> skeld: among us platformer <
@Stage\n\nwhen I receive [begin v]\nbroadcast (Restart game v)\n\nwhen flag clicked\nforever\n    play sound [TheFatRat - Time Lapse v] until done\nend\n\n@ enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nforever\n    if <(LEVEL) = [17]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [begin v]\nshow\nforever\n    if <(LEVEL) = [17]> then\n        if <(enemy died?) = [no]> then\n            set [ghost v] effect to (0)\n            show\n            go to x: (0) y: (-65)\n            glide (2) secs to x: (200) y: (-65)\n            glide (2) secs to x: (0) y: (-65)\n        else\n            hide\n            set [ghost v] effect to (100)\n            stop [this script v]\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nset [enemy died? v] to [no]\nforever\n    if <(LEVEL) = [17]> then\n        if <touching (player v)?> then\n            if <(y) < [-3]> then\n                hide\n                set [enemy died? v] to [yes]\n                broadcast (jump v)\n            else\n                broadcast (Reset v)\n            end\n        end\n    end\n    if <(enemy died?) = [yes]> then\n        hide\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nset [enemy died? v] to [no]\n\n@player\n\nwhen flag clicked\nset [max players v] to [9]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (blank v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n    start sound [Connect v]\n    switch backdrop to (blank2 v)\nelse\n    switch backdrop to (blank3 v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n    set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n    change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nforever\n    if <(My Player #) > [0]> then\n        send cloud data\n    end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n    set [☁ p1 v] to (value)\nelse\n    if <(player) = [2]> then\n        set [☁ p2 v] to (value)\n    else\n        if <(player) = [3]> then\n            set [☁ p3 v] to (value)\n        else\n            if <(player) = [4]> then\n                set [☁ p4 v] to (value)\n            else\n                if <(player) = [5]> then\n                    set [☁ p5 v] to (value)\n                else\n                    if <(player) = [6]> then\n                        set [☁ p6 v] to (value)\n                    else\n                        if <(player) = [7]> then\n                            set [☁ p7 v] to (value)\n                        else\n                            if <(player) = [8]> then\n                                set [☁ p8 v] to (value)\n                            else\n                                if <(player) = [9]> then\n                                    set [☁ p9 v] to (value)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nwrite (LEVEL) to encoded\nwrite (direction) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\n\nwhen I receive [restart game v]\nforever\n    if <touching (water v)?> then\n        change [x v] by (0.25)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restart game v]\nshow\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [level v] to [1]\nset [x v] to [0]\nforever\n    go to [front v] layer\n    if <not <touching (water v)?>> then\n        change [y v] by (-1)\n    end\n    if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n        change [x v] by (-1)\n        point in direction (-90)\n    end\n    if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n        change [x v] by (1)\n        point in direction (90)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching (platform v)?> then\n        change y by (1)\n    end\n    if <touching (platform v)?> then\n        change y by (1)\n    end\n    if <touching (platform v)?> then\n        change y by (1)\n    end\n    if <touching (platform v)?> then\n        change y by (1)\n    end\n    if <touching (platform v)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> then\n            set [y v] to [15]\n            if <([abs v] of (x) ) = (x)> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching (platform v)?> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n        set [y v] to [13]\n    end\n    change y by (1)\n    if <(x position) > [233]> then\n        change [level v] by (1)\n        broadcast (Reset v)\n    end\n    if <<touching (danger v)?> or <touching (bad wahle v)?>> then\n        broadcast (Reset v)\n    end\nend\n\nwhen I receive [restart game v]\nforever\n    if <touching (water v)?> then\n        change [y v] by (0.7)\n        if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n            change [y v] by (0.5)\n        end\n        if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n            change [y v] by (-0.5)\n        end\n    end\nend\n\nwhen I receive [jump v]\nset [y v] to [15]\n\n@Joining\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nshow\n\nwhen backdrop switches to [blank v]\nswitch costume to (joining v)\n\nwhen backdrop switches to [blank3 v]\nshow\nswitch costume to (game full :\( v)\n\nwhen backdrop switches to [blank2 v]\nswitch costume to (joined v)\n\nwhen I receive [begin v]\nwait (3) seconds\nrepeat (30)\n    change [ghost v] effect by (5)\nend\n\n@opponents\n\nbroadcast (begin v)\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n    set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n    change [letter # v] by (2)\n    if <(idx) < [1]> then\n        stop [this script v]\n    end\n    set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n    create clone of (_myself_ v)\n    change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n    if <(My Player #) = (player #)> then\n        hide\n        set [offline v] to [100]\n    else\n        tick\n    end\nend\n\nchange [ghost v] effect by (1)\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n    set [value v] to (☁ P1)\nelse\n    if <(player) = [2]> then\n        set [value v] to (☁ P2)\n    else\n        if <(player) = [3]> then\n            set [value v] to (☁ P3)\n        else\n            if <(player) = [4]> then\n                set [value v] to (☁ P4)\n            else\n                if <(player) = [5]> then\n                    set [value v] to (☁ p5)\n                else\n                    if <(player) = [6]> then\n                        set [value v] to (☁ p6)\n                    else\n                        if <(player) = [7]> then\n                            set [value v] to (☁ p7)\n                        else\n                            if <(player) = [8]> then\n                                set [value v] to (☁ p8)\n                            else\n                                if <(player) = [9]> then\n                                    set [value v] to (☁ P9)\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nset rotation style [left-right v]\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    change [offline v] by (1)\n    if <(offline) = [100]> then\n        hide\n    end\nelse\n    set [last value v] to (join [A] (value))\n    if <(offline) > [99]> then\n        show\n    end\n    set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (join (player #) (join [:] (value)))\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nif <(value) = (LEVEL)> then\n    set [ghost v] effect to (0)\nelse\n    say []\n    set [ghost v] effect to (100)\nend\nvalue=read from encode\npoint in direction (value)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n    set [my player # v] to (player #)\nend\n\n@platform\n\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (0)\nforever\n    switch costume to (LEVEL)\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    set y to ((0) + (([cos v] of (((timer) - (1)) * (250)) ) * (8)))\nend\n\nwhen I receive [begin v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n    switch costume to (LEVEL)\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n    switch costume to (LEVEL)\nend\n\n@Decorrations!\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (LEVEL)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\nwait (0.01) seconds\nforever\n    wait (1.5) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (400) y: (pick random (60) to (160))\nswitch costume to (pick random (1) to (3))\nset size to (50) %\nchange [ghost v] effect by (pick random (25) to (75))\nrepeat until <(x position) < [-200]>\n    go to [back v] layer\n    change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\n@Timer\n\nwhen flag clicked\nhide\nset [time v] to [0\]\nhide variable [time v]\n\nwhen I receive [restart game v]\ngo to x: (0) y: (0)\nset [time v] to [0]\nshow\nforever\n    show variable [time v]\n    wait (1) seconds\n    change [time v] by (1)\n    if <<(LEVEL) > [16]> or <(Time) > [150]>> then\n        hide variable [time v]\n        hide\n        stop [this script v]\n    end\nend\n\nwhen I receive [begin v]\nforever\n    if <<(LEVEL) < [16]> and <(Time) > [150]>> then\n        hide variable [time v]\n        hide\n        wait (1) seconds\n        broadcast (Restart game v)\n    end\n    if <(LEVEL) > [16]> then\n        hide variable [time v]\n        hide\n        stop [other scripts in sprite v]\n    end\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\n\n@Leaves\n\nwhen I start as a clone\nchange [count v] by (1)\nhide\ngo to x: (-230) y: (pick random (175) to (-175))\ngo [backward v] (2) layers\ngo to [front v] layer\nset [ghost v] effect to (50)\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(x position) > [220]>\n    move (((speed) * (10)) + (10)) steps\n    turn right (pick random (-5) to (5)) degrees\nend\nchange [count v] by (-1)\ndelete this clone\n\nwhen I receive [begin v]\nset [count v] to [0]\nforever\n    create clone of (_myself_ v)\n    wait (0.1) seconds\nend\n\n@Water Drop2\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-250) to (220)) y: (300)\nshow\nforever\n    change y by (-10)\n    change x by (5)\n    if <<touching (platform v)?> or <<touching (water v)?> or <(x position) > [232]>>> then\n        delete this clone\n    end\nend\n\ndelete this clone\n\nwhen I receive [begin v]\nhide\nset size to (100) %\ngo to x: (-21) y: (300)\nforever\n    create clone of (_myself_ v)\n    wait (0.01) seconds\n    if <(LEVEL) > [18]> then\n        hide\n        stop [this script v]\n    end\nend\n\n@Bad wahle\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo [backward v] (99) layers\ngo to [back v] layer\ngo to [back v] layer\nhide\nset rotation style [left-right v]\nforever\n    if <(LEVEL) = [1]> then\n        hide\n    else\n        if <(LEVEL) = [2]> then\n            show\n            switch costume to (whale v)\n            go to [back v] layer\n            point in direction (90)\n            go to x: (-150) y: (-70)\n            glide (1.5) secs to x: (240) y: (-70)\n            point in direction (-90)\n            glide (1.5) secs to x: (-100) y: (-70)\n            point in direction (90)\n        else\n            if <(LEVEL) = [3]> then\n                show\n                switch costume to (whale2 v)\n                go to [back v] layer\n                point in direction (90)\n                go to x: (-150) y: (-70)\n                glide (1.5) secs to x: (240) y: (-70)\n                point in direction (-90)\n                glide (1.5) secs to x: (-220) y: (-70)\n                point in direction (90)\n            else\n                if <(LEVEL) = [9]> then\n                    show\n                    switch costume to (whale v)\n                    go to [back v] layer\n                    point in direction (90)\n                    go to x: (-120) y: (-85)\n                    glide (1.5) secs to x: (0) y: (-85)\n                    point in direction (-90)\n                    glide (1.5) secs to x: (-120) y: (-85)\n                    point in direction (90)\n                else\n                    if <(LEVEL) = [10]> then\n                        show\n                        switch costume to (whale v)\n                        go to [back v] layer\n                        point in direction (90)\n                        go to x: (-100) y: (-70)\n                        glide (1.5) secs to x: (210) y: (-70)\n                        point in direction (-90)\n                        glide (1.5) secs to x: (-100) y: (-70)\n                        point in direction (90)\n                    else\n                        if <(LEVEL) = [13]> then\n                            show\n                            switch costume to (whale v)\n                            go to [back v] layer\n                            point in direction (90)\n                            go to x: (-150) y: (-70)\n                            glide (1.5) secs to x: (210) y: (-70)\n                            point in direction (-90)\n                            glide (1.5) secs to x: (-150) y: (-70)\n                            point in direction (90)\n                            hide\n                        else\n                            if <(LEVEL) = [14]> then\n                                show\n                                switch costume to (whale v)\n                                go to [back v] layer\n                                point in direction (90)\n                                go to x: (-150) y: (-70)\n                                glide (1) secs to x: (210) y: (-70)\n                                point in direction (-90)\n                                glide (1) secs to x: (-150) y: (-70)\n                                point in direction (90)\n                                hide\n                            else\n                                if <(LEVEL) = [16]> then\n                                    show\n                                    switch costume to (whale v)\n                                    go to [back v] layer\n                                    point in direction (90)\n                                    go to x: (-150) y: (-70)\n                                    glide (1) secs to x: (210) y: (-70)\n                                    point in direction (-90)\n                                    glide (1) secs to x: (-150) y: (-70)\n                                    point in direction (90)\n                                    hide\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [begin v]\ngo [backward v] (99) layers\ngo to [back v] layer\ngo to [back v] layer\nhide\nset rotation style [left-right v]\nforever\n    if <(LEVEL) = [1]> then\n        hide\n    else\n        if <(LEVEL) = [2]> then\n            show\n        else\n            if <(LEVEL) = [3]> then\n                show\n            else\n                if <(LEVEL) = [9]> then\n                    show\n                else\n                    if <(LEVEL) = [10]> then\n                        show\n                    else\n                        if <(LEVEL) = [13]> then\n                            show\n                        else\n                            if <(LEVEL) = [14]> then\n                                show\n                            else\n                                if <(LEVEL) = [16]> then\n                                    show\n                                else\n                                    hide\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@ Water Bubbles\n\nwhen I start as a clone\ngo to [back v] layer\nhide\nswitch costume to (trail v)\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (pick random (-220) to (220)) y: (-400)\npoint in direction (90)\nset [i v] to (pick random (2) to (5))\nset [v v] to (pick random (-5) to (5))\nshow\nrepeat (20)\n    change [ghost v] effect by (5)\n    change x by (v)\n    change y by (i)\n    change [i v] by (1)\nend\ndelete this clone\n\nwhen I receive [begin v]\ngo to [back v] layer\nforever\n    create clone of (_myself_ v)\nend\n\n@Fish\n\nwhen I start as a clone\nset [fish: x v] to [0]\nset [fish: y v] to [0]\ngo [forward v] (99) layers\nset size to (pick random (25) to (60)) %\nshow\nif <(rv) = [1]> then\n    switch costume to (costume1 v)\n    set [fish: x v] to [-240]\n    set [fish: y v] to (pick random (-100) to (-170))\n    repeat until <<touching (_edge_ v)?> and <(x position) > [239]>>\n        go to x: ((Fish: x) + (sx)) y: ((Fish: y) + (sy))\n        change [fish: x v] by (v)\n        if <touching (platform v)?> then\n            delete this clone\n        end\n    end\nelse\n    switch costume to (costume2 v)\n    set [fish: x v] to [240]\n    set [fish: y v] to (pick random (-100) to (-170))\n    repeat until <<touching (_edge_ v)?> and <(x position) < [-239]>>\n        go to x: ((Fish: x) + (sx)) y: ((Fish: y) + (sy))\n        change [fish: x v] by ((v) * (-1))\n        if <touching (platform v)?> then\n            delete this clone\n        end\n    end\nend\nchange [fish# v] by (-1)\ndelete this clone\n\nwhen I receive [begin v]\nset [fishlimit v] to [5]\ngo to [front v] layer\nhide\nset [fish# v] to [0]\nforever\n    if <(fish#) < (fishLimit)> then\n        set [rv v] to (pick random (1) to (2))\n        set [v v] to (pick random (5) to (9))\n        change [fish# v] by (1)\n        create clone of (_myself_ v)\n    end\n    wait (pick random (0.5) to (3)) seconds\nend\n\n@Sprite1\n\n@Sprite2\n\n@Background!\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nforever\n    go to [back v] layer\n    go to x: (([x position v] of [player v]) / (10)) y: (([y position v] of [player v]) / (10))\nend\n\n@Loading!\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-60)\nset size to (50) %\nforever\n    next costume\nend\n\nwhen flag clicked\ngo to x: (0) y: (-60)\nforever\n    set y to ((-40) + (([cos v] of (((timer) - (3)) * (100)) ) * (20)))\n    turn right (1) degrees\nend\n\nwhen I receive [begin v]\nhide\nstop [other scripts in sprite v]\n\n@TB\n\nwhen flag clicked\nforever\n    go to x: (0) y: (0)\n    go to [front v] layer\n    show\n    set [ghost v] effect to (100)\nend\n\n
マイクラプラットフォーマー！絶対見てね⇩\nhttps://scratch.mit.edu/projects/676569542\nーーーーーーーーーーーーーーーーーーーーーーーー\n《操作方法》\n矢印キーorWASDキーで操作。モバイルの場合はタップで操作できます。\n《遊び方》\nいろんな所にコインがあるので、たくさん回収しましょう！スターコインは3枚あり、1つ取るだけでコイン10枚分です。コインは全部で100枚あるので頑張ってください！\n《難しさ》\n★★☆☆☆　ややかんたん\n《どーでもいい話》\nkuri-pa-2はとりあえず動けばいい精神で作っているので、中はめちゃくちゃです！\n《お願い》\n♡と☆押しt((というのは冗談で、バグや提案などありましたら気軽にコメントしてください。\n《クレジット》\nコイン、NEXT、壁キック効果音　　 　@YY-H\nイントロ　　　　　　　　　　　　　　@t9decode\n背景　　　　　　　　　　　　　　　    @logic_lab\nターボ対策プログラム　　　　　@sosukeyamakawa\n看板、トゲ、プレイヤーコスチューム    @-Grystal\nBGM　　　　　　　　　　　　　　　   @-Xaf-\nサムネの「a platformer」の文字              @maluyuu\nサムネの「コイン」などのフォント    @KohakuKitune\nバネコスチューム　　　　　　　　　　@taichi2323\nサムネの集中線　　　　　　　　　　　@kutytya\n《タグ》\n#game #games #platformer #Platformer#All\n実績　\n6/1　すべての傾向18p