NATURAL Online  - Multiplayer Scrolling Platformer-
@Stage\n\nwhen flag clicked\nforever\n    play sound [Sunflowers v] until done\nend\n\nwhen flag clicked\nbroadcast (tick connect v)\n\ndefine test connect\nset [_i v] to [1]\nrepeat (8)\n    if <(_my p#) = [0]> then\n        if <(letter (1) of (item (_I) of [p# v])) = [0]> then\n            set [_my p# v] to (_I)\n        end\n        change [_i v] by (1)\n    end\nend\n\ndefine save data\nset [_i v] to [1]\nrepeat (8)\n    if <not <(letter (1) of (item (_I) of [p# v])) = [0]>> then\n        set [_last save v] to (item (_I) of [p# v])\n        wait (2.45653773686276763757625735752656563567527956539753) seconds\n        if <(_last save) = (item (_I) of [p# v])> then\n            if <(_I) = [1]> then\n                set [☁ p1 v] to [0]\n            else\n                if <(_I) = [2]> then\n                    set [☁ p2 v] to [0]\n                else\n                    if <(_I) = [3]> then\n                        set [☁ p3 v] to [0]\n                    else\n                        if <(_I) = [4]> then\n                            set [☁ p4 v] to [0]\n                        else\n                            if <(_I) = [5]> then\n                                set [☁ p5 v] to [0]\n                            else\n                                if <(_I) = [6]> then\n                                    set [☁ p6 v] to [0]\n                                else\n                                    if <(_I) = [7]> then\n                                        set [☁ p7 v] to [0]\n                                    else\n                                        if <(_I) = [8]> then\n                                            set [☁ p8 v] to [0]\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [_i v] by (1)\nend\n\ndefine restart data\ndelete all of [p# v]\nadd (☁ P1) to [p# v]\nadd (☁ P2) to [p# v]\nadd (☁ P3) to [p# v]\nadd (☁ P4) to [p# v]\nadd (☁ P5) to [p# v]\nadd (☁ P6) to [p# v]\nadd (☁ P7) to [p# v]\nadd (☁ P8) to [p# v]\nset [_my p# v] to [0]\n\ndefine load new data\nforever\n    replace item (1) of [p# v] with (☁ P1)\n    replace item (2) of [p# v] with (☁ P2)\n    replace item (3) of [p# v] with (☁ P3)\n    replace item (4) of [p# v] with (☁ P4)\n    replace item (5) of [p# v] with (☁ P5)\n    replace item (6) of [p# v] with (☁ P6)\n    replace item (7) of [p# v] with (☁ P7)\n    replace item (8) of [p# v] with (☁ P8)\nend\n\ndefine inserte my code data (x) (y) (direction) (time) (p#) (user)\nif <(p#) = [1]> then\n    set [☁ p1 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [2]> then\n    set [☁ p2 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [3]> then\n    set [☁ p3 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [4]> then\n    set [☁ p4 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [5]> then\n    set [☁ p5 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [6]> then\n    set [☁ p6 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [7]> then\n    set [☁ p7 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\nif <(p#) = [8]> then\n    set [☁ p8 v] to (join [1] (join (time) (join (x) (join (y) (join (user) (direction))))))\nend\n\ndefine time load (time)\nset [_time v] to (time)\n\ndefine code : ( object)\nset [_icode v] to [1]\nset [_code data v] to []\nrepeat (length of ( object))\n    set [_code data v] to (join (_code data) (item # of (letter (_Icode) of ( object)) in [letter v]))\n    change [_icode v] by (1)\nend\nset [_code data v] to (join (_code data) [00])\n\ndefine create code\nforever\n    broadcast (re tick v)\nend\n\nwhen I receive [data v]\nforever\n    save data\nend\n\nwhen I receive [data v]\nforever\n    load new data\nend\n\nwhen I receive [re tick v]\ncode\n\ndefine code\ntime load (round (join (letter (length of (timer)) of (timer)) (letter ((length of (timer)) - (1)) of (timer))))\ncode : (username)\nset [_user v] to (_code data)\ncode : (round (ScrollX))\nset [_x v] to (_code data)\ncode : (round (ScrollY))\nset [_y v] to (_code data)\ncode : ([costume # v] of [player2 v])\nset [_costume v] to (_code data)\ninserte my code data (_x) (_y) (_costume) (_time) (_my p#) (_user)\n\nwhen I receive [tick connect v]\nbroadcast (data v)\nrestart data\ntest connect\nbroadcast (create clone v)\ncreate code\n\nwhen flag clicked\nforever\n    create clone of (sprite1 v)\n    wait (8) seconds\nend\n\n@PLAYER2\n\ndefine Tick\nif <(costume pris) = [1]> then\n    switch costume to (costume3 v)\nelse\n    if <(costume pris) = [2]> then\n        switch costume to (costume7 v)\n    else\n        if <(costume pris) = [3]> then\n            switch costume to (costume9 v)\n        end\n    end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [xv v] by (1)\n    if <(costume pris) = [1]> then\n        switch costume to (costume2 v)\n    else\n        if <(costume pris) = [2]> then\n            switch costume to (costume5 v)\n        else\n            if <(costume pris) = [3]> then\n                switch costume to (costume8 v)\n            end\n        end\n    end\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    if <(costume pris) = [1]> then\n        switch costume to (costume4 v)\n    else\n        if <(costume pris) = [2]> then\n            switch costume to (costume6 v)\n        else\n            if <(costume pris) = [3]> then\n                switch costume to (costume10 v)\n            end\n        end\n    end\n    change [xv v] by (-1)\nend\nmove\n\nwhen flag clicked\nreset timer\nset [stop time v] to [0]\nhide\nforever\n    set [stop time v] to ((timer) + (0))\nend\n\nwhen I receive [tick v]\nTick\n\ndefine particule\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\ncreate clone of (particules v)\nhide\n\ndefine caméra return\nset [scrollx v] to (checkpoint x)\nset [scrolly v] to ((check point y) - (50))\nshow\n\nwhen I receive [play v]\nset [costume pris v] to [1]\nforever\n    show\n    broadcast (Tick v)\nend\n\ndefine move\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (sprite2 v)?> then\n    change y by (1)\n    if <touching (sprite2 v)?> then\n        change y by (1)\n        if <touching (sprite2 v)?> then\n            change y by (1)\n            if <touching (sprite2 v)?> then\n                change y by (1)\n                if <touching (sprite2 v)?> then\n                    change y by (1)\n                    if <touching (sprite2 v)?> then\n                        change x by ((Xv) * (-1))\n                        change y by (-5)\n                        if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n                            if <(Xv) > [0]> then\n                                set [xv v] to [-10]\n                            else\n                                set [xv v] to [10]\n                            end\n                            set [yv v] to [15]\n                        else\n                            set [xv v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching (sprite2 v)?> then\n    change y by ((Yv) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (sprite2 v)?> then\n    if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        set [yv v] to [13]\n    end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\nif <<touching (sprite5 v)?> or <<touching (sprite4 v)?> or <touching (sprite8 v)?>>> then\n    start sound [Crunch v]\n    set [xv v] to [0]\n    set [yv v] to [0]\n    particule\n    caméra return\n    stop [this script v]\nend\nif <touching (sprite6 v)?> then\n    start sound [Crunch v]\n    set [xv v] to [0]\n    set [yv v] to [0]\n    particule\n    caméra return\n    stop [this script v]\nend\nif <touching (sprite9 v)?> then\n    set [yv v] to [20]\nend\ngo to x: (0) y: (0)\nif <touching (jump boost v)?> then\n    change [☁ easter egs trouver v] by (1)\n    wait (0.1) seconds\n    stop [this script v]\nend\n\nwhen I receive [aide pour le créateur du jeux v]\nstop [other scripts in sprite v]\nhide\n\ndefine saut\n\n@Sprite2\n\nwhen flag clicked\nset [stop time v] to [-1]\nset [scrollx v] to [500]\nset [scrolly v] to [-10]\nhide\n\nshow\n\nwhen I receive [play v]\nhide\nif <(level) = [1]> then\n    create clone to [0] [0] [2]\n    create clone to [-705] [0] [3]\n    create clone to [-2000] [0] [4]\n    create clone to [-3000] [0] [5]\n    create clone to [-4000] [0] [6]\nend\n\ndefine create clone to (x) (y) (costume)\nswitch costume to (costume)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n    move\nend\n\ndefine move\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\nif <touching (vizualization object v)?> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ndelete this clone\n\n@Sprite3\n\nwhen I receive [play v]\nhide\nif <(level) = [1]> then\n    create clone to [0] [0] [2]\n    create clone to [-705] [0] [3]\n    create clone to [-2000] [0] [4]\n    create clone to [-3000] [0] [5]\n    create clone to [-4000] [0] [6]\nend\n\ndefine create clone to (x) (y) (costume)\nswitch costume to (costume)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n    move\nend\n\ndefine move\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\nif <touching (vizualization object v)?> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (100)\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n    if <<<<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> and <<(ScrollX) < [612]> and <(ScrollX) > [178]>>> and <<(ScrollY) < [238]> and <(ScrollY) > [145]>>> then\n        switch costume to (costume8 v)\n        set [test v] to [true]\n    else\n        switch costume to (costume2 v)\n        set [test v] to [false]\n    end\nend\n\nwhen flag clicked\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (60)\ngo to x: (400) y: (pick random (270) to (240))\nset [x c v] to (x position)\nset [y c v] to (y position)\nrepeat until <(x position) < [-100]>\n    change x by (-1)\n    change y by ((() - (Yv)) / (5))\n    change x by ((() - (Xv)) / (3))\n    change [ghost v] effect by (0.1)\nend\ndelete this clone\n\nchange x by (-1)\n\nset x to (400)\n\nwhen I receive [play v]\nset [vy v] to [0]\nset [vx v] to [0]\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite5\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [message1 v]\n\ngo to (sprite2 v)\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    move\nend\n\n\n\nwhen I receive [play v]\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\n\ndefine move\nswitch costume to (costume2 v)\nshow\nturn right (([sin v] of ((turn) * (30)) ) * (10)) degrees\nchange [turn v] by (0.1)\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\nif <touching (vizualization object v)?> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [play v]\nif <(level) = [1]> then\n    create clone to [-80] [200]\n    create clone to [-849] [-80]\n    create clone to [-327] [103]\n    create clone to [-2157] [-300]\n    create clone to [-2461] [-371]\n    create clone to [-2196] [-371]\n    create clone to [-3116] [-140]\n    create clone to [-3786] [-92]\n    create clone to [-3696] [-92]\n    create clone to [-4021] [-117]\n    create clone to [-3985] [-2]\n    create clone to [-3925] [-2]\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@VIZUALIZATION object\n\nwhen flag clicked\nforever\n    show\n    go to x: (0) y: (0)\n    set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@particules\n\nwhen I start as a clone\nset size to (50) %\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [x+ v] to (pick random (-5) to (5))\nset [y + v] to (pick random (7) to (13))\nclear graphic effects\nrepeat until <<touching (_edge_ v)?> or <touching (sprite2 v)?>>\n    change y by (y +)\n    change x by (x+)\n    change [y + v] by (-1)\nend\nrepeat (10)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n    show\n    move\nend\n\ndefine move\ngo to x: (0) y: ((-400) - (() - (ScrollY)))\nif <touching (vizualization object v)?> then\n    set [ghost v] effect to ((([sin v] of ((timer) * (30)) ) * (10)) + (20))\nelse\n    set [ghost v] effect to (100)\nend\npoint in direction ((([sin v] of ((timer) * (30)) ) * (5)) + (90))\n\nwhen [timer v] > (stop time)\nhide\ndelete this clone\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nif <(level) = [1]> then\n    set [lag v] to [0]\n    create clone to [500] [10]\n    set [check point y v] to [10]\n    set [checkpoint x v] to [500]\n    set [level v] to [1]\n    create clone to [-559] [20]\n    create clone to [-1380] [-220]\n    create clone to [-2420] [-479]\n    create clone to [-4071] [-30]\nelse\nend\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n    move\nend\n\nturn right (5) degrees\n\n\n\nwhen I receive [niveau suivant v]\nchange [level v] by (1)\nif <(level) = [1]> then\n\nwhen I receive [niveau suivant v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <<(costume [number v]) = [1]> and <touching (player2 v)?>> then\n        touch player\n    end\nend\n\ndefine move\npoint in direction (90)\nshow\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - ((yc) - (-10)))\nif <touching (vizualization object v)?> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (100)\nend\n\ndefine touch player\nstart sound [A Guitar v]\nswitch costume to (costume2 v)\nrepeat (4)\n    next costume\n    wait (0.01) seconds\nend\nchange [lag v] by (1)\nset [checkpoint x v] to (xc)\nset [check point y v] to ((yc) + (20))\nset [y flag v] to ((y position) + (15))\nset [x flag v] to (x position)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\ncreate clone of (particule check point v)\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite4\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [message1 v]\n\ngo to (sprite2 v)\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    point in direction (90)\n    switch costume to (costume2 v)\n    show\n    go to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\n    if <touching (vizualization object v)?> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (100)\n    end\nend\n\n\n\nwhen I receive [play v]\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\nif <(level) = [1]> then\n    create clone to [-1127] [-120]\n    create clone to [-4066] [-127]\n    create clone to [-4081] [-127]\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite8\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [message1 v]\n\ngo to (sprite2 v)\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n    move\nend\n\n\n\nwhen I receive [play v]\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\nif <(level) = [1]> then\n    create clone to [-1815] [-200]\n    create clone to [-1975] [-200]\n    create clone to [-2772] [-117]\n    create clone to [-2772] [-300]\n    create clone to [-3296] [-275]\n    create clone to [-3296] [-458]\nelse\nend\n\nwhen I start as a clone\nforever\n    repeat (40)\n        change [yc v] by (2)\n    end\n    repeat (40)\n        change [yc v] by (-2)\n    end\nend\n\ndefine move\nswitch costume to (costume2 v)\nshow\nturn right (5) degrees\ngo to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\nif <touching (vizualization object v)?> then\n    set [ghost v] effect to (0)\nelse\n    set [ghost v] effect to (100)\nend\n\nwhen I receive [play v]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nif <(level) = [1]> then\n    create clone to [-2055] [-138]\n    create clone to [-2631] [0]\n    create clone to [-2911] [0]\n    create clone to [-3156] [-171]\n    create clone to [-3436] [-171]\nelse\nend\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume2 v)\nforever\n    point in direction (90)\n    show\n    go to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\n    if <touching (vizualization object v)?> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (100)\n    end\nend\n\nturn right (5) degrees\n\n\n\nwhen I receive [niveau suivant v]\nchange [level v] by (1)\nif <(level) = [2]> then\n\nwhen I receive [niveau suivant v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@particule check point\n\nwhen I start as a clone\nset size to (pick random (50) to (100)) %\nshow\ngo to x: (x flag) y: (y flag)\nrepeat (20)\n    change [ghost v] effect by (5)\n    change x by (pick random (-5) to (5))\n    change y by (pick random (-5) to (5))\n    change x by (() - (Xv))\n    change y by (() - (Yv))\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite10\n\n@JUMP BOOST\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [y easter egs v] to [217]\ngo to x: ((ScrollX) - (198)) y: ((ScrollY) - (y easter egs))\nrepeat until <touching (player2 v)?>\n    go to x: ((ScrollX) - (198)) y: ((ScrollY) - (y easter egs))\n    show\n    if <touching (_edge_ v)?> then\n        hide\n    end\n    if <(test) = [true]> then\n        show\n        if <touching (_edge_ v)?> then\n            hide\n        end\n    else\n        hide\n    end\n    switch costume to (costume2 v)\nend\nhide\n\nwhen flag clicked\nset [y e + v] to [0]\nforever\n    change [y easter egs v] by (y e +)\n    repeat (10)\n        change [y e + v] by (-0.1)\n        change [y easter egs v] by (y e +)\n    end\n    repeat (20)\n        change [y e + v] by (0.1)\n        change [y easter egs v] by (y e +)\n    end\n    repeat (10)\n        change [y e + v] by (-0.1)\n        change [y easter egs v] by (y e +)\n    end\nend\n\nchange [y e + v] by (0.1)\n\n@OTHER players\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n    hide\n    if <(letter (1) of (item (_CLONE #) of [p# v])) = [1]> then\n        show\n        move\n    end\nend\n\ndefine decode : (ellement)\nset [_decode data clone # v] to []\nrepeat (length of (ellement))\n    set [_letter clone # v] to (join (letter (_I clone #) of (ellement)) (letter ((_I clone #) + (1)) of (ellement)))\n    if <(_letter clone #) = [00]> then\n        change [_i clone # v] by (2)\n        stop [this script v]\n    end\n    change [_i clone # v] by (2)\n    set [_decode data clone # v] to (join (_decode data clone #) (item (_letter clone #) of [letter v]))\nend\n\nwhen I receive [create clone v]\nset [_clone # v] to [1]\nrepeat (8)\n    if <not <(_CLONE #) = (_my p#)>> then\n        create clone of (_myself_ v)\n    end\n    change [_clone # v] by (1)\nend\n\ndefine move\nset [ghost v] effect to (20)\ndecode stat\n\ndefine decode stat\nset [_i clone # v] to [4]\ndecode : (item (_CLONE #) of [p# v])\nset x to ((ScrollX) - (_decode data clone #))\ndecode : (item (_CLONE #) of [p# v])\nset y to ((ScrollY) - (_decode data clone #))\ndecode : (item (_CLONE #) of [p# v])\nif <(_aa lag in the game) = [1]> then\n    say []\nelse\n    say (_decode data clone #)\nend\ndecode : (item (_CLONE #) of [p# v])\nswitch costume to (11 v)\nif <touching (_edge_ v)?> then\n    point towards (player2 v)\n    switch costume to (10 v)\nelse\n    switch costume to (_decode data clone #)\n    point in direction (90)\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    show\n    go to x: () y: (360)\n    set [_a_ tic v] to [-12]\n    repeat (72)\n        change y by (_a_ tic)\n        change [_a_ tic v] by (0.2)\n    end\nend\n\nwhen [timer v] > (stop time)\n\nhide\ndelete this clone\n\nstop [all v]\n\n@texte\n\nwhen flag clicked\nerase all\n\nhide\ngo to x: (-220) y: (160)\nset [_letter i v] to [0]\nforever\n    create text (join (join (join [player connected : ] (p co)) [ / 8    level : ]) (join (lag) [ / 4]))\nend\n\ndefine create text (_text_)\ngo to x: (-220) y: (160)\nset x to (-220)\nset size to (100) %\nset [_letter i v] to [1]\nrepeat (length of (_text_))\n    switch costume to (item # of (letter (_Letter I) of (_text_)) in [letter position v])\n    stamp\n    change [_letter i v] by (1)\n    if <(x position) > [209]> then\n        set x to (-220)\n        change y by (-20)\n    else\n        change x by (10)\n    end\nend\n\nwhen [space v] key pressed\nchange [score v] by (1)\n\nwhen flag clicked\nforever\n    co\nend\n\ndefine co\nset [_i test co v] to [1]\nset [p co v] to [0]\nrepeat (8)\n    if <(letter (1) of (item (_i test co) of [p# v])) = [1]> then\n        change [p co v] by (1)\n    end\n    change [_i test co v] by (1)\nend\n\n@AIde pour pose piége / trampoline etc ...\n\nwhen I receive [aide pour le créateur du jeux v]\nshow\nforever\n    if <key (right arrow v) pressed?> then\n        change [scrollx v] by (-5)\n    end\n    if <key (left arrow v) pressed?> then\n        change [scrollx v] by (5)\n    end\n    if <key (up arrow v) pressed?> then\n        change [scrolly v] by (-5)\n    end\n    if <key (down arrow v) pressed?> then\n        change [scrolly v] by (5)\n    end\nend\n\nwhen [space v] key pressed\nbroadcast (aide pour le créateur du jeux v)\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite13\n\nwhen flag clicked\nhide variable [coins v]\ngo to x: (216) y: (-160)\nforever\n    show\n    if <touching (mouse-pointer v)?> then\n        change size by (((130) - (size)) / (3))\n    else\n        change size by (((100) - (size)) / (5))\n    end\nend\n\nwhen this sprite clicked\nbroadcast (shop v)\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nset [coins v] to [0]\nif <(level) = [1]> then\n    create clone to [226] [-16]\n    create clone to [161] [-61]\n    create clone to [-23] [174]\n    create clone to [-243] [-51]\n    create clone to [-453] [154]\n    create clone to [-708] [-61]\n    create clone to [-1243] [-171]\n    create clone to [-2048] [-181]\n    create clone to [-1973] [-346]\n    create clone to [-4121] [-157]\nend\n\ndefine create clone to (x) (y)\nset [xc v] to (x)\nset [yc v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n    go to [front v] layer\n    next costume\n    point in direction (90)\n    go to x: ((ScrollX) - (xc)) y: ((ScrollY) - (yc))\n    if <touching (vizualization object v)?> then\n        set [ghost v] effect to (0)\n    else\n        set [ghost v] effect to (100)\n    end\n    if <touching (player2 v)?> then\n        hide\n        start sound [Collect v]\n        change [coins v] by (1)\n        delete this clone\n    end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite14\n\nwhen I receive [shop v]\nset [ghost v] effect to (20)\nif <($hØp) = [1]> then\n    set [$høp v] to [0]\n    hide variable [coins v]\n    hide\n    stop [other scripts in sprite v]\nelse\n    set [$høp v] to [1]\n    show variable [coins v]\n    show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nforever\n    if <key (c v) pressed?> then\n        if <(coins) > [9]> then\n            set [costume pris v] to [1]\n        end\n    end\n    if <key (a v) pressed?> then\n        if <(coins) > [9]> then\n            change [coins v] by (-10)\n            set [costume pris v] to [2]\n        end\n    end\n    if <key (b v) pressed?> then\n        if <(coins) > [9]> then\n            change [coins v] by (-10)\n            set [costume pris v] to [3]\n        end\n    end\nend\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n@Sprite15\n\nwhen flag clicked\nset [_aa lag in the game v] to [0]\nhide variable [coins v]\ngo to x: (216) y: (-120)\nforever\n    show\n    if <touching (mouse-pointer v)?> then\n        change size by (((130) - (size)) / (3))\n    else\n        change size by (((100) - (size)) / (5))\n    end\nend\n\nwhen this sprite clicked\nif <(_aa lag in the game) = [1]> then\n    set [_aa lag in the game v] to [0]\nelse\n    set [_aa lag in the game v] to [1]\nend\n\nwhen [timer v] > (stop time)\nif <(timer) > (stop time)> then\n    hide\n    delete this clone\nend\n\n
→Welcome to natural online - scrolling platformer\n\n⚠️⚠️⚠️To see the names of the people hover the cursor over him⚠️⚠️⚠️\n\n⚠️⚠️⚠️Pour voir les noms des personnes passez le curseur sur lui⚠️⚠️⚠️\n\n→LAG ? :\nhttps://turbowarp.org/550235773/\n\nENGLISH / FRENCH\n\n→ENGLISH←\n\n→How to play ?\nIt's simple to use the control arrows on your computer or I have good news it's for mobile!\n\n→Can we all play online?\nNo, there are only those who have a "Scratcher" grade on their scratch profile because those who have a "new scratcher" grade will be able to play ... but there will be no one else on the map.\n\n→Easter Egs?\nOf course there is an egs easter but it is well hidden! I give you a little clue, to find it it is hidden in an earth cave and to find the path leading to this cave you will be able to see cracks on a wall but take a good look!\n\n→FRENCH←\n\nBienvenue sur natural online - scrolling platformer\n\nComment jouer ?\nC'est simple utiliser les flèches de contrôle sur votre ordinateur et j'ai une bonne nouvelle c'est pour mobile !\n\nPouvons-nous tous jouer en ligne ?\nNon, il n'y a que ceux qui ont un grade "Scratcheur" sur leur profil scratch, car ceux qui ont un grade "nouveau scratcheur" pourront jouer... mais il n'y aura personne d'autre sur la map.\n\nOeufs de Pâques ?\nBien sûr il y a un oeuf de pâques mais il est bien caché ! Je vous donne un petit indice, pour le trouver il est caché dans une grotte en terre et pour trouver le chemin menant à cette grotte vous pourrez voir des fissures sur un mur mais regardez bien !\n