Dream || #Games #All #Trending #Music #Art #Platformer
@Stage\n\nwhen flag clicked\nforever\n    play sound [If We Have Each Other  v] until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [next level v]\nReset\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n    Start Game\nend\n\ndefine Start Game\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [x velocity v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [x velocity v] by (1.5)\nend\nset [x velocity v] to ((X Velocity) * (0.85))\nchange x by (X Velocity)\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n    change y by (1)\nend\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n    change y by (1)\nend\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n    change y by (1)\nend\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n    change y by (1)\nend\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n    change y by (-4)\n    change x by ((X Velocity) * (-1))\n    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n        if <(X Velocity) > [0]> then\n            set [x velocity v] to [-10]\n        else\n            set [x velocity v] to [10]\n        end\n        set [y velocity v] to [15]\n    else\n        set [x velocity v] to [0]\n    end\nend\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nif <<touching (ground hitbox v)?> or <touching (wall v)?>> then\n    change y by ((Y Velocity) - ((Y Velocity) * (2)))\n    set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<touching (ground hitbox v)?> or <touching (wall v)?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n    set [y velocity v] to [15]\nend\nchange y by (1)\nif <<(x position) > [239]> and <(Collect) = [1]>> then\n    if <(The Level) = [11]> then\n        broadcast (end v)\n    else\n        broadcast (Next Level v) and wait\n        change [the level v] by (1)\n        set [collect v] to [0]\n    end\nend\nif <(y position) < [-178]> then\n    Reset\nend\nif <touching (enemy v)?> then\n    Reset\nend\nif <touching (fish v)?> then\n    Reset\nend\nif <touching (fish2 v)?> then\n    Reset\nend\nif <touching (sharingan v)?> then\n    Reset\nend\nif <touching (posion v)?> then\n    Reset\nend\nif <touching (trampoline v)?> then\n    change y by ((Y Velocity) - ((Y Velocity) * (2)))\n    set [y velocity v] to [15]\n    broadcast (Jump v)\n    change x by ((X Velocity) * (-1))\nend\n\ndefine Reset\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n        switch costume to (player v)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        switch costume to (player left v)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        switch costume to (player right v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (water v)?> then\n        play sound [splash v] until done\n        wait until <not <touching (water v)?>>\n    end\nend\n\n@Ground Hitbox\n\nwhen flag clicked\nset [the level v] to [1]\nset [ghost v] effect to (100)\nforever\n    switch costume to (The Level)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n    switch costume to (The Level)\nend\n\n@Background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    if <<([x position v] of [player v]) > [0]> or <([y position v] of [player v]) > [0]>> then\n        go to x: (join [-] (([x position v] of [player v]) / (10))) y: (join [-] (([y position v] of [player v]) / (10)))\n    end\n    if <<([x position v] of [player v]) < [0]> or <([y position v] of [player v]) < [0]>> then\n        go to x: ((([x position v] of [player v]) / (10)) - ((([x position v] of [player v]) / (10)) * (2))) y: ((([y position v] of [player v]) / (10)) - ((([y position v] of [player v]) / (10)) * (2)))\n    end\nend\n\n@Water\n\nwhen flag clicked\nshow\nforever\n    go to [front v] layer\n    point in direction ((90) + (([sin v] of (((timer) * (2)) * (25)) ) * (4)))\n    set y to ((-210) + (([sin v] of (((timer) * (2)) * (30)) ) * (3)))\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [6]> then\n        hide\n    end\nend\n\n@Enemy\n\nwhen flag clicked\nforever\n    if <(The Level) = [1]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [3]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [2]> then\n        show\n        go to x: (-118) y: (-82)\n        switch costume to (enemy3 v)\n        glide (2) secs to x: (206) y: (-82)\n        switch costume to (enemy v)\n        wait (1) seconds\n        switch costume to (enemy2 v)\n        glide (2) secs to x: (-118) y: (-82)\n        switch costume to (enemy v)\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [5]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [5]> then\n        show\n        go to x: (-107) y: (-48)\n        switch costume to (enemy3 v)\n        glide (3) secs to x: (219) y: (-48)\n        switch costume to (enemy v)\n        wait (1) seconds\n        switch costume to (enemy2 v)\n        glide (3) secs to x: (-107) y: (-48)\n        switch costume to (enemy v)\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [6]> then\n        show\n        switch costume to (enemy2 v)\n        go to x: (218) y: (-48)\n        go to [front v] layer\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [7]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [8]> then\n        show\n        go to x: (-36) y: (22)\n        switch costume to (enemy3 v)\n        glide (2) secs to x: (219) y: (22)\n        switch costume to (enemy v)\n        wait (1) seconds\n        switch costume to (enemy2 v)\n        glide (2) secs to x: (-36) y: (22)\n        switch costume to (enemy v)\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [9]> then\n        show\n        go to x: (181) y: (11)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [10]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [11]> then\n        hide\n    end\nend\n\n@Ore\n\nwhen flag clicked\nswitch costume to ( v)\nset size to (100) %\nshow\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n    if <(The Level) = [1]> then\n        switch costume to ( v)\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (134) y: ((28) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [2]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (55) y: ((37) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [3]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (-70) y: ((-102) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [4]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (9) y: ((-58) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [5]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (66) y: ((35) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [6]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (66) y: ((35) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [7]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (80) y: ((142) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [8]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (78) y: ((-94) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [9]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (0) y: ((125) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [10]> then\n        repeat until <(Collect) = [1]>\n            show\n            go to x: (-142) y: ((160) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\n    if <(The Level) = [11]> then\n        switch costume to (2 v)\n        repeat until <(Collect) = [1]>\n            switch costume to (2 v)\n            show\n            go to x: (170) y: ((-10) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\n            set size to ((100) + (([sin v] of (((timer) * (2)) * (50)) ) * (16))) %\n            if <<touching (player v)?> and <key (f v) pressed?>> then\n                change [collect v] by (1)\n                hide\n            end\n        end\n    end\nend\n\nwhen flag clicked\nset [collect v] to [0]\n\nwhen flag clicked\nwait (0.1) seconds\n\n@Fish\n\nwhen flag clicked\ngo to x: (-89) y: (-200)\nhide\n\nwhen flag clicked\nwait until <(The Level) = [4]>\nrepeat until <(The Level) > [4]>\n    if <(The Level) = [4]> then\n        repeat until <(The Level) > [4]>\n            wait (pick random (1) to (2)) seconds\n            show\n            switch costume to (fish v)\n            point in direction (0)\n            repeat (25)\n                change y by (10)\n            end\n            switch costume to (fish2 v)\n            point in direction (180)\n            repeat (25)\n                change y by (-10)\n            end\n            hide\n        end\n    end\nend\nhide\n\nwhen flag clicked\nforever\n    if <(The Level) = [5]> then\n        hide\n    end\nend\n\n@Fish2\n\nwhen flag clicked\ngo to x: (89) y: (-200)\nhide\n\nwhen flag clicked\nwait until <(The Level) = [4]>\nrepeat until <(The Level) > [4]>\n    if <(The Level) = [4]> then\n        repeat until <(The Level) > [4]>\n            wait (pick random (1) to (2)) seconds\n            show\n            switch costume to (fish v)\n            point in direction (0)\n            repeat (25)\n                change y by (10)\n            end\n            switch costume to (fish2 v)\n            point in direction (180)\n            repeat (25)\n                change y by (-10)\n            end\n            hide\n        end\n    end\nend\nhide\n\nwhen flag clicked\nforever\n    if <(The Level) = [5]> then\n        hide\n    end\nend\n\n@snow\n\nwhen flag clicked\nhide\nwait until <(The Level) = [6]>\nshow\nset [tick v] to [0]\nset [fade v] to [0.7]\nforever\n    create clone of (_myself_ v)\n    wait (fade) seconds\n    change [tick v] by (4)\n    if <[0] < (fade)> then\n        change [fade v] by (-0.1)\n    end\nend\n\nwhen I start as a clone\nswitch costume to (big v)\nset size to (pick random (30) to (130)) %\nswitch costume to (snow v)\nset [me v] to (pick random (30) to (-30))\nset [ghost v] effect to (pick random (0) to (70))\ngo to x: (pick random (-250) to (250)) y: (200)\npoint in direction (pick random (170) to (150))\nrepeat until <<<[230] < (x position)> or <(y position) < [-100]>> or <touching (ground v)?>>\n    move ((0.5) + ((size) * (0.01))) steps\n    turn right ((1) * ([sin v] of ((2) * ((tick) + (me))) )) degrees\nend\ndelete this clone\n\n@Sharingan\n\nwhen flag clicked\ngo to x: (214) y: (-45)\nhide\nwait until <(The Level) = [6]>\nshow\nforever\n    create clone of (_myself_ v)\n    wait (1) seconds\nend\n\nwhen I start as a clone\npoint towards (player v)\nrepeat until <<<touching (_edge_ v)?> or <touching (ground hitbox v)?>> or <touching (player v)?>>\n    move (10) steps\n    if <(The Level) = [7]> then\n        hide\n    end\n    if <(The Level) = [9]> then\n        show\n    end\n    if <(The Level) = [10]> then\n        show\n    end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    if <(The Level) = [7]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [9]> then\n        go to x: (183) y: (16)\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [10]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <(The Level) = [11]> then\n        hide\n    end\nend\n\n@Posion\n\nwhen flag clicked\ngo to x: (102) y: (-30)\n\nwhen flag clicked\nhide\nforever\n    if <(The Level) = [7]> then\n        show\n    end\n    if <(The Level) = [8]> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    point in direction ((90) + (([sin v] of (((timer) * (2)) * (25)) ) * (8)))\n    set y to ((-30) + (([sin v] of (((timer) * (2)) * (30)) ) * (10)))\nend\n\n@Wall\n\nwhen flag clicked\nhide\nwait until <(The Level) = [8]>\nshow\n\nwhen I receive [open wall v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\nwait until <(The Level) = [8]>\nshow\nask [] and wait\nrepeat until <(The Level) = [9]>\n    if <(answer) = ((7) * ((10) * (5)))> then\n        broadcast (Open Wall v)\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    else\n        ask [] and wait\n    end\nend\n\nwhen flag clicked\nforever\n    go to x: (0) y: ((99) + (([sin v] of (((timer) * (2)) * (100)) ) * (4)))\n    point in direction ((90) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\nend\n\n@TB\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nforever\n    go to [front v] layer\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n    wait (pick random (3) to (5)) seconds\n    switch costume to (costume1 v)\n    go to x: (0) y: (105)\n    show\n    go to [front v] layer\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 (5) seconds\n    repeat (15)\n        change y by (7)\n    end\n    hide\nend\nhide\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n    go to x: (-15) y: (0)\n    set [loved__ v] to [0]\n    switch costume to (love v)\n    forever\n        set [love? v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [loved__ v] to [1]\n        end\n    end\nend\nif <(clone id) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (fave v)\n    set [faved___ v] to [0]\n    forever\n        set [fav v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            set [faved___ v] to [1]\n        end\n    end\nend\n\n
                         ꧁༺Dream༻꧂ㅤ\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n                               Instructions\n\n               -Collect The Ore By Pressing F \n\n              -For Passing The Level, Collect The Ore, And Go To The Edge\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n              Moving By (W/A/D Or Arrow Keys)\n                        Not Mobile Friendly\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n                                  Credits \n@--AwesomeCode-- For The Player Engine\n@alphabetica For Snow\n@INorth For The Biggest Inspiration Of The Art\n@TimMcCool For love and fav detector\n@x_PlatformMaker_x For love and fav noticer\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n5 Days Of Hardworking, Hope You Enjoyed\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n\n\nTag :\n\n#Games #All #Dream #Music #Art #Trending #Platformer