JungleIIscrolling platformer
@Stage\n\nwhen I receive [spielen v]\nswitch backdrop to (himmel v)\n\nwhen I receive [nachricht1 v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [end v]\nswitch backdrop to (himmel2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Fressplanze\n\ndefine setup clone at x,y: (x) (y) (c)\ngo to x: (0) y: (0)\nswitch costume to (c)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n    if <(showing) > [25]> then\n        delete this clone\n    end\nend\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (480) (48) [1]\nsetup clone at x,y: (1350) (-12) [1]\nsetup clone at x,y: (2850) (-83) [1]\nsetup clone at x,y: (7860) (558) [1]\nsetup clone at x,y: (8020) (525) [1]\nsetup clone at x,y: (8080) (525) [1]\nsetup clone at x,y: (8710) (591) [1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n    next costume\nend\nif <touching (spiel v)?> then\n    set [lastdie v] to [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        if <(showing) = [0]> then\n            set [showing v] to [1]\n            show\n        end\n        on screen\n    else\n        if <(showing) = [1]> then\n            set [showing v] to [0]\n            hide\n        end\n    end\nelse\n    set size to ((size) + (15)) %\n    change [ghost v] effect by (4)\n    change [y v] by (5)\n    change [showing v] by (1)\nend\n\n@Wasserfall\n\nwhen I receive [setup level v]\nhide\nswitch costume to (costume2 v)\nsetup clone at x,y: (15.63) (2)\nsetup clone at x,y: (16.8) (2)\nsetup clone at x,y: (18.2) (2)\nsetup clone at x,y: (18) (2)\nsetup clone at x,y: (19) (2)\nsetup clone at x,y: (20) (2)\nsetup clone at x,y: (21) (2)\nsetup clone at x,y: (22) (2)\nsetup clone at x,y: (23) (2)\nsetup clone at x,y: (24) (2)\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(showing) = [0]> then\n        set [showing v] to [1]\n        show\n    end\nelse\n    if <(showing) = [1]> then\n        set [showing v] to [0]\n        hide\n    end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [spielen v]\nshow\n\n@Boden\n\nwhen I receive [setup level v]\nhide\nswitch costume to (1 0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (1 1 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (1 2 v)\nsetup clone at x,y: (4) (0)\nswitch costume to (1 3 v)\nsetup clone at x,y: (6) (0)\nswitch costume to (1 4 v)\nsetup clone at x,y: (8) (0)\nswitch costume to (1 5 v)\nsetup clone at x,y: (10) (0)\nswitch costume to (1 6 v)\nsetup clone at x,y: (10) (2.6)\nswitch costume to (1 7 v)\nsetup clone at x,y: (14) (2.6)\nswitch costume to (1 8 v)\nsetup clone at x,y: (18) (2.6)\nswitch costume to (1 9 v)\nsetup clone at x,y: (22) (2.6)\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    if <(showing) = [0]> then\n        set [showing v] to [1]\n        show\n    end\nelse\n    if <(showing) = [1]> then\n        set [showing v] to [0]\n        hide\n    end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [t v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [spielen v]\nshow\n\n@Player\n\nwhen I receive [setup level v]\nshow\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    set rotation style [left-right v]\n    point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    set rotation style [left-right v]\n    point in direction (-90)\nend\nif <(@Player Die) = [0]> then\n    if <(Lastdie) = [0]> then\n        set size to (100) %\n        set [ghost v] effect to (0)\n    end\nelse\n    if <<<(@Player Die) > [10]> and <(Lastdie) = [0]>> or <<touching (fressplanze v)?> and <(@Falling) > [0]>>> then\n        change [ghost v] effect by (4)\n        set size to ((size) - (10)) %\n    end\nend\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [t v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n    set size to (100) %\n    set rotation style [left-right v]\n    switch costume to (spieler v)\n    wait (pick random (2) to (5)) seconds\n    repeat (7)\n        next costume\n    end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\n@Spiel\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n    change [@player x v] by (dx)\n    change [@player y v] by (dy)\n    change [lim v] by (1)\n    Check Collide\nend\nif <(lim) > (limit)> then\n    change [@player x v] by ((0) - ((dx) * (limit)))\n    change [@player y v] by ((0) - ((dy) * (limit)))\n    if <(@Player SX) = [0]> then\n        set [@player die v] to [1]\n    else\n        Check Collide\n        if <(@Player SX) > [0]> then\n            Move Out Of Collision dir x,y: (-1) (0) limit: (999)\n        else\n            Move Out Of Collision dir x,y: (1) (0) limit: (999)\n        end\n        set [@player sx v] to [0]\n    end\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (boden v)?> then\n    set [touch v] to [101]\nelse\n    if <touching (moving platform v)?> then\n        set [touch v] to [102]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n    set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n    set [@scroll y v] to [0]\nend\nbroadcast (aktu x v)\n\ndefine Player Tick\nset [pushed sx v] to [0]\nif <(on platform) = []> then\n    Check Collide\n    if <(touch) = [102]> then\n        set [pushed sx v] to ((@Platform SX) - (@Player SX))\n        change [@player x v] by (@Platform SX)\n        set [@player sx v] to [0]\n        Check Collide\n        if <<(touch) > [100]> and <not <(touch) = [102]>>> then\n            Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n            if <(@Player Die) > [0]> then\n                stop [this script v]\n            end\n            set [@player sy v] to [0]\n            set [@falling v] to [0]\n        end\n    end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(@Falling) < [3]>> or > then\n    set [@falling v] to [3]\n    set [@player sy v] to [14]\nend\nif <(@Player SY) > [-16]> then\n    change [@player sy v] by (-1.2)\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n    change [@player y v] by (-5)\n    Check Collide\n    if <not <(touch) = [102]>> then\n        change [@player y v] by (5)\n    end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n    set [on platform v] to (@Platform SX)\nelse\n    set [on platform v] to []\nend\nif <(touch) > [100]> then\n    if <(@Player SY) > [0]> then\n        Move Out Of Collision dir x,y: (0) (-1) limit: (999)\n        set [@falling v] to [3]\n        set [@player sy v] to [0]\n    else\n        Move Out Of Collision dir x,y: (0) (1) limit: (999)\n        set [@player sy v] to ((@Player SY) / (2))\n        set [@falling v] to [0]\n    end\nelse\n    change [@falling v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or > then\n    set [@player dir v] to [-90]\n    change [@player sx v] by ((((-7) + (on platform)) - (@Player SX)) * (0.2))\n    change [@walking v] by (1)\n    broadcast (aktu x v)\nelse\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or > then\n        set [@player dir v] to [90]\n        change [@player sx v] by ((((7) + (on platform)) - (@Player SX)) * (0.2))\n        change [@walking v] by (1)\n        broadcast (aktu x v)\n    else\n        set [@walking v] to [-1]\n        if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n            change [@player sx v] by (((on platform) - (@Player SX)) * (0.35))\n        else\n            set [@player sx v] to (on platform)\n        end\n    end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n    Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n    if <(lim) > [2]> then\n        set [@player sx v] to ((@Player SX) * (0.6))\n    end\nend\nif <not <(pushed sx) = [0]>> then\n    change [@player sx v] by (pushed sx)\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [lastdie v] to [0]\nScroll Level\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game loop tick v]\nif <touching (schatz v)?> then\n    broadcast (End v)\n    set [musik okay? v] to [1]\nend\n\nwhen I receive [spielen v]\nshow\nset [ghost v] effect to (100)\nset [musik okay? v] to [0]\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [0]\nset [@spawn y v] to [32]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\nbroadcast (Clouds...I love Clouds!xD v)\nbroadcast (f v)\nforever\n    change [@timer v] by (1)\n    if <(@Player Die) = [0]> then\n        Player Tick\n        if <<<(@Player Y) < [-200]> or <touching (fressplanze v)?>> or <touching (water v)?>> then\n            set [@player die v] to [25]\n            start sound [Crunch v]\n        end\n        if <touching (gegener v)?> then\n            set [@player die v] to [25]\n            start sound [Crunch v]\n        end\n    else\n        change [@player die v] by (1)\n        if <(@Player Die) > [60]> then\n            Reset Player\n        end\n    end\n    Scroll Level\n    broadcast (game loop tick v) and wait\nend\n\n@Checkpunkt\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nset [color v] effect to (4)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n    if <(showing) > [25]> then\n        delete this clone\n    end\nend\n\nwhen I receive [setup level v]\nswitch costume to (hitbox v)\nsetup clone at x,y: (800) (-80)\nsetup clone at x,y: (2110) (390)\nsetup clone at x,y: (3750) (-45)\nsetup clone at x,y: (4287) (690)\nsetup clone at x,y: (6490) (560)\nsetup clone at x,y: (8243) (629)\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n    next costume\nend\nif <touching (spiel v)?> then\n    set [showing v] to [2]\n    set [@spawn x v] to (x)\n    set [@spawn y v] to (y)\n    change [@totalflags v] by (-1)\n    start sound [Magic Spell v]\n    broadcast (Light ups!Yeah,follow me! v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        if <(showing) = [0]> then\n            set [showing v] to [1]\n            show\n        end\n        on screen\n    else\n        if <(showing) = [1]> then\n            set [showing v] to [0]\n            hide\n        end\n    end\nelse\n    set size to ((size) + (15)) %\n    change [ghost v] effect by (4)\n    change [y v] by (5)\n    change [showing v] by (1)\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (hitbox v)\n\nwhen flag clicked\nset [☁ ss v] to [0]\n\n@Controls\n\nwhen flag clicked\n\nwhen I receive [spielen v]\nstop all sounds\nwait (0.1) seconds\n\n    play sound [Xenogenesis v] until done\nend\n\n@Gegener\n\ndefine setup clone at x,y: (x) (y) (c)\ngo to x: (0) y: (0)\nswitch costume to (c)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n    if <(showing) > [25]> then\n        delete this clone\n    end\nend\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (1210) (5) [1]\nsetup clone at x,y: [1700] [360] [1]\nsetup clone at x,y: [7230] [668] [1]\nsetup clone at x,y: [7400] [668] [1]\nsetup clone at x,y: [8400] [626] [1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n    next costume\nend\nif  then\n    set [lastdie v] to [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        if <(showing) = [0]> then\n            set [showing v] to [1]\n            show\n        end\n        on screen\n    else\n        if <(showing) = [1]> then\n            set [showing v] to [0]\n            hide\n        end\n    end\nelse\n    set size to ((size) + (15)) %\n    change [ghost v] effect by (4)\n    change [y v] by (5)\n    change [showing v] by (1)\nend\n\nwhen flag clicked\nset size to (100) %\n\n@Water\n\ndefine setup clone at x,y: (x) (y) (c)\ngo to x: (0) y: (0)\nswitch costume to (c)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n    if <(showing) > [25]> then\n        delete this clone\n    end\nend\n\nwhen I receive [setup level v]\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: [2600] [-140] [1]\nsetup clone at x,y: [2850] [-140] [1]\nsetup clone at x,y: (3680) (-140) [1]\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n    next costume\nend\nif <touching (spiel v)?> then\n    set [lastdie v] to [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        if <(showing) = [0]> then\n            set [showing v] to [1]\n            show\n        end\n        on screen\n    else\n        if <(showing) = [1]> then\n            set [showing v] to [0]\n            hide\n        end\n    end\nelse\n    set size to ((size) + (15)) %\n    change [ghost v] effect by (4)\n    change [y v] by (5)\n    change [showing v] by (1)\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Decorations\n\ndefine setup clone at x,y: (x) (y) (c)\ngo to x: (0) y: (0)\nswitch costume to (c)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n    if <(showing) > [25]> then\n        delete this clone\n    end\nend\n\nwhen I receive [setup level v]\nswitch costume to (planzen v)\nsetup clone at x,y: (200) (-10) [1]\nswitch costume to (planzen2 v)\nsetup clone at x,y: [900] [40] [2]\nswitch costume to (hängebrücke v)\nsetup clone at x,y: [1800] [400] [3]\nswitch costume to (bäume v)\nsetup clone at x,y: [4200] [550] [4]\nswitch costume to (gras v)\nsetup clone at x,y: [2900] [-70] [5]\nswitch costume to (häuser v)\nsetup clone at x,y: [5400] [550] [6]\nswitch costume to (haus v)\nsetup clone at x,y: [5700] [550] [7]\nswitch costume to (haus v)\nsetup clone at x,y: [6000] [550] [8]\nswitch costume to (fackel v)\nsetup clone at x,y: [7500] [300] [9]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        if <(showing) = [0]> then\n            set [showing v] to [1]\n            show\n        end\n        on screen\n    else\n        if <(showing) = [1]> then\n            set [showing v] to [0]\n            hide\n        end\n    end\nelse\n    set size to ((size) + (15)) %\n    change [ghost v] effect by (4)\n    change [y v] by (5)\n    change [showing v] by (1)\nend\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Schatz\n\ndefine setup clone at x,y: (x) (y) (c)\ngo to x: (0) y: (0)\nswitch costume to (c)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nchange [@totalflags v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n    position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n    if <(showing) > [25]> then\n        delete this clone\n    end\nend\n\nwhen I receive [setup level v]\nswitch costume to (costume1 v)\nsetup clone at x,y: (10500) (822) [1]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n    if <<(x) = (x position)> and <(y) = (y position)>> then\n        if <(showing) = [0]> then\n            set [showing v] to [1]\n            show\n        end\n        on screen\n    else\n        if <(showing) = [1]> then\n            set [showing v] to [0]\n            hide\n        end\n    end\nelse\n    set size to ((size) + (15)) %\n    change [ghost v] effect by (4)\n    change [y v] by (5)\n    change [showing v] by (1)\nend\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen flag clicked\ngo to [back v] layer\n\nshow\n\nwhen I receive [end v]\nhide\n\n@Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nset [brightness v] effect to (0)\nset [pixelate v] effect to (0)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume8 v)\nforever\n    point in direction ((([sin v] of ((timer) * (150)) ) * (6)) + (90))\nend\n\nwhen I receive [end v]\n\n@?\n\nwhen flag clicked\nhide\ngo to x: (43) y: (-9)\nswitch costume to (costume2 v)\nforever\n    if <(costume [number v]) = [1]> then\n        if <touching (mouse-pointer v)?> then\n            set [ghost v] effect to (30)\n        else\n            set [ghost v] effect to (0)\n        end\n    end\nend\n\nwhen I receive [nachricht1 v]\nshow\n\nwhen I receive [spielen v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\ngo to [front v] layer\nnext costume\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [2]> then\n        go to [front v] layer\n        set size to (60) %\n        set [ghost v] effect to (0)\n    end\nend\n\n@Story\n\nwhen flag clicked\nhide\ngo to x: (43) y: (-50)\nswitch costume to (costume1 v)\nforever\n    if <(costume [number v]) = [1]> then\n        if <touching (mouse-pointer v)?> then\n            set [ghost v] effect to (30)\n        else\n            set [ghost v] effect to (0)\n        end\n    end\nend\n\nwhen I receive [nachricht1 v]\nshow\n\nwhen I receive [spielen v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\ngo to [front v] layer\nnext costume\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [2]> then\n        go to [front v] layer\n        set size to (60) %\n        set [ghost v] effect to (0)\n    end\nend\n\n@Jungle\n\nwhen I receive [nachricht1 v]\nshow\nforever\n    point in direction ((([sin v] of ((timer) * (150)) ) * (6)) + (90))\nend\n\nwhen flag clicked\ngo to x: (20) y: (100)\nhide\n\nwhen flag clicked\n\n\n\nif <(ist clone okay?Wenn ja danke!XD) = [1]> then\n    stop [this script v]\nend\n\nwhen I receive [spielen v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [aktu x v]\n\nwhen I receive [nachricht1 v]\n\n@Play\n\nwhen I receive [nachricht1 v]\nshow\n\nwhen flag clicked\nset size to (60) %\nhide\ngo to x: (43) y: (29)\nswitch costume to (costume1 v)\nforever\n    if <touching (mouse-pointer v)?> then\n        set [ghost v] effect to (30)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (Spielen v)\nhide\n\nwhen I receive [back v]\nshow\n\n@Animation2\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nset [brightness v] effect to (0)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [brightness v] effect by (10)\nend\nnext costume\nset [brightness v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nnext costume\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nbroadcast (Nachricht1 v)\nhide\n\nwhen I receive [nachricht1 v]\nhide\n\n\n\n\n\nwhen flag clicked\nforever\n    if <key (s v) pressed?> then\n        stop [other scripts in sprite v]\n    end\nend\n\n@Scrolling\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset x to (470)\nswitch costume to (scrolling2 v)\nforever\n    change x by (-5)\n    if <(x position) < [-470]> then\n        go to [back v] layer\n        set x to (470)\n    end\nend\n\nwhen I receive [nachricht1 v]\nshow\ngo to x: (0) y: (0)\nset size to (500) %\nswitch costume to (scrolling v)\ncreate clone of (_myself_ v)\nforever\n    change x by (-5)\n    if <(x position) < [-470]> then\n        go to [back v] layer\n        set x to (470)\n    end\nend\n\nwhen I receive [spielen v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n    if <key (s v) pressed?> then\n        broadcast (Nachricht1 v)\n        stop [this script v]\n    end\nend\n\nwhen I receive [nachricht1 v]\nhide\n\n
Play my new project here: https://scratch.mit.edu/projects/710939600/\n\nTHIS WAS A COLLAB WITH @BENELEM12!NOT A REMIX!!!\n\nIn the dark deep jungle,in the nowehre,a temple.In this temple is a treasure big to make you rich.But there is a long way,with holes an dangers-do you really want to find the treasure?Yes?!?Then start now!\n._._._._._._._._._._._._._._._._._._._._._._._._._.\nStory:\nYou are a fellow explorer who want to find a treasure.Can he do it!?Help him!\n._._._._._._._._._._._._._._._._._._._._._._._._._.\nMove with the arrow keys,WAD.Avoid foodplants,opponents and don't fall in holes.Find the treasure!:D\n