Kaszanka's world || a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\nwait until <(LEVEL) = [4]>\nswitch backdrop to (tło2 v)\nwait until <(LEVEL) = [11]>\nswitch backdrop to (tło3 v)\n\n@Player\n\nwhen I receive [meh v]\nset [long jump v] to [0]\nset rotation style [left-right v]\nforever\n    if <touching (ground v)?> then\n        if <(long jump) = [0]> then\n            if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n                switch costume to (kostium1 v)\n                wait (0.1) seconds\n                switch costume to (kostium2 v)\n                wait (0.1) seconds\n            else\n                if <<key (space v) pressed?> and <(Power up) = [fire]>> then\n                    switch costume to (kostium5 v)\n                else\n                    switch costume to (kostium1 v)\n                end\n            end\n        end\n    else\n        if <<key (space v) pressed?> and <(Power up) = [fire]>> then\n            switch costume to (kostium5 v)\n        else\n            switch costume to (kostium3 v)\n        end\n    end\n    if <(Your hp) < [1]> then\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nset [your hp v] to [10]\nshow\nset [jump power v] to [0]\npoint in direction (90)\nbroadcast (meh v)\nforever\n    go to (detector v)\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\n    if <touching color (#5aff00)?> then\n        set [velocity y v] to [25]\n    end\n    if <touching (water v)?> then\n        set [touching: v] to [water]\n    else\n        set [touching: v] to [ground]\n    end\n    set [player direction v] to (direction)\n    if <<touching color (#ff2b2b)?> and <<touching (ground v)?> and <not <touching (secret v)?>>>> then\n        broadcast (AAA v)\n    end\n    if <touching (boss balls v)?> then\n        change [your hp v] by (-1)\n    end\n    if <(Your hp) < [1]> then\n        broadcast (Game Over v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [boss dead v]\nset [boss hp v] to [0]\nstop all sounds\nstart sound [smb-ending v]\nswitch costume to (kostium1 v)\npoint in direction (90)\ngo to x: (-53) y: (-49)\nwait (10) seconds\nbroadcast (Ending v)\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nstart sound (pick random (4) to (7))\npoint in direction (90)\nswitch costume to (kostium4 v)\nrepeat (10)\n    change y by (10)\nend\nrepeat (10)\n    change y by (-30)\nend\nbroadcast (Total game over v)\nhide\n\nwhen I receive [power up v]\nswitch costume to (kostium6 v)\nwait (3) seconds\nswitch costume to (kostium1 v)\n\n@ground\n\nwhen flag clicked\nforever\n    switch costume to (LEVEL)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@detector\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (-171) y: (-21)\nset [velocity y v] to [0]\nset [level v] to [1]\nforever\n    if <key (right arrow v) pressed?> then\n        change x by (8)\n        if <touching (ground v)?> then\n            change x by (-8)\n        end\n    end\n    if <key (left arrow v) pressed?> then\n        change x by (-8)\n        if <touching (ground v)?> then\n            change x by (8)\n        end\n    end\n    change [velocity y v] by (-1)\n    change y by (Velocity Y)\n    if <touching (ground v)?> then\n        change y by ((-1) * (Velocity Y))\n        set [velocity y v] to [0]\n    end\n    change y by (-1)\n    if <<<touching (ground v)?> or <<(Power up) = [water]> and <(touching:) = [water]>>> and <key (up arrow v) pressed?>> then\n        change [velocity y v] by (jump power)\n    end\n    change y by (1)\n    if <touching (ground v)?> then\n        change y by (1)\n        if <touching (ground v)?> then\n            change y by (1)\n            if <touching (ground v)?> then\n                change y by (1)\n                if <touching (ground v)?> then\n                    change y by (1)\n                    if <touching (ground v)?> then\n                        change y by (1)\n                        if <touching (ground v)?> then\n                            change y by (-5)\n                        end\n                    end\n                end\n            end\n        end\n    end\n    if <<<(y position) < [-131]> and <not <(LEVEL) = [3]>>> or <touching (spikes v)?>> then\n        go to x: (-171) y: (-21)\n        start sound [scream-male1 v]\n    end\n    if <touching (boost v)?> then\n        repeat (10)\n            change x by (30)\n        end\n    end\nend\n\nwhen flag clicked\nrepeat until <(LEVEL) = [3]>\n    if <(x position) = [245]> then\n        change [level v] by (1)\n        go to x: (-171) y: (-21)\n    end\nend\nrepeat until <(LEVEL) = [4]>\n    if <(y position) < [-131]> then\n        go to x: (-171) y: (-21)\n        change [level v] by (1)\n    end\nend\ngo to x: (-13) y: (200)\nforever\n    if <(x position) > [245]> then\n        change [level v] by (1)\n        go to x: (-171) y: (-21)\n    end\nend\n\nwhen I receive [aaa v]\ngo to x: (-171) y: (-21)\nstart sound [scream-male1 v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@stomp\n\nwhen flag clicked\nforever\n    go to (detector v)\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@water\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (kostium1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\nwait until <(LEVEL) = [3]>\nshow\nwait until <(LEVEL) = [4]>\nswitch costume to (kostium2 v)\nwait until <(LEVEL) = [5]>\nswitch costume to (kostium3 v)\nwait until <(LEVEL) = [6]>\nswitch costume to (kostium4 v)\nwait until <(LEVEL) = [7]>\nhide\n\n@music 1\n\nwhen flag clicked\nforever\n    play sound [Slot Machine v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n    if <(LEVEL) = [4]> then\n        set volume to (0) %\n    end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@music 2\n\nwhen flag clicked\nwait until <(LEVEL) = [4]>\nforever\n    play sound [Underground v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n    if <(LEVEL) = [11]> then\n        set volume to (0) %\n    end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Water power up\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nhide\ngo to x: (-60) y: (-85)\nset [power up v] to [normal]\nwait until <(LEVEL) = [5]>\nshow\nwait until <touching (player v)?>\nhide\nplay sound [smb_powerup v] until done\nset [power up v] to [water]\n\n@water2\n\nwhen flag clicked\nhide\nforever\n    go to [back v] layer\n    if <<(touching:) = [water]> and <(Power up) = [water]>> then\n        show\n        repeat until <not <touching (water v)?>>\n            go to (player v)\n            set [jump power v] to [3.2]\n        end\n    else\n        hide\n        go to (water v)\n        set [jump power v] to [10]\n    end\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nhide\nwait until <(LEVEL) = [6]>\nshow\nwait until <(LEVEL) = [7]>\nhide\nwait until <(LEVEL) = [8]>\nshow\nswitch costume to (kostium2 v)\nwait until <(LEVEL) = [9]>\nhide\nwait until <(LEVEL) = [11]>\nshow\nswitch costume to (kostium3 v)\n\nwhen I receive [hide spikes v]\nhide\n\n@secret\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(LEVEL) = [7]>\nswitch costume to (kostium1 v)\nshow\nwait until <(LEVEL) = [8]>\nhide\nwait until <(LEVEL) = [13]>\nswitch costume to (kostium2 v)\nshow\nwait until <(LEVEL) = [14]>\nhide\n\nwhen flag clicked\nwait until <(LEVEL) = [7]>\nforever\n    if <touching (player v)?> then\n        set [ghost v] effect to (75)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\n@Jump power up\n\nwhen flag clicked\nswitch costume to (kostium2 v)\ngo to x: (49) y: (-110)\nhide\nwait until <(LEVEL) = [7]>\nshow\nwait until <(LEVEL) = [8]>\ngo to x: (-58) y: (-103)\nwait until <(LEVEL) = [9]>\nhide\nwait until <(LEVEL) = [12]>\nshow\ngo to x: (9) y: (-94)\nwait until <(LEVEL) = [13]>\nhide\nwait until <(LEVEL) = [14]>\nshow\ngo to x: (-167) y: (-89)\nwait until <(LEVEL) = [15]>\n\nwhen flag clicked\nforever\n    if <touching (detector v)?> then\n        repeat (2)\n            next costume\n        end\n        set [velocity y v] to [20]\n        start sound [recording1 v]\n        repeat (2)\n            next costume\n        end\n        switch costume to (kostium2 v)\n    end\nend\n\nwhen I receive [boss dead v]\nhide\n\n@boost\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(LEVEL) = [9]>\nshow\nwait until <(LEVEL) = [10]>\ngo to x: (22) y: (100)\nwait until <(LEVEL) = [11]>\nhide\n\n@music 3\n\nwhen flag clicked\nset volume to (100) %\nwait until <(LEVEL) = [11]>\nforever\n    play sound [World Mushroom \(& Flower\) v] until done\nend\n\nwhen flag clicked\nwait until <(LEVEL) = [15]>\nset volume to (0) %\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@fire power up\n\nwhen flag clicked\nhide\nwait until <(LEVEL) = [11]>\nshow\ngo to x: (-40) y: (-56)\nwait until <touching (player v)?>\nhide\nplay sound [smb_powerup v] until done\nset [power up v] to [fire]\n\n@fireball\n\nwhen flag clicked\nhide\nforever\n    point in direction (player direction)\n    if <<key (space v) pressed?> and <(Power up) = [fire]>> then\n        create clone of (_myself_ v)\n        wait (0.5) seconds\n    end\nend\n\nwhen I start as a clone\nstart sound [Rip v]\ngo to (player v)\nshow\nrepeat until <<<<touching (ground v)?> or <touching (_edge_ v)?>> or <touching (button v)?>> or <<touching (boss v)?> or <touching (kaszanka-kalorie v)?>>>\n    move (30) steps\nend\ndelete this clone\n\nwhen I receive [explode? v]\ndelete this clone\n\n@button\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait until <(LEVEL) = [11]>\nshow\nwait until <touching (fireball v)?>\nbroadcast (hide spikes v)\nhide\n\n@boss\n\nwhen flag clicked\nset [boss hp v] to [100]\nhide variable [boss hp v]\nhide variable [your hp v]\ngo to x: (36) y: (148)\nhide\npoint in direction (90)\nwait until <(LEVEL) = [15]>\nswitch costume to (kostium1 v)\nshow\nglide (1) secs to x: (163) y: (-22)\nset rotation style [left-right v]\nsay [Dobra od razu przejdźmy do walki] for (2) seconds\nshow variable [boss hp v]\nset [boss hp v] to [100]\nwait (1) seconds\nshow variable [your hp v]\nset [your hp v] to [10]\nbroadcast (Am i v)\nset [attack style v] to [normal shot]\nrepeat until <(boss hp) < [1]>\n    repeat until <touching (stomp v)?>\n        set [attack style v] to [normal shot]\n    end\n    switch costume to (kostium3 v)\n    wait (1) seconds\n    switch costume to (kostium1 v)\n    repeat until <touching (stomp v)?>\n        set [attack style v] to [Wall]\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (fireball v)?> then\n        change [boss hp v] by (-5)\n    end\n    if <touching (stomp v)?> then\n        change [boss hp v] by (-10)\n        set [velocity y v] to [20]\n        wait (1) seconds\n    end\n    if <(boss hp) < [1]> then\n        set rotation style [all around v]\n        repeat (10)\n            turn left (35) degrees\n        end\n        hide\n        broadcast (Boss dead v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [am i v]\nrepeat until <(boss hp) < [1]>\n    play sound [Histocrat Battle v] until done\nend\n\nwhen I receive [power up v]\nif <<touching (player v)?> and <(Star power) = [Power on]>> then\n    set [boss hp v] to [0]\nend\n\n@Boss balls\n\nwhen flag clicked\nhide\n\nwhen I receive [am i v]\npoint in direction (-90)\nforever\n    if <not <(boss hp) = [0]>> then\n        if <(Attack style) = [normal shot]> then\n            repeat (5)\n                create clone of (_myself_ v)\n                wait (1.5) seconds\n            end\n        end\n        if <(Attack style) = [Wall]> then\n            repeat (5)\n                create clone of (_myself_ v)\n                wait (1) seconds\n                turn right (15) degrees\n            end\n            point in direction (-90)\n        end\n    end\nend\n\nwhen I start as a clone\ngo to (boss v)\nshow\nrepeat until <<touching (player v)?> or <<<touching (ground v)?> or <touching (_edge_ v)?>> or <touching (fireball v)?>>>\n    move (10) steps\nend\nbroadcast (Explode? v)\ndelete this clone\n\nwhen I receive [total game over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [boss dead v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Duszek1\n\nwhen flag clicked\nhide\n\nwhen I receive [total game over v]\nshow\n\n@kaszanka-kalorie\n\nwhen flag clicked\nswitch costume to (kaszanka-kalorie v)\nset size to (22) %\nhide\ngo to x: (168) y: (200)\n\nwhen I receive [boss dead v]\nshow\nglide (2) secs to x: (173) y: (-55)\nbroadcast (Hepi End v)\nforever\n    if <touching (fireball v)?> then\n        switch costume to (kaszanka-kalorie2 v)\n    end\nend\n\n@S E R\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hepi end v]\nshow\n\n@gwiazdkowy lelelurmip\n\nwhen flag clicked\nset [other thing v] to [League of Legends]\ngo to [back v] layer\nset [star power v] to [off]\nhide\nwait until <(LEVEL) = [4]>\ngo to x: (-209) y: (123)\nshow\nwait until <(LEVEL) = [5]>\nhide\nwait until <(LEVEL) = [7]>\nshow\ngo to x: (185) y: (-1)\nwait until <(LEVEL) = [8]>\nhide\nwait until <(LEVEL) = [13]>\nshow\ngo to x: (103) y: (-125)\nwait until <(LEVEL) = [14]>\nhide\n\nwhen flag clicked\nswitch costume to (star v)\nset size to (100) %\nrepeat until <(Star power) = [3]>\n    if <touching (player v)?> then\n        change [star power v] by (1)\n        start sound [Collect v]\n        hide\n    end\nend\ngo to [front v] layer\nshow\nswitch costume to (star2 v)\nrepeat (5)\n    change size by (5)\nend\nwait (2) seconds\nhide\nrepeat until <(Other thing) = [Cheese]>\n    if <key (q v) pressed?> then\n        set [star power v] to [Power on]\n        set [other thing v] to [Cheese]\n    end\nend\nbroadcast (Power up v)\nplay sound [strongpunch v] until done\nset [star power v] to [OFF]\n\n@Ending screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [ending v]\nhide variable [boss hp v]\nhide variable [your hp v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nbroadcast (End txt v)\n\n@Napisy\n\nwhen flag clicked\nswitch costume to (kostium1 v)\ngo to x: (0) y: (-390)\nset size to (150) %\nhide\n\nwhen I receive [end txt v]\nstop all sounds\nshow\nrepeat (600)\n    change y by (1)\nend\nswitch costume to (kostium2 v)\ngo to x: (0) y: (-390)\nrepeat (600)\n    change y by (1)\nend\nswitch costume to (kostium3 v)\ngo to x: (0) y: (-390)\nglide (6) secs to x: (0) y: (0)\nwait (10) seconds\nstop [all v]\n\nwhen I receive [end txt v]\nforever\n    play sound [3 v] until done\nend\n\n@Okładka\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\nend\n\n
Jump animation is back!\nEng\nArrows-movement\nSpace- if you have fire power up, it's a fireball\nIf you have water power up and you touch the water, you can jump higher !!!\nFlag x 2, because it can become something like: boss on level 1 ...\nThere is also a super power up, but for it you need ... I won't tell you what (I'll just say there are 3) because it gives you a boss for 1 hit (but use the same amount)!\n\nPol\nStrzałki-ruch\nSpacja- jeżeli masz fire power up to kula ognia\nJeżeli masz water power up i dotykasz wody to możesz wyżej skakać!!!\nFlaga x 2, bo może się stać coś typu: boss na 1 poziomie...\nJest też super power up, ale do niego potrzebujesz... nie powiem ci czego (powiem tylko tyle, że tego jest 3) bo dzięki niemu masz bossa na 1 uderzenie (ale użyć tyle samo)!