n\n新作 ONLINE ONLY UP!\nhttps://scratch.mit.edu/projects/875389667/\n\n新アニメスタジオ!\nhttps://scratch.mit.edu/studios/33830706\n\nモバイルとパソコン両方に対応しています!\n\n拡散希望!\n\n画面左タップ・・・左移動\n画面右タップ・・・右移動\n画面左上タップ・・・左ジャンプ\n画面右上タップ・・・右ジャンプ\n\nNew work ONLINE ONLY UP!\nhttps://scratch.mit.edu/projects/875389667/\n\nIt is compatible with both mobile and PC!\n\nHope to spread!\n\nLeft tap on the screen ... move left\nRight tap on the screen ... Move to the right\nTap on the upper left of the screen ... Jump left\nTap in the upper right corner of the screen ... Jump to the right\n |
Slime Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [ v] until done\nend\n\n@軽量化\n\nwhen [d v] key pressed\nif <[bakky_game] = (username)> then\n set [☁ world v] to (pick random (10000) to (10000))\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [239] [0] [1]\nステージ配置 [478] [0] [1]\nステージ配置 [717] [0] [1]\nステージ配置 [1195] [0] [1]\nステージ配置 [1396] [0] [2]\nステージ配置 [1686] [0] [2]\nステージ配置 [1924] [0] [2]\nステージ配置 [2150] [0] [2]\nステージ配置 [2350] [-100] [2]\nステージ配置 [2700] [-100] [2]\nステージ配置 [3000] [-140] [2]\nステージ配置 [3300] [-200] [2]\nステージ配置 [3600] [-200] [2]\nステージ配置 [3900] [-100] [3]\nステージ配置 [4100] [0] [3]\nステージ配置 [4300] [100] [3]\nステージ配置 [4500] [200] [3]\nステージ配置 [4800] [300] [3]\nステージ配置 [5200] [200] [4]\nステージ配置 [5300] [200] [4]\nステージ配置 [5400] [200] [4]\nステージ配置 [5500] [200] [4]\nステージ配置 [5600] [200] [4]\nステージ配置 [5700] [200] [4]\nステージ配置 [5800] [200] [4]\nステージ配置 [5900] [200] [4]\nステージ配置 [6100] [250] [4]\nステージ配置 [6300] [300] [4]\nステージ配置 [6500] [350] [4]\nステージ配置 [6700] [400] [4]\nステージ配置 [6900] [450] [4]\nステージ配置 [7100] [500] [4]\nステージ配置 [7300] [550] [2]\nステージ配置 [7500] [600] [2]\nステージ配置 [7500] [800] [9]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nchange [camera _y v] by (1000)\n\n@障害物\n\nwhen flag clicked\nhide\nステージ配置 [1435] [-130] [1]\nステージ配置 [1435] [-180] [1]\nステージ配置 [1435] [-230] [1]\nステージ配置 [1435] [-280] [1]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@サムネ\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@ステージ(背面)\n\nwhen flag clicked\nhide\nステージ配置 [-218] [-20] [4]\nステージ配置 [269] [-60] [4]\nステージ配置 [0] [0] [1]\nステージ配置 [600] [0] [2]\nステージ配置 [870] [-100] [3]\nステージ配置 [1000] [-20] [4]\nステージ配置 [1300] [-100] [5]\nステージ配置 [1760] [0] [2]\nステージ配置 [2100] [-77] [8]\nステージ配置 [3441] [-280] [6]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@Health2\n\nwhen flag clicked\ngo to x: (0) y: (-160)\nset [ライフ v] to [20]\ngo to [front v] layer\nforever\n show\n switch costume to ((ライフ) + (1))\nend\n\nplay sound [う v] until done\n\nwhen flag clicked\nforever\n set [前ライフ v] to (ライフ)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(ライフ) < [4]> then\n change y by (3)\n wait (0.07) seconds\n change y by (-3)\n end\nend\n\nwhen [timer v] > (1)\nhide\n\n@sun\n\nwhen flag clicked\ngo to x: (166) y: (109)\nforever\n go to [back v] layer\n go [backward v] (99999) layers\n change [s v] by (5)\n set size to ((([sin v] of (s) ) * (24)) + (100)) %\nend\n\n@チェックポイント2\n\nwhen flag clicked\nswitch costume to (a v)\n\nwhen I receive [プログラム2 v]\n移動 ((3165) - (Camera_x)) ((-280) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to ((チェックポイント) + (1))\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント) = [1]>> then\n start sound [ v]\n set [チェックポイント v] to [2]\n set [復活x v] to [3165]\n set [復活y v] to [-100]\n broadcast (スポーン地点設定 v)\n switch costume to (b v)\n end\nend\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1127) - (Camera_x)) ((-80) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (player v)?> and <(チェックポイント) = [0]>> then\n start sound [levelup v]\n set [チェックポイント v] to [1]\n set [復活x v] to [1127]\n set [復活y v] to [0]\n broadcast (スポーン地点設定 v)\n switch costume to (b v)\n end\nend\n\n@mizu\n\nwhen flag clicked\nhide\nステージ配置 [2330] [-300] [1]\nステージ配置 [2650] [-10] [1]\nステージ配置 [2650] [-100] [1]\nステージ配置 [2650] [-200] [1]\nステージ配置 [2891] [0] [1]\nステージ配置 [2500] [-200] [1]\nステージ配置 [2891] [-200] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\ngo to [back v] layer\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n go to [back v] layer\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n go to [back v] layer\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\n@Timer\n\nwhen flag clicked\nhide variable [time: v]\nreset timer\nset [タイマー v] to [0]\nforever\n change [タイマー v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [クリア v]\nset [time: v] to (join (タイマー) [s])\nshow variable [time: v]\nforever\n if <(タイマー) < (☁ world)> then\n \n end\nend\n\ndefine \nset [☁ world v] to (タイマー)\n\nset [☁ world v] to [10000000000]\n\n@お知らせ\n\nwhen flag clicked\nhide\n\nwhen I receive [スポーン地点設定 v]\nswitch costume to (1 v)\ngo to x: (-114) y: (192)\nshow\nglide (1) secs to x: (-114) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-114) y: (200)\nhide\n\n@お知らせ2\n\nwhen flag clicked\nhide\nwait until <(Jump 何回) = [10]>\nstart sound [A Bass v]\nshow\ngo to x: (-114) y: (192)\nswitch costume to (1 v)\nglide (1) secs to x: (-114) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-114) y: (200)\nhide\nwait until <(Jump 何回) = [30]>\nstart sound [A Bass v]\nshow\ngo to x: (-114) y: (192)\nswitch costume to (4 v)\nglide (1) secs to x: (-114) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-114) y: (200)\nhide\nwait until <(Jump 何回) = [50]>\nstart sound [A Bass v]\nshow\ngo to x: (-114) y: (192)\nswitch costume to (3 v)\nglide (1) secs to x: (-114) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-114) y: (200)\nhide\nwait until <(Jump 何回) = [100]>\nstart sound [A Bass v]\nshow\ngo to x: (-114) y: (192)\nswitch costume to (2 v)\nglide (1) secs to x: (-114) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-114) y: (200)\nhide\n\n@お知らせ3\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(水に触れた) = [1]>\nstart sound [A Bass v]\nswitch costume to (1 v)\ngo to x: (-50) y: (192)\nshow\nglide (1) secs to x: (-50) y: (153)\nwait (1) seconds\nglide (1) secs to x: (-50) y: (200)\nhide\n\n@ネザー\n\nwhen flag clicked\nswitch costume to (a v)\n\nwhen I receive [プログラム2 v]\n移動 ((7403) - (Camera_x)) ((635) - (Camera _y))\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <touching (player v)?> then\n broadcast (クリア v)\n end\nend\n\n@クリア\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Player\n\nwhen flag clicked\nset [無敵・ v] to [0]\nswitch costume to (idle v)\nset rotation style [left-right v]\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\n\ndefine 動作\nif <touching (mizu v)?> then\n change [yの力 v] by (-0.2)\nelse\n change [yの力 v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n if <touching (mizu v)?> then\n change [xの力 v] by (0.8)\n else\n change [xの力 v] by (1)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n if <touching (mizu v)?> then\n change [xの力 v] by (-0.8)\n else\n change [xの力 v] by (-1)\n end\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n if <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <not <touching (mizu v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\n end\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nif <touching (mizu v)?> then\n change y by (-0.2)\nelse\n change y by (-1.1)\nend\nif <not <touching (mizu v)?>> then\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\n end\nelse\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [6]\n end\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n if <(無敵・) = [0]> then\n broadcast (333 v)\n set [無敵・ v] to [1]\n start sound [A Elec Bass v]\n if <<<touching color (#ffff54)?> or <touching color (#f3c633)?>> or <<touching color (#b92601)?> or <touching color (#a70f00)?>>> then\n change [ライフ v] by (-2.5)\n broadcast (111 v)\n else\n change [ライフ v] by (-1.5)\n broadcast (222 v)\n if <(ライフ) < [0.5]> then\n 初期位置\n end\n end\n end\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nset rotation style [left-right v]\nstart sound [_oof v]\nclear graphic effects\nwait (1) seconds\nshow\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nswitch costume to (idle v)\ngo to x: (0) y: (-20)\nset [ライフ v] to [20]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen flag clicked\nset size to (500) %\n\nwhen flag clicked\nforever\n if <<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>> then\nend\n\nwhen flag clicked\nforever\n if <not <touching (mizu v)?>> then\n if <<<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>> and <not <touching (障害物 v)?>>> then\n if <not <[7] = (costume [number v])>> then\n wait (0.2) seconds\n start sound (pick random (2) to (4))\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<not <touching (ステージ v)?>> and <not <(yの力) = [0]>>> then\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n if <not <<<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> or <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>>>>> then\nend\n\nwhen flag clicked\nforever\n if <<[1] < (y 過去)> or <(y 過去) < [-1]>> then\n switch costume to (jump v)\n end\nend\n\nwhen I receive [111 v]\nwait (0.3) seconds\nset [無敵・ v] to [0]\n\nwhen I receive [222 v]\nwait (0.05) seconds\nset [無敵・ v] to [0]\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n set [y 過去 v] to (yの力)\nend\n\nwhen I receive [333 v]\nset [brightness v] effect to (-20)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mizu v)?> then\n play sound [Swim3 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (チェックポイント v)?> or <touching (チェックポイント2 v)?>> then\n set [yの力 v] to [15]\n end\nend\n\nwhen flag clicked\nset size to (500) %\nforever\n reset timer\n if <touching (障害物 v)?> then\n set [yの力 v] to [7]\n if <(direction) = [90]> then\n change [xの力 v] by (1)\n else\n change [xの力 v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [水に触れた v] to [0]\nforever\n if <touching (mizu v)?> then\n set [水に触れた v] to [1]\n forever\n if <touching (mizu v)?> then\n set [水に触れた v] to [1]\n else\n set [水に触れた v] to [0]\n end\n end\n end\nend\n\nwhen [timer v] > (1)\ngo to x: (-143) y: (112)\nset size to (1100) %\n\n@スプライト1\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (-120)\nhide\n\nwhen [timer v] > (1)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\n | Was featured!! :D\n\n\nAfter days of hard work, I present to you my first 360º platformer!\n\nPlease don’t advertise.\n\nIf someone sends hate, please just ignore them because I don't want people insulting each other the whole time. Thank you!\n\n\nClick the green flag and arrow keys/WAD to navigate. "r" key to reset level.\n\nPlease give me any feedback so I can improve this more! :D\n\nIf the text or the rocket appear to be dancing, please ignore it (I've tried to fix it but I failed).\n\nI'm thinking that I probably will make a part 2 at this point. Any suggestions for ideas will be welcome! |
Ratatouille | A Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\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 [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] to [chat v]\nadd [I found the secret chat option!] 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?> or <<touching (mouse-pointer v)?> and <mouse down?>>> 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 []\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 if <key (0 v) pressed?> then\n set [chat v] to [10]\n say (item (CHAT) of [chat v])\n wait (3) 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\n end\nend\n\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\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 (x) to encoded\nwrite (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 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) * (0.63))\nelse\n change [sx v] by ((1.8) * (<<<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) * (0.79))\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 set [sy v] to [13.2]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [22.5]\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 [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 [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\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\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\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 [timeout v] to [1000]\nelse\n change [timeout v] by (-1)\nend\n\nif <(Timeout) < [1]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n 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 [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [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 [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: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\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\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [1400]\n set [y v] to [-65]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [1400]\n set [y v] to [775]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set size to (110) %\n set [ghost v] effect to (50)\n Game - Win\n say [You have won the game. Please leave a love!] for (3) seconds\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n set size to (110) %\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n set size to (110) %\nend\n\nwhen [r v] key pressed\nReset\n\nwhen flag clicked\nset [win v] to [0]\nforever\n if <touching (win v)?> then\n broadcast (win v)\n change [win v] by (1)\n wait (4) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(CHECKPOINT) = [3]> then\n set size to (110) %\n set [ghost v] effect to (50)\n say [You have won the game. Please leave a love!] for (3) seconds\n say [CHANGING TO SPECTATOR MODE] for (1) seconds\n end\nend\n\nwhen [r v] key pressed\nReset\n\nwhen flag clicked\nset [win v] to [0]\nforever\n if <touching (win v)?> then\n play sound [EXTRAYAYAYAYAY v] until done\n wait (99999) seconds\n end\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen [timer v] > (0)\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-800] [400]\nClone at [-1100] [250]\nClone at [-800] [495]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [165]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Spinny\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (7.5) 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 [play game v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (3 v)\nif <((1) + (1)) = [2]> then\n Clone at [175] [-105]\n Clone at [1950] [-100]\n Clone at [2300] [480]\n Clone at [2100] [480]\n Clone at [1700] [790]\n Clone at [1500] [790]\nend\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at [1595] [70]\n\nwhen flag clicked\nforever\n\nClone at [1700] [790]\nClone at [1500] [790]\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [555] [-102]\nClone at [2000] [495]\nClone at [1770] [755]\nClone at [1570] [755]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n switch costume to (forced v)\nelse\n switch costume to (idle 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) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectibles\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n start sound [Coin v]\n delete this clone\nend\nif <(tick) > [1]> then\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [210] [50]\nClone at [60] [-20]\nClone at [360] [-90]\nClone at [554] [53]\nClone at [710] [154]\nClone at [940] [315]\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\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set size to (60) %\nend\n\nwhen I start as a clone\nforever\n set size to (60) %\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [name v]) = [closed]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (open v)\n set [brightness v] effect to (30)\n change [checkpoint v] by (1)\n end\nend\ngo to [front 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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nClone at [1400] [-85]\nClone at [1400] [755]\nset [x v] to [-99999]\n\ndefine GOGOGO\n\n@Win\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-800] [400]\nClone at [-1100] [250]\nClone at [-800] [495]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [checkpoint v] by (1)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@@StratfordJames Tree\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-91] [-58]\nClone at [1527] [-39]\nset [x v] to [-99999]\n\nClone at [1758] [120]\n\nClone at [0] [-128]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo [backward v] (5) layers\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (7) to (15)) 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\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\n@parallax\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [movement id v] to [0]\nswitch costume to (hills3 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\nswitch costume to (hills2 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Sun\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n next costume\n wait (0.04) seconds\nend\n\n@yay!!!\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [win v]\nif <(win) = [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Figur1\n\nwhen flag clicked\nset [mode v] to [0]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (90)\nset size to (5) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (100)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set size to ((([cos v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n set [color v] effect to (color)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\nset size to (40) %\nwait (0) seconds\nforever\n show\n go to x: (0) y: (50)\n if <(mode) = [0]> then\n change size by (((size) - (65)) / (-10))\n switch costume to (kostüm1 v)\n end\n if <(mode) = [1]> then\n set [color v] effect to (color)\n set size to ((([sin v] of ((timer) * (100)) ) * (40)) + (100)) %\n switch costume to (kostüm2 v)\n end\nend\n\n@Figur2\n\nwhen flag clicked\nset [ghost v] effect to (30)\ngo to x: (-8) y: (-167)\nshow\nswitch costume to (not v)\nforever\n if <(love?) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [love]\n else\n if <(fav) = [true]> then\n set [mode v] to [1]\n set [color v] to [15]\n costume [fave]\n else\n if <(see inside) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [see inside]\n else\n if <(fulls) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [full]\n else\n if <(remix) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [re]\n else\n if <(pfp) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [lo]\n else\n if <(report) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [report]\n else\n if <(gf) = [true]> then\n set [mode v] to [1]\n set [color v] to [52]\n costume [gf]\n else\n if <(sb) = [true]> then\n set [mode v] to [1]\n set [color v] to [0]\n costume [stop]\n else\n if <(add) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [add]\n else\n if <(copy) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [copy]\n else\n if <(post) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [post]\n else\n if <(cv) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [cv]\n else\n if <(cancel) = [true]> then\n set [mode v] to [1]\n set [color v] to [120]\n costume [cancel]\n else\n set [mode v] to [0]\n set [color v] to [0]\n costume [not]\n end\n end\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 costume (check)\nif <not <(costume [name v]) = (check)>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n switch costume to (check)\n repeat (4)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@love\n\nwhen flag clicked\nforever\n set [love? v] to <touching (mouse-pointer v)?>\nend\n\n@fave\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [fav v] to <touching (mouse-pointer v)?>\nend\n\n@report\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [report v] to <touching (mouse-pointer v)?>\nend\n\n@report2\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [add v] to <touching (mouse-pointer v)?>\nend\n\n@report3\n\nrepeat (10)\n\nwhen flag clicked\nforever\n set [copy v] to <touching (mouse-pointer v)?>\nend\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n GOGOGO\n GOGOGO x2\nend\n\nset [ghost v] effect to (0)\n\ndefine GOGOGO\nforever\n forever\n forever\n forever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\n end\n end\nend\n\ndefine GOGOGO x2\nforever\n forever\n forever\n forever\n forever\n forever\n forever\n forever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n end\n end\n end\n end\n end\n end\n end\nend\n\n | ★★★Instructions★★★\n~PC USERS~\n- Up Arrow - To Jump\n- W - To Jump\n- Left Arrow - To Move Left\n- A - To Move Left\n- Right Arrow- To Move Right\n- D - To Move Right\n\n~MOBILE USERS~\n- Tap On Left - To Move Left\n- Tap On Right - To Move Right\n-- Tap Up - To Jump |
Pixel Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\ngo to x: (0) y: (0)\nset size to (101) %\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (101) %\nset [level# v] to [1]\nforever\n set [level# v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\ndefine Platform (gravity) (jump height) (side movemnt) (friction) (slope)\ngo to [back v] layer\ngo [forward v] (8) layers\nswitch costume to (hitbox v)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((XV) + (((<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> * (side movemnt)) * (-1)) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> * (side movemnt)))) * (friction))\nchange x by (XV)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (ground v)?> then\n change y by (Slope)\n repeat until <not <touching (ground v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\nif <touching (danger v)?> then\n broadcast (shush v)\n change [leveldeaths v] by (1)\n set [sound manager v] to [oof]\n broadcast (spikewiggl v)\n broadcast (dead v)\nend\nset [spring? v] to [no]\nif <touching (spring v)?> then\n set [yv v] to [15]\n set [spring? v] to [up]\nend\nif <<(x position) > [230]> and <(NO LAST LEVEL BAD) = [0]>> then\n if <(level#) = [9]> then\n broadcast (shush v)\n broadcast (last level v)\n set [no control? v] to [0]\n hide\n else\n broadcast (Transition v)\n set [no control? v] to [0]\n hide\n end\nend\n\nwhen flag clicked\nset [no broadcast v] to [1]\nset [no control? v] to [1]\nset rotation style [left-right v]\nset x to (-178)\ngo to x: (-178) y: (15)\nforever\n if <not <(No Control?) = [0]>> then\n Platform [-1] [11] [3] [0.8] [8]\n end\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n set [y v] to (x position)\n set [x v] to (y position)\nend\n\nwhen I start as a clone\nif <(clonePurpose) = [trail]> then\n switch costume to (trail v)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [clonepurpose v] to [skin]\nwait (0.1) seconds\nset [clonepurpose v] to [trail]\nforever\n create clone of (_myself_ v)\nend\n\n\n\nwait (0.04) seconds\n\nswitch costume to (left2 v)\npoint in direction (-90)\n\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (down v)\nend\n\nif <(costume [name v]) = [right2]> then\n wait (0.04) seconds\n switch costume to (up v)\nend\nwait (0.04) seconds\nswitch costume to (left2 v)\n\nwhen I start as a clone\nif <(clonePurpose) = [skin]> then\n go [forward v] (2) layers\n switch costume to (left2 v)\n show\n point in direction (90)\n forever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n if <(costume [name v]) = [right2]> then\n wait (0.04) seconds\n switch costume to (up v)\n end\n wait (0.04) seconds\n switch costume to (left2 v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(costume [name v]) = [left2]> then\n wait (0.04) seconds\n switch costume to (up v)\n end\n wait (0.04) seconds\n switch costume to (right2 v)\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> or <(spring?) = [up]>> then\n wait (0.04) seconds\n switch costume to (up v)\n end\n end\nend\n\ngo to (random position v)\n\ngo to [front v] layer\n\nwhen I start as a clone\nif <(clonePurpose) = [skin]> then\n forever\n go to (player v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-178) y: (15)\nshow\n\nwhen I receive [dead v]\nhide\nwait (3) seconds\nshow\nclear graphic effects\ngo to x: (-178) y: (15)\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\nset [no control? v] to [1]\n\nwhen I receive [transition v]\nset [no control? v] to [0]\nwait (1) seconds\ngo to x: (-178) y: (15)\n\nstart sound (pick random (3) to (4))\n\nstart sound [mario-pain v]\n\nstart sound [Jump v]\n\nstart sound [Jump v]\n\nwait (0.04) seconds\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> or <(spring?) = [up]>> then\n if <(No Control?) = [1]> then\n play sound [Jump v] until done\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nset [sound manager v] to [level]\nforever\n if <(sound manager) = [this was originall "level"]> then\n play sound [8-bit Coffin Dance \(from v] until done\n else\n if <(sound manager) = [win]> then\n play sound [Win2 v] until done\n broadcast (k then continue v)\n else\n if <(sound manager) = [oof]> then\n play sound [mario-oof v] until done\n broadcast (k then continue v)\n set [sound manager v] to [level]\n else\n if <(sound manager) = [augh]> then\n play sound [mario-pain v] until done\n set [sound manager v] to [level]\n wait (1) seconds\n broadcast (k then continue v)\n else\n if <(sound manager) = [skip]> then\n play sound [Pipe/Powerdown v] until done\n set [sound manager v] to [level]\n wait (1) seconds\n broadcast (k then continue v)\n else\n if <(sound manager) = [nextlevel]> then\n play sound [speduplevelnext2 v] until done\n set [sound manager v] to [level]\n wait (0.5) seconds\n broadcast (k then continue v)\n else\n if <(sound manager) = [none]> then\n end\n end\n end\n end\n end\n end\nend\n\nplay sound [Lose2 v] until done\n\nwhen I receive [last level v]\nbroadcast (shush v)\nwait (1) seconds\nrepeat (10)\n change volume by (-10)\nend\nset volume to (100) %\nset [sound manager v] to [win]\nwait (2) seconds\nset [sound manager v] to [level]\n\nrepeat (10)\n change volume by (10)\nend\n\nset [level# v] to [1]\n\nbroadcast (k then continue v)\n\nset [no control? v] to [0]\nhide\n\nset [sound manager v] to [level]\nplay sound [speduplevelnext v] until done\n\nset [level# v] to [9]\n\nbroadcast (shush v)\n\nwait (0.5) seconds\n\nwait (0.5) seconds\n\nwait (1) seconds\n\nwhen flag clicked\nset volume to (100) %\n\n@Front \n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n go to x: (0) y: (0)\n set size to (101) %\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [LFF]> then\n set [no last level bad v] to [1]\n else\n set [no last level bad v] to [0]\n end\nend\n\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [8-bit Coffin Dance \(from v] until done\nend\n\nwhen I receive [shush v]\nset volume to (0) %\n\nwhen I receive [k then continue v]\nset volume to (100) %\n\n@Level \n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (101) %\ngo to [front v] layer\ngo [backward v] (99) layers\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nset rotation style [don't rotate v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (101) %\nforever\n if <touching (player v)?> then\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nset rotation style [don't rotate v]\n\nwhen I receive [spikewiggl v]\nrepeat (3)\n change [fisheye v] effect by (-3)\nend\nrepeat (3)\n change [fisheye v] effect by (3)\nend\n\n@Spring \n\nwhen flag clicked\nset [fisheye v] effect to (0)\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (101) %\nforever\n set [fisheye v] effect to (0)\n if <(spring?) = [up]> then\n repeat (3)\n change [fisheye v] effect by (-5)\n end\n repeat (3)\n change [fisheye v] effect by (5)\n end\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nrepeat (3)\n change [fisheye v] effect by (-7)\nend\nrepeat (3)\n change [fisheye v] effect by (7)\nend\n\nrepeat (3)\n change [fisheye v] effect by (-7)\nend\nrepeat (3)\n change [fisheye v] effect by (7)\nend\n\n@Art Bands\n\nwhen flag clicked\nhide\nshow\nchange [ghost v] effect by (50)\nwait (0.01) seconds\ngo to [back v] layer\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\n repeat (90)\n change y by (1)\n change x by (-1.5)\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nchange [ghost v] effect by (95)\ngo to [back v] layer\n\ncreate clone of (_myself_ v)\n\ndelete this clone\n\n@Sun\n\nwhen flag clicked\npoint in direction (90)\ngo to [back v] layer\ncreate clone of (_myself_ v)\ngo to x: (227) y: (158)\nswitch costume to (costume1 v)\nforever\n turn right (0.5) degrees\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n turn right (0.5) degrees\nend\n\nwait (0.01) seconds\n\n@Transition\n\nwhen flag clicked\nhide\nset [leveldeaths v] to [0]\n\nwhen I receive [transition v]\nif <<(level#) = [3]> or <<(level#) = [5]> or <(level#) = [7]>>> then\n broadcast (shush v)\n set [sound manager v] to [nextlevel]\n set [xv v] to [0]\n set [yv v] to [0]\n set [no control? v] to [0]\n show\n switch costume to (costume2 v)\n go to x: (0) y: (-180)\n switch costume to (costume3 v)\n repeat until <(y position) > [230]>\n go to [front v] layer\n change y by ([abs v] of (((y position) - (240)) * (0.03)) )\n end\n set [leveldeaths v] to [0]\n broadcast (Next Level v)\n repeat until <(y position) < [-140]>\n go to [front v] layer\n change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-0.7))\n end\n set [no control? v] to [1]\n hide\nelse\n set [xv v] to [0]\n set [yv v] to [0]\n set [no control? v] to [0]\n show\n switch costume to (costume2 v)\n go to x: (0) y: (-180)\n switch costume to (costume1 v)\n repeat until <(y position) > [230]>\n go to [front v] layer\n change y by ([abs v] of (((y position) - (240)) * (0.05)) )\n end\n set [leveldeaths v] to [0]\n broadcast (Next Level v)\n repeat until <(y position) < [-140]>\n go to [front v] layer\n change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-1))\n end\n set [no control? v] to [1]\n hide\n set [no broadcast v] to [1]\nend\n\nwhen I receive [dead v]\nwait (1) seconds\nset [xv v] to [0]\nset [yv v] to [0]\nset [no control? v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-180)\nswitch costume to (costume1 v)\nrepeat until <(y position) > [230]>\n go to [front v] layer\n change y by ([abs v] of (((y position) - (240)) * (0.05)) )\nend\nrepeat until <(y position) < [-140]>\n go to [front v] layer\n change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-1))\nend\nset [no control? v] to [1]\nhide\nset [no broadcast v] to [1]\n\nbroadcast (Next Level v)\n\nwhen I receive [transition v]\n\nstop all sounds\nset [sound manager v] to [nextlevel]\n\nwhen I receive [skip v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [no control? v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-180)\nswitch costume to (costume1 v)\nrepeat until <(y position) > [230]>\n go to [front v] layer\n change y by ([abs v] of (((y position) - (240)) * (0.05)) )\nend\nset [leveldeaths v] to [0]\nbroadcast (Next Level v)\nrepeat until <(y position) < [-140]>\n go to [front v] layer\n change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-1))\nend\nset [no control? v] to [1]\nhide\nset [no broadcast v] to [1]\n\nwhen I receive [last level v]\nset [no control? v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-180)\nswitch costume to (costume4 v)\nrepeat until <(y position) > [230]>\n go to [front v] layer\n change y by ([abs v] of (((y position) - (240)) * (0.029)) )\nend\nset [leveldeaths v] to [0]\nbroadcast (Next Level v)\nrepeat until <(y position) < [-140]>\n go to [front v] layer\n change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-0.75))\nend\nset [no control? v] to [1]\nhide\n\nif then\n\nbroadcast (shush v)\nset [sound manager v] to [nextlevel]\n\n@Wind\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nhide\nset y to (300)\nset x to (pick random (-234) to (234))\nset [brightness v] effect to (25)\nset [ghost v] effect to (70)\nset size to (100) %\ngo to [front v] layer\nrepeat (50)\n show\n turn right (7) degrees\n change x by (-3)\n change y by (-7)\n change size by (-1.75)\n change [ghost v] effect by (0.5)\nend\ndelete this clone\n\nwhen flag clicked\nset [number v] to [-75]\nhide\nforever\n repeat (20)\n change [number v] by (10)\n end\n repeat (20)\n change [number v] by (-10)\n end\nend\n\n@Death Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\nset [no broadcast v] to [0]\nset [no control? v] to [0]\nset [clone id v] to [0]\ngo to (player v)\nrepeat (3)\n change [clone id v] by (1)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (Player X) y: (Player Y)\nset [pieces: yv v] to (pick random (10) to (15))\nset [pieces: xv v] to (pick random (5) to (-5))\nforever\n go to [front v] layer\n change x by (pieces: XV)\n change y by (pieces: YV)\n turn right (((pieces: XV) * ([abs v] of (pieces: YV) )) / (2)) degrees\n change [pieces: yv v] by (-1)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n delete this clone\n end\nend\n\n@Sprite12\n\nwhen this sprite clicked\nif <(No Broadcast) = [1]> then\n if <(No Control?) = [1]> then\n if <(NO LAST LEVEL BAD) = [0]> then\n broadcast (shush v)\n stop all sounds\n broadcast (skip v)\n set [sound manager v] to [skip]\n end\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset size to (101) %\nforever\n go to [front v] layer\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (5)\nend\n\nwhen flag clicked\nset size to (101) %\nforever\n if <(leveldeaths) > [4]> then\n show\n else\n hide\n end\nend\n\n\n\nwait (1) seconds\n\n@Sprite16\n\nwhen this sprite clicked\nif <(No Broadcast) = [1]> then\n if <(No Control?) = [1]> then\n broadcast (shush v)\n broadcast (dead v)\n stop all sounds\n set [sound manager v] to [augh]\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (5)\nend\n\nbroadcast (dead v)\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nwait (0.01) seconds\nforever\n wait (4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (30)\ngo to x: (400) y: (pick random (130) to (150))\nswitch costume to (pick random (1) to (6))\nset size to (50) %\nrepeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n | FOLLOW FOR A CHANCE TO WIN 10 FOLLOWS!\n\n• How To Play •\n- Arrow Keys And WASD on your keyboard to move\n- Avoid Zombies and Lava by jumping over them\n- Have Fun!\n\nTIME TO SPAM #'S\n\n#trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 |
trick? platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(Level) = [13]>\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [blue skies v]\nswitch backdrop to (backdrop2 v)\n\nchange [level v] by (-1)\n\nchange [level v] by (1)\n\nrepeat (10)\n\n@Intro \n\nwhen flag clicked\nhide\nswitch costume to (logo v)\nset size to (50) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone) = [Background]> then\n hide\n switch costume to (background v)\n set size to (100) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (-400) y: (0)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n end\n set x to (0)\n wait (4) seconds\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) = [Tile]> then\n hide\n switch costume to (tile v)\n set size to (100) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (-100)\n point in direction (90)\n go to x: (pick random (-400) to (400)) y: (pick random (-400) to (400))\n show\n repeat (40)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (8))\n change y by (((0) - (y position)) / (8))\n change size by (10)\n end\n set x to (0)\n set y to (0)\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) = (join [Step ] (letter (6) of (Clone)))> then\n hide\n switch costume to (Clone)\n if <(costume [name v]) = [Step 1]> then\n set size to (80) %\n set [ghost v] effect to (100)\n point in direction (0)\n go to x: (0) y: (-200)\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((75) - (size)) / (8))\n change y by (((0) - (y position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [name v]) = [Step 2]> then\n set size to (80) %\n set [ghost v] effect to (100)\n point in direction (0)\n go to x: (0) y: (200)\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((75) - (size)) / (8))\n change y by (((0) - (y position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [name v]) = [Step 3]> then\n set size to (80) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (-200)\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((75) - (size)) / (8))\n change y by (((0) - (y position)) / (4))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [name v]) = [Step 4]> then\n set size to (80) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (200)\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change size by (((75) - (size)) / (8))\n change y by (((0) - (y position)) / (4))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n switch costume to (logo v)\n set size to (150) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (((75) - (size)) / (4))\n end\n wait (1.75) seconds\n set [i v] to [0]\n repeat (20)\n change [i v] by (4)\n change [ghost v] effect by (5)\n change size by ([tan v] of (i) )\n turn right ([tan v] of (i) ) degrees\n end\n broadcast (Intro Done v)\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Fade]> then\n hide\n switch costume to (background v)\n set size to (100) %\n set [ghost v] effect to (100)\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\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) = [Tiles]> then\n hide\n switch costume to (tile v)\n set size to (100) %\n set [ghost v] effect to (20)\n set [i v] to (pick random (1) to (2))\n if <(i) = [1]> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (-50)\n end\n point in direction (90)\n go to x: (pick random (-100) to (100)) y: (pick random (-50) to (50))\n set [i v] to (pick random (-20) to (10))\n go to [front v] layer\n show\n repeat until <(y position) < [-170]>\n change [ghost v] effect by (2)\n change y by (i)\n change [i v] by (-0.5)\n change size by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Spark]> then\n hide\n switch costume to (spark v)\n set size to (200) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n point in direction (90)\n go to x: (0) y: (0)\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 [brightness v] effect by (-5)\n change size by (((150) - (size)) / (8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Trace]> then\n hide\n switch costume to (trace v)\n set size to (200) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (-100)\n point in direction (90)\n go to x: (0) y: (0)\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 [brightness v] effect by (5)\n change size by (((150) - (size)) / (8))\n end\n delete this clone\nend\n\nwhen flag clicked\nset [clone v] to [0]\nhide\nswitch costume to (logo v)\nset size to (50) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (0) y: (0)\nstart sound [Introsound v]\nset [clone v] to [Background]\ncreate clone of (_myself_ v)\nset [clone v] to [Tile]\nrepeat (20)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nset [clone v] to [Fade]\ncreate clone of (_myself_ v)\nset [clone v] to [Step 1]\nrepeat (2)\n create clone of (_myself_ v)\n set [clone v] to (join [Step ] ((letter (6) of (Clone)) + (1)))\nend\nwait (0.2) seconds\nrepeat (2)\n create clone of (_myself_ v)\n set [clone v] to (join [Step ] ((letter (6) of (Clone)) + (1)))\nend\nwait (0.3) seconds\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [clone v] to [Tiles]\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)\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)\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)\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)\nset [clone v] to [Trace]\ncreate clone of (_myself_ v)\nset [clone v] to [Spark]\ncreate clone of (_myself_ v)\n\n@Player\n\nwhen I start as a clone\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [done! v]\nshow\n\nwhen I receive [done! v]\nshow\n\nwhen I receive [done! v]\nforever\n create clone of (_myself_ v)\n wait (0.004) seconds\nend\n\nwhen I receive [done! v]\ngo to x: (-140) y: (-75)\nshow\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((X Velocity) * (-1))\n change y by (-5)\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [8]\n end\n set [y velocity v] to [12]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (platforms 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 (platforms v)?> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [13]\n end\n end\n if <key (r v) pressed?> then\n go to x: (playerspawnpointx) y: (playerspawnpointy)\n end\n if <<<<<touching (spikes v)?> or <touching (chainsaw v)?>> or <touching (chainsaw2 v)?>> or <touching (stompy1 v)?>> or <touching (stompy2 v)?>> then\n go to x: (playerspawnpointx) y: (playerspawnpointy)\n end\n if <(y position) < [-135]> then\n go to x: (playerspawnpointx) y: (playerspawnpointy)\n end\n if <<touching (trampoline v)?> or <touching (trampoline2 v)?>> then\n change [y velocity v] by (16)\n end\n if <<touching (portal v)?> or <touching (collectibles v)?>> then\n go to x: (playerspawnpointx) y: (playerspawnpointy)\n change [level v] by (1)\n end\n change y by (1)\nend\n\nwhen I receive [watching:/ v]\nhide\n\nwhen I receive [done! v]\nset volume to (100) %\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\nwhen I receive [yoplayeryourreseyyirg v]\ngo to x: (-135) y: (28)\n\nwhen flag clicked\nrepeat until <(Level) = [7]>\n set [playerspawnpointx v] to [-140]\n set [playerspawnpointy v] to [-75]\nend\nrepeat until <(Level) = [8]>\n set [playerspawnpointx v] to [0]\n set [playerspawnpointy v] to [-75]\nend\nrepeat until <(Level) = [11]>\n set [playerspawnpointx v] to [-165]\n set [playerspawnpointy v] to [-75]\nend\n\nwhen flag clicked\nhide\n\nchange [level v] by (1)\n\nwhen flag clicked\nwait until <(Level) = [9]>\ngo to x: (-177) y: (-50)\nwait until <(Level) = [10]>\ngo to x: (-165) y: (-50)\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [watching:/ v]\nhide\n\nwhen I receive [done! v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <<<(costume [number v]) = [5]> or <<(costume [number v]) = [8]> or <(costume [number v]) = [10]>>> or <(costume [number v]) = [12]>> then\n switch backdrop to (idk v)\n end\nend\n\nwhen backdrop switches to [back2normalbutweneeddis v]\nif <(costume [number v]) = [5]> then\n set [level v] to [6]\n broadcast (YoPLayerYourRESEYYIRG v)\nend\nif <(costume [number v]) = [8]> then\n set [level v] to [9]\n broadcast (YoPLayerYourRESEYYIRG v)\nend\nif <(costume [number v]) = [10]> then\n set [level v] to [11]\n broadcast (YoPLayerYourRESEYYIRG v)\nend\nif <(costume [number v]) = [12]> then\n broadcast (YoPLayerYourRESEYYIRG v)\n forever\n set [level v] to [14]\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Decor\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [done! v]\nshow\n\nwhen I receive [watching:/ v]\nhide\n\n@Story\n\nwhen I receive [watching:/ v]\ngo to x: (0) y: (0)\nclear graphic effects\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nrepeat (6)\n wait (3.6) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nwait (3.6) seconds\nbroadcast (Done! v)\n\nwhen I receive [done! v]\nhide\n\nwhen I receive [done! v]\nset [level v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\ngo to x: (140) y: (-123)\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat until <(costume [number v]) = [17]>\n next costume\n end\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [watching:/ v]\nhide\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 hide\n end\n if <(Level) = [11]> then\n show\n go to x: (-140) y: (-123)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Portal\n\nwhen flag clicked\nset [level v] to [0]\nhide\nset [sine v] to [0]\npoint in direction (90)\nset size to (50) %\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (200)) + ())\n set size to ((([sin v] of ((sine) * (2)) ) * (5)) + (50)) %\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\n if <(Level) = [1]> then\n go to x: (186) y: (96)\n end\n if <(Level) = [2]> then\n go to x: (-160) y: (96)\n end\n if <(Level) = [3]> then\n go to x: (180) y: (96)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (170) y: (90)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n show\n go to x: (186) y: (-54)\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n show\n go to x: (170) y: (-6)\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\nwhen I receive [done! v]\nshow\n\nwhen I receive [watching:/ v]\nhide\n\nwhen I receive [done! v]\nshow\n\nwhen flag clicked\nhide\n\nset [level v] to [12]\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [done! v]\nshow\n\nwhen I receive [watching:/ v]\nhide\n\n@Stage #\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\n go to [front v] layer\n set y to ((([sin v] of ((sine) * (1.5)) ) * (2)) + (25))\nend\n\nwhen [timer v] > (0.001)\nhide\n\nwhen I receive [watching:/ v]\nhide\n\nwhen I receive [done! v]\nshow\n\nwhen I receive [watching:/ v]\nhide\n\nwhen I receive [done! v]\nshow\n\nset [level v] to [13]\n\n@Chainsaw\n\nwhen flag clicked\nhide\n\nwhen I receive [watching:/ v]\nhide\n\nwhen I receive [done! v]\nhide\ngo to x: (0) y: (0)\nforever\n if <(Level) = [1]> then\n hide\n go to x: (100) y: (58)\n end\n if <(Level) = [2]> then\n show\n set size to (100) %\n point in direction (90)\n repeat until <(Level) = [3]>\n glide (0.5) secs to x: (100) y: (48)\n wait (0.5) seconds\n glide (0.5) secs to x: (-70) y: (48)\n wait (0.5) seconds\n end\n if <(Level) = [3]> then\n hide\n end\n end\nend\n\nwhen I receive [done! v]\nforever\n if <(Level) = [4]> then\n point in direction (90)\n repeat until <(Level) = [5]>\n turn right (15) degrees\n end\n end\nend\n\nwhen I receive [done! v]\nforever\n if <(Level) = [4]> then\n show\n set size to (100) %\n point in direction (60)\n go to x: (-60) y: (73)\n wait (0.8) seconds\n repeat until <(Level) = [5]>\n glide (0.8) secs to x: (-65) y: (-107)\n wait (0.5) seconds\n glide (0.8) secs to x: (-65) y: (73)\n wait (0.5) seconds\n end\n if <(Level) = [5]> then\n hide\n end\n end\nend\n\nwhen I receive [done! v]\nforever\n if <(Level) = [2]> then\n point in direction (90)\n repeat until <(Level) = [3]>\n turn right (12) degrees\n end\n end\nend\n\nwhen I receive [done! v]\nforever\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 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 hide\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen I receive [done! v]\nforever\n if <(Level) = [3]> then\n hide\n end\nend\n\n@BKGRND\n\nwhen flag clicked\nshow\n\nwhen I receive [done! v]\nhide\n\nwhen I receive [watching:/ v]\nhide\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Done! v)\n\nwhen I receive [watching:/ v]\nhide\n\nwhen I receive [intro done v]\ngo to x: (-78) y: (-40)\nshow\nforever\n glide (2) secs to x: (-78) y: (-50)\n glide (2) secs to x: (-78) y: (-40)\nend\n\n@Continue\n\nwhen this sprite clicked\nhide\nbroadcast (Watching:/ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [done! v]\nhide\n\nwhen I receive [intro done v]\ngo to x: (112) y: (-40)\nshow\nforever\n glide (2) secs to x: (112) y: (-50)\n glide (2) secs to x: (112) y: (-40)\nend\n\n@Egg\n\nwhen I receive [egg v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [noodlebot v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\n@Chainsaw2\n\nwhen flag clicked\nhide\n\nwhen I receive [watching:/ v]\nhide\n\nwhen I receive [done! v]\nhide\ngo to x: (0) y: (0)\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 set size to (100) %\n point in direction (60)\n go to x: (-195) y: (-122)\n show\n go to x: (-198) y: (-116)\n repeat until <(Level) = [5]>\n glide (0.8) secs to x: (-195) y: (-122)\n wait (0.5) seconds\n glide (0.8) secs to x: (-195) y: (73)\n wait (0.5) seconds\n end\n if <(Level) = [5]> then\n hide\n end\n end\nend\n\nwhen I receive [done! v]\nforever\n if <(Level) = [4]> then\n point in direction (90)\n repeat until <(Level) = [5]>\n turn right (15) degrees\n end\n end\nend\n\ngo to x: (-114) y: (73)\n\nwhen I receive [done! v]\nforever\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 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 hide\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\n@ThumbnailA\n\nwhen I receive [done! v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(y position) = [0]> then\n glide (0.3) secs to x: (0) y: (345)\nend\ngo to x: (0) y: (345)\nhide\n\nwhen flag clicked\nreset timer\nforever\n go to [front v] layer\n go [forward v] (12) layers\n reset timer\nend\n\nwhen [timer v] > (0.05)\nswitch costume to (costume1 v)\ngo to x: (0) y: (345)\nshow\nrepeat (23)\n change y by (((0) - (y position)) / (4))\nend\n\nwhen I receive [done! v]\nset [level v] to [1]\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (1 v)\n\nrepeat (23)\n change y by (((0) - (y position)) / (4))\nend\n\n@ThumbnailB\n\nwhen [timer v] > (0.06)\nswitch costume to (costume1 v)\ngo to x: (0) y: (-345)\nshow\nrepeat (23)\n change y by (((0) - (y position)) / (4))\nend\nstop [all v]\n\nglide (0.3) secs to x: (0) y: (0)\n\nwhen flag clicked\nreset timer\nforever\n go to [front v] layer\n go [backward v] (2) layers\n reset timer\nend\n\nwhen flag clicked\nif <(y position) = [0]> then\n glide (0.3) secs to x: (0) y: (345)\nend\ngo to x: (0) y: (345)\nhide\n\nwhen I receive [done! v]\nset [level v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [done! v]\nhide\n\n@collectibles\n\nwhen flag clicked\nhide\nforever\n set size to ((([sin v] of ((sine) * (1)) ) * (15)) + (100)) %\n if <touching (player v)?> then\n if <<<([costume # v] of [platforms v]) = [5]> or <<([costume # v] of [platforms v]) = [8]> or <([costume # v] of [platforms v]) = [10]>>> or <([costume # v] of [platforms v]) = [12]>> then\n hide\n switch backdrop to (back2normalbutweneeddis v)\n end\n end\n if <<<<([costume # v] of [platforms v]) = [6]> or <([costume # v] of [platforms v]) = [9]>> or <([costume # v] of [platforms v]) = [11]>> or <([costume # v] of [platforms v]) = [13]>> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [done! v]\nhide\n\nwhen backdrop switches to [idk v]\nif <([costume # v] of [platforms v]) = [5]> then\n switch costume to (costume1 v)\n show\n go to x: (0) y: (0)\nend\nif <([costume # v] of [platforms v]) = [8]> then\n switch costume to (costume2 v)\n show\n go to x: (-140) y: (90)\nend\nif <([costume # v] of [platforms v]) = [10]> then\n go to x: (10) y: (-90)\n switch costume to (costume3 v)\n show\nend\nif <([costume # v] of [platforms v]) = [12]> then\n go to x: (170) y: (60)\n switch costume to (costume4 v)\n show\nend\n\nwhen backdrop switches to [back2normalbutweneeddis v]\nhide\n\n@Words\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (Level)\n set y to ((([sin v] of ((sine) * (1.5)) ) * (5)) + (15))\nend\n\nwhen I receive [done! v]\nshow\n\n@Trampoline2\n\nwhen flag clicked\nhide\ngo to x: (140) y: (-123)\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat until <(costume [number v]) = [17]>\n next costume\n end\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [watching:/ v]\nhide\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 hide\n end\n if <(Level) = [11]> then\n show\n go to x: (-10) y: (-123)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Stompy1\n\nwhen flag clicked\nhide\ngo to x: (-39) y: (-89)\nrepeat until <(Level) = [12]>\nshow\nrepeat until <(Level) = [13]>\n wait (0.4) seconds\n repeat (5)\n change y by (-17.4)\n end\n wait (0.4) seconds\n repeat (20)\n change y by (4.35)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(Level) = [12]>> then\n hide\n end\nend\n\n@Stompy2\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (101) y: (-89)\nrepeat until <(Level) = [12]>\nshow\nrepeat until <(Level) = [13]>\n wait (0.8) seconds\n repeat (5)\n change y by (-17.4)\n end\n wait (0.4) seconds\n repeat (20)\n change y by (4.35)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(Level) = [12]>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (215) y: (-170)\nhide\n\nwhen I receive [done! v]\nshow\n\nwhen this sprite clicked\nif <<(Level) = [5]> or <<(Level) = [8]> or <<(Level) = [10]> or <(Level) = [12]>>>> then\n change [level v] by (0)\nelse\n change [level v] by (1)\n broadcast (YoPLayerYourRESEYYIRG v)\nend\n\n | ᴍɪᴄʜᴀᴇʟ ᴄʜᴀɴ ᴅɪᴅ ᴛʜɪꜱ ɢᴀᴍᴇ ʟɪᴠᴇ! ʜᴛᴛᴘꜱ://ᴡᴡᴡ.ʏᴏᴜᴛᴜʙᴇ.ᴄᴏᴍ/ᴡᴀᴛᴄʜ?ᴠ=9ʟᴛᴊᴜᴛᴅʟᴡᴢᴍ\n\nᴛʜɪꜱ ɪꜱ ᴍʏ ꜰɪʀꜱᴛ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ꜱᴏ ᴛᴇʟʟ ᴍᴇ ᴡʜᴀᴛ ɪ ꜱʜᴏᴜʟᴅ ᴀᴅᴅ ᴀɴᴅ ᴡʜᴀᴛ ᴡᴀꜱ ɢʀᴇᴀᴛ :)\nᴛʜɪꜱ ɪꜱ ᴀ ᴘʀᴏᴊᴇᴄᴛ ꜰᴏʀ ᴛʜᴇ ᴄᴏɴᴛᴇꜱᴛ (ɢᴀᴍᴇꜱʟɪʙʀᴀʀʏ) |
Platformer | @Stage\n\n@スプライト5\n\nwhen this sprite clicked\nstart sound [Finger Snap2 v]\nset [2d v] to [1]\nbroadcast (2d v)\nset size to (80) %\nwait (0.1) seconds\nset size to (70) %\n\nwhen I receive [スタート v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (100) y: (143)\n\n@スプライト6\n\nwhen this sprite clicked\nstart sound [Finger Snap2 v]\nset [2d v] to [2]\nset size to (80) %\nwait (0.1) seconds\nset size to (70) %\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (-30) y: (140)\nshow\nset [2d v] to [2]\ngo to [front v] layer\n\n@スキン変更\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nstart sound [Finger Snap2 v]\nset size to (110) %\nwait (0.1) seconds\nset size to (100) %\nbroadcast (a v)\n\nwhen I receive [スタート v]\nhide\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)\ngo to x: (-210) y: (-30)\nset size to (115) %\nswitch costume to (右 v)\n\nwhen flag clicked\nshow\ngo to x: (0) y: (80)\nset size to (150) %\nrepeat until <(a) = [1]>\n set rotation style [all around v]\n change size by ((((150) + ((3) * ([sin v] of ((400) * (((100) * (3)) + (timer))) ))) - (size)) / (3))\n point in direction ((90) + ((2) * ([sin v] of ((180) * (((100) * (0.5)) + (timer))) )))\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nrepeat (10)\n change [ghost v] effect by (8.4)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [スタート v]\nswitch costume to (右 v)\nshow\n初期設定プログラム\nforever\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (0.95)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-0.95)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 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 [7]\n else\n start sound [壁キック v]\n set [x v] to [-7]\n end\n set [y v] to [10]\n end\n end\n change y by (Y)\n if <touching (地形 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 (地形 v)?> then\n set [y v] to [12.4]\n start sound [Jump v]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n start sound [next v]\n wait (0.1) seconds\n 初期設定プログラム\n change [level v] by (1)\n end\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n start sound [チーン v]\n change [hp v] by (-20)\n 初期設定プログラム\n end\n if <touching (ehat2 v)?> then\n start sound [チーン v]\n change [hp v] by (-20)\n 初期設定プログラム\n broadcast (死 v)\n end\n change [y v] by (-1)\nend\n\nwhen I receive [a v]\nnext costume\n\n@かくし\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nwait (0.02) seconds\ngo to [front v] layer\ngo to [front v] layer\nforever\n if <<touching (ehat2 v)?> or <touching (プレイヤー v)?>> then\n set [ghost v] effect to (85)\n else\n set [ghost v] effect to (0)\n end\n switch costume to (Level)\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset [a v] to [0]\nshow\nwait (0.01) seconds\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset size to (90) %\nwait (0.1) seconds\nset size to (80) %\nbroadcast (スタート v)\nset [a v] to [1]\nhide\n\n@EHAT2\n\nwhen flag clicked\ngo to x: (1000) y: (10000)\nswitch costume to (explode-05-june\[2 v)\nhide\n\nwhen I receive [死 v]\ngo to x: (1000) y: (10000)\n\nwhen I receive [スタート v]\nset [動いてよろしい? v] to [1]\nhide\ngo to [front v] layer\nset size to (100) %\nswitch costume to ( v)\nset drag mode [not draggable v]\ngo to x: (1000) y: (100)\npoint in direction (90)\nset [now v] to [1]\nforever\n if <<(Level) = [6]> or <(Level) = [8]>> then\n show\n set rotation style [left-right v]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n change [xv3 v] by (-0.8)\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n change [xv3 v] by (0.8)\n point in direction (90)\n end\n set [xv3 v] to ((xv3) * (0.9))\n change x by (xv3)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n end\n if <touching (地形 v)?> then\n change x by ((xv3) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n change y by (1)\n change [yv3 v] by (-1)\n change y by (yv3)\n if <touching (地形 v)?> then\n change y by ((yv3) * (-1))\n set [yv3 v] to [0]\n end\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (0.4)\n end\n repeat (10)\n change size by (-0.4)\n end\n go to [back v] layer\nend\n\n@スプライト2\n\nwhen I receive [終わり v]\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n@地形\n\nwhen flag clicked\nset [level v] to [1]\nset [deaths v] to [0]\nset [タイム v] to [0]\nhide variable [deaths v]\n\nwhen flag clicked\nclear graphic effects\ngo to x: (40) y: (0)\nshow\nforever\n if <(Level) > [4]> then\n broadcast (う v)\n end\n switch costume to (Level)\n if <(HP) < [0]> then\n stop [all v]\n end\nend\n\ndefine 地面作成\nerase all\nshow\ngo to x: (0) y: (0)\nset [brightness v] effect to (-50)\nset size to (50) %\nrepeat (50)\n stamp\n change size by (1.1)\n change y by (0.1)\n change [brightness v] effect by (1)\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\nforever\n repeat until <(Level) = [10]>\n wait (0.1) seconds\n change [タイム v] by (.1)\n broadcast (kann v)\n end\nend\n\nwhen I receive [kann v]\nif <(Level) = [10]> then\n show variable [☁ 世界記録 v]\n show variable [タイム v]\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n end\nend\n\nwhen flag clicked\nforever\n play sound [PIKASONIC - Osaka Express v] until done\nend\n\nwhen flag clicked\nforever\n if <(2D) = [1]> then\n 2d\n end\n if <(2D) = [2]> then\n 地面作成\n end\nend\n\ndefine 2d\nclear graphic effects\nerase all\nshow\ngo to x: (0) y: (0)\n\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\nend\n\n@HP1\n\nwhen flag clicked\nerase all\ngo to x: (-100) y: (169)\nset [maxhp v] to [100]\nset [hp v] to (MaxHP)\nforever\n meter (HP) [100] (MaxHP) [-120] [140]\nend\n\ndefine meter (variable) (distance) (max) (x) (y)\nif <<(2D) = [1]> or <(2D) = [2]>> then\n set y to (y)\n set pen color to (#8c8c8c)\n set pen size to (12)\n set x to ((x) - (distance))\n pen down\n change x by ([abs v] of ((distance) * (1)) )\n pen up\n if <((max) * ((25) / (100))) < (variable)> then\n set pen color to (#65ff00)\n else\n if <<((max) * ((10) / (100))) < (variable)> and <(variable) < ((max) * (((25) + (1)) / (100)))>> then\n set pen color to (#eeff00)\n else\n if <<[0] < (variable)> and <(variable) < ((max) * (((10) + (1)) / (100)))>> then\n set pen color to (#ff0000)\n end\n end\n end\n set pen size to (9)\n set x to ((x) - (distance))\n pen down\n change x by ((variable) * ((2) / ((max) / (50))))\n pen up\nend\n\nhide\n\nwhen I receive [2d v]\nforever\n meter (HP) [100] (MaxHP) [-120] [140]\nend\n\n@Person effect\n\nwhen flag clicked\nset size to (30) %\nforever\n go to [back v] layer\n go [forward v] (10) layers\nend\n\nwhen flag clicked\nforever\n show\n go to (プレイヤー v)\n turn right (1) degrees\nend\n\n@Cloud\n\nwhen flag clicked\nset [pixelate v] effect to (20)\nclear graphic effects\nhide\nset [初め+ v] to [-10]\nset [scroll x v] to [-500]\nset [scroll y v] to [100]\nset [最高x v] to [500]\nset [最高y v] to [200]\nbroadcast (雲へ v)\n\nwhen I receive [雲へ v]\nwait (0.1) seconds\n?\n\ndefine はいち (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (75) %\nforever\n go to [back v] layer\n go [forward v] (1) layers\n 動き (((1) - (Scroll X)) + (合計)) (((2) - (Scroll Y)) + (([sin v] of ((timer) * (200)) ) * (5))) (3)\nend\n\ndefine 動き (1) (2) (3)\nshow\nswitch costume to (mu v)\nset size to ((1) / ()) %\ngo to x: (1) y: (2)\nset size to (100) %\nswitch costume to ((3) + (1))\n\nwhen I start as a clone\nhide\ngo to [back v] layer\n\nwhen I receive [ゲームへ v]\ndelete this clone\n\ndefine ?\nrepeat (((最高x) + (最高y)) / (250))\n はいち (pick random (0) to ((最高x) - (500))) (pick random (80) to (最高y)) (pick random (1) to (3))\nend\n\nwhen I start as a clone\nforever\n set [合計 v] to [0]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-7)\n end\n if <(pick random (1) to (2)) = [1]> then\n set [進む方向 v] to [1]\n else\n set [進む方向 v] to [-1]\n end\n set [進む速度 v] to (pick random (1) to (4))\n repeat until <<(((1) - (Scroll X)) + (合計)) < [-500]> or <(最高x) < (((1) - (Scroll X)) + (合計))>>\n change [合計 v] by (((進む速度) * (進む方向)) + (初め+))\n end\nend\n\nwhen I receive [クローンへ v]\nbroadcast (雲へ v)\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [pixelate v] effect to (400)\nshow\ngo to [front v] layer\nrepeat (20)\n change [pixelate v] effect by (-20)\nend\n\n@障害物\n\nwhen flag clicked\nclear graphic effects\ngo to x: (40) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\ndefine 地面作成\nshow\ngo to x: (0) y: (0)\nset [brightness v] effect to (-50)\nset size to (50) %\nrepeat (50)\n go to [back v] layer\n stamp\n change size by (1.1)\n change y by (0.1)\n change [brightness v] effect by (1)\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n if <(2D) = [1]> then\n 2d\n end\n if <(2D) = [2]> then\n 地面作成\n end\nend\n\ndefine 2d\nclear graphic effects\nerase all\nshow\ngo to x: (0) y: (0)\n\n | You have the only light in the world!!! \nTry to make your way through the 18 levels of darkness.\n\nInstructions:\n- Move with arrow keys\n- Skip levels with s\n- Love and favourite for less lags xD\n- Have fun!!! |
Massive Multiplayer Platformer v1.3 | @Stage\n\nwhen flag clicked\nforever\n play sound [vexento-tevo-qnDQyH8hqv v] until done\nend\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\n\n@player\n\nwhen flag clicked\ngo to x: (-200) y: (-75)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\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) * (0.85))\n change x by (x)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (1)\n if <touching color (#cccccc)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#cccccc)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#cccccc)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [13]\n end\n change y by (1)\n if <<<touching color (#ff6666)?> and <not <touching (wire v)?>>> or <(y position) < [-175]>> then\n death animation\n go to x: (-200) y: (-115)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<(x position) > [240]> or <<key (space v) pressed?> and <not <(LEVEL) = [22]>>>> then\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (-115)\n wait until <not <key (space v) pressed?>>\n end\n if <touching color (#ffc366)?> then\n set [y v] to [17]\n end\n if <<touching color (#fff78f)?> and <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <mouse down?>>> then\n set [x v] to ((x) * (2))\n end\nend\n\ndefine death animation\nrepeat (15)\n change [ghost v] effect by (6.7)\nend\nwait (0.35) seconds\nset [ghost v] effect to (0)\n\n@LEVEL\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [winner v]\nstop [other scripts in sprite v]\nswitch costume to (celebration time woowoo v)\n\n@WIRE\n\nwhen flag clicked\ngo to [back v] layer\nhide\nclear graphic effects\nset [win? v] to [no]\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <touching (player v)?> then\n set [win? v] to [yes]\n repeat until <touching (charger v)?>\n change x by (10)\n end\n broadcast (WINNER v) and wait\n stop [this script v]\n end\n if <(LEVEL) = [22]> then\n show\n else\n hide\n end\nend\n\n@CHARGER\n\nwhen flag clicked\nforever\n if <(LEVEL) = [22]> then\n show\n else\n hide\n end\nend\n\n@Particle \n\nwhen I start as a clone\ngo to [back v] layer\nset [yv v] to (pick random (15.0) to (25))\nset [xv v] to (pick random (-5) to (5.0))\nshow\nset size to (pick random (100) to (175)) %\nset [ghost v] effect to (pick random (25) to (50))\nforever\n change [yv v] by (-1)\n change x by (XV)\n change y by (YV)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\ndefine Particle (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n go to x: (pick random (-200) to (200)) y: (-130)\n Particle [10]\n wait (0.9) seconds\nend\n\nwhen I receive [winner v]\nstop [other scripts in sprite v]\nrepeat (5)\n go to x: (pick random (-200) to (200)) y: (-130)\n Particle [100]\n wait (0.2) seconds\nend\nwait (1) seconds\nrepeat (100)\n go to x: (pick random (-200) to (200)) y: (-130)\n Particle [10]\n wait (1) seconds\nend\n\n | DOUBLE CLICK THE FLAG\n\nPacman Platformer! You move with arrow keys. First, collect all the coins in the level. When you did that you can go to the next level by touching the yellow arrow. |
Infection -A Platformer- | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (0.9))\n change y by (Speed Y)\n Touch ground <(Speed Y) > [0]>\n if <(Walljump) > [0]> then\n change [walljump v] by (-1.)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [speed x v] by (0.75)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [speed x v] by (-0.75)\n end\n end\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(falling?) < [3]>> then\n set [speed y v] to [15]\n end\n if <(Speed X) < [-0.5]> then\n Walk [5] (Speed X)\n else\n if <[0.5] < (Speed X)> then\n Walk [5] (Speed X)\n end\n end\nend\n\ndefine Touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (x) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(Walljump) = [0]> then\n set [speed x v] to ((-2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n else\n set [speed x v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[230] < (x position)> or <<touching (lava v)?> or <touching (spikes v)?>>> then\n if <[230] < (x position)> then\n change [level v] by (1)\n end\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(mouse y) < (y position)> and <mouse down?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n if <(costume [number v]) = [5]> then\n switch costume to (c5 v)\n else\n next costume\n end\n else\n if <(costume [number v]) = [1]> then\n switch costume to (c v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nif <(round (Speed X)) > [0]> then\nelse\n if <[0] > (round (Speed X))> then\n turn right (-15) degrees\n end\nend\n\nwhen flag clicked\nforever\n turn right ((Speed X) * (2)) degrees\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n | |
List Scrolling Platformer || No sprites | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [game start v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [backdrop change v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n play sound [Rocket Man \(Instrumental\).mp3 v] until done\nend\n\n@Sprite1\n\nforever\n\nwhen I receive [animation part 1 v]\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nrepeat (41)\n wait (0.05) seconds\n next costume\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (intro scene part 2 v)\n\nwhen I receive [animation part 3 v]\nswitch costume to (costume46 v)\nshow\nclear graphic effects\nwait (3) seconds\nrepeat (10)\n switch costume to (costume47 v)\n wait (0.1) seconds\n switch costume to (costume48 v)\n wait (0.1) seconds\n switch costume to (costume49 v)\n wait (0.1) seconds\n switch costume to (costume50 v)\n wait (0.1) seconds\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (intro scene 4 v)\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\ngo to [front v] layer\nshow\nwait (2) seconds\nbroadcast (hide v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (intro scene v)\n\n@Sprite2\n\nwhen I receive [intro scene v]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nrepeat (4)\n wait (3) seconds\n next costume\nend\nbroadcast (animation part 1 v)\ngo to [front v] layer\n\nwhen I receive [intro scene part 2 v]\nclear graphic effects\nrepeat (1)\n wait (3) seconds\n next costume\nend\nbroadcast (animation part 3 v)\ngo to [front v] layer\nwait (3) seconds\nnext costume\n\nwhen I receive [intro scene 4 v]\nclear graphic effects\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (game start v)\n\nset [ghost v] effect to (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (costume1 v)\nshow\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\nforever\n if <not <key (up arrow v) pressed?>> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n wait (0.045) seconds\n switch costume to (costume1 v)\n wait (0.045) seconds\n switch costume to (costume2 v)\n wait (0.045) seconds\n switch costume to (costume3 v)\n wait (0.045) seconds\n switch costume to (costume4 v)\n wait (0.045) seconds\n switch costume to (costume5 v)\n wait (0.045) seconds\n switch costume to (costume6 v)\n wait (0.045) seconds\n switch costume to (costume7 v)\n wait (0.045) seconds\n switch costume to (costume8 v)\n end\n end\n if <key (up arrow v) pressed?> then\n switch costume to (costume9 v)\n end\n if <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>>> then\n switch costume to (costume1 v)\n end\nend\n\nswitch costume to ( v)\n\nwhen I receive [game start v]\ngo to [front v] layer\nforever\n go to (hitbox v)\n set rotation style [left-right v]\n forever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n end\nend\n\nnext costume\n\nwhen I receive [game start v]\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (-220) y: (-96)\nforever\n go to (hitbox v)\nend\n\nwhen I receive [screw v]\nstop [other scripts in sprite v]\nhide\n\n@hitbox\n\nwhen I receive [game start v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (-200) y: (-96)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.25)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.75)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.75)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (1)\n if <touching (sprite4 v)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching (sprite4 v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching (sprite4 v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [6]\n end\n change y by (0.5)\n if <[225] < (x position)> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-210) y: (-94)\n broadcast (next level v)\n end\n if <<key (r v) pressed?> or <touching (sprite9 v)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-210) y: (-94)\n end\n if <(backdrop [name v]) = [backdrop9]> then\n stop [this script v]\n end\nend\n\nwhen I receive [screw v]\nstop [other scripts in sprite v]\n\nwhen I receive [screw v]\nclear graphic effects\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [7]> then\n broadcast (backdrop change v)\nend\n\nwhen I receive [screw v]\ngo [backward v] (7) layers\n\n@Sprite5\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\nshow\n\nwhen I receive [backdrop change v]\nhide\n\nwhen I receive [next level v]\nif <([costume # v] of [sprite4 v]) = [6]> then\n switch costume to (costume2 v)\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-26) y: (39)\nhide\n\nwhen I receive [game start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\n\nwhen I receive [screw v]\nhide\n\n@costume9\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset size to (100) %\nset [size v] to [0]\npoint in direction (90)\ngo to x: (117) y: (-18)\nwait (3) seconds\nhide\nwait until <([costume # v] of [sprite4 v]) = [11]>\nset [size v] to [0]\nshow\npoint in direction (90)\nshow\nforever\n set size to (100) %\n turn right (3) degrees\n show\n if <touching (sprite3 v)?> then\n repeat (20)\n change size by (2)\n turn right (10) degrees\n end\n repeat (50)\n change size by (-1)\n turn right (10) degrees\n end\n hide\n broadcast (screw v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nwait (0.01) seconds\nhide\n\nwhen I receive [screw v]\nhide\n\nwhen I receive [hide v]\nhide\n\n@Sprite8\n\nwhen I receive [screw v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nrepeat (8)\n wait (0.05) seconds\n next costume\nend\nwait (2) seconds\nnext costume\nwait (3) seconds\nrepeat (15)\n wait (0.05) seconds\n next costume\nend\nwait (1) seconds\nrepeat (11)\n wait (0.05) seconds\n next costume\nend\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nnext costume\nrepeat (100)\n change [brightness v] effect by (1)\nend\nwait (3) seconds\nrepeat (100)\n change [brightness v] effect by (-1)\nend\nnext costume\nrepeat (100)\n change [brightness v] effect by (1)\nend\nwait (3) seconds\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [game start v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n | Part 1: https://scratch.mit.edu/projects/832816324/\nPart 3: https://scratch.mit.edu/projects/843596889/\n\nRead this before playing or it will be hard for you.\n\nMove with WASD, or arrow keys. Use space, X, or M to swing your sword. Defeat all the endermen and blazes to beat the game! Defeat the 2 enemies at the end to complete the platformer. \n\n❤️ + ⭐ for a new skin!\nFollow if you like Minecraft!\n\nAvoid the skeletons arrows and the fireballs from the blazes. You can heal by doing nothing for 1 second.\n\nInspired by @kuri-pa-2\nEnemies by @kuri-pa-2\nScrolling Engine by @Animator180\nSome textures are from @TrentonTNT\n@TimMcCool for the love and favorite detector\n\nMusic by Lena Raine |
°˖✧★☆Online Scroll platformer☆★✧˖° | @Stage\n\n@Me I guess...\n\ndefine Talk (delay frames) (input) (wait)\nset [\(talk\) number v] to [1]\nset [\(talk\) say v] to []\nrepeat (length of (input))\n set [\(talk\) say v] to (join (\(Talk\) Say) (letter (\(Talk\) Number) of (input)))\n say (\(Talk\) Say)\n wait ((delay frames) * (0.03)) seconds\n if <[\(talk\) punctuation v] contains (letter (\(Talk\) Number) of (input))?> then\n wait (0.3) seconds\n end\n change [\(talk\) number v] by (1)\nend\nsay (input) for (wait) seconds\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-183) y: (-15)\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [script1 done! v]\nwait (.1) seconds\nTalk [.1] [Now, make another following script. Press space when you're done!] [1.5]\nbroadcast (Script2 v)\n\nwhen I receive [script2 done! v]\nwait (.1) seconds\nTalk [.1] [Now, make another following script. Press space when you're done!] [1.5]\nbroadcast (Script3 v)\n\nwhen I receive [script3 done! v]\nwait (.1) seconds\nTalk [.1] [Now, make another following script. Press space when you're done!] [1.5]\nbroadcast (Script4 v)\n\nwhen I receive [script4 done! v]\nTalk [0.1] [Done? Now put that script here: ] [1]\nbroadcast (Script5 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script5 done! v]\nTalk [0.1] [Good job, now let's make the gravity.] [1.5]\nbroadcast (Script6 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script6 done! v]\nTalk [0.1] [Now, make the following script. Press space when you're done!] [1.5]\nbroadcast (Script7 v)\n\nwhen I receive [script7 done! v]\nTalk [0.1] [Done? Good job! Now, put that script here:] [1.5]\nbroadcast (Script8 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script8 done! v]\nTalk [0.1] [Now, put that whole script here:] [1.5]\nbroadcast (Script9 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script9 done! v]\nTalk [0.1] [Now, put that whole script here:] [1.5]\nbroadcast (Script10 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [script10 done! v]\nTalk [0.1] [Done? Good job! Now, connect the forever loop with the \[go to x: \(-214\) y: \(-90\). Press space when you're done!] [2]\nwait until <key (space v) pressed?>\nTalk [0.1] [You're almost done with the player's script! To finish it, create this script:] [1]\nbroadcast (Script11 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\n\nwhen I receive [animation finished v]\nshow\nwait (.5) seconds\nTalk [1] [...] [.5]\nwait (1) seconds\nTalk [.1] [Uh?] [.5]\nswitch costume to (costume1 v)\nwait (.3) seconds\nTalk [.1] [Oof, hi there!] [.5]\nswitch costume to (costume2 v)\nwait (.1) seconds\nTalk [,1] [Soooooo, you have come here to learn how to make a platformer I see...] [2]\nwait (.1) seconds\nTalk [,1] [Press space key to start!] [1.5]\nwait until <key (space v) pressed?>\nTalk [.1] [First thing to do is to create 2 sprites, one called "Player" and the other one, "Level". Press space when you're done!] [.1]\nsay [First thing to do is to create 2 sprites, one called "Player" and the other one, "Level". Press space when you're done!]\nwait until <key (space v) pressed?>\nsay [First thing to do is to create 2 sprites, one called "Player" and the other one, "Level". Press space when you're done!] for (.001) seconds\nTalk [,1] [Now, go to the Player's sprite. Then, create 2 variables, one called "x velocity" and the other one, "y velocity". REMEMBER: Make sure to tick the "For this sprite only" button before creating them. Press space when you're done!] [.1]\nsay [First thing to do is to create 2 variables, one called "x velocity" and the other one, "y velocity". REMEMBER: Make sure to tick the "For this sprite only" button before creating them. Press space when you're done!]\nwait until <key (space v) pressed?>\nsay [First thing to do is to create 2 variables, one called "x velocity" and the other one, "y velocity". REMEMBER: Make sure to tick the "For this sprite only" button before creating them. Press space when you're done!] for (.001) seconds\nwait (.1) seconds\nTalk [.1] [Now, make the following script. Press space when you're done!] [1.5]\nbroadcast (Script1 v)\n\nwhen I receive [animation finished v]\nforever\n play sound [pewdiepie-congratulations-official-instrumental-youtubemp3free v] until done\nend\n\nwhen I receive [script11 done! v]\nTalk [0.1] [You're fast! Now put it right here!] [2]\nbroadcast (Script12 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\nwait until <key (space v) pressed?>\n\nwhen I receive [script12 done! v]\nTalk [0.1] [Congrats! Now we will start making the level. First of all, create a variabe called "Level" \(For all sprites\). Then, create this script:] [10]\nbroadcast (Script13 v)\nwait (1.5) seconds\nTalk [.1] [Press space when you're done!] [1]\nwait until <key (space v) pressed?>\n\nwhen I receive [script13 done! v]\nTalk [.1] [That is it! Don't forget to draw the levels as you like it, and add as many as you like. The art is up to you! ] [2]\nwait (1) seconds\nTalk [.1] [\(By the way, leave a love, favourite and a follow to motivate me to make more games! See you soon!\)] [2]\nwait (10) seconds\nTalk [.1] [Uh, that was the end...] [1]\nstop [all v]\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (-100)\nset [timer v] to [0]\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\nset [timer v] to [0]\nrepeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (.097)\nend\n\n@script\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(2\) v)\ngo to x: (0) y: (0)\nhide\n\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 x by ((x velocity) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\nforever\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\nend\n\nwhen I receive [script1 v]\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script1 done! v)\n\nwhen I receive [script2 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(4\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script2 done! v)\n\nwhen I receive [script3 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(5\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script3 done! v)\n\nwhen I receive [script4 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(6\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script4 done! v)\n\nwhen I receive [script5 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(5\)2 v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script5 done! v)\n\nif <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\nend\nchange y by (1)\n\nwhen I receive [script6 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script6 done! v)\n\nwhen I receive [script7 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer \(1\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script7 done! v)\n\nwhen I receive [script8 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer 2 v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script8 done! v)\n\nwhen I receive [script9 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer \(2\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script9 done! v)\n\nwhen I receive [script10 v]\nswitch costume to (screenshot_2020-02-24 scratch - how to make a platformer \(4\)2 v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script10 done! v)\n\nwhen I receive [script11 v]\nswitch costume to (screenshot_2020-02-26 scratch - how to make a platformer v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script11 done! v)\n\nif <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (-90)\nend\n\nwhen I receive [script12 v]\nswitch costume to (how_to_make_a_platformer v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script12 done! v)\n\nforever\n change [y velocity v] by (-1)\n change y by (y velocity)\n if <touching (level v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\nend\n\nwhen I receive [script13 v]\nswitch costume to (screenshot_2020-02-25 scratch - how to make a platformer \(4\) v)\nshow\nwait until <key (space v) pressed?>\nhide\nbroadcast (Script13 done! v)\n\n@intro\n\nwhen flag clicked\nstart sound [Vicetone - United We Dance3 v]\nswitch costume to (j v)\nhide\nset size to (75) %\nset size to (2) %\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (2.3) seconds\nshow\nrepeat until <(size) > [85]>\n change size by (10)\nend\nwait (1) seconds\nglide (1) secs to x: (-110) y: (0)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nwait (5) seconds\nrepeat (22)\n turn right (12) degrees\n change x by (10)\nend\nbroadcast (Intro1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nbroadcast (Animation finished v)\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (j2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (6)\n change y by (5)\n end\n wait (.7) seconds\n change [cloneid v] by (1)\n create clone of (_myself_ v)\nelse\n switch costume to (j3 v)\n go to x: (-110) y: (-55)\n go to [back v] layer\n glide (.7) secs to x: (115) y: (-55)\nend\n\nwhen flag clicked\nset [cloneid v] to [0]\nset volume to (100) %\ngo to [front v] layer\nclear graphic effects\nforever\n repeat (5)\n change size by (2.5)\n end\n repeat (5)\n change size by (-2.5)\n end\nend\n\nwhen I receive [intro1 v]\ndelete this clone\n\nwhen I receive [intro1 v]\nforever\n turn right (12) degrees\n change x by (10)\nend\n\n@TB!\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n | My youtube channel ユーチューブチャンネル\nhttps://www.youtube.com/channel/UCV-hLILBy1-nx-Ih_ppbveg\n\nhttps://scratch.mit.edu/projects/588681281/ ←LOOK\nPLEASE check these one too. ↑ これも見てね ↑\n\n~~How to play~~\n・Use arrow key\n\n重力が逆のプラットフォーマーです。\nThis platformer is gravity reverse.\n Please ❤&★!! Thanks All. |
UNDERTALE =Platformer= | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop11 v)\nhide variable [dragon: v]\nhide variable [scrolls v]\n\n@lvl\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop11 v)\n\nswitch costume to (costume1 v)\n\nbroadcast (show v) and wait\nstop [all v]\n\nwhen I receive [go to background 3 v]\nswitch costume to (costume3 v)\nswitch backdrop to (backdrop3 v)\n\ngo to x: (0) y: (0)\n\nwhen I receive [go to back ground 7 v]\nshow\nswitch backdrop to (backdrop7 v)\nswitch costume to (costume6 v)\n\nwhen I receive [get out v]\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop2 v)\nshow\n\nwhen I receive [go to background 4 v]\nshow\nswitch costume to (costume4 v)\nswitch backdrop to (backdrop4 v)\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [go to 5 v]\nswitch backdrop to (backdrop5 v)\nswitch costume to (costume5 v)\ngo to [back v] layer\n\nwhen I receive [go to 6 v]\nswitch costume to (costume5-2 v)\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [go to 8 v]\nswitch costume to (costume7 v)\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [go to 9 v]\nswitch backdrop to (backdrop9 v)\nswitch costume to (costume8 v)\n\nwhen I receive [go to 10 v]\nswitch backdrop to (backdrop10 v)\nswitch costume to (costume9 v)\n\nwhen I receive [the game is on v]\nshow\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Wings of Fire - UPDATED Dragonet Prophecy Song \(iTunes quality\) v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\ngo to x: (-208) y: (-111)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n platform gravity: [-1] jump height: [15] side movement speed: [3] friction: [.7] slope: [8]\nend\n\nshow\n\ndefine platform gravity: (gravity) jump height: (jump height) side movement speed: (side movement speed) friction: (friction) slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (y velocity)\nif <touching (lvl v)?> then\n repeat until <not <touching (lvl v)?>>\n change y by ((([abs v] of (y velocity) ) / (y velocity)) * (-1))\n end\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to (jump height)\n end\nend\nset [x velocity v] to (((x velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement speed) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (x velocity)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (lvl v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (lvl v)?> then\n change y by (slope)\n repeat until <not <touching (lvl v)?>>\n change x by ((([abs v] of (x velocity) ) / (x velocity)) * (-1))\n end\nend\n\n\n\nchange y by (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop2 v]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [go to background 3 v]\ngo to x: (-199) y: (25)\n\ngo to x: (130) y: (15)\n\nshow\n\nwhen flag clicked\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (costume11 v)\nrepeat until \n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume11 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [go to back ground 7 v]\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-211) y: (57)\n\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop5 v]\n\nwhen [4 v] key pressed\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (costume41 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or >>>\n if <key (z v) pressed?> then\n switch costume to (costume421 v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume421 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume42 v)\n end\n else\n switch costume to (costume41 v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume41 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume4 v)\n end\n end\nend\n\nwhen [3 v] key pressed\nset [dragon: v] to [Sunny]\nset size to (250) %\nswitch costume to (costume31 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or >>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume31 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n end\n if <key (z v) pressed?> then\n set size to (150) %\n else\n set size to (250) %\n end\nend\n\nwhen [2 v] key pressed\nset [dragon: v] to [Tsunami]\nset size to (250) %\nswitch costume to (costume21 v)\nrepeat until <<key (1 v) pressed?> or >\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume21 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen [1 v] key pressed\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (costume11 v)\nrepeat until \n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume11 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen [5 v] key pressed\nset [dragon: v] to [Starflight]\nset size to (250) %\nswitch costume to (costume51 v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or >>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume51 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume5 v)\n end\nend\n\nswitch costume to (costume31 v)\n\n\n switch costume to (costume42 v)\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite5 v)?> and <<(dragon:) = [Sunny]> or <<(dragon:) = [Starflight]> or <<(dragon:) = [Tsunami]> or <(dragon:) = [Glory]>>>>> then\n go to x: (-210) y: (-104)\n say [AAAH! TO HOT!] for (0.2) seconds\n end\nend\n\nbroadcast (go to background 4 v)\n\n\n\ngo to x: (-185) y: (96)\n\nwhen I receive [get out v]\ngo to x: (-211) y: (-108)\n\nbroadcast (go to back ground 7 v)\n\nforever\n if <touching color (#60cfff)?> then\n broadcast (go to background 4 v)\n go to x: (-211) y: (-108)\n end\nend\n\nwait (0.1) seconds\n\nforever\n if <touching color (#00b3ff)?> then\n broadcast (message1 v)\n end\nend\n\nforever\n if <touching color (#43c7ff)?> then\n broadcast (go to background 3 v)\n go to x: (-199) y: (25)\n end\nend\n\ngo to x: (-183) y: (-106)\ngo to x: (-199) y: (25)\n\nforever\n if <touching (sprite5 v)?> then\n go to x: (-130) y: (54)\n end\nend\n\ngo to x: (-214) y: (-104)\n\nwhen I receive [go to background 4 v]\ngo to x: (-199) y: (25)\n\nwhen I receive [go to 5 v]\ngo to x: (-211) y: (-108)\n\nwhen I receive [go to 6 v]\ngo to x: (-211) y: (-108)\n\nwhen [r v] key pressed\ngo to x: (-186) y: (-89)\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwhen I receive [go to 8 v]\ngo to x: (-206) y: (-66)\n\nwhen backdrop switches to [backdrop7 v]\nforever\n if <<touching (sprite7 v)?> and <<(dragon:) = [Sunny]> or <<(dragon:) = [Starflight]> or <<(dragon:) = [Clay]> or <(dragon:) = [Glory]>>>>> then\n go to x: (-210) y: (-104)\n say [Wow, to cold for me!] for (0.7) seconds\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [go to 9 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [i found u v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [go to 10 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [the game is on v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (get out v)\n stop [this script v]\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen backdrop switches to [backdrop2 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 4 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 5 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 6 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to back ground 7 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 8 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 9 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 10 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\n\nshow\n\nwhen backdrop switches to [backdrop3 v]\n\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\n\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [backdrop5 v]\n\nwhen backdrop switches to [backdrop5 v]\nhide\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nshow\n\nif <touching (player v)?> then\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n forever\n wait (5) seconds\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [scrolls v] to [0]\nhide\nforever\n turn left (30) degrees\n wait (0.3) seconds\n turn right (30) degrees\n wait (0.3) seconds\nend\n\nwhen I start as a clone\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (92) y: (-100)\nshow\nforever\n if <touching (player v)?> then\n hide\n change [scrolls v] by (1)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (14) y: (102)\nshow\nforever\n if <touching (player v)?> then\n hide\n change [scrolls v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (29) y: (-112)\nshow\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [scrolls v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (92) y: (-100)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [scrolls v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-150) y: (-69)\nshow\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [scrolls v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-137) y: (106)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [scrolls v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (171) y: (-18)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [scrolls v] by (1)\n stop [this script v]\n end\nend\n\n@Sprite6\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <(dragon:) = [Starflight]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go to 5 v]\n\nwhen backdrop switches to [backdrop6 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume1 v)\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@KESTREL\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to [back v] layer\nforever\n if <touching color (#000000)?> then\n broadcast (I FOUND U v)\n say [I SEE YOU! GET BACK THERE!] for (0.4) seconds\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nstop [other scripts in sprite v]\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to [back v] layer\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\nforever\n if <touching (player v)?> then\n hide\n else\n end\nend\n\nshow\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\nforever\n if <(scrolls) = [7]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (105) y: (-59)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (the game is on v)\nshow variable [dragon: v]\nshow variable [scrolls v]\n\n | RED&BLUE\n -ADIADI11\n~Instructions:\n *SPACE TO SWITCH COLOR\n *If you are red, don't touch blue.\n *If you are blue, dont touch red.\n *Green=ENEMY\n *Yellow:BUMP\n~Credits:\n *Music:On my own\n~Curated by @wonderlust on 12,21,2016\n~TopLoved 12,22,2016\n~TopRemixed 12,26,2016\n\n\n\n |
Cube 3D platformer 100% Pen | @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 <(x position) > [217]> 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 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 <touching (mob2 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 <touching (soil v)?> then\n go to x: (-217) y: (-20)\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@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 | !JHM_TEAM Platformer 2: https://scratch.mit.edu/projects/497807693!\nif this did not work than, click THIS: https://turbowarp.org/497807693\n\nA new platform game https://scratch.mit.edu/projects/497513664 \nArrow keys or W, A, S, D or mouse pointer or if you're on mobile you can do it too by putting your finger on the ground for walking and jumping is putting your finger above the ground. (Any wrong grammar tell me in comments please)\n\n\nDon't RUSH! (Take your time!)\nFullscreen Recommended.\n\nEnjoy! |
Candy Valley || A Platformer || Mobile | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nforever\n\nwhen I receive [next v]\nnext costume\n\n@Mover\n\nwhen flag clicked\nset [jump v] to [0]\nset [hold it! v] to [0]\nset size to (35) %\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n animation\nend\n\nwhen flag clicked\nforever\n go to (hitbox v)\n if <(left) = [1]> then\n point in direction (-90)\n end\n if <(right) = [1]> then\n point in direction (90)\n end\nend\n\ndefine animation\nif <<key (d v) pressed?> or <<key (a v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n repeat (12)\n next costume\n if <not <<key (d v) pressed?> or <<key (a v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>> then\n switch costume to (jump 1 v)\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [jump fall or jump stand v] to [0]\n set [jump fall or jump stand v] to (pick random (1) to (5))\n set [jump anti v] to [1]\n switch costume to (jumping! v)\n wait (0.025) seconds\n if <(jump fall or jump stand) = [5]> then\n repeat until <(costume [number v]) = [29]>\n next costume\n wait (0.025) seconds\n end\n broadcast (hold it! v)\n switch costume to (costume27 v)\n wait until <(ground yes) = [0]>\n wait (0.1) seconds\n switch costume to (costume27 v)\n repeat (6)\n next costume\n end\n switch costume to (jump 1 v)\n set [jump anti v] to [0]\n else\n repeat until <(costume [number v]) = [24]>\n next costume\n wait (0.025) seconds\n end\n switch costume to (costume22 v)\n wait until <(ground yes) = [0]>\n wait (0.1) seconds\n switch costume to (costume35 v)\n repeat (7)\n next costume\n end\n switch costume to (jump 1 v)\n end\n end\n wait (0.025) seconds\n end\n switch costume to (jump 1 v)\nend\nset [jump anti v] to [0]\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [jump fall or jump stand v] to [0]\n set [jump fall or jump stand v] to (pick random (1) to (5))\n switch costume to (jumping! v)\n wait (0.025) seconds\n if <(jump fall or jump stand) = [5]> then\n repeat until <(costume [number v]) = [29]>\n next costume\n wait (0.025) seconds\n end\n broadcast (hold it! v)\n switch costume to (costume27 v)\n wait until <(ground yes) = [0]>\n wait (0.1) seconds\n switch costume to (costume27 v)\n repeat (6)\n next costume\n end\n switch costume to (jump 1 v)\n set [jump anti v] to [0]\n else\n repeat until <(costume [number v]) = [24]>\n next costume\n wait (0.025) seconds\n end\n switch costume to (costume22 v)\n wait until <(ground yes) = [0]>\n wait (0.1) seconds\n switch costume to (costume35 v)\n repeat (7)\n next costume\n end\n switch costume to (jump 1 v)\n set [jump anti v] to [0]\n end\nend\nset [jump anti v] to [0]\n\nset size to (50) %\n\nif <touching (bouncey2 v)?> then\n broadcast (jump 2 v)\n set [jumpingness v] to [18]\n set [fallspeed v] to (jumpingness)\n set [jumpingness v] to [12]\nend\n\nwhen I receive [hold it! v]\nset [hold it! v] to [1]\nwait (0.2) seconds\nset [hold it! v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [jump anti v] to [0]\n end\nend\n\n\n\nif <(costume [number v]) = [29]> then\n\nbroadcast (hold it! v)\n\n@hitbox\n\nwhen flag clicked\nset [yes trap v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [jump anti v] to [0]\nset rotation style [left-right v]\nset [gravity v] to [-1]\nset [movement v] to [3]\nset [fallspeed v] to [0]\nset [jumpingness v] to [12]\nforever\n controls\n jump control\n simulation gravity\n if <(x position) > [230]> then\n start\n broadcast (next v)\n wait (0.2) seconds\n end\n if <(y position) < [-189]> then\n start\n end\n if <touching (bouncey v)?> then\n broadcast (jump v)\n set [jumpingness v] to [18]\n set [fallspeed v] to (jumpingness)\n set [jumpingness v] to [12]\n end\n if <touching (bouncey2 v)?> then\n broadcast (jump 2 v)\n set [jumpingness v] to [18]\n set [fallspeed v] to (jumpingness)\n set [jumpingness v] to [12]\n end\n if <touching (spikes2 v)?> then\n start\n change [☁ world wide deaths v] by (1)\n end\n if <touching (anvil v)?> then\n start\n change [☁ world wide deaths v] by (1)\n end\nend\n\ndefine controls\nset rotation style [left-right v]\nif <(hold it!) = [0]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n set [right v] to [0]\n set [left v] to [1]\n change x by ((0) - (movement))\n if <touching (ground v)?> then\n change x by (movement)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n set [left v] to [0]\n set [right v] to [1]\n change x by (movement)\n if <touching (ground v)?> then\n change x by ((0) - (movement))\n end\n end\nend\n\ndefine jump control\nif <(hold it!) = [0]> then\n change y by (-1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <touching (ground v)?> then\n set [fallspeed v] to (jumpingness)\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset size to (50) %\nforever\n if <touching (ground v)?> then\n set [ground yes v] to [1]\n else\n set [ground yes v] to [0]\n end\nend\n\ndefine simulation gravity\nchange y by (fallspeed)\nif <touching (ground v)?> then\n if <(fallspeed) < [0]> then\n set [step back v] to [1]\n else\n set [step back v] to [-1]\n end\n repeat until <not <touching (ground v)?>>\n change y by (step back)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (gravity)\nend\n\ndefine start\ngo to x: (-230) y: (-50)\n\nset [ghost v] effect to (0)\n\nset [jump anti v] to [1]\n\nwhen I receive [kill v]\nstart\nchange [☁ world wide deaths v] by (1)\nwait (0.3) seconds\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n broadcast (next v)\n start\n wait (0.2) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [x v] to [-3]\nset [y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (x)\n if <(y) = [0]> then\n change y by (-0.03)\n end\n if <(y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (x)\n if <(y) = [0]> then\n change y by (-0.3)\n end\n if <(y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (-271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [x v] to [3]\nset [y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (x)\n if <(y) = [0]> then\n change y by (-0.03)\n end\n if <(y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (x)\n if <(y) = [0]> then\n change y by (-0.3)\n end\n if <(y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-232) to (232)) y: (140)\nrepeat until <touching (_edge_ v)?>\n point in direction (direction rain)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n set [direction rain v] to [175]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [180]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [170]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-176]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-174]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-170]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [171]\n wait (pick random (5) to (10)) seconds\nend\n\nwhen flag clicked\nforever\n start sound [Rain v]\n wait (7.5) seconds\nend\n\n@Lightning\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n wait (pick random (7) to (20)) seconds\n repeat (pick random (1) to (3))\n show\n wait (0.1) seconds\n hide\n start sound [thunder1 copy v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [next v]\nnext costume\n\n@Spikes\n\n@Bouncey\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n show\n go to x: (56) y: (-134)\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (56) y: (-121)\n end\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n show\n go to x: (148) y: (-132)\n end\n if <(backdrop [number v]) = [9]> then\n show\n go to x: (-150) y: (-128)\n end\n if <(backdrop [number v]) = [10]> then\n show\n go to x: (-100) y: (-112)\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\n if <(backdrop [number v]) = [12]> then\n show\n go to x: (-180) y: (-123)\n end\n if <(backdrop [number v]) = [13]> then\n hide\n end\n if <(backdrop [number v]) = [14]> then\n hide\n end\n if <(backdrop [number v]) = [15]> then\n show\n go to x: (0) y: (-130)\n end\n if <(backdrop [number v]) = [16]> then\n hide\n end\n if <(backdrop [number v]) = [17]> then\n hide\n end\n if <(backdrop [number v]) = [18]> then\n show\n go to x: (37) y: (-133)\n end\n if <(backdrop [number v]) = [19]> then\n go to x: (47) y: (-113)\n end\nend\n\nwhen I receive [jump v]\nswitch costume to (costume1 v)\nrepeat (15)\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\npoint in direction (90)\npoint in direction (90)\ngo to [front v] layer\n\n@Bouncey2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (-56) y: (-121)\n end\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n hide\n end\n if <(backdrop [number v]) = [10]> then\n hide\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\n if <(backdrop [number v]) = [12]> then\n show\n go to x: (-43) y: (-121)\n end\n if <(backdrop [number v]) = [13]> then\n hide\n end\n if <(backdrop [number v]) = [14]> then\n if <(backdrop [number v]) = [15]> then\n if <(backdrop [number v]) = [16]> then\n if <(backdrop [number v]) = [17]> then\n if <(backdrop [number v]) = [18]> then\n if <(backdrop [number v]) = [19]> then\nend\n\nwhen I receive [jump 2 v]\nswitch costume to (costume1 v)\nrepeat (15)\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Spikes2\n\nwhen flag clicked\nshow variable [☁ world wide deaths v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\n@Default Spike\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ANVIL Trap\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n show\n go to x: (57) y: (-145)\n end\n if <(backdrop [number v]) = [5]> then\n show\n go to x: (119) y: (-125)\n end\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (160) y: (14)\n end\n if <(backdrop [number v]) = [7]> then\n show\n go to x: (0) y: (-130)\n end\n if <(backdrop [number v]) = [8]> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n hide\n end\n if <(backdrop [number v]) = [10]> then\n show\n go to x: (-30) y: (14)\n end\n if <(backdrop [number v]) = [11]> then\n show\n go to x: (22) y: (-140)\n end\n if <(backdrop [number v]) = [12]> then\n show\n go to x: (75) y: (-124)\n end\n if <(backdrop [number v]) = [13]> then\n hide\n end\n if <(backdrop [number v]) = [14]> then\n show\n go to x: (83) y: (-96)\n end\n if <(backdrop [number v]) = [15]> then\n hide\n end\n if <(backdrop [number v]) = [16]> then\n show\n go to x: (184) y: (-126)\n end\n if <(backdrop [number v]) = [17]> then\n hide\n end\n if <(backdrop [number v]) = [18]> then\n show\n go to x: (102) y: (-8)\n end\n if <(backdrop [number v]) = [19]> then\n go to x: (-133) y: (-115)\n end\nend\n\nwhen flag clicked\nforever\n set [x trap v] to (x position)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(yes trap) = [0]> then\n if <<touching (mover v)?> or <touching (trap doer v)?>> then\n switch costume to (costume1 v)\n broadcast (trap its a! v)\n repeat (13)\n next costume\n end\n switch costume to (costume1 v)\n end\n wait until <not <touching (mover v)?>>\n end\nend\n\n@Anvil\n\nwhen flag clicked\nhide\n\nwhen I receive [trap its a! v]\nnext costume\nset [yes trap v] to [1]\nshow\nset [ghost v] effect to (0)\nif <(backdrop [number v]) = [5]> then\n switch costume to (costume2 v)\nend\nif <(costume [number v]) = [1]> then\n point in direction (90)\n go to x: (X TRAP) y: (180)\n repeat until <touching (ground v)?>\n change y by (-25)\n end\n up\nend\nif <(costume [number v]) = [2]> then\n go to x: (-170) y: (150)\n point towards (mover v)\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\n move (25) steps\n end\n down\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nset [yes trap v] to [0]\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\n\nwhen I receive [next v]\nhide\n\ndefine down\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change y by (-1)\nend\nif <touching (_edge_ v)?> then\n hide\nend\n\n@Chain Trap\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [front v] layer\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [2]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n hide\n end\n if <(backdrop [number v]) = [10]> then\n hide\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\n if <(backdrop [number v]) = [12]> then\n hide\n end\n if <(backdrop [number v]) = [13]> then\n show\n go to x: (-70) y: (-120)\n end\n if <(backdrop [number v]) = [14]> then\n show\n go to x: (192) y: (-123)\n end\n if <(backdrop [number v]) = [15]> then\n hide\n end\n if <(backdrop [number v]) = [16]> then\n show\n go to x: (-171) y: (-130)\n end\n if <(backdrop [number v]) = [17]> then\n go to x: (30) y: (-90)\n end\n if <(backdrop [number v]) = [18]> then\n go to x: (203) y: (-58)\n end\n if <(backdrop [number v]) = [19]> then\n go to x: (-42) y: (-120)\n end\nend\n\nshow\ngo to x: (160) y: (14)\nshow\ngo to x: (-30) y: (14)\n\nshow\ngo to x: (0) y: (-130)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching (mover v)?> then\n broadcast (KILL v)\n broadcast (hold it! v)\n switch costume to (costume1 v)\n repeat (6)\n next costume\n end\n wait (0.3) seconds\n switch costume to (costume1 v)\n end\nend\n\nset [hold it! v] to [0]\n\nset [hold it! v] to [1]\n\ngo to x: (119) y: (-125)\n\nif <touching (mover v)?> then\n show\n show\n go to x: (57) y: (-145)\nend\n\n@trap doer\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n set size to (30) %\n go to (mover v)\nend\n\nset [ghost v] effect to (0)\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [next v]\nshow\ngo to [front v] layer\n\n | -------------------- Pixel Ninja --------------------\n by JC_ProGold\n\nSkip the intro by pressing the space bar or clicking on the mouse.\n\nA ninja is on a quest to find his friends. 10 years ago, monsters took over his village and only 5 ninjas survived, including him... Play as he goes on an amazing adventure, including flying a plane!!!!!\n\nControls:\n\n~ MAIN THINGS ~\n# These also work in the boss fight\n➜ Move and Jump - Arrow keys, WASD or use the mouse pointer.\n➜ Wall jump - Jump onto a wall and switch between arrow keys every time you hit the opposite wall otherwise you won't go up.\n➜ Throw ninja star (when you have it) - Press the space bar or press the throw button.\n\n~ PLANE FLIGHT ~\n# You only have 5 lives, so don't touch bombs (clouds are fine to touch)\n➜ Move - Arrow keys, WASD or use the mouse pointer.\n\n~ BOSS FIGHT ~\n# Don't reset all the time, just when all the monsters are underneath you and you can't move\n➜ Reset boss fight - Press the 'r' key. |
Spiky Dungeon | Scrolling Platformer | #games | @Stage\n\n@Заставка\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nglide (1.5) secs to x: (0) y: (-500)\nhide\nbroadcast (Поехали! v)\nforever\n play sound [You've been Trolled HD v] until done\nend\n\n@уровни\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (-176)\nset [уровень v] to [1]\nswitch costume to (костюм 1 v)\n\nwhen I receive [следующий уровень! v]\nchange [уровень v] by (1)\nnext costume\n\nwhen I receive [поворот сюжета v]\nrepeat (12)\n move (10) steps\n turn left (15) degrees\nend\n\n@персонаж\n\nwhen flag clicked\nwait (2) seconds\nshow\ngo to x: (-208) y: (-10)\nset [прыгаю v] to [0]\nset [гравитация v] to [0]\nforever\n go [forward v] (1) layers\n гравитация\n касается земли\n if <(Босс говорит?) = [Нет]> then\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <(x position) > [70]> then\n broadcast (близок к шипу 1 v)\n end\n if <(x position) > [-17]> then\n broadcast (близок к шипу 2 v)\n end\n if <touching color (#a99bf2)?> then\n broadcast (пружина v)\n end\n if <touching (шипы v)?> then\n broadcast (затролили!! v)\n hide\n end\n end\nend\n\ndefine касается земли\nif <not <(уровень) = [4]>> then\n repeat until <not <touching (уровни v)?>>\n change y by (0.1)\n set [гравитация v] to [0]\n end\nelse\n repeat until <not <touching (слой земли v)?>>\n change y by (0.1)\n set [гравитация v] to [0]\n end\nend\n\ndefine гравитация\nchange [гравитация v] by (-1)\nchange y by (гравитация)\n\nwhen [up arrow v] key pressed\nif <(Босс говорит?) = [Нет]> then\n if <touching (слой земли v)?> then\n set [прыгаю v] to [15]\n repeat (15)\n change y by (прыгаю)\n set [гравитация v] to [0]\n change [прыгаю v] by (-1)\n end\n set [гравитация v] to [0]\n end\nend\n\nwhen I receive [следующий уровень! v]\nif <not <(уровень) = [5]>> then\n go to x: (-208) y: (-10)\n repeat (5)\n set [гравитация v] to [0]\n end\nelse\n go to x: (-122) y: (-88)\n repeat (5)\n set [гравитация v] to [0]\n end\nend\nif <(уровень) = [11]> then\n broadcast (Выход босса ._. v)\nend\n\nwhen I receive [давай сначала v]\nif <not <(уровень) = [5]>> then\n show\n go to x: (-208) y: (-10)\n repeat (5)\n set [гравитация v] to [0]\n end\nelse\n show\n go to x: (-122) y: (-88)\n repeat (5)\n set [гравитация v] to [0]\n end\nend\n\nwhen I receive [пружина v]\nchange [прыгаю v] by (17)\nrepeat (17)\n change y by (прыгаю)\n set [гравитация v] to [0]\n change [прыгаю v] by (-1)\nend\nset [гравитация v] to [0]\nset [прыгаю v] to [0]\n\nwhen I receive [канетс v]\nhide\n\nwhen I receive [прыжок! v]\nif <(Босс говорит?) = [Нет]> then\n if <touching (слой земли v)?> then\n set [прыгаю два v] to [1]\n set [прыгаю v] to [15]\n repeat (15)\n change y by (прыгаю)\n set [гравитация v] to [0]\n change [прыгаю v] by (-1)\n end\n set [гравитация v] to [0]\n set [прыгаю два v] to [0]\n end\nend\n\nwhen I receive [налево! v]\nif <(Босс говорит?) = [Нет]> then\n change x by (-10)\nend\n\nwhen I receive [направоё v]\nif <(Босс говорит?) = [Нет]> then\n change x by (10)\nend\n\nwhen flag clicked\nforever\n if <(Босс говорит?) = [Нет]> then\n if <mouse down?> then\n if <(mouse x) > [0]> then\n change x by (10)\n else\n if <(mouse x) < [0]> then\n change x by (-10)\n else\n end\n end\n if <(mouse y) > [0]> then\n if <(Босс говорит?) = [Нет]> then\n if <touching (слой земли v)?> then\n set [прыгаю v] to [15]\n repeat (15)\n change y by (прыгаю)\n set [гравитация v] to [0]\n change [прыгаю v] by (-1)\n end\n set [гравитация v] to [0]\n end\n end\n end\n end\n end\nend\n\n@слой земли\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\ngo to x: (43) y: (55)\npoint in direction (90)\n\nwhen I receive [следующий уровень! v]\nnext costume\n\nwhen I receive [поворот сюжета v]\nrepeat (12)\n move (10) steps\n turn left (15) degrees\nend\ngo to x: (43) y: (55)\npoint in direction (90)\n\n@текст\n\nwhen flag clicked\nif <(язык) = [рус]> then\n switch costume to (русский v)\nelse\n switch costume to (английский v)\nend\n\nwhen I receive [следующий уровень! v]\nif <not <<(costume [name v]) = [русский2]> or <(costume [name v]) = [английский 2]>>> then\n next costume\nelse\n if <(язык) = [рус]> then\n switch costume to (русский4 v)\n else\n switch costume to (английский4 v)\n end\nend\n\nwhen I receive [может не так просто? v]\nif <(язык) = [рус]> then\n switch costume to (русский3 v)\nelse\n switch costume to (английский3 v)\nend\n\nwhen I receive [поехали! v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [может не так просто? v]\nif <(язык) = [рус]> then\n switch costume to (русский3 v)\nelse\n switch costume to (английский3 v)\nend\n\nwhen I receive [канетс v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nstop [all v]\n\n@правый край\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n if <touching (персонаж v)?> then\n broadcast (Следующий уровень! v)\n end\nend\n\n@шипы\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (250) y: (-57)\nset [попал в ловушку 1? v] to [Нет]\nswitch costume to (костюм 1 v)\nshow\n\nwhen I receive [следующий уровень! v]\nif <(уровень) = [1]> then\n hide\nelse\n show\nend\nnext costume\n\nwhen I receive [близок к шипу 1 v]\nif <(попал в ловушку 1?) = [Нет]> then\n if <(уровень) = [2]> then\n broadcast (Может не так просто? v)\n go to x: (150) y: (-57)\n show\n switch costume to (костюм 2 v)\n set [попал в ловушку 1? v] to [Да]\n end\nend\n\nwhen I receive [давай сначала v]\nset [попал в ловушку 2? v] to [Нет]\nset [попал в ловушку 1? v] to [Нет]\nif <(уровень) = [2]> then\n go to x: (250) y: (-57)\n hide\nend\nif <(уровень) = [6]> then\n switch costume to (костюм 6 v)\nend\n\nwhen flag clicked\nset [попал в ловушку 2? v] to [Нет]\nforever\n if <(costume [number v]) = [5]> then\n repeat until <(уровень) = [6]>\n if <(уровень) = [5]> then\n go to x: (150) y: (-57)\n repeat (15)\n change y by (-10)\n end\n repeat (15)\n change y by (10)\n end\n end\n end\n end\nend\n\nwhen I receive [близок к шипу 2 v]\nif <(попал в ловушку 2?) = [Нет]> then\n if <(уровень) = [6]> then\n go to x: (196) y: (-57)\n show\n switch costume to (костюм 7 v)\n set [попал в ловушку 2? v] to [Да]\n end\nend\n\nwhen flag clicked\nset [переходила? v] to [Нет]\nforever\n if <(costume [number v]) = [6]> then\n go to x: (250) y: (-57)\n else\n if <(costume [number v]) = [8]> then\n if <(переходила?) = [Нет]> then\n go to x: (15) y: (-150)\n set [переходила? v] to [Да]\n end\n repeat (75)\n turn right (7) degrees\n move (10) steps\n end\n end\n end\n if <(costume [number v]) = [9]> then\n hide\n wait (0.7) seconds\n create clone of (_myself_ v)\n end\n if <(costume [number v]) = [10]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [9]> then\n point in direction (-120)\n go to x: (pick random (0) to (300)) y: (pick random (40) to (200))\n repeat until <touching color (#00c324)?>\n move (20) steps\n end\n delete this clone\nend\n\n@троллфэйс\n\nwhen flag clicked\ngo to x: (27) y: (0)\nhide\n\nwhen I receive [затролили!! v]\nclear graphic effects\nshow\nrepeat (2)\n go to [front v] layer\n change x by (3)\n change [color v] effect by (30)\n wait (0.1) seconds\n go to [front v] layer\n change y by (3)\n change [color v] effect by (30)\n wait (0.1) seconds\n change x by (-3)\n go to [front v] layer\n change [color v] effect by (30)\n wait (0.1) seconds\n change y by (-3)\n go to [front v] layer\n change [color v] effect by (30)\n wait (0.1) seconds\nend\nhide\nbroadcast (Давай сначала v)\n\n@пружина\n\nwhen flag clicked\nhide\nforever\n if <(уровень) = [3]> then\n show\n go to x: (-4) y: (-176)\n else\n hide\n end\nend\n\n@боссик\n\nwhen flag clicked\nset [босс говорит? v] to [Нет]\npoint in direction (90)\ngo to x: (20) y: (22)\nhide\n\nwhen I receive [выход босса ._. v]\nswitch costume to (костюм 2 v)\nshow\nset [босс говорит? v] to [Да]\nwait (1) seconds\nif <(язык) = [англ]> then\n say [Hello, human!] for (1.5) seconds\n say [Glad to see you.] for (1.5) seconds\n say [Joke. I'm angry you still live.] for (2) seconds\n say [I made for you a lot of traps and troll-levels, but you solved all!!!!] for (3.7) seconds\n say [Arghhhhhh!!!] for (1) seconds\n say [But now, I'll kill you! ] for (1) seconds\n say [You'll never finish this level!!] for (1) seconds\n wait (1) seconds\n say [Hm... I forgot to say my name...] for (2) seconds\n wait (1) seconds\n switch costume to (костюм 3 v)\n say [TROLLBOSS!!] for (1.5) seconds\n broadcast (меч, твой выход v)\n wait (4.1) seconds\n say [Faster!] for (1) seconds\n wait (1) seconds\n say [Stop... what?!] for (1) seconds\n say [STOP!!] for (1) seconds\n say [No!!] for (1) seconds\n wait (0.8) seconds\n repeat (6)\n turn right (10) degrees\n end\n say [I'll come back!..] for (2) seconds\nelse\n say [Привет, человек!] for (1.5) seconds\n say [Рад видеть тебя.] for (1.5) seconds\n say [Шутка! Я зол, на то что ты жив!!] for (2) seconds\n say [Я делал против тебя очень много ловушек и тролл-уровней, но ты прошёл все!!!] for (3.7) seconds\n say [Аргргрхххх!!!] for (1) seconds\n say [Но сейчас я убью тебя!] for (1) seconds\n say [Ты никогда не закончишь этот уровень!!] for (2) seconds\n wait (1) seconds\n say [Э... я забыл сказать своё имя...] for (2) seconds\n wait (1) seconds\n switch costume to (костюм 3 v)\n say [ТРОЛЛБОСС!!] for (1.5) seconds\n broadcast (меч, твой выход v)\n wait (3) seconds\n say [Быстрее!] for (1) seconds\n wait (1) seconds\n say [Стоп... что?!] for (1) seconds\n say [ОСТАНОВИСЬ!!] for (1) seconds\n say [Нет!!] for (1) seconds\n wait (0.8) seconds\n repeat (6)\n turn right (10) degrees\n end\n say [Я вернусь!..] for (2) seconds\nend\nwait (1) seconds\npoint in direction (90)\ngo to x: (21) y: (5)\nbroadcast (Канетс v)\nrepeat (2)\n go to [front v] layer\nend\nswitch costume to (костюм 4 v)\n\n@Спрайт 1\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (20) y: (22)\nhide\n\nwhen I receive [выход босса ._. v]\nshow\n\nwhen I receive [меч, твой выход v]\nrepeat (8)\n turn left (15) degrees\nend\nglide (4) secs to x: (-101) y: (-34)\nwait (2) seconds\nrepeat (10)\n turn left (15) degrees\nend\nwait (1) seconds\nglide (1) secs to x: (6) y: (-36)\n\n@русский\n\nwhen flag clicked\nhide\n\nwhen I receive [смена языка v]\nshow\n\nwhen this sprite clicked\nset [язык v] to [рус]\n\n@English\n\nwhen flag clicked\nhide\n\nwhen I receive [смена языка v]\nshow\n\nwhen this sprite clicked\nset [язык v] to [англ]\n\n | |
《✴︎Platformer✴︎》 | @Stage\n\nwhen I receive [intro done v]\nforever\n play sound [bensound-deepblue v] until done\nend\n\n@Rover (mars-rover-svgrepo-com)\n\ndefine touch ground\nrepeat until <not <<touching (ground hitbox v)?> or <<touching (rocks v)?> or <touching (platforms v)?>>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine move in direction (dir) speed (spd)\npoint in direction (dir)\nchange x by (spd)\nset [slope v] to [0]\nrepeat until <<(slope) = [6]> or <not <<touching (ground hitbox v)?> or <<touching (rocks v)?> or <touching (platforms v)?>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [6]> then\n change x by ((0) - (spd))\n change y by ((0) - (slope))\nend\n\nwhen I receive [reset level v]\ngo to [front v] layer\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-150) y: (-25)\nset [speed y v] to [0]\nforever\n broadcast (Game Loop v)\nend\n\nwhen I receive [game loop v]\nswitch costume to (hit v)\nchange [speed y v] by (-0.4)\nchange y by (speed y)\nswitch costume to (hit wheels v)\ntouch ground\nswitch costume to (hit v)\nset [moving v] to [0]\nset [speed x v] to ((speed x) * (0.8))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-0.45)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (0.45)\nend\nif <(speed x) < [-0.5]> then\n move in direction [-90] speed (speed x)\n set [moving v] to [1]\nelse\n if <(speed x) > [0.5]> then\n move in direction [90] speed (speed x)\n set [moving v] to [1]\n end\nend\nswitch costume to (mars-rover-svgrepo-com v)\nif <<(x position) > [235]> or <touching (lava v)?>> then\n if <(x position) > [235]> then\n change [level v] by (1)\n end\n broadcast (Reset Level v)\n stop [this script v]\nend\n\nwhen I receive [intro done v]\nshow variable [level v]\nset [level v] to [1]\nbroadcast (Reset Level v)\n\n@Ground visible\n\nwhen I receive [reset level v]\nswitch costume to (join [Level] (LEVEL))\n\n@Ground hitbox\n\nwhen I receive [reset level v]\nswitch costume to (join [Level] (LEVEL))\n\n@WheelFront\n\nwhen I start as a clone\nset [clone? v] to [true]\nwait (0) seconds\nwait (0) seconds\ngo to [back v] layer\nforever\n switch costume to (big v)\n go to (rover \(mars-rover-svgrepo-com\) v)\n point in direction ([direction v] of [rover \(mars-rover-svgrepo-com\) v])\n switch costume to (suspension v)\nend\n\ndefine Wheel - Turn and Move\nswitch costume to (big v)\ngo to (rover \(mars-rover-svgrepo-com\) v)\npoint in direction ([direction v] of [rover \(mars-rover-svgrepo-com\) v])\nif <(MOVING) = [1]> then\n switch costume to (join [Wheel-anim-] (((frame) mod (4)) + (1)))\nelse\n switch costume to (wheel v)\nend\nchange [frame v] by (1)\ntouch ground\n\ndefine touch ground\nrepeat until <not <<touching (ground hitbox v)?> or <<touching (rocks v)?> or <touching (platforms v)?>>>>\n change y by (1)\nend\n\nwhen I receive [reset level v]\nwait (0) seconds\nif <(clone?) = [false]> then\n go to [front v] layer\nend\n\nwhen I receive [intro done v]\nset [frame v] to [0]\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\nset [clone? v] to [false]\nforever\n Wheel - Turn and Move\nend\n\n@WheelCenter\n\ndefine Wheel - Turn and Move\nswitch costume to (big v)\ngo to (rover \(mars-rover-svgrepo-com\) v)\npoint in direction ([direction v] of [rover \(mars-rover-svgrepo-com\) v])\nif <(MOVING) = [1]> then\n switch costume to (join [Wheel-anim-] (((frame) mod (4)) + (1)))\nelse\n switch costume to (wheel v)\nend\nchange [frame v] by (1)\ntouch ground\n\nwhen I start as a clone\nset [clone? v] to [true]\nwait (0) seconds\nwait (0) seconds\ngo to [back v] layer\nforever\n switch costume to (big v)\n go to (rover \(mars-rover-svgrepo-com\) v)\n point in direction ([direction v] of [rover \(mars-rover-svgrepo-com\) v])\n switch costume to (suspension v)\nend\n\ndefine touch ground\nrepeat until <not <<touching (ground hitbox v)?> or <<touching (rocks v)?> or <touching (platforms v)?>>>>\n change y by (1)\nend\n\nwhen I receive [reset level v]\nwait (0) seconds\nif <(clone?) = [false]> then\n go to [front v] layer\nend\n\nwhen I receive [intro done v]\nset [frame v] to [0]\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\nset [clone? v] to [false]\nforever\n Wheel - Turn and Move\nend\n\n@WheelRear\n\ndefine Wheel - Turn and Move\nswitch costume to (big v)\ngo to (rover \(mars-rover-svgrepo-com\) v)\npoint in direction ([direction v] of [rover \(mars-rover-svgrepo-com\) v])\nif <(MOVING) = [1]> then\n switch costume to (join [Wheel-anim-] (((frame) mod (4)) + (1)))\nelse\n switch costume to (wheel v)\nend\nchange [frame v] by (1)\ntouch ground\n\nwhen I start as a clone\nset [clone? v] to [true]\nwait (0) seconds\nwait (0) seconds\ngo to [back v] layer\nforever\n switch costume to (big v)\n go to (rover \(mars-rover-svgrepo-com\) v)\n point in direction ([direction v] of [rover \(mars-rover-svgrepo-com\) v])\n switch costume to (suspension v)\nend\n\ndefine touch ground\nrepeat until <not <<touching (ground hitbox v)?> or <<touching (rocks v)?> or <touching (platforms v)?>>>>\n change y by (1)\nend\n\nwhen I receive [reset level v]\nwait (0) seconds\nif <(clone?) = [false]> then\n go to [front v] layer\nend\n\nwhen I receive [intro done v]\nset [frame v] to [0]\nset rotation style [left-right v]\ncreate clone of (_myself_ v)\nset [clone? v] to [false]\nforever\n Wheel - Turn and Move\nend\n\n@Sat1 (satellite-svgrepo-com)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (atmo-haze v)\nforever\n go to (sat1 \(satellite-svgrepo-com\) v)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [intro done v]\nswitch costume to (satellite-svgrepo-com v)\nforever\n hide\n wait (pick random (50) to (75)) seconds\n show\n set [ghost v] effect to (50)\n create clone of (_myself_ v)\n go to x: (-240) y: (115)\n glide (8) secs to x: (0) y: (160)\n glide (8) secs to x: (240) y: (115)\n hide\nend\n\n@Sat2 (satellite-svgrepo-com)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (atmo-haze v)\nforever\n go to (sat2 \(satellite-svgrepo-com\) v)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [intro done v]\nswitch costume to (satellite-svgrepo-com v)\nforever\n hide\n wait (pick random (80) to (105)) seconds\n show\n set [ghost v] effect to (50)\n create clone of (_myself_ v)\n go to x: (-240) y: (115)\n glide (8) secs to x: (0) y: (160)\n glide (8) secs to x: (240) y: (115)\n hide\nend\n\n@Phobos (asteroid-svgrepo-com)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (atmo-haze v)\nforever\n go to (phobos \(asteroid-svgrepo-com\) v)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [intro done v]\nswitch costume to (asteroid-svgrepo-com v)\nforever\n hide\n wait (pick random (15) to (30)) seconds\n show\n set [ghost v] effect to (50)\n create clone of (_myself_ v)\n go to x: (-240) y: (115)\n glide (8) secs to x: (0) y: (160)\n glide (8) secs to x: (240) y: (115)\n hide\nend\n\n@Deimos (asteroid-svgrepo-com)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (atmo-haze v)\nforever\n go to (deimos \(asteroid-svgrepo-com\) v)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [intro done v]\nswitch costume to (asteroid-svgrepo-com v)\nforever\n hide\n wait (pick random (25) to (45)) seconds\n show\n set [ghost v] effect to (50)\n create clone of (_myself_ v)\n go to x: (-240) y: (50)\n glide (8) secs to x: (0) y: (75)\n glide (8) secs to x: (240) y: (50)\n hide\nend\n\n@Spaceship (spaceship-svgrepo-com)\n\nwhen I receive [reset level v]\nset [speed y v] to [0]\nif <(LEVEL) < [9]> then\n hide\nelse\n show\n go to x: (109) y: (-38)\n forever\n if <touching (rover \(mars-rover-svgrepo-com\) v)?> then\n broadcast (You Win v)\n repeat (30)\n change [speed y v] by (1)\n change y by (speed y)\n end\n end\n end\nend\n\n@Laser Cam\n\ndefine Main Loop\nswitch costume to (big v)\ngo to x: (([x position v] of [rover \(mars-rover-svgrepo-com\) v]) + ((32) * (([direction v] of [rover \(mars-rover-svgrepo-com\) v]) / (90)))) y: (([y position v] of [rover \(mars-rover-svgrepo-com\) v]) + (23))\nif <([direction v] of [rover \(mars-rover-svgrepo-com\) v]) = [90]> then\n switch costume to (cam v)\nelse\n switch costume to (camflip v)\nend\npoint towards (mouse-pointer v)\nif <([direction v] of [rover \(mars-rover-svgrepo-com\) v]) = [90]> then\n if <(direction) < [60]> then\n point in direction (60)\n stop [this script v]\n end\n if <(direction) > [120]> then\n point in direction (120)\n stop [this script v]\n end\nelse\n turn right (180) degrees\n if <(direction) < [60]> then\n point in direction (60)\n stop [this script v]\n end\n if <(direction) > [120]> then\n point in direction (120)\n stop [this script v]\n end\nend\n\nwhen I receive [reset level v]\nwait (0.000000000000001) seconds\ngo to [front v] layer\nforever\n Main Loop\nend\n\n@Mouse guide\n\nwhen I receive [reset level v]\nwait (0.00000000000001) seconds\ngo to [front v] layer\nforever\n go to (mouse-pointer v)\nend\n\n@Laser\n\ndefine Find Solid Ground\npen down\nrepeat until <<touching (ground hitbox v)?> or <<touching (rocks v)?> or <<touching (platforms v)?> or <touching (_edge_ v)?>>>>\n move (1) steps\nend\npen up\n\nwhen I receive [intro done v]\nset volume to (70) %\nset pen color to (#ff0000)\nforever\n if <([direction v] of [rover \(mars-rover-svgrepo-com\) v]) = [-90]> then\n point in direction (([direction v] of [laser cam v]) + (180))\n else\n point in direction ([direction v] of [laser cam v])\n end\n go to (laser cam v)\n erase all\n if <mouse down?> then\n Find Solid Ground\n start sound [Pew v]\n end\nend\n\n@Rocks\n\nwhen I receive [reset level v]\nswitch costume to (blank v)\nswitch costume to (join [Level] (LEVEL))\nif <(LEVEL) = [7]> then\n switch costume to (level7-3 v)\n create clone of (_myself_ v)\n switch costume to (level7-2 v)\n create clone of (_myself_ v)\n switch costume to (level7-1 v)\nend\nif <(LEVEL) = [8]> then\n switch costume to (level8-2 v)\n create clone of (_myself_ v)\n switch costume to (level8-1 v)\nend\n\nwhen I receive [reset level v]\nshow\nset [damage v] to [0]\nforever\n if <touching (laser v)?> then\n change [damage v] by (1)\n end\n if <(damage) > [99]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset [damage v] to [0]\nforever\n if <touching (laser v)?> then\n change [damage v] by (1)\n end\n if <(damage) > [99]> then\n delete this clone\n end\nend\n\n@Text\n\nwhen I receive [reset level v]\nswitch costume to (join [Level] (LEVEL))\n\n@Lava\n\nwhen I receive [reset level v]\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [Level] (LEVEL))\n\n@Platforms\n\nwhen I receive [reset level v]\ngo to x: (0) y: (0)\nset [speed y v] to [0]\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [Level] (LEVEL))\nif <(LEVEL) = [8]> then\n switch costume to (level8-2 v)\n create clone of (_myself_ v)\n switch costume to (level8-1 v)\nend\nif <(LEVEL) < [8]> then\n delete this clone\nend\nforever\n change [speed y v] by (-0.4)\n change y by (speed y)\n touch ground\nend\n\ndefine touch ground\nrepeat until <not <<touching (ground hitbox v)?> or <<touching (rocks v)?> or <touching (platforms v)?>>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\nwhen I start as a clone\nforever\n change [speed y v] by (-0.4)\n change y by (speed y)\n touch ground\nend\n\nwhen I receive [reset level v]\ndelete this clone\n\n@Win\n\nwhen I receive [you win v]\nstart sound [Win v]\nset size to (100) %\ngo to [front v] layer\nshow\nrepeat (30)\n go to (spaceship \(spaceship-svgrepo-com\) v)\n change y by (-100)\nend\nrepeat (12)\n change size by (15)\nend\nglide (0.5) secs to x: (0) y: (0)\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Sound Effects\n\ndefine sound\nrepeat (20)\n if <(MOVING) = [1]> then\n play sound [Space Noise v] until done\n end\nend\n\nwhen I receive [intro done v]\nset volume to (55) %\nforever\n sound\nend\n\n@Thumbnail\n\nwhen I receive [game loop v]\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Intro\n\nwhen I receive [intro start v]\ngo to [front v] layer\nswitch costume to (orange v)\nsetup\nset [ghost v] effect to (100)\nrepeat ([floor v] of ((100) / (3)) )\n change [ghost v] effect by (-3)\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nbroadcast (Fade out v)\n\nwhen flag clicked\nhide variable [level v]\nbroadcast (Intro Start v)\n\nwhen I receive [fade out v]\nif <not <(costume [number v]) = [1]>> then\n repeat ([floor v] of ((100) / (3)) )\n change [ghost v] effect by (3)\n end\n set [ghost v] effect to (100)\n wait (0.5) seconds\n broadcast (delete all clones v)\n broadcast (Intro Done v)\nend\n\ndefine setup\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\n | Welcome to my largest ever scratch project, a platformer where you get to play as various Avengers from the MCU (Marvel Cinematic Universe).\nIt contains:\n30 levels\n3 mini boss fights\n1 final boss fight (THANOS)\n6 different heroes with assorted powers\nAll the instructions for how to move are in the project.\nPress p while you are in a level to skip it.\nPress r to restart the level\nThe Button to access the final boss appears in the level select area, it takes a second to load in.\nPosting save codes in the comments literally will not work so please add them here: https://scratch.mit.edu/discuss/topic/368042/?page=1#post-3682429\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAlso, I have the code for some other heroes, so if you want me to make a sequel please tell me.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAnd I know it's inaccurate, so please don't comment on how both Vision and Thanos have a Mind Stone.\n\n#game #games #isthishowtagswork? #avengers #marvel #thor #ironman #captainamerica #platformer #thanos |
Ninja Cat - Platformer Game (Mobile-friendly) | @Stage\n\nwhen flag clicked\nwait (5) seconds\n\nswitch backdrop to (wiki-background2 v)\n\n\n\nstart sound [recording1 v]\n\nforever\n\nstart sound [recording3 v]\n\nplay sound [recording1 v] until done\n\nstart sound [recording2 v]\n\nchange [color v] effect by (25)\n\nwhen I receive [\[delete this message\] $scratchlytics-off 0746 v]\n\nwhen I receive [nexlev v]\nswitch backdrop to (pick random (1) to (10))\n\n@Sprite1\n\nplatform [12] [-1] [0.7] [2]\n\nwhen flag clicked\nwait until <(Level) = [8]>\nbroadcast (Level 8 v)\n\nset [ghost v] effect to (100)\nwait (1) seconds\nset [touching v] to [1]\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x velocity v] by (running speed)\n set rotation style [left-right v]\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x velocity v] by ((running speed) * (-1))\n set rotation style [left-right v]\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (friction))\nchange x by ((X velocity) * (1.8))\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<not <touching (level v)?>> or <(Slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n if <touching (level v)?> then\n repeat ([abs v] of (X velocity) )\n change x by (([abs v] of (X velocity) ) / ((X velocity) * (-0.70)))\n end\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n if <touching (level v)?> then\n change y by (([abs v] of (Y velocity) ) / ((Y velocity) * (-1)))\n end\n end\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]>> or <(bird) = [11]>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nrepeat ([abs v] of (X velocity) )\n change x by (([abs v] of (X velocity) ) / ((X velocity) * (-1)))\nend\n\n\n\nif <touching (level v)?> then\n\nrepeat (10)\n\nchange x by (10)\n\n\n\nrepeat (10)\n\nwhen flag clicked\nforever\n\nchange y by (-5)\n\nwhen I receive [level restart v]\nswitch costume to (bird)\nset [die v] to [0]\ngo to x: (-200) y: (-61)\npoint in direction (90)\nif <(Level) = [8]> then\n wait (2) seconds\nend\nwait until <mouse down?>\nswitch costume to ((bird) + (1))\nset rotation style [all around v]\nbroadcast (aim v)\nrepeat until <not <mouse down?>>\n point towards (mouse-pointer v)\n turn right (180) degrees\nend\nbroadcast (let go v)\nswitch costume to (bird)\npoint towards (mouse-pointer v)\nturn right (-180) degrees\nmove (10) steps\nrepeat until <(touching) = [1]>\n if <(exploshion) = [0]> then\n move (10) steps\n end\nend\npoint in direction (90)\nwait (0.1) seconds\nrepeat until <(die) = [1]>\n if <(exploshion) = [0]> then\n if <(bird) = [1]> then\n platform [12] [-16] [0.7] [2]\n end\n if <(bird) = [3]> then\n platform [9] [-16] [0.7] [3.5]\n end\n if <(bird) = [5]> then\n platform [10] [-16] [0.7] [2]\n end\n if <(bird) = [7]> then\n platform [12.5] [-16] [0.7] [1.5]\n end\n if <(bird) = [9]> then\n platform [11] [-16] [0.7] [1.8]\n end\n if <(bird) = [11]> then\n platform [13] [-16] [0.7] [1.9]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n platform [5] [-16] [0.7] [3]\nend\n\n\nswitch costume to (bird)\n\nturn left (-1) degrees\n\nplatform [] [-1] [0.7] [2]\n\nwhen flag clicked\n\nforever\n\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [slope v] to [0]\n\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [level 8 v]\nwait (6) seconds\nrepeat until <(Level) = [9]>\n if <touching (sprite9 v)?> then\n broadcast (hit chef boss 1 v)\n go to x: (-100) y: (-100)\n wait (1) seconds\n end\nend\nwait until <(Level) = [20]>\nrepeat until <(Level) = [21]>\n if <touching (sprite9 v)?> then\n broadcast (hit chef boss 1 v)\n go to x: (-150) y: (-100)\n wait (1) seconds\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <(exploshion) = [1]> then\n hide\n else\n show\n end\nend\n\nglide (1) secs to (random position v)\ngo to (random position v)\n\nturn right (15) degrees\n\ngo to (random position v)\n\nwhen flag clicked\nforever\n if <(touching) = [1]> then\n if <(exploshion) = [0]> then\n if <(bird) = [1]> then\n platform [12] [-16] [0.7] [2]\n end\n if <(bird) = [3]> then\n platform [9] [-16] [0.7] [3.5]\n end\n if <(bird) = [5]> then\n platform [10] [-16] [0.7] [2]\n end\n if <(bird) = [7]> then\n platform [12.5] [-16] [0.7] [1.5]\n end\n if <(bird) = [9]> then\n platform [11] [-16] [0.7] [1.8]\n end\n if <(bird) = [11]> then\n platform [13] [-16] [0.7] [1.9]\n end\n end\n end\nend\n\ngo to x: (-200) y: (-61)\n\nturn right (15) degrees\n\ngo to x: (-200) y: (-61)\n\nset [level v] to [10]\n\ngo to (random position v)\n\n@Level\n\nwhen flag clicked\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n switch costume to (Level)\nend\n\nturn left (15) degrees\n\nchange x by (10)\n\ngo to (random position v)\n\ngo to (random position v)\n\nwhen I receive [aim v]\nrepeat until <not <mouse down?>>\n start sound [recording3 v]\nend\nstart sound [recording2 v]\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [recording1 v] until done\nend\n\n@Sprite2\n\nwhen I receive [level restart v]\nset [die v] to [1]\nwait (0.000000001) seconds\nset [die v] to [0]\nif <[1] = (Level)> then\n set [pigges v] to [1]\n go to x: (97) y: (-96)\n set size to (100) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[2] = (Level)> then\n set [pigges v] to [2]\n set size to (50) %\n go to x: (94) y: (-105)\n create clone of (_myself_ v)\n go to x: (110) y: (66)\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[3] = (Level)> then\n set [pigges v] to [3]\n go to x: (-125) y: (-71)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (-2) y: (32)\n create clone of (_myself_ v)\n go to x: (91) y: (111)\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[4] = (Level)> then\n set [pigges v] to [3]\n go to x: (-23) y: (-55)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (175) y: (-15)\n create clone of (_myself_ v)\n go to x: (18) y: (109)\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[5] = (Level)> then\n set [pigges v] to [1]\n go to x: (148) y: (-106)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[6] = (Level)> then\n set [pigges v] to [2]\n go to x: (10) y: (22)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (87) y: (22)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[7] = (Level)> then\n set [pigges v] to [2]\n go to x: (66) y: (-24)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (102) y: (145)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[9] = (Level)> then\n set [pigges v] to [2]\n go to x: (-26) y: (-106)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (-74) y: (114)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[10] = (Level)> then\n set [pigges v] to [2]\n go to x: (112) y: (-33)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (-17) y: (123)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[11] = (Level)> then\n set [pigges v] to [2]\n go to x: (-39) y: (11)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (94) y: (29)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[12] = (Level)> then\n set [pigges v] to [2]\n go to x: (-131) y: (-47)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (-126) y: (102)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[13] = (Level)> then\n set [pigges v] to [2]\n go to x: (-36) y: (-104)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (84) y: (-102)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[14] = (Level)> then\n set [pigges v] to [2]\n go to x: (-65) y: (-104)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (-8) y: (-104)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (50) y: (-104)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (102) y: (-104)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (155) y: (-104)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[15] = (Level)> then\n set [pigges v] to [2]\n go to x: (-142) y: (-92)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (155) y: (-92)\n set size to (50) %\n create clone of (_myself_ v)\n go to x: (4) y: (79)\n set size to (50) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[16] = (Level)> then\n set [pigges v] to [2]\n go to x: (-37) y: (-94)\n set size to (40) %\n create clone of (_myself_ v)\n go to x: (15) y: (-94)\n set size to (40) %\n create clone of (_myself_ v)\n go to x: (61) y: (-94)\n set size to (40) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[17] = (Level)> then\n set [pigges v] to [2]\n go to x: (-83) y: (-96)\n set size to (40) %\n create clone of (_myself_ v)\n go to x: (-42) y: (-53)\n set size to (40) %\n create clone of (_myself_ v)\n go to x: (-4) y: (-6)\n set size to (40) %\n create clone of (_myself_ v)\n go to x: (37) y: (42)\n set size to (40) %\n create clone of (_myself_ v)\n go to x: (76) y: (87)\n set size to (40) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[18] = (Level)> then\n set [pigges v] to [2]\n go to x: (1) y: (-75)\n set size to (40) %\n create clone of (_myself_ v)\n go to x: (68) y: (3)\n set size to (40) %\n create clone of (_myself_ v)\n go to x: (-38) y: (90)\n set size to (40) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[20] = (Level)> then\n set [pigges v] to [2]\n go to x: (-18) y: (-47)\n set size to (40) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\nif <[22] = (Level)> then\n set [pigges v] to [2]\n go to x: (-107) y: (-21)\n set size to (40) %\n create clone of (_myself_ v)\n wait until <(pigges) = [0]>\n broadcast (egg v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n if <<(die) = [1]> or <(Level) = [8]>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nbroadcast (Level restart v)\nwait (1) seconds\nbroadcast (Level restart v)\n\nwhen I start as a clone\nshow\nforever\n if <<<touching (sprite1 v)?> or <touching (hulldown2 v)?>> or <touching (hulldown v)?>> then\n switch costume to (costume2 v)\n set [pixelate v] effect to (20)\n start sound [recording3 v]\n wait (0.2) seconds\n delete this clone\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Level restart v)\n\ngo to x: (175) y: (-12)\n\ncreate clone of (_myself_ v)\ngo to x: (18) y: (109)\ncreate clone of (_myself_ v)\n\nif <[0] < (pigges)> then\n change [pigges v] by (-1)\nend\n\ngo to x: (102) y: (-104)\nset size to (50) %\ncreate clone of (_myself_ v)\ngo to x: (155) y: (-104)\nset size to (50) %\ncreate clone of (_myself_ v)\n\nset [☁ @scratchlytics | clicks v] to [0]\n\ngo to x: (37) y: (42)\nset size to (40) %\ncreate clone of (_myself_ v)\ngo to x: (76) y: (87)\nset size to (40) %\ncreate clone of (_myself_ v)\n\ngo to x: (68) y: (3)\nset size to (40) %\ncreate clone of (_myself_ v)\ngo to x: (-38) y: (90)\nset size to (40) %\ncreate clone of (_myself_ v)\n\n@u=2274521877,1527581533&fm=26&gp=0\n\nwhen I receive [egg v]\nshow\nwait until <touching (sprite1 v)?>\nstart sound [recording1 v]\nchange [level v] by (1)\nbroadcast (Level restart v)\nbroadcast (nexlev v)\n\nwhen flag clicked\nset [level v] to [0]\nwait (4.2) seconds\nset [level v] to [1]\n\nwhen I receive [level restart v]\nhide\n\nwhen flag clicked\nswitch costume to (angrybirds165 v)\nforever\n if <(Level) = [1]> then\n go to x: (195) y: (-90)\n set size to (100) %\n set [bird v] to [1]\n end\n if <(Level) = [2]> then\n go to x: (0) y: (-100)\n set size to (50) %\n set [bird v] to [1]\n end\n if <(Level) = [3]> then\n go to x: (46) y: (102)\n set size to (50) %\n set [bird v] to [1]\n change [level v] by (1)\n broadcast (Level restart v)\n end\n if <(Level) = [4]> then\n go to x: (-170) y: (110)\n set size to (50) %\n set [bird v] to [3]\n change [level v] by (1)\n broadcast (Level restart v)\n end\n if <(Level) = [5]> then\n go to x: (190) y: (-100)\n set size to (50) %\n change [level v] by (1)\n broadcast (Level restart v)\n end\n if <(Level) = [6]> then\n go to x: (187) y: (28)\n set size to (50) %\n set [bird v] to [1]\n end\n if <(Level) = [7]> then\n go to x: (0) y: (0)\n set size to (50) %\n set [bird v] to [9]\n end\n if <(Level) = [8]> then\n set [bird v] to [9]\n end\n if <(Level) = [9]> then\n go to x: (-5) y: (145)\n set size to (50) %\n set [bird v] to [11]\n change [level v] by (1)\n broadcast (Level restart v)\n end\n if <(Level) = [10]> then\n go to x: (-150) y: (26)\n set size to (50) %\n set [bird v] to [11]\n change [level v] by (1)\n broadcast (Level restart v)\n end\n if <(Level) = [11]> then\n go to x: (200) y: (-70)\n set size to (50) %\n set [bird v] to [11]\n change [level v] by (1)\n broadcast (Level restart v)\n end\n if <(Level) = [12]> then\n go to x: (-191) y: (105)\n set size to (50) %\n set [bird v] to [11]\n change [level v] by (1)\n broadcast (Level restart v)\n end\n if <(Level) = [13]> then\n go to x: (220) y: (120)\n set size to (50) %\n set [bird v] to [7]\n end\n if <(Level) = [14]> then\n go to x: (220) y: (-10)\n set size to (50) %\n set [bird v] to [7]\n end\n if <(Level) = [15]> then\n go to x: (-200) y: (110)\n set size to (50) %\n set [bird v] to [7]\n end\n if <(Level) = [16]> then\n go to x: (100) y: (-50)\n set size to (50) %\n set [bird v] to [5]\n end\n if <(Level) = [18]> then\n go to x: (200) y: (100)\n set size to (50) %\n set [bird v] to [3]\n end\n if <(Level) = [19]> then\n go to x: (210) y: (-100)\n set size to (50) %\n set [bird v] to [1]\n end\n if <(Level) = [20]> then\n go to x: (-210) y: (150)\n set size to (50) %\n set [bird v] to [1]\n end\n if <(Level) = [22]> then\n go to x: (200) y: (-100)\n set size to (50) %\n set [bird v] to [1]\n end\nend\n\nwhen I receive [steal eggs v]\nwait (1) seconds\ngo to x: (-194) y: (-45)\nswitch costume to (angrybirds2 v)\ncreate clone of (_myself_ v)\nswitch costume to (angrybirds165 v)\n\nchange x by (1)\ngo to [front v] layer\n\nwhen I start as a clone\nshow\nrepeat (100)\n go to (sprite9 v)\nend\nhide\nwait until <([costume # v] of [boss hp v]) = [3]>\nwait (2) seconds\nshow\nrepeat (10)\n change y by (-8)\nend\nwait (1) seconds\ndelete this clone\n\nforever\n\ndelete this clone\n\nif <(Level) = [3]> then\n go to x: (80) y: (102)\n set size to (50) %\n set [bird v] to [1]\nend\n\nset [bird v] to [11]\n\nchange [level v] by (1)\n\n@u=452823174,1556952835&fm=15&gp=0\n\nwhen I receive [level restart v]\nswitch costume to (slingshot3 v)\n\nwhen I receive [aim v]\nswitch costume to (slingshot2 v)\n\nwhen I receive [let go v]\nswitch costume to (slingshot3 v)\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to (u=452823174,1556952835&fm=15&gp=0 v)\n point towards (mouse-pointer v)\n turn right (180) degrees\n if <[0] < [50]> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <<(direction) < [90]> and <[0] < (direction)>> then\n switch costume to (costume2 v)\n end\n if <<[90] < (direction)> and <[0] < (direction)>> then\n switch costume to (costume4 v)\n end\n if <<[-90] < (direction)> and <(direction) < [0]>> then\n switch costume to (costume3 v)\n end\n if <<[-180] < (direction)> and <(direction) < [-90]>> then\n switch costume to (costume5 v)\n end\nend\n\n\n go to [back v] layer\nelse\n go to [front v] layer\nend\n\nwhen I receive [level restart v]\nhide\n\nwhen I receive [aim v]\nshow\n\nwhen I receive [let go v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nforever\n switch costume to (Level)\n if <touching (sprite1 v)?> then\n broadcast (Level restart v)\n end\nend\n\nglide (1) secs to (random position v)\n\n@Sprite8\n\nwhen flag clicked\nset [exploshion v] to [0]\nset [ghost v] effect to (100)\nset [touching v] to [0]\nforever\n go to (sprite1 v)\n point in direction ([direction v] of [sprite1 v])\nend\n\nwhen I receive [let go v]\nwait until <<<touching (level v)?> or <touching (_edge_ v)?>> or <touching (sprite5 v)?>>\nset [touching v] to [1]\nwait (0.1) seconds\nset [touching v] to [0]\n\n@Sprite9\n\nwhen I receive [level 8 v]\ngo to x: (125) y: (-118)\nshow\nsay [Oh a bird] for (1) seconds\nsay [yummy eggs,can't wait to eat them] for (1) seconds\nbroadcast (steal eggs v)\nglide (1) secs to x: (-208) y: (-82)\nsay [Want them back?Come and get them] for (2) seconds\nglide (1) secs to x: (-157) y: (44)\nbroadcast (Baker Pig Boss Fight 1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [hit chef boss 1 v]\nrepeat (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\nend\n\nwhen I receive [baker pig 1 defeated v]\nsay [You have defeated me] for (2) seconds\nwait (1) seconds\nsay [I will give you your eggs back as long as you spare me] for (2) seconds\nwait (1) seconds\nsay [Thanks. The king keeps your eggs at the northwest forest] for (2) seconds\nglide (1) secs to x: (234) y: (-31)\nbroadcast (Level restart v)\nset [level v] to [9]\nhide\n\nwhen I receive [level restart v]\n\n\n\nchange [level v] by (1)\n\n@Sprite10\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <key (space v) pressed?> then\n next costume\n wait (1) seconds\n end\nend\n\n\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n wait until <key (o v) pressed?>\n hide\n wait (1) seconds\n wait until <key (o v) pressed?>\n show\n wait (1) seconds\nend\n\nnext costume\n\nif <key (o v) pressed?> then\n\n@Boss hp\n\nwhen I receive [hit chef boss 1 v]\nnext costume\nif <(costume [number v]) = [3]> then\n broadcast (Baker pig 1 defeated v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [level restart v]\nswitch costume to (costume1 v)\n\nforever\n if then\n show\n else\n end\nend\n\nwhen I receive [baker pig boss fight 1 v]\nshow\n\nwhen I receive [baker pig 1 defeated v]\nhide\n\nif <(Level) = [9]> then\nend\n\n@Sprite11\n\nwhen I receive [level 8 v]\nwait (1) seconds\nrepeat until <([costume # v] of [boss hp v]) = [3]>\n wait (3) seconds\n create clone of (_myself_ v)\nend\n\n\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-150) to (150)) y: (160)\nrepeat until <touching (_edge_ v)?>\n change y by (-4)\nend\ndelete this clone\n\nwhen flag clicked\n\nswitch costume to (Level)\n\nwhen I start as a clone\nforever\n if <touching (sprite1 v)?> then\n broadcast (Level restart v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(Level) = [8]>> then\n broadcast (Level restart v)\n delete this clone\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nwait until <<not <touching (sprite2 v)?>> and <not <touching (sprite17 v)?>>>\nset [pigges v] to [0]\nbroadcast (egg v)\nforever\nend\n\nwait until <(die) = [1]>\n\nwait until <(die) = [1]>\n\nforever\n\nwhen I receive [level restart v]\nif <not <(Level) = [8]>> then\n wait (1) seconds\n wait until <<not <touching (sprite2 v)?>> and <not <touching (sprite17 v)?>>>\n if <<not <touching (sprite2 v)?>> and <not <touching (sprite17 v)?>>> then\n set [pigges v] to [0]\n broadcast (egg v)\n end\nend\n\n@Scratch Analytics\n\nwhen flag clicked\ndelete all of [resultlist v]\nset [#scratchlytics | encode alphabet v] to [abcdefghijklmnopqrstuvwxyz0123456789-_ абвгдеёжзийклмнопрстуфхцчшщьыъэюя.,/]\nwait (1) seconds\ndecode cloud var (☁ @Scratchlytics | Username list) to string\nencode string (#scratchlytics | encode result) to list\nif <not <[resultlist v] contains (username)?>> then\n insert (username) at (1) of [resultlist v] \n decode list "resultList" to string\n encode string (#scratchlytics | encode result) to cloud var\n set [☁ @scratchlytics | username list v] to (#scratchlytics | encode result)\nend\ndecode cloud var (☁ @Scratchlytics | Username list) to string\nencode string (#scratchlytics | encode result) to list\ndelete all of [users history v]\nset [i1 v] to [1]\nif <(length of [resultlist v]) > [20]> then\n repeat (20)\n add (item (i1) of [resultlist v]) to [users history v]\n change [i1 v] by (1)\n end\nelse\n repeat (length of [resultlist v])\n add (item (i1) of [resultlist v]) to [users history v]\n change [i1 v] by (1)\n end\nend\nforever\n if <(☁ @Scratchlytics | Total time) < [60]> then\n set [total watch time v] to (join (☁ @Scratchlytics | Total time) [ seconds])\n else\n if <(☁ @Scratchlytics | Total time) < [3600]> then\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (60))) [ minutes])\n else\n if <(☁ @Scratchlytics | Total time) < [86400]> then\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (3600))) [ hours])\n else\n set [total watch time v] to (join (round ((☁ @Scratchlytics | Total time) / (86400))) [ days])\n end\n end\n end\n if <(☁ @Scratchlytics | Clicks) < [1000]> then\n set [total clicks v] to (☁ @Scratchlytics | Clicks)\n else\n if <(☁ @Scratchlytics | Clicks) < [1000000]> then\n set [total clicks v] to (join (letter (1) of (☁ @Scratchlytics | Clicks)) [K])\n else\n set [total clicks v] to (join (letter (1) of (☁ @Scratchlytics | Clicks)) [M])\n end\n end\n if <(☁ @Scratchlytics | Stops) < [1000]> then\n set [users who stopped immediately v] to (☁ @Scratchlytics | Stops)\n else\n set [users who stopped immediately v] to (join (letter (1) of (☁ @Scratchlytics | Stops)) [K])\n end\n wait (1) seconds\nend\n\ndefine encode string (s) to cloud var\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat (length of (s))\n if < (#scratchlytics | encode alphabet) contains (letter (i1) of (s))?> then\n set [i2 v] to [1]\n repeat (length of (#scratchlytics | encode alphabet))\n if <(letter (i2) of (#scratchlytics | encode alphabet)) = (letter (i1) of (s))> then\n if <(i2) < [10]> then\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (join [0] (i2)))\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (i2))\n end\n end\n change [i2 v] by (1)\n end\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) [73])\n end\n change [i1 v] by (1)\nend\n\ndefine decode cloud var (c) to string\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat until <(i1) > ((length of (c)) - (1))>\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (letter (join (letter (i1) of (c)) (letter ((i1) + (1)) of (c))) of (#scratchlytics | encode alphabet)))\n change [i1 v] by (2)\nend\n\ndefine encode string (s) to list\ndelete all of [resultlist v]\nadd [] to [resultlist v]\nset [i1 v] to [1]\nrepeat (length of (s))\n if <(letter (i1) of (s)) = [/]> then\n add [] to [resultlist v]\n else\n replace item (length of [resultlist v]) of [resultlist v] with (join (item (length of [resultlist v]) of [resultlist v]) (letter (i1) of (s)))\n end\n change [i1 v] by (1)\nend\n\ndefine decode list "resultList" to string\nset [#scratchlytics | encode result v] to []\nset [i1 v] to [1]\nrepeat (length of [resultlist v])\n if <(#scratchlytics | encode result) = []> then\n set [#scratchlytics | encode result v] to (item (i1) of [resultlist v])\n else\n set [#scratchlytics | encode result v] to (join (#scratchlytics | encode result) (join [/] (item (i1) of [resultlist v])))\n end\n change [i1 v] by (1)\nend\n\ndefine Clear All Analytics Data\nset [☁ @scratchlytics | username list v] to [0]\nset [☁ @scratchlytics | total time v] to [0]\nset [☁ @scratchlytics | clicks v] to [0]\nset [☁ @scratchlytics | stops v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [☁ @scratchlytics | total time v] by (1)\nend\n\nwhen flag clicked\nforever\n wait until <mouse down?>\n wait until <not <mouse down?>>\n change [☁ @scratchlytics | clicks v] by (1)\nend\n\nwhen flag clicked\nif <not <[resultlist v] contains (username)?>> then\n change [☁ @scratchlytics | stops v] by (1)\n wait (5) seconds\n change [☁ @scratchlytics | stops v] by (-1)\nend\n\nwhen flag clicked\ndelete all of [admins list v]\nadd [freezenova] to [admins list v]\n\nadd (username) to [admins list v]\n\nwhen flag clicked\nshow list [users history v]\nhide variable [users who stopped immediately v]\nhide variable [total watch time v]\nhide variable [total clicks v]\nforever\n wait until <<key (a v) pressed?> and <key (left arrow v) pressed?>>\n wait until <not <<key (a v) pressed?> and <key (left arrow v) pressed?>>>\n if <<[admins list v] contains (username)?> or <(username) = [Camera_Plus]>> then\n hide list [users history v]\n show variable [users who stopped immediately v]\n show variable [total watch time v]\n show variable [total clicks v]\n end\n wait until <<key (a v) pressed?> and <key (left arrow v) pressed?>>\n wait until <not <<key (a v) pressed?> and <key (left arrow v) pressed?>>>\n show list [users history v]\n hide variable [users who stopped immediately v]\n hide variable [total watch time v]\n hide variable [total clicks v]\nend\n\nwhen flag clicked\ngo to x: (73) y: (-120)\nswitch costume to (intro v)\nshow\ngo to [front v] layer\nrepeat (50)\n go to [front v] layer\n wait (0) seconds\nend\nset [xvel v] to [1]\nrepeat (20)\n go to [front v] layer\n change x by (xvel)\n change [xvel v] by ((xvel) * (0.5))\n change [ghost v] effect by (5)\nend\nhide\nswitch costume to (logo v)\n\nwhen I receive [\[delete this message\] $scratchlytics-off 0746 v]\nwait (1) seconds\nif <([size v] of [slides-ru v]) = [100]> then\n add (username) to [admins list v]\nend\n\nif on edge, bounce\n\n@Hulldown\n\nclear graphic effects\n\nset size to (60) %\n\nwhen [q v] key pressed\n\nwhen flag clicked\nforever\n if <key (q v) pressed?> then\n if <(bird) = [5]> then\n set [exploshion v] to [1]\n show\n go to (sprite1 v)\n broadcast (play sound v)\n repeat (11)\n next costume\n wait (0.01) seconds\n end\n hide\n switch costume to (hulldown v)\n set [exploshion v] to [0]\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to (sprite16 v)\nrepeat (11)\n next costume\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [play sound v]\nplay sound [215039__taira-komori__attack03 - powerdown v] until done\n\n@Hulldown2\n\ndelete this clone\n\nclear graphic effects\n\nset size to (60) %\n\nwhen [t v] key pressed\n\nhide\nswitch costume to (hulldown v)\nset [exploshion v] to [0]\nwait (1) seconds\n\nwhen I start as a clone\nshow\ngo to x: (egg x) y: (egg y)\nrepeat (11)\n next costume\n wait (0.1) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(die) = [1]> then\n delete this clone\n end\nend\n\nbroadcast (play white sound v)\n\nwhen I receive [play white sound v]\nplay sound [215039__taira-komori__attack03 - powerdown v] until done\n\n@Sprite13\n\nwhen [e v] key pressed\n\nwhen I start as a clone\nshow\ngo to (sprite1 v)\nrepeat until <touching (level v)?>\n change y by (-10)\nend\nbroadcast (play white sound v)\nset [egg x v] to (x position)\nset [egg y v] to (y position)\ncreate clone of (hulldown2 v)\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n if <(bird) = [7]> then\n create clone of (_myself_ v)\n wait (0.4) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(die) = [1]> then\n delete this clone\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n else\n hide\n end\nend\n\nif then\nend\n\n@Boss hp2\n\nwhen I receive [hit chef boss 1 v]\nnext costume\nif <(costume [number v]) = [5]> then\n broadcast (Baker pig 1 defeated v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [level restart v]\nswitch costume to (costume1 v)\n\nforever\n \n show\n end\nend\n\nwhen I receive [start the baker 2 boss fight v]\nshow\n\nwhen I receive [baker pig 1 defeated v]\nhide\n\nif <(Level) = [9]> then\n\n@Sprite17\n\nrepeat until <touching (level v)?>\n change y by (-10)\nend\n\nwhen flag clicked\nhide\nforever\n if <not <(Level) = [21]>> then\n hide\n end\nend\n\nwhen I receive [level restart v]\nset [health v] to [8]\nif <(Level) = [21]> then\n show\n say [How did you find me!] for (2) seconds\n say [Someone has betrayed me and showed you my location] for (2) seconds\n say [whatever,I will crush you anyways] for (2) seconds\n forever\n repeat until <(Health) = [0]>\n go to (sprite18 v)\n change x by (50)\n end\n say [NO!] for (2) seconds\n say [You may have won today but our rivilay will continue and we will win.] for (2) seconds\n broadcast (ing defeated v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [level restart v]\ngo to x: (200) y: (-60)\n\nsay [You may have won today but our rivilay will continue and we will win.] for (2) seconds\n\n@Sprite18\n\ngo to (sprite17 v)\n\nwhen flag clicked\n\nforever\nend\n\nrepeat (10)\n repeat (10)\n end\nend\n\nwait (1) seconds\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (sprite19a v)?> then\nend\n\ndelete this clone\n\nwait (0.01) seconds\n\nwhen flag clicked\nhide\n\nforever\n if <touching (sprite1 v)?> then\n end\nend\n\nswitch costume to (Level)\n\nbroadcast (Level restart v)\n\nwhen I receive [level restart v]\ngo to x: (200) y: (-60)\n\nwhen I receive [level restart v]\nset [health v] to [8]\nif <(Level) = [21]> then\n show\n wait (6) seconds\n repeat until <(Health) = [0]>\n next costume\n point towards (sprite1 v)\n move (1) steps\n turn right (40) degrees\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (Level restart v)\n end\nend\n\nswitch costume to (Level)\n\n@Sprite19a\n\ngo to x: (-50) y: (-87)\n\npoint in direction (45)\n\nturn right (15) degrees\n\nwait (0.5) seconds\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(Level) = [21]>> then\n go to (sprite1 v)\n point towards (mouse-pointer v)\n turn left (40) degrees\n show\n set [repeated throws v] to [10]\n repeat until <<<touching (sprite17 v)?> or <(repeated throws) = [0]>> or <touching (sprite20 v)?>>\n turn right (10) degrees\n move (30) steps\n next costume\n change [repeated throws v] by (-1)\n end\n repeat until <touching (sprite1 v)?>\n point towards (sprite1 v)\n turn right (16) degrees\n move (30) steps\n next costume\n end\n hide\n wait (0.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sprite18 v)?> then\nend\n\nwait (0.01) seconds\ndelete this clone\n\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nrepeat until <<<<touching (sprite17 v)?> or <(repeated throws) = [0]>> or <touching (sprite20 v)?>> or <mouse down?>>\n\nwhen flag clicked\nforever\n if <touching (sprite17 v)?> then\n change [health v] by (-1)\n wait (0.3) seconds\n end\nend\n\n@Sprite20\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (sprite18 v)\nend\n\n@Sprite19\n\nwhen I receive [ing defeated v]\ngo to (sprite17 v)\nshow\nrepeat until <(y position) < [-80]>\n change y by (-5)\nend\nwait (5) seconds\nhide\nbroadcast (Level restart v)\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\n@e8f3e88198aa34974788a4818632255b\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\ngo to (random position v)\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n go to (u=452823174,1556952835&fm=15&gp=0 v)\n point towards (mouse-pointer v)\n turn right (180) degrees\nend\n\nwhen I receive [aim v]\nshow\n\nwhen I receive [let go v]\nhide\n\n@gSSSrFvjUzkvmxmeMYjyJ5\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nswitch costume to (gsssrfvjuzkvmxmemyjyj5 v)\nrepeat (36)\n next costume\n wait (0.01) seconds\nend\nwait (1) seconds\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nwait (1.5) seconds\nhide\n\n | -colossal 2-\nHelp stickman find his son!\nWAD/ Arrow keys to move\nDon't touch the spikes! |
Team Work Platformer (2 player) | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [endintro v]\nswitch backdrop to (mountain v)\n\nwhen I receive [credits v]\nswitch backdrop to (thumbnail v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (trail v)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [mati v]\nhide\nwait (0) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nif <(level) = [7]> then\n set x to (-210)\n set y to (150)\nelse\n if <<(level) = [13]> or <(level) = [14]>> then\n set x to (-210)\n set y to (-93)\n else\n set x to (-210)\n set y to (0)\n end\nend\nbroadcast (Game on v)\nstop [this script v]\n\nwhen I receive [game on v]\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n switch costume to (hitbox v)\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (snowman v)?>> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n switch costume to (hitbox v)\n if <<touching (snowman v)?> or <touching (level v)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <<touching (snowman v)?> or <touching (level v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n if <<(level) = [6]> or <(level) = [7]>> then\n go to x: (-190) y: (150)\n else\n if <<(level) = [13]> or <(level) = [14]>> then\n go to x: (-190) y: (-93)\n else\n go to x: (-190) y: (0)\n end\n end\n end\n if <(y position) < [-179]> then\n set [x v] to [0]\n set [y v] to [0]\n if <<(level) = [6]> or <(level) = [7]>> then\n go to x: (-190) y: (150)\n else\n if <<(level) = [13]> or <(level) = [14]>> then\n go to x: (-190) y: (-93)\n else\n go to x: (-190) y: (-50)\n end\n end\n end\nend\n\nwhen I receive [game on v]\nforever\n Set Costume\nend\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (player v)\n point in direction (90)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (player v)\n point in direction (-90)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (direction)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (90)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (player v)\n point in direction (-90)\n else\n switch costume to (player v)\n end\n end\n end\n end\nend\n\nwhen I receive [game on v]\nforever\n if <touching (water v)?> then\n broadcast (In water v)\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (20))>>>> then\n set [x v] to [-2]\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n set [x v] to [2]\n end\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) < [10]>>>> then\n change [y v] by (-1.5)\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [20]>>>> then\n change [y v] by (1)\n end\n set [y v] to ((Y) * (0.8))\n change [y v] by (((Y) / (15)) + (0.5))\n end\nend\n\nwhen I receive [mati v]\nif <<touching (saw v)?> or <touching (spikes v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n set x to (-210)\n set y to (150)\n broadcast (Game on v)\n stop [this script v]\nend\n\nwhen I receive [game on v]\nforever\n if <not <touching (water v)?>> then\n broadcast (Out water v)\n end\nend\n\nset [y v] to [0]\nset [x v] to [0]\n\nwhen I receive [map find v]\n\nwhen I receive [game on v]\nforever\n if <touching (map v)?> then\n stop [other scripts in sprite v]\n hide\n broadcast (MAP find v)\n end\nend\n\nwhen I receive [endintro v]\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset size to (60) %\nswitch costume to (player v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nbroadcast (Game on v)\nset [level v] to [1]\n\nwhen I receive [endintro v]\nforever\n if <<touching (saw2 v)?> or <<touching (saw3 v)?> or <<<touching (saw v)?> or <<touching (spikes v)?> or <touching (lava v)?>>> or <touching (enemy v)?>>>> then\n stop [other scripts in sprite v]\n set volume to (100) %\n start sound [GG v]\n broadcast (Hansd v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Mati v)\n end\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (join [level] (level))\n\nwhen I receive [endintro v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (level1 v)\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\n@Spikes\n\nwhen I receive [next level v]\nwait (0) seconds\nSpawn [Spike 1] at [0] [0] at the direction of [90] at the level [3]\nSpawn [Spike 2] at [0] [0] at the direction of [90] at the level [4]\nSpawn [Spike 3] at [0] [0] at the direction of [90] at the level [7]\nSpawn [Spike 4] at [0] [0] at the direction of [90] at the level [11]\nSpawn [Spike 5] at [0] [0] at the direction of [90] at the level [12]\nSpawn [Spike 6] at [0] [0] at the direction of [90] at the level [13]\nSpawn [Spike 7] at [0] [0] at the direction of [90] at the level [16]\nSpawn [Spike 8] at [0] [0] at the direction of [90] at the level [20]\n\nwhen flag clicked\nhide\n\ndefine Spawn (name) at (x) (y) at the direction of (dir) at the level (level)\nif <(level) = (level)> then\n switch costume to (name)\n go to x: (x) y: (y)\n point in direction (dir)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\ndelete this clone\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwait (0) seconds\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n show\n set size to (100) %\n go to x: (-59) y: (-52)\n forever\n glide (0.5) secs to x: (51) y: (-52)\n wait (0.05) seconds\n glide (0.5) secs to x: (-59) y: (-52)\n wait (0.05) seconds\n end\nelse\n if <(level) = [7]> then\n show\n set size to (100) %\n go to [back v] layer\n go to x: (-59) y: (-20)\n forever\n glide (0.5) secs to x: (51) y: (-20)\n wait (0.05) seconds\n glide (0.5) secs to x: (-59) y: (-20)\n wait (0.05) seconds\n end\n else\n if <(level) = [9]> then\n show\n set size to (100) %\n go to x: (-94) y: (-82)\n forever\n glide (0.5) secs to x: (-94) y: (91)\n wait (0.05) seconds\n glide (0.5) secs to x: (-94) y: (-82)\n wait (0.05) seconds\n end\n else\n if <(level) = [13]> then\n show\n set size to (150) %\n go to x: (150) y: (-90)\n else\n if <(level) = [14]> then\n show\n set size to (100) %\n go to x: (-7) y: (92)\n forever\n glide (1) secs to x: (187) y: (92)\n wait (0.05) seconds\n glide (1) secs to x: (-7) y: (92)\n wait (0.05) seconds\n end\n else\n if <(level) = [15]> then\n show\n set size to (150) %\n go to x: (-77) y: (-102)\n else\n if <(level) = [17]> then\n show\n set size to (150) %\n go to x: (154) y: (-68)\n else\n if <(level) = [20]> then\n show\n set size to (150) %\n go to x: (177) y: (-75)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [endintro v]\nforever\n if <<(level) = [20]> or <<(level) = [15]> or <<(level) = [17]> or <<(level) = [13]> or <<(level) = [14]> or <<<(level) = [5]> or <(level) = [7]>> or <(level) = [9]>>>>>>> then\n go to [back v] layer\n turn right (15) degrees\n else\n hide\n end\nend\n\n@Saw2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [endintro v]\nforever\n if <(level) = [9]> then\n show\n set size to (100) %\n go to x: (54) y: (87)\n glide (0.5) secs to x: (68) y: (-88)\n wait (0.05) seconds\n glide (0.5) secs to x: (54) y: (87)\n wait (0.05) seconds\n else\n if <(level) = [15]> then\n show\n show\n set size to (150) %\n go to x: (130) y: (-104)\n else\n hide\n end\n end\nend\n\nwhen I receive [endintro v]\nforever\n if <<(level) = [9]> or <(level) = [15]>> then\n turn right (15) degrees\n else\n hide\n end\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [6]> then\n switch costume to (water0 v)\n go to [back v] layer\n set [ghost v] effect to (20)\n show\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water] (([floor v] of (frame) ) mod (4)))\n end\nelse\n if <(level) = [7]> then\n switch costume to (water0 v)\n set [ghost v] effect to (20)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = [12]> then\n switch costume to (water2.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = [13]> then\n switch costume to (water3.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water3.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = [16]> then\n switch costume to (water2.0 v)\n show\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Water2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n hide\n end\n end\n end\n end\nend\n\ngo [forward v] (1) layers\n\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\n\nif <(level) = [4]> then\n show\n switch costume to (lava0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nelse\n if <(level) = [10]> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (lava2.0 v)\n wait (0.1) seconds\n switch costume to (lava 4 v)\n end\n else\n if <(level) = [11]> then\n show\n switch costume to (lava 5 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (lava 5 v)\n wait (0.1) seconds\n switch costume to (lava 6 v)\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [endintro v]\nforever\n go to [back v] layer\nend\n\n@Hands\n\nwhen flag clicked\nhide\n\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [hansd v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Mati v)\n\nwhen I receive [mati v]\nshow\nclear graphic effects\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [endintro v]\nshow\nset size to (60) %\nforever\n go to [front v] layer\n go to (player v)\nend\n\nwhen I receive [map find v]\nstop [other scripts in sprite v]\nhide\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset x to (240)\npoint in direction (pick random (-90) to (90))\nset rotation style [left-right v]\nset y to (pick random (50) to (180))\nset [ghost v] effect to (pick random (0) to (20))\nswitch costume to (pick random (1) to (6))\nset size to (pick random (90) to (100)) %\nrepeat (160)\n change x by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [endintro v]\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nstop all sounds\n\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [endintro v]\nforever\n hide\n set volume to (50) %\n play sound [Lost and stoned v] until done\nend\n\nwhen I receive [map find v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [Satisfied v] until done\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Saw3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [endintro v]\nforever\n if <(level) = [9]> then\n show\n go to x: (211) y: (-72)\n glide (0.5) secs to x: (196) y: (98)\n wait (0.05) seconds\n glide (0.5) secs to x: (211) y: (-72)\n wait (0.05) seconds\n else\n hide\n end\nend\n\nwhen I receive [endintro v]\nforever\n if <(level) = [9]> then\n turn right (15) degrees\n else\n hide\n end\nend\n\n@Text\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (download__1_-removebg-preview v)\nshow\n\nwhen I receive [credits v]\nhide\n\n@MAP\n\nwhen I receive [map find v]\nshow\nset size to (10) %\nrepeat (33.33)\n turn right (15) degrees\n change size by (3)\nend\npoint in direction (90)\nset size to (100) %\nwait (3) seconds\nbroadcast (Credits v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\n@map\n\nwhen flag clicked\nhide\n\nwhen I receive [endintro v]\nforever\n if <(level) = [21]> then\n show\n go to x: (0) y: (0)\n forever\n set y to ((3) * ([cos v] of ((timer) * (180)) ))\n end\n else\n hide\n end\nend\n\nwhen I receive [credits v]\nhide\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nstart sound [Sword v]\nset size to (80) %\npoint in direction (0)\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen [space v] key pressed\nset rotation style [all around v]\nstart sound [Sword v]\nset size to (80) %\npoint in direction (0)\ngo to [back v] layer\nshow\nrepeat (12)\n turn right (30) degrees\nend\nhide\n\nwhen I receive [hansd v]\nhide\nif <key (space v) pressed?> then\n hide\nend\n\n@Enemy\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 (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([y position v] of [player v]) - (10))> and <(([abs v] of (yv) ) / (yv)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(level) = [8]> then\n Clone at [-78] [-39] [1]\n Clone at [113] [6] [1]\nelse\n if <(level) = [14]> then\n Clone at [-183] [8] [1]\n else\n if <(level) = [17]> then\n Clone at [32] [89] [1]\n else\n if <(level) = [18]> then\n Clone at [0] [0] [2]\n Clone at [63] [28] [1]\n Clone at [172] [31] [2]\n else\n if <(level) = [19]> then\n Clone at [158] [179] [2]\n Clone at [63] [136] [1]\n Clone at [11] [59] [2]\n Clone at [-83] [105] [1]\n Clone at [-52] [161] [1]\n Clone at [158] [179] [2]\n else\n if <(level) = [20]> then\n Clone at [124] [103] [2]\n Clone at [44] [142] [1]\n Clone at [-19] [44] [1]\n else\n end\n end\n end\n end\n end\nend\n\ndefine Clone at (x) (y) (type)\ngo to x: (x) y: (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [5]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [7] Speed [0.2] Friction [.75] Slope [2]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [16] Speed [0.7] Friction [.75] Slope [2]\n if <<<touching (sword v)?> or <touching (shuriken v)?>> or <touching (lava v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime type v] to (costume [number v])\n set [slime y v] to (y position)\n broadcast (Slime Particles v)\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\nif then\n delete this clone\nend\nif <(level) = [8]> then\n Clone at [-78] [-39] [1]\n Clone at [113] [6] [1]\nelse\n if <(level) = [14]> then\n Clone at [-183] [8] [1]\n else\n if <(level) = [4]> then\n Clone at [200] [-50] [2]\n Clone at [65] [-40] [2]\n Clone at [-20] [15] [2]\n else\n if <(level) = [5]> then\n Clone at [200] [-50] [3]\n Clone at [40] [-30] [3]\n else\n if <(level) = [8]> then\n Clone at [200] [-50] [3]\n Clone at [150] [-30] [2]\n Clone at [100] [0] [1]\n else\n if <(level) = [9]> then\n Clone at [200] [-50] [2]\n else\n if <(level) = [11]> then\n Clone at [-168] [80] [3]\n Clone at [-100] [80] [3]\n Clone at [105] [53] [3]\n else\n if <(level) = [12]> then\n Clone at [213] [61] [2]\n Clone at [-117] [88] [2]\n Clone at [-10] [88] [2]\n Clone at [130] [-68] [2]\n else\n if <(level) = [13]> then\n Clone at [-118] [116] [2]\n else\n if <(level) = [15]> then\n Clone at [47] [105] [3]\n else\n if <(level) = [19]> then\n Clone at [155] [-1] [1]\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 [boss battle v]\nrepeat until <(HP) < [1]>\n wait (pick random (1) to (2)) seconds\n if <(pick random (0) to (3)) > [1]> then\n Clone at (pick random (100) to (200)) [-65] (pick random (1) to (3))\n else\n Clone at [-200] [-65] (pick random (2) to (3))\n end\nend\n\nif <(level) = [3]> then\n Clone at [200] [-50] [1]\n Clone at [65] [-40] [1]\nelse\n if <(level) = [4]> then\n Clone at [200] [-50] [2]\n Clone at [65] [-40] [2]\n Clone at [-20] [15] [2]\n else\n if <(level) = [5]> then\n Clone at [200] [-50] [3]\n Clone at [40] [-30] [3]\n else\n if <(level) = [8]> then\n Clone at [200] [-50] [3]\n Clone at [150] [-30] [2]\n Clone at [100] [0] [1]\n else\n if <(level) = [9]> then\n Clone at [200] [-50] [2]\n else\n if <(level) = [11]> then\n Clone at [-168] [80] [3]\n Clone at [-100] [80] [3]\n Clone at [105] [53] [3]\n else\n if <(level) = [12]> then\n Clone at [213] [61] [2]\n Clone at [-117] [88] [2]\n Clone at [-10] [88] [2]\n Clone at [130] [-68] [2]\n else\n if <(level) = [13]> then\n Clone at [-118] [116] [2]\n else\n if <(level) = [15]> then\n Clone at [47] [105] [3]\n else\n if <(level) = [19]> then\n Clone at [155] [-1] [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n show\n switch costume to (lava0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava] (([floor v] of (frame) ) mod (4)))\n end\nelse\n if <(level) = [10]> then\n show\n switch costume to (lava1.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava1.] (([floor v] of (frame) ) mod (4)))\n end\n else\n if <(level) = [11]> then\n show\n switch costume to (lava2.0 v)\n go to [back v] layer\n go to x: (0) y: (0)\n forever\n change [frame v] by (0.4)\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n switch costume to (join [Lava2.] (([floor v] of (frame) ) mod (4)))\n end\n else\n hide\n end\n end\nend\n\nswitch costume to (lava0 v)\nwait (0.1) seconds\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime particles v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (SLIME TYPE)\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-40) to (10))\nset [is clone? v] to [1]\ngo to x: (SLIME X) y: (SLIME Y)\nshow\nset [xv v] to (pick random (-12) to (12))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level 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 (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 (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 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 (5)\n create clone of (_myself_ v)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [CircleExplosion]> then\n set size to (100) %\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (costume5 v)\n wait until <(Zsxgdb) = [1]>\n show\n repeat (22)\n turn right (5) degrees\n move (Move) steps\n change [move v] by (-.04)\n change size by (-2)\n end\n repeat (12)\n turn right (5) degrees\n move (Move) steps\n change size by (-4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Cool]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n set size to (21) %\n clear graphic effects\n show\n repeat (30)\n change size by (10)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Cool]> then\n switch costume to (costume4 v)\n set size to (21) %\n show\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing1]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (217) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing2]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (122) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing3]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (28) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing4]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-65) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing5]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-158) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [BarThing6]> then\n switch costume to (bar2 v)\n point in direction (90)\n clear graphic effects\n go to x: (-314) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n Smooth Glide x: (-250) y: (0) speed: (5)\nend\n\nwhen I start as a clone\nif <(ID) = [Particles]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n set [x v] to [0]\n wait until <(Show) = [1]>\n clear graphic effects\n set size to (70) %\n set [x v] to [0]\n wait until <(Show) = [1]>\n show\n go to [front v] layer\n repeat until <touching (_edge_ v)?>\n change y by (Y)\n move (8) steps\n change [y v] by (-.07)\n end\n delete this clone\nend\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 [ghost v] effect by (-30)\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n switch costume to (bar v)\n show\n point in direction (51)\n set size to (34) %\n wait (.02) seconds\n change size by (20)\n turn right (12) degrees\n wait (.02) seconds\n change size by (14)\n turn right (9) degrees\n wait (.02) seconds\n change size by (12)\n turn right (6) degrees\n wait (.02) seconds\n change size by (7)\n turn right (3) degrees\n wait (.02) seconds\n change size by (5)\n turn right (3) degrees\n wait (.02) seconds\n change size by (3)\n turn right (2) degrees\n wait (.02) seconds\n change size by (2)\n turn right (1.5) degrees\n wait (.02) seconds\n change size by (1)\n turn right (1) degrees\n wait (.02) seconds\n change size by (1)\n turn right (1) degrees\n wait (.02) seconds\n change size by (1)\n point in direction (90)\n wait (.02) seconds\nend\n\nwhen flag clicked\nhide\nset [id v] to [Bars]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [y v] to [8]\nset [show v] to [0]\nwait (.5) seconds\nstart sound [Avicii - Broken Arrows v]\nwait (.5) seconds\nclear graphic effects\nset [size v] to [12]\nset [id v] to [Bars]\nrepeat (3)\n go to x: (-216) y: (0)\n hide\n repeat (10)\n create clone of (_myself_ v)\n change x by (48)\n end\n change [brightness v] effect by (50)\nend\nwait () seconds\nset [id v] to [Line]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Thing]\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nclear graphic effects\nrepeat (10)\n set [id v] to [Square]\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (.02) seconds\nend\nset [id v] to [BarThing1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing3]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing4]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing5]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [id v] to [BarThing6]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Circleeeee]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [id v] to [Circleeeee2]\ncreate clone of (_myself_ v)\nwait () seconds\npoint in direction (90)\nrepeat (10)\n set [id v] to [Particles]\n create clone of (_myself_ v)\n turn right (pick random (-90) to (90)) degrees\nend\nset [show v] to [1]\nset [id v] to [Text]\ncreate clone of (_myself_ v)\nwait () seconds\nset [id v] to [Flash]\ncreate clone of (_myself_ v)\nwait (.4) seconds\ngo to x: (9) y: (91)\nset [id v] to [CoolThing]\nhide\nrepeat (7)\n create clone of (_myself_ v)\n change x by (36)\nend\ngo to x: (-25) y: (91)\nset [id v] to [CoolThing2]\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-36)\nend\nwait (.2) seconds\nrepeat (15)\n turn right (pick random (-90) to (90)) degrees\n set [id v] to [Cool]\n create clone of (_myself_ v)\nend\nwait () seconds\nset [zsxgdb v] to [0]\nset [id v] to [CircleExplosion]\ngo to x: (0) y: (0)\nset [move v] to [12]\nrepeat (12)\n turn right (30) degrees\n create clone of (_myself_ v)\nend\nset [zsxgdb v] to [1]\nwait () seconds\nrepeat (30)\n turn right (pick random (-90) to (90)) degrees\n set [id v] to [Cool]\n create clone of (_myself_ v)\nend\nwait (.05) seconds\nset [id v] to [End]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Line]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (-480) y: (0)\n switch costume to (line v)\n set [ghost v] effect to (80)\n show\n set size to (100) %\n Smooth Glide x: (0) y: (0) speed: (3)\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.5))\n switch costume to (line v)\n turn left ((direction) * (.05)) degrees\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Thing]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (-201)\n switch costume to (thing v)\n wait (.8) seconds\n show\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Particles]> then\n wait until <(Show) = [1]>\n wait (12) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Square]> then\n set size to (100) %\n point in direction (45)\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n show\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (costume2 v)\n turn left ((direction) * (.2)) degrees\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (201)\n switch costume to (thing2 v)\n show\n wait (.05) seconds\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee]> then\n Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee2]> then\n set size to (100) %\n point in direction (90)\n clear graphic effects\n go to x: (0) y: (201)\n switch costume to (thing v)\n show\n wait (.05) seconds\n repeat (12)\n switch costume to (sizehack v)\n change size by ((size) * (.3))\n switch costume to (thing v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Circleeeee2]> then\n Smooth Glide x: (0) y: (0) speed: (3)\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (20) %\n show\n switch costume to (text v)\n repeat (29)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((70) - (size)) / (12))\n end\n set size to (80) %\n forever\n switch costume to (text v)\n set size to (300) %\n repeat (29)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((70) - (size)) / (12))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Flash]> then\n switch costume to (flash v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (15)\n change [ghost v] effect by (8)\n end\n repeat (50)\n wait (.3) seconds\n switch costume to (flash v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n set size to (100) %\n forever\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n clear graphic effects\n point in direction (90)\n go to [front v] layer\n show\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CoolThing]> then\n switch costume to (coolthing1 v)\n point in direction (90)\n set size to (100) %\n clear graphic effects\n set y to (255)\n wait (.2) seconds\n show\n point in direction (90)\n repeat (3)\n change y by (-40)\n end\n go to x: (x position) y: (91)\n repeat (17)\n next costume\n end\nelse\n if <(ID) = [CoolThing2]> then\n set size to (100) %\n point in direction (-90)\n switch costume to (coolthing1 v)\n clear graphic effects\n set y to (-255)\n show\n repeat (3)\n change y by (40)\n end\n go to x: (x position) y: (-91)\n repeat (17)\n next costume\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n repeat (100)\n switch costume to (sizehack v)\n set size to (100) %\n switch costume to (costume3 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Bars]> then\n wait (8.1) seconds\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-4)\n end\n repeat (1)\n change size by (-3)\n end\n repeat (2)\n change size by (-2)\n end\n repeat (2)\n change size by (-1)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CoolThing]> then\n forever\n set size to (100) %\n end\nelse\n if <(ID) = [CoolThing2]> then\n forever\n set size to (100) %\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [End]> then\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n set [brightness v] effect to (-100)\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (Story v)\n wait (.3) seconds\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 <(ID) = [End]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [story v]\nif <(costume [number v]) = [34]> then\n\nwhen I receive [story v]\nhide\ndelete this clone\n\n@Credits\n\nwhen I receive [credits v]\ngo to x: (0) y: (-999999)\ngo to [front v] layer\nshow\nrepeat (900)\n change y by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\nif <(y position) > [566]> then\n hide\nend\n\n@Story\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nforever\n go to [front v] layer\nend\n\nwhen I receive [story v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nwait (2) seconds\nrepeat (4)\n repeat (20)\n change [brightness v] effect by (-5)\n end\n wait (3) seconds\n set [brightness v] effect to (100)\n next costume\nend\nwait (1) seconds\nbroadcast (EndIntro v)\n\nwhen I receive [endintro v]\nhide\n\n | Wanna create a platformer but don't know the code??\nI have made a project in my alt !! :)\nGo here - https://scratch.mit.edu/projects/489452052/\n___________________________________________\n\nLinks For new scratchers -\nDiscuss ~\nhttps://scratch.mit.edu/discuss\nWiki ~\nhttps://en.scratch-wiki.info/\n___________________________________________\n\n@TheFunkyPanda for platform art :)\n\nI am really happy on how this game has turned out to be...\nIf you want any surprise in the end please mention in the comments section below ...\n\nWow !!! 35k+ views\nThank You to everyone for taking this game past 1.5k+ loves :)\n\nOMG TRENDING #14 in all !!!!!!!!!!\nThis is my first ever game which crossed 20 loves\nThis game will give you information on Scratch...\n\nOMG TOP REMIXED !!!!!!!!!!!!!!!!\nTop Remixed on 8.6.21\n___________________________________________\n\nPlease share this game with new scratchers or people who want information on Scratch. This project will help them a lot ....\n\nFor assets to this game -\nhttps://scratch.mit.edu/projects/466176379/\n\nINSTRUCTIONS ----\nArrow keys to move\nSpikes and Lava kill you \nNo help of tutorial used\nOther info. will be given in the game\nIf you ever get stuck press up arrow and the arrow which is opposite to the side of the platform\nIn the end there is a surprise\nI hope you liked the game\nComment to fix bugs, to appreciate or add upgrades\nIt took me 35 hours to make with 500+ blocks so\nPlease like and fav.\nAll the scripts and art is by @rishavscratchwork\n___________________________________________\n\nRules to be followed ---\nPlease no reporting or spam\nNo form of hate\nNo disrespectful comments\nPlease no advertising\n(If you want you can ask people for help and share links or else please don't advertise)\nFor more games visit @rishavscratchwork\n\nThank You |
- Glow Platformer Adventure! - | @Stage\n\nwhen flag clicked\nhide variable [mouse v]\nforever\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\nshow variable [mouse v]\n\n@Assets\n\nreset timer\n\n@Player\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 (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<key (up arrow v) pressed?> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((XV) + ((<key (left arrow v) pressed?> * ((speed) * (-1))) + (<key (right arrow v) pressed?> * (speed)))) * (friction))\nchange x by (XV)\nset [slope2 v] to [0]\nrepeat until <<(Slope2) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope2 v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope2)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\nif <touching (end v)?> then\n change [level v] by (1)\n broadcast (Next v)\nend\nif <<touching (danger v)?> or <<touching (lava v)?> or <touching (enemy v)?>>> then\n set [x v] to (x position)\n set [y v] to (y position)\n go to x: (-203) y: (-50)\n broadcast (Death v)\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\nend\nif <<touching (sword v)?> and <(SWORD) = []>> then\n set [sword v] to [1]\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nrepeat (1)\n delete this clone\nend\ngo to x: (-200) y: (-50)\nset [xv v] to [0]\nset [level v] to [1]\nset [yv v] to [1]\nset [sword v] to []\nshow\npoint in direction (90)\nset [switch in progress v] to []\nforever\n broadcast (Tick v)\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [13] Speed [3] Friction [.75] Slope [8]\n end\nend\n\nwhen I receive [next v]\ngo to x: (-203) y: (-50)\n\nwhen flag clicked\nbroadcast (PLAY v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [switch in progress v] to [yes]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\nset [switch in progress v] to []\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\nchange [shake v] by (-0.25)\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\nwhen I receive [death v]\nrepeat (20)\n move (0) steps\nend\ngo to x: (0) y: (0)\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [death v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (X) y: (Y)\nshow\nset [xv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level 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 set x to ((x position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n set y to ((y position) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\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 (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 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 (5)\n create clone of (_myself_ v)\nend\n\n@End\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (188) y: (-73)\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\n\nwhen I receive [next v]\nstart sound [Ding Sound Effect v]\nset [switch in progress v] to [yes]\nswitch costume to (1 v)\nrepeat (4)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [switch in progress v] to []\nif <(LEVEL) = [1]> then\n go to x: (188) y: (-73)\nelse\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [3]> then\n go to x: (208) y: (-73)\n else\n if <(LEVEL) = [4]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [5]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [6]> then\n go to x: (200) y: (22)\n else\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [8]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [9]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [10]> then\n go to x: (200) y: (-73)\n else\n if <(LEVEL) = [11]> then\n go to x: (-150) y: (95)\n else\n if <(LEVEL) = [12]> then\n go to x: (200) y: (120)\n else\n if <(LEVEL) = [13]> then\n go to x: (207) y: (-73)\n set [checkpoint x v] to (x position)\n set [checkpoint y v] to (y position)\n else\n if <(LEVEL) = [14]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [checkpoint x v] to (x position)\nset [checkpoint y v] to (y position)\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [death v]\nrepeat (20)\n move (0) steps\nend\n\nwhen I receive [shake v]\ngo to x: ((Checkpoint X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Checkpoint Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\n@Words\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nswitch costume to (LEVEL)\n\nwhen I receive [death v]\nset [shake v] to [5]\nrepeat (20)\n broadcast (SHAKE v)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [shake v]\ngo to x: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))) y: (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))\n\n@Walk particles\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nforever\n if <(YV) < [0]> then\n wait until <(YV) = [0]>\n repeat until <(YV) > [0]>\n repeat (2)\n move (0) steps\n end\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (pick random (80) to (120)) %\nshow\npoint in direction (pick random (-360) to (360))\ngo to (player v)\nchange x by (XV)\nchange y by (-20)\nwait (0.075) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Enemy\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 (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([y position v] of [player v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [player v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nhide\n\nwhen I receive [next v]\nrepeat (1)\n delete this clone\nend\nrepeat (13)\n move (0) steps\nend\nif <(LEVEL) = [5]> then\n Clone at [150] [-80]\nelse\n if <(LEVEL) = [8]> then\n Clone at [100] [-80]\n Clone at [200] [-80]\n else\n if <(LEVEL) = [11]> then\n Clone at [-35] [-86]\n Clone at [50] [-80]\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(LEVEL) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(LEVEL) = [14]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [2]\n end\nend\n\nwhen I receive [death v]\nrepeat (1)\n delete this clone\nend\nif <(LEVEL) = [5]> then\n Clone at [150] [-80]\nelse\n if <(LEVEL) = [8]> then\n Clone at [100] [-80]\n Clone at [200] [-80]\n else\n if <(LEVEL) = [11]> then\n Clone at [-35] [-86]\n Clone at [50] [-80]\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(LEVEL) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(LEVEL) = [14]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword 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\n@Trampolines\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nhide\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\nforever\n if <not <(Switch In Progress) = [yes]>> then\n if <touching (player v)?> then\n start sound [jump v]\n switch costume to (3 v)\n set [yv v] to [17]\n else\n if <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [6]> then\n show\n go to x: (30) y: (-73)\nelse\n if <(LEVEL) = [9]> then\n show\n go to x: (-100) y: (-38)\n else\n if <(LEVEL) = [10]> then\n show\n go to x: (-100) y: (-38)\n else\n if <(LEVEL) = [12]> then\n show\n go to x: (-210) y: (-70)\n else\n hide\n end\n end\n end\nend\nset [trampoline x v] to (x position)\nset [trampoline y v] to (y position)\n\nwhen I receive [shake v]\ngo to x: ((Trampoline X) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2))))) y: ((Trampoline Y) + (pick random (SHAKE) to ((SHAKE) - ((SHAKE) * (2)))))\n\nset [sword v] to [1]\n\n@Sword\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nhide\nswitch costume to (1 v)\nset [sword v] to []\nforever\n if <not <(Switch In Progress) = [yes]>> then\n set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n if <(SWORD) = [1]> then\n start sound [sfx2 v]\n go to [front v] layer\n show\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [7]> then\n show\n go to x: (0) y: (-30)\nelse\n if <(SWORD) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nif <(SWORD) = [1]> then\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\nwhen [space v] key pressed\nif <not <(Switch In Progress) = [yes]>> then\n go to [front v] layer\n if <(SWORD) = [1]> then\n switch costume to (1 v)\n start sound [slash v]\n repeat (7)\n next costume\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (1 v)\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nrepeat (14)\n move (0) steps\nend\nhide\nif <(LEVEL) = [14]> then\n go to x: (24) y: (13)\n switch costume to (heart v)\n create clone of (_myself_ v)\n go to x: (142) y: (-55)\n switch costume to (star v)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset [heart/star y v] to (y position)\nshow\nforever\n set y to ((Heart/Star Y) + (([sin v] of ((timer) * (200)) ) * (8)))\n if <touching (player v)?> then\n start sound [sfx2 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime death v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\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))\nset [is clone? v] to [1]\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 (_edge_ v)?> or <touching (level 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 (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 (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 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 (5)\n create clone of (_myself_ v)\nend\n\n | if this is too laggy: https://turbowarp.org/448396924 \nPLEASE NO ADS and im sorry its hard :/ \nand its perfectly fine if you dont like this just please tell me why instead of just saying 'i dont like this' or something instructions=================================\n- please spam the flag a few times or else it will be really laggy :P\n- use full screen if you want better graphic effects. don't use full screen if you don't want any lag.\n- arrow keys, WASD or mobile to move\n- don't touch spikes, lava or saws\n- jump pads make you jump higher\n- get all 3 coins to proceed to the next level\n- there are 20 levels to complete\n- rest your mouse/ tap in the top left corner to see which level you're on\nnotes=====================================\n- this is an entry for @ElectromanRocks718's game contest. congrats on 4k @ElectromanRocks718! (yes, I know he's banned :(\n- I know the thumb looks like "dush", it's just the font.\n- i'm sorry I haven't posted a platformer in a long time :P\n- the skin changer is a new thing I've added (credit to the people who gave me the idea by commenting on some of my other platformers) so it might not work that well. if anyone has ideas to improve it feel free to tell me in the comments!\n- all levels are possible.\n- I hope you enjoy, and honest feedback is welcome in the comments as well as reporting any glitches.\ncredits====================================- vexento for the music\n- @electromanrocks718 for the contest\n- I tried to use @antiquark's grass engine but i couldnt get it to work with my platformer :( I'll credit them anyway tho \n- @portishead7 for my awesome logo (used on the thumbnail and the intro)\n- @Aqury for my epic intro!\n- @-Xaf- for the music used in my intro\n- cooltext.com for the text used in the thumbnail and the button design\n- everything else by me.\n\n11/25- fixed the grass on a few of the levels. sorry about that lol (also fixed a few more glitches)\n12/16- YAY I JUST LOADED THIS FOR THE FIRST TIME WITHOUT IT RELOADING ALL THE TABS ON MY CHROMEBOOK :D\nalso 12/16- made some changes to the layering.\n2/23 (I think)- getting curated by @truegryffindor89 on march 18th! tysm! :))\n3/19 tysm for 550 loves! :D (i still havent beat this game btw)\n3/21 ty for 700 loves (and 1214 messages) xD |
Flowing || A multiplayer Platformer | @Stage\n\n@Border\n\nwhen I receive [message1 v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen flag clicked\nforever\n play sound [Ocean deep v] until done\nend\n\nwhen I receive [the end v]\nhide\n\n@Explorer\n\nwhen I receive [message1 v]\ndetect floor\nset size to (50) %\nswitch backdrop to (backdrop3 v)\nshow\nshow\nset [scroll-xway v] to [60]\ngo to x: (0) y: (0)\nforever\n if <key (left arrow v) pressed?> then\n change [scroll-xway v] by (5)\n end\n if <key (right arrow v) pressed?> then\n change [scroll-xway v] by (-5)\n end\nend\n\nwhen I receive [message1 v]\nshow\nforever\n if <not <<(y position) > [160]> or <(y position) = [160]>>> then\n if <key (up arrow v) pressed?> then\n set [y pull v] to [5]\n end\n end\n if <<(y position) > [160]> or <(y position) = [160]>> then\n set y to (159)\n end\nend\n\nwhen I receive [message1 v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (-1 life v)\n end\n if <touching color (#212226)?> then\n broadcast (-1 life v)\n end\nend\n\nswitch backdrop to (backdrop2 v)\n\nhide\nhide\n\ndefine detect floor\nrepeat until <not <touching color (#c1c04d)?>>\n change y by (1)\n set [y pull v] to [0]\nend\nrepeat until <not <touching color (#c1c04d)?>>\n change y by (1)\n set [y pull v] to [0]\nend\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen [down arrow v] key pressed\nswitch costume to (crawling v)\n\nwhen I receive [message1 v]\nswitch costume to (submarine v)\nwait (1) seconds\nswitch costume to (walking v)\n\nwhen I receive [message1 v]\nforever\n change [y pull v] by (-1)\n change y by (Y pull)\n detect floor\nend\n\nwhen I receive [message1 v]\nforever\n if <<touching color (#7ae519)?> or <<touching color (#75cb25)?> or <touching color (#76cc39)?>>> then\n broadcast (TRASH! v)\n end\nend\n\nwhen [e v] key pressed\nshow\n\nwhen [down arrow v] key pressed\nswitch costume to (crawling v)\nplay sound [Water Drop v] until done\n\nwhen [up arrow v] key pressed\nplay sound [Water Drop v] until done\n\nwhen I receive [message1 v]\nplay sound [Plunge v] until done\n\nwhen flag clicked\nforever\n play sound [Beach Waves-SoundBible.com-1024681188 v] until done\nend\n\nwhen [up arrow v] key pressed\nswitch costume to (walking v)\n\nwhen I receive [message1 v]\ngo to [front v] layer\nforever\n if <touching color (#02c700)?> then\n broadcast (THE END v)\n play sound [Win v] until done\n play sound [Space Noise v] until done\n play sound [Space Noise v] until done\n play sound [Space Noise v] until done\n play sound [Space Noise v] until done\n play sound [Space Noise v] until done\n play sound [Space Noise v] until done\n play sound [Space Noise v] until done\n end\nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [all lives gone v]\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen I receive [all lives gone v]\n\n@Play\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (message1 v)\nhide\n\nwhen I receive [the end v]\nhide\n\n@Ground1\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (0)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground2\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (1)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground3\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (2)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Fish!\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (50) %\ngo to x: (264) y: (15)\nforever\n wait (pick random (15) to (30)) seconds\n show\n glide (2) secs to x: (-190) y: (15)\n hide\n go to x: (264) y: (15)\nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\nwhen I receive [death v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground4\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (3)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground5\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (4)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground6\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (2) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (5)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Trash :(\n\nwhen flag clicked\nhide\n\nwhen I receive [trash! v]\ngo to x: (82) y: (-125)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nhide\nplay sound [Magic Spell v] until done\nnext costume\n\n@Ground7\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (6)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@DEATH\n\nwhen flag clicked\nhide\n\nplay sound [Lose v] until done\n\nwhen I receive [all lives gone v]\nshow\nstop [all v]\n\nwhen I receive [the end v]\nhide\n\nplay sound [Lose v] until done\n\n@Ground8\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (7)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground9\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (8)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground10\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (9)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground11\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (10)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@hole in the ship\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n set x to ((SCROLL-xway) + ((480) * (10)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\nhide\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nplay sound [Ship Bell v] until done\n\nwhen I receive [the end v]\nhide\n\n@Ground12\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (11)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground13\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (3) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (12)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground14\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (2) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (13)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground15\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (14)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@Ground16\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n set x to ((SCROLL-xway) + ((480) * (15)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [death v]\nhide\n\n@data\n\nwhen flag clicked\nhide\n\nwhen I receive [the end v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen [space v] key pressed\nnext costume\n\n@Lives\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [message1 v]\nshow\ngo to x: (130) y: (-90)\nforever\n go to [front v] layer\nend\n\nwhen I receive [message1 v]\nset [current costume v] to [3]\n\nwhen I receive [-1 life v]\nwait (.01) seconds\nchange [current costume v] by (-1)\nplay sound [B Trumpet v] until done\nwait (2) seconds\n\nswitch costume to ((costume [number v]) - (1))\n\nswitch costume to (3 lives remaining v)\n\nwhen I receive [message1 v]\nshow\nforever\n if <(Current costume) = [3]> then\n switch costume to (3 lives remaining v)\n end\n if <(Current costume) = [2]> then\n switch costume to (2 lives remaining v)\n end\n if <(Current costume) = [1]> then\n switch costume to (1 life remaining v)\n end\n if <(Current costume) = [0]> then\n switch costume to (0 lives remaining v)\n broadcast (All lives gone v)\n end\nend\n\nstop [this script v]\n\nif <(Current costume) = [3]> then\n switch costume to (3 lives remaining v)\nend\nif <(Current costume) = [2]> then\n switch costume to (2 lives remaining v)\nend\nif <(Current costume) = [1]> then\n switch costume to (1 life remaining v)\nend\nif <(Current costume) = [0]> then\n switch costume to (0 lives remaining v)\n broadcast (All lives gone v)\nend\n\n | [English]\nThis time the platformer is\n"Survival Platformer"!\nSurviving longer becomes more important.\nThere are 5 types of levels and 20 types of gimmicks! ?\nHow long can you survive?\nHow to use: Cross key operation\nMobile compatible\n\n[日本語]\n今回のプラットフォーマーは\n「サバイバルプラットフォーマー」!\nより長く生き残ることが重要になっていきます。\nレベルは全5種類、ギミックは全20種類!?\n果たして君はどれだけ生き残れるかな?\n使い方:十字キー操作\n 一応モバイル対応 |
Skater boy-A Platformer!!! | @Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not >>> then\n switch costume to (images-animated-gif v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n next costume\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (images-animated-gif v)\n end\nend\n\nwhen flag clicked\nshow\nreset timer\ngo to [front v] layer\nswitch costume to (center v)\ngo to x: (-186) y: (-12)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n broadcast (play v)\nend\n\nwhen I receive [play v]\nPlay\n\ndefine Play\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (0.9))\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 x by ((X vel) * (-1))\n change y by (-5)\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 end\n end\n end\n end\nend\nchange [y vel v] by (-1)\nchange y by (Y vel)\nif <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching (level v)?> then\n set [y vel v] to [13]\n end\nend\nchange y by (1)\nchange [scroll y v] by ((y position) * (-1))\nif <touching (spikes v)?> then\n go to x: (-196) y: (-61)\nend\nif <[240] < (x position)> then\n go to x: (-196) y: (-61)\n broadcast (next level 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\n@Level\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (34) y: (3)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to x: (1) y: (-33)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@hints\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nforever\n play sound [Dance Around v] until done\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | The third game in The Ninja series! The original game has over 14000 loves! ;D :P \n\nPLAY IN FULLSCREEN!! Unless it lags. :P\n\nShared on Christmas! :D I hope you enjoy this little present!\n\nWeapons/tools: Shurikens, Katana, Grappling hook, Throwing knives, and Spears. |
Blueprint (3D Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [yt1scom-After-You-Original-Mix-v v] until done\n play sound [yt1scom-allem-iversom-habits-v72 v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-201) y: (-114)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [13] Movement Speed: [2.5] Friction: [.7] Slopes: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Movement Speed: (side movement speed) Friction: (friction) Slopes: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((side movement speed) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-201) y: (-114)\n broadcast (Red v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [next level v]\nwait (0.5) seconds\ngo to x: (-201) y: (-114)\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n set [y velocity v] to [16.5]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [show v]\nswitch costume to (costume2 v)\n\nwhen I receive [reset v]\ngo to x: (-201) y: (-114)\n\n@Shadow\n\nwhen flag clicked\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\n\n@Spikes\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Level\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (show v)\n end\nend\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@Layer #1\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\n@Layer #2\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (35)) y: ((mouse y) / (35))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Next Level\n\nwhen I receive [next level v]\nhide\nwait (0.5) seconds\nshow\n\nwhen flag clicked\nshow\n\n@Shading\n\nwhen flag clicked\nset [ghost v] effect to (50)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Stars\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.07))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\n@Words\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (0.5) seconds\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (80)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (60)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (30)\nwait (0) seconds\nset [ghost v] effect to (20)\nwait (0) seconds\nset [ghost v] effect to (10)\nwait (0) seconds\nset [ghost v] effect to (0)\nwait (3) seconds\nset [ghost v] effect to (0)\nwait (0) seconds\nset [ghost v] effect to (10)\nwait (0) seconds\nset [ghost v] effect to (20)\nwait (0) seconds\nset [ghost v] effect to (30)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (60)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (80)\nwait (0) seconds\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (100)\nwait (1) seconds\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\nend\n\n@Fade\n\nwhen flag clicked\nshow\nwait (5) seconds\nset [ghost v] effect to (25)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (80)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (60)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (30)\nwait (0) seconds\nset [ghost v] effect to (20)\nwait (0) seconds\nset [ghost v] effect to (10)\nwait (0) seconds\nset [ghost v] effect to (0)\nwait (1) seconds\nset [ghost v] effect to (0)\nwait (0) seconds\nchange [ghost v] effect by (10)\nwait (0) seconds\nset [ghost v] effect to (20)\nwait (0) seconds\nset [ghost v] effect to (30)\nwait (0) seconds\nset [ghost v] effect to (40)\nwait (0) seconds\nset [ghost v] effect to (50)\nwait (0) seconds\nset [ghost v] effect to (60)\nwait (0) seconds\nset [ghost v] effect to (70)\nwait (0) seconds\nset [ghost v] effect to (80)\nwait (0) seconds\nset [ghost v] effect to (90)\nwait (0) seconds\nset [ghost v] effect to (100)\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (0) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n broadcast (Green Flag clicked v)\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Secret pad\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Secret Found! v)\n else\n broadcast (hide v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [secret found! v]\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (Next Costume v)\nend\n\n@.\n\nwhen I receive [secret found! v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next costume v]\nswitch costume to (costume2 v)\n\nwhen I receive [hide v]\nhide\n\n@Quote #1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume12 v)\n else\n switch costume to (costume11 v)\n end\nend\n\nwhen I receive [show v]\nshow\n\n@Quote #2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume12 v)\n else\n switch costume to (costume11 v)\n end\nend\n\nwhen I receive [show v]\nshow\n\n@Quote #3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume12 v)\n else\n switch costume to (costume11 v)\n end\nend\n\nwhen I receive [show v]\nshow\n\n@Quote #4\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume12 v)\n else\n switch costume to (costume11 v)\n end\nend\n\nwhen I receive [show v]\nshow\n\n@Reset\n\nwhen this sprite clicked\nbroadcast (Reset v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n | This project was shared on May 21st wich is my B-day!\n----------------------------------------\nWelcome to Grasslands A Platformer!\nYou can use Mobile, WASD or arrow keys to move!\nIf you get stuck somehow you can use R to reset!\nAll 21 levels are possible!\nHave fun and enjoy!!\n--------------------------------\nCredits!\nkenney.nl for the cave tiles\n@Lukas1410 for the cave spikes\n@timo1os for particles and trampolines!\n@shimon123 for the cave light\nTobu - Infectious is the music\n-------------------------------------------\nNotes: this took a solid 13 hours to make so pls like and fave and maybe follow me! if you do that would be awesome!!!\n\n-Fox Out\n\n |
Trolled - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [mixkit-pop-05-695 v] until done\nend\n\n@Level\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\n\ngo to x: (0) y: (10)\n\nwhen I receive [message1 v]\nswitch costume to (Level)\n\nwait (0.8) seconds\nchange y by (8)\n\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(Level) = [30]> then\n if <(☁ Fastest time completed) > (Time)> then\n set [☁ fastest time completed v] to (round (Time))\n end\n end\nend\n\n@Bad stuff\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [message1 v]\nforever\n switch costume to (Level)\nend\n\nset [level v] to [25]\n\n@Hi\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\nswitch costume to (Level)\n\n@Player\n\nsay [Hello!]\n\nwhen flag clicked\nforever\n if <(username) = [Insanemaster3000]> then\n set [brightness v] effect to (0)\n set [color v] effect to (140)\n end\nend\n\nwhen flag clicked\nset size to (65) %\nhide\ngo to x: (-191) y: (70)\n\nwhen flag clicked\nreset timer\nset [time v] to [0]\nshow variable [time v]\nshow variable [☁ fastest time completed v]\nshow variable [level v]\nset [ghost v] effect to (0)\nset size to (60) %\nswitch costume to (idle v)\nshow\ngo to x: (-214) y: (88)\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [jump 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 switch costume to (left v)\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n set [jump v] to [0]\n end\n change y by (-1)\n if <<(Jump) = [0]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>>> then\n switch costume to (jump v)\n set [y v] to [15]\n set [jump v] to [1]\n end\n change y by (1)\n if <(x position) > [240]> then\n change [level v] by (1)\n go to x: (-214) y: (20)\n change [level v] by (-1)\n broadcast (message1 v)\n end\n if <touching (bad stuff v)?> then\n broadcast (Dead v)\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-206) y: (88)\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (jump pads v)?> then\n set [y v] to [40]\n set [jump v] to [1]\n end\nend\n\nchange y by (1)\n\nchange y by (1)\n\nchange y by (-5)\nchange y by (1)\n\nwait (1) seconds\n\nswitch costume to (idle v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwait (1) seconds\n\nset [level v] to [-1]\n\nwhen I start as a clone\nhide\nswitch costume to (idle v)\nif <<(username) = [Insanemaster3000]> or <(username) = [Car_OverloadZ]>> then\n switch costume to (left2 v)\nend\ngo to (player v)\nshow\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [detection v]\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n change [time v] by (0.1)\n wait (.01) seconds\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\ndelete all of [cool people v]\nadd [Insanemaster3000] to [cool people v]\n\n@Jump pads \n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [message1 v]\nforever\n switch costume to (Level)\nend\n\n@Spr\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (12) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (-230) y: (pick random (110) to (160))\nrepeat until <not <touching (_edge_ v)?>>\n change x by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (2)\nend\ndelete this clone\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nset [my variable v] to [1]\nwait (8) seconds\nset [my variable v] to [0]\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\nset [my variable v] to [0]\n\nwhen flag clicked\nforever\n if <(my variable) = [1]> then\n wait (1) seconds\n go to x: (0) y: (0)\n show\n reset timer\n switch costume to (2 v)\n broadcast (Detection v)\n set [ghost v] effect to (100)\n repeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n reset timer\n repeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (164) y: (79)\nset [ghost v] effect to (0)\nshow\ngo to [back v] layer\nwait (8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n wait (30) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [detection v]\nhide\n\n | English (Google翻訳)\nJump with the up key or W key\nMove with the left and right keys or A and D key\n 日本語\n上キーかWキーでジャンプ\n左右のキーかAとDキーで移動 |
Flat Cat Adventures - Scrolling Platformer | @Stage\n\nwhen flag clicked\nset [soundtoggler v] to [1]\nswitch backdrop to (backdrop1 v)\nset volume to (70) %\nforever\n play sound [Dramatic music.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n wait until <key (m v) pressed?>\n change [soundtoggler v] by (1)\nend\n\nwhen flag clicked\nforever\n if <((SoundToggler) mod (2)) = [1]> then\n set volume to (70) %\n else\n set volume to (0) %\n end\nend\n\nnext backdrop\nerase all\nstop [all v]\n\n@Pen Platformer This is 100% Noroz. No copying allowed\n\ndefine None\nset pen size to (pen size)\nif <(color) = [black]> then\n set pen color to (#000000)\nelse\n if <(color) = [blue]> then\n set pen color to (#003fff)\n else\n if <(color) = [red]> then\n set pen color to (#ff0000)\n else\n if <(color) = [green]> then\n set pen color to (#27d82b)\n else\n if <(color) = [orange]> then\n set pen color to (#ff9400)\n else\n if <(color) = [white]> then\n set pen color to (#ffffff)\n else\n if <(color) = [yellow]> then\n set pen color to (#ffff00)\n else\n if <(color) = [red2]> then\n set pen color to (#990000)\n else\n if <<(color) = [grey]> or <(color) = [gray]>> then\n set pen color to (#666666)\n else\n if <(color) = [light blue]> then\n set pen color to (#00ffff)\n else\n if <(color) = [dark green]> then\n set pen color to (#1fa176)\n else\n if <(color) = [light green]> then\n set pen color to (#00ff55)\n else\n if <(color) = [dark blue]> then\n set pen color to (#001966)\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 (50)\n go to x: ((([sin v] of (a) ) * (rx)) + (x)) y: ((([cos v] of (a) ) * (ry)) + (y))\n pen down\n change [a v] by (7.2)\nend\npen up\n\ndefine None\nset pen size to (size)\nif <(color) = [black]> then\n set pen color to (#000000)\nelse\n if <(color) = [blue]> then\n set pen color to (#003fff)\n else\n if <(color) = [red]> then\n set pen color to (#ff0000)\n else\n if <(color) = [green]> then\n set pen color to (#27d82b)\n else\n if <(color) = [orange]> then\n set pen color to (#ff9400)\n else\n if <(color) = [white]> then\n set pen color to (#ffffff)\n else\n if <(color) = [yellow]> then\n set pen color to (#ffff00)\n else\n if <(color) = [purple]> then\n set pen color to (#7f00ff)\n else\n if <(color) = [pink]> then\n set pen color to (#ff00bf)\n else\n if <(color) = [light blue]> then\n set pen color to (#00ffff)\n else\n if <(color) = [dark green]> then\n set pen color to (#1fa176)\n else\n if <(color) = [light green]> then\n set pen color to (#00ff55)\n else\n if <(color) = [dark blue]> then\n set pen color to (#001966)\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\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine None\nadd (x1) to [linex v]\nadd (y1) to [liney v]\nadd (x2) to [linex2 v]\nadd (y2) to [liney2 v]\nadd (size) to [size v]\nadd (color) to [color v]\n\ndefine List\nadd [-50-99-50100-50100050100050100050-99-50000050000] to [characters v]\nadd [-50100050100050100050015050015035000035000050-15050-15050-99050-99-50-99-50-99-50100-50000035000] to [characters v]\nadd [050100-50100-50100-50-99-50-99050-99] to [characters v]\nadd [-50100040100040100050090050090050-90050-90040-99040-99-50-99-50-99-50100] to [characters v]\nadd [-50100050100-50000025000-50100-50-99-50-99050-99] to [characters v]\nadd [-50100-50-99-50100050100-50000025] to [characters v]\nadd [050075050100050100-50100-50100-50-99-50-99050-99050-99050-40050-40030-40] to [characters v]\nadd [-50100-50-99-50000050000050100050-99] to [characters v]\nadd [-50100050100000100000-99-50-99050-99] to [characters v]\nadd [050100050-99050-99-50-99-50-99-50-15] to [characters v]\nadd [-50100-50-99-50000050100-50-00050-99] to [characters v]\nadd [-50100-50-99-50-99050-99] to [characters v]\nadd [-50-99-50100-50100000000000000050100050100050-99] to [characters v]\nadd [-50-99-50100-50100050-99050-99050100] to [characters v]\nadd [-50100050100-50100-50-99-50-99050-99050100050-99] to [characters v]\nadd [-50-99-50100-50100050100050100050000050000-50000] to [characters v]\nadd [-50100050100050-90-50-90-50100-50-90050100050-90015-80030-99] to [characters v]\nadd [-50-99-50100-50100050100050100050000-50000050000000000050-99] to [characters v]\nadd [050100-50100-50100-50000-50000050000050000050-99050-99-50-99] to [characters v]\nadd [-50100050100000100000-99] to [characters v]\nadd [-50100-50-99-50-99050-99050100050-99] to [characters v]\nadd [-50100000-99000-99050100] to [characters v]\nadd [-50100-50-99-50-99050-99050100050-99000000000-99] to [characters v]\nadd [-50100050-99050100-50-99] to [characters v]\nadd [-50100000000050100000000000000000-99] to [characters v]\nadd [-50100050100050100-50-99-50-99050-99] to [characters v]\nadd [-50100050100-50100-50-99-50-99050-99050100050-99] to [characters v]\nadd [000100-50075000100000-99-50-99050-99] to [characters v]\nadd [-50075-25100-25100025100025100050075050075050025050025-50-99-50-99050-99] to [characters v]\nadd [-50100050100050100050-99-25000050000-50-99050-99] to [characters v]\nadd [-50100-50000-50000050000050100050-99] to [characters v]\nadd [050100-50100-50100-50000-50000025000025000050-25050-25050-99050-99-50-99] to [characters v]\nadd [050100-50100-50100-50-99-50-99050-99050-99050000050000-50000] to [characters v]\nadd [-50100050100050100-25-99] to [characters v]\nadd [-50100050100-50100-50-99-50-99050-99050100050-99-50000050000] to [characters v]\nadd [-50-99050-99050-99050100050100-50100-50100-50000-50000050000] to [characters v]\nadd [] to [characters v]\nadd [-45-95-45-95] to [characters v]\nadd [-40000040000] to [characters v]\nadd [-50-99050-99] to [characters v]\nadd [000100000-70000-98000-99] to [characters v]\n\ndefine None\nif <(clear) = [1]> then\n erase all\nend\nset [wutletterofitemoflist v] to [1]\nset [i v] to [1]\nset [kewlx v] to (x)\nif <(cen?) = [1]> then\n change [kewlx v] by ((0) - ((((length of (input)) - (1)) * ((size) / (0.65))) / (2)))\nend\nrepeat (length of (input))\n Find letter (letter (i) of (input))\n repeat ((length of (item (j) of [characters v])) / (12))\n set [x1 v] to (((join (letter ((wutletterofitemoflist) + (0)) of (item (j) of [characters v])) (join (letter ((wutletterofitemoflist) + (1)) of (item (j) of [characters v])) (letter ((wutletterofitemoflist) + (2)) of (item (j) of [characters v])))) * ((size) / (100))) + ((kewlx) + (((i) * ((size) / (0.65))) - ((size) / (0.65)))))\n change [wutletterofitemoflist v] by (3)\n set [y1 v] to ((((join (letter ((wutletterofitemoflist) + (0)) of (item (j) of [characters v])) (join (letter ((wutletterofitemoflist) + (1)) of (item (j) of [characters v])) (letter ((wutletterofitemoflist) + (2)) of (item (j) of [characters v])))) * ((size) / (100))) * (heightr)) + (y))\n change [wutletterofitemoflist v] by (3)\n set [x2 v] to (((join (letter ((wutletterofitemoflist) + (0)) of (item (j) of [characters v])) (join (letter ((wutletterofitemoflist) + (1)) of (item (j) of [characters v])) (letter ((wutletterofitemoflist) + (2)) of (item (j) of [characters v])))) * ((size) / (100))) + ((kewlx) + (((i) * ((size) / (0.65))) - ((size) / (0.65)))))\n change [wutletterofitemoflist v] by (3)\n set [y2 v] to ((((join (letter ((wutletterofitemoflist) + (0)) of (item (j) of [characters v])) (join (letter ((wutletterofitemoflist) + (1)) of (item (j) of [characters v])) (letter ((wutletterofitemoflist) + (2)) of (item (j) of [characters v])))) * ((size) / (100))) * (heightr)) + (y))\n change [wutletterofitemoflist v] by (3)\n if <(heightr) > [0]> then\n Draw Line (x1) (y1) (x2) (y2) (pen size) (color)\n else\n Draw Line (x1) (y1) (x2) (y2) (pen size) (color)\n end\n end\n change [i v] by (1)\n set [wutletterofitemoflist v] to [1]\nend\nif <shadow> then\n (input) ((x) + ((0) - ((((length of (input)) - (1)) * ((size) / (0.65))) / (2)))) ((y) - ((1.9) * (size))) (size) [grey] ((pen size) + (-1)) (0) cent. (1) hr? (-0.6) shadow \nend\n\ndefine None\nset [j v] to [1]\nrepeat until <(letter (j) of (characters)) = (_)>\n change [j v] by (1)\nend\n\ndefine None\nset pen size to (2)\nset [glsscounter v] to [0]\nset pen shade to (50)\npen up\nrepeat (102)\n go to x: ((([sin v] of (glssCounter) ) * (xr)) + (x)) y: ((([cos v] of (glssCounter) ) * (yr)) + (y))\n pen down\n go to x: (x) y: (y)\n change [glsscounter v] by (3.6)\nend\npen up\nset [glsscounter v] to [-90]\nchange pen shade by (50)\nrepeat (51)\n go to x: ((([sin v] of (glssCounter) ) * (xr)) + (x)) y: ((([cos v] of (glssCounter) ) * (yr)) + (y))\n pen down\n go to x: ((([sin v] of (glssCounter) ) * (xr)) + (x)) y: ((([cos v] of (glssCounter) ) * (() - (gh))) + (y))\n change [glsscounter v] by (3.6)\nend\npen up\n\ndefine Draw Lines\nset [linecounter v] to [1]\nrepeat (length of [linex v])\n if <not <<<((item (lineCounter) of [linex v]) + (ScrollX)) > [250]> or <((item (lineCounter) of [liney2 v]) + (ScrollY)) > [190]>> or <<((item (lineCounter) of [linex2 v]) + (ScrollX)) < [-250]> or <((item (lineCounter) of [liney v]) + (ScrollY)) < [-190]>>>> then\n Collision ( (lineCounter) )\n end\n change [linecounter v] by (1)\nend\nset [linecounter v] to [1]\nrepeat (length of [linex v])\n if <not <<<((item (lineCounter) of [linex v]) + (ScrollX)) > [250]> or <((item (lineCounter) of [liney2 v]) + (ScrollY)) > [190]>> or <<((item (lineCounter) of [linex2 v]) + (ScrollX)) < [-250]> or <((item (lineCounter) of [liney v]) + (ScrollY)) < [-190]>>>> then\n Draw Line ((item (lineCounter) of [linex v]) + (ScrollX)) ((item (lineCounter) of [liney v]) + (ScrollY)) ((item (lineCounter) of [linex2 v]) + (ScrollX)) ((item (lineCounter) of [liney2 v]) + (ScrollY)) (item (lineCounter) of [size v]) (item (lineCounter) of [color v])\n end\n change [linecounter v] by (1)\nend\n\ndefine None\nif <<((X) - (ScrollX)) > ((item (\(\)) of [linex v]) - (15))> and <((X) - (ScrollX)) < ((item (\(\)) of [linex2 v]) + (15))>> then\n if <(item (\(\)) of [linex v]) = (item (\(\)) of [linex2 v])> then\n if <<((Y) - (ScrollY)) > ((item (\(\)) of [liney2 v]) - (15))> and <((Y) - (ScrollY)) < ((item (\(\)) of [liney v]) + (15))>> then\n change [scrollx v] by ((((() - (ScrollX)) - (item (\(\)) of [linex v])) / ([abs v] of ((() - (ScrollX)) - (item (\(\)) of [linex v])) )) * (-15))\n set [scrollx v] to (ScrollX)\n set [xv v] to ((Xv) * (-0.85))\n if <key (up arrow v) pressed?> then\n set [yv v] to [-8]\n set [xv v] to ((Xv) * (2))\n end\n if <(item (\(\)) of [color v]) = [yellow]> then\n broadcast (completed v)\n stop [this script v]\n end\n end\n else\n set [_y_assi v] to ((item (\(\)) of [liney v]) + ((((item (\(\)) of [liney2 v]) - (item (\(\)) of [liney v])) / ((item (\(\)) of [linex2 v]) - (item (\(\)) of [linex v]))) * ((() - (ScrollX)) - (item (\(\)) of [linex v]))))\n if <<((Y) - (ScrollY)) > ((_y_assi) - (15))> and <((Y) - (ScrollY)) < ((_y_assi) + (15))>> then\n set [scrolly v] to ((Y) - ((_y_assi) + (15)))\n set [y v] to ((Y) * (0.9))\n set [yv v] to [0]\n if <<key (up arrow v) pressed?> or <(item (\(\)) of [color v]) = [pink]>> then\n set [yv v] to [-8]\n if <(item (\(\)) of [color v]) = [pink]> then\n change [yv v] by (-2)\n end\n end\n else\n change [y v] by ((Yv) * (-0.5))\n end\n end\nend\n\nif then\nend\n\nchange [scrollx v] by ((Xv) * (-1))\n\ndefine Startup/Swag\ndelete (all) of [linex v]\ndelete (all) of [liney v]\ndelete (all) of [linex2 v]\ndelete (all) of [liney2 v]\ndelete (all) of [size v]\ndelete (all) of [color v]\ndelete (all) of [characters v]\ndelete (all) of [text v]\ndelete (all) of [textx v]\ndelete (all) of [texty v]\ndelete (all) of [textsize v]\ndelete (all) of [textcolor v]\ndelete (all) of [textpensize v]\nList\nset [characters v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 .-_!]\nset [scrollx v] to [0]\nset [scrolly v] to [-50]\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nerase all\nhide\nset [ghost v] effect to (0)\npen up\nAdd Text at (50) (100) with size (10) pen size (3) TEXT: [use arrow keys to move] color [red]\nAdd Text at (450) (-175) with size (10) pen size (3) TEXT: [you can wall jump] color [green]\nAdd Text at (1150) (60) with size (14) pen size (3.5) TEXT: [jump!] color [red]\nAdd Text at (1700) (0) with size (10) pen size (3) TEXT: [hop] color [green]\nAdd Text at (1900) (50) with size (10) pen size (3) TEXT: [hop] color [red]\nAdd Text at (2150) (100) with size (10) pen size (3) TEXT: [and hop!] color [red]\nAdd Text at (3400) (200) with size (10) pen size (3) TEXT: [get a running start!] color [green]\nAdd Text at (4400) (200) with size (10) pen size (3) TEXT: [drop] color [red]\nLine (-100) (-25) (50) (-25) (15) [blue]\nLine (50) (25) (200) (0) (15) [blue]\nLine (50) (20) (50) (-25) (15) [blue]\nLine (-100) (-25) (-100) (-50) (15) [blue]\nLine (200) (0) (200) (-250) (15) [blue]\nLine (200) (-250) (350) (-300) (15) [blue]\nLine (350) (-300) (650) (-300) (15) [blue]\nLine (650) (0) (850) (25) (15) [blue]\nLine (650) (0) (650) (-300) (15) [blue]\nLine (850) (25) (1050) (25) (15) [blue]\nLine (1050) (25) (1050) (-200) (15) [blue]\nLine (1250) (25) (1500) (25) (15) [blue]\nLine (1250) (25) (1250) (-200) (15) [blue]\nLine (1500) (25) (1500) (-300) (15) [blue]\nLine (1650) (75) (1750) (75) (15) [blue]\nLine (1650) (75) (1650) (50) (15) [blue]\nLine (1650) (50) (1750) (50) (15) [blue]\nLine (1750) (75) (1750) (50) (15) [blue]\nLine (1850) (125) (1950) (125) (15) [blue]\nLine (1850) (125) (1850) (100) (15) [blue]\nLine (1850) (100) (1950) (100) (15) [blue]\nLine (1950) (125) (1950) (100) (15) [blue]\nLine (2100) (175) (2200) (175) (15) [blue]\nLine (2100) (175) (2100) (150) (15) [blue]\nLine (2100) (150) (2200) (150) (15) [blue]\nLine (2200) (175) (2200) (150) (15) [blue]\nLine (2350) (225) (2350) (200) (15) [blue]\nLine (2350) (225) (2500) (225) (15) [blue]\nLine (2500) (450) (2750) (425) (15) [blue]\nLine (2500) (450) (2500) (225) (15) [blue]\nLine (2750) (425) (2750) (0) (15) [blue]\nLine (2750) (0) (2950) (-25) (15) [blue]\nLine (2950) (25) (3000) (25) (15) [blue]\nLine (2950) (25) (2950) (-25) (15) [blue]\nLine (3000) (25) (3000) (-25) (15) [blue]\nLine (3000) (-25) (3100) (-25) (15) [blue]\nLine (3100) (75) (3150) (75) (15) [blue]\nLine (3100) (75) (3100) (-25) (15) [blue]\nLine (3150) (75) (3150) (-25) (15) [blue]\nLine (3150) (-25) (3250) (-25) (15) [blue]\nLine (3250) (150) (3600) (150) (15) [blue]\nLine (3250) (150) (3250) (-25) (15) [blue]\nLine (3600) (150) (3600) (-300) (15) [blue]\nLine (4000) (150) (4200) (150) (15) [blue]\nLine (4000) (150) (4000) (125) (15) [blue]\nLine (4200) (150) (4200) (125) (15) [blue]\nLine (4000) (125) (4200) (125) (15) [blue]\nLine (4350) (-250) (4350) (-275) (15) [blue]\nLine (4350) (-250) (5000) (-250) (15) [blue]\nLine (5000) (-250) (5000) (-275) (15) [blue]\nLine (4900) (-235) (5000) (-235) (15) [pink]\nLine (4950) (-100) (4950) (-100) (15) [yellow]\n\ndefine Player + Movement\nchange [yv v] by (0.4)\nif <key (right arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange [x v] by ((Xv) * (-0.5))\nset [x v] to ((X) * (0.8))\nset [y v] to ((Y) * (0.8))\nchange [scrollx v] by ((Xv) + ((X) * (-0.06)))\nchange [scrolly v] by ((Yv) + ((Y) * (-0.2)))\nset pen color to (#ee7d16)\nDraw Gloss at (X) (Y) with xr of (7.5) and yr of (7.5) and the gloss height (2)\nDraw Line ((X) - (2.5)) ((Y) + (2.5)) ((X) - (2.5)) (Y) (2) [black]\nDraw Line ((X) + (2.5)) ((Y) + (2.5)) ((X) + (2.5)) (Y) (2) [black]\nif <(ScrollY) > [350]> then\n set [scrollx v] to [0]\n set [scrolly v] to [-50]\n set [xv v] to [0]\nend\nif <(Yv) > [12]> then\n set [yv v] to [12]\nend\n\nset [scrollx v] to [-2900]\n\ndefine Draw All Text\nset [glsscounter v] to [1]\nrepeat (length of [textsize v])\n if <<not <(((item (glssCounter) of [textx v]) + (ScrollX)) - ((0) - ((((length of (item (glssCounter) of [text v])) - (1)) * ((item (glssCounter) of [textsize v]) / (0.65))) / (2)))) < [-240]>> and <not <(((item (glssCounter) of [textx v]) + (ScrollX)) + (() - ((((length of (item (glssCounter) of [text v])) - (1)) * ((item (glssCounter) of [textsize v]) / (0.65))) / (2)))) > [250]>>> then\n if <<not <(((item (glssCounter) of [texty v]) - (item (glssCounter) of [textsize v])) + (ScrollY)) > [190]>> and <not <(((item (glssCounter) of [texty v]) + (item (glssCounter) of [textsize v])) + (ScrollY)) < [-190]>>> then\n (item (glssCounter) of [text v]) ((item (glssCounter) of [textx v]) + (ScrollX)) ((item (glssCounter) of [texty v]) + (ScrollY)) (item (glssCounter) of [textsize v]) (item (glssCounter) of [textcolor v]) (item (glssCounter) of [textpensize v]) (0) cent. (1) hr? (1) shadow \n end\n end\n change [glsscounter v] by (1)\nend\n\nwhen flag clicked\nStartup/Swag\nforever\n go to x: (0) y: (0)\n erase all\n Draw Lines\n Draw All Text\n Player + Movement\nend\n\nwhen I receive [completed v]\nstop [other scripts in sprite v]\n[you won!] (1) (0) (35) [red] (14) (1) cent. (1) hr? (1) shadow \n[you won!] (1) (0) (35) [green] (9) (0) cent. (1) hr? (1) shadow \n[congrats!] (1) (-125) (15) [red] (9) (0) cent. (1) hr? (1) shadow \n[congrats!] (1) (-125) (15) [black] (5) (0) cent. (1) hr? (1) shadow \n[platformer] (1) (125) (20) [green] (12) (0) cent. (1) hr? (1) shadow \n[platformer] (1) (125) (20) [red] (8) (0) cent. (1) hr? (1) shadow \nDraw Line (-225) (75) (225) (75) (5) [red]\n\nwhen [r v] key pressed\nStartup/Swag\n\ndefine None\nadd (x) to [textx v]\nadd (y) to [texty v]\nadd (text) to [text v]\nadd (size) to [textsize v]\nadd (color) to [textcolor v]\nadd (ps) to [textpensize v]\n\nset [color v] effect to (0)\n\n | Please suggest anything in the comments Over 200+ Blocks! was #4(now #9) on trending all and #6(now #5) trending on games!\nNo Ads\nS to Skip R to Reset |
Back and Forth-A Mobile Platformer #games #platformer | @Stage\n\nwhen I receive [hideee v]\nswitch backdrop to (arrière plan2 v)\n\nwhen I receive [clicker game v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (arrière plan2 v)\n\nwhen I receive [menu v]\nswitch backdrop to (arrière plan2 v)\n\nset [ghost v] effect to (10)\n\n@Bonhomme sp art\n\nwhen flag clicked\nset [game v] to [no]\ngo to x: (-150) y: (-1)\nset size to (50) %\nswitch costume to (animation1 v)\nshow\nchange y by (0.5)\nset [xvelocity v] to ((xvelocity) * (0.9))\nchange x by (xvelocity)\nif <touching (p v)?> then\n change y by (1)\n if <touching (p v)?> then\n change y by (1)\n if <touching (p v)?> then\n change y by (1)\n if <touching (p v)?> then\n change y by (1)\n if <touching (p v)?> then\n change y by (1)\n if <touching (p v)?> then\n change y by (1)\n if <touching (p v)?> then\n change y by (-6)\n change x by ((xvelocity) * (-1))\n end\n end\n end\n end\n end\n end\nend\nchange y by (yvelocity)\nif <touching (p v)?> then\n change y by ((yvelocity) * (-1))\n set [yvelocity v] to <<(x position) = [200]> or <(x position) > [200]>>\nend\nchange y by (-0.5)\n\nwhen flag clicked\nswitch costume to (animation1 v)\nrepeat until <(game) = [yes]>\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nset [animation v] to [1]\nswitch costume to (animation1 v)\nrepeat until <(costume [number v]) = [paravoile]>\n repeat until <(animation) = [1]>\n next costume\n change [animation v] by (1)\n end\nend\n\nwhen flag clicked\nrepeat until <(game) = [yes]>\n change x by (10)\nend\n\nwhen flag clicked\nforever\n jump\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n go to x: (-133) y: (-1)\n end\nend\n\ngo to x: (-113) y: (-102)\n\nwhen I receive [clicker game v]\nhide\n\nwhen I receive [menu v]\ngo to x: (-133) y: (9)\nshow\n\nwhen I receive [game p v]\nbroadcast (initiialiser v)\nset [game v] to [yes]\n\nwhen I receive [re v]\nrepeat until <(game) = [no]>\n change x by (10)\nend\n\nwhen I receive [re v]\nswitch costume to (animation1 v)\nrepeat until <(game) = [no]>\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [initiialiser v]\nmove (10) steps\nhide\n\nwhen flag clicked\nforever\n jump\nend\n\ndefine jump\nforever\n\nwhen flag clicked\nforever\n play sound [nepal-rien-dspecial-instrumental \(1\) v] until done\nend\n\nerase all\n\nwhen I receive [hideee v]\nset [game v] to [no]\nshow\n\nwhen I receive [hideee v]\nswitch costume to (animation1 v)\nrepeat until <(game) = [yes]>\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [hideee v]\nrepeat until <(game) = [yes]>\n change x by (10)\nend\n\n@shop\n\nwhen flag clicked\nhide\n\nwhen I receive [clicker game v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (30)\n end\nend\n\nwhen this sprite clicked\nbroadcast (shop v)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [hideee v]\nhide\n\n@Shop\n\nwhen flag clicked\nset [hard mode v] to []\nhide\n\nwhen I receive [shop v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <<[100] < (score)> or <(score) = [100]>> then\n change [score v] by (-100)\n broadcast (map 1 unlocked ! v)\n say [Mad 1 unlocked !] for (2) seconds\n set [hard mode v] to [yes]\nelse\n say [Not enough coins] for (2) seconds\n set [hard mode v] to []\nend\nbroadcast (démontrer v)\n\nwhen I receive [démontrer v]\nhide\n\nset [score v] to [100]\n\nwhen I receive [menu v]\nhide\n\n@SHOP1\n\nwhen flag clicked\nset [3 levels v] to []\nhide\n\nwhen I receive [shop v]\nshow\nforever\n if <touching (mouse-pointer 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 [démontrer v]\nhide\n\nwhen I receive [démontrer v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen this sprite clicked\nif <<<[50] < (score)> or <(score) = [50]>> and <(LOVED__) = [1]>> then\n change [score v] by (-50)\n broadcast (map 1 unlocked ! v)\n say [Mad 1 unlocked !] for (2) seconds\n set [3 levels v] to [yes]\nelse\n if <<(score) < [50]> and <not <(LOVED__) = [1]>>> then\n say [Not enough coins and love that project !] for (3) seconds\n set [3 levels v] to []\n end\n if <(score) < [50]> then\n say [Not enough coins] for (2) seconds\n set [3 levels v] to []\n else\n think [To unlock that, love that project !] for (2) seconds\n set [3 levels v] to []\n end\nend\nbroadcast (démontrer v)\n\n@menu button\n\nwhen flag clicked\nhide\n\nwhen I receive [clicker game v]\nshow\n\nwhen I receive [menu v]\nhide\n\nwhen I start as a clone\n\nwhen this sprite clicked\nbroadcast (menu v)\n\nwhen I receive [hideee v]\nhide\n\n@P\n\nwhen I receive [clicker game v]\nhide\n\nwhen flag clicked\nswitch costume to (affiche v)\ngo to [back v] layer\nshow\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [game p v]\nset [m0v v] to []\ngo to x: (22) y: (-144)\nswitch costume to (level 1 v)\nforever\n if <(level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(level) = [8]> then\n if <(3 levels) = []> then\n broadcast (mssage v)\n else\n if <(level) = [8]> then\n switch costume to (costume3 v)\n end\n if <(level) = [9]> then\n switch costume to (costume3 v)\n end\n end\n if <(hard mode) = []> then\n broadcast (mssage v)\n end\n end\nend\n\nerase all\n\nset [level v] to [6]\n\nwhen flag clicked\nset [level v] to [0]\n\nchange y by (10)\n\nwhen flag clicked\ngo to x: (22) y: (-144)\n\nset [m0v v] to [no]\n\nwhen I receive [hideee v]\nswitch costume to (affiche v)\n\nbroadcast (mssage v)\n\nwhen I receive [hideee v]\nshow\nerase all\n\nforever\n switch costume to (costume3 v)\nend\n\n@menu\n\nforever\n\nthink [Hmm...] for (2) seconds\n\nwhen flag clicked\ngo to x: (0) y: (-3)\nswitch costume to (titre v)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (30)\n end\nend\n\ncreate clone of (_myself_ v)\nswitch costume to (titre v)\n\nset [ghost v] effect to (0)\n\nwhen I receive [clicker game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [game p v]\nforever\n change [ghost v] effect by (10)\nend\n\nwhen I receive [game p v]\nhide\n\nwhen I receive [hideee v]\nshow\n\n@menu 1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-3)\n\nwhen I start as a clone\nshow\nswitch costume to (costume3 v)\ngo to x: (0) y: (-3)\n\nwhen I receive [clicker game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [game p v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hideee v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-3)\n\n@Play button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer 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 [clicker game v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [menu v]\nshow\n\nwhen this sprite clicked\nbroadcast (game p v)\n\nwhen I receive [game p v]\nhide\n\nwhen I receive [hideee v]\nshow\n\n@Clicker game2\n\nwhen I receive [clicker game v]\nshow\nforever\n if <(distance to [mouse-pointer v]) < [75]> then\n change size by (((400) - (size)) / (7))\n else\n change size by (((250) - (size)) / (7))\n end\nend\n\nwhen flag clicked\nset [score v] to [0]\nhide\n\nwhen I receive [clicker game v]\ngo to x: (-123) y: (-60)\nforever\n point in direction (([sin v] of ((timer) * (500)) ) + (90))\nend\n\nwhen this sprite clicked\nchange [score v] by (1)\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nforever\n\nif <(username) = [Paul2448]> then\n set [score v] to [300]\nend\n\nwhen I receive [hideee v]\nhide\n\n@buy\n\nforever\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (5) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (30)\n end\nend\n\nwhen I receive [clicker game v]\nhide\n\nwhen this sprite clicked\nif <mouse down?> then\n broadcast (Clicker game v)\nend\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [game p v]\nforever\n change [ghost v] effect by (10)\nend\n\nwhen I receive [game p v]\nhide\n\nwhen I receive [hideee v]\nshow\n\n@text\n\ndefine Print (text) at X (x) Y (y) Size of (size )\nerase all\nset [place in text v] to [0]\ngo to x: (x) y: (y)\nset size to ((size ) * (100)) %\nrepeat (length of (text))\n change [place in text v] by (1)\n switch costume to (letter (place in text) of (text))\n stamp\n change x by ((17) * (size ))\nend\n\nwhen I receive [clicker game v]\nset [clicker game v] to [yes]\nhide\nrepeat until <(clicker game) = [no]>\n Print (score) at X (50) Y (125) Size of (2)\nend\n\nwhen flag clicked\nerase all\n\nwhen I receive [menu v]\nset [clicker game v] to [no]\nhide\nerase all\n\nwhen I receive [game p v]\nreset timer\nforever\n set [time v] to (timer)\nend\n\n@Bonhomme sp art2\n\nwhen I receive [game p v]\nset [level v] to [01]\ngo to x: (-226) y: (24)\nset size to (50) %\nswitch costume to (-> v)\nshow\nwait until <<key (space v) pressed?> or <mouse down?>>\nbroadcast (start* v)\nset [k v] to [k]\nforever\n change [yvelocity v] by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>>> then\n set [yvelocity v] to [9]\n end\n change y by (0.5)\n set [xvelocity v] to ((xvelocity) * (0.9))\n change x by (xvelocity)\n if <<<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>> or <touching (-> k v)?>> then\n change y by (1)\n if <<<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>> or <touching (-> k v)?>> then\n change y by (1)\n if <<<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>> or <touching (-> k v)?>> then\n change y by (1)\n if <<<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>> or <touching (-> k v)?>> then\n change y by (1)\n if <<<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>> or <touching (-> k v)?>> then\n change y by (1)\n if <<<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>> or <touching (-> k v)?>> then\n change y by (1)\n if <<<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>> or <touching (-> k v)?>> then\n change y by (-6)\n change x by ((xvelocity) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yvelocity v] to [8]\n if <(xvelocity) > [0]> then\n set [xvelocity v] to [-8]\n else\n set [xvelocity v] to [8]\n end\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yvelocity)\n if <<<<touching (p v)?> or <touching color (#097aa8)?>> or <touching (m0v + p v)?>> or <touching (-> k v)?>> then\n change y by ((yvelocity) * (-1))\n set [yvelocity v] to <<(x position) = [200]> or <(x position) > [200]>>\n end\n change y by (-0.5)\n if <(x position) = [240]> then\n broadcast (yas queen v)\n go to x: (-227) y: (8)\n change [level v] by (1)\n erase all\n if <(level) = [2]> then\n go to x: (-87) y: (135)\n end\n end\n if <<<(y position) = [-198]> or <<(y position) = [-204]> or <<(y position) = [-203]> or <<(y position) = [-202]> or <(y position) = [-200]>>>>> and <(level) = [1]>> then\n broadcast (diee v)\n erase all\n go to x: (-83) y: (131)\n end\n if <<<(y position) = [-198]> or <<(y position) = [-161]> or <<(y position) = [-167]> or <<(y position) = [-206]> or <(y position) = [-162]>>>>> and <<(level) = [2]> or <(level) = [3]>>> then\n broadcast (diee v)\n erase all\n go to x: (-83) y: (131)\n end\n if <<<(y position) = [-198]> or <<(y position) = [-161]> or <<(y position) = [-207]> or <<(y position) = [-206]> or <(y position) = [-162]>>>>> and <(level) = [4]>> then\n broadcast (diee v)\n erase all\n go to x: (-83) y: (131)\n end\n if <<<(y position) = [-198]> or <<(y position) = [-161]> or <<(y position) = [-207]> or <<(y position) = [-206]> or <(y position) = [-162]>>>>> and <(level) = [5]>> then\n broadcast (diee v)\n erase all\n go to x: (-220) y: (-36)\n end\n if <<<<(y position) = [-126]> or <<(y position) = [-161]> or <<(y position) = [-207]> or <<(y position) = [-151]> or <(y position) = [-162]>>>>> or <<<(y position) = [-181]> or <(y position) = [-185]>> or <(y position) = [-198]>>> and <(level) = [6]>> then\n broadcast (diee v)\n erase all\n go to x: (-220) y: (-36)\n end\n if <<(x position) = [240]> and <(level) = [2]>> then\n go to x: (-87) y: (135)\n end\n if <touching color (#737373)?> then\n set [xvelocity v] to [20]\n end\n if <touching color (#00c35a)?> then\n set [yvelocity v] to [16]\n end\n if <touching color (#705c7b)?> then\n erase all\n set [xvelocity v] to [-20]\n end\n if <touching color (#8904bc)?> then\n if <(level) = [1]> then\n broadcast (diee v)\n erase all\n go to x: (-226) y: (-8)\n end\n if <<(level) = [2]> or <(level) = [3]>> then\n erase all\n go to x: (-83) y: (131)\n end\n end\nend\n\nwhen flag clicked\nset [k v] to [0]\nhide\n\nwhen I receive [game p v]\nwait (0.5) seconds\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat until <(level) = [2]>\n next costume\n wait (0.05) seconds\nend\nif <(level) = [1]> then\n repeat until <(level) = [2]>\n set [xvelocity v] to [7]\n end\nend\n\nwhen I receive [game p v]\nwait (0.5) seconds\nwait until <<key (space v) pressed?> or <mouse down?>>\nif <(level) = [01]> then\n repeat until <(level) = [2]>\n set [xvelocity v] to [7]\n end\nend\n\nset [level v] to [7]\n\nset [xvelocity v] to [20]\n\nwhen I receive [hideee v]\nhide\n\nwhen I receive [hideee v]\nhide\n\n@pen cursor\n\nwhen I receive [start* v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nset [level v] to [1]\nset pen size to (15)\nforever\n if <<<<mouse down?> and <(k) = [k]>> and <(pen color) = [blue]>> and <<(level) = [1]> or <(level) = [2]>>> then\n set pen color to (#097ba9)\n pen down\n else\n pen up\n end\n if <<(level) = [3]> or <<(level) = [4]> or <<(level) = [5]> or <(level) = [6]>>>> then\n say [You can't use the blue pen at the moment :/] for (2) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [pen color v] to [blue]\nforever\n if <key (1 v) pressed?> then\n set [pen color v] to [blue]\n end\n if <key (2 v) pressed?> then\n set [pen color v] to [grey]\n end\n if <key (3 v) pressed?> then\n set [pen color v] to [green]\n end\n if <key (4 v) pressed?> then\n set [pen color v] to [purple]\n end\n if <key (5 v) pressed?> then\n set [pen color v] to [grey 2]\n end\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(k) = [k]>> and <(pen color) = [grey]>> then\n set pen color to (#737373)\n pen down\n else\n pen up\n end\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(k) = [k]>> and <(pen color) = [green]>> then\n set pen color to (#00c35b)\n pen down\n else\n pen up\n end\nend\n\npen up\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(k) = [k]>> and <(pen color) = [purple]>> then\n set pen color to (#9200c3)\n pen down\n else\n pen up\n end\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(k) = [k]>> and <(pen color) = [grey 2]>> then\n set pen color to (#715c7b)\n pen down\n else\n pen up\n end\nend\n\nset pen color to (#737373)\n\npen down\n\nset pen color to (#9200c3)\n\nset pen color to (#715c7b)\n\nforever\n if <<<mouse down?> and <(k) = [k]>> and <(pen color) = [grey]>> then\n set pen color to (#737373)\n pen down\n else\n pen up\n end\nend\n\n@decors\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [game p v]\ngo to x: (35) y: (33)\nshow\nforever\n if <(level) = [1]> then\n switch costume to (costume8 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\nend\n\nwhen flag clicked\nforever\n go to x: (35) y: (33)\nend\n\nwhen flag clicked\nshow\nswitch costume to (aff v)\n\nwhen I receive [clicker game v]\nhide\n\nwhen I receive [hideee v]\nswitch costume to (aff v)\n\nset [level v] to [7]\n\n@Truc qui brille\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nset size to (pick random (80) to (200)) %\nturn right (pick random (10) to (50)) degrees\nrepeat (25)\n change size by (pick random (-1) to (-10))\nend\ndelete this clone\n\n@notif.\n\nwhen I receive [game p v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [notification v]\nset [ghost v] effect to (0)\nforever\n switch costume to (notifications2 v)\n wait (5) seconds\n repeat (15)\n change [ghost v] effect by (15)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (notifications2 v)\n wait (3) seconds\n repeat (15)\n change [ghost v] effect by (15)\n end\nend\n\n@tn\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nshow\n\nswitch backdrop to (backdrop1 v)\n\n@reglages\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [game p v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (30)\n end\nend\n\nwhen this sprite clicked\nask [Color ? \(Answer = 1, 2,3,4 or 5\)] and wait\nif <(answer) = [1]> then\n set pen color to (#097ba9)\n set [pen color v] to [blue]\nend\nif <(answer) = [2]> then\n set pen color to (#737373)\n set [pen color v] to [grey]\nend\nif <(answer) = [3]> then\n set pen color to (#00c35b)\n set [pen color v] to [green]\nend\nif <(answer) = [4]> then\n set pen color to (#9200c3)\n set [pen color v] to [purple]\nend\nif <(answer) = [5]> then\n set pen color to (#715c7b)\n set [pen color v] to [grey 2]\nend\n\nbroadcast (Notification v)\n\nset [3 levels v] to [0]\n\n@Home\n\nwhen I receive [game p v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (30)\n end\nend\n\nwhen this sprite clicked\nbroadcast (hideee v)\nset [clicker game v] to [no]\nset [level v] to [0]\nrepeat (10)\n erase all\nend\n\nwhen I receive [hideee v]\nhide\n\nwhen I receive [hideee v]\nshow\n\nwhen I receive [mssage v]\ngo to [front v] layer\nshow\n\n@m0v + p\n\ndefine Moving platforms (v)\nshow\nset [m0v v] to [yes]\nrepeat until <(m0v) = [no]>\n repeat ((7) * (v))\n change x by (v)\n end\n repeat ((7) * (v))\n change x by (() - (v))\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-37) y: (-156)\nhide\nforever\n if <(level) = [6]> then\n show\n switch costume to (m0v v)\n set [m0v v] to [yes]\n Moving platforms [4]\n end\n if <(level) = [7]> then\n switch costume to (costume1 v)\n set [m0v v] to [no]\n hide\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@clign\n\ndefine clign (t)\nset [clign v] to [y]\nshow\nrepeat until <(clign) = [n]>\n show\n wait ((t) / (5)) seconds\n hide\n wait ((t) / (3)) seconds\nend\n\n@key\n\nwhen I receive [game p v]\nswitch costume to (k v)\nforever\n if <(level) = [7]> then\n show\n if <touching (bonhomme sp art2 v)?> then\n hide\n set [key v] to [1]\n stop [other scripts in sprite v]\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (124) y: (-30)\nset [key v] to []\nforever\n set size to (100) %\n change [sine v] by (2)\n point in direction ((([sin v] of (sine) ) * (30)) + (90))\n set size to ((([sin v] of ((sine) * (1)) ) * (0.1)) + (size)) %\nend\n\nset [level v] to [7]\n\n@-> k\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<(level) = [7]> and <(key) = []>> then\n show\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(key) = [1]> then\n wait (2) seconds\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hideee v]\nhide\n\n@hp\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(level) = [6]> then\n switch costume to (costume1 v)\n show\n end\n if <(level) = [7]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n go to (m0v + p v)\nend\n\n@grottes\n\n@message\n\nwhen I receive [mssage v]\nif <(3 levels) = []> then\n show\nend\n\nwhen I receive [notification v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [hideee v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [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 | Biomes\n Multiplayer Scrolling Platformer\n \nHow to play\n➡ Use Arrow keys, WASD, or tap to use (Mobile)\n ➡ Watch out for spikes, lava, and saws\n ➡ Press the chat button to open the chat and press space to close it\n \nOther info\n➡ There are four levels\n➡ Collect coins to buy skins and powerups from the shop\n➡ Took roughly 30+ hours to make which was spread over about two weeks |
Minecraft platformer || #all #games | @Stage\n\n@Backdrop\n\nwhen flag clicked\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@Words!\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\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\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n play sound [The Good the Bad and the Ugly Main Theme Ennio Morricone v] until done\n wait (0.5) seconds\n play sound [Zorba El Griego v] until done\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume13]> then\n broadcast (hide v)\n end\nend\n\n@Cool stuff\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@Danger\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@Effects\n\nwhen flag clicked\ngo [forward v] (1) layers\nshow\nforever\n set [ghost v] effect to (60)\n go to x: (30) y: (0)\n glide (7) secs to x: (-500) y: (0)\nend\n\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [now v]\n\n@ur mom\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\n@sand\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (70)) %\nset [ghost v] effect to (15)\ngo to (random position v)\nrepeat (68)\n change y by (-8)\n change x by (pick random (-20) to (1))\n change [ghost v] effect by (2)\n point in direction (-90)\nend\ndelete this clone\n\nwhen flag clicked\nwait (1) seconds\nforever\n create clone of (_myself_ v)\n hide\nend\n\nwhen I receive [hide v]\nhide\nstop [this script v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\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?> or <key (a 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?> or <key (d v) pressed?>>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <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?> 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 (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [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\n quicksand\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\ndefine if touching\nif <touching (danger 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 (speed v)?> then\n set [xv v] to [21]\nend\n\nturn right (5) degrees\n\ndefine quicksand\nif <touching (danger2 v)?> then\n broadcast (Red v)\n repeat (10)\n change y by (-4)\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 (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen flag clicked\nforever\n if <touching (sand v)?> then\n change x by (-2)\n end\nend\n\n@Danger2\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@Skip\n\nwhen I receive [estop v]\nhide\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n | Relaxation 5\n\nget this on trending !!! and follow me!!!!\n\nmobile friendly A W D / → ↑ ←to move\n\nto complete some levels you need to press S / ↓ to crouch.\n\nall levels are possible !\n\npls like and love this took 24 hours...\n\npart one here:\nhttps://scratch.mit.edu/projects/575453820/\npart two:\nhere: https://scratch.mit.edu/projects/585431609/\npart three :\nhttps://scratch.mit.edu/projects/587222917/\npart 4 :\n https://scratch.mit.edu/projects/606713627/\n\nonly advertise if you have liked loved and followed. \n\n\n\nPls follow i am trying to reach 1K followers\n\n\n\n←------- go play the game !!!!!\n\n\n\n\n\ncheck out @Seymoursaurus first one to like and love\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThere is no backstory ....\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHi ,this will be the last relaxation project for the year and maybe next year nov cause i'll be extremely inactive starting from next year and it would mean alot to me if u would like and love this project and follow me. Also thx for scrolling down here. i may make the next one sooner if this project gets 10 000 loves\n |
#Reverse Platformer!!# 「GAMES」 | @Stage\n\nwhen I receive [s v]\nif <<(mode) = [editor]> or <(mode) = [playing]>> then\n if <(theme) = [d]> then\n switch backdrop to (d v)\n end\n if <(theme) = [g]> then\n switch backdrop to (g v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(mode) = [editor]> or <(mode) = [playing]>> then\n if <(theme) = [d]> then\n switch backdrop to (d v)\n end\n if <(theme) = [g]> then\n switch backdrop to (g v)\n end\n end\nend\n\nwhen flag clicked\nset [theme v] to [g]\nset [input v] to []\n\nwhen flag clicked\nwait (0.5) seconds\nset volume to (100) %\nforever\n play sound [Happy Fun Candy Time v] until done\n wait (1) seconds\n play sound [561695_Happy v] until done\n wait (1) seconds\nend\n\nwhen I receive [hide v]\nset volume to (20) %\nwait (2.5) seconds\nset volume to (100) %\n\nwhen I receive [hide v]\nerase all\nset [mode v] to [loading]\n\n@Hitbox\n\ndefine Physics\ngo to [back v] layer\nif <([abs v] of (sx) ) < [8]> then\n if then\n change [sx v] by (2.1)\n else\n if then\n change [sx v] by (-2.1)\n end\n end\nend\nif <(sy) < [-9]> then\n set [sy v] to [-9]\nend\nif then\n if <not <[collision v] contains [4]?>> then\n if <(in air) < [4]> then\n set [sy v] to [8]\n end\n end\nend\nif <[collision v] contains [4]?> then\n if <key (up arrow v) pressed?> then\n set [sy v] to [3]\n else\n change [sy v] by (-1)\n end\nelse\n change [sy v] by (-1)\nend\nset [sx v] to ((sx) * (0.7))\ny (sy)\nx (sx)\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (3)))\nset [scroll x v] to (round (SCROLL X))\nif <(SCROLL Y) < [-100]> then\n set [scroll y v] to [-100]\nend\ngoto\nset [die v] to [0]\nif <<<[collision v] contains [2]?> or <[collision v] contains [5]?>> or <[collision v] contains [12]?>> then\n set [die v] to [1]\nend\nif <[collision v] contains [3]?> then\n set [sy v] to [14]\n set [bb v] to [100]\nend\nif <(y) < [-300]> then\n set [die v] to [1]\nend\nif <[collision v] contains [10]?> then\n change [x v] by (sx)\n change [y v] by (sy)\n set [paused v] to [1]\n set [die v] to [0]\n broadcast (win v)\nend\nTtest\nif <[collision v] contains [9]?> then\n set [checkpoint v] to (item # of [9] in [collision v])\n start sound [Collect v]\nend\nsay []\nif <[collision v] contains [8]?> then\n create clone of (_myself_ v)\nend\n\ndefine y (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\ngoto\nrepeat until <not <<<[collision v] contains [21]?> or <[collision v] contains [11]?>> or <[collision v] contains [1]?>>>\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 goto\n set [sy v] to [0]\nend\n\ndefine x (sx)\nchange [x v] by (sx)\ngoto\nif <<<[collision v] contains [21]?> or <[collision v] contains [11]?>> or <[collision v] contains [1]?>> then\n repeat (10)\n change [y v] by (1)\n goto\n if <not <<<[collision v] contains [21]?> or <[collision v] contains [11]?>> or <[collision v] contains [1]?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n repeat until <not <<<[collision v] contains [21]?> or <[collision v] contains [11]?>> or <[collision v] contains [1]?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n goto\n set [sx v] to [0]\n end\n set [x v] to (x)\n if <(walljump) = [1]> then\n if then\n if <([abs v] of (sx) ) = (sx)> then\n set [sx v] to [-10]\n else\n set [sx v] to [10]\n end\n set [sy v] to [10]\n end\n end\nend\n\ndefine goto\nset [ghost v] effect to (0)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nTtest\n\ndefine Die\nstart sound [crashed oof v]\nset [paused v] to [1]\nif <(y position) < [-100]> then\n set [sy v] to [0]\nelse\n set [sy v] to [10]\nend\nset [sx v] to [-3]\nrepeat (25)\n change [ghost v] effect by (5)\n turn right (5) degrees\n change x by (sx)\n change y by (sy)\n change [sy v] by (-1.3)\nend\npoint in direction (90)\nset [paused v] to [0]\nset [fps v] to [31]\n\nshow\nwait (0.1) seconds\nhide\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n change [cooldown v] by (-2.7)\n if <(mode) = [playing]> then\n change [last v] by (-1)\n if <(pick random (1) to (60)) = [1]> then\n if <(last) < [0]> then\n set [last v] to [5]\n switch costume to (7 v)\n repeat (5)\n next costume\n end\n repeat (1)\n switch costume to (10 v)\n end\n repeat (1)\n switch costume to (8 v)\n end\n repeat (1)\n switch costume to (11 v)\n end\n repeat (1)\n switch costume to (7 v)\n end\n end\n else\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (5 v)\n else\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (6 v)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> then\n switch costume to (2 v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n switch costume to (3 v)\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (4 v)\n else\n switch costume to (1 v)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import level\nset [checkpoint v] to [0]\nset [shrinked? v] to [0]\ndelete all of [mode v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [sign v]\nadd platfom [0] [-100] [1]\nadd platfom [0] [-75] [9]\nif <not <(input) = []>> then\n Encode save codes [1]\nelse\n set [walljump v] to [0]\nend\n@CSCHECK\n\nwhen I receive [edit v]\nset [pos_in_histr v] to [0]\ndelete all of [history v]\nset [mode v] to [editor]\nImport level\nset [ghost v] effect to (100)\nset [change v] to [0]\nset [paused v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [blockselected v] to [1]\nset [. v] to [0]\nHistr\nforever\n change [direction of the saw v] by (1)\n set size to (50) %\n if <(mode) = [editor]> then\n set [checkpoint v] to [0]\n if <<(blockselected) = [8]> or <(blockselected) = [1000]>> then\n broadcast (update v) and wait\n else\n broadcast (update v)\n end\n if <(e?true) > [0]> then\n if <key (e v) pressed?> then\n ask [Please enter the text you want to have on the sign ] and wait\n if <not <(answer) = []>> then\n replace item (e?true) of [sign v] with (answer)\n set [change v] to [1]\n end\n end\n end\n hide\n set [sx v] to [0]\n set [sy v] to [0]\n set [x v] to [0]\n set [y v] to [-75]\n set [paused v] to [0]\n if <(.) = [1]> then\n Histr\n set [. v] to [0]\n end\n if <(change) = [1]> then\n set [change v] to [0]\n set [. v] to [1]\n end\n else\n show\n if <(die) = [0]> then\n if <(paused) = [0]> then\n broadcast (update v)\n set [die v] to [0]\n Physics\n set x to (round (x position))\n else\n start sound [win v]\n repeat until <not <(mode) = [playing]>>\n change x by (((x position) - ((item (item # of [10] in [mode v]) of [x v]) - (SCROLL X))) / (-5))\n change y by (((y position) - (((item (item # of [10] in [mode v]) of [y v]) - (3)) - (SCROLL Y))) / (-5))\n go to [back v] layer\n end\n end\n else\n Die\n set [die v] to [0]\n set [sy v] to [0]\n set [sx v] to [0]\n if <(checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [-75]\n set [scroll y v] to [0]\n set [scroll x v] to [0]\n else\n set [x v] to (item (checkpoint) of [x v])\n set [y v] to ((item (checkpoint) of [y v]) + (0))\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\n end\nend\n\ndefine Editormovemnet\nif <key (right arrow v) pressed?> then\n change [scroll x v] by (6.25)\nend\nif <key (left arrow v) pressed?> then\n change [scroll x v] by (-6.25)\nend\nif <key (down arrow v) pressed?> then\n if <(SCROLL Y) > [-100]> then\n change [scroll y v] by (-6.25)\n end\nend\nif <key (up arrow v) pressed?> then\n change [scroll y v] by (6.25)\nend\nif <key (1 v) pressed?> then\n set [blockselected v] to [1]\nend\nif <key (2 v) pressed?> then\n set [blockselected v] to [2]\nend\nif <key (3 v) pressed?> then\n set [blockselected v] to [3]\nend\nif <key (4 v) pressed?> then\n set [blockselected v] to [4]\nend\nif <key (5 v) pressed?> then\n set [blockselected v] to [5]\nend\nif <key (6 v) pressed?> then\n set [blockselected v] to [8]\nend\nif <key (7 v) pressed?> then\n set [blockselected v] to [9]\nend\nif <key (8 v) pressed?> then\n set [blockselected v] to [10]\nend\nif <key (m v) pressed?> then\n set [scroll y v] to [0]\n set [scroll x v] to [0]\nend\n\nwhen I receive [loadcode v]\nImport level\nHistr\n\ndefine Encode save codes (mode)\nif <(mode) = [1]> then\n set [status v] to [0]\n set [zeile v] to [1]\n set [zwische v] to []\n delete all of [ouoot v]\n add [] to [ouoot v]\n if <not <(input) = []>> then\n if <not <[history v] contains (input)?>> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n repeat (length of (input))\n change [status v] by (1)\n if <not <<(letter (status) of (input)) = [ß]> or <(letter (status) of (input)) = [}]>>> then\n set [zwische v] to (join (zwische) (letter (status) of (input)))\n else\n if <not < (zwische) contains [\(]?>> then\n replace item (length of [ouoot v]) of [ouoot v] with (join (item (length of [ouoot v]) of [ouoot v]) (item (zwische) of [characterst v]))\n else\n replace item (length of [ouoot v]) of [ouoot v] with (join (item (length of [ouoot v]) of [ouoot v]) (zwische))\n end\n set [zwische v] to []\n if <(letter (status) of (input)) = [}]> then\n add [] to [ouoot v]\n end\n end\n end\n end\n set [status v] to [0]\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add ((item (status) of [ouoot v]) * (25)) to [x v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add ((item (status) of [ouoot v]) * (25)) to [y v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add (item (status) of [ouoot v]) to [mode v]\n end\n repeat (((length of [ouoot v]) - (2)) / (4))\n change [status v] by (1)\n add (item (status) of [ouoot v]) to [sign v]\n end\n delete (length of [ouoot v]) of [ouoot v]\n if <<(item (length of [ouoot v]) of [ouoot v]) = [d]> or <(item (length of [ouoot v]) of [ouoot v]) = [g]>> then\n set [theme v] to (item (length of [ouoot v]) of [ouoot v])\n delete (length of [ouoot v]) of [ouoot v]\n if <(item (length of [ouoot v]) of [ouoot v]) = [yes]> then\n set [walljump v] to [1]\n else\n set [walljump v] to [0]\n end\n delete (length of [ouoot v]) of [ouoot v]\n else\n broadcast (error v)\n set [input v] to []\n Import level\n end\nend\n\nstart sound [Collect v]\n\ndefine Ttest\ndelete all of [collision v]\nset [i v] to [0]\nrepeat (length of [mode v])\n add [0] to [collision v]\n change [i v] by (1)\n if <((item (i) of [x v]) - ((22) + ((1) / (2)))) < (x)> then\n if <not <((item (i) of [x v]) - ((-20) + ((1) / (2)))) < (x)>> then\n if <((item (i) of [y v]) - ((22) + ((1) / (2)))) < (y)> then\n if <not <((item (i) of [y v]) - ((-22) + ((1) / (2)))) < (y)>> then\n replace item (i) of [collision v] with ([floor v] of (item (i) of [mode v]) )\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\nset [input v] to []\nImport level\n\nset [error v] to [8hhhhhhhh]\n\nwhen I start as a clone\nset size to (80) %\nswitch costume to (sign v)\nshow\nset [ghost v] effect to (100)\ngo to x: ((item (item # of [8] in [collision v]) of [x v]) - (SCROLL X)) y: ((item (item # of [8] in [collision v]) of [y v]) - (SCROLL Y))\nsay (item (item # of [8] in [collision v]) of [sign v])\n\nwhen I receive [update v]\ndelete this clone\n\nwhen I receive [edit v]\nforever\n if <(mode) = [editor]> then\n Editormovemnet\n end\nend\n\nwhen flag clicked\n\nwhen I receive [p v]\nif <[1] < (pos_in_histr)> then\n change [pos_in_histr v] by (-1)\n set [input v] to (item (pos_in_histr) of [history v])\n Import level\nend\n\nwhen I receive [n v]\nif <(pos_in_histr) < (length of [history v])> then\n change [pos_in_histr v] by (1)\n set [input v] to (item (pos_in_histr) of [history v])\n Import level\nend\n\nstart sound [crashed oof v]\n\nwhen flag clicked\nhide\n\ndefine @CSCHECK\ndelete all of [cs v]\nset [i v] to [0]\nrepeat (length of [mode v])\n change [i v] by (1)\n add [0] to [cs v]\n set [e v] to [0]\n repeat (length of [mode v])\n change [e v] by (1)\n if <(item (e) of [y v]) = ((item (i) of [y v]) + (25))> then\n if <(item (e) of [x v]) = (item (i) of [x v])> then\n replace item (length of [cs v]) of [cs v] with [1]\n end\n end\n end\nend\n\ndefine remove platform (x) (y)\nset [o v] to [2]\nrepeat until <<<(item (o) of [x v]) = (x)> and <(item (o) of [y v]) = (y)>> or <(o) > (length of [mode v])>>\n change [o v] by (1)\nend\nif <<(item (o) of [x v]) = (x)> and <(item (o) of [y v]) = (y)>> then\n delete (o) of [x v]\n delete (o) of [y v]\n delete (o) of [mode v]\n delete (o) of [sign v]\nend\n@CSCHECK\n\ndefine add platfom (xpos) (ypos) (id)\nset [o v] to [1]\nrepeat until <<<(item (o) of [x v]) = (xpos)> and <(item (o) of [y v]) = (ypos)>> or <(o) > (length of [mode v])>>\n change [o v] by (1)\nend\nif <(o) > (length of [mode v])> then\n add (xpos) to [x v]\n add (ypos) to [y v]\n add (id) to [mode v]\n add [0] to [sign v]\nend\n@CSCHECK\n\ndefine Histr\nbroadcast (getdta v) and wait\nchange [pos_in_histr v] by (1)\ninsert (output) at (pos_in_histr) of [history v] \n\n@ParticlesWin\n\nwhen I start as a clone\nshow\neff (pick random (-10) to (10))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (20)\nforever\n go to [front v] layer\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (80) %\ngo to x: (0) y: (-180)\nhide\n\nwhen I receive [win v]\nset [y v] to [30]\nswitch costume to (costume1 v)\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat (10)\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\ngo to x: (pick random (-200) to (200)) y: (-180)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Blocks\n\nwhen flag clicked\nhide\n\ndefine Stamp (theme)\nset size to (102) %\nsay []\nhide\nset [i v] to [0]\nset [zähler v] to [0]\nset [z2 v] to [0]\nrepeat (length of [mode v])\n clear graphic effects\n change [i v] by (1)\n if <not <<(item (i) of [mode v]) = [1]> or <<(item (i) of [mode v]) = [11]> or <(item (i) of [mode v]) = [21]>>>> then\n if <<([abs v] of ((item (i) of [x v]) - (SCROLL X)) ) < [240]> and <([abs v] of ((item (i) of [y v]) - (SCROLL Y)) ) < [160]>> then\n change [zähler v] by (1)\n change [z2 v] by (0)\n go to x: ((item (i) of [x v]) - (SCROLL X)) y: ((item (i) of [y v]) - (SCROLL Y))\n if <(item (i) of [mode v]) = [4]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (water.ani1 v)\n else\n switch costume to (water.ani2 v)\n end\n if <(theme) = [d]> then\n if <(theme) = [g]> then\n clear graphic effects\n end\n else\n if <(item (i) of [mode v]) = [2]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (lava ani 1 v)\n else\n switch costume to (lava ani 2 v)\n end\n else\n switch costume to (round (item (i) of [mode v]))\n end\n end\n Cc (theme)\n if <<(item (i) of [x v]) = [0]> and <(item (i) of [y v]) = [-100]>> then\n switch costume to (begin v)\n set [brightness v] effect to (10)\n end\n if <(item (i) of [mode v]) = [2]> then\n if <(item (i) of [mode v]) = [12]> then\n point in direction (90)\n if <(item (i) of [mode v]) = [5]> then\n point in direction (direction of the saw)\n end\n if <(item (i) of [mode v]) = [9]> then\n if <(checkpoint) = (i)> then\n set [brightness v] effect to (30)\n end\n end\n stamp\n end\n end\nend\nset [i v] to [1]\nrepeat ((length of [mode v]) - (1))\n point in direction (90)\n change [i v] by (1)\n if <<(item (i) of [mode v]) = [1]> or <<(item (i) of [mode v]) = [11]> or <(item (i) of [mode v]) = [21]>>> then\n if <<([abs v] of ((item (i) of [x v]) - (SCROLL X)) ) < [240]> and <([abs v] of ((item (i) of [y v]) - (SCROLL Y)) ) < [160]>> then\n change [zähler v] by (1)\n go to x: ((item (i) of [x v]) - (SCROLL X)) y: ((item (i) of [y v]) - (SCROLL Y))\n clear graphic effects\n if <(theme) = [d]> then\n switch costume to (22 v)\n end\n if <(theme) = [g]> then\n switch costume to (item (i) of [mode v])\n end\n Cc (theme)\n point in direction (90)\n if <<(item (i) of [x v]) = [0]> and <(item (i) of [y v]) = [-100]>> then\n switch costume to (begin v)\n set [brightness v] effect to (10)\n end\n stamp\n end\n end\nend\ngo to x: ((item (1) of [x v]) - (SCROLL X)) y: ((item (1) of [y v]) - (SCROLL Y))\nswitch costume to (begin v)\nclear graphic effects\nstamp\nif <(mode) = [editor]> then\n if <(blockselected) < [1000]> then\n go to (mouse-pointer v)\n show\n if <not <touching (shrinked v)?>> then\n if <((mouse y) mod (25)) > ((12.5) - ((SCROLL Y) mod (25)))> then\n set y to (((([floor v] of (((mouse y) + (25)) / (25)) ) * (25)) + (0)) - ((SCROLL Y) mod (25)))\n else\n set y to (((([floor v] of ((mouse y) / (25)) ) * (25)) + (0)) - ((SCROLL Y) mod (25)))\n end\n if <((mouse x) mod (25)) > ((12.5) - ((SCROLL X) mod (25)))> then\n set x to (((([floor v] of (((mouse x) + (25)) / (25)) ) * (25)) + (0)) - ((SCROLL X) mod (25)))\n else\n set x to (((([floor v] of ((mouse x) / (25)) ) * (25)) + (0)) - ((SCROLL X) mod (25)))\n end\n if <not <<(blockselected) = [10]> and <[mode v] contains [10]?>>> then\n set [a v] to [1]\n repeat until <<<(item (a) of [x v]) = ((SCROLL X) + (x position))> and <(item (a) of [y v]) = ((y position) + (SCROLL Y))>> or <(a) > (length of [mode v])>>\n change [a v] by (1)\n end\n show\n clear graphic effects\n set [ghost v] effect to (70)\n if <(blockselected) = [1]> then\n switch costume to (1w v)\n else\n if <(blockselected) = [4]> then\n switch costume to (4w v)\n else\n if <(blockselected) = [2]> then\n switch costume to (12 v)\n else\n switch costume to (blockselected)\n end\n end\n end\n else\n set [blockselected v] to [1]\n end\n if <not <<(item (a) of [x v]) = ((SCROLL X) + (x position))> and <(item (a) of [y v]) = ((y position) + (SCROLL Y))>>> then\n if <not <<((SCROLL X) + (x position)) = [0]> and <<((y position) + (SCROLL Y)) = [-75]> or <<((y position) + (SCROLL Y)) = [-50]> or <<((y position) + (SCROLL Y)) = [-25]> or <((y position) + (SCROLL Y)) = [0]>>>>>> then\n point in direction (90)\n if <(blockselected) = [5]> then\n point in direction (direction of the saw)\n end\n if <mouse down?> then\n if <not <touching (shrinked v)?>> then\n if <(blockselected) = [8]> then\n delete all of [zw.data v]\n add ((SCROLL X) + (x position)) to [zw.data v]\n add ((y position) + (SCROLL Y)) to [zw.data v]\n set [ghost v] effect to (0)\n stamp\n hide\n ask [Enter the text you want to have on the sign \(nothing inappropiate or mean please\)] and wait\n set [say v] to (answer)\n add platfom (item (1) of [zw.data v]) (item (2) of [zw.data v]) [8]\n show\n else\n if <(blockselected) = [1]> then\n if <(pick random (1) to (3)) = [1]> then\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) ((blockselected) + (10))\n else\n if <(pick random (1) to (2)) = [1]> then\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) ((blockselected) + (20))\n else\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) (blockselected)\n end\n end\n else\n add platfom ((SCROLL X) + (x position)) ((y position) + (SCROLL Y)) (blockselected)\n end\n end\n end\n end\n if <not <touching (shrinked v)?>> then\n stamp\n end\n else\n set [ghost v] effect to (100)\n end\n else\n hide\n end\n end\n else\n go to (mouse-pointer v)\n show\n if <not <touching (shrinked v)?>> then\n switch costume to (rubber v)\n if <mouse down?> then\n if <not <touching (shrinked v)?>> then\n set [ghost v] effect to (20)\n set [rtr v] to [0]\n repeat (length of [mode v])\n change [rtr v] by (1)\n if <<[-10] < ((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v])))> and <((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v]))) < [10]>> then\n if <<[-10] < ((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v])))> and <((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v]))) < [10]>> then\n remove platform (item (rtr) of [x v]) (item (rtr) of [y v])\n end\n end\n end\n end\n else\n set [ghost v] effect to (60)\n end\n show\n stamp\n end\n end\nend\nhide\nif <(mode) = [editor]> then\n if <[mode v] contains [8]?> then\n show\n switch costume to (sign v)\n go to (mouse-pointer v)\n set [rtr v] to [0]\n set [e?true v] to [0]\n repeat (length of [mode v])\n change [rtr v] by (1)\n if <(item (rtr) of [mode v]) = [8]> then\n if <<[-10] < ((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v])))> and <((mouse x) - (((SCROLL X) * (-1)) + (item (rtr) of [x v]))) < [10]>> then\n if <<[-10] < ((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v])))> and <((mouse y) - (((SCROLL Y) * (-1)) + (item (rtr) of [y v]))) < [10]>> then\n set [e?true v] to (rtr)\n set size to (80) %\n go to x: ((item (rtr) of [x v]) - (SCROLL X)) y: ((item (rtr) of [y v]) - (SCROLL Y))\n say (join (item (rtr) of [sign v]) [ \[press e to edit\]])\n stop [this script v]\n end\n end\n end\n end\n end\n show\n set [ghost v] effect to (100)\nend\nchange [f v] by (1)\n\nif <(item (i) of [mode v]) = [3]> then\n set [brightness v] effect to (0)\nend\n\nwhen I receive [update v]\nerase all\nStamp (theme)\n\ndefine Cc (theme)\nif <(item (i) of [cs v]) = [1]> then\n if <(item (i) of [mode v]) = [1]> then\n switch costume to (1w v)\n end\n if <(item (i) of [mode v]) = [3]> then\n switch costume to (3w v)\n end\n if <(item (i) of [mode v]) = [11]> then\n switch costume to (11w v)\n end\n if <(item (i) of [mode v]) = [21]> then\n switch costume to (21w v)\n end\n if <(item (i) of [mode v]) = [12]> then\n switch costume to (2w v)\n end\n if <(item (i) of [mode v]) = [4]> then\n switch costume to (4w v)\n end\n if <(item (i) of [mode v]) = [2]> then\n switch costume to (2w v)\n end\nend\n\ndefine @CSCHECK improved (element)\nset [e v] to [0]\nrepeat (length of [mode v])\n change [e v] by (1)\n if <(item (e) of [y v]) = ((item (element) of [y v]) + (25))> then\n if <(item (e) of [x v]) = (item (element) of [x v])> then\n replace item (element) of [cs v] with [1]\n end\n end\nend\nset [e v] to [0]\nrepeat (length of [mode v])\n change [e v] by (1)\n if <(item (e) of [y v]) = ((item (element) of [y v]) + (-25))> then\n if <(item (e) of [x v]) = (item (element) of [x v])> then\n replace item (e) of [cs v] with [1]\n end\n end\nend\n\n@CSCHECK improved [11]\n\nwhen flag clicked\nforever\n set [f v] to [0]\n wait (1) seconds\n set [fps v] to (f)\nend\n\nset [shrinked? v] to [0]\n\ndefine add platfom (xpos) (ypos) (id)\nif <not <(say) = []>> then\n set [o v] to [1]\n repeat until <<<(item (o) of [x v]) = (xpos)> and <(item (o) of [y v]) = (ypos)>> or <(o) > (length of [mode v])>>\n change [o v] by (1)\n end\n add (xpos) to [x v]\n add (ypos) to [y v]\n add (id) to [mode v]\n add (say) to [sign v]\n add [0] to [cs v]\n @CSCHECK improved (length of [x v])\n set [change v] to [1]\nend\nset [say v] to [0]\n\ndefine remove platform (x) (y)\nset [o v] to [3]\nrepeat until <<<(item (o) of [x v]) = (x)> and <(item (o) of [y v]) = (y)>> or <(o) > (length of [mode v])>>\n change [o v] by (1)\nend\nif <<(item (o) of [x v]) = (x)> and <(item (o) of [y v]) = (y)>> then\n delete (o) of [x v]\n delete (o) of [y v]\n delete (o) of [sign v]\n delete (o) of [mode v]\n delete (o) of [cs v]\n set [change v] to [1]\nend\n@CSCHECK\n\ndefine @CSCHECK\ndelete all of [cs v]\nset [i v] to [0]\nrepeat (length of [mode v])\n change [i v] by (1)\n add [0] to [cs v]\n set [e v] to [0]\n repeat (length of [mode v])\n change [e v] by (1)\n if <(item (e) of [y v]) = ((item (i) of [y v]) + (25))> then\n if <(item (e) of [x v]) = (item (i) of [x v])> then\n replace item (length of [cs v]) of [cs v] with [1]\n end\n end\n end\nend\n\ndefine Histr\nbroadcast (getdta v) and wait\nchange [pos_in_histr v] by (1)\ninsert (output) at (pos_in_histr) of [history v] \n\n@Shrinked\n\nwhen I start as a clone\nforever\n repeat (10)\n change x by (((x position) - (90)) / (-3))\n change [ghost v] effect by (10)\n end\n hide\n wait until <<(load) = [1]> and <(mode) = [editor]>>\n set [ghost v] effect to (100)\n go to x: (30) y: (0)\n switch costume to (costume2 v)\n show\n go to [back v] layer\n go [forward v] (30) layers\n repeat (10)\n change [ghost v] effect by (-100)\n go to [back v] layer\n go [forward v] (10) layers\n xb\n end\n repeat until <<not <(load) = [1]>> or <not <(mode) = [editor]>>>\n go to [back v] layer\n go [forward v] (1) layers\n xb\n end\nend\n\nchange [ghost v] effect by (-10)\n\ndefine xb\nset [velocity.1 v] to (((velocity.1) * (0.6)) + (((x position) - (0)) * (-0.3)))\nchange x by ([floor v] of (velocity.1) )\n\nwhen flag clicked\nswitch costume to (normal v)\nforever\n hide\n wait until <<(mode) = [playing]> or <(mode) = [editor]>>\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n show\n repeat until <not <<(mode) = [playing]> or <(mode) = [editor]>>>\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (shrinked v)\n if <(shrinked?) = [0]> then\n switch costume to (normal v)\n end\n end\nend\n\n@Blockl"\n\nwhen flag clicked\nClone\n\ndefine Clone\nset size to (90) %\nshow\nset [this var. is dedicated to griffpatch v] to [0]\ngo to x: (-245) y: (-167)\nrepeat (5)\n change x by (30)\n change [this var. is dedicated to griffpatch v] by (1)\n create clone of (_myself_ v)\nend\nchange [this var. is dedicated to griffpatch v] by (2)\nrepeat (3)\n change x by (30)\n change [this var. is dedicated to griffpatch v] by (1)\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nforever\n hide\n wait until <(mode) = [editor]>\n set [ghost v] effect to (100)\n show\n if <<(mode) = [editor]> and <not <<[mode v] contains [10]?> and <(This var. is dedicated to griffpatch) = [10]>>>> then\n set y to (-197)\n repeat (10)\n switch costume to (This var. is dedicated to griffpatch)\n if <(This var. is dedicated to griffpatch) = [4]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (This var. is dedicated to griffpatch)\n else\n switch costume to (water-ani-2 v)\n end\n else\n if <(This var. is dedicated to griffpatch) = [2]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (kostüm2 v)\n else\n switch costume to (kostüm3 v)\n end\n end\n change [ghost v] effect by (-1.5)\n if <(This var. is dedicated to griffpatch) = [5]> then\n point in direction (direction of the saw)\n end\n end\n change [ghost v] effect by (-1.5)\n change y by (((y position) - (-167)) / (-2))\n if <(This var. is dedicated to griffpatch) = [5]> then\n point in direction (direction of the saw)\n end\n end\n end\n repeat until <not <(mode) = [editor]>>\n think []\n show\n point in direction (90)\n switch costume to (This var. is dedicated to griffpatch)\n if <(This var. is dedicated to griffpatch) = [4]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (This var. is dedicated to griffpatch)\n else\n switch costume to (water-ani-2 v)\n end\n end\n if <(This var. is dedicated to griffpatch) = [2]> then\n if <((round ((timer) / (0.2))) / (2)) = ([floor v] of ((round ((timer) / (0.2))) / (2)) )> then\n switch costume to (kostüm2 v)\n else\n switch costume to (kostüm3 v)\n end\n end\n set [ghost v] effect to (70)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (58)\n end\n if <(This var. is dedicated to griffpatch) = (blockselected)> then\n set [ghost v] effect to (10)\n end\n if <(This var. is dedicated to griffpatch) = [5]> then\n point in direction (direction of the saw)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n set [blockselected v] to (This var. is dedicated to griffpatch)\n end\n if <(This var. is dedicated to griffpatch) = [10]> then\n if <[mode v] contains [10]?> then\n hide\n end\n end\n end\nend\n\nif <(This var. is dedicated to griffpatch) = [1]> then\n think [ground]\nend\nif <(This var. is dedicated to griffpatch) = [2]> then\n think [spike]\nend\nif <(This var. is dedicated to griffpatch) = [3]> then\n think [spring]\nend\nif <(This var. is dedicated to griffpatch) = [4]> then\n think [water]\nend\nif <(This var. is dedicated to griffpatch) = [5]> then\n think [saw]\nend\nif <(This var. is dedicated to griffpatch) = [8]> then\n think [sign]\nend\nif <(This var. is dedicated to griffpatch) = [9]> then\n think [checkpoint]\nend\nif <(This var. is dedicated to griffpatch) = [10]> then\n think [end flag]\nend\n\n@x\n\nwait (1) seconds\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [yc v] to [6]\ncreate clone of (_myself_ v)\nrepeat (14)\n change [yc v] by (1)\n set [x v] to ((x) + (((yc) - (6)) * (9)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(yc) > [5]> then\n switch costume to (0 v)\n forever\n if <<(mode) = [editor]> and <(load) = [1]>> then\n show\n set [brightness v] effect to (20)\n set [ghost v] effect to (35)\n show\n switch costume to (0 v)\n switch costume to (letter ((yc) - ((15) + ((0) - (length of (join [y ] (round (SCROLL Y))))))) of (join [y ] (round (SCROLL Y))))\n go to x: ((x) - (-7)) y: (y)\n set size to (30) %\n go to [front v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nnew counter @ [140] [-124]\n\n@y\n\nwait (1) seconds\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [yc v] to [6]\ncreate clone of (_myself_ v)\nrepeat (14)\n change [yc v] by (1)\n set [x v] to ((x) + (((yc) - (6)) * (9)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(yc) > [5]> then\n switch costume to (0 v)\n forever\n if <<(mode) = [editor]> and <(load) = [1]>> then\n show\n set [brightness v] effect to (20)\n set [ghost v] effect to (35)\n show\n switch costume to (0 v)\n switch costume to (letter ((yc) - ((15) + ((0) - (length of (join [x ] (round (SCROLL X))))))) of (join [x ] (round (SCROLL X))))\n go to x: ((x) - (-7)) y: (y)\n set size to (30) %\n go to [front v] layer\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nnew counter @ [140] [-100]\n\n@walljump?\n\ndefine Off\nswitch costume to (costume1 v)\nrepeat (5)\n next costume\nend\n\ndefine On\nswitch costume to (costume3 v)\nrepeat (1)\n switch costume to (costume7 v)\nend\nrepeat (1)\n switch costume to (costume6 v)\nend\nrepeat (1)\n switch costume to (costume5 v)\nend\nrepeat (1)\n switch costume to (costume4 v)\nend\nrepeat (1)\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n hide\n wait until <(mode) = [editor]>\n wait (0) seconds\n set [ghost v] effect to (100)\n if <(walljump) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n go to x: (194) y: (-194)\n show\n go to [front v] layer\n if <(mode) = [editor]> then\n repeat (10)\n change [ghost v] effect by (-9)\n change y by (((y position) - (-164)) / (-2))\n end\n end\n repeat until <not <(mode) = [editor]>>\n if <(walljump) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <(answer) = (s)> then\n if <(walljump) = [0]> then\n set [walljump v] to [1]\n Off\n else\n set [walljump v] to [0]\n On\n end\n set [change v] to [1]\n wait (0.3) seconds\n end\n end\n set [s v] to (answer)\n end\nend\n\n@buttons+export\n\nwhen flag clicked\nhide\nforever\n set [vel2 v] to [0]\n point in direction (90)\n set [load v] to [0]\n wait until <(mode) = [editor]>\n set volume to (100) %\n set [clone-id v] to [1]\n create clone of (_myself_ v)\n point in direction (90)\n set [clone-id v] to [2]\n create clone of (_myself_ v)\n set [clone-id v] to [3]\n create clone of (_myself_ v)\n set [clone-id v] to [4]\n create clone of (_myself_ v)\n set [clone-id v] to [5]\n create clone of (_myself_ v)\n set [clone-id v] to [6]\n create clone of (_myself_ v)\n set [clone-id v] to [7]\n create clone of (_myself_ v)\n set [clone-id v] to [8]\n create clone of (_myself_ v)\n wait until <(mode) = [playing]>\n wait (1) seconds\n set [clone-id v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nif <(mode) = [editor]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [1]> then\n go to x: (218) y: (157)\n switch costume to (... v)\n set size to (100) %\n end\n if <(clone-id) = [2]> then\n go to x: (150) y: (157)\n set size to (100) %\n switch costume to (save v)\n end\n if <(clone-id) = [3]> then\n set size to (100) %\n go to x: (75) y: (157)\n switch costume to (load v)\n show\n end\n if <(clone-id) = [4]> then\n go to x: (-25) y: (157)\n switch costume to (play v)\n set size to (100) %\n end\n if <(clone-id) = [5]> then\n go to x: (50) y: (-165)\n switch costume to (eraser v)\n set size to (100) %\n end\n if <(clone-id) = [6]> then\n go to x: (170) y: (90)\n set size to (100) %\n switch costume to (reset v)\n end\n if <(clone-id) = [7]> then\n set size to (100) %\n go to x: (170) y: (40)\n switch costume to (theme v)\n end\n if <(clone-id) = [8]> then\n set size to (100) %\n go to x: (170) y: (-10)\n switch costume to (go to ... v)\n end\n set [ghost v] effect to (100)\n wait (0) seconds\n if <(clone-id) < [6]> then\n if <(clone-id) < [5]> then\n set y to (187)\n end\n if <(mode) = [editor]> then\n repeat (10)\n change [ghost v] effect by (-8)\n if <(clone-id) < [5]> then\n change y by (((y position) - (157)) / (-5))\n end\n sb\n end\n end\n repeat until <not <(mode) = [editor]>>\n if <(clone-id) < [5]> then\n change y by (((y position) - (157)) / (-5))\n end\n if <(clone-id) = [2]> then\n show\n if <(length of [mode v]) = [1]> then\n hide\n end\n end\n sb\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (20))\n set [ghost v] effect to (20)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (45)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <touching (mouse-pointer v)?> then\n set [blockselected v] to [1]\n if <(clone-id) = [1]> then\n change [load v] by (-1)\n set [load v] to ([abs v] of (load) )\n end\n if <(clone-id) = [2]> then\n hide\n Decode Save Codes\n delete all of [save your level v]\n add [Triple click on the code below and then copy \(Ctrl+C\) and past \(Ctrl+V\) it to] to [save your level v]\n add [your computer to save the level you made:] to [save your level v]\n add [] to [save your level v]\n add (output) to [save your level v]\n hide list [save your level v]\n ask [Enter the code here to confirm that you have all of it!] and wait\n repeat until <(answer) = (item (4) of [save your level v])>\n ask [You didn't copy the whole code Remember to TRIPLE click on the code and then press Ctrl key + c key to copy it and Ctrl key + V key to past it. If you need help, ask in comments.] and wait\n end\n show list [save your level v]\n show\n end\n if <(clone-id) = [3]> then\n hide\n ask [Enter your level code] and wait\n show\n set [input v] to (answer)\n broadcast (loadcode v)\n end\n if <(clone-id) = [4]> then\n set [mode v] to [playing]\n hide\n set [scroll y v] to [0]\n set [scroll x v] to [1]\n set [paused v] to [0]\n end\n if <(clone-id) = [5]> then\n set [blockselected v] to [1000]\n end\n end\n end\n end\n repeat (4)\n change y by ((3) * ((-1) + (<([abs v] of (y position) ) = (y position)> * (2))))\n change [ghost v] effect by (25)\n end\n delete this clone\n else\n forever\n set [ghost v] effect to (100)\n repeat until <<(mode) = [editor]> and <(load) = [1]>>\n sb\n if <not <(mode) = [editor]>> then\n delete this clone\n end\n end\n wait (((clone-id) - (5)) / (6)) seconds\n set x to (230)\n if <<(mode) = [editor]> and <(load) = [1]>> then\n repeat (10)\n if <(theme) = [d]> then\n set [color v] effect to (150)\n end\n if <(theme) = [g]> then\n set [color v] effect to (0)\n end\n sb\n change [ghost v] effect by (-8)\n change x by (((x position) - (200)) / (-5))\n if <not <(load) = [1]>> then\n set [ghost v] effect to (100)\n end\n end\n end\n repeat until <not <<(mode) = [editor]> and <(load) = [1]>>>\n if <(theme) = [d]> then\n set [color v] effect to (150)\n end\n if <(theme) = [g]> then\n set [color v] effect to (0)\n end\n if <(clone-id) = [2]> then\n show\n if <(length of [mode v]) = [1]> then\n hide\n end\n end\n sb\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (20))\n set [ghost v] effect to (8)\n change x by (((x position) - (200)) / (-5))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (45)\n wait until <not <mouse down?>>\n if <(clone-id) = [6]> then\n set [change v] to [1]\n broadcast (s v)\n broadcast (reset v)\n end\n if <(clone-id) = [7]> then\n set [change v] to [1]\n broadcast (s v)\n if <(theme) = [d]> then\n set [theme v] to [g]\n else\n if <(theme) = [g]> then\n set [theme v] to [d]\n end\n end\n end\n if <(clone-id) = [8]> then\n hide\n ask [enter x position?] and wait\n set [scroll x v] to (answer)\n ask [enter y position?] and wait\n set [scroll y v] to (answer)\n show\n end\n end\n end\n if <not <(mode) = [editor]>> then\n show\n delete this clone\n end\n end\n end\nend\nif <(mode) = [playing]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [1]> then\n go to x: (160) y: (187)\n switch costume to (editor v)\n end\nend\nrepeat (10)\n change y by (((y position) - (157)) / (-5))\n change [ghost v] effect by (-8)\nend\nrepeat until <not <(mode) = [playing]>>\n change y by (((y position) - (157)) / (-5))\n sb\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (20))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (45)\n wait until <not <mouse down?>>\n if <(clone-id) = [1]> then\n set [mode v] to [editor]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\ndelete all of [characterst v]\nadd [1] to [characterst v]\nadd [2] to [characterst v]\nadd [3] to [characterst v]\nadd [4] to [characterst v]\nadd [5] to [characterst v]\nadd [6] to [characterst v]\nadd [7] to [characterst v]\nadd [8] to [characterst v]\nadd [9] to [characterst v]\nadd [0] to [characterst v]\nadd [y] to [characterst v]\nadd [e] to [characterst v]\nadd [s] to [characterst v]\nadd [n] to [characterst v]\nadd [o] to [characterst v]\nadd [-] to [characterst v]\nadd [ ] to [characterst v]\nadd [a] to [characterst v]\nadd [b] to [characterst v]\nadd [c] to [characterst v]\nadd [d] to [characterst v]\nadd [f] to [characterst v]\nadd [g] to [characterst v]\nadd [h] to [characterst v]\nadd [i] to [characterst v]\nadd [j] to [characterst v]\nadd [k] to [characterst v]\nadd [l] to [characterst v]\nadd [m] to [characterst v]\nadd [p] to [characterst v]\nadd [q] to [characterst v]\nadd [r] to [characterst v]\nadd [t] to [characterst v]\nadd [u] to [characterst v]\nadd [v] to [characterst v]\nadd [w] to [characterst v]\nadd [x] to [characterst v]\nadd [z] to [characterst v]\nadd [-] to [characterst v]\nadd [_] to [characterst v]\nadd [.] to [characterst v]\nadd [:] to [characterst v]\nadd [?] to [characterst v]\nadd [!] to [characterst v]\nadd [,] to [characterst v]\nadd [\)] to [characterst v]\nadd [\(] to [characterst v]\n\ndefine Decode Save Codes\ndelete all of [in v]\nset [status v] to [2]\nrepeat ((length of [x v]) - (2))\n change [status v] by (1)\n add ((item (status) of [x v]) / (25)) to [in v]\nend\nset [status v] to [2]\nrepeat ((length of [y v]) - (2))\n change [status v] by (1)\n add ((item (status) of [y v]) / (25)) to [in v]\nend\nset [status v] to [2]\nrepeat ((length of [mode v]) - (2))\n change [status v] by (1)\n add (item (status) of [mode v]) to [in v]\nend\nset [status v] to [2]\nrepeat ((length of [sign v]) - (2))\n change [status v] by (1)\n add (join [\(] (join (item (status) of [sign v]) [\)])) to [in v]\nend\nif <(walljump) = [1]> then\n add [yes] to [in v]\nelse\n add [no] to [in v]\nend\nadd (theme) to [in v]\nset [status v] to [0]\nset [output v] to []\nrepeat ((((length of [in v]) - (2)) / (4)) * (3))\n change [status v] by (1)\n set [instatus v] to [0]\n change [instatus v] by (1)\n set [output v] to (join (output) (item # of (letter (instatus) of (item (status) of [in v])) in [characterst v]))\n repeat (length of (item (status) of [in v]))\n change [instatus v] by (1)\n set [output v] to (join (output) [ß])\n set [output v] to (join (output) (item # of (letter (instatus) of (item (status) of [in v])) in [characterst v]))\n end\n set [output v] to (join (output) [}])\nend\nrepeat until <((length of [in v]) - (2)) = (status)>\n change [status v] by (1)\n set [instatus v] to [0]\n repeat (length of (item (status) of [in v]))\n change [instatus v] by (1)\n set [output v] to (join (output) (letter (instatus) of (item (status) of [in v])))\n end\n set [output v] to (join (output) [}])\nend\nrepeat until <(length of [in v]) = (status)>\n change [status v] by (1)\n set [instatus v] to [0]\n change [instatus v] by (1)\n set [output v] to (join (output) (item # of (letter (instatus) of (item (status) of [in v])) in [characterst v]))\n repeat (length of (item (status) of [in v]))\n change [instatus v] by (1)\n set [output v] to (join (output) [ß])\n set [output v] to (join (output) (item # of (letter (instatus) of (item (status) of [in v])) in [characterst v]))\n end\n set [output v] to (join (output) [}])\nend\nset [status v] to [-1]\nset [input v] to []\nrepeat ((length of (output)) / (2))\n change [status v] by (3)\n set [input v] to (join (input) (join (letter ((status) - (2)) of (output)) (letter (join (letter ((status) - (1)) of (output)) (letter (status) of (output))) of [apple])))\nend\n\nwhen flag clicked\nshow list [save your level v]\n\ndefine sb\nif <<(mode) = [editor]> and <(clone-id) = [1]>> then\n change size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (10)))) / (-4))\n rb\nelse\n change size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (10)))) / (-4))\nend\n\ndefine rb\nset [vel2 v] to (((vel2) * (0.75)) + ((((90) + (<(load) = [1]> * (-90))) - (direction)) * (0.18)))\nturn right (round (vel2)) degrees\n\nset size to (100) %\n\nwhen I receive [getdta v]\nDecode Save Codes\n\nwhen I start as a clone\nforever\n wait until <touching (mouse-pointer v)?>\n start sound [Tap Conga v]\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@bs\n\nwhen flag clicked\nforever\n repeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-173)) / (-3))\n go to [back v] layer\n end\n hide\n wait until <(mode) = [editor]>\n wait (1) seconds\n go to x: (-140) y: (-173)\n set [m v] to (blockselected)\n show\n switch costume to (ground v)\n set [ghost v] effect to (100)\n repeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\n end\n repeat (9)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\n end\n repeat until <not <(mode) = [editor]>>\n show\n set [ghost v] effect to (25)\n if <not <(m) = (blockselected)>> then\n cost\n end\n end\nend\n\ndefine cost\nset [m v] to (blockselected)\nrepeat (4)\n change [ghost v] effect by (25)\n change y by (1)\nend\nif <(blockselected) = [1000]> then\n switch costume to (eraser v)\nend\nif <(blockselected) = [1]> then\n switch costume to (ground v)\nend\nif <(blockselected) = [2]> then\n switch costume to (lava v)\nend\nif <(blockselected) = [3]> then\n switch costume to (spring v)\nend\nif <(blockselected) = [4]> then\n switch costume to (water v)\nend\nif <(blockselected) = [5]> then\n switch costume to (saw v)\nend\nif <(blockselected) = [8]> then\n switch costume to (sign v)\nend\nif <(blockselected) = [9]> then\n switch costume to (checkpoint flag v)\nend\nif <(blockselected) = [10]> then\n switch costume to (end flag v)\nend\ngo to x: (-140) y: (-173)\nrepeat (3)\n change [ghost v] effect by (-25)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\nend\nrepeat (9)\n change y by (((y position) - (-133)) / (-3))\n go to [back v] layer\nend\n\n@undo redo\n\nwhen flag clicked\nhide\nforever\n set [vel2 v] to [0]\n point in direction (90)\n set [load v] to [0]\n wait until <(mode) = [editor]>\n set [clone-id v] to [1]\n create clone of (_myself_ v)\n point in direction (90)\n set [clone-id v] to [2]\n create clone of (_myself_ v)\n wait until <not <(mode) = [editor]>>\nend\n\nwhen I start as a clone\nset size to (100) %\nif <(mode) = [editor]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [1]> then\n go to x: (-200) y: (187)\n switch costume to (go to ...2 v)\n set size to (100) %\n end\n if <(clone-id) = [2]> then\n go to x: (-165) y: (187)\n set size to (100) %\n switch costume to (go to ...3 v)\n end\nend\nforever\n if <(theme) = [d]> then\n set [color v] effect to (150)\n end\n if <(theme) = [g]> then\n set [color v] effect to (0)\n end\n repeat (10)\n if <(mode) = [editor]> then\n change [ghost v] effect by (-8)\n change y by (((y position) - (157)) / (-5))\n if <(clone-id) = [1]> then\n if <(pos_in_histr) = [1]> then\n set [ghost v] effect to (90)\n end\n end\n if <(clone-id) = [2]> then\n if <(pos_in_histr) = (length of [history v])> then\n set [ghost v] effect to (90)\n end\n end\n end\n end\n repeat until <not <(mode) = [editor]>>\n if <(theme) = [d]> then\n set [color v] effect to (150)\n end\n if <(theme) = [g]> then\n set [color v] effect to (0)\n end\n set [ghost v] effect to (25)\n if <(clone-id) = [1]> then\n if <(pos_in_histr) = [1]> then\n set [ghost v] effect to (90)\n end\n end\n if <(clone-id) = [2]> then\n if <(pos_in_histr) = (length of [history v])> then\n set [ghost v] effect to (90)\n end\n end\n change y by (((y position) - (157)) / (-5))\n sb\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (20))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (45)\n wait until <not <mouse down?>>\n set [blockselected v] to [1]\n if <(clone-id) = [1]> then\n broadcast (p v)\n if <not <(username) = [TimMcCool]>> then\n change [☁ stats: clicks on undo v] by (1)\n end\n end\n if <(clone-id) = [2]> then\n broadcast (n v)\n end\n end\n end\n delete this clone\nend\n\ndefine sb\nchange size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (10)))) / (-4))\n\nset size to (100) %\n\nwhen I start as a clone\nforever\n wait until <touching (mouse-pointer v)?>\n start sound [Tap Conga v]\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@blank\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [theme v] to [g]\nerase all\nswitch costume to (costume2 v)\nset [mode v] to [intro]\nset [brightness v] effect to (0)\nwait (0.3) seconds\nset [mode v] to [homescreen]\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hide v]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nbroadcast (edit v)\nset [mode v] to [editor]\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\n\n@thumbnail\n\nwhen flag clicked\nswitch backdrop to (g v)\nhide\nswitch costume to (bitmap v)\nshow\ngo to x: (0) y: (-100)\nwait (0.1) seconds\nrepeat (40)\n change y by ((y position) / (-5))\nend\n\nwhen I receive [hide v]\nwait (1) seconds\nhide\n\n@buttonsHomescreen\n\nwhen flag clicked\nhide\nset [vel2 v] to [0]\npoint in direction (90)\nset [load v] to [0]\nwait until <(mode) = [homescreen]>\nset [clone-id v] to [1]\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [clone-id v] to [2]\ncreate clone of (_myself_ v)\nforever\n\nwhen I start as a clone\nset size to (100) %\nif <(mode) = [homescreen]> then\n set [ghost v] effect to (100)\n show\n if <(clone-id) = [1]> then\n go to x: (0) y: (-177)\n switch costume to (1 v)\n set size to (100) %\n end\n if <(clone-id) = [2]> then\n go to x: (0) y: (-187)\n set size to (100) %\n switch costume to (2 v)\n end\nend\nforever\n repeat (10)\n if <(mode) = [homescreen]> then\n change [ghost v] effect by (-7)\n go to [front v] layer\n change y by (((y position) - ((-100) - (((clone-id) - (1)) * (50)))) / (-5))\n end\n end\n repeat until <not <(mode) = [homescreen]>>\n change y by (((y position) - ((-100) - (((clone-id) - (1)) * (50)))) / (-5))\n go to [front v] layer\n go [backward v] (2) layers\n sb\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (20))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (45)\n wait until <not <mouse down?>>\n start sound [Click v]\n if <(clone-id) = [1]> then\n broadcast (hide v)\n end\n if <(clone-id) = [2]> then\n stamp\n hide\n ask [Enter your level code] and wait\n set [input v] to (answer)\n broadcast (hide v)\n end\n end\n end\n delete this clone\nend\n\ndefine sb\nchange size by (((size) - ((100) + (<touching (mouse-pointer v)?> * (10)))) / (-4))\n\nset size to (100) %\n\nwhen I start as a clone\nforever\n wait until <touching (mouse-pointer v)?>\n start sound [Tap Conga v]\n wait until <not <touching (mouse-pointer v)?>>\nend\n\n@Failed\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [error v]\nshow\nwait (1.5) seconds\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nwait (0.2) seconds\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (-120)\nrepeat (15)\n change y by ((y position) / (-3))\n change [ghost v] effect by (-6)\nend\nwait until <(mode) = [editor]>\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (120)\nrepeat (15)\n change y by ((y position) / (-3))\n change [ghost v] effect by (-5)\nend\nwait until <(mode) = [editor]>\ndelete this clone\n\n@//📊 Scratch Analytics by @TimMcCool2\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n switch costume to (join [=] (letter (i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n | Play here for an offline version with less lag:\nhttps://forkphorus.github.io/#406817907\n\nMAKE SURE to spam the green flag with as many times as how many IQ points you have!\n\nWelcome to Explorer - A Multiplayer Scrolling Platformer. You will play as the stick figure as you go on an adventure exploring an the unkown territory, trying to collect as many valuble items as possible.\n\nPlease note: This may take a while to load because it has over 8500 blocks of code and a lot of costumes, so please be patient - it is totally worth the wait :) And while you're awiting, why not read the instructions? :P\n\nNOTE: You must be a scratcher to interact with other people\n\n–––––––––––––––––– Storyline ––––––––––––––––––––\nNews has breaken out that there is a deserted area of land, full of valuble items like gems and coins. You and your fellow explorers race to find as much as possible, trying to get all the loot as quickly as possible. But beware, as this area is infested with enemies and spikes.\n\n–––––––––––––––––– Instructions –––––––––––––––––– \n• Everything is 100% possible\n• Put your mouse on different objects to interact with them in the title screen :D\n• When you start, select which mode you want to play\n• You can select mobile mode or PC\n• Press "L" to reduce animations and lag signifigantly\n• If you get stuck, press "R" to respawn\n• Arrow keys, WASD, or mobile controls to move\n• Try to collect coins and gems, though gems are more valuble and will add more to your final score\n• Avoid spinning gears, spikes, and enemies\n• Stomp on enemies to kill them\n• Up arrow to swin up, and release to sink down\n• Ride on moving platforms, and you will stay on them\n• When you get to a checkpoint, you will spawn there if you die\n• When you have the double jump from the shop you can press up arrow twice or for mobile click twice above the player to jump twice\n• When you get the parachute from the shop, you can hold "Z" to glide and on mobile, hold the buttons on the left and right side to glide to the left and right\n• When you obtain the dash from the shop, hold "X" to dash the direction you are moving, and on mobile, hold the buttons on the left and right side to dash that left and right\n• When you buy the golden coins from the shop, coins that you collect will be worth 2 instead of the normal 1\n• Press "T" to talk and select one of the preselected chat phrases \n• Bounce on mushrooms to jump higher\n• In the shop, you can buy items to help you on your journey\n•You can jump on clouds, but you'll slowly sink into them\n• To win, get to the last flag\n• Click on the mute button or press "M" to mute or unmute\n• In the end, your score = your coins + your gems times 15 |
Spring | Platformer | @Stage\n\nwhen I receive [start v]\nforever\n play sound [Deadlocked - Geometry Dash.mp3 v] until done\nend\n\n@intro\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nstart sound [Low Whoosh v]\nrepeat (14)\n next costume\nend\nstart sound [jump1 v]\nrepeat (16)\n next costume\nend\nstart sound [Pickup_Coin3 v]\nnext costume\nrepeat (11)\n next costume\nend\nplay sound [dading v] until done\nrepeat (4)\n next costume\nend\nplay sound [Ding v] until done\nhide\nbroadcast (start v)\n\nwhen [space v] key pressed\nif <(username) = [sharkyshar]> then\n stop all sounds\n hide\n broadcast (start v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@logo\n\nwhen flag clicked\ngo to x: (9) y: (107)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen I receive [start v]\nbroadcast (home v)\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nforever\n repeat (10)\n turn right (.5) degrees\n end\n repeat (20)\n turn left (.5) degrees\n end\n repeat (10)\n turn right (.5) degrees\n end\nend\n\nwhen I receive [home v]\nshow\n\nwhen I receive [not home v]\nhide\n\n@Particle effect\n\nwhen flag clicked\nhide\nforever\n go to (random position v)\n set x to (300)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (80)\nset size to (pick random (50) to (100)) %\nrepeat (50)\n change x by (-10)\n change y by (pick random (-1) to (1))\nend\ndelete this clone\n\nwhen I receive [home v]\nswitch backdrop to (home v)\n\n@create\n\nwhen I receive [home v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to x: (13) y: (7)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n play sound [Pickup_Coin3 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (not home v)\nbroadcast (create v)\nstart sound [Select v]\n\nwhen I receive [not home v]\nswitch costume to (costume2 v)\nhide\n\n@load\n\nwhen I receive [home v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\ngo to x: (13) y: (-82)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n play sound [Pickup_Coin3 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nask [Insert code: \(leave blank to cancel\)] and wait\nif <(answer) = []> then\n\nwhen I receive [not home v]\nswitch costume to (costume2 v)\nhide\n\n@Grid\n\nwhen I receive [create v]\nshow\nswitch costume to (sky v)\ngo to x: (-221) y: (162)\ncreate clone of (_myself_ v)\nrepeat (5)\n repeat (15)\n change x by (31)\n create clone of (_myself_ v)\n end\n change y by (-32)\n create clone of (_myself_ v)\n repeat (15)\n change x by (-31)\n create clone of (_myself_ v)\n end\n change y by (-32)\n create clone of (_myself_ v)\nend\nrepeat (15)\n change x by (31)\n create clone of (_myself_ v)\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nset [tool v] to [2]\nhide\n\nwhen I receive [home v]\nhide\n\nwhen I start as a clone\nshow\nforever\n if <(don't grid) = [0]> then\n if <(saving?) = [0]> then\n if <(tool bar?) = [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n switch costume to (tool)\n end\n end\n end\n end\nend\n\nwhen I receive [home v]\ndelete this clone\n\n@tool bar\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n set [tool bar? v] to [1]\n go to x: (0) y: (0)\n end\n else\n set [tool bar? v] to [0]\n go to x: (0) y: (144)\n end\nend\n\nwhen I receive [create v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [home v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [save v]\nswitch costume to (costume2 v)\nhide\n\n@blocks\n\nwhen flag clicked\nforever\n if <(tool bar?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (tool)\nend\n\n@arrow (block) right\n\nwhen flag clicked\nforever\n if <(tool bar?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-39) y: (116)\nforever\n repeat (3)\n change x by (1)\n end\n repeat (3)\n change x by (-1)\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nchange [tool v] by (1)\nif <(tool) = [5]> then\n set [tool v] to [1]\nend\n\n@arrow (block) left\n\nwhen flag clicked\nforever\n if <(tool bar?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-180) y: (116)\nforever\n repeat (3)\n change x by (-1)\n end\n repeat (3)\n change x by (1)\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nchange [tool v] by (-1)\nif <(tool) = [-1]> then\n set [tool v] to [3]\nend\n\n@Home Button\n\nwhen I receive [home v]\nhide\n\nwhen I receive [create v]\nwait (6) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (home v)\n\nwhen I receive [save v]\nhide\n\nwhen I receive [load v]\nwait (6) seconds\nshow\n\n@save\n\nwhen I receive [home v]\nset [saving? v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\ngo to x: (213) y: (-166)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [don't grid v] to [1]\n set [brightness v] effect to (10)\n else\n set [don't grid v] to [0]\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n play sound [Pickup_Coin3 v] until done\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen this sprite clicked\nset [saving? v] to [1]\nbroadcast (not home v)\nbroadcast (save v)\nstart sound [Select v]\n\nwhen I receive [create v]\nset [saving? v] to [0]\nwait (6) seconds\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [save v]\nhide\n\n@scan\n\nwhen I receive [save v]\ndelete all of [save v]\nshow\ngo to x: (-221) y: (162)\nscan\nrepeat (5)\n repeat (15)\n change x by (31)\n scan\n end\n change y by (-32)\n scan\n repeat (15)\n change x by (-31)\n scan\n end\n change y by (-32)\n scan\nend\nrepeat (15)\n change x by (31)\n scan\nend\nhide\nset [save help v] to (save)\ndelete all of [save v]\nadd (save help) to [save v]\nhide list [save v]\nadd [Triple click Ctrl + C to copy.] to [save v]\nadd [Press space when you are done.] to [save v]\nwait until <key (space v) pressed?>\nbroadcast (home v)\n\ndefine scan\nif <touching color (#b3fffc)?> then\n add [a] to [save v]\nend\nif <touching color (#4eff55)?> then\n add [b] to [save v]\nend\nif <touching color (#ff1f1f)?> then\n add [c] to [save v]\nend\nif <touching color (#e31fff)?> then\n add [d] to [save v]\nend\n\nwhen I receive [home v]\nshow list [save v]\nhide\n\n@Grid (load)\n\nwhen I receive [load v]\nset [# v] to [1]\nshow\nswitch costume to (a v)\ngo to x: (-221) y: (162)\ncostume?\ncreate clone of (_myself_ v)\nrepeat (5)\n repeat (15)\n change x by (31)\n costume?\n create clone of (_myself_ v)\n end\n change y by (-32)\n costume?\n create clone of (_myself_ v)\n repeat (15)\n change x by (-31)\n costume?\n create clone of (_myself_ v)\n end\n change y by (-32)\n costume?\n create clone of (_myself_ v)\nend\nrepeat (15)\n change x by (31)\n costume?\n create clone of (_myself_ v)\nend\ncostume?\ncreate clone of (_myself_ v)\nhide\nbroadcast (play v)\n\nwhen flag clicked\nset [tool v] to [2]\nhide\n\nwhen I receive [home v]\nhide\n\nwhen I receive [home v]\ndelete this clone\n\ndefine costume?\nswitch costume to (letter (#) of (loading number))\nchange [# v] by (1)\n\n@player\n\nwhen flag clicked\nhide variable [y v]\nhide variable [x v]\n\nwhen I receive [home v]\nset [playing? v] to [0]\nhide\n\nwhen I receive [load v]\nwait (6) seconds\nset [playing? v] to [1]\ngo to x: (-229) y: (150)\nshow\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <(playing?) = [1]> then\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 (#4eff55)?> then\n change y by (1)\n end\n if <touching color (#4eff55)?> then\n change y by (1)\n end\n if <touching color (#4eff55)?> then\n change y by (1)\n end\n if <touching color (#4eff55)?> then\n change y by (1)\n end\n if <touching color (#4eff55)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#4eff55)?> 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 (#4eff55)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff1f1f)?> then\n go to x: (-229) y: (150)\n end\n if <(x position) > [222]> then\n broadcast (home v)\n set [playing? v] to [0]\n end\n end\nend\n\nwhen I receive [load v]\nforever\n if <touching color (#e31fff)?> then\n set [y v] to [18]\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n | |
Among Us Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nset size to (100) %\nset [level v] to [1]\ngo to x: (-192) y: (-164)\nforever\n point in direction (90)\n show\n go\nend\n\ndefine go\nchange [yv v] by (-0.5)\nif <(Level) = [23]> then\n hide\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume2 v)\n change [xv v] by (-0.7)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n change [xv v] by (0.7)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\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 (-6)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [8]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\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 end\nend\nchange y by (Yv)\nif <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-0.5)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [yv v] to [8]\nend\nchange y by (0.5)\nif <touching (finish level v)?> then\n broadcast (Next level v)\nend\nif <touching (bad things v)?> then\n repeat (10)\n wait (0.02) seconds\n change [ghost v] effect by (10)\n end\n go to x: (-192) y: (-105)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <<touching color (#00ff2c)?> and <touching (trampolines v)?>> then\n set [yv v] to [14]\nend\n\nwhen I receive [next level v]\nset size to (100) %\nchange [level v] by (1)\nswitch costume to (costume1 v)\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-192) y: (-164)\n\nwhen I receive [finish game v]\nif <(Time) < (☁ World Record)> then\n set [☁ world record v] to (Time)\n set [time v] to [0]\nelse\n set [time v] to [0]\nend\nstop [all v]\n\nwhen flag clicked\nreset timer\n\nwhen I receive [start now v]\nrepeat until <(Level) = [23]>\n set [time v] to (timer)\nend\n\nwhen I receive [start game v]\nreset timer\n\nwhen I receive [start new game v]\nset size to (100) %\nset [level v] to [1]\ngo to x: (-192) y: (-164)\nforever\n point in direction (90)\n show\n go\nend\n\n@Trampolines\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [finish game v]\nstop [all v]\n\n@Finish Level\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [start game v]\nshow\ngo to x: (188) y: (-39)\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (188) y: (-39)\n end\n if <(Level) = [2]> then\n go to x: (188) y: (-39)\n end\n if <(Level) = [3]> then\n go to x: (175) y: (132)\n end\n if <(Level) = [4]> then\n go to x: (188) y: (-39)\n end\n if <(Level) = [5]> then\n set size to (70) %\n go to x: (200) y: (200)\n end\n if <(Level) = [6]> then\n go to x: (200) y: (56)\n end\n if <(Level) = [7]> then\n go to x: (202) y: (163)\n end\n if <(Level) = [8]> then\n go to x: (202) y: (120)\n end\n if <(Level) = [9]> then\n go to x: (202) y: (-68)\n end\n if <(Level) = [10]> then\n go to x: (202) y: (163)\n end\n if <(Level) = [11]> then\n go to x: (202) y: (163)\n end\n if <(Level) = [12]> then\n go to x: (206) y: (70)\n end\n if <(Level) = [13]> then\n go to x: (163) y: (164)\n end\n if <(Level) = [14]> then\n go to x: (208) y: (198)\n end\n if <(Level) = [15]> then\n go to x: (205) y: (-69)\n end\n if <(Level) = [16]> then\n go to x: (198) y: (196)\n end\n if <(Level) = [17]> then\n go to x: (200) y: (168)\n end\n if <(Level) = [18]> then\n go to x: (200) y: (168)\n end\n if <(Level) = [19]> then\n go to x: (200) y: (20)\n end\n if <(Level) = [20]> then\n go to x: (200) y: (-71)\n end\n if <(Level) = [21]> then\n go to x: (200) y: (-71)\n end\n if <(Level) = [22]> then\n go to x: (200) y: (-71)\n end\n if <(Level) = [23]> then\n hide\n end\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\nwhen I receive [start new game v]\nshow\ngo to x: (188) y: (-39)\nset size to (100) %\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nshow\ngo to x: (20) y: (5)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [23]> then\n broadcast (Finish game v)\n end\nend\n\nwhen I receive [finish game v]\nstop [this script v]\n\nwhen backdrop switches to [blue sky 2 v]\nplay sound [Dance Celebrate v] until done\n\nwhen flag clicked\nforever\n play sound [Hello v] until done\nend\n\nwhen I receive [start new game v]\nswitch costume to (costume1 v)\nshow\ngo to x: (20) y: (5)\n\n@Bad things\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (-59) y: (79)\n end\n if <(Level) = [2]> then\n go to x: (102) y: (-104)\n end\n if <(Level) = [3]> then\n go to x: (102) y: (-104)\n end\n if <(Level) = [4]> then\n go to x: (-59) y: (82)\n end\n if <(Level) = [5]> then\n go to x: (-61) y: (100)\n end\n if <(Level) = [6]> then\n go to x: (-69) y: (100)\n end\n if <(Level) = [7]> then\n go to x: (-69) y: (100)\n end\n if <(Level) = [8]> then\n go to x: (-69) y: (100)\n end\n if <(Level) = [9]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [10]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [11]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [12]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [13]> then\n go to x: (-117) y: (4)\n end\n if <(Level) = [14]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [15]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [16]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [17]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [18]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [19]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [20]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [21]> then\n go to x: (-40) y: (4)\n end\n if <(Level) = [22]> then\n go to x: (-40) y: (4)\n end\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\n@First thing\n\nwhen flag clicked\nshow\ngo to x: (-188) y: (134)\nglide (1) secs to x: (-189) y: (11)\nglide (0.5) secs to x: (-146) y: (11)\nglide (1) secs to x: (-61) y: (11)\nglide (1) secs to x: (28) y: (11)\nglide (1) secs to x: (103) y: (11)\nglide (1) secs to x: (164) y: (11)\nglide (1) secs to x: (171) y: (-111)\nglide (1) secs to x: (1) y: (-111)\n\nwhen flag clicked\nrepeat until <<(x position) = [1]> and <(y position) = [-111]>>\n if <<(x position) = [-189]> and <(y position) = [11]>> then\n broadcast (l v)\n end\n if <<(x position) = [-146]> and <(y position) = [11]>> then\n broadcast (h v)\n end\n if <<(x position) = [-61]> and <(y position) = [11]>> then\n broadcast (o v)\n end\n if <<(x position) = [28]> and <(y position) = [11]>> then\n broadcast (e v)\n end\n if <<(x position) = [103]> and <(y position) = [11]>> then\n broadcast (c v)\n end\n if <<(x position) = [164]> and <(y position) = [11]>> then\n broadcast (k v)\n end\n if <<(x position) = [171]> and <(y position) = [-111]>> then\n hide\n broadcast (Finish first thing v)\n end\n if <<(x position) = [171]> and <(y position) = [-111]>> then\n wait (1) seconds\n end\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\n@l\n\nwhen flag clicked\nhide\ngo to x: (-111) y: (-50)\nforever\n go to [back v] layer\nend\n\nwhen I receive [l v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [finish first thing v]\nwait (1) seconds\nforever\n hide\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\n@h\n\nwhen flag clicked\nhide\ngo to x: (-78) y: (-50)\nforever\n go to [back v] layer\nend\n\nwhen I receive [h v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [finish first thing v]\nwait (1) seconds\nforever\n hide\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\n@o\n\nwhen flag clicked\nhide\ngo to x: (3) y: (-50)\nforever\n go to [back v] layer\nend\n\nwhen I receive [o v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [finish first thing v]\nwait (1) seconds\nforever\n hide\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\n@e\n\nwhen flag clicked\nhide\ngo to x: (86) y: (-50)\nforever\n go to [back v] layer\nend\n\nwhen I receive [e v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [finish first thing v]\nwait (1) seconds\nforever\n hide\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\n@c\n\nwhen flag clicked\nhide\ngo to x: (165) y: (-50)\nforever\n go to [back v] layer\nend\n\nwhen I receive [c v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [finish first thing v]\nwait (1) seconds\nforever\n hide\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\n@k\n\nwhen flag clicked\nhide\ngo to x: (231) y: (-50)\nforever\n go to [back v] layer\nend\n\nwhen I receive [k v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [finish first thing v]\nwait (1) seconds\nforever\n hide\nend\n\nwhen I receive [finish game v]\nstop [all v]\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nwhen I receive [start game v]\nhide\nbroadcast (Start now v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow variable [level v]\nshow variable [time v]\n\nwhen I receive [finish game v]\nhide\n\nwhen I receive [finish game v]\nstop [all v]\n\nwhen flag clicked\nhide variable [level v]\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen flag clicked\ngo to x: (-71) y: (121)\n\nwhen I receive [start game v]\nforever\n if <<(mouse x) > [130]> and <(mouse y) > [130]>> then\n show variable [☁ world record v]\n else\n hide variable [☁ world record v]\n end\nend\n\nwhen I receive [start new game v]\nshow variable [level v]\n\nwhen I receive [start new game v]\ngo to x: (-71) y: (121)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen I receive [finish first thing v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start new game v)\nhide\n\nwhen I receive [start new game v]\nhide\n\nwhen I receive [start game v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [finish first thing v]\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (Start game v)\nhide\n\nwhen I receive [start new game v]\nhide\n\nwhen I receive [start game v]\nhide\n\n | |
Legendary || A platformer #games | @Stage\n\nwhen flag clicked\nforever\n play sound [Bubblegum K.K. v] until done\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@cube\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (death v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\n@thumb\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (alright bros let's go v)\n\n@death\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n | USE the arrow keys or WASD\n\nFeel free to remix!\n\n@SharpInclude check out my other projects and drop a follow if you like them! |
platformer script | @Stage\n\nwhen flag clicked\nforever\n play sound [song v] until done\nend\n\n@Guy\n\nwhen I start as a clone\nswitch costume to (trail1 v)\nclear graphic effects\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nSetup\nbroadcast (Game Loop v)\n\ngo to x: (-190) y: (-24)\ngo to x: (-201) y: (14)\n\nwhen flag clicked\n\ndefine Fix Collisions in direction (dir)\nset [temporary dir v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (168)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temporary dir)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Check Touching Solid\nif <touching (ground v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nhide variable [speed x v]\n\nwhen flag clicked\nforever\n Check Touching Solid\n if <(touching) > [0]> then\n Fix Collisions in direction [0]\n Fix Collisions in direction [90]\n end\nend\n\ndefine Setup\ngo to x: (-200) y: (50)\npoint in direction (90)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (45) %\nswitch costume to (middle v)\nset drag mode [not draggable v]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [level v] to [1]\n\ndefine Left / Right Movement\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [speed x v] by (-1)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [speed x v] by (1)\nend\nset [speed x v] to ((speed x) * (0.9))\nchange x by (speed x)\n\nwhen I receive [game loop v]\nforever\n create clone of (_myself_ v)\n Set Costume\n Left / Right Movement\n Horizontal Collision and Wall Jump\n Up / Down Movement\n Check Death / Win\nend\n\ndefine Horizontal Collision and Wall Jump\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change y by (1)\n Check Touching Solid\n if <(touching) = [1]> then\n change x by ((speed x) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(speed x) > [0]> then\n set [speed x v] to [-7]\n else\n set [speed x v] to [7]\n end\n set [speed y v] to [14]\n else\n set [speed x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-3)\n\ndefine Up / Down Movement\nCheck Touching Solid\nif <(touching) = [1]> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [speed y v] to [14]\n end\nend\nchange y by (3)\nchange [speed y v] by (-1)\nchange y by (speed y)\nCheck Touching Solid\nif <(touching) = [1]> then\n change y by ((speed y) * (-1))\n set [speed y v] to [0]\nend\n\ndefine Check Death / Win\nif <(x position) > [230]> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <(y position) < [-170]> then\n broadcast (Death v)\nend\nif <touching (spike v)?> then\n broadcast (Death v)\nend\nif <touching (lava v)?> then\n broadcast (Death v)\nend\nif <touching (saw v)?> then\n broadcast (Death v)\nend\n\nwhen I receive [next level v]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-245) y: (y position)\n\nwhen I receive [death v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ngo to x: (-235) y: (-50)\nset [speed y v] to [0]\nset [speed x v] to [0]\nshow\nbroadcast (Game Loop v)\ndelete this clone\n\ndefine Set Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right v)\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (-20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (-20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (-20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\nend\n\nwhen I receive [death v]\n\nwhen I receive [game loop v]\ndelete this clone\n\nwhen I receive [game loop v]\n\nFix Collisions in direction [0]\nFix Collisions in direction [90]\n\nwhen I receive [next level v]\nwait (0.01) seconds\nFix Collisions in direction [0]\n\nwhen I receive [90 v]\nset [speed y v] to [20]\nchange y by (speed y)\n\nwhen I receive [-90 v]\nset [speed y v] to [-20]\nchange y by (speed y)\n\nstop [this script v]\n\nwhen I receive [180 v]\nset [speed x v] to [25]\n\nwhen I receive [next level v]\nFix Collisions in direction [0]\n\nwhen I receive [game loop v]\nFix Collisions in direction [0]\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\nforever\n\nswitch costume to (level1 v)\n\nnext costume\n\n@Lava\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nif <(Level) = [4]> then\n show\n switch costume to (lava0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [5]> then\n show\n switch costume to (lava2.0 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava2.] (([floor v] of (frame) ) mod (4)))\n end\nend\nif <(Level) = [7]> then\n show\n switch costume to (costume3 v)\n forever\n change [frame v] by (0.4)\n set y to ((5) * ([sin v] of ((timer) * (150)) ))\n switch costume to (join [lava3.] (([floor v] of (frame) ) mod (4)))\n end\nend\nhide\n\nwhen flag clicked\nhide\n\nnext costume\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(Level) = [2]> then\n show\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n show\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [6]> then\n show\n switch costume to (6 v)\nend\nif <(Level) = [7]> then\n show\n switch costume to (7 v)\nend\nif <(Level) = [8]> then\n hide\nend\nif <(Level) = [10]> then\n show\n switch costume to (10 v)\nend\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [13]> then\n show\n switch costume to (13 v)\nend\nif <(Level) = [14]> then\n show\n switch costume to (14 v)\nend\nif <(Level) = [15]> then\n show\n switch costume to (15 v)\nend\nif <(Level) = [16]> then\n hide\nend\nif <(Level) = [17]> then\n show\n switch costume to (17 v)\nend\nif <(Level) = [18]> then\n hide\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0) seconds\ngo to [back v] layer\nif <(Level) = [7]> then\n show\n go to x: (-100) y: (-56)\n point in direction (90)\n create clone of (_myself_ v)\n hide\nend\nif <(Level) = [9]> then\n show\n Clone L9\nend\nif <(Level) = [12]> then\n show\n Clone L12\nend\nif <(Level) = [13]> then\n show\n Clone L13\nend\nif <(Level) = [14]> then\n show\n go to x: (-179) y: (-98)\n create clone of (_myself_ v)\nend\nhide\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <touching (guy v)?> then\n switch costume to (costume1 v)\n broadcast (direction)\n wait (0.08) seconds\n switch costume to (spring2 v)\n wait (0.05) seconds\n end\nend\n\ndefine Clone L9\ngo to x: (-174) y: (-120)\npoint in direction (90)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (60)\nend\nchange x by (-60)\npoint in direction (-90)\nset y to (55)\nrepeat (7)\n create clone of (_myself_ v)\n change x by (-60)\nend\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\ndefine Clone L12\npoint in direction (90)\ngo to x: (-197) y: (-106)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (-209) y: (93)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-50) y: (130)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (0) y: (-85)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (50) y: (-85)\ncreate clone of (_myself_ v)\n\nchange y by (50)\n\ndefine Clone L13\npoint in direction (90)\ngo to x: (-149) y: (-97)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (150)\nend\n\ngo to x: (-168) y: (-91)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\n@Saw\n\nwhen I receive [next level v]\ngo to [back v] layer\nwait (0) seconds\nif <(Level) = [8]> then\n go to x: (-89) y: (-116)\n set size to (100) %\n create clone of (_myself_ v)\n go to x: (30) y: (50)\n set size to (200) %\n create clone of (_myself_ v)\n go to x: (166) y: (-112)\n set size to (100) %\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n go to x: (-120) y: (-106)\n set size to (150) %\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n set size to (80) %\n go to x: (-23) y: (123)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set size to (120) %\n go to x: (-71) y: (-118)\n create clone of (_myself_ v)\n go to x: (131) y: (-57)\n create clone of (_myself_ v)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn left (15) degrees\nend\n\nrepeat until <(Level) = [9]>\n\ndelete this clone\n\ngo to x: (26) y: (-33)\n\nwhen I receive [next level v]\ndelete this clone\n\ngo to x: (-120) y: (-106)\n\ngo to x: (-23) y: (123)\n\n@Cloud\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nswitch costume to (big v)\nset x to (280)\nforever\n switch costume to (big v)\n create clone of (_myself_ v)\n wait (pick random (1.) to (2.)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [costume v] to (costume [number v])\nset [ghost v] effect to (pick random (30) to (70))\nset y to (pick random (80) to (180))\nset [sx v] to (pick random (3.) to (5.))\nrepeat ((600) / (sx))\n go to [back v] layer\n switch costume to (big v)\n change x by ((-1) * (sx))\n switch costume to (costume)\nend\ndelete this clone\n\n@Word\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (join [Level] (Level))\n\nwhen I receive [next level v]\nswitch costume to (join [Level] (Level))\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nshow\n\n | |
‘‘Coin! platformer,,コイン!プラットフォーマー | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide variable [level v]\n broadcast (win v)\n end\nend\n\nwhen flag clicked\nset [score v] to [0]\nswitch backdrop to (lvl 1 v)\nhide variable [☁ highscore v]\nhide variable [score v]\nwait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>\nreset timer\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (startlvl v)\n\nwhen I receive [win v]\nset [score v] to (timer)\nshow variable [score v]\nstop [other scripts in stage v]\nif <(Score) < (☁ Highscore)> then\n set [☁ highscore v] to (Score)\nend\nshow variable [☁ highscore v]\n\n@Sprite1\n\nwhen I receive [startlvl v]\nshow\nset x to (-218)\ngo to x: (-218) y: (-65)\n\nwhen I receive [startlvl v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (startlvl v)\n end\nend\n\nwhen I receive [win v]\nwait (0.01) seconds\nhide\n\nwhen I receive [startlvl v]\nforever\n if <(x position) > [237]> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n broadcast (startlvl v)\n end\n if <(x position) < [-230]> then\n set x to (-230)\n end\nend\n\nwhen flag clicked\nrepeat until <(Level) = [1]>\n hide\nend\n\nwhen I receive [startlvl v]\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#00ff55)?>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000008)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000008)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n show\nend\n\n@Sprite3\n\nwhen I receive [startlvl v]\nshow\n\nwhen this sprite clicked\nbroadcast (startlvl v)\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nhide\n\n | Notes inside project :)\nCode 100% @-LilWolfy-\nMusic: Ji-Eun's Sunset and Secret Crates\nWas #1 on trending in tutorials :D\n@legobuzz12 loved :o\n@7Sofa loved :O |
Halloween- A Mobile Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (join [backdrop] (level))\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Exit\n\n@Player\n\nwhen flag clicked\nset [air time v] to [0]\nset [max level v] to [1]\nset [level v] to [1]\nRespawn [-200] [-100]\nforever\n switch costume to (hitbox v)\n change [air time v] by (1)\n if <(air time) > [100]> then\n set [air time v] to [100]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [20]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n if <<(x position) > [239]> and <not <(level) = [16]>>> then\n if <not <(level) = (max level)>> then\n Respawn [-210] [-100]\n change [level v] by (1)\n end\n end\n if <<touching (rising lava v)?> or <touching (spikes v)?>> then\n if <<(level) = [11]> or <(level) = [15]>> then\n change [deaths on hard level v] by (1)\n end\n Respawn [-210] [-100]\n end\n switch costume to (player v)\nend\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (level v)?>>\n change x by (-1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (level v)?>>\n change x by (1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(air time) > [5]>> then\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (level v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n set [air time v] to [0]\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nset size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n Respawn [-200] [-100]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n change [level v] by (1)\n broadcast (Next Level v) and wait\n Respawn [-200] [100]\n end\nend\n\nwhen I receive [respawn v]\nRespawn [-200] [-100]\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nset [level v] to [70]\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Vexento - Tevo \(Original Mix\)2.MP3 v] until done\nend\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (50) %\n\n@mute button\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (220) y: (170)\nswitch costume to (costume1 v)\nbroadcast (unmute v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n broadcast (mute v)\nelse\n switch costume to (costume1 v)\n broadcast (unmute v)\nend\n\n@respawn button \n\nwhen flag clicked\ngo to x: (-221) y: (-166)\n\nwhen this sprite clicked\nbroadcast (respawn v)\n\n@bg\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <(level) > [72]> then\nend\n\nchange [level v] by (-1)\n\n@coin\n\nwhen flag clicked\nhide\nset [collected_coins v] to [0]\nwait until <(level) = [35]>\nshow\ngo to x: (36) y: (20)\nwait until <touching (player v)?>\nchange [collected_coins v] by (1)\nhide\nwait until <(level) = [36]>\nhide\nwait until <(level) = [40]>\nshow\ngo to x: (76) y: (66)\nwait until <touching (player v)?>\nchange [collected_coins v] by (1)\nhide\nwait until <(level) = [42]>\nshow\ngo to x: (85) y: (-39)\nwait until <touching (player v)?>\nchange [collected_coins v] by (1)\nhide\nwait until <(level) = [47]>\nshow\ngo to x: (-5) y: (1)\nwait until <touching (player v)?>\nchange [collected_coins v] by (1)\nhide\nwait until <(level) = [60]>\nshow\ngo to x: (96) y: (137)\nwait until <touching (player v)?>\nchange [collected_coins v] by (1)\nhide\nwait until <(level) = [63]>\nshow\ngo to x: (133) y: (80)\nwait until <touching (player v)?>\nchange [collected_coins v] by (1)\nhide\nwait until <(level) = [73]>\nshow\nrepeat (4)\n go to x: (pick random (-200) to (0)) y: (0)\n wait until <touching (player v)?>\n change [collected_coins v] by (1)\nend\nhide\n\nset [level v] to [60]\n\nshow\n\nwhen flag clicked\nforever\n if <(username) = [AngrybirdsElWy]> then\n switch costume to (coin v)\n else\n switch costume to (coin v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to ((collected_coins) + (1))\nend\n\n@Sprite3\n\n | ✿ Sunlight Valley ✿ 100% Multiplayer!\n ✿ Multiplayer Scrolling Platformer ✿\nIf you give it a heart and a star, You get 10 coins! :D\nTry it!\n\nTHIS IS MY BEST GAME SO FAR!! DON’T FORGET TO FOLLOW FOR MORE FUN GAMES =)\n\nIf you had fun or appreciate my hard work, make sure to love ❤️ and favorite ⭐\n\nInstructions:\nWelcome to the Sunlight Valley! Collect coins to buy items from the shop. Make sure to watch out for dangerous critters! There are 4 optional hidden places, finding one gives you 10 explorer points! Enjoy :)\n ✦✦ How to play ✦✦\n➜ Collect coins, use them to buy items in the shop\n➜ [T] to chat, [#] or [letter] to choose phrase. On MOBILE, tap the player\n➜ Press the SPACE key to activate a parachute. Hold your finger down on mobile.\n➜ [N] to turn on/off names\n ✦✦ Credits ✦✦\n➜ Multiplayer engine by @StratfordJames\n➜ ALL ART - 100% - drawn by @StratfordJames\n➜ Art inspired by Veewo (Super Phantom Cat 2)\n\n#games #games #games #games #art #multiplayer #scrolling #platformer #amazingQ #amazingQ |
Factory A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (main menu/blank v)\n\nwhen I receive [start game v]\nswitch backdrop to (level 1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (-193) y: (-129)\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (player crouch v)\n else\n switch costume to (player v)\n end\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d 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?> or <key (w v) pressed?>> then\n set [y v] to [17]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen flag clicked\nset volume to (90) %\nforever\n if <touching (finish v)?> then\n start sound [Coin v]\n broadcast (Next Level v)\n go to x: (-193) y: (-130)\n end\n if <<<touching color (#ff0000)?> or <(y position) < [-178]>> or <key (r v) pressed?>> then\n start sound [Crunch v]\n go to x: (-193) y: (-130)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n forever\n go to x: (-191) y: (-33)\n say (join (join (join [How about you, ] (username)) [?]) [What is your story?]) for (4) seconds\n hide\n switch backdrop to (the end v)\n stop [all v]\n end\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (11)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (0) %\ngo to x: (56) y: (12)\nwait (4) seconds\nshow\nrepeat (100)\n change size by (1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start Game v)\nhide\n\n@Player (Opening)\n\nwhen flag clicked\nswitch costume to (blue v)\nhide\ngo to x: (-249) y: (-31)\nshow\nglide (1) secs to x: (-175) y: (-31)\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nhide variable [costume v]\nforever\n if <(costume [number v]) = [1]> then\n set [costume v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [costume v] to [1]\n end\n if <(costume [number v]) = [3]> then\n set [costume v] to [3]\n end\n if <(costume [number v]) = [4]> then\n set [costume v] to [4]\n end\nend\n\n@Spike 1 (Opening)\n\nwhen flag clicked\nhide\ngo to x: (-77) y: (-201)\nwait (1) seconds\nshow\nglide (1) secs to x: (-77) y: (-48)\n\nwhen I receive [start game v]\nhide\n\n@Ground (Opening)\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\n@Spike 2 (Opening)\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (251) y: (-30)\nwait (2) seconds\nshow\nglide (1) secs to x: (194) y: (-30)\n\n@Title (Opening)\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (186)\nwait (3) seconds\nshow\nglide (1) secs to x: (0) y: (131)\n\n@Finish\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [start game v]\ngo to [back v] layer\nshow\n\nwhen I receive [next level v]\nnext costume\n\n | Next Up: UPSIDE DOWN! (maybe not)\n\nWelcome to Sideways. Use the arrow keys or WASD to move the character. Press up arrow or W to use an orb. I might add mobile support. \nTry to get to the top of the screen. \n----------------------------------------------------------------------\nIf you enjoyed, please leave a heart and a star by pressing the icons! Also only about 5% of people actually read the instructions so might as well! :D\n----------------------------------------------------------------------\nSo I had this idea when I watched a video where all the levels in a Mario game were rotated 90°. I also really wanted to make a platformer using "orbs" to scale up a near vertical mountain, with some parts overlooking below.\nThen I forgot about them for a couple months, and when I remembered, I made this.\nPetal effect inspired a lot by Hanzhe\n\nWant me to add anything? Leave a comment!\nFeedback is appreciated! :D\n\nMy best time (Try to beat it!): 30.62\nWorld record (Try to beat it harder!): 28.367 |
❖ Spirit Run! ❖ || Scrolling Platformer Game | @Stage\n\nwhen flag clicked\nset [mute v] to [0]\nforever\n if <(round ((mute) / (2))) = ((mute) / (2))> then\n play sound [Jumper v] until done\n end\n set volume to (30) %\nend\n\nwhen [m v] key pressed\nif <(round ((mute) / (2))) = ((mute) / (2))> then\n stop all sounds\nend\nchange [mute v] by (1)\nwait until <not <key (m v) pressed?>>\n\n@Looks\n\nwhen flag clicked\nwait (0.1) seconds\nswitch backdrop to (poopy2 v)\nswitch costume to (costume1 v)\nhide\nforever\n if <(Game) = [1]> then\n if <<mouse down?> and <(Mouse?) = [1]>> then\n switch costume to (costume1 v)\n go to (drawer-thing v)\n if <(Graphite) = [100]> then\n hide\n else\n show\n end\n else\n if <<key (space v) pressed?> and <(Mouse?) = [1]>> then\n set volume to (100) %\n set [graphite v] to [100]\n show\n switch costume to (costume2 v)\n go to x: (-200) y: (150)\n erase all\n set pen color to (#5c5d5f)\n repeat (7)\n glide (0.3) secs to x: ((x position) * (-1)) y: ((y position) - (60))\n end\n hide\n set volume to (0) %\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nset [game v] to [0]\nset [level v] to [1]\nset volume to (0) %\npoint in direction (75)\nforever\n repeat (10)\n turn right (3) degrees\n end\n repeat (10)\n turn left (3) degrees\n end\n go to [front v] layer\nend\n\nwhen I receive [moosic v]\nforever\n if <(round ((mute) / (2))) = ((mute) / (2))> then\n play sound [Eraser v] until done\n end\nend\n\n@Drawer-Thing\n\nwhen flag clicked\nwait (0.1) seconds\nset [not move? v] to [0]\npen up\nerase all\nset [ghost v] effect to (100)\nset [graphite v] to [0]\nforever\n if <(Game) = [1]> then\n if <<mouse down?> and <(Mouse?) = [1]>> then\n if <[100] > (Graphite)> then\n set [not move? v] to [1]\n go to (mouse-pointer v)\n set pen size to (3)\n set pen color to (#5c5d5f)\n change [graphite v] by (1)\n repeat until <<<not <mouse down?>> or <not <[100] > (Graphite)>>> or <(Mouse?) = [0]>>\n if <touching (character v)?> then\n pen up\n say [Hello!]\n else\n pen down\n say []\n end\n if <not <touching (mouse-pointer v)?>> then\n point towards (mouse-pointer v)\n move (5) steps\n change [graphite v] by (1)\n end\n end\n set [not move? v] to [0]\n end\n else\n pen up\n end\n end\nend\n\n@Sharpie\n\ndefine None\nchange [sharpie v] by (1)\ngo to x: (item ((Sharpie) - (1)) of [sharpie list v]) y: (item (Sharpie) of [sharpie list v])\nif <[1] = (#)> then\n set volume to (100) %\n show\nend\nset pen size to (10)\nset pen color to (#000000)\nerase all\nrepeat until <(item ((Sharpie) + (1)) of [sharpie list v]) = [X]>\n change [mouse? v] by (2)\n go to [front v] layer\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [up]> then\n change [sharpie v] by (1)\n pen up\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [down]> then\n change [sharpie v] by (1)\n pen down\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [E]> then\n change [sharpie v] by (1)\n pen up\n switch costume to (pink-eraser.svg v)\n hide\n set size to (80) %\n stamp\n set size to (100) %\n switch costume to (costume1 v)\n if <[1] = (#)> then\n show\n end\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [E2]> then\n change [sharpie v] by (1)\n pen up\n switch costume to (pink-eraser.svg v)\n hide\n set size to (500) %\n stamp\n set size to (100) %\n switch costume to (costume1 v)\n if <[1] = (#)> then\n show\n end\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [E3]> then\n change [sharpie v] by (1)\n if <[1] = (#)> then\n pen up\n switch costume to (pink-eraser.svg v)\n hide\n set size to (500) %\n create clone of (_myself_ v)\n set size to (100) %\n switch costume to (costume1 v)\n show\n end\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [b]> then\n change [sharpie v] by (1)\n set pen size to (10)\n set pen color to (#000000)\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [g]> then\n change [sharpie v] by (1)\n set pen size to (40)\n set pen color to (#d9ded8)\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [E4]> then\n change [sharpie v] by (1)\n if <[1] = (#)> then\n pen up\n switch costume to (pink-eraser.svg v)\n hide\n set size to (80) %\n create clone of (_myself_ v)\n set size to (100) %\n switch costume to (costume1 v)\n show\n end\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [E5]> then\n change [sharpie v] by (1)\n if <[1] = (#)> then\n pen up\n switch costume to (pink-eraser.svg v)\n hide\n repeat (8)\n create clone of (_myself_ v)\n end\n switch costume to (costume1 v)\n show\n end\n else\n if <(item ((Sharpie) + (1)) of [sharpie list v]) = [E6]> then\n change [sharpie v] by (1)\n if <[1] = (#)> then\n pen up\n switch costume to (pink-eraser.svg v)\n hide\n set size to (101) %\n repeat (10)\n create clone of (_myself_ v)\n end\n set size to (100) %\n switch costume to (costume1 v)\n show\n end\n else\n change [sharpie v] by (2)\n go to x: (item ((Sharpie) - (1)) of [sharpie list v]) y: (item (Sharpie) of [sharpie list v])\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset volume to (0) %\nhide\n\nwhen [space v] key pressed\nif <<(Game) = [1]> and <(Mouse?) = [1]>> then\n set [sharpie v] to (previous)\n show? (0)\n set [graphite v] to [0]\n broadcast (game v)\nend\n\nrepeat (4)\n delete (last) of [level v]\nend\n\nset [sharpie v] to [0]\n\nerase all\n\nadd [X] to [sharpie list v]\n\nset [sharpie v] to (length of [sharpie list v])\nrepeat until <(item (Sharpie) of [sharpie list v]) = [X]>\n delete (Sharpie) of [sharpie list v]\n change [sharpie v] by (-1)\nend\n\nwhen flag clicked\nwait (0.1) seconds\nset [sharpie v] to [-1]\nset [previous v] to [-1]\npoint in direction (75)\nset volume to (0) %\nhide\npen up\nswitch costume to (costume1 v)\nwait until <(Game) = [1]>\nbroadcast (delete v)\nbroadcast (moosic v)\nforever\n repeat (10)\n turn right (3) degrees\n end\n repeat (10)\n turn left (3) degrees\n end\nend\n\ndelete (last) of [sharpie list v]\n\nwait (0.5) seconds\nwait until <mouse down?>\ngo to (mouse-pointer v)\nadd (x position) to [sharpie list v]\nadd (y position) to [sharpie list v]\nadd [E] to [sharpie list v]\nset pen size to (10)\nset pen color to (#bb42c3)\npen down\npen up\n\nwait (0.5) seconds\nwait until <mouse down?>\ngo to (mouse-pointer v)\nadd [b] to [sharpie list v]\nadd (x position) to [sharpie list v]\nadd (y position) to [sharpie list v]\nset pen size to (10)\nset pen color to (#000000)\npen down\nadd [down] to [sharpie list v]\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n add (x position) to [sharpie list v]\n add (y position) to [sharpie list v]\nend\npen up\nadd [up] to [sharpie list v]\n\nwhen I start as a clone\nif <(size) = [80]> then\n go to x: (x position) y: (180)\n forever\n hide\n wait (pick random (0) to (2.5)) seconds\n show\n glide (pick random (3) to (2.5)) secs to x: (x position) y: (-180)\n hide\n go to x: (pick random (-160) to (225)) y: (180)\n end\nelse\n if <(size) = [100]> then\n set size to (80) %\n forever\n hide\n go to x: (x position) y: (180)\n wait (pick random (0) to (2)) seconds\n show\n glide (pick random (2) to (2.5)) secs to x: (x position) y: (-180)\n end\n else\n if <(size) = [101]> then\n set size to (80) %\n forever\n hide\n go to x: (-240) y: (pick random (-160) to (160))\n wait (pick random (0) to (2)) seconds\n show\n glide (pick random (3) to (2.5)) secs to x: (240) y: (y position)\n end\n else\n show\n forever\n turn left (4) degrees\n end\n end\n end\nend\n\nwhen I receive [delete v]\nif <[1] = [1]> then\n delete this clone\nend\nset size to (100) %\nset [graphite v] to [100]\nset [previous v] to (Sharpie)\nshow? (1)\nbroadcast (game v)\nset [graphite v] to [0]\n\nset [game v] to [0]\n\nwhen I receive [moosic v]\nforever\n if <(round ((mute) / (2))) = ((mute) / (2))> then\n play sound [Sharpie v] until done\n end\nend\n\n@Bar\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nwait until <(Game) = [1]>\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nforever\n if <(draw) = [1]> then\n set x to ((Graphite) - (220))\n if <<not <(x position) = (Change?)>> and <<not <(Graphite) = [0]>> and <not <(Graphite) = [100]>>>> then\n stamp\n end\n set [change? v] to (x position)\n end\nend\n\nwhen [space v] key pressed\nif <(Game) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [game v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [draw v] to [0]\ngo to x: (-220) y: (150)\nswitch costume to (costume1 v)\nrepeat (21)\n stamp\n change x by (5)\nend\nset [draw v] to [1]\ndelete this clone\n\n@Page\n\nwhen flag clicked\nwait (0.1) seconds\ngo to x: (0) y: (0)\nhide\nswitch costume to (poopy2 v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [mouse? v] to [1]\n else\n set [mouse? v] to [0]\n end\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nswitch costume to (poopy6 v)\ngo to [front v] layer\nshow\nif <(round ((mute) / (2))) = ((mute) / (2))> then\n start sound [page v]\nend\nrepeat (5)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\nend\nbroadcast (delete v)\nchange [level v] by (4)\ndelete this clone\n\n@End\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nwait until <(Game) = [1]>\nbroadcast (next level v)\nshow\nset size to (40) %\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nnext costume\ngo to [front v] layer\nforever\n if <(Game) = [1]> then\n go to x: (item ((level) + (2)) of [level v]) y: (item ((level) + (3)) of [level v])\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<((y position) - (40)) < ([y position v] of [hitbox v])> and <touching (character v)?>> then\n erase all\n if <(level) = [65]> then\n set [game v] to [0]\n hide\n else\n create clone of (page v)\n broadcast (hide v)\n end\n end\n go to x: (item ((level) + (2)) of [level v]) y: (item ((level) + (3)) of [level v])\nend\n\nadd (x position) to [level v]\nadd (y position) to [level v]\n\n@Character\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nset size to (25) %\n\nwhen I receive [game v]\ngo to (hitbox v)\nstop [other scripts in sprite v]\nshow\nforever\n if <(Game) = [1 ]> then\n show\n go to [front v] layer\n set [move x v] to (x position)\n set [move y v] to (y position)\n go to (hitbox v)\n if <((move y) - (4)) < ([y position v] of [hitbox v])> then\n if <(move x) = ([x position v] of [hitbox v])> then\n switch costume to (stand v)\n else\n if <(costume [number v]) = [4]> then\n switch costume to (walk v)\n else\n next costume\n end\n end\n else\n switch costume to (fall v)\n end\n else\n hide\n end\nend\n\nwhen [space v] key pressed\nif <<(Mouse?) = [1]> and <(Game) = [1]>> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nhide\n\n@paperending\n\nwhen flag clicked\nhide\nwait (2) seconds\nwait until <(Game) = [0]>\nshow\nset size to (115) %\ngo to x: (0) y: (-25)\nswitch costume to (paperending-0 v)\nwait (1) seconds\nrepeat (12)\n wait (0.05) seconds\n next costume\nend\nswitch backdrop to (poopy3 v)\nwait (0.3) seconds\nhide\n\n@Hitbox\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nGet Touching <not <up?>>\nif <<(speed y) = [0]> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\nelse\n if <(touch) = [0]> then\n set [in platforrm v] to [1]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\n Get Touching <not <up?>>\nend\n\ndefine Get Touching <>\nif <<touching color (#000000)?> or <touching color (#5c5d5f)?>> then\n set [touch v] to [9]\nelse\n set [touch v] to [0]\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nGet Touching \nrepeat until <<(slope) = [8]> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching \nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(Full) > [11.1]> then\n set [speed x v] to [0]\n end\nend\nif <<(Title) > [0]> and <(Full) < [9.3]>> then\n change [frame v] by (0.5)\nelse\n if <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\n else\n change [frame v] by ((speed) / (8))\n end\nend\n\ndefine Reset Level\nset rotation style [left-right v]\ngo to x: (item (level) of [level v]) y: (item ((level) + (1)) of [level v])\nreset timer\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\nwhen I receive [game v]\nset size to (25) %\nReset Level\nswitch costume to (hitbox v)\nset volume to (100) %\nforever\n if <<<(Game) = [1]> and <(Mouse?) < [2]>> and <(not move?) = [0]>> then\n if <<touching color (#a47179)?> or <<touching color (#b47791)?> or <touching color (#cb8da4)?>>> then\n if <(round ((mute) / (2))) = ((mute) / (2))> then\n start sound [toot v]\n end\n Reset Level\n else\n if <(speed y) < [4]> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n switch costume to (hitbox v)\n Touch Ground <(speed y) > [0]>\n if <(y position) < [-189]> then\n if <(round ((mute) / (2))) = ((mute) / (2))> then\n start sound [toot v]\n end\n Reset Level\n end\n if <<(Title) > [0]> and <(Full) < [9.2]>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Walk (-90) (-4)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Walk (90) (4)\n else\n set [frame v] to [0]\n end\n end\n else\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n end\n set [jump key v] to [0]\n if <key (down arrow v) pressed?> then\n set [in platforrm v] to [2]\n end\n broadcast (tick v) and wait\n end\n end\nend\n\nwhen [space v] key pressed\nif <<(Mouse?) = [3]> and <(Game) = [1]>> then\n stop [other scripts in sprite v]\n set volume to (0) %\nend\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\nset volume to (0) %\n\nadd (x position) to [level v]\nadd (y position) to [level v]\n\nwhen flag clicked\nwait (1) seconds\nset [game v] to [1]\n\n | Hello! \n\nUse the arrow keys to move. \n\nThe light surrounding you will let you see. \n\n1000 loves and favs for part 2 :) |
Scratch - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Pokemon Black 2 & White 2 Music - Burgh Theme \(Bug Gym\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset size to (200) %\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\ngo to x: (-219) y: (-119)\nset rotation style [left-right v]\nforever\n Platform\n if <(x position) > [239]> then\n start sound [Coin v]\n go to x: (-219) y: (-119)\n change [level v] by (1)\n end\n if <(Level) > [1]> then\n if <(x position) < [-239]> then\n start sound [Coin2 v]\n go to x: (219) y: (-119)\n change [level v] by (-1)\n end\n end\n if <touching (spikes v)?> then\n start sound [Coin2 v]\n go to x: (-219) y: (-119)\n end\nend\n\ndefine Platform\nswitch costume to (player v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xv v] to [12]\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xv v] to [-12]\n point in direction (-90)\n create clone of (_myself_ v)\nend\nset [xv v] to ((XV) / (2))\nchange x by (XV)\nif <touching (level v)?> then\n change x by ((0) - (XV))\n set [xv v] to [0]\nend\nchange y by (YV)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(YV) < [0]>> then\n if <touching (level v)?> then\n start sound [Jump v]\n set [yv v] to [14]\n change y by (14)\n end\nend\nif <touching (level v)?> then\n if <(YV) < [0]> then\n set [yv v] to [0]\n end\n if <(YV) > [0]> then\n change y by ((0) - (YV))\n set [yv v] to [-5]\n end\nend\nrepeat until <not <touching (level v)?>>\n change y by (1)\nend\nchange [yv v] by (-1)\nif <touching (trampoline v)?> then\n start sound [Boing v]\n set [yv v] to [18]\n change y by (18)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Effect\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (97)\nend\n\nshow\n\ngo to [front v] layer\n\n@Boil\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n wait (pick random (0.1) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (75))\nset size to (pick random (50) to (75)) %\ngo to x: (pick random (-220) to (220)) y: (-200)\nrepeat until <(y position) > [170]>\n change y by (10)\nend\ndelete this clone\n\n@Trampoline\n\nwhen flag clicked\nset size to (150) %\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Love and Favorite\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\n | want more? go play part 2:\nhttps://scratch.mit.edu/projects/327545910/\n\n25-9-19: thanks to everyone for the loves favs and comments the last 2 days were the best days of my scratch accounts existence thanks so much!!!\n\nI finally did it!!! I made a 3d platformer!!!!!!!!!!!!!!\n\nplay all 6 levels and complete the game.\n\ninstructions:\n-wasd to move\n-arrow keys to look around\n-space to jump\n\nlag? change the resolution or go to: https://forkphorus.github.io/#314449780 |
Pen Platformer (80% Pen) | @Stage\n\nwhen flag clicked\nset volume to (30) %\nforever\n play sound [Vexento - Digital Kiss.mp3 v] until done\nend\n\n@Sprite1\n\ndefine Ground\npen up\nset pen color to (#995900)\nset pen shade to (30)\nset pen size to (60)\ngo to x: (-240) y: (-150)\npen down\ngo to x: (240) y: (-150)\npen up\nset pen shade to (40)\nset pen size to (10)\ngo to x: (-178) y: (-131)\npen down\npen up\nset pen size to (15)\ngo to x: (202) y: (-157)\npen down\npen up\nset pen size to (20)\ngo to x: (-84) y: (-148)\npen down\npen up\nset pen size to (10)\ngo to x: (68) y: (-141)\npen down\npen up\nset pen color to (#5cb712)\nset pen size to (14)\nset pen shade to (40)\ngo to x: (-240) y: (-114)\npen down\ngo to x: (240) y: (-114)\npen up\nset pen color to (#5cb712)\nset pen size to (6)\nset pen shade to (20)\ngo to x: (-240) y: (-118)\npen down\ngo to x: (240) y: (-118)\npen up\n\ndefine Level 1\nDestination at (201) (-79)\nDraw Line From (-77) (-111) to (-77) (1)\nGround\n\ndefine None\npen up\nset pen color to (#4a6cd4)\nset pen size to (30)\nset pen shade to (70)\ngo to x: (x1) y: ((y1) + ((5) * ([sin v] of ((tick) * (10)) )))\npen down\npen up\n\nwhen flag clicked\nerase all\nforever\n change [tick v] by (1)\nend\n\nerase all\n\nLevel 1\n\ndefine None\npen up\nset pen color to (#5cb712)\nset pen shade to (40)\nset pen size to (14)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Level 2\nDestination at (162) (110)\nDraw Line From (-92) (-60) to (-30) (-60)\nDraw Line From (22) (1) to (84) (1)\nDraw Line From (130) (63) to (193) (63)\nGround\n\ndefine None\npen up\nset pen color to (#ff0000)\nset pen shade to (70)\nset pen size to (14)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\nset [tick v] to [0]\nset [level v] to [1]\n\ndefine Level 3\nDraw Lava From (-33) (3) to (-33) (-110)\nDraw Lava From (63) (180) to (63) (30)\nDraw Line From (-40) (-111) to (-40) (3)\nDraw Line From (70) (180) to (70) (30)\nDestination at (201) (-79)\nDraw Lava From (60) (-105) to (100) (-105)\nGround\n\nDraw Lava From (-118) (-114) to (240) (-114)\n\ndefine Level 4\nDraw Lava From (-137) (-106) to (1) (-106)\nDraw Lava From (-128) (48) to (-128) (-152)\nDraw Lava From (-9) (-152) to (-9) (-80)\nDraw Lava From (69) (180) to (69) (-40)\nDraw Lava From (89) (-40) to (89) (180)\nDraw Line From (-138) (-114) to (-138) (50)\nDraw Line From (1) (-114) to (1) (120)\nDraw Line From (79) (180) to (79) (-40)\nDraw Line From (160) (101) to (240) (101)\nDraw Line From (160) (101) to (160) (-114)\nDestination at (194) (137)\nGround\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n erase all\n Level 1\n end\n if <(Level) = [2]> then\n erase all\n Level 2\n end\n if <(Level) = [3]> then\n erase all\n Level 3\n end\n if <(Level) = [4]> then\n erase all\n Level 4\n end\n if <(Level) = [5]> then\n erase all\n Level 5\n end\n if <(Level) = [6]> then\n erase all\n Level 6\n end\n if <(Level) = [7]> then\n erase all\n Level 7\n end\n if <(Level) = [8]> then\n erase all\n Level 8\n end\n if <(Level) = [9]> then\n erase all\n Level 9\n end\n if <(Level) = [10]> then\n erase all\n Last level\n end\nend\n\ndefine Level 5\nDraw Lava From (-98) (-114) to (-98) (30)\nDraw Lava From (-91) (-106) to (-29) (-106)\nDraw Lava From (94) (20) to (94) (94)\nDraw Bouncy From (-188) (-106) to (-91) (-106)\nDraw Line From (-88) (-114) to (-88) (50)\nDraw Line From (-88) (50) to (-50) (50)\nDraw Line From (15) (180) to (15) (-33)\nDraw Line From (104) (-114) to (104) (94)\nDraw Line From (104) (94) to (75) (94)\nDraw Line From (172) (13) to (240) (13)\nDestination at (206) (50)\nGround\n\nchange [level v] by (1)\n\ndefine None\npen up\nset pen color to (#5cb712)\nset pen shade to (40)\nset pen size to (pensize)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Level 7\nDraw Lava From (-139) (-106) to (0) (-106)\nDraw Lava From (-10) (-20) to (-10) (100)\nDraw Lava From (-10) (90) to (-123) (90)\nDraw Lava From (-123) (90) to (-123) (50)\nDraw Lava From (-65) (100) to (-65) (150)\nDraw Lava From (65) (-49) to (65) (1)\nDraw Lava From (115) (55) to (115) (100)\nDraw Bouncy From (0) (-106) to (47) (-106)\nDraw Small Line From (0) (-105) to (0) (100) (14)\nDraw Small Line From (-70) (-59) to (-4) (-59) (14)\nDraw Small Line From (-240) (-2) to (-168) (-2) (14)\nDraw Small Line From (-130) (100) to (0) (100) (14)\nDraw Small Line From (-130) (100) to (-130) (50) (14)\nDraw Small Line From (60) (-50) to (60) (180) (14)\nDraw Small Line From (120) (-114) to (120) (100) (14)\nDraw Small Line From (121) (46) to (240) (46) (14)\nDestination at (180) (86)\nGround\n\nset [yv v] to [0]\n\nDraw Small Line From (131) (-3) to (240) (-3) (14)\nDraw Bouncy From (-60) (-78) to (-30) (-78)\n\ndefine Level 8\nDraw Lava From (-30) (-106) to (-5) (-106)\nDraw Lava From (-52) (41) to (-45) (41)\nDraw Lava From (-177) (-30) to (-177) (-28)\nDraw Lava From (-52) (53) to (-45) (53)\nDraw Lava From (1) (53) to (17) (53)\nDraw Lava From (1) (41) to (17) (41)\nDraw Bouncy From (-52) (-30) to (-45) (-30)\nDraw Small Line From (-240) (-36) to (100) (-36) (14)\nDraw Small Line From (240) (47) to (-147) (47) (14)\nDraw Small Line From (-147) (47) to (-147) (35) (14)\nElevator Wall at (168) (0)\nDestination at (169) (82)\nGround\n\ndefine None\npen up\nset pen color to (#8a55d7)\nset pen shade to (80)\nset pen size to (14)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nrepeat (200)\n change [elevator v] by (-1)\nend\n\nwhen flag clicked\nset [elevator v] to [0]\nforever\n repeat (10)\n change [elevator v] by (10)\n end\n repeat (20)\n change [elevator v] by (-10)\n end\n repeat (10)\n change [elevator v] by (10)\n end\nend\n\ndefine None\npen up\nset pen color to (#5cb712)\nset pen shade to (40)\nset pen size to (14)\ngo to x: ((x original point) + (0)) y: ((y original point) + ((0.25) * (elevator)))\npen down\ngo to x: ((x original point) + (0)) y: ((y original point) + (((0.25) * (elevator)) - (70)))\npen up\n\ndefine Level 9\nDraw Lava From (-209) (-37) to (-209) (-42)\nDraw Lava From (-179) (-114) to (-179) (-108)\nDraw Lava From (-149) (-37) to (-149) (-42)\nDraw Lava From (-119) (-114) to (-119) (-108)\nDraw Lava From (-89) (-37) to (-89) (-42)\nDraw Lava From (-59) (-114) to (-59) (-108)\nDraw Lava From (-29) (-37) to (-29) (-42)\nDraw Lava From (1) (-114) to (1) (-108)\nDraw Lava From (-239) (30) to (-239) (36)\nDraw Lava From (-179) (30) to (-179) (36)\nDraw Lava From (-119) (30) to (-119) (36)\nDraw Lava From (-59) (30) to (-59) (36)\nDraw Lava From (1) (30) to (1) (36)\nDraw Small Line From (-240) (-36) to (50) (-36) (14)\nDraw Small Line From (-240) (30) to (50) (30) (14)\nDraw Small Line From (50) (-36) to (50) (30) (14)\nDraw Small Line From (-149) (102) to (-89) (110) (14)\nDraw Small Line From (-29) (115) to (31) (100) (14)\nDraw Small Line From (91) (113) to (240) (113) (14)\nElevator Wall at (120) (20)\nDestination at (200) (150)\nGround\n\nDraw Lava From (-89) (30) to (-149) (36)\n\nDraw Lava From (-119) (-114) to (-119) (-108)\nDraw Lava From (-89) (-37) to (-89) (-42)\nDraw Lava From (-59) (-114) to (-59) (-108)\nDraw Lava From (-29) (-37) to (-29) (-42)\nDraw Lava From (1) (-114) to (1) (-108)\n\ndefine Last level\nGround\n\ndefine Level 6\nDraw Small Line From (-160) (-114) to (-160) (90) (14)\nDraw Small Line From (-160) (20) to (-110) (20) (14)\nDraw Lava From (-65) (-60) to (-87) (-60)\nDraw Lava From (-60) (10) to (-60) (10)\nDraw Lava From (3) (90) to (3) (70)\nDraw Lava From (81) (53) to (81) (100)\nDraw Small Line From (81) (50) to (81) (-114) (14)\nDraw Small Line From (-60) (-60) to (-60) (180) (14)\nDraw Small Line From (11) (-114) to (11) (100) (14)\nDraw Small Line From (11) (100) to (-10) (100) (14)\nDraw Small Line From (39) (53) to (17) (53) (14)\nDraw Small Line From (39) (53) to (150) (53) (14)\nDraw Small Line From (150) (-114) to (150) (100) (14)\nDraw Small Line From (150) (100) to (240) (100) (14)\nDestination at (190) (130)\nGround\n\n@Sprite2\n\ndefine Respawn\nset [xv v] to [0]\nset [yv v] to [0]\nclear graphic effects\nset size to (101) %\ngo to x: (item (((Level) * (2)) - (1)) of [_loc_ v]) y: (item ((Level) * (2)) of [_loc_ v])\nshow\n\nwhen flag clicked\nset size to (101) %\nhide\nwait (0.1) seconds\nRespawn\nforever\n change [yv v] by (-1)\n change y by (yv)\n Touch Ground <(yv) > [0]>\n set [xv v] to ((xv) * (0.67))\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1.7)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1.7)\n end\n if <([abs v] of (xv) ) > [0.3]> then\n Run (xv) WJ (15) (6)\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [yv v] to [11]\n set [falling? v] to [6]\n end\n if <touching color (#b37fff)?> then\n set [test v] to [1]\n set [yv v] to [19]\n set [falling? v] to [10]\n end\n if <touching color (#547eff)?> then\n change [level v] by (1)\n Respawn\n end\n if <touching color (#ff5454)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n Respawn\n end\n if <(y position) < [-120]> then\n Respawn\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#5ed400)?>>\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\ndefine Run (speed) WJ (x) (y)\nchange x by (speed)\npoint in direction (0)\nset [slope v] to [0]\nrepeat until <<(SLOPE) = [8]> or <not <touching color (#5ed400)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(SLOPE) = [8]> then\n change y by ((0) - (SLOPE))\n if <key (up arrow v) pressed?> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(speed) < [0]> then\n set [xv v] to (x)\n else\n set [xv v] to ((0) - (x))\n end\n set [yv v] to (y)\n end\n end\n repeat until <not <touching color (#5ed400)?>>\n if <(speed) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\nset size to (100) %\n\nchange size by (-1)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@ \n\nwhen flag clicked\nhide\ngo to x: (0) y: (50)\nwait (1) seconds\nwait until <(Level) = [10]>\nset size to (5) %\nshow\nrepeat until <(round (size)) = [110]>\n change size by (((110) - (size)) / (8))\nend\n\nwhen flag clicked\nforever\n set y to ((([sin v] of ((tick) * (5)) ) * (10)) + (50))\nend\n\n | ---------------------------------------------------------------------\nUse arrows to move (↑ to jump, ← & →)\n---------------------------------------------------------------------\nTouch the right wall to get to the next level\n--------------------------------------------------------------------- |