Pixel Jump 2~ A Platformer
@Stage\n\nwhen flag clicked\nforever\n    if <(Level) > [5]> then\n        switch backdrop to (backdrop2 v)\n    else\n        switch backdrop to (backdrop1 v)\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nplay sound [Music v] until done\n\nwhen I receive [green flag clicked v]\nset size to (50) %\nset rotation style [don't rotate v]\ngo to x: (0) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nReset\nforever\n    Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n    if <touching (spikes v)?> then\n        start sound [whoop v]\n        switch costume to (die v)\n        repeat (10)\n            change [ghost v] effect by (10)\n            change [brightness v] effect by (-10)\n        end\n        Reset\n    end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    set [speed y v] to [0]\nend\n\ndefine Set costume\nif <(falling?) > [3]> then\n    if <(speed y) > [0]> then\n        switch costume to (up v)\n    else\n        switch costume to (down v)\n    end\nelse\n    if <(round (speed x)) = [0]> then\n        switch costume to ((([floor v] of (idle frame) ) mod (50)) + (5))\n        change [idle frame v] by (1)\n    else\n        set [idle frame v] to [0]\n        if <(speed x) > [0]> then\n            switch costume to (right v)\n        else\n            switch costume to (left v)\n        end\n    end\nend\nif <touching (portal v)?> then\n    start sound [Connect v]\n    if <not <(Level) = (Max Level)>> then\n        change [level v] by (1)\n    end\n    Reset\nend\nif <touching (bounce v)?> then\n    set [speed y v] to [20]\nend\n\nwhen flag clicked\nbroadcast (--Explosion-- v) and wait\nbroadcast (Menu v) and wait\nbroadcast (Intro v) and wait\nbroadcast (Green Flag clicked v)\n\ndefine Tick <<> <^> <>>\ncreate clone of (_myself_ v)\nif <touching (water v)?> then\n    change [speed y v] by (1)\n    if <^> then\n        change [speed y v] by (2)\n    end\nelse\n    change [speed y v] by (-1)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <<> then\n    point in direction (-90)\n    change [speed x v] by (-3)\nend\nif <>> then\n    point in direction (90)\n    change [speed x v] by (3)\nend\nset [speed x v] to ((speed x) * (0.7))\nWalk (direction) (speed x)\nif <<^> and <(falling?) < [3]>> then\n    set [speed y v] to [12]\nend\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n    change [speed y v] by (-1)\nend\nSet costume\n\nwhen I start as a clone\nswitch costume to (idle 7 v)\nrepeat (10)\n    change size by (-2)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Reset\ngo to [front v] layer\nclear graphic effects\nset size to (50) %\ngo to x: (-200) y: (0)\nset rotation style [don't rotate v]\nshow\nset [falling? v] to [10]\nset [speed y v] to [0]\nset [speed x v] to [0]\n\n@segoeui\n\ndefine render (string) in size (size) segoe ui\ngo to x: (-130) y: (0)\nset [count v] to [1]\nset [size v] to (size)\nclear graphic effects\ndelete (all) of [letters v]\nrepeat until <(count) = ((length of (string)) + (1))>\n    add (letter (count) of (string)) to [letters v]\n    change [count v] by (1)\nend\nswitch costume to (item (1) of [letters v])\nset size to (size) %\nhide\nset [count v] to [1]\nrepeat ((length of [letters v]) - (1))\n    create clone of (_myself_ v)\n    move (((item (costume [number v]) of [length v]) + (2)) * ((size) / (100))) steps\n    change [count v] by (1)\n    switch costume to (item (count) of [letters v])\n    if <(x position) > [190]> then\n        set x to (-212)\n        change y by (-34)\n    end\n    wait (0.05) seconds\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nstart sound (pick random (1) to (7))\nset size to (150) %\nswitch costume to (a v)\nset size to (size) %\nswitch costume to (item (count) of [letters v])\nshow\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [clear text v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [intro v]\nrender [The villagers have fled.] in size [80] segoe ui\nwait (5) seconds\nrender [Everything is in ruins.] in size [80] segoe ui\nwait (5) seconds\nrender [The epidemic did this.] in size [80] segoe ui\nwait (5) seconds\nrender [You can save them.] in size [80] segoe ui\nwait (5) seconds\nrender [Because you are different] in size [80] segoe ui\nwait (5) seconds\nrender [But the world is changing] in size [80] segoe ui\nwait (5) seconds\nrender [It will be hard.] in size [80] segoe ui\nwait (5) seconds\nrender [But they need you] in size [100] segoe ui\nwait (5) seconds\n\ngo to x: (-200) y: (0)\n\nwhen [9 v] key pressed\nbroadcast (Skip v)\n\nwhen I receive [skip v]\nstop [other scripts in sprite v]\nbroadcast (clear text v)\nbroadcast (Green Flag clicked v)\n\n@Ground\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Background\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    set [brightness v] effect to ((([sin v] of ((timer) * (200)) ) * (5)) - (10))\nend\n\nwhen I receive [green flag clicked v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@Portal\n\nwhen flag clicked\npoint in direction (90)\ncreate clone of (_myself_ v)\nforever\n    broadcast (TIck v)\n    turn right (5) degrees\nend\n\nwhen I start as a clone\npoint in direction (90)\nforever\n    set [brightness v] effect to (-20)\n    turn left (5) degrees\nend\n\nwhen I receive [tick v]\nif <(Level) = [1]> then\n    go to x: (197) y: (-50)\nend\nif <(Level) = [2]> then\n    go to x: (180) y: (100)\nend\nif <(Level) > [5]> then\n    set [brightness v] effect to (-100)\nend\nif <(Level) = [3]> then\n    go to x: (197) y: (-50)\nend\nif <(Level) = [4]> then\n    go to x: (197) y: (-50)\nend\nif <(Level) = [5]> then\n    go to x: (197) y: (-50)\nend\nif <(Level) = [6]> then\n    go to x: (197) y: (-50)\nend\nif <(Level) = [7]> then\n    go to x: (197) y: (50)\nend\nif <(Level) = [8]> then\n    go to x: (197) y: (-20)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nhide\nforever\n    set [my level v] to (Level)\n    Spawn Level (My Level)\n    wait until <not <(My Level) = (Level)>>\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nset [my level v] to (Level)\nrepeat until <not <(My Level) = (Level)>>\n    if <touching (sprite1 v)?> then\n        if <not < ([costume name v] of [sprite1 v]) contains [Die ]?>> then\n            switch costume to (1 v)\n            repeat (6)\n                next costume\n            end\n        end\n    end\nend\ndelete this clone\n\ndefine Spawn Level (level)\nif <(level) = [1]> then\n    go to x: (-120) y: (-70)\n    create clone of (_myself_ v)\nend\n\n@Decor\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Skip\n\nwhen flag clicked\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n    if <touching (mouse-pointer v)?> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (40)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen I receive [green flag clicked v]\nhide\n\n@Water\n\nwhen flag clicked\nforever\n    go to [back v] layer\n    set [ghost v] effect to (0)\n    switch costume to (Level)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n    wait (pick random (1) to (5)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (80))\ngo to x: (240) y: (pick random (50) to (180))\nglide (pick random (1) to (5.0)) secs to x: (-240) y: (y position)\ndelete this clone\n\nwhen I receive [shake v]\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by ((vibration) * (-1))\nwait (0.01) seconds\nchange x by (vibration)\nwait (0.01) seconds\nchange y by (vibration)\nwait (0.01) seconds\nchange x by ((vibration) * (-1))\nwait (0.01) seconds\n\nwhen I start as a clone\nif <(Level) > [8]> then\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    if <(Level) > [5]> then\n        delete this clone\n    end\nend\n\n@Stars\n\n
Note: Platformer 6 will be the last platformer with the original dragonets! Starting with platf 7, the dragonets will be Moon <3 , Qibli, Turtle, Kinkajou, and Winter!\n\nWoF nº5\nWelcome to Wings of fire platformer 5!\n(you don't need to read the book to play this.)\nIn this platformer, you will need to deliver starflight with dragon keys, and escape the erupting volcano before it exploses! You can change dragonets by pressing 1,2,3,4,5,.\n\n1:Clay\n2:Tsunami\n3:Sunny\n4:Glory\n5:Fatespeaker\n\nPress R to reset!\n\nEach dragonet has a unique power:\nClay: Can stay in lava for 2 seconds\nTsunami: Can glow in the dark\nSunny: can squeeze into tiny places\nGlory: Throws spit\nFatespeaker: Reveals secret passages\nFor Sunny, Tsunami, Fatespeaker, Glory, hold "z" to activate the power.\n\nHave fun!\n\nLow budget animation at the end o.o\n