cheap minecraft - platformer #games # all
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n    play sound [Minecraft - Calming Game Music v] until done\nend\n\nwhen flag clicked\nforever\n    reset timer\nend\n\n@selector\n\nwhen I receive [ded v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play v]\nset size to (100) %\nclear graphic effects\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\ncreate clone of (blocks v)\nwait (0) seconds\nshow\nforever\n    go to (mouse-pointer v)\n    go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\n    switch costume to (hitbox v)\n    if <not <<touching (blocks v)?> or <touching (player v)?>>> then\n        if <(distance to [player v]) < [90]> then\n            set [ghost v] effect to (0)\n            if <<mouse down?> or <key (space v) pressed?>> then\n                wait until <not <<touching (blocks v)?> or <touching (player v)?>>>\n                if <(can place) = [y]> then\n                    start sound (pick random (1) to (3))\n                    create clone of (blocks v)\n                end\n            end\n        else\n            set [ghost v] effect to (100)\n        end\n    else\n        set [ghost v] effect to (100)\n    end\n    switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\nwait until <mouse down?>\nwait until <not <mouse down?>>\nbroadcast (play v)\n\ndefine limit (#)\nforever\n    if <(#) < (blocks placed)> then\n        set [can place v] to [n]\n        broadcast (limit v)\n        wait until <not <(#) < (blocks placed)>>\n        set [can place v] to [y]\n    end\nend\n\nwhen I receive [play v]\nset [can place v] to [y]\nforever\n    limit [295]\nend\n\n@player\n\ndefine platform (speed) (friction) (gravity) (jump)\nswitch costume to (costume1 v)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (blocks v)?> then\n    repeat until <not <touching (blocks v)?>>\n        change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n    end\n    set [yv v] to ((jump) * <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (yv) ) / (yv)) = [-1]>>)\nend\nif <(y position) < [-179]> then\n    broadcast (ded v)\n    stop [this script v]\nend\nset [xv v] to ((friction) * ((xv) + (((speed) * <<key (right arrow v) pressed?> or <key (d v) pressed?>>) + (((speed) * (-1)) * <<key (left arrow v) pressed?> or <key (a v) pressed?>>))))\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n    set [xv v] to ((xv) * (friction))\nend\nchange x by (xv)\nif <touching (blocks v)?> then\n    repeat until <not <touching (blocks v)?>>\n        change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n    end\nend\nswitch costume to (costume2 v)\npoint in direction ((<(xv) > [0]> * (90)) + (<[0] > (xv)> * (-90)))\n\nwhen I receive [ded v]\nhide\nstop [other scripts in sprite v]\nstart sound [hurt v]\n\nwhen I receive [play v]\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (25)\nset size to (150) %\nset rotation style [left-right v]\nforever\n    platform [0.8] [0.8] [-0.8] [8]\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nhide\n\n@blocks\n\nwhen flag clicked\nset [blocks placed v] to [0]\nerase all\nhide\n\nwhen I start as a clone\nset [cos v] to [1]\nswitch costume to (cos)\ngo to (selector v)\nshow\nif <touching (coins v)?> then\n    change [blocks placed v] by (-1)\n    delete this clone\nend\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nforever\n    check\nend\n\ndefine check\nswitch costume to (costume12 v)\nif <touching (player v)?> then\n    set [can break v] to [y]\nelse\n    set [can break v] to [n]\nend\nswitch costume to (cos)\n\nwhen I start as a clone\nchange [blocks placed v] by (1)\nforever\n    if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n        if <(can break) = [y]> then\n            change [cos v] by (1)\n            if <(cos) = [11]> then\n                start sound [grass1 v]\n                change [blocks placed v] by (-1)\n                delete this clone\n            end\n            wait (0.3) seconds\n        else\n            set [cos v] to [1]\n        end\n    else\n        set [cos v] to [1]\n    end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nwait (pick random (60) to (240)) seconds\nset [brightness v] effect to (10)\nwait (5) seconds\nchange [blocks placed v] by (-1)\ndelete this clone\n\n@coins\n\nwhen I receive [spawn coin v]\ncreate clone of (_myself_ v)\nbroadcast (update score v)\n\nwhen I start as a clone\ngo to x: (pick random (-224) to (224)) y: (pick random (-164) to (164))\ngo to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\nset [ghost v] effect to (100)\nshow\nrepeat until <not <<touching (blocks v)?> or <touching (player v)?>>>\n    go to x: (pick random (-224) to (224)) y: (pick random (-164) to (164))\n    go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\nend\nset [ghost v] effect to (0)\nforever\n    if <touching (player v)?> then\n        change [score v] by (1)\n        start sound [Coin v]\n        broadcast (spawn coin v)\n        delete this clone\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [score v] to [0]\nbroadcast (spawn coin v)\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    wait (0.05) seconds\n    next costume\nend\n\n@score\n\nwhen I receive [play v]\nhide\n\nwhen I receive [update score v]\nwait (0) seconds\nwrite (score)\n\nwhen I receive [update score v]\ndelete this clone\n\ndefine write (score)\nset [counter v] to [0]\ngo to x: (-225) y: (160)\nrepeat (length of (score))\n    change [counter v] by (1)\n    switch costume to (letter (counter) of (score))\n    create clone of (_myself_ v)\n    change x by (14)\nend\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (100)\n\nwhen I receive [ded v]\nwait (0) seconds\nwrite (score)\n\nwhen I receive [ded v]\ndelete this clone\n\nwhen flag clicked\nforever\n    broadcast (tick v)\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@dark\n\nwhen I receive [update score v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nwait (((((score) + (1)) / (score)) * (10)) + (5)) seconds\nrepeat (1000)\n    change [ghost v] effect by (-0.1)\nend\nbroadcast (ded v)\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ded v]\nstop [other scripts in sprite v]\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (100)\n    change [ghost v] effect by (-1)\nend\n\nwhen [timer v] > (0.01)\nstop [other scripts in sprite v]\nclear graphic effects\nswitch costume to (thumbnail v)\nshow\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n    forever\n        go to x: (((mouse x) / (13)) - (30)) y: (((mouse y) / (13)) - (25))\n    end\nend\nif <(costume [number v]) = [2]> then\n    forever\n        go to x: ((mouse x) / (40)) y: (((mouse y) / (40)) - (15))\n    end\nend\nif <(costume [number v]) = [3]> then\n    set [brightness v] effect to (-100)\n    set size to (75) %\n    go to x: (0) y: (-130)\n    set [ghost v] effect to (100)\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change y by (2)\n    end\n    wait (3) seconds\n    delete this clone\nend\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I receive [limit v]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\n
INSTRUCTIONS:\nmove [AD or ARROW KEYS]\njump [W or UP ARROW KEY]\nbreak blocks below u [S or DOWN AROW KEY]\nplace block [CLICK or SAPCE]\n\nrules: get the coins, if u dont get the coin fast enough then u will die. i know, it makes perfect sense\n\nthis is another game where u have to use ur brain cells. in the game you will have to think ahead and place blocks wisely, although u can break them, but the blocks takes a long time to break. hope u enjoy