nature Platformer #games #all
@Stage\n\n@Menü\n\nwhen flag clicked\nshow\nforever\n    if <[170] < (mouse y)> then\n        go to [front v] layer\n        go [backward v] (2) layers\n        show\n        glide (0.3) secs to x: (0) y: (150)\n        wait until <(mouse y) < [120]>\n        glide (0.3) secs to x: (0) y: (210)\n    else\n        hide\n    end\nend\n\n@Sound\n\nwhen flag clicked\nforever\n    play sound [nature sounds v] until done\nend\n\nwhen I receive [zuschlagen v]\nstart sound [zuschlagen v]\n\nwhen I receive [shoot v]\nstart sound [kannon v]\n\nwhen flag clicked\nswitch costume to (100 v)\nset volume to (costume [name v]) %\nshow\nforever\n    if <[170] < (mouse y)> then\n        go to [front v] layer\n        show\n        glide (0.3) secs to x: (80) y: (150)\n        repeat until <(mouse y) < [120]>\n            set size to (100) %\n            if <touching (mouse-pointer v)?> then\n                set size to (110) %\n                if <mouse down?> then\n                    next costume\n                    wait until <not <mouse down?>>\n                    set volume to (costume [name v]) %\n                end\n            end\n        end\n        glide (0.3) secs to x: (80) y: (210)\n    else\n        hide\n    end\nend\n\nwhen I receive [rip v]\nstart sound [Rip v]\n\ngo to [front v] layer\n\n@Musik\n\nwhen flag clicked\nset [musik v] to [100]\nswitch costume to (100 v)\nset volume to (costume [name v]) %\nshow\nforever\n    if <[170] < (mouse y)> then\n        go to [front v] layer\n        show\n        glide (0.3) secs to x: (-80) y: (150)\n        repeat until <(mouse y) < [120]>\n            set size to (100) %\n            if <touching (mouse-pointer v)?> then\n                set size to (110) %\n                if <mouse down?> then\n                    next costume\n                    wait until <not <mouse down?>>\n                    set [musik v] to (costume [name v])\n                    set volume to (costume [name v]) %\n                end\n            end\n        end\n        glide (0.3) secs to x: (-80) y: (210)\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Medieval2 v] until done\nend\n\ngo to [front v] layer\n\nwhen I receive [win v]\nforever\n    set volume to (0) %\nend\n\nbroadcast (win v)\n\n@Startbildschirm\n\nwhen flag clicked\nforever\n    show\n    go to x: (0) y: (0)\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\nforever\n    play sound [Dance Energetic2 v] until done\nend\n\nwhen I receive [win v]\nshow\nforever\n    set volume to (musik) %\nend\n\nset volume to (musik) %\n\n@bullet\n\nwhen I receive [shoot v]\ngo to [back v] layer\ngo to (kanone v)\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n    if <([direction v] of [kanone v]) = [90]> then\n        point in direction (90)\n        change x by (-10)\n    else\n        point in direction (-90)\n        change x by (8)\n    end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Kanone\n\nwhen flag clicked\nforever\n    if <<(level) = [8]> or <(level) = [9]>> then\n        show\n        wait (1) seconds\n        broadcast (shoot v)\n        switch costume to (kostüm1 v)\n        repeat (7)\n            next costume\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n    if <(level) = [8]> then\n        go to x: (208) y: (121)\n        point in direction (90)\n    end\n    if <(level) = [9]> then\n        go to x: (218) y: (14)\n        point in direction (90)\n    end\nend\n\n@golem\n\nswitch costume to (golem_01_walking_000 v)\nrepeat (17)\n    next costume\nend\n\nwhen I receive [next level v]\nhide\nset size to (30) %\nif <(level) = [7]> then\n    go to x: (-162) y: (49)\n    broadcast (golem v)\nend\nif <(level) = [9]> then\n    go to x: (96) y: (-129)\n    broadcast (golem v)\nend\n\nwhen I receive [golem v]\nset rotation style [left-right v]\nforever\n    if <<(level) = [7]> or > then\n        show\n        point towards (player v)\n        if <[80.00000000000000] > (distance to [player v])> then\n            wait (0.3) seconds\n            switch costume to (golem_01_attacking_000 v)\n            repeat (11)\n                next costume\n            end\n            broadcast (zuschlagen v)\n        end\n        if <<(costume [number v]) > [27]> and <(costume [number v]) < [39]>> then\n            next costume\n            wait (0.1) seconds\n        else\n            switch costume to (golem_01_idle_000 v)\n            wait (0.1) seconds\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [golem v]\nforever\n    if <<touching (player v)?> and <<([costume # v] of [player v]) > [7]> and <([costume # v] of [player v]) < [16]>>> then\n        stop [other scripts in sprite v]\n        switch costume to (golem_01_dying_000 v)\n        repeat (14)\n            next costume\n        end\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nhide\n\n@Verschönerung\n\nwhen flag clicked\nforever\n    go to [back v] layer\n    go to x: (0) y: (0)\n    switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (level)\nend\n\n@level\n\nwhen flag clicked\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (level)\nend\n\n@player\n\nwhen flag clicked\nset size to (100) %\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nset rotation style [left-right v]\nforever\n    set [speed v] to [7]\n    if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n        set [x v] to ((X) * (0.5))\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n        set [x v] to [-1]\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n        set [x v] to [1]\n    end\n    if <(pause) = [true]> then\n        set [x v] to [0]\n    end\n    change x by ((X) * (speed))\n    if <<touching (level v)?> or <touching (door \(\) v)?>> then\n        change y by (1)\n        if <<touching (level v)?> or <touching (door \(\) v)?>> then\n            change y by (1)\n            if <<touching (level v)?> or <touching (door \(\) v)?>> then\n                change y by (1)\n                if <<touching (level v)?> or <touching (door \(\) v)?>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <touching (door \(\) v)?>> then\n                        change y by (1)\n                        if <<touching (level v)?> or <touching (door \(\) v)?>> then\n                            change y by (1)\n                            if <<touching (level v)?> or <touching (door \(\) v)?>> then\n                                change y by (1)\n                                if <<touching (level v)?> or <touching (door \(\) v)?>> then\n                                    change x by (((-1) * (speed)) * (X))\n                                    change y by (-7)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y v] by (-1)\n    if <(pause) = [true]> then\n        set [y v] to [0]\n    end\n    change y by (Y)\n    if <<touching (level v)?> or <touching (door \(\) 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?> and <touching (level v)?>> then\n        change [y v] by (15)\n    end\n    change y by (1)\n    if <(x position) > [240]> then\n        switch costume to (nothing v)\n        change [level v] by (1)\n        set [x v] to [0]\n        set [y v] to [0]\n        go to x: (-215) y: (-100)\n        broadcast (next level v)\n        if <(level) = [14]> then\n            broadcast (win v)\n            stop [other scripts in sprite v]\n            go to x: (33) y: (45)\n            set size to (150) %\n            forever\n                switch costume to (idle1 v)\n                wait (0.1) seconds\n                repeat (12)\n                    next costume\n                    wait (0.1) seconds\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(death) = [0]> then\n        if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n            if <<(costume [number v]) > [1]> and <[5] > (costume [number v])>> then\n                next costume\n                wait (0.02) seconds\n            else\n                switch costume to (run1 v)\n            end\n        end\n        if <key (up arrow v) pressed?> then\n            switch costume to (jump2 v)\n            wait until <(Y) = [0]>\n            wait until <not <(Y) = [0]>>\n            wait until <(Y) = [0]>\n        end\n        if <<key (space v) pressed?> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n            switch costume to (attack1 v)\n            repeat (5)\n                next costume\n                wait (0.1) seconds\n            end\n        end\n        if <<key (space v) pressed?> and <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n            switch costume to (run_attack1 v)\n            repeat (4)\n                next costume\n                wait (0.05) seconds\n            end\n        end\n        change y by (-1)\n        if <touching (level v)?> then\n            if <<not <key (space v) pressed?>> and <<not <key (right arrow v) pressed?>> and <<not <key (left arrow v) pressed?>> and <not <key (up arrow v) pressed?>>>>> then\n                switch costume to (nothing v)\n            end\n        end\n        change y by (1)\n    end\nend\n\nwhen I receive [death v]\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nset [death v] to [0]\n\nwhen flag clicked\nforever\n    if <<<touching (spikes v)?> or <<touching (golem v)?> and <<([costume # v] of [golem v]) < [13]> and <[7] < ([costume # v] of [golem v])>>>> or <touching (bullet v)?>> then\n        broadcast (rip v)\n        repeat (5)\n            switch costume to (nothing v)\n            change [ghost v] effect by (20)\n        end\n        broadcast (death v)\n    end\nend\n\nchange [level v] by (1)\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nbroadcast (next level v)\n\nchange [level v] by (-1)\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nbroadcast (next level v)\n\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (-100)\nbroadcast (next level v)\n\n
---------------------nature Platformer--------------------\n\nthe instructions are included in the Game.\nHave much fun!\n\nmove the mouse above the screen to see the settings