The Ninja Squad || A Mobile Friendly Platformer
@Stage\n\n@Pen engine\n\ndefine Platformer engine\nset [boat v] to [1]\nBoat platformer\n\ndefine Draw line at x: (x) y: (y) to x: (x2) y: (y2) size (s)\nset pen size to (s)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I start as a clone\nshow\nset [x v] to [4]\nset [y v] to [0]\ngo to x: (-200) y: (-150)\nclear graphic effects\nswitch costume to (costume2 v)\nforever\n    set [ghost v] effect to (100)\n    pen up\n    Platformer engine\n    set [x go to v] to (x position)\n    set [y go to v] to (y position)\nend\n\ndefine Boat : D (d)\npoint in direction ((90) + ((Tilt) * (1.5)))\nif <key (right arrow v) pressed?> then\n    set [d v] to [-1]\nelse\n    if <key (left arrow v) pressed?> then\n        set [d v] to [1]\n    end\nend\nset pen color to (#663b00)\npen up\nif <(D) = [-1]> then\n    change x by (10)\nend\nmove ((30) * (D)) steps\npen down\nmove ((-60) * (D)) steps\npen down\nrepeat (12)\n    pen down\n    turn right (90) degrees\n    move (1) steps\n    turn left (90) degrees\n    move ((0.7) * (D)) steps\n    move ((50) * (D)) steps\n    pen up\n    move ((-50) * (D)) steps\nend\npen up\nmove ((49) * (D)) steps\npen down\nturn right (90) degrees\nmove (-12) steps\nturn left (90) degrees\npen up\nmove ((3) * (D)) steps\npen down\nturn right (90) degrees\nmove (12) steps\nturn left (90) degrees\n\ndefine player\nset pen size to (5)\nset pen color to (#ee7d16)\npen up\ngo to x: ((x go to) + (-5)) y: ((y go to) + (-3))\npen down\nchange x by (10)\nchange y by (10)\nchange x by (-10)\ngo to x: ((x go to) + (-5)) y: ((y go to) + (-3))\npen up\nchange y by (2)\nif <(Boat) = [1]> then\n    Boat : D (1)\nend\n\ndefine Set Mv\nif <(Level) = [1]> then\n    set [mv v] to [240]\nelse\n    if <(Level) = [2]> then\n        if <(#) < [159]> then\n            set [mv v] to [240]\n        else\n            set [mv v] to [-240]\n        end\n    else\n        if <(Level) = [3]> then\n            set [mv v] to [240]\n        else\n            if <(Level) = [4]> then\n                set [mv v] to [240]\n            else\n                if <(Level) = [5]> then\n                    set [move over v] to [1]\n                    set [mv v] to [240]\n                    if <(#) < [458]> then\n                        set [mv v] to [240]\n                    else\n                        set [mv v] to [-240]\n                    end\n                else\n                    if <(Level) = [6]> then\n                        set [move over v] to [1]\n                        set [mv v] to [240]\n                        if <(#) < [545]> then\n                            set [mv v] to [240]\n                        else\n                            set [mv v] to [-240]\n                        end\n                        if <[618] < (#)> then\n                            set [move over v] to [0]\n                            set pen color to (#ff0000)\n                        end\n                    else\n                        if <(Level) = [7]> then\n                            set [move over v] to [1]\n                            set [mv v] to [240]\n                            if <(#) < [912]> then\n                                set [mv v] to [240]\n                            else\n                                set [mv v] to [-240]\n                            end\n                            if <[960] < (#)> then\n                                set [move over v] to [0]\n                                set pen color to (#ff0000)\n                            end\n                        else\n                            if <(Level) = [8]> then\n                                set pen color to (#ff0000)\n                                set [move over v] to [0]\n                                set [mv v] to [240]\n                                if <[1200] < (#)> then\n                                    set [move over v] to [1]\n                                    set pen color to (#dddede)\n                                end\n                                if <[1343] < (#)> then\n                                    set [mv v] to [-240]\n                                    set [move over v] to [0]\n                                    set pen color to (#ff0000)\n                                end\n                                if <[1435] < (#)> then\n                                    set [move over v] to [1]\n                                    set pen color to (#dddede)\n                                end\n                            else\n                                if <(Level) = [9]> then\n                                    set [move over v] to [1]\n                                    set [mv v] to [0]\n                                    if <[1670] < (#)> then\n                                        set [move over v] to [1]\n                                        set [mv v] to [155]\n                                    end\n                                    if <[1708] < (#)> then\n                                        set pen color to (#ff0000)\n                                        set [move over v] to [0]\n                                    end\n                                else\n                                    if <(Level) = [10]> then\n                                        set [move over v] to [0]\n                                        if <[1969] < (#)> then\n                                            set pen color to (#ff0000)\n                                            set [move over v] to [0]\n                                        end\n                                        if <[1988] < (#)> then\n                                            set pen size to (1)\n                                            set pen color to (#000000)\n                                            set [move over v] to [0]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Draw back : postive/negitve (p/n)\npen up\nchange x by ((140) * (p/n))\npen down\nif <<(Level) = [5]> and <not <(#) = [431]>>> then\n    set pen color to (#ff0000)\n    change x by ((10) * (p/n))\n    set pen color to (#dddede)\nelse\n    set pen color to (#dddede)\nend\nset x to ((240) * (p/n))\n\nwhen [r v] key pressed\nDelete last (1)\n\ndefine Set #\nSet lenth\nif <(Level) = [1]> then\n    set [# v] to [0]\n    set [lenth v] to [89]\n    set [move over v] to [1]\nelse\n    if <(Level) = [2]> then\n        set [# v] to [89]\n        set [lenth v] to [150]\n        set [move over v] to [1]\n    else\n        if <(Level) = [3]> then\n            set [# v] to [239]\n            set [lenth v] to [105]\n            set [move over v] to [1]\n        else\n            if <(Level) = [4]> then\n                set [# v] to [344]\n                set [lenth v] to [85]\n                set [move over v] to [1]\n            else\n                if <(Level) = [5]> then\n                    set [# v] to [429]\n                    set [lenth v] to [28]\n                else\n                    if <(Level) = [6]> then\n                        set [# v] to [457]\n                        set [lenth v] to [376]\n                    else\n                        if <(Level) = [7]> then\n                            set [# v] to [833]\n                            set [lenth v] to [304]\n                        else\n                            if <(Level) = [8]> then\n                                set [# v] to [1136]\n                                set [lenth v] to [421]\n                            else\n                                if <(Level) = [9]> then\n                                    set [# v] to [1558]\n                                    set [lenth v] to [244]\n                                else\n                                    if <(Level) = [10]> then\n                                        set [# v] to [1802]\n                                        set [lenth v] to [8]\n                                    else\n                                        set [# v] to [2008]\n                                        set [lenth v] to [3]\n                                        set [span v] to [400]\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [water rise v]\nif <(Level) = [10]> then\n    set [died v] to [0]\n    broadcast (spawn v)\n    set [water level v] to [-20]\nelse\n    repeat until <(Died) = [1]>\n        change [water level v] by (1)\n        if <<[-2] < (water level)> and <(Level) = [9]>> then\n            change [water level v] by (-1)\n        end\n    end\n    set [died v] to [0]\nend\n\ndefine Boat platformer\npoint in direction (90)\nset size to (100) %\nif <(y position) < (item (1) of [last y v])> then\n    if <(Direction) = [90]> then\n        change [x v] by (0.1)\n        change [tilt v] by (1)\n    else\n        change [x v] by (-0.1)\n        change [tilt v] by (-1)\n    end\nelse\n    if <(item (1) of [last y v]) < (y position)> then\n        if <(Direction) = [90]> then\n            change [x v] by (-0.1)\n            change [tilt v] by (-1)\n        else\n            change [x v] by (0.1)\n            change [tilt v] by (1)\n        end\n    end\nend\nif <(length of [last y v]) > [0]> then\n    repeat until <(length of [last y v]) = [0]>\n        delete (1) of [last y v]\n    end\nend\nadd (y position) to [last y v]\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> and <<touching color (#86a3ff)?> or <touching color (#4a6cd4)?>>> then\n    if <(Level) = [4]> then\n        change [x v] by (-0.7)\n    else\n        change [x v] by (-1)\n    end\n    set [direction v] to [-90]\n    if <(Level) = [2]> then\n        switch costume to (costume3 v)\n    else\n        switch costume to (costume5 v)\n    end\nend\nif <<key (right arrow v) pressed?> and <<touching color (#86a3ff)?> or <touching color (#4a6cd4)?>>> then\n    if <(Level) = [4]> then\n        change [x v] by (0.7)\n    else\n        change [x v] by (1)\n    end\n    set [direction v] to [90]\n    if <(Level) = [2]> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume4 v)\n    end\nend\nif <<(Level) = [10]> and <key (y v) pressed?>> then\n    set [y v] to [-5]\nend\nset [x v] to ((x) * (0.9))\nset [tilt v] to ((Tilt) * (0.8))\nchange x by (x)\nif <<touching color (#dddede)?> or <touching color (#000000)?>> then\n    change y by (1)\n    if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n        change y by (1)\n        if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n            change y by (1)\n            if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n                change y by (1)\n                if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n                    change y by (1)\n                    if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n                        change y by (1)\n                        if <<touching color (#dddede)?> or <touching color (#000000)?>> then\n                            change y by (-6)\n                            change x by ((x) * (-1))\n                            set [x v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y)\nif <<touching color (#dddede)?> or <touching color (#000000)?>> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\nend\nif <<touching color (#ff0000)?> or <touching (ai v)?>> then\n    change [deaths v] by (1)\n    if <(Level) = [2]> then\n        go to x: (-200) y: (-110)\n    else\n        if <<<(Level) = [5]> or <(Level) = [6]>> or <<(Level) = [7]> or <(Level) = [8]>>> then\n            go to x: (-200) y: (-150)\n        else\n            go to x: (-200) y: (-50)\n        end\n    end\n    set [direction v] to [-90]\n    if <(Level) = [2]> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume4 v)\n    end\n    if <not <(Level) = [9]>> then\n        set [y v] to [5]\n    end\n    set [water level v] to [-180]\n    set [died v] to [1]\n    broadcast (water rise v)\nend\nif <touching color (#86a3ff)?> then\n    if <(Level) = [4]> then\n        change [y v] by (2)\n    else\n        change [y v] by (1.5)\n    end\nend\nif <touching color (#4a6cd4)?> then\n    set [y v] to ((y) * (0.7))\nend\nif <(x position) > [210]> then\n    change [level v] by (1)\n    if <(Level) = [2]> then\n        go to x: (-200) y: (-110)\n    else\n        if <<<(Level) = [5]> or <(Level) = [6]>> or <<(Level) = [7]> or <(Level) = [8]>>> then\n            go to x: (-200) y: (-150)\n        else\n            go to x: (-200) y: (-50)\n        end\n    end\n    reset\n    if <(Level) = [9]> then\n        set [y v] to [0]\n    end\n    switch costume to (costume2 v)\n    set [direction v] to [-90]\n    if <(Level) = [2]> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume4 v)\n    end\nend\n\nwhen I receive [point towards v]\npen up\ngo to x: (x go to) y: (y go to)\n\ndefine Set lenth\nif <(Level) = [10]> then\n    set [span v] to [180]\nelse\n    set [span v] to [85]\nend\n\ndefine looks\nDRAW\nset pen size to (5)\nset pen color to (#ff0000)\nDraw line at x: (-240) y: (180) to x: (240) y: (180) size (5)\nset pen color to (#000000)\nDraw line at x: (-238) y: (-180) to x: (-238) y: (180) size (5)\nDraw line at x: (-240) y: (-180) to x: (240) y: (-180) size (10)\n\ndefine Draw Extra\nset pen size to (12)\nset [# v] to [1810]\nrepeat (197)\n    change [# v] by (1)\n    set pen color to (#dddede)\n    if <[1969] < (#)> then\n        set pen color to (#ff0000)\n        set [move over v] to [0]\n    end\n    if <[1999] < (#)> then\n        set pen size to (1)\n        set pen color to (#000000)\n        set [move over v] to [0]\n    end\n    pen up\n    go to x: (item (#) of [spotx v]) y: (item (#) of [stop y v])\n    if <[1969] < (#)> then\n        if <[40] > ([sqrt v] of ((((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v])) * ((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v]))) + (((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])) * ((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])))) )> then\n            pen down\n            go to x: (item ((#) + (1)) of [spotx v]) y: (item ((#) + (1)) of [stop y v])\n            pen up\n        end\n        pen up\n    else\n        if <[60] > ([sqrt v] of ((((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v])) * ((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v]))) + (((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])) * ((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])))) )> then\n            pen down\n            go to x: (item ((#) + (1)) of [spotx v]) y: (item ((#) + (1)) of [stop y v])\n            pen up\n        end\n        pen up\n    end\nend\n\ndefine DRAW\nset pen size to (12)\npen up\nSet #\nrepeat ((Lenth) - (1))\n    change [# v] by (1)\n    pen up\n    if <(Level) = [5]> then\n        set pen color to (#ff0000)\n    else\n        set pen color to (#dddede)\n    end\n    Set Mv\n    go to x: (item (#) of [spotx v]) y: (item (#) of [stop y v])\n    pen down\n    if <(Move over) = [1]> then\n        if <(Level) = [5]> then\n            change x by (10)\n            set pen color to (#dddede)\n        end\n        set [mv v] to (x position)\n        Set Mv\n        set x to (Mv)\n        set x to (MV)\n        if <(Level) = [5]> then\n            Draw back : postive/negitve (-1)\n        end\n    end\n    pen down\n    if <not <(Level) = [5]>> then\n        if <(Span) > ([sqrt v] of ((((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v])) * ((item (#) of [spotx v]) - (item ((#) + (1)) of [spotx v]))) + (((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])) * ((item (#) of [stop y v]) - (item ((#) + (1)) of [stop y v])))) )> then\n            if <not <(#) = [960]>> then\n                go to x: (item ((#) + (1)) of [spotx v]) y: (item ((#) + (1)) of [stop y v])\n            end\n        end\n    end\n    pen up\nend\npen up\n\ndefine Delete last (l)\nrepeat ((length of [spotx v]) - ((length of [spotx v]) - (l)))\n    if <(length of [stop y v]) > [2008]> then\n        delete (last) of [stop y v]\n        delete (last) of [spotx v]\n    end\nend\n\nwhen I receive [intro done v]\nset [deaths v] to [0]\nswitch costume to (costume1 v)\nreset\nset [died v] to [0]\nset [sine start v] to [0]\nset [level v] to [1]\nset [tilt v] to [0]\nhide\ncreate clone of (_myself_ v)\nforever\n    erase all\n    broadcast (print v)\n    if <(Level) = [10]> then\n        Draw Extra\n    end\n    if <(Level) = [4]> then\n        set [length v] to [121]\n        Water : strenth (20) X (-240) -175 or touching color? []\n    else\n        if <(Level) = [9]> then\n            Extra water : at x (0) y: (-100) Lenght (60) Color? []\n            Water : strenth (6) X (-240) -175 or touching color? []\n        else\n            if <(Level) = [10]> then\n                set [length v] to [121]\n                Water : strenth (6) X (-240) -175 or touching color? []\n            else\n                set [length v] to [121]\n                Water : strenth (6) X (-240) -175 or touching color? []\n            end\n        end\n    end\n    if <(FB) = [0]> then\n        looks\n        player\n    else\n        player\n        looks\n    end\n    if <(Level) = [4]> then\n        change [sine start v] by (7)\n    else\n        change [sine start v] by (4)\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<key (s v) pressed?> and <(Level) < [10]>> then\n        set x to (230)\n        wait until <not <key (s v) pressed?>>\n    end\nend\n\nwhen I start as a clone\nforever\n    if <key (r v) pressed?> then\n        go to x: (-200) y: (-150)\n        reset\n        wait until <not <key (r v) pressed?>>\n    end\nend\n\ndefine Extra water : at x (x) y: (y) Lenght (l) Color? (color)\nset [length v] to (l)\nset [wl v] to (water level)\nset [water level v] to (y)\nWater : strenth (6) X (x) -175 or touching color? (color)\nset [water level v] to (WL)\n\ndefine reset\nset [y v] to [5]\nset [water level v] to [-180]\nset [died v] to [1]\nbroadcast (water rise v)\n\ndefine Water : strenth (s) X (x) -175 or touching color? (color)\npen up\nset [sine v] to (Sine start)\nset pen color to (#4a6cd4)\ngo to x: (x) y: ((([sin v] of (Sine) ) * (s)) + (water level))\nchange pen shade by (40)\nset pen size to (4)\nrepeat (Length)\n    pen down\n    repeat until <(y position) < [-175]>\n        change y by (-10)\n    end\n    change [sine v] by (4)\n    change x by (4)\n    set y to ((([sin v] of (Sine) ) * (s)) + (water level))\nend\npen up\nset pen shade to (50)\nset pen color to (#4a6cd4)\nset [sine v] to (Sine start)\nWave at ((([sin v] of (Sine) ) * (s)) + ((water level) + (1))) strenth (s) X (x)\n\ndefine Wave at (y) strenth (s) X (x)\nset [sine v] to (Sine start)\npen up\ngo to x: (x) y: (y)\npen down\nrepeat (Length)\n    change x by (4)\n    set y to ((([sin v] of (Sine) ) * (s)) + ((water level) + (1)))\n    change [sine v] by (4)\nend\npen up\n\n@PTE Bezier\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Import Font Code: (font code)\ndelete (all) of [temp0 v]\ndelete (all) of [temp1 v]\nset [_i0 v] to [2]\nrepeat until <(letter (_i0) of (font code)) = [§]>\n    add (letter (_i0) of (font code)) to [temp0 v]\n    change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font code)) = [§]>\n    add (letter (_i0) of (font code)) to [temp1 v]\n    change [_i0 v] by (1)\nend\ndelete (all) of [concatenate:with:,“,concatenate:with:,contentsoflist:,temp0,concatenate:with:,” by ,concatenate:with:,contentsoflist:,temp1, | pen font v]\nadd (font code) to [concatenate:with:,“,concatenate:with:,contentsoflist:,temp0,concatenate:with:,” by ,concatenate:with:,contentsoflist:,temp1, | pen font v]\n\ndefine Render WW (x) (align)\nif <(align) = [r]> then\n    set [_i4 v] to (length of [temp0 v])\n    set [_i5 v] to [1]\n    repeat (_i4)\n        set [_x v] to ((x) + (_i2))\n        set [_i6 v] to (item (_i5) of [temp0 v])\n        set [_i7 v] to (length of (_i6))\n        set [_i8 v] to (_i7)\n        repeat (_i7)\n            set [_i9 v] to ([letter:of:,readvariable,_i8,readvariable,_i6 v] of [pte bezier v])\n            change [_x v] by ((-1) * (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2)))\n            Print Character\n            change [_i8 v] by (-1)\n        end\n        change [_y v] by (_i3)\n        change [_i5 v] by (1)\n    end\nelse\n    set [_i4 v] to (length of [temp0 v])\n    set [_i5 v] to [1]\n    repeat (_i4)\n        if <(align) = [c]> then\n            set [_x v] to ((x) - ((0.5) * (item (_i5) of [temp1 v])))\n        else\n            set [_x v] to (x)\n        end\n        set [_i6 v] to (item (_i5) of [temp0 v])\n        set [_i7 v] to (length of (_i6))\n        set [_i8 v] to [1]\n        repeat (_i7)\n            set [_i9 v] to ([letter:of:,readvariable,_i8,readvariable,_i6 v] of [pte bezier v])\n            Print Character\n            change [_x v] by (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2))\n            change [_i8 v] by (1)\n        end\n        change [_y v] by (_i3)\n        change [_i5 v] by (1)\n    end\nend\npen up\n\ndefine (WW) Print Text: (text) (X, Y): (x) (y) Size: (size) RGB: (r) (g) (b) WW Width: (ww width) Weight: (weight) Slant: (slant) Char Space: (char space) Line Space: (line space) Alignment: (align)\npen up\nset pen color to ((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b)))\nset pen size to ((0.1) * ((size) * (weight)))\nset [_x v] to (x)\nset [_y v] to (y)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([tan v] of (slant) )\nset [_i2 v] to ((char space) * ((0.3) * (size)))\nset [_i3 v] to (((-0.6) * ((line space) * (size))) - (size))\nset [_i13 v] to (([ceiling v] of ((0.15) * (size)) ) + (2))\nset [_i14 v] to ((1) / (([ceiling v] of ((0.15) * (size)) ) + (1)))\nset [_i4 v] to (length of (text))\nset [_i5 v] to (((_i0) * (join (letter (1) of ([  v] of [pte bezier v])) (join (letter (2) of ([  v] of [pte bezier v])) (letter (3) of ([  v] of [pte bezier v]))))) + (_i2))\nset [_i6 v] to ((ww width) + (_i2))\ndelete (all) of [temp0 v]\ndelete (all) of [temp1 v]\nset [_i7 v] to [1]\nset [_i8 v] to []\nset [_i9 v] to [0]\nset [_i10 v] to []\nset [_i11 v] to [0]\nrepeat (_i4)\n    set [_i12 v] to (((_i0) * (join (letter (1) of ([letter:of:,readvariable,_i7,getparam,text,r v] of [pte bezier v])) (join (letter (2) of ([letter:of:,readvariable,_i7,getparam,text,r v] of [pte bezier v])) (letter (3) of ([letter:of:,readvariable,_i7,getparam,text,r v] of [pte bezier v]))))) + (_i2))\n    if <<(letter (_i7) of (text)) = [ ]> and <not <(letter ((_i7) + (1)) of (text)) = [ ]>>> then\n        if <(_i10) = []> then\n            set [_i10 v] to (_i8)\n            set [_i11 v] to (_i9)\n            set [_i8 v] to []\n            set [_i9 v] to [0]\n        else\n            if <((_i11) + ((_i9) + (_i5))) > (_i6)> then\n                add (_i10) to [temp0 v]\n                add ((_i11) - (_i2)) to [temp1 v]\n                set [_i10 v] to (_i8)\n                set [_i11 v] to (_i9)\n                set [_i8 v] to []\n                set [_i9 v] to [0]\n            else\n                set [_i10 v] to (join (_i10) (join [ ] (_i8)))\n                change [_i11 v] by ((_i9) + (_i5))\n                set [_i8 v] to []\n                set [_i9 v] to [0]\n            end\n        end\n    else\n        if <((_i9) + (_i12)) > (_i6)> then\n            if <(_i10) = []> then\n                add (_i8) to [temp0 v]\n                add ((_i9) - (_i2)) to [temp1 v]\n                set [_i8 v] to (letter (_i7) of (text))\n                set [_i9 v] to (_i12)\n            else\n                add (_i10) to [temp0 v]\n                add ((_i11) - (_i2)) to [temp1 v]\n                set [_i10 v] to []\n                set [_i11 v] to [0]\n                add (_i8) to [temp0 v]\n                add ((_i9) - (_i2)) to [temp1 v]\n                set [_i8 v] to (letter (_i7) of (text))\n                set [_i9 v] to (_i12)\n            end\n        else\n            set [_i8 v] to (join (_i8) (letter (_i7) of (text)))\n            change [_i9 v] by (_i12)\n        end\n    end\n    change [_i7 v] by (1)\nend\nif <not <(_i8) = []>> then\n    if <not <(_i10) = []>> then\n        if <((_i11) + ((_i9) + (_i5))) > (_i6)> then\n            add (_i10) to [temp0 v]\n            add ((_i11) - (_i2)) to [temp1 v]\n            add (_i8) to [temp0 v]\n            add ((_i9) - (_i2)) to [temp1 v]\n        else\n            set [_i10 v] to (join (_i10) (join [ ] (_i8)))\n            change [_i11 v] by ((_i9) + (_i5))\n            add (_i10) to [temp0 v]\n            add ((_i11) - (_i2)) to [temp1 v]\n        end\n    else\n        add (_i8) to [temp0 v]\n        add ((_i9) - (_i2)) to [temp1 v]\n    end\nelse\n    if <not <(_i10) = []>> then\n        add (_i10) to [temp0 v]\n        add ((_i11) - (_i2)) to [temp1 v]\n    end\nend\nRender WW (_x) (align)\n\ndefine Print Text: (text) (X, Y): (x) (y) Size: (size) RGB: (r) (g) (b) Weight: (weight) Slant: (slant) Spacing: (spacing) Alignment: (align)\npen up\nset pen color to ((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b)))\nset pen size to ((0.1) * ((size) * (weight)))\nset [_x v] to (x)\nset [_y v] to (y)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([tan v] of (slant) )\nset [_i2 v] to ((spacing) * ((0.3) * (size)))\nset [_i13 v] to (([ceiling v] of ((0.15) * (size)) ) + (2))\nset [_i14 v] to ((1) / (([ceiling v] of ((0.15) * (size)) ) + (1)))\nset [_i3 v] to (length of (text))\nif <(align) = [c]> then\n    set [_i4 v] to [1]\n    set [_i5 v] to [0]\n    repeat (_i3)\n        set [_i6 v] to ([letter:of:,readvariable,_i4,getparam,text,r v] of [pte bezier v])\n        change [_i5 v] by (((_i0) * (join (letter (1) of (_i6)) (join (letter (2) of (_i6)) (letter (3) of (_i6))))) + (_i2))\n        change [_i4 v] by (1)\n    end\n    change [_x v] by ((-0.5) * ((_i5) - (_i2)))\nend\nif <(align) = [r]> then\n    change [_x v] by (_i2)\n    set [_i4 v] to (_i3)\n    repeat (_i3)\n        set [_i9 v] to ([letter:of:,readvariable,_i4,getparam,text,r v] of [pte bezier v])\n        change [_x v] by ((-1) * (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2)))\n        Print Character\n        change [_i4 v] by (-1)\n    end\nelse\n    set [_i4 v] to [1]\n    repeat (_i3)\n        set [_i9 v] to ([letter:of:,readvariable,_i4,getparam,text,r v] of [pte bezier v])\n        Print Character\n        change [_x v] by (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2))\n        change [_i4 v] by (1)\n    end\nend\npen up\n\ndefine Load Font: %m.list\ndelete (all) of [temp0 v]\nset [_i0 v] to [2]\nrepeat (2)\n    repeat until <(letter (_i0) of (item (1) of [getparam,font,r v])) = [§]>\n        change [_i0 v] by (1)\n    end\n    change [_i0 v] by (1)\nend\nset [_i1 v] to (length of (item (1) of [getparam,font,r v]))\nrepeat until <(_i0) > (_i1)>\n    set [_i2 v] to (letter (_i0) of (item (1) of [getparam,font,r v]))\n    change [_i0 v] by (1)\n    repeat until <(letter (_i0) of (item (1) of [getparam,font,r v])) = [§]>\n        add (letter (_i0) of (item (1) of [getparam,font,r v])) to [temp0 v]\n        change [_i0 v] by (1)\n    end\n    set [readvariable,_i2 v] to (Temp0)\n    delete (all) of [temp0 v]\n    change [_i0 v] by (1)\nend\n\ndefine Draw Bezier (x1) (y1) (x2) (y2) (x3) (y3)\nset [_i15 v] to [0]\nrepeat (_i13)\n    set [_i16 v] to (((y1) + (((y2) - (y1)) * (_i15))) + ((((y2) + (((y3) - (y2)) * (_i15))) - ((y1) + (((y2) - (y1)) * (_i15)))) * (_i15)))\n    go to x: ((_x) + ((_i0) * ((((x1) + (((x2) - (x1)) * (_i15))) + ((((x2) + (((x3) - (x2)) * (_i15))) - ((x1) + (((x2) - (x1)) * (_i15)))) * (_i15))) + ((_i1) * (_i16))))) y: ((_y) + ((_i0) * (_i16)))\n    change [_i15 v] by (_i14)\nend\n\ndefine Print Character\nset [_i10 v] to (length of (_i9))\nset [_i11 v] to [4]\nrepeat until <(_i11) > (_i10)>\n    if <(letter (_i11) of (_i9)) = [d]> then\n        pen down\n        change [_i11 v] by (1)\n    else\n        if <(letter (_i11) of (_i9)) = [u]> then\n            pen up\n            change [_i11 v] by (1)\n        else\n            if <(letter (_i11) of (_i9)) = [b]> then\n                Draw Bezier (join (letter ((_i11) + (1)) of (_i9)) (join (letter ((_i11) + (2)) of (_i9)) (letter ((_i11) + (3)) of (_i9)))) (join (letter ((_i11) + (4)) of (_i9)) (join (letter ((_i11) + (5)) of (_i9)) (letter ((_i11) + (6)) of (_i9)))) (join (letter ((_i11) + (7)) of (_i9)) (join (letter ((_i11) + (8)) of (_i9)) (letter ((_i11) + (9)) of (_i9)))) (join (letter ((_i11) + (10)) of (_i9)) (join (letter ((_i11) + (11)) of (_i9)) (letter ((_i11) + (12)) of (_i9)))) (join (letter ((_i11) + (13)) of (_i9)) (join (letter ((_i11) + (14)) of (_i9)) (letter ((_i11) + (15)) of (_i9)))) (join (letter ((_i11) + (16)) of (_i9)) (join (letter ((_i11) + (17)) of (_i9)) (letter ((_i11) + (18)) of (_i9))))\n                change [_i11 v] by (19)\n            else\n                set [_i12 v] to (join (letter ((_i11) + (3)) of (_i9)) (join (letter ((_i11) + (4)) of (_i9)) (letter ((_i11) + (5)) of (_i9))))\n                go to x: ((_x) + ((_i0) * ((join (letter (_i11) of (_i9)) (join (letter ((_i11) + (1)) of (_i9)) (letter ((_i11) + (2)) of (_i9)))) + ((_i1) * (_i12))))) y: ((_y) + ((_i0) * (_i12)))\n                change [_i11 v] by (6)\n            end\n        end\n    end\nend\n\nwhen I receive [print v]\nif <(Level) = [10]> then\n    Print Text: [Good Job!] (X, Y): (-100) (100) Size: (30) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n    Print Text: [You Beat the game!] (X, Y): (-140) (75) Size: (20) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\nelse\n    if <(Level) = [11]> then\n        Print Text: [Congrats on finding my] (X, Y): (-100) (100) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n        Print Text: [First easter egg! ] (X, Y): (-80) (75) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n        Print Text: [Think I should do more Easter Eggs?] (X, Y): (-200) (0) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n        Print Text: [Comment "Chris" on my profile!] (X, Y): (-200) (-20) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (0) Spacing: (1) Alignment: [l]\n    else\n        if <not <(Level) = [0]>> then\n            Print Text: (join [Deaths:] (Deaths)) (X, Y): (-220) (150) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n            Print Text: (join [Level:] (Level)) (X, Y): (-220) (130) Size: (15) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n        else\n            if <(Yea) = [1]> then\n                Print Text: [Rising Waters] (X, Y): (\(X\)) (\(Y\)) Size: (45) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n            else\n                if <(Yea) = [2]> then\n                    Print Text: [Rising Waters] (X, Y): (-225) (90) Size: (45) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n                    Print Text: [-a Platformer] (X, Y): (\(X\)) (\(Y\)) Size: (25) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n                else\n                    Print Text: [Rising Waters] (X, Y): (-225) (90) Size: (45) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n                    Print Text: [-a Platformer] (X, Y): (-195) (40) Size: (25) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n                    Print Text: [By TheNiftyArrow] (X, Y): (\(X\)) (\(Y\)) Size: (25) RGB: (10) (0) (0) Weight: (1) Slant: (3) Spacing: (1) Alignment: [l]\n                end\n            end\n        end\n    end\nend\n\n@intro\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\ngo to x: (0) y: (-150)\nprint: [The NIfty Arrow] at x: (x slide) y: (-40) size: (10) color: (1) shade: (1) alignment: [] thickness: (1) width: (1) height: (1) spacing: (1)\n\nwhen I receive [intro done v]\nforever\n    print: (join [Deaths:] (Deaths)) at x: (-220) y: (-140) size: (10) color: (1) shade: (1) alignment: [] thickness: (1) width: (1) height: (1) spacing: (1)\nend\n\ndefine backround (black)\nif <(black) = [0]> then\n    set pen color to (#000000)\nelse\n    set pen color to (#f2f0df)\nend\nset pen size to (300)\npen up\ngo to x: (-200) y: (100)\npen down\ngo to x: (200) y: (100)\npen up\ngo to x: (-200) y: (-100)\npen down\ngo to x: (200) y: (-100)\n\ndefine arrow (x) (y)\npen up\nerase all\nbackround (1)\npen up\ngo to x: (x) y: (y)\npoint in direction (90)\npen down\nset pen color to (#319ca2)\nset pen size to (30)\npen down\nmove (30) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (10) degrees\nmove (10) steps\nturn left (15) degrees\nmove (10) steps\nchange x by (-30)\nturn right (30) degrees\nmove (40) steps\nturn right (100) degrees\nmove (40) steps\npoint in direction (-90)\nmove (10) steps\npen up\ngo to x: ((x) + (177)) y: (y)\nset pen color to (#e21f26)\npoint in direction (-90)\npen down\nmove (100) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nturn left (-10) degrees\nmove (10) steps\nchange x by (-30)\nturn right (45) degrees\nmove (40) steps\nturn right (100) degrees\nmove (45) steps\npoint in direction (-90)\nmove (10) steps\npen up\ngo to x: ((x) + (47)) y: ((y) + (20))\npen up\nset pen color to (#000000)\npoint in direction (0)\npen down\nmove (40) steps\npoint in direction (90)\nmove (20) steps\nturn left (130) degrees\nmove (30) steps\nturn left (100) degrees\nmove (30) steps\npen up\nset pen size to (5)\ngo to x: ((x) + (-30)) y: ((y) + (-20))\npen down\nchange y by (125)\nchange x by (250)\nchange y by (-125)\ngo to x: ((x) + (-30)) y: ((y) + (-20))\npen up\nset pen color to (#f2f0df)\ngo to x: (170) y: (-175)\npen down\nset pen size to (300)\ngo to x: (170) y: (175)\npen up\n\nset [shade v] to [0]\nrepeat (50)\n    erase all\n    backround (1)\nend\n\nif <not <(shade) = [1.23456]>> then\n    set pen shade to (shade)\nend\n\nwhen flag clicked\nset [level v] to [0]\nerase all\nhide\nstart sound [Top 10 Best Intro MusicSongs For Gaming Videos & Montages! \(Non Copyrighted\) \(Royalty Free\).mp3 v]\nbackround (1)\nwait (3) seconds\nshow\nswitch costume to (costume3 v)\nset size to (100) %\ngo to x: (400) y: (0)\nset [x slide v] to [200]\nrepeat (40)\n    arrow (x slide) (0)\n    change [x slide v] by (-10)\nend\ncreate clone of (_myself_ v)\nwait (4) seconds\nrepeat (25)\n    arrow (x slide) (0)\n    change [x slide v] by (15)\nend\nhide\nset [\(y\) v] to [100]\nset [\(x\) v] to [-230]\nset [yea v] to [1]\nrepeat (50)\n    backround (1)\n    change [\(x\) v] by (0.1)\n    change [\(y\) v] by (-0.2)\n    broadcast (print v)\nend\nset [\(y\) v] to [50]\nset [\(x\) v] to [-200]\nset [yea v] to [2]\nrepeat (50)\n    backround (1)\n    change [\(x\) v] by (0.1)\n    change [\(y\) v] by (-0.2)\n    broadcast (print v)\nend\nset [\(y\) v] to [-150]\nset [\(x\) v] to [-160]\nset [yea v] to [3]\nrepeat (50)\n    backround (1)\n    change [\(x\) v] by (0.1)\n    change [\(y\) v] by (-0.2)\n    broadcast (print v)\nend\nwait (1) seconds\nbroadcast (intro done v)\nstop all sounds\nforever\n    play sound [Imagine Dragons - Whatever It Takes \(LyricsLyric Video\).mp3 v] until done\n    play sound [Zaza - Be Together NCS Release \(1\).mp3 v] until done\n    play sound [Starset - Down With the Fallen \(audio\).mp3 v] until done\n    play sound [Warriyo - Mortals \(feat. Laura Brehm\) NCS Release.mp3 v] until done\nend\n\ndefine print: (text) at x: (x) y: (y) size: (s) color: (c) shade: (sh) alignment: (al) thickness: (t) width: (w) height: (h) spacing: (sp)\nif <(length of [chars v]) = [0]> then\n    delete (all) of [chars v]\n    add [/00/0444404202] to [chars v]\n    add [/00/0434320232424000] to [chars v]\n    add [/44/040040] to [chars v]\n    add [/00/043443413000] to [chars v]\n    add [/40/000232020444] to [chars v]\n    add [/00/0232020444] to [chars v]\n    add [/44/0400404222] to [chars v]\n    add [/00/0402424044] to [chars v]\n    add [/04/4424200040] to [chars v]\n    add [/24/2000] to [chars v]\n    add [/34/010004011240] to [chars v]\n    add [/04/0040] to [chars v]\n    add [/00/04224440] to [chars v]\n    add [/00/044044] to [chars v]\n    add [/00/04444000] to [chars v]\n    add [/00/04444202] to [chars v]\n    add [/00/044440004022] to [chars v]\n    add [/00/043432024240] to [chars v]\n    add [/44/14031232413000] to [chars v]\n    add [/20/240444] to [chars v]\n    add [/04/004044] to [chars v]\n    add [/04/2044] to [chars v]\n    add [/04/00224044] to [chars v]\n    add [/00/44/04/40] to [chars v]\n    add [/04/22202244] to [chars v]\n    add [/04/440040] to [chars v]\n    add [/00/0444400044] to [chars v]\n    add [/13/24201030] to [chars v]\n    add [/04/4442020040] to [chars v]\n    add [/04/444212424000] to [chars v]\n    add [/04/02424044] to [chars v]\n    add [/44/0402424000] to [chars v]\n    add [/44/040242400004] to [chars v]\n    add [/04/4420] to [chars v]\n    add [/00/044440000242] to [chars v]\n    add [/00/404202044442] to [chars v]\n    add [/20/20/22/24] to [chars v]\n    add [/00/14/30/44/01/41/03/43] to [chars v]\n    add [/04/14130304/40/30314140/00/44] to [chars v]\n    add [/13/2433] to [chars v]\n    add [/12/34/32/14] to [chars v]\n    add [/20/111324] to [chars v]\n    add [/20/313324] to [chars v]\n    add [/12/32] to [chars v]\n    add [/21/23221232] to [chars v]\n    add [/00/40] to [chars v]\n    add [/13/33/11/31] to [chars v]\n    add [/00/44] to [chars v]\n    add [/20/20] to [chars v]\n    add [/10/21] to [chars v]\n    add [/20/20/22/424424] to [chars v]\n    add [/23/24] to [chars v]\n    add [/13/14/33/34] to [chars v]\n    add [/21/21/23/23] to [chars v]\nend\nset [alphabet v] to [abcdefghijklmnopqrstuvwxyz0123456789!#%^*\(\)-+_=/.,?'":]\nset pen size to (((s) / (4.5)) * (t))\nif <not <(c) = [0]>> then\n    set pen color to (#000000)\nelse\n    if <(c) = [17]> then\n        set pen color to (#bc1004)\n    end\nend\nif <<(al) = [l]> or <(al) = [left]>> then\n    set [xint v] to [-235]\nelse\n    if <<(al) = [r]> or <(al) = [right]>> then\n        set [xint v] to ((235) - (((s) * (w)) * (((length of (text)) * ((1) + ((0.5) * (sp)))) - ((0.5) * (sp)))))\n    else\n        if <<(al) = [c]> or <(al) = [center]>> then\n            set [xint v] to ((0) - ((((s) * (w)) / (2)) * (((length of (text)) * ((1) + ((0.5) * (sp)))) - ((0.5) * (sp)))))\n        else\n            set [xint v] to (x)\n        end\n    end\nend\nset [i v] to [0]\nset [pen v] to [1]\nrepeat (length of [chars v])\n    change [i v] by (1)\n    set [ii v] to [0]\n    repeat until <<(letter (i) of (text)) = (letter (ii) of (alphabet))> or <(ii) > [54]>>\n        change [ii v] by (1)\n    end\n    if <(ii) < [55]> then\n        set [iii v] to [0]\n        set [xy v] to [1]\n        repeat (length of (item (ii) of [chars v]))\n            change [iii v] by (1)\n            if <(letter (iii) of (item (ii) of [chars v])) = [/]> then\n                set [pen v] to ((0) - (pen))\n                if <(pen) = [1]> then\n                    pen down\n                else\n                    pen up\n                end\n            else\n                set [xy v] to ((0) - (xy))\n                if <(xy) = [1]> then\n                    set [y v] to ((y) + (((0.2) * ((s) * (h))) * (letter (iii) of (item (ii) of [chars v]))))\n                    go to x: (x) y: (y)\n                else\n                    set [x v] to ((xInt) + (((0.2) * ((s) * (w))) * (letter (iii) of (item (ii) of [chars v]))))\n                end\n            end\n        end\n    end\n    change [xint v] by ((w) * ((s) * ((1) + ((0.5) * (sp)))))\nend\n\n@Rising Waters\n\nwhen flag clicked\nhide\n\n
☁Multiplayer Pen Platformer - A Multiplayer 90% Pen Platformer\n\nHow To Play:\nUse Arrow Keys to move through the 100% PEN Levels! Play with your Friends in this multiplayer game.\nNew Scratchers Can"t Play :(\nMax Players Is 10!\n\nFollow @Ryham301 for more great games.\n\nCredits:\nRyham301 for the PEN levels\nRyham301 for the Multiplayer game\nGriffpatch for some scripts\nTimMcCool for music\nStratfordJames for some art.\n\n\nTags:\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 \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 \n#Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art\n\n