Dark&Light  - pixel ver -  ◆100%stamp platformer◆                       #games
@Stage\n\n@スタンプ\n\ndefine ステージ描画\nswitch costume to (none2 v)\nset size to (600) %\ngo to x: (-230) y: (170)\nset [j v] to (((level) - (1)) * (18))\nclear graphic effects\nrepeat (18)\n    set [i v] to [0]\n    change [j v] by (1)\n    配置\n    change y by (-20)\n    set x to (-230)\nend\n\nwhen flag clicked\nReset\nset [timer v] to ((((days since 2000) * (24)) * (60)) * (60))\nstart sound [はじまりの地にて v]\nforever\n    プログラム\n    if <(((((days since 2000) * (24)) * (60)) * (60)) - (timer)) > [110]> then\n        set [timer v] to ((((days since 2000) * (24)) * (60)) * (60))\n        start sound [はじまりの地にて v]\n    end\n    change [frame v] by (1)\n    if <<(frame) > [200]> and <(読み込み完了) = [0]>> then\n        記録読み込み\n    end\n    if <(level) = [11]> then\n        ランキング表示\n    else\n        set [frame\(time\) v] to (frame)\n        set [n v] to (frame)\n    end\nend\n\ndefine Reset\nhide\nset [世界記録更新 v] to [0]\nset [読み込み完了 v] to [0]\nset [cloud用変数 v] to [0]\nset [cloud用変数_2 v] to [0]\nset [level v] to [1]\nset [frame v] to [0]\nset [θ v] to [0]\nset [m v] to [0]\nset [n v] to [0]\nset [_ v] to [1]\nset [is player2 playing? v] to [0]\ndelete all of [cloud_x v]\ndelete all of [cloud_y v]\ndelete all of [cloud_num v]\ndelete all of [cloud_size v]\nencode (username)\nset [encode_username v] to (return)\n初期位置 \n初期位置 \n\ndefine Player1処理\nchange [player1_yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<<<(mouse x) > (Player1_x)> and <not <[-200] > (mouse x)>>> or <(mouse x) > [200]>> and <mouse down?>>> then\n    change [player1_xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<<<(Player1_x) > (mouse x)> and <not <(mouse x) > [200]>>> or <[-200] > (mouse x)>> and <mouse down?>>> then\n    change [player1_xの力 v] by (-1)\nend\nset [player1_xの力 v] to ((Player1_xの力) * (0.85))\nchange [player1_x v] by (Player1_xの力)\n位置変換 (Player1_x) (Player1_y)\nx接触判定 \nchange [player1_y v] by (Player1_yの力)\n位置変換 (Player1_x) (Player1_y)\ny接触判定 \nif <<<(Player1_y) = (round (Player1_y))> and <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player1_y)) / (20)) + (1))) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player1_y)) / (20)) + (1))) of [stage_data v])) = [1]>>> and <<key (up arrow v) pressed?> or <<<<(mouse y) > (Player1_y)> or <(mouse y) > [150]>> and <(mouse y) > [-140]>> and <mouse down?>>>> then\n    set [player1_yの力 v] to [11]\nend\nif <(Player1_x) > [230]> then\n    if <(level) = [11]> then\n        set [player1_x v] to [230]\n    else\n        next>>>\n    end\nend\n位置変換 (Player1_x) (Player1_y)\ndelete all of [player_位置 v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [player_位置 v]\nif <<[-180] > (Player1_y)> or <<<(item (1) of [player_位置 v]) = [3]> or <(item (2) of [player_位置 v]) = [3]>> or <<(item (3) of [player_位置 v]) = [3]> or <(item (4) of [player_位置 v]) = [3]>>>> then\n    set [player1_y v] to ((0) - (((item (2) of [y v]) * (20)) - (210)))\n    set [player1_yの力 v] to [17]\nend\nif <[-230] > (Player1_x)> then\n    set [player1_x v] to [-230]\nend\nif <<[-180] > (Player1_y)> or <<<<(item (1) of [player_位置 v]) = [2]> or <(item (2) of [player_位置 v]) = [2]>> or <<(item (3) of [player_位置 v]) = [2]> or <(item (4) of [player_位置 v]) = [2]>>> or <<<(item (1) of [player_位置 v]) > [3]> or <(item (2) of [player_位置 v]) > [3]>> or <<(item (3) of [player_位置 v]) > [3]> or <(item (4) of [player_位置 v]) > [3]>>>>> then\n    初期位置 \nend\n\ndefine Player描画\nswitch costume to (none v)\nclear graphic effects\nset [color v] effect to (55)\nshow\nswitch costume to (player v)\nset size to (600) %\nif <(Is Player2 playing?) = [1]> then\n    go to x: (Player2_x) y: (Player2_y)\n    stamp\nend\nclear graphic effects\ngo to x: (Player1_x) y: (Player1_y)\nstamp\n\ndefine y接触判定 <player1?>\nset [touch v] to [0]\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]>> then\n    if <player1?> then\n        set [player1_y v] to ((0) - (((item (2) of [y v]) * (20)) - (190)))\n    else\n        set [player2_y v] to ((0) - (((item (2) of [y v]) * (20)) - (190)))\n    end\n    set [touch v] to [-1]\nend\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n    if <player1?> then\n        set [player1_y v] to ((0) - (((item (1) of [y v]) * (20)) - (190)))\n    else\n        set [player2_y v] to ((0) - (((item (1) of [y v]) * (20)) - (190)))\n    end\n    set [touch v] to [1]\nend\nif <player1?> then\n    位置変換 (Player1_x) (Player1_y)\nelse\n    位置変換 (Player2_x) (Player2_y)\nend\nrepeat until <not <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (((touch) + (3)) / (2)) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (((touch) + (3)) / (2)) of [y v])) of [stage_data v])) = [1]>>>\n    if <player1?> then\n        change [player1_y v] by ((20) * (touch))\n        位置変換 (Player1_x) (Player1_y)\n    else\n        change [player2_y v] by ((20) * (touch))\n        位置変換 (Player2_x) (Player2_y)\n    end\nend\nif <not <(touch) = [0]>> then\n    if <player1?> then\n        set [player1_yの力 v] to [0]\n    else\n        set [player2_yの力 v] to [0]\n    end\nend\n\ndefine x接触判定 <player1?>\nset [touch v] to [0]\nif <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n    if <player1?> then\n        set [player1_x v] to (((item (2) of [x v]) * (20)) - (250))\n    else\n        set [player2_x v] to (((item (2) of [x v]) * (20)) - (250))\n    end\n    set [touch v] to [1]\nend\nif <player1?> then\n    位置変換 (Player1_x) (Player1_y)\nelse\n    位置変換 (Player2_x) (Player2_y)\nend\nif <<(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) = [1]>> then\n    if <player1?> then\n        set [player1_x v] to (((item (1) of [x v]) * (20)) - (250))\n    else\n        set [player2_x v] to (((item (1) of [x v]) * (20)) - (250))\n    end\n    set [touch v] to [1]\nend\nif <(touch) = [1]> then\n    if <<<not <player1?>> and <key (w v) pressed?>> or <<player1?> and <<key (up arrow v) pressed?> or <<<<(mouse y) > (Player1_y)> or <(mouse y) > [150]>> and <(mouse y) > [-140]>> and <mouse down?>>>>> then\n        if <player1?> then\n            set [player1_xの力 v] to ((6) * ((1) - (<(Player1_xの力) > [0]> * (2))))\n            set [player1_yの力 v] to [8]\n        else\n            set [player2_xの力 v] to ((6) * ((1) - (<(Player2_xの力) > [0]> * (2))))\n            set [player2_yの力 v] to [8]\n        end\n    else\n        if <player1?> then\n            set [player1_xの力 v] to [0]\n        else\n            set [player2_xの力 v] to [0]\n        end\n    end\nend\n\ndefine 位置変換 (x) (y)\ndelete all of [x v]\nadd ([floor v] of (((x) + (250)) / (20)) ) to [x v]\nadd ([ceiling v] of (((x) + (250)) / (20)) ) to [x v]\ndelete all of [y v]\nadd ([floor v] of (((190) - (y)) / (20)) ) to [y v]\nadd ([ceiling v] of (((190) - (y)) / (20)) ) to [y v]\n\ndefine プログラム\nerase all\nset [is player2 playing? v] to <<(Is Player2 playing?) = [1]> or <<(Is Player2 playing?) = [0]> and <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (w v) pressed?> or <key (s v) pressed?>>>>>\n背景描画\nPlayer1処理\nif <(Is Player2 playing?) = [1]> then\n    Player2処理\nend\nステージ描画\nPlayer描画\n雲描画\n文字表示\nタイム表示 ((round (((frame\(time\)) / (30)) * ([10 ^ v] of (<(level) = [11]> + (1)) ))) / ([10 ^ v] of (<(level) = [11]> + (1)) ))\n\ndefine next>>>\nif <not <(level) = [11]>> then\n    change [level v] by (1)\n    初期位置 \n    初期位置 \nend\n\ndefine 雲描画\nif <(pick random (1) to ([sqrt v] of (timer) )) > (pick random (1.2) to (5))> then\n    reset timer\n    add [400] to [cloud_x v]\n    add (pick random (0) to (180)) to [cloud_y v]\n    add ((13) + (pick random (1) to (2))) to [cloud_num v]\n    add (pick random (300) to (400)) to [cloud_size v]\nend\n雲処理\nhide\nclear graphic effects\n\ndefine 雲処理\nset [i v] to [0]\nrepeat until <not <(i) < (length of [cloud_x v])>>\n    change [i v] by (1)\n    replace item (i) of [cloud_x v] with ((item (i) of [cloud_x v]) - (3))\n    if <(item (i) of [cloud_x v]) < [-400]> then\n        delete (i) of [cloud_x v]\n        delete (i) of [cloud_y v]\n        delete (i) of [cloud_num v]\n        delete (i) of [cloud_size v]\n        change [i v] by (-1)\n    else\n        set size to (item (i) of [cloud_size v]) %\n        switch costume to (none v)\n        go to x: (item (i) of [cloud_x v]) y: (item (i) of [cloud_y v])\n        2点間の距離を測定 (x position) (y position) (Player1_x) (Player1_y)\n        if <((距離) * (.8)) < [70]> then\n            set [ghost v] effect to (((距離) * (.8)) + ((20) - (<(level) = [11]> * (20))))\n        else\n            set [ghost v] effect to ((90) - (<(level) = [11]> * (30)))\n        end\n        switch costume to (item (i) of [cloud_num v])\n        stamp\n    end\n    if <not <(i) < (length of [cloud_x v])>> then\n        stop [this script v]\n    end\nend\n\ndefine 初期位置 <player1?>\nif <player1?> then\n    set [player1_xの力 v] to [0]\n    set [player1_yの力 v] to [0]\n    set [player1_x v] to ((-210) * <not <(level) = [11]>>)\n    set [player1_y v] to ((10) - (<(((level) + (1)) mod (6)) = [0]> * (20)))\nelse\n    set [player2_xの力 v] to [0]\n    set [player2_yの力 v] to [0]\n    set [player2_x v] to ((-210) * <not <(level) = [11]>>)\n    set [player2_y v] to ((10) - (<(((level) + (1)) mod (6)) = [0]> * (20)))\nend\n\ndefine 文字表示\nif <<(level) = [1]> or <(level) = [2]>> then\n    set size to (120) %\n    go to x: (0) y: (50)\n    switch costume to ((16) + (level))\n    set [ghost v] effect to ((((((Player1_x) * (Player1_x)) + (((Player1_y) - (50)) * ((Player1_y) - (50)))) + (((Player2_x) * (Player2_x)) + (((Player2_y) - (50)) * ((Player2_y) - (50))))) / (2)) / (700))\n    stamp\nelse\n    if <(level) = [11]> then\n        set size to (200) %\n        go to x: (0) y: (125)\n        switch costume to (last message v)\n        stamp\n    end\nend\nclear graphic effects\n\ndefine 2点間の距離を測定 (x1) (y1) (x2) (y2)\nset [距離 v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine 背景描画\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (<(level) = [11]> * (100))\nshow\nstamp\n\ndefine 配置\nchange [i v] by (1)\nif <<(level) = [11]> and <(letter (i) of (item (j) of [stage_data v])) = [1]>> then\n    switch costume to (ground3 v)\nelse\n    if <(letter (i) of (item (j) of [stage_data v])) > [3]> then\n        switch costume to ((letter (i) of (item (j) of [stage_data v])) + (5))\n    else\n        switch costume to ((((letter (i) of (item (j) of [stage_data v])) + (1)) * (2)) - ([abs v] of (((i) mod (2)) - ((j) mod (2))) ))\n    end\nend\nif <not <(level) = [11]>> then\n    明暗\nend\nstamp\nswitch costume to (none2 v)\nchange x by (20)\nif <(i) < [24]> then\n    配置\nend\n\ndefine Player2処理\nchange [player2_yの力 v] by (-1)\nif <key (d v) pressed?> then\n    change [player2_xの力 v] by (1)\nend\nif <key (a v) pressed?> then\n    change [player2_xの力 v] by (-1)\nend\nset [player2_xの力 v] to ((Player2_xの力) * (0.85))\nchange [player2_x v] by (Player2_xの力)\n位置変換 (Player2_x) (Player2_y)\nx接触判定 \nchange [player2_y v] by (Player2_yの力)\n位置変換 (Player2_x) (Player2_y)\ny接触判定 \nif <<<(Player2_y) = (round (Player2_y))> and <<(letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player2_y)) / (20)) + (1))) of [stage_data v])) = [1]> or <(letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + ((((190) - (Player2_y)) / (20)) + (1))) of [stage_data v])) = [1]>>> and <key (w v) pressed?>> then\n    set [player2_yの力 v] to [11]\nend\nif <(Player2_x) > [230]> then\n    if <(level) = [11]> then\n        set [player2_x v] to [230]\n    else\n        next>>>\n    end\nend\n位置変換 (Player2_x) (Player2_y)\ndelete all of [player_位置 v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (1) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (1) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [player_位置 v]\nadd (letter (item (2) of [x v]) of (item ((((level) - (1)) * (18)) + (item (2) of [y v])) of [stage_data v])) to [player_位置 v]\nif <<[-180] > (Player2_y)> or <<<(item (1) of [player_位置 v]) = [3]> or <(item (2) of [player_位置 v]) = [3]>> or <<(item (3) of [player_位置 v]) = [3]> or <(item (4) of [player_位置 v]) = [3]>>>> then\n    set [player2_y v] to ((0) - (((item (2) of [y v]) * (20)) - (210)))\n    set [player2_yの力 v] to [17]\nend\nif <[-230] > (Player2_x)> then\n    set [player2_x v] to [-230]\nend\nif <<[-180] > (Player2_y)> or <<<<(item (1) of [player_位置 v]) = [2]> or <(item (2) of [player_位置 v]) = [2]>> or <<(item (3) of [player_位置 v]) = [2]> or <(item (4) of [player_位置 v]) = [2]>>> or <<<(item (1) of [player_位置 v]) > [3]> or <(item (2) of [player_位置 v]) > [3]>> or <<(item (3) of [player_位置 v]) > [3]> or <(item (4) of [player_位置 v]) > [3]>>>>> then\n    初期位置 \nend\n\ndefine 明暗\n2点間の距離を測定 (x position) (y position) (Player1_x) (Player1_y)\nset [明るさ v] to [0]\nif <(距離) < [100]> then\n    set [明るさ v] to (() - (距離))\nelse\n    set [明るさ v] to [-99]\nend\nif <(Is Player2 playing?) = [1]> then\n    2点間の距離を測定 (x position) (y position) (Player2_x) (Player2_y)\n    if <(距離) < [100]> then\n        set [明るさ v] to ((明るさ) * ((距離) / (100)))\n    end\nend\nset [brightness v] effect to ((明るさ) + ((<(letter (i) of (item (j) of [stage_data v])) = [2]> * (25)) - ((明るさ) * <(level) = [11]>)))\n\ndefine タイム表示 (time)\nif <(level) = [11]> then\n    set size to (1400) %\n    switch costume to (rectangle v)\n    clear graphic effects\n    go to x: (0) y: (184)\n    stamp\n    文字列表示 (join [Time ] (join (time) [s])) [600] [0] [150]  [20] [] []\nelse\n    文字列表示 (join (time) [s]) [500] [-200] [150]  [20] [] []\nend\n\ndefine encode (string)\nset [i v] to [0]\nset [return v] to []\nrepeat (length of (string))\n    change [i v] by (1)\n    switch costume to (join [_] (letter (i) of (string)))\n    set [return v] to (join (return) (costume [number v]))\nend\n\ndefine decode (string) (start) (end)\nset [i v] to ((start) - (1))\nset [return v] to []\nrepeat ((((end) - (start)) + (1)) / (2))\n    change [i v] by (2)\n    switch costume to (join (letter ((i) - (1)) of (string)) (letter (i) of (string)))\n    set [return v] to (join (return) (letter (2) of (costume [name v])))\nend\n\ndefine 記録読み込み\ndelete all of [rank_data v]\ndelete all of [☁︎cloud_data v]\nデータ読み込み (☁ 1)\nデータ読み込み (☁ 2)\nデータ読み込み (☁ 3)\nデータ読み込み (☁ 4)\nデータ読み込み (☁ 5)\nデータ読み込み (☁ 6)\nデータ読み込み (☁ 7)\nデータ読み込み (☁ 8)\nデータ読み込み (☁ 9)\nset [読み込み完了 v] to [1]\n\ndefine 文字列抜き取り (string) (start) (end)\nset [i v] to ((start) - (1))\nset [return v] to []\nrepeat (((end) - (start)) + (1))\n    change [i v] by (1)\n    set [return v] to (join (return) (letter (i) of (string)))\nend\n\ndefine データ読み込み (data)\nadd (data) to [☁︎cloud_data v]\ndecode (data) [3] ((join (letter (1) of (data)) (letter (2) of (data))) + (2))\nadd (return) to [rank_data v]\n文字列抜き取り (data) ((join (letter (1) of (data)) (letter (2) of (data))) + (3)) (length of (data))\nadd (return) to [rank_data v]\n\ndefine 文字列表示 (string) (size) (x) (y) <center?> (color) (brightness) (alpha)\nswitch costume to (none2 v)\nset size to (size) %\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [ghost v] effect to (alpha)\ngo to x: (x) y: (y)\nswitch costume to (join [_] (letter (1) of (string)))\nset [i v] to [1]\nif <center?> then\n    set [j v] to (((item ((costume [number v]) - (21)) of [文字間隔リスト v]) / (2)) * ((size) / (500)))\n    repeat ((length of (string)) - (2))\n        change [i v] by (1)\n        change [j v] by (1)\n        switch costume to (join [_] (letter (i) of (string)))\n        change [j v] by ((item ((costume [number v]) - (21)) of [文字間隔リスト v]) * ((size) / (500)))\n    end\n    change [i v] by (1)\n    switch costume to (join [_] (letter (i) of (string)))\n    change [j v] by (((item ((costume [number v]) - (21)) of [文字間隔リスト v]) / (2)) * ((size) / (500)))\n    set x to (((x) - (j)) / (2))\n    switch costume to (join [_] (letter (1) of (string)))\n    set [i v] to [1]\nend\nrepeat (length of (string))\n    stamp\n    set [j v] to (item ((costume [number v]) - (21)) of [文字間隔リスト v])\n    change [i v] by (1)\n    switch costume to (join [_] (letter (i) of (string)))\n    change x by ((((j) + (item ((costume [number v]) - (21)) of [文字間隔リスト v])) / (2)) * ((size) / (500)))\nend\n\ndefine ランキング表示\n世界記録更新\n読み込みマーク\nswitch costume to (none2 v)\nset size to (1310) %\nswitch costume to (rectangle v)\nclear graphic effects\ngo to x: (0) y: (-120)\nstamp\nif <(frame) > ((n) + (100))> then\n    if <not <(n) = [0]>> then\n        change [m v] by (10)\n    end\n    if <(m) = [100]> then\n        change [_ v] by ((1) + (<(_) = [3]> * (-3)))\n    end\n    if <(m) > [200]> then\n        set [m v] to [0]\n        set [n v] to (frame)\n    end\nend\nset [k v] to [0]\nrepeat ((3) + ())\n    change [k v] by (1)\n    文字列表示 (join (join ((((_) - (1)) * (3)) + (k)) [. ]) (join ((round (((item (((((_) - (1)) * (3)) + (k)) * (2)) of [rank_data v]) / (30)) * (100))) / (100)) [s])) ((330) - ()) [-220] (((-45) - ()) - ((k) * ((37) - ()))) <> [40] [70] ([abs v] of (((m) - ((100) * <(m) > [100]>)) - ((100) * <(m) > [100]>)) )\n    文字列表示 [by] ((270) - ()) [-45] (((-46.5) - ()) - ((k) * ((37) - ()))) <> [40] [70] ([abs v] of (((m) - ((100) * <(m) > [100]>)) - ((100) * <(m) > [100]>)) )\n    文字列表示 (item ((((((_) - (1)) * (3)) + (k)) * (2)) - (1)) of [rank_data v]) (((305) - ()) - (<(length of (item ((((((_) - (1)) * (3)) + (k)) * (2)) - (1)) of [rank_data v])) > [14]> * (((length of (item ((((((_) - (1)) * (3)) + (k)) * (2)) - (1)) of [rank_data v])) - (14)) * (16)))) [0] (((-45) - ()) - ((k) * ((37) - ()))) <> [40] [70] ([abs v] of (((m) - ((100) * <(m) > [100]>)) - ((100) * <(m) > [100]>)) )\nend\n\ndefine 世界記録更新\nif <(世界記録更新) = [1]> then\n    if <((Cloud用変数) + (4)) < (frame)> then\n        change [cloud用変数_2 v] by (1)\n        ☁︎Cloud 置換 (Cloud用変数_2) (item (Cloud用変数_2) of [☁︎cloud_data v])\n        set [cloud用変数 v] to (frame)\n    end\n    if <(Cloud用変数_2) > [8]> then\n        set [世界記録更新 v] to [2]\n    end\nelse\n    if <(世界記録更新) = [0]> then\n        if <(frame\(time\)) < (item (18) of [rank_data v])> then\n            set [i v] to [0]\n            repeat until <<(i) = [e]> or <(i) = [18]>>\n                change [i v] by (2)\n                if <(frame\(time\)) < (item (i) of [rank_data v])> then\n                    set [j v] to [18]\n                    repeat (((18) - (i)) / (2))\n                        replace item ((j) - (1)) of [rank_data v] with (item ((j) - (3)) of [rank_data v])\n                        replace item (j) of [rank_data v] with (item ((j) - (2)) of [rank_data v])\n                        replace item ((j) / (2)) of [☁︎cloud_data v] with (item (((j) / (2)) - (1)) of [☁︎cloud_data v])\n                        change [j v] by (-2)\n                    end\n                    replace item ((i) - (1)) of [rank_data v] with (username)\n                    replace item (i) of [rank_data v] with (frame\(time\))\n                    replace item ((i) / (2)) of [☁︎cloud_data v] with (join (join (join (letter ((length of (join [0] (length of (encode_username)))) - (1)) of (join [0] (length of (encode_username)))) (letter (length of (join [0] (length of (encode_username)))) of (join [0] (length of (encode_username))))) (encode_username)) (frame))\n                    set [i v] to [e]\n                end\n            end\n            set [i v] to [0]\n            set [cloud用変数_2 v] to [0]\n            set [世界記録更新 v] to [1]\n        else\n            set [世界記録更新 v] to [2]\n        end\n    end\nend\n\ndefine ☁︎Cloud 置換 (n) (text)\nif <(n) = [1]> then\n    set [☁ 1 v] to (text)\nend\nif <(n) = [2]> then\n    set [☁ 2 v] to (text)\nend\nif <(n) = [3]> then\n    set [☁ 3 v] to (text)\nend\nif <(n) = [4]> then\n    set [☁ 4 v] to (text)\nend\nif <(n) = [5]> then\n    set [☁ 5 v] to (text)\nend\nif <(n) = [6]> then\n    set [☁ 6 v] to (text)\nend\nif <(n) = [7]> then\n    set [☁ 7 v] to (text)\nend\nif <(n) = [8]> then\n    set [☁ 8 v] to (text)\nend\nif <(n) = [9]> then\n    set [☁ 9 v] to (text)\nend\n\nset [_ v] to [0]\nrepeat (10)\n    change [_ v] by (1)\n    ☁︎Cloud 置換 (_) (join (join (join (letter ((length of (join [0] (length of (encode_username)))) - (1)) of (join [0] (length of (encode_username)))) (letter (length of (join [0] (length of (encode_username)))) of (join [0] (length of (encode_username))))) (encode_username)) [300000])\n    wait (0.2) seconds\nend\n\ndefine 読み込みマーク\nif <not <(世界記録更新) = [2]>> then\n    change [θ v] by ((-45) * <((frame) mod (2)) = [0]>)\n    switch costume to (ground3 v)\n    clear graphic effects\n    set [brightness v] effect to (100)\n    set size to (200) %\n    repeat (5)\n        change [θ v] by (45)\n        go to x: ((220) + ((([ceiling v] of ([abs v] of ([cos v] of (θ) ) ) ) * (([cos v] of (θ) ) / ([abs v] of ([cos v] of (θ) ) ))) * (8))) y: ((140) + ((([ceiling v] of ([abs v] of ([sin v] of (θ) ) ) ) * (([sin v] of (θ) ) / ([abs v] of ([sin v] of (θ) ) ))) * (8)))\n        change [brightness v] effect by (-17)\n        stamp\n    end\n    change [θ v] by (-225)\nend\n\n
　難易度　★★★★★\n所要時間　約15〜30分\n\n過去に作った「Dark&Light」と「Pixel world」の\n2作品を組み合わせて、リメイクしてみました。\nさあ、世界記録を目指して Let’s play!\n（前作より難易度は下げましたが、結構難しいです。\n　5分以内にクリアできると相当すごいです。）\n\n                    ❖操作方法 | How to play ❖\n\n    　                    ◇パソコン | PC◇\n1P         ←,→キー で移動 / ←,→ keys to move\n                 ↑キーでジャンプ / ↑key to jump\n2P           A,Dキー で移動 / A,D keys to move\n                Wキーでジャンプ / W key to jump\n\n           ◇スマホ・タブレット | Mobile・Tablet◇\n                    左側・右側をタップして移動\n                      上側をタップしてジャンプ\n                      Tap left / right side to move\n                  Tap the top of the screen to jump\n