Windy Vibes || Multiplayer Shooting Platformer #games #all
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\nbroadcast (init v) and wait\nbroadcast (Start v)\n\nwhen flag clicked\nerase all\n\nwhen [z v] key pressed\nif <(username) = [Indian-Programmer]> then\n    set [☁ online v] to [0]\nend\n\nwhen flag clicked\nset [which intro ? v] to [1]\n\nwhen I receive [intro has ended v]\nbroadcast (Menu  v)\nswitch backdrop to (backdrop2 v)\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [menu  v]\nset [music v] to [1]\nset [sfx v] to [1]\nset volume to (39) %\nforever\n    play sound [Intro Theme v] until done\nend\n\nwhen I receive [menu  v]\nforever\n    if <(Music) = [1]> then\n        if <(volume) > [40]> then\n            repeat until <[30] > (volume)>\n                change volume by (-1)\n            end\n        else\n            repeat until <(volume) > [40]>\n                change volume by (1)\n            end\n        end\n    else\n        set volume to (0) %\n    end\nend\n\n@Blank\n\n@Cloud\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ Cloud1)) to [clouddata v]\nadd (join [=] (☁ Cloud2)) to [clouddata v]\nadd (join [=] (☁ Cloud3)) to [clouddata v]\nadd (join [=] (☁ Cloud4)) to [clouddata v]\nadd (join [=] (☁ Cloud5)) to [clouddata v]\nadd (join [=] (☁ Cloud6)) to [clouddata v]\nadd (join [=] (☁ Cloud7)) to [clouddata v]\nadd (join [=] (☁ Cloud8)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n    stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n    stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n    set [~i v] to (item # of [] in [@players v])\n    if <(~i) = [0]> then\n        New Player\n    else\n        replace item (~i) of [@players v] with (item (2) of [decoded v])\n        replace item (~i) of [@ids v] with (item (5) of [decoded v])\n    end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n    replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n    change [~j v] by (1)\nend\n\ndefine Read Cloud\nProcess Cloud [1] (join [=] (☁ Cloud1))\nProcess Cloud [2] (join [=] (☁ Cloud2))\nProcess Cloud [3] (join [=] (☁ Cloud3))\nProcess Cloud [4] (join [=] (☁ Cloud4))\nProcess Cloud [5] (join [=] (☁ Cloud5))\nProcess Cloud [6] (join [=] (☁ Cloud6))\nProcess Cloud [7] (join [=] (☁ Cloud7))\nProcess Cloud [8] (join [=] (☁ Cloud8))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n    switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n    if <(costume [number v]) = [1]> then\n        add (~temp) to [decoded v]\n        set [~temp v] to []\n    else\n        set [~temp v] to (join (~temp) (costume [name v]))\n    end\n    change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n    set [~j v] to [1]\n    repeat (length of (item (~i) of [#playerlist v]))\n        switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n        if <(costume [number v]) < [10]> then\n            set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n        else\n            set [~temp v] to (join (~temp) (costume [number v]))\n        end\n        change [~j v] by (1)\n    end\n    set [~temp v] to (join (~temp) [01])\n    change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n    if <(playerid) < [3]> then\n        if <(playerid) = [1]> then\n            set [☁ cloud1 v] to (~temp)\n        else\n            set [☁ cloud2 v] to (~temp)\n        end\n    else\n        if <(playerid) = [3]> then\n            set [☁ cloud3 v] to (~temp)\n        else\n            if <(playerid) = [4]> then\n                set [☁ cloud4 v] to (~temp)\n            else\n                set [☁ cloud5 v] to (~temp)\n            end\n        end\n    end\nelse\n    if <(playerid) < [8]> then\n        if <(playerid) = [6]> then\n            set [☁ cloud6 v] to (~temp)\n        else\n            set [☁ cloud7 v] to (~temp)\n        end\n    else\n        if <(playerid) = [8]> then\n            set [☁ cloud8 v] to (~temp)\n        end\n    end\nend\n\nwhen I receive [update v]\nUpdatePlayersList [1]\nRead Cloud\nSaveToCloud (pick random (1) to (length of [clouddata v]))\nCountPlayers\nUpdatePlayersList [0]\n\ndefine CountPlayers\nset [players online v] to [1]\nset [~i v] to [1]\nadd to players online\nif <(Players Online) > [1]> then\n    hide\nelse\n    if <(username) = []> then\n        switch costume to (log in v)\n    else\n        switch costume to (alone v)\n    end\n    show\nend\nif <(☁ Online) < [0]> then\n    switch costume to (offline v)\n    show\n    stop [all v]\nend\nif <<not <(Version) = (☁ Online)>> and <(☁ Online) > [0]>> then\n    switch costume to (update v)\n    show\n    stop [all v]\nend\n\nif <(☁ Online) = [0]> then\n    switch costume to (new v)\nend\n\nwhen I receive [init v]\nInit\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n    set [~c v] to [0]\n    repeat (length of [@players v])\n        if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n            if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n                replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n            end\n            replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n        end\n        change [~c v] by (1)\n    end\nelse\n    set [~c v] to [0]\n    repeat (length of [@players v])\n        if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n            if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [99]>> then\n                if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n                    replace item ((~c) + (1)) of [#checkactive v] with [0]\n                    replace item ((~c) + (1)) of [@players v] with []\n                    replace item ((~c) + (1)) of [@ids v] with []\n                else\n                    replace item ((~c) + (1)) of [#checkactive v] with [1]\n                end\n                replace item ((~c) + (1)) of [@playeroffset v] with [0]\n            end\n        end\n        change [~c v] by (1)\n    end\nend\n\ndefine EmptyCloud\nset [☁ cloud1 v] to []\nwait (0.1) seconds\nset [☁ cloud2 v] to []\nwait (0.1) seconds\nset [☁ cloud3 v] to []\nwait (0.1) seconds\nset [☁ cloud4 v] to []\nwait (0.1) seconds\nset [☁ cloud5 v] to []\nwait (0.1) seconds\nset [☁ cloud6 v] to []\nwait (0.1) seconds\nset [☁ cloud7 v] to []\nwait (0.1) seconds\nset [☁ cloud8 v] to []\n\nwhen flag clicked\nhide\nset [last v] to [1]\nset [version v] to [1]\nif <(username) = [Indian-Programmer]> then\n    wait (0.1) seconds\n    set [☁ online v] to (Version)\nend\nif <(Players Online) > [0]> then\n    replace item (5) of [#playerlist v] with [X]\n    repeat (10)\n        SaveToCloud (pick random (1) to (length of [clouddata v]))\n    end\nend\nset [players online v] to [0]\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd (round (([x position v] of [player v]) + (SCROLL X))) to [#playerlist v]\nadd (round (([y position v] of [player v]) + (SCROLL Y))) to [#playerlist v]\nadd (@ID) to [#playerlist v]\nadd (HP) to [#playerlist v]\nadd (BULLETS) to [#playerlist v]\nadd (round ([direction v] of [player v])) to [#playerlist v]\nadd (_chat) to [#playerlist v]\nadd (_Player HIT username) to [#playerlist v]\nadd (Kills) to [#playerlist v]\nadd (round ([direction v] of [player aim v])) to [#playerlist v]\n\nset [&maxelements v] to [12]\n\nset [☁ online v] to [0]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n    add [0] to [#cloudlist v]\nend\nbroadcast (costumalize v)\ncreate clone of (friends v)\ncreate clone of (opponent gun v)\n\ndefine Find Player (name) (id)\nset [~i v] to [0]\nrepeat (length of [@players v])\n    change [~i v] by (1)\n    if <<(item (~i) of [@players v]) = (name)> and <(item (~i) of [@ids v]) = (id)>> then\n        stop [this script v]\n    end\nend\nset [~i v] to [0]\n\nwhen I receive [respawn v]\nhide\n\ndelete all of [chat \[press "t" to close\] v]\nadd [hi] to [chat \[press "t" to close\] v]\nadd [bye] to [chat \[press "t" to close\] v]\nadd [lol] to [chat \[press "t" to close\] v]\nadd [xD] to [chat \[press "t" to close\] v]\nadd [I got you :D] to [chat \[press "t" to close\] v]\nadd [I died :\(] to [chat \[press "t" to close\] v]\nadd [I'm the best :P] to [chat \[press "t" to close\] v]\nadd [Team?] to [chat \[press "t" to close\] v]\nadd [Sure!] to [chat \[press "t" to close\] v]\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine add to players online\nrepeat (length of [@players v])\n    if <(item (~i) of [#checkactive v]) = [1]> then\n        change [players online v] by (1)\n    end\n    change [~i v] by (1)\nend\n\ndefine save to cloud (speed hack)\n\nsave to cloud (speed hack)\n\nwhen [timer v] > (tb timer)\nhide\n\n@player\n\ndefine Set Costume and sounds\nif <(in air) = [0]> then\n    if <(frame) = [0]> then\n        switch costume to (stance1 v)\n        if <key (down arrow v) pressed?> then\n            switch costume to (s_1 v)\n        end\n    else\n        switch costume to ([floor v] of ((8) + ((frame) mod (8))) )\n        start sound (pick random (1) to (4))\n    end\nelse\n    if <not <(DIRECTION) = [down]>> then\n        if <(sy) > [0]> then\n            switch costume to (j_1 v)\n        else\n            switch costume to (f_1 v)\n        end\n    else\n        switch costume to (stance1 v)\n        if <key (down arrow v) pressed?> then\n            switch costume to (s_1 v)\n        end\n    end\nend\n\nwhen I receive [green flag v]\nbroadcast (start game v)\n\nwhen I receive [play game v]\nforever\n    broadcast (reset v) and wait\n    broadcast (setup v) and wait\n    Game On\n    repeat until <(EXIT) > []>\n        Tick\n        erase all\n        broadcast (BG v)\n        broadcast (Tick v)\n        broadcast (update v)\n        if <(HP) < [1]> then\n            set [exit v] to [die]\n        end\n    end\n    set [hp v] to [0]\n    Game - Die\n    hide\n    erase all\nend\n\ndefine Game On\nset rotation style [left-right v]\nset [shoot v] to (timer)\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [lives v] to [10]\nset [bullets v] to [0]\nset [hp v] to [100]\nset [kills v] to [0]\nset [_death by v] to [0]\npoint in direction (90)\nclear graphic effects\nset size to (400) %\nshow\nif <(Checkpoint) = [0]> then\n    Checkpoint [0] [30] scrolls [0] [30]\nelse\n    if <(Checkpoint) = [1]> then\n        Checkpoint [2660] [100] scrolls [2660] [100]\n    else\n        if <(Checkpoint) = [2]> then\n            Checkpoint [5437] [815] scrolls [5437] [875]\n        end\n    end\nend\n\ndefine Tick\nset [exit2 v] to (EXIT)\nchange [_frame v] by (1)\nset [brightness v] effect to (0)\nswitch costume to (hitbox v)\nif <(_frame) > [98]> then\n    set [_frame v] to [10]\nend\nif <<mouse down?> or <key (space v) pressed?>> then\n    if <((Shoot) + (0.5)) < (timer)> then\n        create clone of (player bullet v)\n        start sound [snShoot v]\n        set [bullets v] to [1]\n        set [shoot v] to (timer)\n        if <(direction) > [0]> then\n            set [sx v] to [-3]\n        else\n            set [sx v] to [3]\n        end\n        change [__shootcount v] by (1)\n    end\nelse\n    if <((Shoot) + (0.1)) < (timer)> then\n        set [bullets v] to [0]\n    end\nend\nif <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n    set [frame v] to [0]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [sx v] by (-2)\n    change [frame v] by (0.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [sx v] by (2)\n    change [frame v] by (0.5)\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?>> then\n    if <(in air) < [4]> then\n        set [sy v] to [16]\n    end\nend\nif <touching (opponent bullet v)?> then\n    set [brightness v] effect to (50)\n    change [hp v] by (-10)\nelse\n    set [brightness v] effect to (0)\nend\nif <[-15] < (sy)> then\n    change [sy v] by (-2)\nend\nChange player y by (sy)\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nset rotation style [left-right v]\nif <[-120] > (SCROLL X)> then\n    set [scroll x v] to [-120]\nend\nif <(y) < [-250]> then\n    set [_death by v] to [fall]\n    set [exit v] to [die]\n    set [hp v] to [0]\nend\nif <touching (danger v)?> then\n    set [hp v] to [0]\n    set [exit v] to [die]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nposition\nSet Costume and sounds\n\npoint in direction (-90)\n\npoint in direction (90)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<<<touching (level hitbox v)?> or <touching (x moving platform v)?>> or <touching (y moving platform v)?>> or <touching (crate v)?>>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    position\n    set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <<<<touching (level hitbox v)?> or <touching (x moving platform v)?>> or <touching (y moving platform v)?>> or <touching (crate v)?>> then\n    repeat (8)\n        change [y v] by (1)\n        position\n        if <not <<<<touching (level hitbox v)?> or <touching (x moving platform v)?>> or <touching (y moving platform v)?>> or <touching (crate v)?>>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-8)\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 (level hitbox v)?> or <touching (x moving platform v)?>> or <touching (y moving platform v)?>> or <touching (crate v)?>>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        position\n    end\nend\n\ndefine Game - Die\nset [exit v] to []\nhide variable [players online v]\nhide variable [kills v]\nGame On\n\nwhen I receive [game v]\nbroadcast (green flag v) and wait\n\nwhen I receive [game v]\nshow\nbroadcast (play game v) and wait\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nbroadcast (game v)\n\nwhen I receive [tick v]\npoint in direction ([direction v] of [player aim v])\n\nwhen I receive [play game v]\nshow variable [players online v]\nset [_chat v] to [0]\nforever\n    wait until <not <key (t v) pressed?>>\n    wait until <key (t v) pressed?>\n    hide list [chat \[press "t" to close\] v]\n    wait until <not <key (t v) pressed?>>\n    repeat until <<<key (t v) pressed?> or <(_chat) > [0]>> or <(EXIT) > []>>\n        chat\n    end\n    show list [chat \[press "t" to close\] v]\nend\n\ndefine chat\nkey [1]\nkey [2]\nkey [3]\nkey [4]\nkey [5]\nkey [6]\nkey [7]\nkey [8]\nkey [9]\n\ndefine key (key)\nif <<key ((key) v) pressed?> and <(_chat) = [0]>> then\n    set [_chat v] to (key)\n    broadcast (chat v)\nend\n\nwhen I receive [tick v]\nif <(_chat) > [0]> then\n    say (item (_chat) of [chat \[press "t" to close\] v])\nelse\n    say []\nend\n\nwhen I receive [chat v]\nwait (4) seconds\nset [_chat v] to [0]\n\nwhen flag clicked\nshow list [chat \[press "t" to close\] v]\n\nwhen flag clicked\nhide variable [players online v]\nhide variable [kills v]\n\nwhen I receive [player death v]\nwait (3) seconds\nshow variable [players online v]\n\nshow variable [kills v]\n\nshow variable [kills v]\n\nshow variable [kills v]\n\nwhen I start as a clone\n\ndefine Checkpoint (x) (y) scrolls (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\n\nwhen I receive [tick v]\n\nwhen I receive [move right v]\nset [sx v] to [50]\n\nwhen I receive [move left v]\nset [sx v] to [-50]\n\nwhen I receive [move up v]\nset [sy v] to [35]\n\nwhen I receive [fall down v]\nset [sy v] to [-35]\n\nwhen I receive [go with platforms v]\n\nwhen I receive [tick v]\nif <touching (x moving platform v)?> then\n    if <(x DIRECTION) = [Right]> then\n        set [sx v] to [5]\n    else\n        set [sx v] to [-5]\n    end\nend\n\nset [scroll y v] to ((SCROLL Y) + (round ((mouse y) / (40))))\nset [scroll x v] to ((SCROLL X) + (round ((mouse x) / (40))))\n\nwhen flag clicked\nset [__jump count v] to [0]\nset [__deathcount v] to [0]\nset [__shootcount v] to [0]\nforever\n    if <[6] < (in air)> then\n        change [__jump count v] by (1)\n        wait until <not <[6] < (in air)>>\n    end\nend\n\nwhen flag clicked\nforever\n    if <(EXIT) = [die]> then\n        change [__deathcount v] by (1)\n        wait until <not <(EXIT) = [die]>>\n    end\nend\n\nwhen I receive [green flag v]\n\nwhen [down arrow v] key pressed\nstart sound [snLanding v]\nwait until <not <key (down arrow v) pressed?>>\n\nbroadcast (BG v) and wait\n\nwhen I receive [brightness effect v]\nset [brightness v] effect to (50)\n\nwhen I receive [menu  v]\nforever\n    if <(SFX) = [0]> then\n        set volume to (0) %\n    else\n        set volume to (100) %\n    end\nend\n\nask (answer) and wait\n\nwhen [timer v] > (tb timer)\nhide\n\n@Friends\n\nwhen flag clicked\nhide\n\nwhen I receive [update v]\nif <(_clone) = [0]> then\n    change [~tick v] by (1)\n    if <(~Tick) > [999]> then\n        set [~tick v] to [0]\n    end\nelse\n    if <(item (_clone) of [#checkactive v]) = [1]> then\n        Position ((item ((((_clone) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (SCROLL X)) ((item ((((_clone) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (SCROLL Y))\n        if <(item (J) of [#cloudlist v]) > [0]> then\n            point in direction (90)\n        else\n            point in direction (-90)\n        end\n    else\n        hide\n        set [_kill claimed v] to [0]\n    end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nchange [clones v] by (1)\nset [_clone v] to (clones)\nset [shot timer v] to (timer)\nset [_kill claimed v] to [0]\n\nwhen I receive [start v]\nset [_clone v] to [0]\nset [clones v] to [0]\n\ndefine Position (x) (y)\nif <(HP) > [0]> then\n    go to x: (x) y: (y)\n    if <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n        if <(item ((((_clone) - (1)) * (&MaxElements)) + (6)) of [#cloudlist v]) > [0]> then\n            show\n            set [brightness v] effect to (0)\n            Update Healthbar [25] [10] (x) ((y) + (40)) (item ((((_clone) - (1)) * (&MaxElements)) + (6)) of [#cloudlist v])\n            show\n            if <<(item ((((_clone) - (1)) * (&MaxElements)) + (7)) of [#cloudlist v]) = [1]> and <(timer) > ((shot timer) + (0.5))>> then\n                set [shot timer v] to (timer)\n                add (item ((((_clone) - (1)) * (&MaxElements)) + (8)) of [#cloudlist v]) to [bullet direction v]\n                add (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v]) to [bullet type v]\n                add (item ((((_clone) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) to [bullet x v]\n                add (item ((((_clone) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) to [bullet y v]\n            end\n        else\n            change [_kill claimed v] by (5)\n            if <(_kill claimed) = [5]> then\n                if <(item ((((_clone) - (1)) * (&MaxElements)) + (10)) of [#cloudlist v]) = (username)> then\n                    change [kills v] by (1)\n                end\n            end\n            hide\n        end\n    else\n        hide\n    end\n    go to x: (x) y: (y)\n    if <(item ((((_clone) - (1)) * (&MaxElements)) + (9)) of [#cloudlist v]) > [0]> then\n        say (join (join (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v]) [: ]) (item (item ((((_clone) - (1)) * (&MaxElements)) + (9)) of [#cloudlist v]) of [chat \[press "t" to close\] v]))\n    else\n        say (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v])\n    end\n    set [_show? v] to [1]\nelse\n    hide\n    set [_show? v] to [0]\nend\n\ndefine Update Healthbar (width) (thickness) (x) (y) (hp)\nif <(hp) > [0]> then\n    set pen color to (#ff0000)\n    set pen size to (thickness)\n    go to x: ((x) - (width)) y: (y)\n    pen down\n    go to x: ((x) + (width)) y: (y)\n    pen down\n    pen up\n    set pen color to (#00b74c)\n    go to x: ((x) - (width)) y: (y)\n    pen down\n    go to x: ((x) - (width)) y: (y)\n    pen down\n    change x by ((hp) / ((100) / ((width) * (2))))\n    pen up\nend\n\nwhen flag clicked\nset size to (400) %\n\nwhen I receive [update v]\n\nswitch costume to (_2 v)\nrepeat (4)\n    next costume\n    wait (0.07) seconds\nend\n\nrepeat (4)\n    wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n    set [i v] to (item (((length of [#cloudlist v]) - (12)) + (4)) of [#cloudlist v])\nend\n\nwhen flag clicked\nforever\n    set [j v] to (((length of [#cloudlist v]) - (12)) + (8))\nend\n\nwhen flag clicked\nforever\n    set [d v] to (item (((length of [#cloudlist v]) - (12)) + (3)) of [#cloudlist v])\nend\n\nPosition ((item (((() - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (SCROLL X)) ((item (((() - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (SCROLL Y))\n\nwhen I receive [tick v]\nif <touching (player bullet v)?> then\n    change [__crazykiller v] by (1)\n    wait until <not <touching (player bullet v)?>>\nend\n\nset [brightness v] effect to (50)\n\nwhen I receive [tick v]\nif <touching (player bullet v)?> then\n    broadcast (Opponent Bright v)\nelse\n    set [brightness v] effect to (0)\nend\n\nwhen I receive [opponent bright v]\nset [brightness v] effect to (50)\n\ndefine Decode (input)\nset [decoded value v] to []\ndelete all of [numbers v]\ndelete all of [chars v]\nset [encoder/decoder counter v] to [1]\nrepeat (length of [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_- ])\n    add (letter (encoder/decoder counter) of [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_- ]) to [chars v]\n    change [encoder/decoder counter v] by (1)\nend\nset [encoder/decoder counter v] to [1]\nrepeat (length of [0123456789_- ])\n    add (letter (encoder/decoder counter) of [0123456789_- ]) to [numbers v]\n    change [encoder/decoder counter v] by (1)\nend\nset [encoder/decoder counter v] to [1]\nrepeat (length of (input))\n    set [idx v] to ((join (letter (encoder/decoder counter) of (input)) (letter ((encoder/decoder counter) + (1)) of (input))) - (9))\n    set [decoded value v] to (join (decoded value) (item (idx) of [chars v]))\n    change [encoder/decoder counter v] by (2)\nend\n\ndefine Encode (input)\nset [encoded value v] to []\ndelete all of [numbers v]\ndelete all of [chars v]\nset [encoder/decoder counter v] to [1]\nrepeat (length of [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_- ])\n    add (letter (encoder/decoder counter) of [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_- ]) to [chars v]\n    change [encoder/decoder counter v] by (1)\nend\nset [encoder/decoder counter v] to [1]\nrepeat (length of [0123456789_- ])\n    add (letter (encoder/decoder counter) of [0123456789_- ]) to [numbers v]\n    change [encoder/decoder counter v] by (1)\nend\nset [encoder/decoder counter v] to [1]\nrepeat (length of (input))\n    Detect if upper case (letter (encoder/decoder counter) of (input))\n    if <(text upper case?) = [true]> then\n        if <not <(letter (encoder/decoder counter) of (input)) = [ ]>> then\n            set [idx v] to ((item # of (letter (encoder/decoder counter) of (input)) in [chars v]) + (26))\n        end\n    else\n        if <not <[numbers v] contains (letter (encoder/decoder counter) of (input))?>> then\n            set [idx v] to (item # of (letter (encoder/decoder counter) of (input)) in [chars v])\n        end\n    end\n    if <[numbers v] contains (letter (encoder/decoder counter) of (input))?> then\n        set [idx v] to (item # of (letter (encoder/decoder counter) of (input)) in [chars v])\n    end\n    set [encoded value v] to (join (encoded value) ((idx) - (-9)))\n    change [encoder/decoder counter v] by (1)\nend\nset [encoded value v] to (join (encoded value) [00])\n\ndefine Detect if upper case (input)\ndelete all of [upper chars v]\nset [upper counter v] to [1]\nrepeat (length of [ABCDEFGHIJKLMNOPQRSTUVWXYZ])\n    add (letter (upper counter) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ]) to [upper chars v]\n    change [upper counter v] by (1)\nend\nset [upper counter v] to [0]\nset [upper string v] to []\nrepeat (26)\n    change [upper counter v] by (1)\n    if <(letter (upper counter) of (Upper chars)) = (input)> then\n        set [upper string v] to (join (upper string) (input))\n    else\n        set [upper string v] to (join (upper string) (letter (upper counter) of (Upper chars)))\n    end\nend\nswitch costume to (not upper case v)\nswitch costume to (upper string)\nset [text upper case? v] to <(costume [name v]) = (Upper chars)>\n\nEncode (round <key (space v) pressed?>)\n\nwhen I start as a clone\nforever\n    if <(note-1) = (note-2)> then\n        switch costume to (_1 v)\n        set [paused v] to [1]\n    else\n        set [paused v] to [0]\n    end\n    set [note-1 v] to (D)\n    wait (0.05) seconds\n    set [note-2 v] to (D)\nend\n\nwhen [timer v] > (tb timer)\nhide\n\nif <(costume [name v]) = [R_8]> then\n    switch costume to (_1 v)\nelse\n    if <<(paused) = [0]> and < (costume [name v]) contains [_]?>> then\n        next costume\n    else\n        switch costume to (_1 v)\n    end\nend\n\n@level hitbox\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume2 v)\nClone at x: [0] y: [0]\nClone at x: [720] y: [0]\nClone at x: [720] y: [0]\nClone at x: [900] y: [0]\nClone at x: [1000] y: [0]\nClone at x: [1300] y: [600]\nClone at x: [700] y: [-100]\nClone at x: [0] y: [500]\nClone at x: [-400] y: [500]\nClone at x: [-600] y: [200]\nClone at x: [-700] 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\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 [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [respawn v]\nhide\ndelete this clone\n\ndelete this clone\n\nwhen [timer v] > (tb timer)\nhide\n\n@player bullet\n\nwhen flag clicked\nhide\n\ndefine position (x) (y)\nshow\ngo to [front v] layer\ngo [backward v] (20) layers\ngo to x: (x) y: (y)\nshow\n\nwhen I start as a clone\nclear graphic effects\nshow\nset [_x v] to (([x position v] of [player v]) + (SCROLL X))\nset [_y v] to (([y position v] of [player v]) + (SCROLL Y))\npoint in direction ([direction v] of [player v])\nposition ((_x) - (SCROLL X)) ((_y) - (SCROLL Y))\nrepeat until <<<<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching (friends v)?>>> or <touching (crate v)?>> or <touching (moving enemy v)?>>\n    show\n    clear graphic effects\n    change [_x v] by (([sin v] of (direction) ) * (15))\n    change [_y v] by (([cos v] of (direction) ) * (15))\n    go to [front v] layer\n    go [backward v] (20) layers\n    position ((_x) - (SCROLL X)) ((_y) - (SCROLL Y))\n    show\nend\nwait (0.03) seconds\ndelete this clone\n\nshow\n\nset [ghost v] effect to (0)\n\nwhen I receive [start game :\) v]\nset [__crazykiller v] to [0]\n\n@player aim\n\nwhen I receive [tick v]\ngo to [front v] layer\npoint towards (mouse-pointer v)\ngo to (player v)\ngo to [front v] layer\ngo [backward v] (5) layers\nif <(direction) > [0]> then\n    switch costume to (triangle v)\nelse\n    switch costume to (triangle2 v)\nend\nshow\n\nwhen I receive [respawn v]\nhide\n\nwhen flag clicked\nhide\n\nif <(EXIT2) = [die]> then\n    hide\nend\n\nwhen I receive [setup v]\n\nwhen [timer v] > (tb timer)\nhide\n\n@opponent bullet\n\ndefine shoot\nchange [_frames v] by (1)\nif <(x) = [_]> then\n    replace item (clone id) of [bullet x v] with [_]\n    replace item (clone id) of [bullet y v] with [_]\n    replace item (clone id) of [bullet direction v] with [_]\n    replace item (clone id) of [bullet type v] with [_]\nend\nchange [x v] by ((15) * ([sin v] of (direction) ))\nchange [y v] by ((15) * ([cos v] of (direction) ))\nreplace item (clone id) of [bullet x v] with (round (x))\nreplace item (clone id) of [bullet y v] with (round (y))\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<<<touching (level hitbox v)?> or <touching (_edge_ v)?>> or <touching (player v)?>> or <touching (crate v)?>> then\n    set [x v] to [_]\n    if <touching (player v)?> then\n        broadcast (brightness effect v)\n        set [_player hit username v] to (item (clone id) of [bullet type v])\n    end\nend\nif <<(clone id) > (length of [bullet type v])> or <(item (clone id) of [bullet type v]) = [_]>> then\n    delete this clone\nend\nshow\n\nwhen I receive [setup v]\nswitch costume to (check v)\nset [clone id v] to [0]\ndelete all of [bullet x v]\ndelete all of [bullet y v]\ndelete all of [bullet direction v]\ndelete all of [bullet type v]\ndelete this clone\n\ndefine clone check\nrepeat ((length of [bullet type v]) - (clone id))\n    change [clone id v] by (1)\n    set [x v] to (item (clone id) of [bullet x v])\n    set [y v] to (item (clone id) of [bullet y v])\n    point in direction (item (clone id) of [bullet direction v])\n    switch costume to (bullet v)\n    set [_frames v] to [0]\n    create clone of (_myself_ v)\n    switch costume to (check v)\nend\nrepeat until <not <(item (length of [bullet type v]) of [bullet type v]) = [_]>>\n    delete (length of [bullet x v]) of [bullet x v]\n    delete (length of [bullet y v]) of [bullet y v]\n    delete (length of [bullet direction v]) of [bullet direction v]\n    delete (length of [bullet type v]) of [bullet type v]\n    change [clone id v] by (-1)\nend\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset size to (130) %\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n    clone check\nelse\n    shoot\nend\n\nwhen I receive [respawn v]\nhide\ndelete this clone\n\n@hp bar\n\nwhen I receive [tick v]\ngo to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (40))\nswitch costume to (join [] (HP))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game :\) v]\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\nwhen [timer v] > (tb timer)\nhide\n\n@Aim\n\nwhen flag clicked\nhide\nset size to (80) %\nforever\n    repeat (20)\n        change size by (0.75)\n    end\n    repeat (20)\n        change size by (-0.75)\n    end\nend\n\nwhen flag clicked\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (25)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen I receive [respawn v]\nshow variable [players online v]\n\nwhen I receive [start game :\) v]\nshow\nforever\n    go to (mouse-pointer v)\nend\n\nwhen [timer v] > (tb timer)\nhide\n\n@Opponent Gun\n\nwhen I receive [respawn v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<<<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> and <not <([costume name v] of [cloud v]) = [Alone]>>> and <(hide?) = [1]>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((D) - (SCROLL X)) ((i) - (SCROLL Y))\npoint in direction (item (J) of [#cloudlist v])\nif <(direction) > [0]> then\n    switch costume to (triangle v)\nelse\n    switch costume to (triangle2 v)\nend\n\nwhen I receive [play v]\n\nwhen [timer v] > (tb timer)\nhide\n\n@Intro\n\nwhen flag clicked\nwait (0.1) seconds\nif <(which intro ?) = [1]> then\n    broadcast (Start The Intro v)\nend\n\ndefine Clone\nswitch costume to (main sprite v)\nhide\nset [delete clone? v] to [false]\nset [intro: clone id v] to [white circle]\ncreate clone of (_myself_ v)\nwait (1.75) seconds\nset [intro: clone id v] to [black circle]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [intro: clone id v] to [spotlight 1]\ncreate clone of (_myself_ v)\nset [intro: clone id v] to [spotlight 2]\ncreate clone of (_myself_ v)\nset [intro: clone id v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I receive [start the intro v]\ngo to x: (0) y: (0)\nswitch costume to (main sprite v)\nstart sound [Julian Calor - Monster \(feat v]\nClone\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [white circle]> then\n    set size to (0) %\n    show\n    switch costume to (white circle v)\n    set [smooth size change v] to [0]\n    repeat (500)\n        switch costume to (main sprite v)\n        change size by (Smooth size change)\n        change [smooth size change v] by (0.5)\n        switch costume to (white circle v)\n    end\nend\n\ndefine Colorize\nset [smooth color change v] to [20]\nrepeat (10)\n    change [color v] effect by (Smooth Color Change)\n    change [smooth color change v] by (-2)\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [black circle]> then\n    set size to (0) %\n    show\n    switch costume to (black circle v)\n    set [smooth size change v] to [7.5]\n    repeat (500)\n        switch costume to (main sprite v)\n        change size by (Smooth size change)\n        change [smooth size change v] by (1.5)\n        switch costume to (black circle v)\n    end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [black circle]> then\n    forever\n        change [color v] effect by (1)\n    end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [logo]> then\n    go to [front v] layer\n    show\n    switch costume to (logo v)\n    forever\n        set y to (([sin v] of ((timer) * (125)) ) * (10))\n        point in direction ((([sin v] of ((timer) * (100)) ) * (-3)) + (90))\n    end\nend\n\ndefine Blast\nrepeat (20)\n    set [intro: clone id v] to [blast]\n    create clone of (_myself_ v)\nend\nset [intro: clone id v] to [name]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [blast]> then\n    set size to (150) %\n    show\n    switch costume to (blast particles v)\n    point in direction (pick random (0) to (360))\n    repeat until <touching (_edge_ v)?>\n        move (15) steps\n    end\n    repeat (10)\n        move (15) steps\n    end\n    delete this clone\nend\n\nwhen I receive [start the intro v]\nforever\n    if <(Intro: Clone ID) = [logo]> then\n        Blast\n    end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [blast]> then\n    Colorize\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [logo]> then\n    show\n    go to [front v] layer\n    switch costume to (logo v)\n    forever\n        set y to (([sin v] of ((timer) * (125)) ) * (10))\n        point in direction ((([sin v] of ((timer) * (100)) ) * (-3)) + (90))\n    end\nend\n\ndefine Effects\nset [intro: clone id v] to [effects]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nif <(Intro: Clone ID) = [effects]> then\n    show\n    go [backward v] (1) layers\n    switch costume to (effects v)\n    set [particle x v] to (pick random (-10) to (10))\n    set [particle y v] to (pick random (5) to (20))\n    repeat until <touching (_edge_ v)?>\n        change [color v] effect by (25)\n        change x by (Particle X)\n        change y by (Particle Y)\n        change [ghost v] effect by (2)\n        change size by (-2)\n        change [particle y v] by (-1)\n    end\n    change y by (10)\n    delete this clone\nend\n\nwhen I receive [start the intro v]\nforever\n    if <(Intro: Clone ID) = [name]> then\n        wait (1) seconds\n        Effects\n    end\n    if <(Intro: Clone ID) = [effects]> then\n        Effects\n    end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [spotlight 1]> then\n    show\n    go to [front v] layer\n    switch costume to (spotlight v)\n    point in direction (90)\n    go to x: (-214) y: (-148)\n    go to [front v] layer\n    forever\n        repeat (45)\n            go to [front v] layer\n            change [color v] effect by (1)\n            turn right (2) degrees\n        end\n        repeat (45)\n            change [color v] effect by (-1)\n            turn left (2) degrees\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [spotlight 2]> then\n    show\n    go to [front v] layer\n    switch costume to (spotlight v)\n    point in direction (90)\n    go to x: (214) y: (-148)\n    go to [front v] layer\n    forever\n        repeat (45)\n            go to [front v] layer\n            change [color v] effect by (-1)\n            turn left (2) degrees\n        end\n        repeat (45)\n            change [color v] effect by (1)\n            turn right (2) degrees\n        end\n    end\nend\n\ndefine Slide\nwait (4) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (slider v)\nset [smooth scroll v] to [0]\nrepeat until <(y position) < [-475]>\n    go to [front v] layer\n    change y by (Smooth Scroll)\n    change [smooth scroll v] by (-1)\n    go to [front v] layer\nend\nhide\ngo to [front v] layer\nset [delete clone? v] to [true]\ngo to [front v] layer\nbroadcast (Intro has Ended v)\ngo to [front v] layer\n\nwhen I receive [start the intro v]\nforever\n    if <(Intro: Clone ID) = [effects]> then\n        Slide\n        stop [this script v]\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(Delete Clone?) = [true]> then\n        stop [other scripts in sprite v]\n        delete this clone\n    end\nend\n\nwhen I receive [menu  v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\n@Outro\n\nwhen flag clicked\n\nwhen I receive [start outro v]\nshow\nswitch costume to (main sprite v)\nwait (0) seconds\nforever\n    play sound [Danimal Cannon - Long Live The New Fresh v] until done\nend\n\ndefine Clone\nset [outro: clone id v] to [right slider]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [left slider]\ncreate clone of (_myself_ v)\nwait (5) seconds\nset [outro: clone id v] to [logo]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [right spotlight]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [left spotlight]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [hidden message]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [Hidden message 2]\ncreate clone of (_myself_ v)\nforever\n    Particle\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [right slider]> then\n    go to [front v] layer\n    set size to (150) %\n    switch costume to (slider right v)\n    go to x: (224) y: (0)\n    set [smooth slide v] to [0]\n    set [smooth turn v] to [0]\n    repeat until <(x position) < [1]>\n        change x by (Smooth Slide)\n        change [smooth slide v] by (-1)\n    end\n    forever\n        go to x: (0) y: (0)\n        change [brightness v] effect by (-0.5)\n        change [smooth turn v] by (0.25)\n        turn right (Smooth Turn) degrees\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [left slider]> then\n    go to [front v] layer\n    set size to (150) %\n    switch costume to (slider left v)\n    go to x: (-224) y: (0)\n    set [smooth slide v] to [0]\n    set [smooth turn v] to [0]\n    repeat until <(x position) > [-1]>\n        change x by (Smooth Slide)\n        change [smooth slide v] by (1)\n    end\n    forever\n        go to x: (0) y: (0)\n        change [brightness v] effect by (-0.5)\n        change [smooth turn v] by (0.25)\n        turn right (Smooth Turn) degrees\n    end\nend\n\nwhen I receive [start outro v]\ngo to x: (0) y: (0)\nClone\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [logo]> then\n    go to x: (0) y: (0)\n    set [smooth transition v] to [1]\n    switch costume to (logo v)\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    forever\n        change [ghost v] effect by (smooth transition)\n        change [smooth transition v] by (-0.1)\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [logo]> then\n    forever\n        set y to (([sin v] of ((timer) * (125)) ) * (10))\n        point in direction ((([sin v] of ((timer) * (100)) ) * (-3)) + (90))\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [right spotlight]> then\n    switch costume to (spotlight v)\n    go to x: (219) y: (-160)\n    go to [front v] layer\n    point in direction (90)\n    forever\n        repeat (45)\n            turn left (2) degrees\n            change [color v] effect by (1)\n        end\n        repeat (45)\n            turn right (2) degrees\n            change [color v] effect by (-1)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [right spotlight]> then\n    set [smooth transition v] to [1]\n    switch costume to (spotlight v)\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    forever\n        change [ghost v] effect by (smooth transition)\n        change [smooth transition v] by (-0.1)\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [left spotlight]> then\n    switch costume to (spotlight v)\n    go to x: (-219) y: (-160)\n    go to [front v] layer\n    point in direction (90)\n    forever\n        repeat (45)\n            turn right (2) degrees\n            change [color v] effect by (1)\n        end\n        repeat (45)\n            turn left (2) degrees\n            change [color v] effect by (-1)\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [left spotlight]> then\n    set [smooth transition v] to [1]\n    switch costume to (spotlight v)\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    forever\n        change [ghost v] effect by (smooth transition)\n        change [smooth transition v] by (-0.1)\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message]> then\n    set [smooth transition v] to [1]\n    switch costume to (like , fave and follow ! v)\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    forever\n        change [ghost v] effect by (smooth transition)\n        change [smooth transition v] by (-0.1)\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message]> then\n    go to x: (0) y: (196)\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message]> then\n    forever\n        if <touching (mouse-pointer v)?> then\n            repeat (8)\n                change y by (-5)\n            end\n            wait until <not <touching (mouse-pointer v)?>>\n            repeat (8)\n                change y by (5)\n            end\n        end\n    end\nend\n\ndefine Particle\nset [outro: clone id v] to [particle]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [particle]> then\n    go to (random position v)\n    set y to (-199)\n    set [brightness v] effect to (25)\n    switch costume to (pick random (7) to (9))\n    go to [front v] layer\n    set [particle x v] to (pick random (-10) to (10))\n    set [particle y v] to (pick random (10) to (25))\n    forever\n        change x by (Particle X)\n        change y by (Particle Y)\n        change [particle y v] by (-1)\n        change size by (-1.5)\n        change [ghost v] effect by (1)\n        change [brightness v] effect by (-0.75)\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [particle]> then\n    forever\n        if <<touching (_edge_ v)?> and <(size) < [90]>> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [logo]> then\n    forever\n        if <touching (mouse-pointer v)?> then\n            repeat (10)\n                change size by (2)\n                change [brightness v] effect by (2)\n            end\n            wait until <not <touching (mouse-pointer v)?>>\n            repeat (10)\n                change size by (-2)\n                change [brightness v] effect by (-2)\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message 2]> then\n    set [smooth transition v] to [1]\n    switch costume to (comment : v)\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    forever\n        change [ghost v] effect by (smooth transition)\n        change [smooth transition v] by (-0.1)\n    end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message 2]> then\n    go to x: (407) y: (87)\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message 2]> then\n    forever\n        go to [front v] layer\n        if <touching (mouse-pointer v)?> then\n            repeat (40)\n                change x by (-10)\n            end\n            wait until <not <touching (mouse-pointer v)?>>\n            repeat (40)\n                change x by (10)\n            end\n        end\n    end\nend\n\nbroadcast (Start Outro v)\n\n@Buttons\n\nwhen I receive [menu  v]\nshow\nswitch costume to (blank v)\ncreate clone of (_myself_ v)\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (other v)\ncreate clone of (_myself_ v)\nswitch costume to (shop v)\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [2]> then\n        go to x: (-150) y: (-120)\n        if <<mouse down?> and <touching (mouse-pointer v)?>> then\n            hide\n            broadcast (start game :\) v)\n            broadcast (play game v)\n            broadcast (play v)\n            set volume to (0) %\n            forever\n                play sound [Goodbye v] until done\n            end\n        end\n    else\n        if <(costume [number v]) = [3]> then\n            go to x: (170) y: (-120)\n            if <touching (mouse-pointer v)?> then\n                say [Coming Soon! =D]\n            else\n                say []\n            end\n        else\n            if < (costume [name v]) contains [Other]?> then\n                go to x: (22) y: (-120)\n                if <<mouse down?> and <touching (mouse-pointer v)?>> then\n                    if <(costume [number v]) = [4]> then\n                        set [sfx v] to [1]\n                        set [music v] to [0]\n                        switch costume to (other2 v)\n                    else\n                        if <(costume [number v]) = [5]> then\n                            set [sfx v] to [0]\n                            set [music v] to [0]\n                            switch costume to (other3 v)\n                        else\n                            if <(costume [number v]) = [6]> then\n                                set [sfx v] to [1]\n                                set [music v] to [1]\n                                switch costume to (other v)\n                            end\n                        end\n                    end\n                    wait until <not <mouse down?>>\n                end\n            end\n        end\n    end\n    if <touching (mouse-pointer v)?> then\n        change size by (((120) - (size)) / (5))\n        set [brightness v] effect to (10)\n    else\n        change size by (((100) - (size)) / (5))\n        set [brightness v] effect to (0)\n        clear graphic effects\n    end\n    point in direction ((([cos v] of (((timer) * (200)) + ((costume [number v]) * (45))) ) * (3)) + (90))\nend\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by (((120) - (size)) / (5))\n        set [brightness v] effect to (10)\n    else\n        change size by (((100) - (size)) / (5))\n        set [brightness v] effect to (0)\n        clear graphic effects\n    end\n    point in direction ((([cos v] of (((timer) * (200)) + ((costume [number v]) * (45))) ) * (3)) + (90))\nend\n\nwhen I receive [start game :\) v]\nhide\n\nwhen I start as a clone\nforever\n    if <<mouse down?> and <touching (mouse-pointer v)?>> then\n        if <(SFX) = [0]> then\n            set volume to (0) %\n        else\n            set volume to (100) %\n        end\n        play sound [click v] until done\n    end\nend\n\n@Menu BG\n\nwhen flag clicked\nhide\n\nwhen I receive [menu  v]\nset [ghost v] effect to (30)\ngo to [back v] layer\nshow\nforever\n    repeat (180)\n        turn left (1) degrees\n    end\n    repeat (180)\n        turn left (-1) degrees\n    end\nend\n\nwhen I receive [start game :\) v]\nhide\n\n@Menu Name\n\nwhen I receive [menu  v]\nshow\nset size to (80) %\ngo to x: (0) y: (50)\nswitch costume to (title effect v)\ncreate clone of (_myself_ v)\nswitch costume to (title v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game :\) v]\nhide\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (0) y: (50)\nforever\n    if <(costume [name v]) = [title effect]> then\n        set [ghost v] effect to (30)\n        turn left (2) degrees\n    end\nend\n\nwhen flag clicked\nset [sine v] to [0]\nforever\n    change [sine v] by (7.5)\n    point in direction ((([sin v] of (sine) ) * (8)) + (90))\n    set size to ((([cos v] of ((sine) * (2)) ) * (5)) + (70)) %\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (300)\nreset timer\nhide\nforever\n    set [tb timer v] to (timer)\nend\n\nwhen [timer v] > (tb timer)\ngo to [front v] layer\nswitch costume to (tb boi's 2 v)\nset [ghost v] effect to (0)\nshow\nset [acc. v] to [0]\nrepeat (30)\n    change [acc. v] by (-0.645)\n    change y by (acc.)\nend\n\ngo to x: (0) y: (300)\n\nwait until <not <(timer) > (tb timer)>>\n\ngo to [front v] layer\nswitch costume to (tb boi's 2 v)\nshow\nset [ghost v] effect to (100)\n\n@Danger\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume12 v)\nClone at x: [168] y: [-10]\nClone at x: [368] y: [-10]\nClone at x: [668] y: [-10]\nClone at x: [710] y: [-10]\nClone at x: [1000] y: [-10]\nswitch costume to (costume2 v)\nClone at x: [3950] y: [1571]\nClone at x: [3890] y: [1571]\nClone at x: [3830] y: [1571]\nClone at x: [3770] y: [1571]\nClone at x: [3710] y: [1571]\nClone at x: [3650] y: [1571]\nClone at x: [3590] y: [1571]\nClone at x: [3530] y: [1571]\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 (100) %\nelse\n    hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [respawn v]\nhide\ndelete this clone\n\n@Moving-Saws\n\nwhen I receive [tick v]\nturn right (10) degrees\nchange [frame v] by (0.4)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (3)) ) * (200))) ((Moving Platforms: y) - (SCROLL Y))\nif <touching (player v)?> then\n    set [hp v] to [0]\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [4600] y: [792]\nClone at x: [4300] y: [1688]\nset [moving platforms: x v] to [-100000000000000000000000000000000000000000000]\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 [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\nset [frame v] to [60000]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\nif <touching (player v)?> then\n    set [hp v] to [0]\nend\n\nwhen I receive [setup v]\nshow\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nClone at x: [1480] y: [-33]\nClone at x: [2561] y: [-34]\nClone at x: [4800] y: [1245]\nClone at x: [3517] y: [1690]\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 [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Deco\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume2 v)\nClone at x: [0] y: [0]\nClone at x: [720] y: [0]\nClone at x: [720] 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    go to [back v] layer\n    go [forward v] (1) layers\nelse\n    hide\nend\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 [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [respawn v]\nhide\ndelete this clone\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([cos v] of ((timer) * (150)) ) * (7)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 v)\nClone at X: [0] Y: [0]\nClone at X: [720] Y: [0]\nClone at X: [720] Y: [0]\nClone at X: [700] Y: [-20]\nClone at x: [1000] y: [0]\nClone at x: [1200] y: [600]\nClone at x: [800] y: [-100]\nClone at x: [0] y: [500]\nClone at x: [-400] y: [500]\nClone at x: [0] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    go to [back v] layer\n    go [forward v] (1) layers\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 [story v]\nhide\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n    set [hp v] to [0]\nend\n\nwhen flag clicked\nhide\n\n@X Moving Platform\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [platform max x v] to (i)\nset [platform: x v] to (x)\nset [platform: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\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 start as a clone\nset [platform x change v] to [0]\nforever\n    if <(Platform MAX X) > (platform x change)> then\n        repeat until <(platform x change) > (Platform MAX X)>\n            change [platform x change v] by (4)\n            set [x direction v] to [right]\n        end\n    else\n        repeat until <(platform x change) < [1]>\n            change [platform x change v] by (-4)\n            set [x direction v] to [left]\n        end\n    end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\nset [platform: x v] to [0]\nset [platform: y v] to [0]\nClone at x: [2790] y: [345] MAX [500]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen I receive [tick v]\nPosition ((platform x change) + ((platform: x) - (SCROLL X))) ((platform: y) - (SCROLL Y))\n\n@Y Moving Platform\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [platform max y v] to (i)\nset [platform vert. x v] to (x)\nset [platform vert. y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((platform vert. x) - (SCROLL X)) ((platform y change) + ((platform vert. 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 [platform y change v] to [0]\nforever\n    if <(Platform MAX Y) > (platform y change)> then\n        repeat until <(platform y change) > (Platform MAX Y)>\n            change [platform y change v] by (2)\n            set [direction v] to [up]\n        end\n    else\n        repeat until <(platform y change) < [1]>\n            change [platform y change v] by (-2)\n            set [direction v] to [down]\n        end\n    end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [platform vert. x v] to [0]\nset [platform vert. y v] to [0]\nClone at x: [4100] y: [400] MAX [320]\nset [platform vert. x v] to [-10000000000000000000]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nswitch costume to (checkpoint closed v)\nset [checkpoint v] to [0]\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nshow\nClone at x: [2660] y: [-15]\nClone at x: [5437] y: [815]\nClone at x: [-100000000000] y: [815]\n\nwhen I receive [tick v]\nif <(costume [number v]) = [2]> then\n    if <touching (player v)?> then\n        start sound [CHECKPOINT v]\n        switch costume to (checkpoint open v)\n        change [checkpoint v] by (1)\n    end\nend\n\n@Boosters\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nchange [tick v] by (0.7)\nPosition ((Boost: x) - (SCROLL X)) (((Boost: y) + ((6) * ([sin v] of (((Collectables: x) + (tick)) * (8)) ))) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [boost: x v] to [0]\nset [boost: y v] to [0]\nClone at x: [2745] y: [-5] [3]\nClone at x: [5580] y: [830] [3]\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) (costume#)\nset [boost: x v] to (x)\nset [boost: y v] to (y)\nswitch costume to (costume#)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [tick v] to [0]\nset [ghost v] effect to (0)\nset size to (40) %\n\nwhen I receive [tick v]\nforever\n    if <touching (player v)?> then\n        if <(costume [number v]) = [1]> then\n            broadcast (Move right v)\n        else\n            if <(costume [number v]) = [2]> then\n                broadcast (move left v)\n            else\n                if <(costume [number v]) = [3]> then\n                    broadcast (move up v)\n                else\n                    broadcast (fall down v)\n                end\n            end\n        end\n    end\nend\n\nif <(LEVEL) = [1]> then\nset [boost: x v] to [-9999999999]\n\nClone at x: [2865] y: [-5] [1]\n\n@BG\n\nwhen flag clicked\nforever\n    go [backward v] (10000000) layers\nend\n\nwhen I receive [bg v]\ngo to [back v] layer\nswitch costume to (renderer v)\nset size to (200) %\nswitch costume to (costume1 v)\nPen Pos\nPosition\nPen hack\n\ndefine Position\ngo to x: (((SCROLL X) * (-1)) / (5)) y: (((SCROLL Y) * (-1)) / (5))\n\ndefine Pen hack\npen down\nset pen color to (#000c49)\nchange pen size by (9999999999999999999999999999999999999999999999999999999)\n\nwhen flag clicked\nforever\n\ndefine Pen Pos\ngo to x: (0) y: (0)\n\n@Deadly-Line\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nturn right (3) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\nif <touching (player v)?> then\n    set [hp v] to [0]\nend\n\nwhen I receive [setup v]\nshow\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nClone at x: [5189] y: [787]\nClone at x: [-10000000000000000000000000] y: [792]\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 [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Crate\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nswitch costume to (costume1 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [defect v] to [0]\nforever\n    if <touching (player bullet v)?> then\n        set [brightness v] effect to (30)\n        change [ghost v] effect by (10)\n        change [defect v] by (10)\n        if <(defect) = [100]> then\n            change [__cratedefectcount v] by (1)\n            delete this clone\n        end\n        wait until <not <touching (player bullet v)?>>\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen I receive [start game :\) v]\nset [__cratedefectcount v] to [0]\n\nwhen I receive [start game :\) v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [2500] y: [400]\nClone at x: [2500] y: [445]\nClone at x: [2500] y: [490]\nClone at x: [2500] y: [535]\nClone at x: [2500] y: [580]\nClone at x: [2500] y: [625]\nClone at x: [2500] y: [670]\nClone at x: [2500] y: [715]\nClone at x: [2500] y: [760]\nClone at x: [2455] y: [760]\nClone at x: [2410] y: [760]\nClone at x: [2365] y: [760]\nClone at x: [2320] y: [760]\nClone at x: [2275] y: [760]\nClone at x: [2230] y: [760]\nClone at x: [2185] y: [760]\nClone at x: [2140] y: [760]\nClone at x: [2095] y: [760]\nClone at x: [2095] y: [400]\nClone at x: [2095] y: [445]\nClone at x: [2095] y: [490]\nClone at x: [2095] y: [535]\nClone at x: [2095] y: [580]\nClone at x: [2095] y: [625]\nClone at x: [2095] y: [670]\nClone at x: [2095] y: [715]\nClone at x: [2095] y: [760]\nClone at x: [5433] y: [1266]\nClone at x: [5433] y: [1313]\nClone at x: [5433] y: [1358]\nClone at x: [5433] y: [1403]\nClone at x: [5433] y: [1448]\nClone at x: [5433] y: [1493]\nClone at x: [5388] y: [1493]\nClone at x: [5343] y: [1448]\nClone at x: [5298] y: [1403]\nClone at x: [5253] y: [1358]\nClone at x: [5208] y: [1313]\nClone at x: [5163] y: [1266]\nClone at x: [3963] y: [1668]\nClone at x: [3920] y: [1668]\nClone at x: [3877] y: [1668]\nClone at x: [3834] y: [1668]\nClone at x: [3791] y: [1668]\nClone at x: [3748] y: [1668]\nClone at x: [3705] y: [1668]\nClone at x: [3662] y: [1668]\nClone at x: [3619] y: [1668]\nClone at x: [3576] y: [1668]\nClone at x: [3533] y: [1668]\nClone at x: [3490] y: [1668]\nClone at x: [-1000000000000000000000000000000000000000000000] y: [395]\nshow\n\nwhen [timer v] > (tb timer)\nhide\n\n@Achievements Notifications\n\ndefine Glide with costume (cost.)\ngo to x: (251) y: (0)\nswitch costume to (cost.)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (4) seconds\nglide (0.5) secs to x: (251) y: (0)\nhide\n\nwhen I receive [start game :\) v]\nset [all achievement cleared v] to [0]\nforever\n    go to [front v] layer\n    if <(__Jump Count) = [75]> then\n        show\n        Glide with costume [1]\n        set [all achievement cleared v] to [1]\n        wait until <not <(__Jump Count) = [75]>>\n    end\n    if <(__DeathCount) = [1]> then\n        show\n        Glide with costume [2]\n        set [all achievement cleared v] to [2]\n        wait until <not <(__DeathCount) = [1]>>\n    end\n    if <(__ShootCount) = [50]> then\n        show\n        Glide with costume [3]\n        wait (0.5) seconds\n        set [all achievement cleared v] to [3]\n        wait until <not <(__ShootCount) = [50]>>\n    end\n    if <(__DeathCount) = [15]> then\n        show\n        Glide with costume [4]\n        set [all achievement cleared v] to [4]\n        wait until <not <(__DeathCount) = [15]>>\n    end\n    if <(__Jump Count) = [200]> then\n        show\n        Glide with costume [5]\n        set [all achievement cleared v] to [5]\n        wait until <not <(__Jump Count) = [200]>>\n    end\n    if <(__ShootCount) = [150]> then\n        show\n        Glide with costume [6]\n        wait (0.5) seconds\n        set [all achievement cleared v] to [6]\n        wait until <not <(__ShootCount) = [150]>>\n    end\n    if <(__CrateDefectCount) = [10]> then\n        show\n        Glide with costume [7]\n        wait (0.5) seconds\n        set [all achievement cleared v] to [7]\n        wait until <not <(__CrateDefectCount) = [10]>>\n    end\n    if <(LOVED__) = [1]> then\n        show\n        Glide with costume [8]\n        set [all achievement cleared v] to [8]\n        wait until <not <(LOVED__) = [1]>>\n    end\n    if <(__CrazyKiller) = [10]> then\n        show\n        Glide with costume [9]\n        set [all achievement cleared v] to [9]\n        wait until <not <(__CrazyKiller) = [10]>>\n    end\n    if <(__CrazyKiller) = [100]> then\n        show\n        Glide with costume [10]\n        set [all achievement cleared v] to [10]\n        wait until <not <(__CrazyKiller) = [100]>>\n    end\n    if <(__Jump Count) = [400]> then\n        show\n        Glide with costume [11]\n        set [all achievement cleared v] to [11]\n        wait until <not <(__Jump Count) = [400]>>\n    end\n    if <(__ShootCount) = [300]> then\n        show\n        Glide with costume [12]\n        wait (0.5) seconds\n        set [all achievement cleared v] to [12]\n        wait until <not <(__ShootCount) = [300]>>\n    end\n    if <(__CrateDefectCount) = [25]> then\n        show\n        Glide with costume [13]\n        wait (0.5) seconds\n        set [all achievement cleared v] to [13]\n        wait until <not <(__CrateDefectCount) = [25]>>\n    end\nend\n\nwhen flag clicked\nhide\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v) and wait\n\nwhen I start as a clone\nif <(clone id2) = [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 id2) = [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@transition\n\nwhen flag clicked\nhide\nforever\n    if <(HP) = [0]> then\n        go to x: (0) y: (0)\n        set [ghost v] effect to (0)\n        go to [front v] layer\n        go to [front v] layer\n        go [backward v] (1) layers\n        switch costume to (costume1 v)\n        set x to (500)\n        show\n        start sound [Whoosh v]\n        repeat (25)\n            change x by (-60)\n        end\n        hide\n    end\nend\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n    change x by (-60)\nend\nwait (0.05) seconds\nhide\nbroadcast (setup v) and wait\nset [__deathcount v] to [0]\n\nwhen I receive [start game :\) v]\n\nwhen I receive [bg v]\ngo to [front v] layer\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n    if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n        wait (pick random (30) to (40)) seconds\n        switch costume to (costume1 v)\n        go to x: (0) y: (50)\n        show\n        go to [front v] layer\n        start sound [pop v]\n        repeat (9)\n            change y by (-6)\n        end\n        repeat (5)\n            change y by (3)\n        end\n        repeat (5)\n            change y by (-1)\n        end\n        wait (2) seconds\n        repeat (15)\n            change y by (7)\n        end\n        hide\n    end\n    if <(Costume) > [0]> then\n        hide\n        stop [this script v]\n    end\nend\n\n@Clouds\n\nwhen I start as a clone\nhide\nforever\n    set size to (pick random (70) to (90)) %\n    set [ghost v] effect to (pick random (0) to (20))\n    go to [back v] layer\n    if <(pick random (1) to (2)) = [1]> then\n        show\n        go to x: (300) y: (pick random (100) to (150))\n        repeat (240)\n            change x by (-2)\n        end\n        hide\n        wait (pick random (3) to (6)) seconds\n    else\n        show\n        go to x: (-300) y: (pick random (100) to (150))\n        repeat (240)\n            change x by (2)\n        end\n        hide\n        wait (pick random (3) to (6)) seconds\n    end\nend\n\nwhen I receive [start game :\) v]\nhide\ngo to [back v] layer\nrepeat (3)\n    create clone of (_myself_ v)\n    hide\n    wait (3) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nshow variable [players online v]\n\nwhen I receive [bg v]\ngo to [back v] layer\n\n@sign\n\ndefine Say (what?)\nset [letter v] to [1]\ndelete all of [letters v]\nrepeat (length of (what?))\n    add (letter (letter) of (what?)) to [letters v]\n    change [letter v] by (1)\n    wait (0.005) seconds\n    say (Letters)\nend\nwait until <<key (z v) pressed?> or <not <touching (player v)?>>>\nwait until <not <key (z v) pressed?>>\n\ndefine Clone at x: (x) y: (y)\nswitch costume to (sign2 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\nclear graphic effects\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [58] y: [0]\nClone at x: [2816] y: [-1]\nClone at x: [2624] y: [410]\nClone at x: [3900] y: [404]\nClone at x: [3315] y: [1570]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\nif <touching (player v)?> then\n    set [brightness v] effect to (10)\nelse\n    set [brightness v] effect to (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    if <<touching (player v)?> and <key (z v) pressed?>> then\n        if <(SCROLL X) < [100]> then\n            Say [You probably know the basics of Platformers! WASD or Arrow keys to move and "Space" to shoot! \[Z\]]\n        else\n            if <<[2700] < (SCROLL X)> and <(SCROLL X) < [3000]>> then\n                Say [👇These are the boosters! This will help you to boost your speed! \[Z\]]\n            else\n                if <<[2532] < (SCROLL X)> and <(SCROLL X) < [2680]>> then\n                    Say [Wait for the moving platform to come and pick you! Till then you could try braking👈 these crates with your Bullets! :D \[Z\]]\n                else\n                    if <<[3791] < (SCROLL X)> and <(SCROLL X) < [4000]>> then\n                        Say [Again, wait for the moving platform to come and pick you! btw, are you enjoying the game till here !? \[Z\]]\n                        ask [Let Me know !] and wait\n                        if < (answer) contains [yes]?> then\n                            Say [Thanks! \[Z\]]\n                        else\n                            Say [Hope you like as further we go! \[Z\]]\n                        end\n                    else\n                        if <<[3165] < (SCROLL X)> and <(SCROLL X) < [3640]>> then\n                            Say [More Platforms coming soon! Till then fight with other Online Players! \[Z\]]\n                        end\n                    end\n                end\n            end\n        end\n    else\n        say []\n    end\nend\n\n@Z\n\ndefine Clone at x: (x) y: (y)\nswitch costume to (story-z-1 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\nclear graphic effects\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [58] y: [0]\nClone at x: [2816] y: [-1]\nClone at x: [2624] y: [410]\nClone at x: [3900] y: [404]\nClone at x: [3315] y: [1570]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    if <touching (player v)?> then\n        switch costume to (story-z-1 v)\n        set [ghost v] effect to (0)\n        change y by ([abs v] of (([cos v] of ((timer) * (150)) ) * (3)) )\n    else\n        set [ghost v] effect to (100)\n    end\nelse\n    hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [bg v]\nswitch costume to (sign2 v)\n\n@Hide?\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n    say [There is a bug in which you can see one another gun roaming with you! If its the case then just click this to hide it! If not than ignore it!]\n    if <mouse down?> then\n        set [hide? v] to [-1]\n        wait until <not <mouse down?>>\n    end\nelse\n    say []\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game :\) v]\nforever\n    if <(Players Online) > [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nset [hide? v] to [1]\n\n@report detector\n\nwhen flag clicked\nhide\nswitch costume to (why? v)\ngo to x: (500) y: (0)\nswitch costume to (detector v)\nset [ghost v] effect to (100)\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        start sound [pop v]\n        go to x: (0) y: (0)\n        switch costume to (why? v)\n        go to [front v] layer\n        go to x: (0) y: (0)\n        change x by (10)\n        wait (0.1) seconds\n        change y by (10)\n        wait (0.1) seconds\n        change x by (-10)\n        wait (0.1) seconds\n        change y by (-10)\n    else\n        switch costume to (detector v)\n    end\nend\n\n
Windy Vibes || Multiplayer Shooting Platformer by @Indian-Programer !\n\nCan we get this on trending ?\n\nThis was made for the @PrimeGuy_1001 's contest!\n\nPress "Z" to interact with Signboards and You can broke crates and you can use it to safegaurd yourself too! xD\n\nPress "t" to chat... and 1 , 2 ,3 keys and so on to choose phrases!\n\n3.5K+ Blocks !!!!!!!!!!!!!!! o_0\n\nғᴇᴀᴛᴜʀᴇs:-\nᴍᴀss ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ᴏɴʟɪɴᴇ! (ᴍᴍᴏ)\nᴏɴʟɪɴᴇ sʜᴏᴏᴛɪɴɢ sʏsᴛᴇᴍ!\nʙʀᴏᴋᴀʙʟᴇ ᴄʀᴀᴛᴇs !\nᴀᴄʜᴇɪᴠᴍᴇɴᴛs!\nᴏɴʟɪɴᴇ ᴄʜᴀᴛ!\nsᴄʀᴏʟʟɪɴɢ ʙɢ!\nɪɴᴛᴇʀᴀᴄᴛɪᴠᴇ sɪɢɴʙᴏᴀʀᴅs!\nᴄᴏᴏʟ ᴍᴜsɪᴄ ᴀɴᴅ sғx !\nᴏᴛʜᴇʀ ᴄᴏᴏʟ ᴏᴘᴘᴏɴᴇɴᴛs!\n\nSo what are you waiting for !? Click that Flag! :D\n\nCredits:-\n@VinCrafts for player and ground the art!\n@XShrunk for the cloud mmo engine (very highly edited by me!)\n@griffpatch for the scrolling platformer tutorial (edited by me)!\n@funnyanimatorjimtv for the opponent bullet code!\n@Chiroyce for checkpoint art(taken from https://www.svgrepo.com/svg/47267/flag)!\n@Quaxx for death transition! (modified by me)\n@-zerx- for player bullet scripts!\n@mGR8T for the huge inspiration !\n@2009zilla for the intro, thumbnail and gun art!\nOpengameart.org for bg music! \nEverything else by me! :D\n\nTAGS (Ignore):\n#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #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 #All #All\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\n#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 #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Art#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 #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\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\n#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 #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#Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry 