Sunset Journey || A Scrolling Platformer #games #music #art #all
@Stage\n\n@Boost\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level 1 1 v)\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    switch costume to (costume1 v)\nelse\n    if <(level) = [2]> then\n        switch costume to (level 2 1 v)\n        clone at x [480] y [0]\n        clone at x [480] y [0]\n        add (☁ World Highscore) to [leaderboard v]\n        clone at x [480] y [0]\n        clone at x [480] y [0]\n        clone at x [480] y [0]\n        switch costume to (costume1 v)\n    else\n        if <(level) = [3]> then\n            switch costume to (level 3 1 v)\n            clone at x [480] y [0]\n            clone at x [480] y [0]\n            clone at x [480] y [0]\n            clone at x [480] y [0]\n            switch costume to (costume1 v)\n        else\n            if <(level) = [4]> then\n                switch costume to (level 4 1 v)\n                clone at x [480] y [0]\n                clone at x [480] y [0]\n                clone at x [480] y [0]\n                clone at x [480] y [0]\n                clone at x [480] y [0]\n                switch costume to (costume1 v)\n            else\n                if <(level) = [5]> then\n                    switch costume to (level 5 1 v)\n                    clone at x [480] y [0]\n                    clone at x [480] y [0]\n                    clone at x [480] y [0]\n                    clone at x [480] y [0]\n                    clone at x [480] y [0]\n                    switch costume to (costume1 v)\n                else\n                    switch costume to (end v)\n                end\n            end\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@Text and decor\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [hearts v] to [3]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level 1 1 v)\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [100]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    switch costume to (costume1 v)\nelse\n    switch costume to (end v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\npoint in direction (90)\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level 1 1 v)\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [200]\n    clone at x [480] y [0]\n    switch costume to (costume1 v)\nelse\n    switch costume to (end v)\nend\n\nif <(level) = [2]> then\n    switch costume to (level 2 1 v)\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    switch costume to (costume1 v)\nelse\n    if <(level) = [3]> then\n        switch costume to (level 3 1 v)\n        clone at x [480] y [0]\n        clone at x [480] y [0]\n        clone at x [480] y [0]\n        clone at x [480] y [0]\n        switch costume to (costume1 v)\n    else\n        if <(level) = [4]> then\n            switch costume to (level 4 1 v)\n            clone at x [480] y [0]\n            clone at x [480] y [0]\n            clone at x [480] y [0]\n            clone at x [480] y [0]\n            clone at x [480] y [0]\n            switch costume to (costume1 v)\n        else\n            if <(level) = [5]> then\n                switch costume to (level 5 1 v)\n                clone at x [480] y [0]\n                clone at x [480] y [0]\n                clone at x [480] y [0]\n                clone at x [480] y [0]\n                clone at x [480] y [0]\n                switch costume to (costume1 v)\n            end\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n    wait (pick random (40) to (50)) seconds\n    switch costume to (costume1 v)\n    go to x: (0) y: (50)\n    show\n    go to [front v] layer\n    start sound [pop v]\n    repeat (9)\n        change y by (-6)\n    end\n    repeat (5)\n        change y by (3)\n    end\n    repeat (5)\n        change y by (-1)\n    end\n    wait (2) seconds\n    repeat (15)\n        change y by (7)\n    end\n    hide\nend\n\n@Lag Control\n\n@Sprite2\n\nwhen I receive [commence thee project v]\nwait (0.5) seconds\nshow\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n    repeat (5)\n        turn right (3) degrees\n        wait (0.01) seconds\n    end\n    repeat (10)\n        turn left (3) degrees\n        wait (0.01) seconds\n    end\n    repeat (5)\n        turn right (3) degrees\n        wait (0.01) seconds\n    end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (11)\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@Play Game\n\nwhen flag clicked\npoint in direction (90)\nforever\n    change y by (([cos v] of ((timer) * (200)) ) * (1))\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-76)\ngo to [front v] layer\nswitch costume to (costume3 v)\n\nwhen I receive [commence thee project v]\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume3 v)\n    end\nend\n\nwhen this sprite clicked\nstart sound [Connect v]\nbroadcast (play game v)\nhide\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [play game v]\nhide\n\n@Music\n\nwhen I receive [commence thee project v]\nset volume to (100) %\nchange volume by (-30)\nforever\n    play sound [Varexito, Exlo & Almebo - Melodic Hills v] until done\nend\n\nwhen flag clicked\nhide\ngo to x: (-170) y: (-80)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [play game v]\nhide\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n@portal\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Stop timer v)\n    end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [name v]) = [OPEN]> and <touching (player v)?>> then\n    set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (open v)\n    clone at x [6670] y [0]\nelse\n    if <(level) = [2]> then\n        switch costume to (open v)\n        clone at x [2000] y [130]\n    else\n        if <(level) = [3]> then\n            switch costume to (open v)\n            clone at x [1700] y [60]\n        else\n            if <(level) = [4]> then\n                switch costume to (open v)\n                clone at x [2000] y [80]\n            else\n                if <(level) = [5]> then\n                    switch costume to (open v)\n                    clone at x [2000] y [80]\n                else\n                    switch costume to (closd v)\n                end\n            end\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Platforms\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level 1 1 v)\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [50]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    switch costume to (costume1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\n    go to x: (0) y: (0)\nend\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n    switch costume to (pick random (1) to (3))\n    set size to (80) %\n    go to (random position v)\n    set x to (-300)\n    repeat (600)\n        change x by (1)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nforever\n    show\n    set [ghost v] effect to (30)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [commence thee project v]\nrepeat (10)\n    switch costume to (costume1 v)\nend\nforever\n    set size to (30) %\n    create clone of (_myself_ v)\n    wait (5) seconds\nend\n\n@Collectables\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level 1 1 v)\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    switch costume to (costume1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset [coin collected v] to [0]\npoint in direction (90)\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        if <not <<(costume [name v]) = [level 1 8]> or <<(costume [name v]) = [level 1 7]> or <(costume [name v]) = [level 1 5]>>>> then\n            start sound [Collect v]\n            change [coin collected v] by (1)\n            delete this clone\n        else\n            if <(costume [name v]) = [level 1 8]> then\n                start sound [Coin v]\n                if <not <(hearts) = [3]>> then\n                    change [hearts v] by (1)\n                    delete this clone\n                else\n                    delete this clone\n                end\n            else\n                if <<(costume [name v]) = [level 1 5]> or <(costume [name v]) = [level 1 7]>> then\n                    change [coin collected v] by (2)\n                    start sound [Pew v]\n                    delete this clone\n                end\n            end\n        end\n    end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide variable [coin collected v]\nhide\ngo to x: (-198) y: (-154)\n\nwhen I receive [play game v]\nshow variable [coin collected v]\ngo to [front v] layer\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (chat button2 v)\n    else\n        switch costume to (chat button v)\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        broadcast (Shop Open v)\n    end\nend\n\nwhen I start as a clone\nswitch costume to (chat button3 v)\ngo to x: (150) y: (-154)\n\n@Intro\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n    create clone of (_myself_ v)\n    turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n    create clone of (_myself_ v)\n    change [var 2 v] by (-1)\n    change [brightness v] effect by (-2)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n    set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n    set [var 1 v] to (size)\n    change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (size)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n    change x by (((round (x)) - (round (x position))) / (speed))\n    change y by (((round (y)) - (round (y position))) / (speed))\n    change size by (((size) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nrepeat until <(round (size)) = (round (size))>\n    change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n    if <(letter (#) of (text)) > [ ]> then\n        switch costume to (letter (#) of (text))\n        create clone of (_myself_ v)\n        change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n        change [# v] by (1)\n    else\n        switch costume to ( v)\n        create clone of (_myself_ v)\n        change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n        change [# v] by (1)\n    end\n    wait (speed) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Letter]> then\n    wait until <(timer) > [0.5]>\n    wait ((#) / (Length)) seconds\n    show\n    set [x v] to (x position)\n    set [y v] to (y position)\n    go to [front v] layer\n    set size to (0) %\n    go to x: (0) y: (0)\n    Smooth Glide x: (X) y: (Y) speed: (5) (Size)\n    wait until <(timer) > [1.9]>\n    wait ((#) / ((Length) * (2))) seconds\n    set [var 1 v] to ((size) / (10))\n    repeat (30)\n        Change Size By: (Var 1)\n        change y by (Var 1)\n        change [var 1 v] by ((0) - ((size) / (100)))\n        change [ghost v] effect by (2)\n    end\n    delete this clone\nend\nif <(Clone ID) = [Box]> then\n    set [color v] effect to (0)\n    point in direction (180)\n    switch costume to (box v)\n    set [ghost v] effect to (50)\n    set size to (15) %\n    show\n    go to [back v] layer\n    go to x: ((Var 1) * (40)) y: ((Var 2) * (40))\n    repeat until <(size) > [89]>\n        change size by (((91) - (size)) / (10))\n        turn right (((180) - (direction)) / (10)) degrees\n        change [ghost v] effect by (-5)\n    end\n    set size to (90) %\n    set [ghost v] effect to (0)\n    wait until <(timer) > [3.5]>\n    set [brightness v] effect to (0)\n    repeat (20)\n        turn right (5) degrees\n        change size by (-5)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\nwhen flag clicked\nreset timer\nset [username v] to [Firedrake712]\nset [clone id v] to [Back 2]\ncreate clone of (_myself_ v)\nSetup Lists\nType (Username) [-200] [0] [200] [115] [100] [0]\nstart sound [Tobu - Candyland pt II2 v]\nreset timer\nset [clone id v] to [Box]\nset [var 1 v] to [-6]\nrepeat (13)\n    set [var 2 v] to [4]\n    Clone Row of Boxes\n    change [var 1 v] by (1)\nend\nwait (1) seconds\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Hider 2]\ncreate clone of (_myself_ v)\nwait until <(timer) > [4]>\nClone Particles\nwait until <(timer) > [5.7]>\nClone Particles\nwait until <(timer) > [8.5]>\nbroadcast (Commence THEE project v)\n\ndefine Setup Lists\ndelete all of [character widths v]\ndelete all of [characters v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\nswitch costume to (a v)\nrepeat (66)\n    add (costume [name v]) to [characters v]\n    next costume\nend\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((0) - ((size) / (20)))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n    if <(letter (#) of (text)) > [ ]> then\n        switch costume to (letter (#) of (text))\n        change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n        change [# v] by (1)\n    else\n        switch costume to ( v)\n        change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n        change [# v] by (1)\n    end\nend\nif <(Width) > [400]> then\n    change [size v] by (-1)\nend\nif <(Width) < [390]> then\n    change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > [300]>>\n    set [width v] to [0]\n    set [# v] to [1]\n    repeat (length of (text))\n        if <(letter (#) of (text)) > [ ]> then\n            switch costume to (letter (#) of (text))\n            change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n            change [# v] by (1)\n        else\n            switch costume to ( v)\n            change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n            change [# v] by (1)\n        end\n    end\n    if <(Width) > [400]> then\n        change [size v] by (-1)\n    end\n    if <(Width) < [390]> then\n        change [size v] by (1)\n    end\n    if <(Size) > [301]> then\n        set [size v] to [290]\n    end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nset [clone id v] to [Letter]\nif <(length of (text)) > [20]> then\n    Find Size [Username Too Long] (size)\n    Type: System [Username Too Long] (X) (y) (Size) (color) (brightness) (speed)\nelse\n    Find Size (text) (size)\n    Type: System (text) (X) (y) (Size) (color) (brightness) (speed)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logo]> then\n    wait until <(timer) > [4]>\n    go to [front v] layer\n    clear graphic effects\n    switch costume to (logo v)\n    show\n    go to x: (0) y: (0)\n    set size to (0) %\n    Bounce with (65) , (20) and (90)\n    wait until <(timer) > [5.7]>\n    set [var 1 v] to [10]\n    repeat (27)\n        change size by (Var 1)\n        change [var 1 v] by (-1)\n    end\n    delete this clone\nend\nif <(Clone ID) = [Back]> then\n    go to [back v] layer\n    show\n    go to x: (0) y: (0)\n    set size to (100) %\n    switch costume to (landscape v)\n    clear graphic effects\n    repeat until <(timer) > [8]>\n        set x to (([cos v] of ((timer) * (200)) ) * (50))\n    end\n    delete this clone\nend\nif <(Clone ID) = [Back 2]> then\n    go to [back v] layer\n    show\n    go to x: (0) y: (0)\n    set size to (100) %\n    switch costume to (back2 v)\n    clear graphic effects\n    repeat until <(timer) > [8]>\n        go to [back v] layer\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n    switch costume to (particle v)\n    clear graphic effects\n    set size to (100) %\n    go to x: (0) y: (0)\n    set [color v] effect to (pick random (0) to (30))\n    go to [front v] layer\n    go [backward v] (10) layers\n    set [var 1 v] to (pick random (10) to (15))\n    set [var 2 v] to (pick random (2) to (7))\n    turn right (pick random (-10) to (10)) degrees\n    show\n    repeat until <touching (_edge_ v)?>\n        move (Var 1) steps\n        change y by (Var 2)\n        change [var 2 v] by (-0.4)\n        set [var 1 v] to ((Var 1) * (0.95))\n    end\n    repeat (10)\n        move (Var 1) steps\n        change y by (Var 2)\n        change [var 2 v] by (-0.4)\n        set [var 1 v] to ((Var 1) * (0.95))\n        change [ghost v] effect by (10)\n    end\n    hide\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Hider 1]> then\n    wait until <(timer) > [7]>\n    go to [front v] layer\n    point in direction (105)\n    show\n    go to x: (300) y: (0)\n    set size to (100) %\n    switch costume to (hider 2 v)\n    clear graphic effects\n    repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n        change x by (((0) - (round (x position))) / (5))\n        change y by (((0) - (round (y position))) / (5))\n    end\n    go to x: (0) y: (0)\n    wait (1) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\nif <(Clone ID) = [Hider 2]> then\n    wait until <(timer) > [7]>\n    go to [front v] layer\n    point in direction (105)\n    show\n    go to x: (-300) y: (0)\n    set size to (100) %\n    switch costume to (hider 1 v)\n    clear graphic effects\n    repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n        change x by (((0) - (round (x position))) / (5))\n        change y by (((0) - (round (y position))) / (5))\n    end\n    go to x: (0) y: (0)\n    wait (1) seconds\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    delete this clone\nend\n\n@Shop Open\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [shop open v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    if <key (space v) pressed?> then\n        hide\n    end\nend\n\n@Buttons\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [jump_boost v] to [0]\ngo to x: (49) y: (17)\nhide\ngo to [front v] layer\n\nwhen I receive [shop open v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n    if <<<(Coin collected) > [3]> or <(Coin collected) = [3]>> and <<<mouse down?> and <touching (mouse-pointer v)?>> and <not <(costume [name v]) = [bought]>>>> then\n        wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n        start sound [Tada v]\n        set [jump_boost v] to [True]\n        switch costume to (bought v)\n        change [coin collected v] by (-3)\n    else\n        if <<<(Coin collected) < [3]> and <not <(costume [name v]) = [bought]>>> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n            say [You don't have enough coins!] for (0.5) seconds\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (space v) pressed?> then\n        hide\n    end\nend\n\n@player\n\nwhen flag clicked\nset [danger nogood v] to [0]\nset [hearts v] to [3]\nforever\n    if <<touching (danger v)?> and <(Immunity) = [0]>> then\n        set [danger nogood v] to [1]\n        start sound [Crunch v]\n        repeat (2)\n            hide\n            wait (0.1) seconds\n            show\n            wait (0.1) seconds\n        end\n        set [danger nogood v] to [0]\n        wait until <not <touching (danger v)?>>\n        change [hearts v] by (-1)\n    end\n    if <(hearts) = [-1]> then\n        wait (2) seconds\n        set [hearts v] to [3]\n    end\nend\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [play game v]\nset [hearts v] to [3]\nset [level v] to [1]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setup v) and wait\n    Game On\n    repeat until <(exit) > []>\n        Tick\n        broadcast (Tick v)\n    end\n    if <(exit) = [win]> then\n        start sound [Magic Spell v]\n        game - win\n        broadcast (next level v) and wait\n    else\n        Game-die\n    end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [player: sy v] to [0]\nset [player: in air v] to [0]\nset [exit v] to []\nset size to (60) %\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (player v)\nshow\n\ndefine Tick\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n    switch costume to (player6 v)\nend\nif <<not <(danger nogood) = [1]>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n    switch costume to (player2 v)\n    change player x by [-8]\nend\nif <touching (bouncy v)?> then\n    if <(player: in air) < [4]> then\n        start sound [Boing v]\n        set [player: sy v] to [30]\n    end\nend\nif <touching (boost v)?> then\n    if <(player: in air) < [4]> then\n        change player x by [40]\n        start sound [High Whoosh v]\n    end\nend\nif <<not <(danger nogood) = [1]>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n    switch costume to (player v)\n    change player x by [8]\nend\nif <<key (down arrow v) pressed?> and <touching (boost v)?>> then\n    switch costume to (player v)\n    repeat until <not <<key (down arrow v) pressed?> and <touching (boost v)?>>>\n        change player x by [15]\n    end\nend\nif <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n    switch costume to (player3 v)\nend\nif <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n    switch costume to (player4 v)\nend\nif <<not <(danger nogood) = [1]>> and <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n    if <(player: in air) < [4]> then\n        set [player: sy v] to [17]\n        if <<(Jump_Boost) = [true]> and <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>>> then\n            set [player: sy v] to [19]\n        end\n    end\nend\nchange [player: sy v] by (-2)\nchange player y by (player: sy)\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n    set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n    set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n    set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [player: in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [player: in air v] to [0]\n    end\n    position\n    set [player: sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n    repeat until <not <touching (platforms v)?>>\n        repeat (12)\n            change [y v] by (1)\n            position\n            if <not <touching (platforms v)?>> then\n                stop [this script v]\n            end\n        end\n        change [y v] by (-12)\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        position\n    end\nend\n\ndefine Game-die\nset [exit v] to []\nstart sound [Disconnect v]\nrepeat (5)\n    hide\n    wait (0.1) seconds\n    show\n    wait (0.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine test-die\nif <<<(hearts) = [0]> and <touching (danger v)?>> and <not <(Immunity) = [True]>>> then\n    set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n    point towards (portal v)\n    turn right (60) degrees\n    move ((distance to [portal v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [commence thee project v]\ngo to [front v] layer\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (player5 v)\nforever\n    if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<touching (portal v)?> or <key (left arrow v) pressed?>>>>> then\n        set size to (60) %\n        switch costume to (player5 v)\n    end\nend\n\nwhen I receive [stop timer v]\nhide\nset volume to (0) %\nstop all sounds\n\n@Hearts\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (heart 4 v)\ngo to x: (-214) y: (158)\nhide\nforever\n    if <(hearts) = [3]> then\n        switch costume to (heart 4 v)\n    else\n        if <(hearts) = [2]> then\n            switch costume to (heart 3 v)\n        else\n            if <(hearts) = [1]> then\n                switch costume to (heart 2 v)\n            else\n                if <(hearts) = [0]> then\n                    switch costume to (heart 1 v)\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n    switch costume to (level 1 1 v)\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    clone at x [480] y [0]\n    switch costume to (costume1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\npoint in direction (90)\n\n@blossoms\n\nwhen flag clicked\nhide\n\nwhen I receive [commence thee project v]\nforever\n    wait (.2) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n    change [ghost v] effect by (-25)\nend\nrepeat until <(x position) < [-230]>\n    move (10) steps\nend\nrepeat (5)\n    change [ghost v] effect by (25)\nend\ndelete this clone\n\n@Buttons2\n\nwhen I receive [shop open v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n    if <key (space v) pressed?> then\n        hide\n    end\n    if <<<(Coin collected) > [5]> or <(Coin collected) = [5]>> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n        broadcast (Immunity v)\n        change [coin collected v] by (-5)\n    else\n        if <<<(Coin collected) < [5]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <not <(Immunity) = [True]>>> then\n            say [You don't have enough coins!] for (0.5) seconds\n        end\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [jump_boost v] to [0]\nset [immunity v] to [0]\ngo to x: (49) y: (-67)\nhide\ngo to [front v] layer\n\nwhen flag clicked\nforever\n    if <key (space v) pressed?> then\n        hide\n    end\nend\n\n@Variable stuffs\n\nwhen I receive [stop timer v]\nset [timerstop v] to [1]\nshow variable [timer v]\nshow variable [☁ world highscore v]\nhide variable [coin collected v]\nshow variable [☁ crh v]\n\nwhen I receive [play game v]\nset [timer v] to [0]\nrepeat until <(Timerstop) = [1]>\n    wait (1) seconds\n    change [timer v] by (1)\nend\n\nwhen I receive [stop timer v]\nif <(☁ World Highscore) > (TIMER)> then\n    set [☁ world highscore v] to ((TIMER) + (1))\n    set [☁ crh v] to (username)\nend\n\nwhen flag clicked\nhide variable [☁ world highscore v]\nhide variable [☁ crh v]\nhide variable [timer v]\nset [timerstop v] to [0]\nhide variable [danger nogood v]\nhide variable [immunity v]\nhide variable [hearts v]\nhide\n\n@animation\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [bird1]> then\n    forever\n        set size to (60) %\n        go to x: (-150) y: (0)\n        repeat (4)\n            bird inamation\n            switch costume to (bird2 v)\n            bird inamation\n            switch costume to (bird1 v)\n        end\n        repeat (6)\n            bird outamation\n            switch costume to (bird2 v)\n            bird outamation\n            switch costume to (bird1 v)\n        end\n        repeat (20)\n            change [ghost v] effect by (5)\n            change x by (2)\n        end\n        wait (3) seconds\n    end\nend\n\ndefine motion, repeat: (n1) size: (n2)\nrepeat (n1)\n    change size by (n2)\n    change [ghost v] effect by (-5)\nend\n\ndefine bird inamation\nrepeat (10)\n    change size by (1)\n    change x by (1)\n    change [ghost v] effect by (-2)\nend\n\ndefine bird outamation\nrepeat (10)\n    change x by (2)\n    change y by (0.2)\nend\ngo to [back v] layer\n\ndefine squirel animation (direction) (move)\npoint in direction (direction)\nrepeat (5)\n    change x by (move)\n    change y by (1)\nend\nrepeat (5)\n    change x by (move)\n    change y by (-1)\nend\nwait (3) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [commence thee project v]\nwait (1) seconds\nswitch costume to (bird1 v)\ncreate clone of (_myself_ v)\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nhide\ngo to x: (30) y: (-50)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [commence thee project v]\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\nwhen flag clicked\nhide variable [code v]\nset [code v] to [0]\npoint in direction (90)\nwait (1) seconds\nforever\n    change y by (([cos v] of ((timer) * (200)) ) * (2))\nend\n\nwhen this sprite clicked\ngo to [front v] layer\nask [What code do you have?] and wait\nif <<(answer) = [78sljSiek2]> and <not <(CODE) = [True]>>> then\n    say [Congradulations! You have earned 3 coins!] for (2) seconds\n    change [coin collected v] by (3)\n    set [code v] to [TRUE]\nelse\n    if <<(answer) = [fjw92u3hf892d]> and <(username) = [Firedrake712]>> then\n        say [Welcome back master. I have added 100 coins to your inventory and turned on immunity for you sir. ] for (3) seconds\n        change [coin collected v] by (100)\n        set [immunity v] to [True]\n    else\n        if <<(answer) = [78sljSiek2]> and <(CODE) = [True]>> then\n            say [You have already used that code!] for (2) seconds\n        else\n            say [Sorry, that is wrong :\(] for (1) seconds\n        end\n    end\nend\n\nbroadcast (play game v)\nbroadcast (play game v)\nhide\nhide\n\nwhen I receive [play game v]\nhide\n\n@@You_Win\n\nwhen I receive [stop timer v]\nshow\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat (80)\n    go [forward v] (100) layers\n    go to [front v] layer\n    switch costume to (blank v)\n    switch costume to (win screen v)\n    change [ghost v] effect by (-5)\n    change size by (((100) - (size)) / (40))\n    set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n    set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Buttons3\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (5) y: (125)\nswitch costume to (costume23 v)\nshow\nforever\n    repeat until <(costume [name v]) = [costume32]>\n        wait (1) seconds\n        next costume\n        if <(costume [name v]) = [costume32]> then\n            wait (1) seconds\n            hide\n            delete this clone\n        end\n    end\nend\n\nwhen I receive [immunity v]\ncreate clone of (_myself_ v)\nset [immunity v] to [True]\nwait (11) seconds\nset [immunity v] to [0]\n\n
A like, fave, or follow would be greatly appreciated. :)\n\nNew Game! Scratch Bounce!\nhttps://scratch.mit.edu/projects/476662594/\n\n✦ Sunset Journey ✦ || A Scrolling Platformer\n------------------------------------------------------------\nControls: Use your favorite keys to play!\nUp arrow/Space/W - Jump\nRight Arrow/D - Move Right\nLeft Arrow/A - Move Left\nCollectables:\nNormal coins give you 1 coin\nF712 coins give you 2 coins\nHearts give you 1 heart\n\nNote:\nWhen the game lags, glitches could happen. \n