Traveler 3 - A Platformer #All #Animations #Art #Games #Music #Stories #Tutorials #Platformers
@Stage\n\nwhen flag clicked\nbroadcast (start v)\nwait (10) seconds\nbroadcast (\[Intro\] over v)\nforever\n    play sound [Unlimited v] until done\nend\n\n@Template\n\ndefine //clone.create (id) (repetition)\nrepeat (repetition)\n    set [//clone.id v] to (id)\n    create clone of (_myself_ v)\nend\n\ndefine Initial setting // place (x) (y) size (size) angle (angle) costume (costume)\nshow\nclear graphic effects\nswitch costume to (blank v)\ngo to [front v] layer\nCoordinate // x [0] y [0] d [90] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume (costume)\nCoordinate // x (x) y (y) d (angle) s (size) [0] x.setting [0] y.setting [0] d.setting [0] costume (costume)\n\ndefine size [big] (size)\nif <((size) - (1)) < (size)> then\n    switch costume to (blank v)\nend\n\ndefine size [small] (size)\nif <(size) < ((size) + (1))> then\n    switch costume to (fill v)\nend\n\ndefine time (time)\nwait until <(time) < (timer)>\n\ndefine Coordinate // x (x) y (y) d (d) s (s) (standard) x.setting (x.s) y.setting (y.s) d.setting (d.s) costume (costume)\nset size to (1000000) %\nif <not <(x) = []>> then\n    set x to ((((([sin v] of (item (1) of [//setting. v]) ) * (x)) - (([cos v] of (item (1) of [//setting. v]) ) * (y))) * (((item (2) of [//setting. v]) - (standard)) / (100))) + ((item (3) of [//setting. v]) - (x.s)))\nend\nif <not <(y) = []>> then\n    set y to ((((([sin v] of (item (1) of [//setting. v]) ) * (y)) + (([cos v] of (item (1) of [//setting. v]) ) * (x))) * (((item (2) of [//setting. v]) - (standard)) / (100))) + ((item (4) of [//setting. v]) - (y.s)))\nend\nif <not <(d) = []>> then\n    point in direction (((item (1) of [//setting. v]) - (d.s)) + ((d) - (90)))\nend\nif <not <(s) = []>> then\n    set size to ((s) + ((item (2) of [//setting. v]) - ((standard) + (100)))) %\nend\nswitch costume to (costume)\n\ndefine Add to list.// (number) (place) (type)\nif <(type) = [1]> then\n    replace item (place) of [//setting. v] with ((item (place) of [//setting. v]) + (number))\nend\nif <(type) = [2]> then\n    replace item (place) of [clone.setting v] with ((item (place) of [clone.setting v]) + (number))\nend\nif <(type) = [3]> then\n    replace item (place) of [sw v] with ((item (place) of [sw v]) + (number))\nend\nif <(type) = [4]> then\n    replace item (place) of [tentative v] with ((item (place) of [tentative v]) + (number))\nend\n\nwhen I receive [start v]\nreset timer\nhide\nset [//clone.id v] to []\nset [camera v] to [no]\nstart sound [Porter Robinson & Madeon - Shelter v]\nlist.setting\ntime [0.6]\n//clone.create [text] [1]\n//clone.create [setting] [1]\ntime [1]\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [100] [0] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [100] [0] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [100] [0] type [3]\ntime (item (1) of [time.setting v])\n//clone.create [frame] [1]\n//clone.create [flash] [1]\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [1]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [0] color [0] [-87] type [4]\nAdd to list.// ((91) - (item (1) of [clone.setting v])) [1] [1]\nSW3,4 // place [240] [0] [120] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [-240] [0] [120] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [240] [0] [220] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [-240] [0] [220] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [2]\ntime [3.4]\nSW.1,2 // repetition [10] place [0] [0] [270] depth [0] color [0] [-87] type [2]\ntime (item (4) of [time.setting v])\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\ntime (item (5) of [time.setting v])\nSW.1,2 // repetition [4] place [150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [-150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [10] place [0] [0] [270] depth [0] color [0] [-87] type [2]\ntime (item (8) of [time.setting v])\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [220] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [-220] [0] [100] depth [0] color [0] [-87] type [1]\ntime (item (9) of [time.setting v])\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW.1,2 // repetition [8] place [0] [150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [0] [-150] [100] depth [0] color [0] [-87] type [1]\ntime ((item (9) of [time.setting v]) + (0.5))\nSW.1,2 // repetition [10] place [0] [0] [200] depth [0] color [0] [-87] type [2]\ntime (item (10) of [time.setting v])\nSW.1,2 // repetition [8] place [0] [150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [0] [-150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [-150] [0] [100] depth [0] color [0] [-87] type [1]\nSW3,4 // place [0] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\n//clone.create [curtain2] [1]\nwait (0.15) seconds\n//clone.create [curtain1] [1]\ntime [10]\nbroadcast (end v)\n\ndefine list.setting\ndelete all of [//setting. v]\ndelete all of [clone.setting v]\ndelete all of [sw v]\ndelete all of [tentative v]\nrepeat (30)\n    add [0] to [clone.setting v]\n    add [0] to [sw v]\n    add [0] to [tentative v]\nend\nadd [90] to [//setting. v]\nadd [100] to [//setting. v]\nadd [0] to [//setting. v]\nadd [0] to [//setting. v]\nadd [91] to [//setting. v]\ntime.setting\n\ndefine Image effect // type (type) number (number) change (change)\nif <(change) = [1]> then\n    if <(type) = [1]> then\n        change [color v] effect by (number)\n    else\n        if <(type) = [2]> then\n            change [fisheye v] effect by (number)\n        else\n            if <(type) = [3]> then\n                change [whirl v] effect by (number)\n            else\n                if <(type) = [4]> then\n                    change [pixelate v] effect by (number)\n                else\n                    if <(type) = [5]> then\n                        change [mosaic v] effect by (number)\n                    else\n                        if <(type) = [6]> then\n                            change [brightness v] effect by (number)\n                        else\n                            if <(type) = [7]> then\n                                change [ghost v] effect by (number)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nelse\n    if <(type) = [1]> then\n        set [color v] effect to (number)\n    else\n        if <(type) = [2]> then\n            set [fisheye v] effect to (number)\n        else\n            if <(type) = [3]> then\n                set [whirl v] effect to (number)\n            else\n                if <(type) = [4]> then\n                    set [pixelate v] effect to (number)\n                else\n                    if <(type) = [5]> then\n                        set [mosaic v] effect to (number)\n                    else\n                        if <(type) = [6]> then\n                            set [brightness v] effect to (number)\n                        else\n                            if <(type) = [7]> then\n                                set [ghost v] effect to (number)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nshow\nif < (//clone.ID) contains [SW.]?> then\n    if < (//clone.ID) contains [1]?> then\n        Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size (item (3) of [sw v]) angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n        Coordinate // x (([cos v] of ((90) - (direction)) ) + (item (1) of [sw v])) y (([sin v] of ((90) - (direction)) ) + (item (2) of [sw v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n        Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n        Add to list.// ((y position) - (item (2) of [clone.setting v])) [2] [2]\n        Add to list.// (((item (3) of [sw v]) / (10)) - (item (3) of [clone.setting v])) [3] [2]\n        go [backward v] (item (5) of [sw v]) layers\n        Image effect // type [1] number (item (7) of [sw v]) change [2]\n        Image effect // type [6] number (item (6) of [sw v]) change [2]\n        repeat (18)\n            go to [front v] layer\n            go [backward v] (item (5) of [sw v]) layers\n            Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n            Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n            Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n            Coordinate // x ((1) * (item (1) of [clone.setting v])) y ((1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n        end\n        repeat (19)\n            go to [front v] layer\n            go [backward v] (item (5) of [sw v]) layers\n            Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n            Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n            Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n            Coordinate // x (item (1) of [clone.setting v]) y (item (2) of [clone.setting v]) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n            next costume\n        end\n        delete this clone\n    else\n        if < (//clone.ID) contains [2]?> then\n            Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size (item (3) of [sw v]) angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n            Coordinate // x (([cos v] of ((90) - (direction)) ) + (item (1) of [sw v])) y (([sin v] of ((90) - (direction)) ) + (item (2) of [sw v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n            Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n            Add to list.// ((y position) - (item (2) of [clone.setting v])) [2] [2]\n            Add to list.// (((item (3) of [sw v]) / (20)) - (item (3) of [clone.setting v])) [3] [2]\n            go [backward v] (item (5) of [sw v]) layers\n            Image effect // type [1] number (item (7) of [sw v]) change [2]\n            Image effect // type [6] number (item (6) of [sw v]) change [2]\n            repeat (5)\n                go to [front v] layer\n                go [backward v] (item (5) of [sw v]) layers\n                Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n                Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n                Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n                Coordinate // x ((-1) * (item (1) of [clone.setting v])) y ((-1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n            end\n            repeat (19)\n                go to [front v] layer\n                go [backward v] (item (5) of [sw v]) layers\n                Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n                Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n                Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n                Coordinate // x ((-1) * (item (1) of [clone.setting v])) y ((-1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                next costume\n            end\n            delete this clone\n        else\n            if < (//clone.ID) contains [3]?> then\n                Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size [1] angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n                Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s [1] [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n                Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n                Add to list.// ((0) - (item (1) of [clone.setting v])) [2] [2]\n                go [backward v] (item (5) of [sw v]) layers\n                Image effect // type [1] number (item (7) of [sw v]) change [2]\n                Image effect // type [6] number (item (6) of [sw v]) change [2]\n                repeat (42)\n                    Add to list.// (((item (3) of [sw v]) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n                    Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                    Add to list.// [1] [2] [2]\n                    if <((item (2) of [clone.setting v]) mod (3)) = [0]> then\n                        next costume\n                    end\n                end\n                delete this clone\n            else\n                if < (//clone.ID) contains [4]?> then\n                    Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size [1] angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n                    Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s [1] [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n                    Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n                    Add to list.// ((0) - (item (1) of [clone.setting v])) [2] [2]\n                    go [backward v] (item (5) of [sw v]) layers\n                    Image effect // type [1] number (item (7) of [sw v]) change [2]\n                    Image effect // type [6] number (item (6) of [sw v]) change [2]\n                    repeat (42)\n                        Add to list.// (((item (3) of [sw v]) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n                        Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                        Add to list.// [1] [2] [2]\n                        if <((item (2) of [clone.setting v]) mod (3)) = [0]> then\n                            next costume\n                        end\n                    end\n                    delete this clone\n                end\n            end\n        end\n    end\nelse\n    if < (//clone.ID) contains [chev]?> then\n        Initial setting // place [0] [0] size [1] angle [90] costume (//clone.ID)\n        go to [back v] layer\n        go to [front v] layer\n        go [backward v] (3) layers\n        Coordinate // x [0] y [0] d [90] s [1] ((item (2) of [//setting. v]) - (100)) x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n        Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n        forever\n            size [big] [152]\n            Add to list.// [7] [1] [2]\n            Coordinate // x [0] y [0] d [90] s (item (1) of [clone.setting v]) ((item (2) of [//setting. v]) - (100)) x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n            if <(item (1) of [time.setting v]) < (timer)> then\n                Image effect // type [7] number [0] change [2]\n            else\n                Image effect // type [7] number [100] change [2]\n            end\n        end\n    else\n        if < (//clone.ID) contains [pattern]?> then\n            Initial setting // place [0] [0] size [100] angle [90] costume (//clone.ID)\n            forever\n                go to [front v] layer\n            end\n        else\n            if < (//clone.ID) contains [flash]?> then\n                Initial setting // place [0] [0] size [100] angle [90] costume [curtain]\n                Image effect // type [7] number [0] change [2]\n                forever\n                    Image effect // type [7] number [4] change [1]\n                    go to [front v] layer\n                end\n            else\n                if < (//clone.ID) contains [text]?> then\n                    Initial setting // place [0] [0] size [0] angle [90] costume [curtain]\n                    Coordinate // x (pick random (-2) to (2)) y (pick random (-2) to (2)) d [90] s [8] [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                    Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n                    Add to list.// ((x position) - (item (1) of [clone.setting v])) [3] [2]\n                    Add to list.// ((y position) - (item (1) of [clone.setting v])) [4] [2]\n                    Add to list.// ((0) - (item (2) of [clone.setting v])) [2] [2]\n                    repeat (15)\n                        Add to list.// ((((item (1) of [clone.setting v]) - (8)) + (1)) / (4)) [1] [2]\n                        Add to list.// (((item (2) of [clone.setting v]) - (-3)) / (8)) [2] [2]\n                        Add to list.// ((([sin v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (3) of [clone.setting v])) [3] [2]\n                        Add to list.// ((([cos v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (4) of [clone.setting v])) [4] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                    end\n                    repeat until <(item (1) of [time.setting v]) < (timer)>\n                        Add to list.// (((100) - (item (1) of [clone.setting v])) / (6)) [1] [2]\n                        Add to list.// (((0) - (item (2) of [clone.setting v])) / (8)) [2] [2]\n                        Add to list.// ((([sin v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (3) of [clone.setting v])) [3] [2]\n                        Add to list.// ((([cos v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (4) of [clone.setting v])) [4] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                    end\n                    repeat until <(item (2) of [time.setting v]) < (timer)>\n                        go to [front v] layer\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                    end\n                    repeat until <(item (3) of [time.setting v]) < (timer)>\n                        go to [front v] layer\n                        Add to list.// (((65) - (item (1) of [clone.setting v])) / (4.4)) [1] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                    end\n                    repeat until <((item (4) of [time.setting v]) + (0.1)) < (timer)>\n                        go to [front v] layer\n                        Add to list.// (((((100) - (size)) / (10)) + ((item (1) of [clone.setting v]) * (0.6))) - (item (1) of [clone.setting v])) [1] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (1) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                    end\n                    Add to list.// ((size) - (item (10) of [clone.setting v])) [10] [2]\n                    repeat until <(item (5) of [time.setting v]) < (timer)>\n                        go to [front v] layer\n                        Add to list.// [-10] [10] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (10) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n                    end\n                    repeat until <(item (7) of [time.setting v]) < (timer)>\n                        go to [front v] layer\n                        Add to list.// (((((100) - (size)) / (16)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n                    end\n                    Add to list.// ((direction) - (item (11) of [clone.setting v])) [11] [2]\n                    repeat until <[6.4] < (timer)>\n                        go to [front v] layer\n                        Add to list.// ((item (5) of [//setting. v]) - (item (11) of [clone.setting v])) [11] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d (item (11) of [clone.setting v]) s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n                    end\n                    repeat until <[6.9] < (timer)>\n                        go to [front v] layer\n                        Add to list.// (((((168) - (size)) / (14)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n                    end\n                    \n                        go to [front v] layer\n                        Add to list.// (((((100) - (size)) / (4)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n                        Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n                    end\n                else\n                    if < (//clone.ID) contains [frame]?> then\n                        Initial setting // place [0] [0] size [100] angle [90] costume [frame]\n                        size [big] [89]\n                        Coordinate // x [0] y [0] d [90] s [125] [0] x.setting [0] y.setting [0] d.setting [0] costume [frame]\n                        Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n                        forever\n                            size [big] [89]\n                            size [small] [89]\n                            go to [front v] layer\n                            go [backward v] (1) layers\n                            Add to list.// (((100) - (item (1) of [clone.setting v])) / (5)) [1] [2]\n                            Coordinate // x [0] y [0] d [90] s (item (1) of [clone.setting v]) [0] x.setting (item (3) of [//setting. v]) y.setting (item (4) of [//setting. v]) d.setting [0] costume [frame]\n                        end\n                    else\n                        if < (//clone.ID) contains [setting]?> then\n                            Initial setting // place [0] [0] size [100] angle [90] costume [fill]\n                            Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n                            time (item (1) of [time.setting v])\n                            repeat until <(round (item (1) of [//setting. v])) = [90]>\n                                turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n                                Add to list.// ((direction) - (item (1) of [//setting. v])) [1] [1]\n                            end\n                            set [camera v] to [ok]\n                            Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n                            time (item (7) of [time.setting v])\n                            repeat until <(round (item (5) of [//setting. v])) = [90]>\n                                turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n                                Add to list.// ((direction) - (item (5) of [//setting. v])) [5] [1]\n                            end\n                            time (item (10) of [time.setting v])\n                            Add to list.// ((91) - (item (1) of [//setting. v])) [1] [1]\n                            Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n                            repeat until <(round (item (1) of [//setting. v])) = [90]>\n                                turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n                                Add to list.// ((direction) - (item (1) of [//setting. v])) [1] [1]\n                            end\n                        else\n                            if < (//clone.ID) contains [curtain]?> then\n                                Initial setting // place [-586] [0] size [100] angle [90] costume [by @-preis-]\n                                Coordinate // x [-588] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [by @-preis-]\n                                Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n                                Image effect // type [6] number (((letter (length of (//clone.ID)) of (//clone.ID)) - (1)) * (100)) change [2]\n                                repeat (17)\n                                    go to [front v] layer\n                                    Add to list.// (((item (1) of [clone.setting v]) - (-594)) / (4)) [1] [2]\n                                    go to x: (item (1) of [clone.setting v]) y: (0)\n                                    point in direction (90)\n                                    set size to (100) %\n                                end\n                                repeat (50)\n                                    go to [front v] layer\n                                    Add to list.// (((0) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n                                    go to x: (item (1) of [clone.setting v]) y: (0)\n                                    point in direction (90)\n                                    set size to (100) %\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [start v]\nset [chev v] to [0]\n\n    change [chev v] by (1)\n    go to [back v] layer\n    //clone.create (join [chev.] (((chev) mod (4)) + (1))) [1]\n    wait (0.17) seconds\nend\n\ndefine time.setting\ndelete all of [time.setting v]\nadd [2.38] to [time.setting v]\nadd [3] to [time.setting v]\nadd [3.5] to [time.setting v]\nadd [4] to [time.setting v]\nadd [4.55] to [time.setting v]\nadd [4.8] to [time.setting v]\nadd [5.1] to [time.setting v]\nadd [5.7] to [time.setting v]\nadd [6.3] to [time.setting v]\nadd [6.9] to [time.setting v]\n\ndefine SW3,4 // place (x) (y) (s) (d) repetition (repetition) depth (number) color (brightness) (vividness) type (type)\nAdd to list.// ((x) - (item (1) of [sw v])) [1] [3]\nAdd to list.// ((y) - (item (2) of [sw v])) [2] [3]\nAdd to list.// ((s) - (item (3) of [sw v])) [3] [3]\nAdd to list.// ((d) - (item (4) of [sw v])) [4] [3]\nAdd to list.// ((number) - ((item (5) of [sw v]) + (3))) [5] [3]\nAdd to list.// ((brightness) - (item (6) of [sw v])) [6] [3]\nAdd to list.// ((vividness) - (item (7) of [sw v])) [7] [3]\n//clone.create (join [SW.] (type)) (repetition)\n\ndefine SW.1,2 // repetition (repetition) place (x) (y) (s) depth (number) color (brightness) (vividness) type (type)\nAdd to list.// ((0) - (item (4) of [sw v])) [4] [3]\nAdd to list.// ((x) - (item (1) of [sw v])) [1] [3]\nAdd to list.// ((y) - (item (2) of [sw v])) [2] [3]\nAdd to list.// ((s) - (item (3) of [sw v])) [3] [3]\nAdd to list.// ((number) - ((item (5) of [sw v]) + (3))) [5] [3]\nAdd to list.// ((brightness) - (item (6) of [sw v])) [6] [3]\nAdd to list.// ((vividness) - (item (7) of [sw v])) [7] [3]\nrepeat (repetition)\n    //clone.create (join [SW.] (type)) [1]\n    Add to list.// ((360) / (repetition)) [4] [3]\nend\n\nwhen I start as a clone\nshow\nif < (//clone.ID) contains [SW.]?> then\n    forever\n        go to [front v] layer\n        go [backward v] (3) layers\n    end\nend\n\nwhen I receive [start v]\ntime (item (3) of [time.setting v])\nshake (item (4) of [time.setting v])\nshake (item (5) of [time.setting v])\nshake (item (7) of [time.setting v])\nshake (item (8) of [time.setting v])\nshake (item (9) of [time.setting v])\nshake (item (10) of [time.setting v])\n\ndefine shake (time)\nAdd to list.// ((120) - (item (2) of [//setting. v])) [2] [1]\nrepeat until <(time) < (timer)>\n    Add to list.// (((100) - (item (2) of [//setting. v])) / (5)) [2] [1]\n    Add to list.// ((([sin v] of ((timer) * (1000)) ) * (((100) - (item (2) of [//setting. v])) * (0.2))) - (item (3) of [//setting. v])) [3] [1]\n    Add to list.// ((([cos v] of ((timer) * (1000)) ) * (((100) - (item (2) of [//setting. v])) * (0.2))) - (item (4) of [//setting. v])) [4] [1]\n    Add to list.// ((((([sin v] of ((timer) * (1000)) ) * (1.5)) * (((100) - (item (2) of [//setting. v])) * (0.2))) + (90)) - (item (1) of [//setting. v])) [1] [1]\nend\n\nwhen I start as a clone\ntime [8.483]\nif < (//clone.ID) contains [curtain]?> then\n    repeat (20)\n        Image effect // type [7] number [5] change [1]\n    end\nelse\n    delete this clone\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [start v]\ntime [7.4]\nstart sound [Slice SFX v]\n\n@Ground\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\ngo to x: (0) y: (0)\nforever\n    switch costume to (SCENE)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\nforever\n    switch costume to (SCENE)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nset [scene v] to [1]\n\nwhen I receive [\[intro\] over v]\nhide\nset [scene v] to [1]\nforever\n    show\n    go to [back v] layer\n    set y to (Magma)\n    switch costume to (SCENE)\nend\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n    set [magma v] to [0]\n    repeat (10)\n        change [magma v] by (1)\n    end\n    repeat (20)\n        change [magma v] by (-1)\n    end\n    repeat (10)\n        change [magma v] by (1)\n    end\nend\n\n@Player Trail\n\nwhen flag clicked\nhide\nset [length v] to [50]\n\nwhen I start as a clone\nshow\nrepeat (length)\n    change [ghost v] effect by (10)\n    change size by (-5)\nend\ndelete this clone\n\nwhen I receive [\[intro\] over v]\nforever\n    set [costume v] to ([costume name v] of [player v])\n    set [direction v] to ([direction v] of [player v])\n    set [y v] to ([y position v] of [player v])\n    set [x v] to ([x position v] of [player v])\n    switch costume to (costume)\n    point in direction (direction)\n    go to x: (x) y: (y)\n    create clone of (_myself_ v)\nend\n\nshow\n\nchange [ghost v] effect by (10)\n\nwhen I receive [die v]\nhide\nwait (1) seconds\nshow\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n    set [touching v] to [none]\n    Detect [love] at [-201] [-220]\n    Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n    set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n    wait until <(touching) = [love]>\n    wait (0.2) seconds\n    if <(touching) = [love]> then\n        change [actions \(love/fave\) v] by (1)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nforever\n    wait until <(touching) = [fave]>\n    wait (0.2) seconds\n    if <(touching) = [fave]> then\n        change [actions \(love/fave\) v] by (1)\n        stop [this script v]\n    end\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (Next Level v)\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n    change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\nplay sound [High Whoosh v] until done\ngo to x: (-216) y: (0)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1]\nset [scene v] to [1]\n\nwhen I receive [\[intro\] over v]\nforever\n    Show Health (health) of [7] offset y [-40]\n    if <(health) < [1]> then\n        start sound [Wood Tap v]\n        broadcast (__Screen Wipe v)\n        set [scene v] to [1]\n        set [health v] to [7]\n    end\n    left and right controls\n    wall sensing bug\n    wall sensing bug\n    wall sensing bug\n    wall sensing bug\n    walljumping/sensing\n    wall sensing\n    jumping\n    if <(x position) > [239]> then\n        broadcast (__Screen Wipe v)\n        broadcast (Next Level v) and wait\n        change [scene v] by (1)\n    end\n    if <<touching (lava v)?> or <<touching (spikes v)?> or <touching (saws v)?>>> then\n        if <(Actions \(love/fave\)) = [0]> then\n            broadcast (die v)\n            start sound [Wood Tap v]\n            change [health v] by (-1)\n            hide\n            wait (1) seconds\n            show\n            reset\n        end\n    end\n    if <touching (trampoline v)?> then\n        start sound [jump1 v]\n        set [yvel v] to [20]\n    end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n    change [xvel v] by ((speed) - ((speed) * (2)))\n    set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [xvel v] by (speed)\n    set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.9))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n    change y by (-4)\n    change x by ((xvel) * (-1))\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n            set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n        else\n            set [xvel v] to (round (gravity))\n        end\n        set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n    else\n        set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n    end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n    change y by ((yvel) - ((yvel) * (2)))\n    set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n    start sound [jump1 v]\n    set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n    broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nswitch costume to (red v)\n\nforever\n\nbroadcast (run v)\n\nwhen flag clicked\nhide\n\nwait until <(Actions \(love/fave\)) = [2]>\n\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [20]\nset [speed v] to [3]\nset [scene v] to [1]\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nswitch costume to (blue v)\n\nwhen flag clicked\n\nwait until <(Actions \(love/fave\)) = [2]>\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [20]\nset [speed v] to [3]\nset [scene v] to [1]\nsetup platformer\n\nwhen flag clicked\nset [actions \(love/fave\) v] to [0]\n\nif <(username) = [-Ekdaukin]> then\n    set [health v] to [900000000000000000000000000]\nend\n\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1]\nset [scene v] to [1]\nif <[] = [50]> then\n\n@health bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n    go to [front v] layer\n    show\n    wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen I start as a clone\nforever\n    if <(EXIT) = [die]> then\n        go to [front v] layer\n        hide\n        wait (0) seconds\n        delete this clone\n    else\n        show\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Mobile\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (50)\n        go to (mouse-pointer v)\n        show\n        wait until <not <mouse down?>>\n        hide\n    end\nend\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n    repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n        change x by (1)\n    end\nelse\n    if <(x position) > (mouse x)> then\n        repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n            change x by (-1)\n        end\n    end\nend\nif <(mouse y) > (y position)> then\n    repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n        change y by (1)\n    end\nelse\n    if <(y position) > (mouse y)> then\n        repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n            change y by (-1)\n        end\n    end\nend\n\nwhen I receive [\[intro\] over v]\npoint in direction (90)\nhide\nforever\n    if <mouse down?> then\n        set [ghost v] effect to (50)\n        go to (mobile v)\n        show\n        repeat until <not <mouse down?>>\n            block name\n        end\n        hide\n    end\nend\n\nforever\n    \n        say [Hello!]\n    else\n        say []\n    end\nend\n\n\n    move (1) steps\nend\n\nwhen flag clicked\n\nbroadcast (Play v)\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [\[intro\] over v]\nshow\ngo to x: (0) y: (0)\nforever\n    if <(Actions \(love/fave\)) < [2]> then\n        switch costume to (costume1 v)\n        go to x: (-80) y: (120)\n        show\n        go to [front v] layer\n        repeat (11)\n            change y by (-6)\n        end\n        repeat (7)\n            change y by (3)\n        end\n        repeat (6)\n            change y by (-2)\n        end\n        wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n        repeat (17)\n            change y by (7)\n        end\n        hide\n        stop [this script v]\n    else\n        stop [this script v]\n    end\nend\n\n@Saws\n\nwhen I receive [\[intro\] over v]\ngo to [back v] layer\nforever\n    hide\n    if <(SCENE) = [6]> then\n        go to x: (0) y: (-104)\n        show\n        repeat (50)\n            turn right (8) degrees\n        end\n        repeat (50)\n            turn left (8) degrees\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\n@thumb\n\nwhen flag clicked\nhide\nforever\n    show\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\nwhen I receive [\[intro\] over v]\nforever\n    show\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n
PART 1: https://scratch.mit.edu/projects/788205966/\nPART 2: https://scratch.mit.edu/projects/790468455/\n\nIntro Contest: https://scratch.mit.edu/projects/795386630/\n\n✦✦✦Instructions✦✦✦\n➜ Use arrows to move the cube\n➜ Don't touch spikes.\n➜ Don't fall on lava.\n\n#11 on #All?????\n#5 on #Games???\n#2 on #Music????\n\n✦✦✦Credits✦✦✦\n➡️@-Ekdaukin, @--AwesomeCode--, @RadarX, @kumanomikun622\n\n\n\n\n\n\n\n\n\n\n#All #Animations #Art #Games #Music #Stories #Tutorials #Platformers