Dystopia || A scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n    play sound [Nebula v] until done\nend\n\nwhen flag clicked\nforever\n\nchange [color v] effect by (0.5)\n\n@Player\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\npoint in direction (90)\nset size to (55) %\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n    change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n    change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n    if <touching (ステージ v)?> then\n        change y by (1)\n    end\nend\nif <touching (ステージ v)?> then\n    change y by (-6)\n    位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n    if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n        set [yの力 v] to [12]\n        set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n    else\n        set [xの力 v] to [0]\n    end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n    位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n    set [yの力 v] to [15]\nend\nchange y by (1.1)\nif  then\n    初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n    stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n    change [i v] by (1)\n    change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n    stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n    change [i v] by (1)\n    change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1200] [360] [4]\nステージ配置 [1400] [675] [5]\nステージ配置 [1050] [1050] [6]\nステージ配置 [1250] [1200] [7]\nステージ配置 [1050] [1350] [8]\nステージ配置 [1250] [1500] [9]\nステージ配置 [1700] [1500] [10]\nステージ配置 [2400] [1700] [11]\nステージ配置 [3100] [1900] [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n    hide\nelse\n    show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n    broadcast (プログラム v)\nelse\n    移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@light!!\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    go to (player v)\nend\n\ngo [backward v] (5) layers\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@登録推進\n\nwhen I receive [登録！ v]\ngo to x: (0) y: (0)\nset [登録用 v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (くうはく v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [登録用 v] by (1)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n    wait until <(登録用) = [1]>\n    if <(costume [number v]) = [6]> then\n        wait (0.2) seconds\n    end\n    start sound [High Whoosh v]\n    repeat until <(round (y position)) = [-20]>\n        change y by (((-20) - (y position)) / (4))\n        change [ghost v] effect by (15)\n    end\n    hide\n    set [登録用 v] to [2]\nelse\n    if <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> then\n        hide\n        go to x: (0) y: (30)\n        wait until <(登録用) = [2]>\n        if <(costume [number v]) = [8]> then\n            wait (0.2) seconds\n        end\n        show\n        repeat until <(round (y position)) = [0]>\n            change y by (((0) - (y position)) / (4))\n        end\n        wait until <(登録用) = [4]>\n        repeat until <(round (y position)) = [10]>\n            change y by (((10) - (y position)) / (4))\n        end\n        wait until <(登録用) = [5]>\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n    else\n        if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n            hide\n            wait until <(登録用) = [2]>\n            if <(costume [number v]) = [4]> then\n                wait (0.2) seconds\n            end\n            show\n            set size to (150) %\n            repeat until <(round (size)) = [100]>\n                change size by (((100) - (size)) / (2))\n            end\n            start sound [Collect v]\n            set [登録用 v] to [3]\n            wait until <(登録用) = [4]>\n            repeat until <(round (y position)) = [10]>\n                change y by (((10) - (y position)) / (4))\n            end\n            wait until <(登録用) = [5]>\n            repeat (10)\n                change [ghost v] effect by (10)\n            end\n        else\n            if <(costume [number v]) = [2]> then\n                wait until <(登録用) = [3]>\n                hide\n                wait (1) seconds\n                start sound [Low Whoosh v]\n                set [登録用 v] to [4]\n            else\n                if <(costume [number v]) = [9]> then\n                    go to [back v] layer\n                    hide\n                    wait until <(登録用) = [4]>\n                    show\n                    go to x: (0) y: (30)\n                    repeat until <(round (y position)) = [0]>\n                        change y by (((0) - (y position)) / (4))\n                    end\n                    go to [front v] layer\n                    wait until <(登録用) = [5]>\n                    repeat (10)\n                        change [ghost v] effect by (10)\n                    end\n                    repeat (10)\n                        change [音量 v] by (10)\n                    end\n                else\n                    if <(costume [number v]) = [1]> then\n                        wait until <(登録用) = [4]>\n                        repeat until <(round (y position)) = [10]>\n                            change y by (((10) - (y position)) / (4))\n                        end\n                        wait (2) seconds\n                        set [登録用 v] to [5]\n                        wait until <(登録用) = [5]>\n                        repeat (10)\n                            change [ghost v] effect by (10)\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\nforever\n    reset timer\nend\n\nwhen I receive [とまれ〜 v]\n\nwhen [timer v] > (0)\nhide\nbroadcast (登録！ v)\n\n
My studio! (Plz follow!)\n➡︎ https://scratch.mit.edu/studios/26060782/\n========================================\nDark world. There is light in this world, so naturally there is darkness. But in this work, it is different. There is darkness, but there is no light. Then, the slightly brighter areas come together to look like light. Plz look at the sky. I'm sure you'll find brighter areas. It's not a star, but it's not light either. ...What is that...? But I can tell you about that one thing. ''There is always brightness''\n\n<How to play>\n Arrow keys or tap to the screen. \nThis game is short. Sorry...!\n