Minecraft - Raiding The Fortress - A Platformer                           #games
@Stage\n\nwhen flag clicked\nbroadcast (Portal v) and wait\nbroadcast (Start v)\nswitch backdrop to (featured-minecraft-full-minecraft-moon-phases-guide v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (featured-minecraft-full-minecraft-moon-phases-guide v)\n\n@thumbnail\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)\n    set size to (100) %\nend\n\nwhen I receive [you're winner! v]\nwait (7) seconds\nstop [other scripts in sprite v]\ngo to x: (0) y: (628)\nchange size by (5)\nset [ghost v] effect to (0)\nglide (5) secs to x: (0) y: (0)\nset [paused v] to [1]\nforever\n    set y to (((10) * ([cos v] of ((timer) * (150)) )) - (.5))\nend\n\nwhen flag clicked\nwait (.5) seconds\nset [flawless v] to [1]\nforever\n    if <(deaths) > [0]> then\n        set [flawless v] to [0]\n    end\nend\n\n@Skip\n\nwhen flag clicked\nset [skips v] to [0]\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]\nchange [skips v] by (1)\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@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n    play sound [Aria Math 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    broadcast (you're winner! 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@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)?> or <touching (sprite1 v)?>> then\n    repeat until <<not <<touching (platforms v)?> or <touching (sprite1 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)?> or <touching (sprite1 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)?> or <touching (sprite1 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)?> or <touching (sprite1 v)?>> then\n        repeat until <not <<touching (platforms v)?> or <touching (sprite1 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)?> or <touching (sprite1 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)?> or <touching (sprite1 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)?> or <touching (sprite1 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]\nset [paused v] to [0]\nRespawn [-200] [-102]\nstart sound [Minecraft-travel v]\nshow\nforever\n    if <(paused) = [0]> then\n        switch costume to (hitbox v)\n        change [air time v] by (1)\n        if <<(y position) < [-179]> or <<touching (lava v)?> or <touching (fireball 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] [-37]\n            start sound [levelup v]\n        end\n        change [y speed v] by (-2)\n        if <<(y position) < [5]> and <<<(level) = [10]> and <<(x position) > [-140]> and <(x position) < [110]>>> or <<(level) = [9]> and <<(x position) > [-45]> and <(x position) < [145]>>>>> then\n            change [y speed v] by (-2)\n        end\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 <<(y position) < [5]> and <<<(level) = [10]> and <<(x position) > [-140]> and <(x position) < [110]>>> or <<(level) = [9]> and <<(x position) > [-45]> and <(x position) < [145]>>>>> then\n            set [x speed v] to [0]\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        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))>>\n    end\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] [-37]\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\nwhen I receive [human v]\nchange [deaths v] by (1)\ncreate clone of (_myself_ v)\nRespawn [-200] [-37]\nstart sound [Hurt v]\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@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Fireball\n\nwhen I receive [start v]\nforever\n    if <<<(level) = [3]> or <(level) = [5]>> or <(level) = [7]>> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [start v]\nforever\n    if <(level) = [3]> then\n        go to x: (240) y: (180)\n        set [ghost v] effect to (100)\n        if <([x position v] of [minecraft main character v]) < [200]> then\n            wait (.8) seconds\n            go to x: (190) y: (-30)\n            point towards (minecraft main character v)\n            set [ghost v] effect to (0)\n            start sound [Minecraft-fireball4 v]\n            repeat until <<<touching (minecraft main character v)?> or <touching (platforms v)?>> or <<([abs v] of (x position) ) > [230]> or <([abs v] of (y position) ) > [170]>>>\n                move (12) steps\n            end\n        end\n        wait (.1) seconds\n        start sound [explode1 v]\n        go to x: (240) y: (180)\n    else\n        if <(level) = [5]> then\n            go to x: (240) y: (180)\n            set [ghost v] effect to (100)\n            if <([x position v] of [minecraft main character v]) < [200]> then\n                wait (.8) seconds\n                go to x: (35) y: (-5)\n                point towards (minecraft main character v)\n                set [ghost v] effect to (0)\n                start sound [Minecraft-fireball4 v]\n                repeat until <<<touching (minecraft main character v)?> or <touching (platforms v)?>> or <<([abs v] of (x position) ) > [230]> or <([abs v] of (y position) ) > [170]>>>\n                    move (10) steps\n                end\n            end\n            wait (.1) seconds\n            start sound [explode1 v]\n        else\n            if <(level) = [7]> then\n                go to x: (240) y: (180)\n                set [ghost v] effect to (100)\n                if <([x position v] of [minecraft main character v]) > [-110]> then\n                    wait (.4) seconds\n                    go to x: (-95) y: (95)\n                    point towards (minecraft main character v)\n                    if <([y position v] of [minecraft main character v]) > [100]> then\n                        turn left (pick random (5) to (20)) degrees\n                    else\n                        turn left (pick random (0) to (10)) degrees\n                    end\n                    set [ghost v] effect to (0)\n                    start sound [Minecraft-fireball4 v]\n                    repeat until <<<touching (minecraft main character v)?> or <touching (platforms v)?>> or <<([abs v] of (x position) ) > [230]> or <([abs v] of (y position) ) > [170]>>>\n                        move (15) steps\n                    end\n                    wait (.1) seconds\n                    start sound [explode1 v]\n                end\n            end\n        end\n    end\nend\n\n@lava\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@ezgif-4-8b040b3895\n\nwhen flag clicked\nforever\n    next costume\n    wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <<(level) = [2]> or <(level) = [11]>> then\n    show\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-63) y: (-38)\nset [isclone v] to [1]\nhide\nrepeat (7)\n    repeat (8)\n        change x by (32)\n        create clone of (_myself_ v)\n    end\n    set x to (-63)\n    change y by (32)\nend\nset [isclone v] to [0]\nhide\n\nwhen I receive [next level v]\nset size to (100) %\nclear graphic effects\nif <<(level) = [6]> and <(isclone) = [1]>> then\n    show\nelse\n    hide\nend\nif <(level) = [7]> then\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    if <<touching (sword v)?> and <<key (space v) pressed?> or <(holding) = [1]>>> then\n        wait (.1) seconds\n        start sound [Minecraft Glass Break - Sound Effect v]\n        repeat (10)\n            change [ghost v] effect by (10)\n            change size by (-2)\n        end\n        hide\n    end\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)) )) - (-20))\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [next level v]\nif <<(level) = [11]> and <not <(username) = [UltraCoolGames]>>> then\n    change [☁ wins v] by (1)\n    if <(skips) = [0]> then\n        change [☁ wins \(no skips\) v] by (1)\n    end\n    if <(flawless) = [1]> then\n        change [☁ wins \(perfect run\) v] by (1)\n    end\nend\n\n@Analog Stick\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@ezgif-4-de9ee835cb\n\nwhen flag clicked\nforever\n    next costume\n    wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [4]> then\n    show\nend\n\nwhen flag clicked\nhide\n\ngo [backward v] (1) layers\n\n@ezgif-4-de9ee835cb3\n\nwhen flag clicked\nforever\n    next costume\n    wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n    show\nend\n\nwhen flag clicked\nhide\n\ngo [backward v] (1) layers\n\n@ezgif-4-8b040b2\n\nwhen flag clicked\nwait (.15) seconds\nforever\n    next costume\n    wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n    show\nend\n\nwhen flag clicked\nhide\n\n@enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n    stop [other scripts in sprite v]\n    delete this clone\nend\n\nwhen I receive [next level v]\nif <(level) = [10]> then\n    forever\n        set [isclone v] to [1]\n        if <([x position v] of [minecraft main character v]) < [185]> then\n            create clone of (_myself_ v)\n            set [isclone v] to [0]\n            wait (1.5) seconds\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching (sword v)?> and <<(swinging) = [1]> or <(holding) = [1]>>> then\n        start sound [Hurt v]\n        point in direction (90)\n        stop [other scripts in sprite v]\n        switch costume to (died v)\n        set rotation style [all around v]\n        show\n        set [yv v] to [7]\n        switch costume to (died v)\n        repeat 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)\n        end\n        delete this clone\n    end\n    if <touching (minecraft main character v)?> then\n        broadcast (Human v)\n        delete this clone\n    end\n    point towards (minecraft main character v)\n    if <([x position v] of [minecraft main character v]) < (x position)> then\n        change x by (-5)\n    else\n        change x by (5)\n    end\nend\n\nwhen I start as a clone\nswitch costume to (steve2 v)\nshow\nforever\n    if <(costume [number v]) = [5]> then\n        switch costume to (steve2 v)\n    else\n        next costume\n    end\n    wait (.1) seconds\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [velocity v] to [0]\nforever\n    change [velocity v] by (-1)\n    change y by (velocity)\n    if <touching (platforms v)?> then\n        set y to (-37)\n        set [velocity v] to [0]\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(x position) > [194]> then\n        delete this clone\n    end\nend\n\n@ezgif-4-8b040b3\n\nwhen flag clicked\nwait (.1) seconds\nforever\n    next costume\n    wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n    show\nend\n\nwhen flag clicked\nhide\n\n@ezgif-4-de9ee835cb2\n\nwhen flag clicked\nforever\n    next costume\n    wait (.01) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n    show\nend\n\nwhen flag clicked\nhide\n\ngo [backward v] (1) layers\n\n@minecraft-parrot\n\nwhen flag clicked\nwait (.25) seconds\nforever\n    next costume\n    wait (.07) seconds\nend\n\nwhen I receive [next level v]\nhide\nif <(level) = [11]> then\n    show\nend\n\nwhen flag clicked\nhide\n\n
Help Steve dodge enemies and fight with your sword to steal the diamond!\n\n★★★ Computer Controls ★★★\n<> WASD or Arrow Keys to move!\n<> Space to use sword!\n<> Run against a wall and hold jump to wall jump!\n\n★★★ Mobile Controls ★★★\n<> Press and hold on the screen to use the analog stick!\n> The sword is used automatically.