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Inside Out Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [anger v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [disgust v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [fear v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [joy v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [sadness v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [Inside Out - Main Theme \(Piano\) + Sheet Music.mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (99) y: (-12)\n\nwhen this sprite clicked\nbroadcast (Joy v)\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\n\nwhen I receive [sadness v]\nhide\n\nwhen I receive [disgust v]\nhide\n\nwhen I receive [fear v]\nhide\n\nwhen I receive [anger v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (231) y: (-33)\n\nwhen this sprite clicked\nbroadcast (Sadness v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [joy v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [disgust v]\nhide\n\nwhen I receive [fear v]\nhide\n\nwhen I receive [anger v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-78) y: (-86)\n\nwhen this sprite clicked\nbroadcast (Disgust v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [joy v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [sadness v]\nhide\n\nwhen I receive [fear v]\nhide\n\nwhen I receive [anger v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (102) y: (-59)\n\nwhen this sprite clicked\nbroadcast (Fear v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [joy v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [sadness v]\nhide\n\nwhen I receive [disgust v]\nhide\n\nwhen I receive [anger v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-134) y: (-75)\n\nwhen this sprite clicked\nbroadcast (Anger v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [joy v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [sadness v]\nhide\n\nwhen I receive [disgust v]\nhide\n\nwhen I receive [fear v]\nhide\n\nwhen I receive [anger v]\nhide\n\n@Sprite6\n\nwhen I receive [disgust v]\nswitch costume to (disgust v)\nshow\n\nwhen I receive [fear v]\nswitch costume to (fear v)\nshow\n\nwhen I receive [joy v]\nswitch costume to (joy v)\nshow\n\nwhen I receive [sadness v]\nswitch costume to (sadness v)\nshow\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [anger v]\nswitch costume to (anger v)\nshow\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (join ([costume name v] of [sprite6 v]) [2])\n end\n if <<key (right arrow v) pressed?> and <(costume [number v]) = [6]>> then\n switch costume to (joy v)\n end\n if <<key (right arrow v) pressed?> and <(costume [number v]) = [7]>> then\n switch costume to (sadness v)\n end\n if <<key (right arrow v) pressed?> and <(costume [number v]) = [8]>> then\n switch costume to (disgust v)\n end\n if <<key (right arrow v) pressed?> and <(costume [number v]) = [9]>> then\n switch costume to (fear v)\n end\n if <<key (right arrow v) pressed?> and <(costume [number v]) = [10]>> then\n switch costume to (anger v)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <<<(y position) = [-180]> or <(y position) < [-180]>> or <<touching (hazards v)?> or <touching (hazards2 v)?>>> then\n go to x: (-202) y: (-89)\n end\n if <(x position) > [222]> then\n go to x: (-202) y: (-89)\n change [level v] by (1)\n broadcast (Change v)\n end\n if <<touching (bouncies v)?> or <touching (sprite7 v)?>> then\n broadcast (animate v)\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [anger v]\ngo to x: (-187) y: (-89)\n\nwhen I receive [disgust v]\ngo to x: (-187) y: (-89)\n\nwhen I receive [fear v]\ngo to x: (-187) y: (-89)\n\nwhen I receive [joy v]\ngo to x: (-187) y: (-89)\n\nwhen I receive [sadness v]\ngo to x: (-187) y: (-89)\n\nwhen flag clicked\nset size to (50) %\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n broadcast (DONE_DONE_JOSHDUN v)\n end\nend\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [anger v]\nshow\n\nwhen I receive [disgust v]\nshow\n\nwhen I receive [fear v]\nshow\n\nwhen I receive [joy v]\nshow\n\nwhen I receive [sadness v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Boing v)\n end\nend\n\n@Hazards\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\n else\n if <(Level) = [5]> then\n switch costume to (costume2 v)\n show\n else\n if <(Level) = [6]> then\n switch costume to (costume3 v)\n show\n else\n if <(Level) = [7]> then\n switch costume to (costume4 v)\n go to x: (-63) y: (297)\n repeat until <not <(Level) = [7]>>\n change y by (-10)\n if <<(y position) = [-103]> or <(y position) < [-103]>> then\n go to x: (-63) y: (297)\n end\n end\n else\n if <(Level) = [8]> then\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n show\n else\n if <(Level) = [9]> then\n go to x: (0) y: (0)\n switch costume to (costume6 v)\n show\n else\n if <(Level) = [10]> then\n go to x: (0) y: (0)\n switch costume to (costume7 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\n\nhide\nswitch costume to (costume1 v)\n\n@Bouncies\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwait (0.1) seconds\n\nwhen I receive [boing v]\ngo to x: (-47) y: (-82)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (-47) y: (-82)\n show\n else\n if <(Level) = [5]> then\n go to x: (114) y: (-138)\n show\n else\n if <(Level) = [8]> then\n show\n go to x: (168) y: (-89)\n else\n if <(Level) = [10]> then\n show\n go to x: (-87) y: (-82)\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [animate v]\nswitch costume to (costume1 v)\nrepeat (3)\n next costume\nend\nwait (0.1) seconds\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (costume1 v)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [boing v]\ngo to x: (32) y: (-40)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (32) y: (-40)\n show\n else\n if <(Level) = [5]> then\n go to x: (193) y: (-97)\n show\n else\n if <(Level) = [8]> then\n go to x: (246) y: (-48)\n show\n else\n if <(Level) = [10]> then\n go to x: (-6) y: (-41)\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Animate v)\n end\nend\n\n@words\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [anger v]\nshow\n\nwhen I receive [disgust v]\nshow\n\nwhen I receive [fear v]\nshow\n\nwhen I receive [joy v]\nshow\n\nwhen I receive [sadness v]\nshow\n\nwhen I receive [change v]\nnext costume\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> or <[6] < (Level)>> then\n hide\n end\nend\n\n@Hazards2\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n repeat until <not <(Level) = [7]>>\n change y by (-15)\n if <<(y position) = [-103]> or <(y position) < [-103]>> then\n go to x: (147) y: (297)\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (147) y: (298)\nhide\nswitch costume to (costume1 v)\n\n@Sprite8\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [done_done_joshdun v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n | |
INSANE PLATFORMER!!! | @Stage\n\nwhen flag clicked\nswitch backdrop to (stage1 v)\n\nwhen I receive [da next lavul!!! v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\n@Kai\n\nwhen flag clicked\nforever\n if <<touching (goomba!! v)?> and <(level) = [10]>> then\n go to x: (-214) y: (-121)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nset [idek v] to [0]\nforever\n change [idek v] by (-0.4)\n if <touching color (#000008)?> then\n set [idek v] to [0]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching color (#000008)?>> then\n set [idek v] to [14]\n end\n change y by (idek)\nend\n\nwhen flag clicked\nforever\n if <touching color (#cecece)?> then\n broadcast (da next lavul!!! v)\n go to x: (-210) y: (-119)\n end\nend\n\nwhen flag clicked\nstart sound [Pop v]\n\nwhen flag clicked\nforever\n if <touching color (#cc0000)?> then\n go to x: (-214) y: (-121)\n broadcast (=\( v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fire spin v)?> then\n go to x: (-214) y: (-121)\n broadcast (=\( v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-162) y: (-120)\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change x by (4)\n turn right (5) degrees\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change x by (-4)\n turn left (5) degrees\n end\nend\n\nwhen backdrop switches to [stage10 v]\nswitch costume to (images v)\n\nwhen backdrop switches to [stage11 v]\nswitch costume to (images v)\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen backdrop switches to [stage100 v]\nhide\n\nwhen flag clicked\nswitch costume to (images v)\n\nwhen flag clicked\nforever\n if <touching color (#000008)?> then\n change y by (4)\n end\n if <not <touching color (#000008)?>> then\n change y by (-4)\n end\nend\n\nwhen flag clicked\nforever\n play sound [TakeFive - Magic Flute \(1\).mp3 v] until done\nend\n\n@ebin laatta joka liikkuu\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-106) y: (-160)\nforever\n if <<touching (kai v)?> and <(level) = [3]>> then\n glide (2) secs to x: (25) y: (-132)\n glide (1) secs to x: (146) y: (-124)\n glide (0.2) secs to x: (149) y: (-176)\n glide (1) secs to x: (-109) y: (-160)\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@box\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\ngo to [front v] layer\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@fire spin\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (asuste1 v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n turn left (3.5) degrees\nend\n\n@lava drop\n\nwhen flag clicked\nforever\n change y by (-7)\n if <touching color (#ff0000)?> then\n go to x: (40) y: (82)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@lava drop2\n\nwhen flag clicked\nforever\n change y by (-7)\n if <touching color (#ff0000)?> then\n go to x: (200) y: (82)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@=D\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (40) y: (-96)\nforever\n if <(level) = [6]> then\n glide (1) secs to x: (-71) y: (-46)\n glide (1) secs to x: (24) y: (63)\n glide (1) secs to x: (40) y: (-96)\n glide (1) secs to x: (-71) y: (-46)\n glide (1) secs to x: (24) y: (63)\n glide (1) secs to x: (40) y: (-96)\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@trololololololol\n\nwhen flag clicked\nhide\nforever\n if <(distance to [kai v]) < [100]> then\n hide\n else\n if <(level) = [7]> then\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [7]>> then\n hide\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@Hahmo1\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (1.5) seconds\n next costume\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@goomba!!\n\nwhen flag clicked\ngo to x: (7) y: (-121)\nforever\n if <(level) = [10]> then\n repeat (50)\n change x by (-2)\n end\n repeat (50)\n change x by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@lakitu\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@flag\n\nwhen flag clicked\nforever\n if <<(level) = [11]> and <touching (kai v)?>> then\n broadcast (win v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@spiny\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (89) y: (107)\nforever\n if <(level) = [10]> then\n glide (1) secs to x: (92) y: (-144)\n go to x: (89) y: (107)\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@Hahmo3\n\nwhen I receive [win v]\nshow\nwait (5) seconds\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [costume3 v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\nwait (5) seconds\nhide\nswitch costume to (asuste1 v)\n\n@=D2\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (40) y: (-96)\nforever\n if <(level) = [6]> then\n go to x: (1) y: (-67)\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@=D3\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (40) y: (-96)\nforever\n if <(level) = [6]> then\n go to x: (168) y: (-18)\n end\nend\n\nwhen backdrop switches to [costume3 v]\nhide\n\n@Sprite1\n\nwhen backdrop switches to [stage5 v]\ngo to x: (202) y: (136)\nshow\n\nwhen backdrop switches to [stage1 v]\nhide\n\nwhen backdrop switches to [stage2 v]\nhide\n\nwhen backdrop switches to [stage3 v]\nhide\n\nwhen backdrop switches to [stage4 v]\nhide\n\nwhen backdrop switches to [stage6 v]\nhide\n\nwhen backdrop switches to [stage7 v]\nhide\n\nwhen backdrop switches to [stage8 v]\nhide\n\nwhen backdrop switches to [stage9 v]\nhide\n\nwhen backdrop switches to [stage11 v]\nhide\n\nwhen backdrop switches to [stage10 v]\nhide\n\nwhen backdrop switches to [costume3 v]\nhide\n\n | Listen to the directions on the screen and try and beat the game! |
Stickman Platformer | @Stage\n\ndefine Next Backdrop\nnext backdrop\n\nwhen flag clicked\nstart sound [TheFatRat - Unity v]\n\nwhen flag clicked\nswitch backdrop to (blue sky3 v)\n\nwhen I receive [next backdrop v]\nNext Backdrop\n\n@Sprite1\n\nif <(y) < [-5]> then\nelse\n switch costume to (costume12 v)\nend\n\nwhen flag clicked\nforever\n if <<(y position) = [-180]> or <(y position) = [180]>> then\n go to x: (-207) y: (103)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (Next v)\n end\nend\n\nwhen I receive [next v]\nhide\nwait (0.4) seconds\nNext\n\ndefine Next\ngo to x: (-207) y: (107)\nshow\nbroadcast (Next Backdrop v)\n\nswitch costume to (costume15 v)\n\nwhen flag clicked\nswitch backdrop to (blue sky3 v)\nset rotation style [left-right v]\nswitch costume to (costume15 v)\ngo to x: (-207) y: (103)\nset [x v] to [0]\nset [y v] to [0]\nshow\nforever\n if <(y position) < [-170]> then\n go to x: (-207) y: (103)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (-90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#dddede)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\n if <not <touching color (#000000)?>> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (down arrow v) pressed?>>> then\n if <key (down arrow v) pressed?> then\n switch costume to (costume14 v)\n if <(y) > [1]> then\n set [y v] to [-10]\n end\n else\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <(costume [number v]) > [9]> then\n switch costume to (costume15 v)\n else\n next costume\n end\n else\n end\n end\n else\n switch costume to (costume15 v)\n end\n if <(y) > [0]> then\n switch costume to (costume11 v)\n else\n if <(y) < [-2]> then\n if <key (down arrow v) pressed?> then\n switch costume to (costume13 v)\n else\n switch costume to (costume12 v)\n end\n else\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-4)\n end\n if <touching color (#ffff00)?> then\n say [J'ai gagné:!] for (10) seconds\n end\nend\n\ngo to [back v] layer\n\n@Lutin2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\ngo [forward v] (1) layers\n\n | ▬▬Utiliser les flèches directive pour te déplacer▬▬\n=========================================\nSi sa bug presser les flèches du haut et du bas puis directe presser la flèche droite normalement ça devrait marcher\n=========================================\n |
The Platformer | @Stage\n\n@Character\n\nwhen flag clicked\nhide variable [level v]\nset [level v] to [1]\nshow\nset size to (25) %\nset [yv v] to [0]\ngo to x: (-230) y: (-130)\n\nwhen flag clicked\nforever\n if <not <touching color (#ffffff)?>> then\n go to x: (-230) y: (-130)\n end\nend\n\nwhen I receive [start v]\nshow variable [level v]\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-230) y: (-130)\n end\nend\n\nwhen flag clicked\nhide variable [score v]\nforever\n if <touching (flag v)?> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-230) y: (-130)\n change [score v] by (50)\n end\nend\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n broadcast (next level v)\n change [level v] by (1)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal #1 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to (portal #2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#003fff)?> and <(Boss) = [1]>> then\n set [yv v] to [23]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (boss fireball v)?> then\n go to x: (-230) y: (-130)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-230) y: (-130)\n\nwhen I receive [start v]\nset [score v] to [0]\nshow variable [score v]\nforever\n wait (1) seconds\n change [score v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <(x position) < [0]> then\n set [player quadrant v] to [-1]\n else\n set [player quadrant v] to [1]\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n change x by (5)\n if <touching color (#000000)?> then\n change x by (-5)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n if <touching color (#000000)?> then\n change x by (5)\n end\n end\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching color (#000000)?> then\n change y by ((0) - (yv))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Flag\n\nwhen flag clicked\nset size to (4) %\nforever\n show\n if <(Level) = [1]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [2]> then\n go to x: (220) y: (55)\n end\n if <(Level) = [3]> then\n go to x: (130) y: (141)\n end\n if <(Level) = [4]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [5]> then\n go to x: (4) y: (121)\n end\n if <(Level) = [6]> then\n go to x: (219) y: (-62)\n end\n if <(Level) = [7]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [8]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [9]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [10]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [11]> then\n go to x: (-156) y: (142)\n end\n if <(Level) = [12]> then\n go to x: (150) y: (-125)\n end\n if <(Level) = [13]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [13]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [14]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [15]> then\n go to x: (225) y: (-125)\n end\n if <(Level) = [16]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [boss death v]\ngo to x: (0) y: (0)\nwait (2.2) seconds\nshow\nrepeat (25)\n change y by (-5)\nend\n\n@Winner!\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nforever\n if <(Level) = [17]> then\n show\n hide variable [level v]\n stop [all v]\n end\nend\n\n@Rotating tunnel\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n show\n go to x: (0) y: (-117)\n turn right (1) degrees\n switch costume to (costume1 v)\n end\n if <(Level) = [12]> then\n go to x: (152) y: (-20)\n show\n turn right (0.5) degrees\n switch costume to (costume2 v)\n end\n if <(Level) = [13]> then\n go to x: (0) y: (13)\n show\n turn right (-2.2) degrees\n switch costume to (costume3 v)\n end\n if <not <<<(Level) = [7]> or <(Level) = [12]>> or <(Level) = [13]>>> then\n hide\n end\nend\n\n@Title\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nhide\ngo to x: (413) y: (0)\nset size to (80) %\nwait (0.5) seconds\nshow\nrepeat (20.65)\n change x by (-20)\nend\nwait (1) seconds\nrepeat (10)\n change [pixelate v] effect by (10)\nend\nhide\nbroadcast (Start v)\n\n@Portal #1\n\nwhen flag clicked\nhide\nset size to (20) %\nforever\n if <(Level) = [10]> then\n show\n go to x: (-73) y: (112)\n end\n if <(Level) = [11]> then\n show\n go to x: (171) y: (-119)\n end\n if <not <<(Level) = [10]> or <(Level) = [11]>>> then\n hide\n set size to (20) %\n end\nend\n\n@Portal #2\n\nwhen flag clicked\nhide\nset size to (20) %\nforever\n if <(Level) = [10]> then\n show\n go to x: (84) y: (112)\n end\n if <(Level) = [11]> then\n show\n go to x: (-225) y: (151)\n end\n if <not <<(Level) = [10]> or <(Level) = [11]>>> then\n hide\n set size to (20) %\n end\nend\n\n@Boss\n\nwhen flag clicked\nset [boss stage v] to [1]\nset size to (100) %\nset [ghost v] effect to (0)\nforever\n if <(Level) = [16]> then\n show\n if <(distance to [character v]) < [35]> then\n broadcast (Boss death v)\n end\n else\n hide\n end\nend\n\nwhen I receive [boss death v]\nset [boss v] to [0]\nglide (2) secs to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (5)\nend\nhide\n\nwhen flag clicked\ngo to x: (190) y: (-115)\n\n@Boss fireball\n\nwhen flag clicked\nset [boss v] to [1]\nset size to (10) %\nhide\nforever\n if <(Level) = [16]> then\n wait (0.7) seconds\n show\n create clone of (_myself_ v)\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [16]> then\n point towards (character v)\n repeat until <touching (character v)?>\n move (5) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n else\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n go to (boss v)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [16]> then\n if <touching (character v)?> then\n broadcast (Death v)\n delete this clone\n end\n if <(Boss) = [0]> then\n delete this clone\n end\n else\n delete this clone\n end\nend\n\nwhen I receive [boss death v]\nstop [other scripts in sprite v]\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | Control the block with arrow keys and reach the blue flag to get to the next level. Complete all 16 levels to win. (May have to click the green flag twice to play).\n\nComment below how you found this project!\n\nTutorial:\nhttps://scratch.mit.edu/projects/202860068/\n\nMy best score is 722\n\nComment your score below! |
Build-a-Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [168734_Jumper v] until done\nend\n\n@Sprite1\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (-186) y: (118)\n\n@Sprite2\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (-93) y: (219)\n\n@Sprite3\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (-71) y: (225)\n\n@Sprite4\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (-155) y: (155)\n\n@Sprite5\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (-12) y: (224)\n\n@Sprite6\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (-18) y: (197)\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-208) y: (158)\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\ngo [backward v] (90) layers\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (9) y: (161)\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (206) y: (62)\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (218) y: (-10)\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (40) y: (170)\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\n@home\n\nwhen flag clicked\ngo to x: (209) y: (112)\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (214) y: (-121)\n\nwhen this sprite clicked\nbroadcast (RE-PLAY v)\n\n@charater\n\nwhen flag clicked\nswitch costume to (costume4 v)\ngo to x: (-213) y: (-134)\npoint in direction (90)\nset [jump height v] to [10]\nset [run speed v] to [5]\nset [gravity v] to [-1]\nset [fall speed v] to [0]\nforever\n run controls\n jump control\n simulate gravity\n if <<touching color (#ff0000)?> or <touching color (#b2b2b2)?>> then\n go to x: (-213) y: (-134)\n end\n if <touching (home v)?> then\n broadcast (fire works v)\n wait (1.2) seconds\n go to x: (-213) y: (-134)\n end\nend\n\ndefine run controls\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n move (run speed) steps\n if <<<touching color (#00ff55)?> or <touching color (#995900)?>> or <touching (sprite9 v)?>> then\n move ((0) - (run speed)) steps\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n move (run speed) steps\n if <<<touching color (#00ff55)?> or <touching color (#995900)?>> or <touching (sprite9 v)?>> then\n move ((0) - (run speed)) steps\n end\nend\n\ndefine simulate gravity\nchange y by (fall speed)\nif <<<touching color (#00ff55)?> or <touching color (#995900)?>> or <touching (sprite9 v)?>> then\n change y by ((0) - (fall speed))\n set [fall speed v] to [0]\nelse\n change [fall speed v] by (gravity)\nend\n\ndefine jump control\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (-1)\n if <<<touching color (#00ff55)?> or <touching color (#995900)?>> or <touching (sprite9 v)?>> then\n set [fall speed v] to (jump height)\n end\n change y by (1)\nend\n\nwhen I receive [re-play v]\ngo to x: (-213) y: (-134)\n\nwhen this sprite clicked\nnext costume\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [fire works v]\ngo to x: ([x position v] of [charater v]) y: ([y position v] of [charater v])\nshow\nswitch costume to (costume1 v)\ngo [backward v] (97) layers\nwait (0.1) seconds\nrepeat (4)\n wait (0.1) seconds\n next costume\nend\nwait (0.4) seconds\nhide\n\n@Sprite15\n\nwhen flag clicked\ngo to x: (73) y: (131)\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n | All the items drag to move. Once you have them where you like it, click on them to create a clone. You can still move the clones also. \n\n*WAD or arrows move\n*Click on the green flag to clear.\n*Click on the re-play button to zap your character back to the start.\n*Slide the 'jump height' slider to adjust how high your character can jump.\n*Click on your character for a surprise!!!\n* The house is like home plate. the goal of your level should be to reach the house.\n*the tree and bush are just decoration, they don't do anything. |
Pink Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-212) y: (-43)\n\nwhen flag clicked\nset size to (300) %\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-209) y: (-35)\n end\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (u gives uh v)\nend\nif <key (left arrow v) pressed?> then\n switch costume to (u gives uh2 v)\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\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 color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\nend\nchange y by (1)\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\nend\nchange y by (1)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#666666)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#666666)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen I receive [highscore v]\nif <(☁ HighScore) > (Score)> then\n set [☁ highscore v] to (Score)\nelse\n set [☁ highscore v] to (☁ HighScore)\nend\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [oursong.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <<touching color (#00ff55)?> or <touching color (#000000)?>> then\n go to x: (-212) y: (-43)\n end\n if <touching color (#99b2ff)?> then\n set [yv v] to [23]\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [score v] by (1)\nend\n\nwhen flag clicked\nset [☁ highscore v] to [94]\n\n@thumb nail\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen flag clicked\nhide\n\n | instructions inside the game, all levels are possible i put tiny green dots in it. |
Stretch | @Stage\n\nwhen flag clicked\nset [screen v] to [Title]\nset [cooldown v] to [0.7]\nset volume to (100) %\nforever\n set volume to (Volume) %\n if <(Screen) = [Game]> then\n switch backdrop to (game v)\n else\n if <(Screen) = [Title]> then\n switch backdrop to (title v)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [camera shake x v] to (((Camera Shake X) * (Cooldown)) * (-1))\n set [camera shake y v] to (((Camera Shake Y) * (Cooldown)) * (-1))\n if <(round (Camera Shake X)) = [0]> then\n set [camera shake x v] to [0]\n set [camera shake y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Camera Shake) = [0]>> then\n set [camera shake x v] to (Camera Shake)\n set [camera shake y v] to (Camera Shake)\n set [camera shake v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (u v) pressed?> then\n change volume by (2)\n end\n if <key (j v) pressed?> then\n change volume by (-2)\n end\nend\n\nswitch backdrop to ((Level) + (1))\n\n@Player\n\ndefine Sense Y\nif <(Yv) > [0]> then\n repeat until <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>>\n change y by (-1)\n set [jump prevention v] to [Yes]\n end\nend\nif <(Yv) < [0]> then\n repeat until <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>>\n change y by (1)\n set [jump prevention v] to [No]\n end\nend\n\ndefine Sense X\nif <(Xv) > [0]> then\n repeat until <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>>\n change x by (-1)\n end\nend\nif <(Xv) < [0]> then\n repeat until <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>>\n change x by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (obstacle v)?> then\n go to x: (-216) y: (-136)\n switch costume to (((6) * (Outfit)) - (5))\n start sound [Camera Shake v]\n start sound [Hurt v]\n broadcast (hurt v)\n set [xv v] to [0]\n set [yv v] to [0]\n set [camera shake v] to [5]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (finish v)?> then\n go to x: (-216) y: (-136)\n if <<(Levels Completed) = (Level)> and <not <(Level) = [10]>>> then\n change [levels completed v] by (1)\n end\n change [level v] by (1)\n if <(Level) = [11]> then\n set [screen v] to [Title]\n if <(Avaliable) = [1]> then\n if <(Timer) < (☁ HS)> then\n set [☁ hs v] to (Timer)\n set [timer v] to [0]\n set [avaliable v] to [0]\n end\n end\n end\n switch costume to (((6) * (Outfit)) - (5))\n start sound [Win v]\n set [xv v] to [0]\n set [yv v] to [0]\n set [camera shake v] to [5]\n end\nend\n\nwhen I receive [message1 v]\nset size to (100) %\ngo to x: (-216) y: (-136)\nstart sound [Camera Shake v]\nswitch costume to (((6) * (Outfit)) - (5))\nset [xv v] to [0]\nset [yv v] to [0]\nset [camera shake v] to [5]\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n if <(On floor?) = [Yes]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n play sound [Footsteps v] until done\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n play sound [Footsteps v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n if <key (e v) pressed?> then\n if <(costume [number v]) > (((6) * (Outfit)) - (5))> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <key (q v) pressed?> then\n if <(costume [number v]) < ((6) * (Outfit))> then\n next costume\n if <<touching (level v)?> or <touching (_edge_ v)?>> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n set size to (100) %\n show\n else\n if <(Screen) = [Skins]> then\n show\n go to x: (8) y: (64)\n change size by (((400) - (size)) / (5))\n if <(round (((size) - (400)) * (3))) = [0]> then\n set size to (400) %\n end\n if <key (e v) pressed?> then\n if <(costume [number v]) > (((6) * (Outfit)) - (5))> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <key (q v) pressed?> then\n if <(costume [number v]) < ((6) * (Outfit))> then\n next costume\n end\n end\n else\n set size to (400) %\n hide\n end\n end\nend\n\nwhen I receive [next v]\nif <not <(Outfit) > [5]>> then\n change [outfit v] by (1)\n set size to (420) %\n next costume\n next costume\n next costume\n next costume\n next costume\n next costume\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nset [outfit v] to [1]\nset [bounce amount v] to [0]\nset [friction v] to [.75]\nset [gravity v] to [-1]\nset [jump height v] to [10]\nset [running speed v] to [3]\nset [bouncy stuff height v] to [40]\nset [boost jump v] to [15]\ngo to x: (-216) y: (-136)\nswitch costume to (guy v)\nset [xv v] to [0]\nset [yv v] to [0]\nhide\nforever\n if <(Screen) = [Game]> then\n set [on floor? v] to [No]\n if <<(Camera Shake X) = [0]> and <(Camera Shake Y) = [0]>> then\n if <<not <touching (level v)?>> and <not <touching (_edge_ v)?>>> then\n change [yv v] by (Gravity)\n end\n change y by (Yv)\n if <<touching (level v)?> or <touching (_edge_ v)?>> then\n set [on floor? v] to [Yes]\n Sense Y\n set [xv v] to ((Xv) * (Friction))\n set [yv v] to (((Yv) * (-1)) * (Bounce Amount))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Jump Prevention) = [No]> then\n set [yv v] to (Jump Height)\n if <(Screen) = [Game]> then\n start sound [Jump v]\n end\n end\n end\n end\n if <touching (bouncy stuff v)?> then\n set [yv v] to (Boost Jump)\n start sound [Bouncy Stuff v]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((Running Speed) * (-1))\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (Running Speed)\n end\n set [xv v] to ((Xv) * (Friction))\n change x by (Xv)\n if <<touching (level v)?> or <touching (_edge_ v)?>> then\n Sense X\n set [xv v] to (((Xv) * (-1)) * (Wall Bounce))\n end\n else\n go to x: ((-216) + (Camera Shake X)) y: ((-136) + (Camera Shake Y))\n set [xv v] to [0]\n set [yv v] to [0]\n if <touching (level v)?> then\n go to x: (-216) y: (-136)\n end\n end\n end\nend\n\nwhen I receive [previous v]\nif <not <(Outfit) < [2]>> then\n change [outfit v] by (-1)\n set size to (420) %\n switch costume to ((costume [number v]) - (6))\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: ((0) + (Camera Shake X)) y: ((0) + (Camera Shake Y))\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n show\n else\n hide\n end\nend\n\n@Obstacle\n\nwhen flag clicked\nswitch costume to (bad stuff v)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: ((0) + (Camera Shake X)) y: ((0) + (Camera Shake Y))\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n show\n else\n hide\n end\nend\n\n@Finish\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: ((0) + (Camera Shake X)) y: ((Float) + (Camera Shake Y))\nend\n\nwhen flag clicked\nforever\n set [float v] to [-4]\n wait (0.2) seconds\n set [float v] to [0]\n wait (0.2) seconds\n set [float v] to [4]\n wait (0.2) seconds\n set [float v] to [0]\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n show\n else\n hide\n end\nend\n\n@Title\n\nwhen flag clicked\nforever\n go to x: (0) y: (8)\n if <(Screen) = [Title]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((102) - (size)) / (5))\n else\n set [brightness v] effect to (10)\n change size by (((100) - (size)) / (5))\n if <(round (((size) - (100)) * (3))) = [0]> then\n set size to (100) %\n end\n end\nend\n\n@Play\n\nwhen flag clicked\nforever\n if <(Screen) = [Title]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n set [brightness v] effect to (30)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n if <(Screen) = [Title]> then\n set [level v] to [1]\n set [screen v] to [Game]\n set [timer v] to [0]\n broadcast (message1 v)\n end\n end\n else\n clear graphic effects\n switch costume to (normal v)\n change size by (((100) - (size)) / (3))\n if <(round (((size) - (100)) * (3))) = [0]> then\n set size to (100) %\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\n@Bouncy Stuff\n\nwhen flag clicked\nswitch costume to (bad stuff v)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n go to x: ((0) + (Camera Shake X)) y: ((0) + (Camera Shake Y))\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nset [☁ hs v] to [1000]\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [levels completed v] to [1]\nset [avaliable v] to [1]\n\n@Skins\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n set [brightness v] effect to (30)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n if <(Screen) = [Title]> then\n set [screen v] to [Skins]\n wait until <not <mouse down?>>\n set [levels is stupid v] to [1]\n end\n end\n else\n clear graphic effects\n switch costume to (normal v)\n change size by (((100) - (size)) / (3))\n if <(round (((size) - (100)) * (3))) = [0]> then\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Title]> then\n go to x: (0) y: (-44)\n show\n else\n hide\n end\nend\n\n@Back To Home\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Screen) = [Skins]> then\n go to x: (0) y: (-108)\n show\n else\n if <(Screen) = [Levels]> then\n go to x: (0) y: (-108)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n set [brightness v] effect to (30)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n if <(Levels is stupid) = [1]> then\n set [screen v] to [Title]\n wait until <not <mouse down?>>\n set [levels is stupid v] to [0]\n end\n end\n else\n clear graphic effects\n switch costume to (normal v)\n change size by (((100) - (size)) / (3))\n if <(round (((size) - (100)) * (3))) = [0]> then\n set size to (100) %\n end\n end\n if <key (o v) pressed?> then\n set [screen v] to [Title]\n end\nend\n\n@Right\n\nwhen flag clicked\nforever\n go to x: (64) y: (-16)\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n set [brightness v] effect to (30)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n broadcast (Next v)\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n switch costume to (normal v)\n change size by (((100) - (size)) / (3))\n if <(round (((size) - (100)) * (3))) = [0]> then\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Screen) = [Skins]> then\n show\n else\n hide\n end\nend\n\n@Left\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Screen) = [Skins]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-68) y: (-16)\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n set [brightness v] effect to (30)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n broadcast (Previous v)\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n switch costume to (normal v)\n change size by (((100) - (size)) / (3))\n if <(round (((size) - (100)) * (3))) = [0]> then\n set size to (100) %\n end\n end\nend\n\n@Levels\n\nwhen flag clicked\nset [level v] to [1]\nset [levels is stupid v] to [0]\nforever\n go to x: (0) y: (-88)\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n set [brightness v] effect to (30)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n if <(Screen) = [Title]> then\n if <(Levels is stupid) = [0]> then\n set [screen v] to [Levels]\n wait until <not <mouse down?>>\n set [levels is stupid v] to [1]\n end\n end\n end\n else\n clear graphic effects\n switch costume to (normal v)\n change size by (((100) - (size)) / (3))\n if <(round (((size) - (100)) * (3))) = [0]> then\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Screen) = [Title]> then\n show\n else\n hide\n end\nend\n\n@Level Icons\n\nwhen flag clicked\nhide\nset [levels huh? v] to [1]\nset [level v] to [1]\nforever\n if <(Screen) = [Levels]> then\n if <(Levels Huh?) = [1]> then\n Create Levels\n set [levels huh? v] to [0]\n end\n else\n set [levels huh? v] to [1]\n end\nend\n\ndefine Create Levels\nshow\nset [level for clone v] to [0]\ngo to x: (-124) y: (116)\nrepeat (4)\n repeat (6)\n change [level for clone v] by (1)\n create clone of (_myself_ v)\n change x by (48)\n end\n change y by (-48)\n set x to (-124)\nend\nhide\n\nwhen I start as a clone\nforever\n if <<(Level For Clone) < (Levels Completed)> or <(Level For Clone) = (Levels Completed)>> then\n switch costume to ((Level For Clone) + (1))\n set [ghost v] effect to (0)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [level v] to (Level For Clone)\n set [screen v] to [Game]\n broadcast (message1 v)\n end\n else\n if <(Level For Clone) > [10]> then\n switch costume to (not done yet v)\n set [ghost v] effect to (50)\n else\n switch costume to (lock v)\n set [ghost v] effect to (50)\n end\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n set [brightness v] effect to (30)\n change size by (((120) - (size)) / (3))\n else\n set [brightness v] effect to (0)\n switch costume to (normal v)\n change size by (((100) - (size)) / (3))\n if <(round (((size) - (100)) * (3))) = [0]> then\n set size to (100) %\n end\n end\n if <not <(Screen) = [Levels]>> then\n delete this clone\n end\nend\n\nset [levels completed v] to [24]\n\n@Instructions\n\nwhen flag clicked\nforever\n if <(Screen) = [Game]> then\n if <(Level) = [1]> then\n show\n switch costume to (stretch v)\n go to [front v] layer\n set [ghost v] effect to (80)\n else\n if <(Level) = [2]> then\n switch costume to (watch out v)\n show\n go to [front v] layer\n set [ghost v] effect to (80)\n else\n if <(Level) = [4]> then\n switch costume to (bouncy v)\n show\n go to [front v] layer\n set [ghost v] effect to (80)\n else\n hide\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (152)\n wait (0.1) seconds\n go to x: (0) y: (148)\n wait (0.1) seconds\n go to x: (0) y: (152)\n wait (0.1) seconds\n go to x: (0) y: (156)\n wait (0.1) seconds\nend\n\n | • Press WASD or ARROW KEYS to move\n• Press Q to expand your player\n• Press E to contract him\n• Get to trophy to complete level\n• Avoid spikes because it will kill you\n• Green is super bouncy \n• J and U to adjust volume of music\n• O to go to home screen\n |
LOST - a platformer | @Stage\n\nwhen I receive [message1 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.2) seconds\nswitch backdrop to (backdrop2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-34) y: (20)\nset [ghost v] effect to (0)\nforever\n play sound [Vexento - Snowflakes v] until done\nend\n\nwhen I receive [message1 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-48) y: (-33)\nshow\nset size to (100) %\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (105) %\n else\n switch costume to (costume1 v)\n set size to (100) %\n end\nend\nswitch costume to (costume1 v)\nset size to (90) %\nwait (0.01) seconds\nset size to (100) %\nswitch costume to (costume2 v)\nbroadcast (message1 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [this script v]\n\nset size to (75) %\n\n@Sprite3\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [message1 v]\nwait (0.6) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nforever\n if <<[28] > (costume [number v])> and <[22] < (costume [number v])>> then\n switch backdrop to (backdrop3 v)\n end\n if <(costume [number v]) = [40]> then\n broadcast (hoi v)\n stop [this script v]\n end\n if <(costume [number v]) = [28]> then\n switch backdrop to (backdrop4 v)\n end\n if <(costume [number v]) = [24]> then\n switch backdrop to (backdrop3 v)\n end\n if <(costume [number v]) = [36]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [end v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite4\n\nwhen I receive [message1 v]\nwait (1) seconds\ngo to x: (-214) y: (115)\ngo to [front v] layer\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#ff9999)?> and <not <key (down arrow v) pressed?>>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#ff9999)?> and <not <key (down arrow v) pressed?>>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#ff9999)?> and <not <key (down arrow v) pressed?>>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#ff9999)?> and <not <key (down arrow v) pressed?>>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#ff9999)?> and <not <key (down arrow v) pressed?>>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#000000)?> or <<touching color (#ff9999)?> and <not <key (down arrow v) pressed?>>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#000000)?> or <touching color (#ff9999)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#660000)?> then\n repeat (10)\n next costume\n change [ghost v] effect by (10)\n wait (0.05) seconds\n end\n go to x: (-217) y: (-20)\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n end\n if <(x position) > [238]> then\n go to x: (-217) y: (-20)\n broadcast (next v)\n end\n if <(y position) = [-179]> then\n go to x: (-217) y: (178)\n wait (0.1) seconds\n broadcast (next v)\n end\n if <touching color (#2e2e2e)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nset size to (30) %\n\nwhen I receive [end v]\nwait (5) seconds\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [hoi v]\ngo to [front v] layer\nshow\nsay [Hello! \(press space\)]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nask [I think you are here for a second chance, right? \(press space\) \(y/n\)] and wait\nif <(answer) = [y]> then\n say [Okay, here is your mission: \(press space\)]\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\nelse\n say [Okay, bye. \(press space\)]\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n say [JUST KIDDING! \(press space\)]\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n say [Okay, here is your mission: \(press space\)]\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\nend\nsay [Go to the Una region, and spy on them again. \(press space\)]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nsay [Make sure you get caught so we can track where you are so we can know where they are. \(press space\)]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nsay [Only you know where both regions are. \(press space\)]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nsay [Goodbye, now. \(press space\)]\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nbroadcast (end v)\nhide\n\n | Use the arrow keys to move like any other platformer. Dark red is bad.\n\nReading the words will help make it more exciting. Or you just wanted to play a platformer. :P\n\nTHERE IS GLITCHES \n\n\none level says alomst did you see it? |
Parallax | @Stage\n\nwhen flag clicked\nInit\nbroadcast (Intro v)\n\ndefine Init\nhide variable [death v]\nhide variable [timer v]\nset [level v] to [0]\nset [player v] to [1]\nset [death v] to [0]\nset [colour v] to [1]\nset [credits v] to [0]\ndelete (all) of [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,j,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,aaa,,,,,,,,,,,,,,e,,,,,,,d,,,,,,,,,,,,,,,,,,bbb,,i,,,,,,,,,,,,,,,,,,aaabbbb,,,,ccccccccc,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,j,,,,,,,,,,,,,,,,,,,aa,,,i,,,,,,,,,,,,,,,,,,aaa,,,bbb,,,ccc,,,,,,,,fff,,,fff,,,,,,,,,,,,,,,g,,e,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,ccc,,,aaa,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,e,,,,,,,d,,,,,,,,,,ccc,,,,,,,,,,,,,,,,,,d,,,fccccd,,,,,,,,,bbb,,fe,,,,,,,,,,,,,,e,,,fbbbb,,,,,,,,,,ccc,,f,,,d,,,,,,,,,,,,,,,fcccc,,,,,,,,,,bbb,,fj,,,ggffaaa,,,,e,,,,,bbb,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,i,,,,,,,,,,,bbb,,,,aaa,,,,,,,,,fgggf,,,,,,,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,f,,,,,,,,,,,,,h,,,,f,,,,,,,,,,,,,hf,,bf,,j,,,,e,,,,,hf,,,,,f,,,,d,,,,,,hf,,,b,,,faabb,,,,aaf,,,,,,,,,,,,,,,,,,,,,,,,,b,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,b,,,,,,gg,i,,,,,,,,,,,,,,,,,,aaabbccbbccbbccbbbbb,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,i,,,,,,,,,,,,,,,,,,aaa,,,,,,,,,,,e,,f,f,,,f,,,hhfffcccc,,f,,,,,f,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,d,,,,,,,,,,,,,,,ggg,,,,,,,fcc,,aaf,,,f,,,,cc,,,f,,,,f,,,,f,,aaaa,,f,fbbf,fhhhf,,,f,,,,,,,,,,,,,,,,,,,f,,,,,,,,,,,,j,,,,,,fhhhhhbbbbbbaaa,,,,,f,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,i,h,,h,,h,,h,,,,,,,,,,f,,f,,f,,f,,,,,,,,,,f,,f,,f,,f,,,,,,,,,,f,,f,,f,,f,,,,,,,,ggfggfggfggf,,,,,,e,,,,,,,,,,,,,,,,,,,,,d,,,,,,,,,,,,,bb,,,,,,,,,,h,,,,,,,,,,,,,bb,ccffffccfffcc,,cc,,,,,,,,fhhf,,fff,,,,,,,,,,,,,,,,,,j,,,,,,,,,,,,,,,,,,,,,,,,,,,,,bbbaaaa,,bb,,,,,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,d,,,,e,,,,f,,j,,,,,,,,,,,,,,,,,,,,a,,cc,,,bb,,,cc,d,aa,,,,,,,,,,,,,,,,h,,,a,,,,,,,,,,,,,,,,,bb,,,,,,,,,,,,,,,,,,,,a,,,,,,,,,,,,hh,,,,,,i,,,,,,,,,,,ff,,,,eaaaffaaaffcccff,,,ccfff,,fff,,,,,,,,,,,,,,,,,,,,,,hhh,,,,,,,,,,,,,,,,,fffbbfffgg,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,,,,,,,,i,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,f,,,,,,,,,,,,,,,,d,,f,,,,,,,,,,d,,,,,,,,f,,,,,,,,,,e,,,,,a,gfh,c,,,,,,,,,,aaffff,ffffaab,,ccc,,,,,,,,,,,,,,,,,,j,,,,,,,,,,,,,,e,,,,,,,,hh,,hh,,hh,,,,,,,,g,,,af,,fa,,bbb,,,,,,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,f,,,efjf,,,df,,,,,,,f,,,,fcf,,,,f,,,,,,,fi,,,f,,,e,,f,,,,,,,fbaaafaaacaaf,,,,,,,,,,,,,,,,,d,,,,,,,,,,,,,,e,,bb,,,,,,,,,,,,,,,,,,,,,,cc,,,,,,,,,,,,,,,,,,,,,,,,,hhhh,,,a,,,hhhh,,,,,,,,,,,,f,,,,,,,,,,,,,,,d,,hfa,,,,,,,,,,,bbbb,,fff,,bbbbffggg,,,,,,,,,,,,,,,,,,,,,,,,,,aaa,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nadd [,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,] to [level codes v]\nclear graphic effects\n\nwhen I receive [menu.main v]\nswitch backdrop to (haze v)\n\nwhen I receive [editor.play v]\nswitch backdrop to (plain v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Ignition.mp3 v] until done\nend\n\nwhen I receive [editor.transition v]\nwait (0.6) seconds\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [game.transition v]\nrepeat (10)\n change volume by (-5)\nend\nwait (0.6) seconds\nrepeat (20)\n change volume by (5)\nend\n\nbroadcast (game.transition v)\n\n@Intro Outro\n\nwhen I receive [intro v]\nset [brightness v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (avatar v)\nshow\nwait (0.4) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (0.2) seconds\nbroadcast (menu.main v)\nwait (0.2) seconds\nrepeat (24)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\nwhen I receive [outro v]\nset [timer v] to (round (timer))\ngo to x: (0) y: (-320)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (end message v)\nshow\nrepeat until <(y position) = [0]>\n if <(round (((0) - (y position)) / (5))) > [0]> then\n change y by (round (((0) - (y position)) / (5)))\n else\n change y by (1)\n end\nend\nshow variable [death v]\nshow variable [timer v]\n\n@Title\n\nwhen flag clicked\nhide\n\nwhen I receive [menu.main v]\ngo to x: (0) y: (110)\nset [sin v] to [0]\nshow\nforever\n change [sin v] by (4)\n change y by (([sin v] of (sin) ) / (3))\nend\n\nwhen I receive [editor.play v]\nHide\n\nwhen I receive [game.play v]\nHide\n\ndefine Hide\nhide\nstop [other scripts in sprite v]\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [menu.main v]\nInit\n\ndefine Init\ngo to x: (-100) y: (-120)\nswitch costume to (play v)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (100)\n next costume\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [level v] to [0]\n broadcast (game.transition v)\n reset timer\nend\nif <(costume [number v]) = [2]> then\n broadcast (editor.transition v)\nend\nif <(costume [number v]) = [3]> then\n if <(Credits) = [0]> then\n set [credits v] to [1]\n broadcast (menu.credits v)\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [game.play v]\ndelete this clone\n\nwhen I receive [editor.play v]\ndelete this clone\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [menu.credits v]\nHide\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (credits v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (-115)\nswitch costume to (close v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [menu.credits.close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nHide\n\ndefine Hide\nhide\ndelete this clone\n\nwhen this sprite clicked\nif <(costume [number v]) = [2]> then\n set [credits v] to [0]\n broadcast (menu.credits.close v)\nend\n\nwhen I receive [game.play v]\nset [credits v] to [0]\nHide\n\nwhen I receive [editor.play v]\nset [credits v] to [0]\nHide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [menu.main v]\nInit Menu\nforever\n if <touching (mouse-pointer v)?> then\n repeat (8)\n change size by (((480) - (size)) / (2.5))\n end\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n change [player v] by (1)\n if <(Player) = [5]> then\n set [player v] to [1]\n end\n switch costume to (Player)\n wait until <not <mouse down?>>\n end\n end\n repeat (8)\n change size by (((358) - (size)) / (2.5))\n end\n end\nend\n\ndefine Block Detection\nif <touching (finish v)?> then\n broadcast (game.transition v)\nend\nif <touching (elastic pad v)?> then\n Bounce Up\n set [vel y v] to [18]\nend\nif <touching (poison v)?> then\n change [death v] by (1)\n Init Play\nend\n\ndefine Hit Ground <>\nrepeat until <not <<touching (ground v)?> or <touching (inelastic pad v)?>>>\n if <ceiling> then\n change y by (-1)\n else\n change y by (1)\n end\n set [vel y v] to [0]\nend\n\nwhen I receive [editor.play v]\nhide\n\nwhen I receive [game.play v]\nInit Play\nforever\n go to [front v] layer\n change [vel y v] by (-1.2)\n change y by (vel y)\n Hit Ground <(vel y) > [0]>\n set [vel x v] to ((vel x) * (0.75))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [vel x v] by (-1.35)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [vel x v] by (1.35)\n end\n if <([abs v] of (vel x) ) > [0.4]> then\n Walk (vel x)\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> and <not <touching (inelastic pad v)?>>> then\n set [vel y v] to [12.8]\n end\n change y by (1)\n if <(y position) < [-177]> then\n change [death v] by (1)\n Init Play\n end\n Block Detection\n if <key (x v) pressed?> then\n broadcast (game.transition v)\n end\nend\n\ndefine None\nchange x by ((0) - (speed))\nif <(speed) < [0]> then\n repeat until <<touching (ground v)?> or <touching (inelastic pad v)?>>\n change x by (-1)\n end\n change x by (1)\nelse\n repeat until <<touching (ground v)?> or <touching (inelastic pad v)?>>\n change x by (1)\n end\n change x by (-1)\nend\nset [vel x v] to [0]\n\ndefine None\nchange x by (speed)\nif <<touching (ground v)?> or <touching (inelastic pad v)?>> then\n Hit Wall (speed)\nend\n\ndefine Init Menu\ngo to x: (0) y: (10)\nset size to (360) %\nswitch costume to (Player)\nshow\n\nwhen I receive [editor.transition v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game.transition v]\nstop [other scripts in sprite v]\n\ndefine Bounce Up\nrepeat until <not <touching (elastic pad v)?>>\n change y by (1)\nend\n\ndefine Init Play\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nset [vel x v] to [0]\nset [vel y v] to [0]\nset [colour v] to [1]\ngo to (start v)\nset size to (100) %\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Flavour Text\n\nwhen flag clicked\nhide\n\nwhen I receive [menu.main v]\ngo to x: (0) y: (-65)\nshow\nforever\n switch costume to (Player)\nend\n\nwhen I receive [game.play v]\nhide\n\nwhen I receive [editor.play v]\nhide\n\n@Editor\n\nwhen flag clicked\nInit Main\n\nwhen I receive [block.destroy v]\nDestroy Clone\n\ndefine Destroy Clone\nif <touching (mouse-pointer v)?> then\n change [clone count v] by (-0.5)\n delete this clone\nend\n\ndefine None\nif <not <(item (item) of [current level code v]) = [,]>> then\n broadcast (block.destroy v) and wait\nend\nif <(costume [number v]) = [1]> then\n replace item (item) of [current level code v] with [a]\nend\nif <(costume [number v]) = [2]> then\n replace item (item) of [current level code v] with [b]\nend\nif <(costume [number v]) = [3]> then\n replace item (item) of [current level code v] with [c]\nend\nif <(costume [number v]) = [4]> then\n replace item (item) of [current level code v] with [d]\nend\nif <(costume [number v]) = [5]> then\n replace item (item) of [current level code v] with [e]\nend\nif <(costume [number v]) = [6]> then\n replace item (item) of [current level code v] with [f]\nend\nif <(costume [number v]) = [7]> then\n replace item (item) of [current level code v] with [g]\nend\nif <(costume [number v]) = [8]> then\n replace item (item) of [current level code v] with [h]\nend\nif <(costume [number v]) = [9]> then\n replace item (item) of [current level code v] with [i]\nend\nif <(costume [number v]) = [10]> then\n replace item (item) of [current level code v] with [j]\nend\n\ndefine Compile\nset [level code ram v] to []\nset [count v] to [0]\nrepeat (300)\n change [count v] by (1)\n set [level code ram v] to (join (level code RAM) (item (count) of [current level code v]))\nend\ndelete (all) of [compiled level code \[space to close\] v]\nadd (level code RAM) to [compiled level code \[space to close\] v]\n\ndefine Select Mode\nif <key (1 v) pressed?> then\n set [mode v] to [select]\nend\nif <key (2 v) pressed?> then\n set [mode v] to [block]\nend\nif <key (3 v) pressed?> then\n set [mode v] to [erase]\nend\nif <key (4 v) pressed?> then\n set [mode v] to [select]\n Compile\n wait until <not <key (4 v) pressed?>>\n hide list [compiled level code \[space to close\] v]\n wait until <key (space v) pressed?>\n show list [compiled level code \[space to close\] v]\nend\nif <key (5 v) pressed?> then\n ask [Import level code] and wait\n if <not <(length of (answer)) = [300]>> then\n say [Invalid level code] for (3) seconds\n else\n broadcast (editor.clear v) and wait\n Import Level (answer)\n broadcast (editor.import v) and wait\n end\nend\nif <key (i v) pressed?> then\n broadcast (editor.instructions v) and wait\nend\n\ndefine Init Editor\nset [mode v] to [block]\nset [clone count v] to [0]\ndelete (all) of [current level code v]\nrepeat (300)\n add [,] to [current level code v]\nend\nswitch costume to (ground v)\nshow\n\ndefine Constrain\nif <(x position) > [236]> then\n set x to (228)\nend\nif <(y position) > [176]> then\n set y to (168)\nend\n\ndefine Switch Costume\nif <key (right arrow v) pressed?> then\n next costume\n wait until <not <key (right arrow v) pressed?>>\nend\nif <key (left arrow v) pressed?> then\n switch costume to ((costume [number v]) - (1))\n wait until <not <key (left arrow v) pressed?>>\nend\n\ndefine None\nif <(costume) = [a]> then\n switch costume to (ground v)\n create clone of (_myself_ v)\nend\nif <(costume) = [b]> then\n switch costume to (blue ground v)\n create clone of (_myself_ v)\nend\nif <(costume) = [c]> then\n switch costume to (orange ground v)\n create clone of (_myself_ v)\nend\nif <(costume) = [d]> then\n switch costume to (blue orb v)\n create clone of (_myself_ v)\nend\nif <(costume) = [e]> then\n switch costume to (orange orb v)\n create clone of (_myself_ v)\nend\nif <(costume) = [f]> then\n switch costume to (poison v)\n create clone of (_myself_ v)\nend\nif <(costume) = [g]> then\n switch costume to (elastic pad v)\n create clone of (_myself_ v)\nend\nif <(costume) = [h]> then\n switch costume to (inelastic pad v)\n create clone of (_myself_ v)\nend\nif <(costume) = [i]> then\n switch costume to (start v)\n create clone of (_myself_ v)\nend\nif <(costume) = [j]> then\n switch costume to (finish v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nchange [clone count v] by (1)\n\ndefine Render\ngo to x: (-228) y: (168)\nset [clone count v] to [0]\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n Switch (item (current) of [current level code v])\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\ndefine None\ndelete (all) of [current level code v]\nset [current v] to [0]\nrepeat (300)\n change [current v] by (1)\n add (letter (current) of (code)) to [current level code v]\nend\n\nwhen I receive [editor.import v]\nRender\n\nwhen I receive [editor.clear v]\ndelete this clone\n\nwhen I receive [editor.playtest v]\nCompile\nbroadcast (editor.clear v) and wait\nadd (item (1) of [compiled level code \[space to close\] v]) to [level codes v]\n\nwhen I receive [editor.play v]\nInit Editor\nbroadcast (editor.instructions v) and wait\nforever\n Select Mode\n if <not <(mode) = [select]>> then\n go to x: (((round (((mouse x) + (12)) / (24))) * (24)) - (12)) y: ((round ((mouse y) / (24))) * (24))\n end\n if <(mode) = [block]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n if <(mode) = [block]> then\n Constrain\n Switch Costume\n if <mouse down?> then\n if <<<(mouse x) > [-238]> and <(mouse x) < [238]>> and <<(mouse y) > [-178]> and <(mouse y) < [178]>>> then\n if <(Clone Count) < [150]> then\n Update Level Code ((((x position) + (252)) / (24)) + ((20) * ((14) - (((y position) + (168)) / (24)))))\n create clone of (_myself_ v)\n wait until <not <mouse down?>>\n end\n else\n say [Your mouse is off screen!] for (1) seconds\n end\n end\n end\n if <(mode) = [erase]> then\n if <mouse down?> then\n replace item ((((x position) + (252)) / (24)) + ((20) * ((14) - (((y position) + (168)) / (24))))) of [current level code v] with [,]\n broadcast (block.destroy v) and wait\n set [clone count v] to ([ceiling v] of (Clone Count) )\n wait until <not <mouse down?>>\n end\n end\n if <(Level) = [11]> then\n wait until <(Level) = [0]>\n end\nend\n\ndefine Init Main\nshow list [compiled level code \[space to close\] v]\nhide\n\n@Editor Play\n\nwhen flag clicked\nhide\n\nwhen I receive [editor.play v]\ngo to x: (170) y: (-152)\nshow\nforever\n if <(Level) = [0]> then\n switch costume to (play v)\n end\n if <(Level) = [11]> then\n switch costume to (return v)\n end\nend\n\nwhen this sprite clicked\nif <(Level) = [0]> then\n broadcast (editor.playtest v) and wait\n set [level v] to [11]\n broadcast (game.transition v)\nelse\n if <(Level) = [11]> then\n delete (Level) of [level codes v]\n broadcast (editor.transition v)\n end\nend\n\n@Editor Instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [editor.transition v]\ngo to x: (0) y: (-152)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n switch costume to (tooltip v)\n else\n set [ghost v] effect to (60)\n switch costume to (question mark v)\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (-320)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (instruction panel v)\nshow\nrepeat until <(y position) = [0]>\n if <(round (((0) - (y position)) / (5))) > [0]> then\n change y by (round (((0) - (y position)) / (5)))\n else\n change y by (1)\n end\nend\nwait until <key (space v) pressed?>\nrepeat (24)\n change y by (((y position) + (5)) / (5))\nend\ndelete this clone\n\nwhen I receive [editor.instructions v]\ncreate clone of (_myself_ v)\nwait until <key (space v) pressed?>\n\nwhen I receive [game.transition v]\nhide\nstop [other scripts in sprite v]\n\n@Decoration\n\ndefine Render\ngo to x: (-228) y: (168)\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n Switch (letter (current) of (item (Level) of [level codes v]))\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game.render v]\nRender\n\ndefine None\nif <(costume) = [b]> then\n switch costume to (blue ground v)\n create clone of (_myself_ v)\nend\nif <(costume) = [c]> then\n switch costume to (orange ground v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo [backward v] (999) layers\nshow\nset [ghost v] effect to (70)\n\nwhen I receive [game.destroy v]\ndelete this clone\n\n@Ground\n\ndefine None\nif <(costume) = [a]> then\n switch costume to (ground v)\n create clone of (_myself_ v)\nend\nif <(costume) = [b]> then\n switch costume to (blue ground v)\n create clone of (_myself_ v)\nend\nif <(costume) = [c]> then\n switch costume to (orange ground v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game.render v]\nRender\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n show\n else\n if <(Colour) = ((costume [number v]) - (1))> then\n show\n else\n hide\n end\n end\nend\n\ndefine Render\ngo to x: (-228) y: (168)\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n Switch (letter (current) of (item (Level) of [level codes v]))\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\nwhen I receive [game.destroy v]\ndelete this clone\n\n@Orb\n\nwhen flag clicked\nhide\n\ndefine None\nif <(costume) = [d]> then\n switch costume to (blue orb v)\n create clone of (_myself_ v)\nend\nif <(costume) = [e]> then\n switch costume to (orange orb v)\n create clone of (_myself_ v)\nend\n\ndefine Render\ngo to x: (-228) y: (168)\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n Switch (letter (current) of (item (Level) of [level codes v]))\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\nwhen I receive [game.render v]\nRender\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n set [colour v] to (costume [number v])\n end\nend\n\nwhen I receive [game.destroy v]\ndelete this clone\n\n@Poison\n\nwhen flag clicked\nhide\n\ndefine Render\ngo to x: (-228) y: (168)\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [f]> then\n create clone of (_myself_ v)\n end\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\nwhen I receive [game.destroy v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen I receive [game.render v]\nRender\n\n@Elastic Pad\n\nwhen flag clicked\nhide\n\ndefine Render\ngo to x: (-228) y: (168)\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [g]> then\n create clone of (_myself_ v)\n end\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\nwhen I receive [game.destroy v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen I receive [game.render v]\nRender\n\n@Inelastic Pad\n\nwhen flag clicked\nhide\n\ndefine Render\ngo to x: (-228) y: (168)\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [h]> then\n create clone of (_myself_ v)\n end\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\nwhen I receive [game.destroy v]\ndelete this clone\n\nwhen I start as a clone\nshow\n\nwhen I receive [game.render v]\nRender\n\n@Start\n\nwhen flag clicked\nhide\n\ndefine Render\nhide\ngo to x: (-228) y: (168)\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [i]> then\n show\n stop [this script v]\n end\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\nwhen I receive [game.render v]\nRender\n\nwhen I receive [game.destroy v]\nhide\n\n@Finish\n\nwhen flag clicked\nhide\n\ndefine Render\nhide\ngo to x: (-228) y: (168)\nset [current v] to [0]\nrepeat (15)\n repeat (20)\n change [current v] by (1)\n if <(letter (current) of (item (Level) of [level codes v])) = [j]> then\n show\n stop [this script v]\n end\n change x by (24)\n end\n go to x: (-228) y: ((y position) - (24))\nend\n\nwhen I receive [game.render v]\nRender\n\nwhen I receive [game.destroy v]\nhide\n\n@Settings\n\nwhen flag clicked\nhide\n\nwhen I receive [menu.main v]\ngo to x: (213) y: (-152)\nswitch costume to (settings v)\nshow\nforever\n hide\n turn right (2) degrees\n if <touching (mouse-pointer v)?> then\n if <(clone) = [0]> then\n if <mouse down?> then\n set [clone v] to [1]\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\n@Fade In/Out\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [game.transition v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (game.destroy v)\nwait (0.4) seconds\nif <not <(Level) = [11]>> then\n change [level v] by (1)\nend\nif <(Level) = [10]> then\n broadcast (Outro v)\nelse\n broadcast (game.render v)\n wait (0.2) seconds\n broadcast (game.play v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [editor.transition v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (game.destroy v)\nwait (0.4) seconds\nif <(Level) = [0]> then\n broadcast (editor.play v)\nend\nif <(Level) = [11]> then\n broadcast (editor.import v)\nend\nset [level v] to [0]\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n | |
Jailbreak! (A platformer game) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nif on edge, bounce\nset size to (100) %\nforever\n if <(x position) > [239]> then\n broadcast (Next level v)\n go to x: (-222) y: (-5)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n say [You can't catch me!]\n else\n if <(Level) = [2]> then\n say [Probably shouldn't touch that]\n else\n if <(Level) = [3]> then\n say [Wow, i am a lot faster than i think]\n else\n if <(Level) = [4]> then\n say [Is is hot, or is it just me?]\n else\n if <(Level) = [5]> then\n say [This kind of reminds me of a game]\n else\n if <(Level) = [6]> then\n say [Parkour Skills!]\n else\n if <(Level) = [7]> then\n say [Hmmmm...]\n else\n if <(Level) = [8]> then\n say [Is it just me, or is that star in the sky missing? And when did the moon have a slice in it?]\n else\n if <(Level) = [9]> then\n say [Where does all this lava even Come From!]\n else\n if <(Level) = [10]> then\n say [Here's the car, I can escape!]\n else\n if <(Level) = [11]> then\n say [Woo Hoo! I escaped]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite11 v)?> then\n broadcast (Next level v)\n go to x: (-222) y: (-5)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-222) y: (-5)\nshow\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (obstacles v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (obstacles v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n broadcast (Death v)\n go to x: (-222) y: (-5)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-222) y: (-5)\nshow\ngo to [front v] layer\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.8))\n change x by (Xv)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change y by (1)\n if <touching (obstacles v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (obstacles v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (obstacles v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n broadcast (death v)\n go to x: (-222) y: (-5)\n end\nend\n\n@Obstacles\n\nwhen flag clicked\ngo to x: (-5) y: (-33)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Lava!\n\nwhen I receive [next level v]\nshow\nswitch costume to (costume3 v)\ngo to x: (-77) y: (-160)\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (46) y: (-58)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [2]> then\n hide\n end\nend\n\n@Lava2!\n\nwhen flag clicked\ngo to x: (148) y: (-74)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-24) y: (-97)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-17) y: (-94)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (137) y: (-88)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (86) y: (-24)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [4]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-8) y: (1)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) > [6]> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (2) y: (4)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (74) y: (-5)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (171) y: (1)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\ngo to x: (80) y: (-30)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n else\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (53) y: (-41)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\ngo to x: (-40) y: (32)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\ngo to x: (-211) y: (-12)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n say [Hey! Get back here!]\n else\n hide\n say []\n end\nend\n\n | You just escaped from prison!\nUse the arrow keys or wasd keys to move\nDon't touch the lava and make it to the end before the police catch you!\n\nJAILBREAK 2 IS OUT! MAKE SURE TO CHECK IT OUT!\n1000 views! 46 likes! 36 favorites! This is awesome! |
Pogo Parkour (Scrolling Platformer) Beta v0.8 | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Snowflakes v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (music volume) %\nend\n\n@Pogoer\n\ndefine Updates & Controls (#) ?\npoint in direction ((90) + (() - ((Stick X momentum) * (2))))\nchange [stick x v] by (Stick X momentum)\nchange [stick y v] by (Stick Y momentum)\nchange [stick x momentum v] by (() - ((0.1) * (Stick X momentum)))\ngo to x: ((Cam Scroll Layer X) - (Stick X)) y: ((Cam Scroll Layer y) - (Stick Y))\nset [gravity v] to ((0.8) / ((1) + ((Score) / (100))))\nchange [stick y momentum v] by (Gravity)\nif <((Cam Scroll Layer y) - (Stick Y)) < [-251]> then\n hide\nelse\n show\nend\nif <((Gravity) * (3.75)) < (Stick Y momentum)> then\n if <<color (#7f7f7f) is touching (#001966)?> or <<color (#7f7f7f) is touching (#cc0000)?> or <color (#7f7f7f) is touching (#009933)?>>> then\n start sound [pop v]\n set [stick y momentum v] to [-13]\n change [stick x momentum v] by (((0) - (Stick X momentum)) * (0.1))\n end\n if <color (#7f7f7f) is touching (#cc7700)?> then\n start sound [pop v]\n set [stick y momentum v] to [-20]\n change [stick x momentum v] by (((0) - (Stick X momentum)) * (0.1))\n end\nend\nif <(#) = [1]> then\n if <key (right arrow v) pressed?> then\n change [stick x momentum v] by (-1.5)\n end\n if <key (left arrow v) pressed?> then\n change [stick x momentum v] by (1.5)\n end\n change [cam scroll layer x v] by (() - ((((x position) * ([abs v] of (x position) )) * ([abs v] of (x position) )) / (64000)))\n change [cam scroll layer y v] by (() - ((((y position) * ([abs v] of (y position) )) * ([abs v] of (y position) )) / (32000)))\nend\n\nwhen I receive [message1 v]\nshow\nset [p? v] to [1]\nset [score v] to [1]\n\ncreate clone of (_myself_ v)\n\nif <((Highest Stick y) + (700)) < (Stick Y)> then\n set [p? v] to [0]\nend\n\nset [stick y momentum v] to [100]\n\nwhen flag clicked\nshow\nforever\n if <(Pause?) = [0]> then\n Updates & Controls (P?) ?\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (100) %\nset [p? v] to [0]\nset [stick y momentum v] to [0]\nset [stick x momentum v] to [0]\nset [stick y v] to [0]\nset [stick x v] to [1]\nset [cam scroll layer x v] to [0]\nset [cam scroll layer y v] to [0]\nset [pause? v] to [0]\nset [gravity v] to [1]\n\n\n\nset [stick y momentum v] to [-70]\n\nset [☁ high score v] to [0]\n\nwhen I start as a clone\nforever\n show\n go to x: (((Cam Scroll Layer X) - (Stick X)) * (1)) y: (((Cam Scroll Layer y) - (Stick Y)) * (1))\n point in direction ((90) + (() - ((Stick X momentum) * (2))))\n set [ghost v] effect to (80)\nend\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\n\nwhen I start as a clone\nhide\nswitch costume to (pick random (1) to ((1) + ((Score) / (50))))\nset size to ((100) / ((2) * ([sqrt v] of (Score) ))) %\nif <[250] < (Score)> then\n if <(round (pick random (1) to ((1) + ((300) / ((Score) - (250)))))) = [1]> then\n if <(round (pick random (1) to ((10) + ((300) / ((Score) - (250)))))) = [1]> then\n forever\n if <(pick random (1) to (2)) = [2]> then\n set [ghost v] effect to (0)\n repeat (30)\n change [platform x v] by (-3)\n end\n set [ghost v] effect to (60)\n repeat (30)\n change [platform x v] by (-3)\n end\n end\n set [ghost v] effect to (0)\n repeat (30)\n change [platform x v] by (3)\n end\n set [ghost v] effect to (60)\n repeat (30)\n change [platform x v] by (3)\n end\n set [ghost v] effect to (0)\n repeat (30)\n change [platform x v] by (-3)\n end\n set [ghost v] effect to (60)\n repeat (30)\n change [platform x v] by (-3)\n end\n end\n else\n forever\n if <(pick random (1) to (2)) = [2]> then\n repeat (60)\n change [platform x v] by (-3)\n end\n end\n repeat (60)\n change [platform x v] by (3)\n end\n repeat (60)\n change [platform x v] by (-3)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset [platform y v] to ((Expectation Y) + (-200))\nset [platform x v] to (((Stick X) + (pick random (-200) to (200))) * (1))\nif <not <(Platform Y) < [-200]>> then\n delete this clone\nend\nset size to (75) %\nrepeat until <(P?) = [0]>\n go to x: ((Cam Scroll Layer X) - (Platform X)) y: ((Cam Scroll Layer y) - (Platform Y))\nend\n\nwhen I start as a clone\nshow\nrepeat until <(P?) = [0]>\n if <[200] < (((Cam Scroll Layer y) - (Platform Y)) / (1))> then\n hide\n else\n if <(((Cam Scroll Layer y) - (Platform Y)) / (1)) < [-200]> then\n delete this clone\n else\n if <<[284] < (((Cam Scroll Layer X) - (Platform X)) / (1))> or <[-284] > (((Cam Scroll Layer X) - (Platform X)) / (1))>> then\n hide\n else\n show\n end\n end\n end\nend\n\nwhen I receive [message1 v]\nrepeat until <(P?) = [0]>\n if <(Highest Stick y) > (Stick Y)> then\n set [highest stick y v] to (Stick Y)\n end\n if <(Expectation Y) > ((Highest Stick y) + (-300))> then\n create clone of (_myself_ v)\n if <<(pick random (1) to (3)) = [1]> and <not <(Cam Scroll Layer y) < [-11000]>>> then\n create clone of (clouds v)\n end\n change [expectation y v] by (pick random (-40) to (-60))\n end\nend\n\nwhen flag clicked\nset [highest stick y v] to [-500]\nset [expectation y v] to [0]\n\nwhen I receive [message1 v]\nset [highest stick y v] to [-500]\nset [expectation y v] to [0]\n\nstop [this script v]\n\nrepeat until <(P?) = [0]>\nend\n\nforever\n go to x: (Cam Scroll Layer X) y: (Cam Scroll Layer y)\n if <[173] < ((Cam Scroll Layer y) - (Platform Y))> then\n hide\n else\n if <((Cam Scroll Layer y) - (Platform Y)) < [-173]> then\n hide\n else\n if <<[284] < ((Cam Scroll Layer X) - (Platform X))> or <[-284] > ((Cam Scroll Layer X) - (Platform X))>> then\n hide\n else\n show\n end\n end\n end\nend\n\nshow\nset size to (75) %\n\nwhen I receive [message1 v]\ndelete this clone\n\nif <(costume [number v]) = [4]> then\nend\nrepeat until <(P?) = [0]>\n if <[190] < ((Cam Scroll Layer y) - (Platform Y))> then\n hide\n else\n if <<[280] < ((Cam Scroll Layer X) - (Platform X))> or <[-280] > ((Cam Scroll Layer X) - (Platform X))>> then\n hide\n else\n show\n end\n end\n if <[-170] > (y position)> then\n delete this clone\n end\nend\n\nset [ghost v] effect to (0)\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (((Cam Scroll Layer X) - (Cloud X)) / (4)) y: (((Cam Scroll Layer y) - (Cloud Y)) / (4))\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\nrepeat until <(P?) = [0]>\nend\n\nwhen I start as a clone\nset [cloud y v] to ((Expectation Y) + (-300))\nset [cloud x v] to (((Stick X) + (pick random (-1600) to (1600))) * (1))\nif <not <(Cloud Y) < [-300]>> then\n delete this clone\nend\nset size to (75) %\nforever\n go to x: (((Cam Scroll Layer X) - (Cloud X)) / (4)) y: (((Cam Scroll Layer y) - (Cloud Y)) / (4))\nend\n\nwhen I start as a clone\npoint in direction (pick random (-90) to (180))\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (0) to (50))\nforever\n if <[197] < (((Cam Scroll Layer y) - (Cloud Y)) / (4))> then\n hide\n else\n if <(((Cam Scroll Layer y) - (Cloud Y)) / (4)) < [-197]> then\n hide\n if <(((Cam Scroll Layer y) - (Cloud Y)) / (4)) < [-591]> then\n delete this clone\n end\n else\n if <<[300] < (((Cam Scroll Layer X) - (Cloud X)) / (4))> or <[-300] > (((Cam Scroll Layer X) - (Cloud X)) / (4))>> then\n hide\n else\n show\n end\n end\n end\nend\n\n@Your Score #s\n\nwhen flag clicked\nhide\nset [ysc# v] to [0]\nset [score v] to [0]\ngo to x: (226) y: (160)\nset size to (50) %\nset [color v] effect to (50)\nrepeat (10)\n change [ysc# v] by (1)\n create clone of (_myself_ v)\nend\n\nset [p? v] to [1]\nbroadcast (message1 v)\n\nset [stick y momentum v] to [-70]\n\nwhen I start as a clone\nset [my ysc# v] to (YSC#)\nforever\n if <<(P?) = [0]> and <([costume # v] of [pogo parkour/ your score v]) = [2]>> then\n go to x: ((-25) + ((13) * (My YSC#))) y: (((Cam Scroll Layer y) - (Menu Y)) + (67))\n else\n go to x: ((-160) + ((13) * (My YSC#))) y: (160)\n end\nend\n\nwhen I start as a clone\nhide\nwait until <(P?) = [1]>\nforever\n switch costume to ((letter (My YSC#) of (Score)) + (1))\n if <((My YSC#) - (1)) < (length of (Score))> then\n show\n else\n hide\n end\nend\n\n@O-Pixel\n\nwhen flag clicked\ngo to x: (-200) y: (160)\nset size to (50) %\nset [color v] effect to (50)\nforever\n if <(P?) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [message1 v]\nrepeat until <(P?) = [0]>\n set [score v] to ((1) + (((1) + (() - (round (((Highest Stick y) - (400)) / (100))))) - (10)))\nend\n\nif then\nelse\nend\n\nset [ysc# v] to [0]\n\n@Play Button\n\nwait until <touching (pogoer v)?>\n\nwhen flag clicked\nforever\n set [menu y v] to ((Highest Stick y) - (-650))\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n change size by ((0.3) * ((120) - (size)))\n else\n change size by ((0.5) * ((100) - (size)))\n end\n else\n if <([sqrt v] of ((((mouse x) - (x position)) * ((mouse x) - (x position))) + (((mouse y) - (y position)) * ((mouse y) - (y position)))) ) < [35]> then\n if <<(Pause?) = [0]> and <(P?) = [0]>> then\n change size by ((0.3) * ((120) - (size)))\n end\n else\n change size by ((0.5) * ((100) - (size)))\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: ((Cam Scroll Layer y) - (Menu Y))\nend\n\nwait until \n\nwhen flag clicked\nset [cam scroll layer y v] to [0]\nforever\n wait until <((Cam Scroll Layer y) - (Menu Y)) < [-200]>\n wait until <not <((Cam Scroll Layer y) - (Menu Y)) < [-200]>>\n start sound [Falling v]\n set [p? v] to [0]\n repeat until <(P?) = [1]>\n change [cam scroll layer y v] by ((0.1) * ((Menu Y) - (Cam Scroll Layer y)))\n end\nend\n\nwhen flag clicked\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset [p? v] to [1]\nbroadcast (message1 v)\nset [stick y momentum v] to [-30]\nwait until <not <mouse down?>>\nforever\n if <<mouse down?> and <([sqrt v] of ((((mouse x) - (x position)) * ((mouse x) - (x position))) + (((mouse y) - (y position)) * ((mouse y) - (y position)))) ) < [35]>> then\n if <<(Pause?) = [0]> and <(P?) = [0]>> then\n set [expectation y v] to [0]\n set [highest stick y v] to [0]\n set [score v] to [1]\n set [stick y momentum v] to [-30]\n set [stick x momentum v] to [0]\n set [stick y v] to [1]\n set [stick x v] to [0]\n set [cam scroll layer x v] to [0]\n set [cam scroll layer y v] to [0]\n broadcast (message1 v)\n set [p? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <((Cam Scroll Layer y) - (Menu Y)) < [-200]> then\n hide\n switch costume to (redo v)\n else\n show\n end\nend\n\nif then\nend\n\nset size to (100) %\n\n@Pogo Parkour/ Your score\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n go to x: (0) y: ((Cam Scroll Layer y) - (Menu Y))\n point in direction (90)\n else\n go to x: (0) y: (((Cam Scroll Layer y) - (Menu Y)) + ((10) * ([sin v] of (Menu bounce) )))\n point in direction (((2) * ([cos v] of (Menu bounce) )) + (90))\n change [menu bounce v] by (5)\n end\nend\n\nwhen flag clicked\nset [color v] effect to (50)\nswitch costume to (costume1 v)\nset [cam scroll layer y v] to [0]\nforever\n if <((Cam Scroll Layer y) - (Menu Y)) < [-320]> then\n hide\n switch costume to (costume2 v)\n else\n show\n end\nend\n\ngo to [front v] layer\ngo [backward v] (20) layers\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (224) y: (168)\npoint in direction (90)\nforever\n if <([sqrt v] of ((((mouse x) - (x position)) * ((mouse x) - (x position))) + (((mouse y) - (y position)) * ((mouse y) - (y position)))) ) < [11]> then\n change size by ((0.3) * ((120) - (size)))\n if <mouse down?> then\n if <(P?) = [1]> then\n wait until <not <mouse down?>>\n next costume\n set [pause? v] to ((costume [number v]) - (1))\n end\n end\n else\n change size by ((0.5) * ((100) - (size)))\n end\n if <(P?) = [0]> then\n switch costume to (costume1 v)\n set [pause? v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(P?) = [0]> then\n hide\n else\n show\n end\nend\n\n@Options\n\nwhen flag clicked\nforever\n change x by (Options X Velocity)\n if <(Pause?) = [1]> then\n if <(P?) = [0]> then\n set [pause? v] to [0]\n end\n change [options x velocity v] by (() - ((x position) / (2)))\n change [options x velocity v] by (() - ((Options X Velocity) / (3)))\n else\n set [options x velocity v] to [100]\n end\n if <[260] < (x position)> then\n hide\n else\n show\n end\nend\n\n@music button\n\nwhen flag clicked\nswitch costume to (bnbn v)\nset [music volume v] to [100]\nforever\n if <not <[252] < (x position)>> then\n if <[40] > ([sqrt v] of ((((mouse y) + (-45)) * ((mouse y) + (-45))) + ((mouse x) * (mouse x))) )> then\n if <mouse down?> then\n set [music volume v] to ((100) * ((costume [number v]) - (1)))\n next costume\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\nwhen flag clicked\ngo to (options v)\nforever\n change x by (Options X Velocity)\n if <[252] < (x position)> then\n hide\n else\n show\n if <[40] > ([sqrt v] of ((((mouse y) + (-45)) * ((mouse y) + (-45))) + ((mouse x) * (mouse x))) )> then\n change size by ((0.3) * ((60) - (size)))\n else\n change size by ((0.5) * ((50) - (size)))\n end\n end\nend\n\nset size to (50) %\n\n@Atmosphere\n\nwhen flag clicked\nset [atmosphere clone # v] to [0]\ngo [backward v] (100) layers\nhide\ngo to x: (0) y: (0)\nrepeat (10)\n create clone of (_myself_ v)\n change [atmosphere clone # v] by (1)\nend\n\nwhen I start as a clone\nset [atmoshpere my # v] to (Atmosphere Clone #)\nset [ghost v] effect to (10)\nforever\n if <(Cam Scroll Layer y) < ((-4000) + (() - ((Atmoshpere My #) * (1000))))> then\n set y to (((Cam Scroll Layer y) - ((-4000) + (() - ((Atmoshpere My #) * (1000))))) / (10))\n if <(y position) < [-343]> then\n hide\n else\n show\n end\n else\n go to x: (0) y: (0)\n show\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: ((Cam Scroll Layer y) + (((☁ High Score) + (4)) * (100)))\n if <[166] < (y position)> then\n hide\n else\n if <(y position) < [-187]> then\n hide\n else\n show\n end\n end\nend\n\ngo [backward v] (1) layers\n\nif <(y position) < ([y position v] of [pogoer v])> then\n set [☁ high score v] to (Score)\nend\n\n@Sprite3\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to x: (0) y: ((Cam Scroll Layer y) - (Menu Y))\nend\n\nwhen flag clicked\nset [score v] to [0]\nset [color v] effect to (50)\nforever\n if <((Cam Scroll Layer y) - (Menu Y)) < [-320]> then\n hide\n switch costume to (costume2 v)\n else\n if <(☁ High Score) < (Score)> then\n show\n set [☁ high score v] to (Score)\n wait until <((Cam Scroll Layer y) - (Menu Y)) < [-320]>\n else\n hide\n end\n end\nend\n\nset [☁ high score v] to [10]\n\nwait (10) seconds\n\n@High Score #s\n\nwhen flag clicked\ngo to x: (213) y: (160)\nset size to (50) %\nset [color v] effect to (50)\nhide\n\nwhen flag clicked\nset [color v] effect to (50)\n\nwhen flag clicked\nset [hsc# v] to [0]\nrepeat (10)\n change [hsc# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [message1 v]\n\nwhen I start as a clone\nset [my hsc# v] to (HSC#)\nwait until <((Cam Scroll Layer y) - (Menu Y)) < [-320]>\nforever\n if <((Cam Scroll Layer y) - (Menu Y)) < [-320]> then\n hide\n else\n if <not <((My HSC#) - (1)) < (length of (☁ High Score))>> then\n hide\n else\n switch costume to ((letter (My HSC#) of (☁ High Score)) + (1))\n show\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to x: ((-40) + ((My HSC#) * (13))) y: (((Cam Scroll Layer y) - (Menu Y)) + (98))\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\ngo to [front v] layer\n\n | \n\nA love and fav wouldn't hurt...\n\nThe high score has been reset for version 0.8, since it is a lot harder than version 0.7 and below.\n\n-----------------------I am Open To Suggestions!-------------------------\n\n200 views!!!! -November 11\n300 views!! Thank you guys so much! -November 15\n400 views! What!?!?! Thanks so much! -November 23\n500 views?!? -November 30\n600 views!!?!??! Speechless! -December 7 |
Extreme-A platformer(100 levels!) | @Stage\n\nwhen [s v] key pressed\nnext backdrop\nwait (0.5) seconds\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n stop all sounds\n play sound [\[JJD - Aeon.mp3\] v] until done\nend\n\n@border\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@player\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (0.01) seconds\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [201]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n end\nend\n\nwhen flag clicked\nshow variable [deaths v]\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n set [death? v] to (join [deaths ] (deaths))\n hide variable [deaths v]\n show variable [death? v]\nend\n\nset [level v] to [40]\n\nwhen [s v] key pressed\nchange [level v] by (1)\ngo to x: (-223) y: (-166)\nwait (0.5) seconds\n\n@laser 1\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen flag clicked\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nhide\n\nwhen I start as a clone\ngo to x: (-204) y: (0)\nif <(backdrop [number v]) = [76]> then\n show\n repeat (10)\n move (30) steps\n wait (0.3) seconds\n end\nelse\n delete this clone\nend\ndelete this clone\n\n@platform\n\nwhen flag clicked\ngo to x: (-204) y: (0)\nhide\nwait until <(backdrop [number v]) = [78]>\nrepeat until <not <(backdrop [number v]) = [78]>>\n go to (mouse-pointer v)\n show\nend\nhide\n\n@platform2\n\nwhen flag clicked\ngo to x: (-204) y: (0)\nhide\nwait until <(backdrop [number v]) = [79]>\nrepeat until <not <(backdrop [number v]) = [79]>>\n go to (mouse-pointer v)\n show\nend\nhide\n\n@Thumbnail\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n | Use the arrow keys to move,and touch the yellow to go to the next level.I worked really hard on this,so a love or a fav would be really appriciated.In the comments,could you rate this out of 10?Thanks.\n:)\nChallenge:Try to finish the game without any skips. >:3\nThis game is super tough,but all of them are possible.If it is too\nhard,feel free to press "s" to skip the level.\n2/11/2017- 25 views?Not bad :I\n12/11/2017-50 views? Ok... :/\n18/11/2017-100 views! Finnaly...\n11/12/2017-200 views. Nice!\n26/1/2018- 300 views? Woah things are turning my way,huh? ;)\n9/2/2018-400 views! Woo hoo let's get this top loved!\n1/5/2018- 700 views I'm impressed.\nBy the way,if you are stuck on a level,comment the level you are stuck on and I will tell you the directions |
Robo - A Platformer | @Stage\n\nwhen I receive [nextlevel v]\nif <(Level) = [14]> then\n switch backdrop to (finished! v)\n broadcast (finished v)\n change [level v] by (1)\n stop [all v]\nelse\n switch backdrop to (next backdrop v)\nend\n\nwhen I receive [gameover v]\nswitch backdrop to (game over v)\nstop [all v]\n\nwhen I receive [start v]\nswitch backdrop to (level 1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [start v]\nset [game over v] to [0]\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n if <key (d v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n start sound [pop v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#7f7f7f)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#7f7f7f)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n start sound [pop v]\n set [yv v] to [10]\n end\n end\n if <touching color (#00ff55)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-208) y: (-77)\n change [level v] by (1)\n start sound [fairydust v]\n broadcast (nextlevel v)\n end\n if <<<<touching color (#ff5730)?> or <touching (evil robot 1 v)?>> or <<touching (evil robot 3 v)?> or <touching (evil robot 2 v)?>>> or <<touching (evil robot 6 v)?> or <<touching (evil robot 5 v)?> or <touching (evil robot 4 v)?>>>> then\n set [xv v] to [0]\n set [yv v] to [0]\n change [health v] by (-1)\n start sound [death v]\n if <(Health) < [1]> then\n play sound [death v] until done\n broadcast (gameover v)\n hide\n set [game over v] to [1]\n end\n go to x: (-208) y: (-77)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n change y by (1)\n turn right ((Xv) * (7)) degrees\nend\n\n@Heart 1\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [finished v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [health v] to [5]\nshow\nswitch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\ngo to x: (-210) y: (140)\nforever\n if <(Health) < [1]> then\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-2 v)\n else\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\n end\nend\n\n@Heart 2\n\nwhen flag clicked\nhide\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\ngo to x: (-170) y: (140)\nforever\n if <(Health) < [2]> then\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-2 v)\n else\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\n end\nend\n\n@Heart 3\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\ngo to x: (-130) y: (140)\nforever\n if <(Health) < [3]> then\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-2 v)\n else\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\n end\nend\n\n@Heart 4\n\nwhen I receive [finished v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\ngo to x: (-90) y: (140)\nforever\n if <(Health) < [4]> then\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-2 v)\n else\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\n end\nend\n\n@Heart 5\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\ngo to x: (-50) y: (140)\nforever\n if <(Health) < [5]> then\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-2 v)\n else\n switch costume to (eco-energy-symbol-of-a-lightning-bolt_318-41534 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@evil robot 1\n\nwhen I receive [nextlevel v]\nif <<(Level) > [6]> or <(Level) < [6]>> then\n hide\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [finished v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n go to x: (-100) y: (-125)\n show\n repeat (50)\n point in direction (90)\n move (5) steps\n end\n repeat (50)\n move (-5) steps\n end\n else\n hide\n end\nend\n\n@evil robot 2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n go to x: (-25) y: (49)\n show\n repeat (30)\n point in direction (90)\n move (3) steps\n end\n repeat (30)\n move (-3) steps\n end\n else\n hide\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [all v]\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [nextlevel v]\nif <<(Level) > [7]> or <(Level) < [7]>> then\n hide\nend\n\n@Extra Life\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [9]> then\n go to x: (0) y: (-102)\n show\n else\n hide\n end\n if <touching (player v)?> then\n if <(Health) < [5]> then\n change [health v] by (1)\n hide\n play sound [laser2 v] until done\n stop [this script v]\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [nextlevel v]\nif <<(Level) > [9]> or <(Level) < [9]>> then\n hide\nend\n\n@Extra Life2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n go to x: (64) y: (40)\n show\n else\n hide\n end\n if <touching (player v)?> then\n if <(Health) < [5]> then\n change [health v] by (1)\n hide\n play sound [laser2 v] until done\n stop [this script v]\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [nextlevel v]\nif <<(Level) > [10]> or <(Level) < [10]>> then\n hide\nend\n\n@evil robot 3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n go to x: (25) y: (121)\n show\n repeat (23)\n point in direction (90)\n move (3) steps\n end\n repeat (23)\n move (-3) steps\n end\n else\n hide\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [all v]\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [nextlevel v]\nif <<(Level) > [10]> or <(Level) < [10]>> then\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (-1) y: (9)\nend\n\n@evil robot 4\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [12]> then\n go to x: (-15) y: (-62)\n show\n repeat (21)\n point in direction (90)\n move (4) steps\n end\n repeat (21)\n move (-4) steps\n end\n else\n hide\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [all v]\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [nextlevel v]\nif <<(Level) > [12]> or <(Level) < [12]>> then\n hide\nend\n\nwhen flag clicked\nif <<(Level) > [12]> or <(Level) < [12]>> then\n hide\nend\n\n@evil robot 5\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [12]> then\n wait (0.05) seconds\n go to x: (-134) y: (-99)\n show\n repeat (21)\n point in direction (90)\n move (4) steps\n end\n repeat (21)\n move (-4) steps\n end\n else\n hide\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [all v]\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [nextlevel v]\nif <<(Level) > [12]> or <(Level) < [12]>> then\n hide\nend\n\nwhen flag clicked\nif <<(Level) > [12]> or <(Level) < [12]>> then\n hide\nend\n\n@evil robot 6\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [12]> then\n wait (0.1) seconds\n go to x: (110) y: (-100)\n show\n repeat (21)\n point in direction (90)\n move (4) steps\n end\n repeat (21)\n move (-4) steps\n end\n else\n hide\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [all v]\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [nextlevel v]\nif <<(Level) > [12]> or <(Level) < [12]>> then\n hide\nend\n\nwhen flag clicked\nif <<(Level) > [12]> or <(Level) < [12]>> then\n hide\nend\n\n@Intro\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [turn v] to [0]\nshow\nset size to (10) %\ngo to x: (0) y: (0)\nrepeat (3)\n change size by (5)\nend\nrepeat (3)\n change size by (10)\nend\nrepeat (3)\n change size by (17)\nend\nrepeat (3)\n change size by (21)\nend\nrepeat (2)\n change size by (25)\nend\nrepeat (2)\n change size by (30)\nend\nset [turn v] to [1]\nrepeat (2)\n change size by (-30)\nend\nrepeat (2)\n change size by (-25)\nend\nrepeat (3)\n change size by (-21)\nend\nrepeat (3)\n change size by (-17)\nend\nrepeat (3)\n change size by (-10)\nend\nrepeat (5)\n change size by (-5)\nend\nset [turn v] to [2]\nhide\nwait (0.3) seconds\nshow\npoint in direction (90)\nswitch costume to (coollogo_com-125341007 v)\nrepeat (12)\n change size by (10)\nend\nwait (1) seconds\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nrepeat until <(turn) = [1]>\n turn right (8) degrees\nend\nrepeat until <(turn) = [2]>\n turn left (8) degrees\nend\n\n | All directions are in-game\n\nAll levels are possible\n\nI hope you enjoy |
Pumpkin Platformer (Halloween Special) | @Stage\n\nwhen flag clicked\nforever\n play sound [02. Main Titles v] until done\nend\n\n@You\n\nwhen flag clicked\nshow variable [level v]\nset [level v] to [1]\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nset size to (120) %\nforever\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (-6)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#663b00)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#663b00)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [8.5]\n end\n change y by (0.5)\n if <(x position) > [235]> then\n go to x: (-200) y: (0)\n change [level v] by (1)\n end\n if <touching color (#b2b2b2)?> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (120) %\nset [brightness v] effect to (-5)\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-5)\n change size by (-6)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Thumbnail10\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | Arrow keys or Awsd to move |
Platformer 100%Pen | @Stage\n\nwhen flag clicked\nset [save on/off v] to [on]\nbroadcast (Start Game v)\n\nwhen I receive [@save on/off v]\nif <(Save on/off) = [on]> then\n set [save on/off v] to [off]\nelse\n set [save on/off v] to [on]\nend\n\nwhen I receive [died v]\nplay sound [explode_11.mp3 v] until done\n\nwhen I receive [save v]\nplay sound [decision1.mp3 v] until done\n\nwhen I receive [start game v]\nforever\n play sound [ParagonX9 - Chaoz Airflow.mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [r x v] to [0]\nset [r y v] to [100]\nset [p x v] to (R X)\nset [p y v] to (R Y)\nset [p x speed v] to [0]\nset [p y speed v] to [0]\nset [view p x v] to [0]\nset [view p y v] to [0]\nset [visibility v] to [2.5]\n\nwhen I receive [start game v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [p x speed v] by (3)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [p x speed v] by (-3)\n end\n change [p x v] by (P X Speed)\n is Touching to Wall\n if <(Result) = [1]> then\n change [p x v] by ((P X Speed) * (-1))\n set [p x speed v] to [0]\n end\n change [p y v] by (P Y Speed)\n is Touching to Wall\n if <<(Result) = [1]> and <(P Y Speed) < [0]>> then\n change [p y v] by ((P Y Speed) * (-1))\n if <(Big jump) = [1]> then\n set [p y speed v] to [40]\n else\n set [p y speed v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [p y speed v] to [20]\n end\n end\n else\n if <(Result) = [1]> then\n change [p y v] by ((P Y Speed) * (-1))\n set [p y speed v] to [0]\n else\n change [p y speed v] by (-1)\n end\n end\n set [p x speed v] to ((P X Speed) * (0.8))\n change [view p x v] by (((P X) - (View P X)) * (0.15))\n change [view p y v] by (((P Y) - (View P Y)) * (0.15))\n if <(P Y) < [-2000]> then\n set [p x v] to (R X)\n set [p y v] to (R Y)\n set [p x speed v] to [0]\n set [p y speed v] to [0]\n end\nend\n\ndefine is Touching to Wall\nset [result v] to [0]\nset [big jump v] to [0]\nset [cnt1 v] to [1]\nrepeat ((length of [wall x v]) / (2))\n if <(item (Cnt1) of [wall x v]) = (item ((Cnt1) + (1)) of [wall x v])> then\n if <<<((item (Cnt1) of [wall y v]) + ((25) * (-1.2))) < (P Y)> and <(P Y) < ((item ((Cnt1) + (1)) of [wall y v]) + ((25) * (1.2)))>> and <([abs v] of ((item (Cnt1) of [wall x v]) - (P X)) ) < ((10) + (25))>> then\n set [result v] to [1]\n if <(item (Cnt1) of [wall type v]) = [Red]> then\n broadcast (died v)\n set [p x v] to (R X)\n set [p y v] to (R Y)\n set [p x speed v] to [0]\n set [p y speed v] to [0]\n end\n if <(item (Cnt1) of [wall type v]) = [Bounce]> then\n set [big jump v] to [1]\n end\n end\n else\n if <<<((item (Cnt1) of [wall x v]) + (((25) + (0)) * (-1))) < (P X)> and <(P X) < ((item ((Cnt1) + (1)) of [wall x v]) + ((25) + (0)))>> and <([abs v] of ((item (Cnt1) of [wall y v]) - (P Y)) ) < ((10) + (25))>> then\n set [result v] to [1]\n if <<<(item (Cnt1) of [wall type v]) = [CP]> and <(item (Cnt1) of [wall flag v]) = [0]>> and <(Save on/off) = [on]>> then\n broadcast (save v)\n replace item (Cnt1) of [wall flag v] with [1]\n set [r x v] to (((item (Cnt1) of [wall x v]) + (item ((Cnt1) + (1)) of [wall x v])) / (2))\n set [r y v] to ((item (Cnt1) of [wall y v]) + (100))\n end\n if <(item (Cnt1) of [wall type v]) = [Red]> then\n broadcast (died v)\n set [p x v] to (R X)\n set [p y v] to (R Y)\n set [p x speed v] to [0]\n set [p y speed v] to [0]\n end\n if <(item (Cnt1) of [wall type v]) = [Bounce]> then\n set [big jump v] to [1]\n end\n end\n end\n if <(Result) = [1]> then\n stop [this script v]\n end\n change [cnt1 v] by (2)\nend\n\n@Drawer\n\nwhen flag clicked\nerase all\n\nwhen I receive [start game v]\nforever\n Draw Wall\n Draw Player\nend\n\ndefine None\nset pen color to (((((number1) * (16777216)) + ((number2) * (65536))) + ((number3) * (256))) + (number4))\n\ndefine Draw Player\npen up\nARGB Alpha (256) Red (100) Green (100) Blue (100)\nSet X to (P X) Y to (P Y)\nset pen size to ((50) / (Visibility))\npen down\npen up\n\ndefine None\ngo to x: (((x) - (View P X)) / (Visibility)) y: (((y) - (View P Y)) / (Visibility))\n\ndefine Draw Wall\nset [cnt v] to [1]\nset pen size to ((20) / (Visibility))\nrepeat ((length of [wall x v]) / (2))\n if <<([abs v] of ((item (Cnt) of [wall x v]) - (P X)) ) < ((250) * (Visibility))> or <<([abs v] of ((item ((Cnt) + (1)) of [wall x v]) - (P X)) ) < ((250) * (Visibility))> or <<([abs v] of ((item (Cnt) of [wall y v]) - (P Y)) ) < ((190) * (Visibility))> or <([abs v] of ((item ((Cnt) + (1)) of [wall y v]) - (P Y)) ) < ((190) * (Visibility))>>>> then\n if <(item (Cnt) of [wall type v]) = [Normal]> then\n ARGB Alpha (256) Red (100) Green (100) Blue (100)\n end\n if <(item (Cnt) of [wall type v]) = [CP]> then\n if <(item (Cnt) of [wall flag v]) = [0]> then\n ARGB Alpha (256) Red (100) Green (255) Blue (100)\n else\n ARGB Alpha (256) Red (100) Green (100) Blue (255)\n end\n end\n if <(item (Cnt) of [wall type v]) = [Red]> then\n ARGB Alpha (256) Red (255) Green (100) Blue (100)\n end\n if <(item (Cnt) of [wall type v]) = [Bounce]> then\n ARGB Alpha (256) Red (255) Green (200) Blue (100)\n end\n pen up\n Set X to (item (Cnt) of [wall x v]) Y to (item (Cnt) of [wall y v])\n pen down\n Set X to (item ((Cnt) + (1)) of [wall x v]) Y to (item ((Cnt) + (1)) of [wall y v])\n pen up\n end\n change [cnt v] by (2)\nend\n\n@Maker\n\ndefine None\nadd (x) to [wall x v]\nadd (y) to [wall y v]\nadd (x) to [wall x v]\nadd (y) to [wall y v]\nrepeat (2)\n add (type) to [wall type v]\n add (flag) to [wall flag v]\nend\n\nwhen I receive [start game v]\ndelete (all) of [wall x v]\ndelete (all) of [wall y v]\ndelete (all) of [wall type v]\ndelete (all) of [wall flag v]\nMake a Wall From (-200) (-100) to (200) (-100) Type [Normal] Flag (0)\nMake a Wall From (400) (-100) to (600) (-100) Type [Normal] Flag (0)\nMake a Wall From (800) (50) to (900) (50) Type [Normal] Flag (0)\nMake a Wall From (1200) (50) to (1300) (50) Type [Normal] Flag (0)\nMake a Wall From (1500) (50) to (1800) (50) Type [CP] Flag (0)\nMake a Wall From (2100) (-100) to (3780) (-100) Type [Normal] Flag (0)\nMake a Wall From (2400) (-100) to (2400) (60) Type [Red] Flag (0)\nMake a Wall From (2600) (-100) to (2600) (60) Type [Red] Flag (0)\nMake a Wall From (2800) (-100) to (2800) (60) Type [Red] Flag (0)\nMake a Wall From (3000) (-100) to (3000) (60) Type [Red] Flag (0)\nMake a Wall From (3800) (-100) to (4000) (-100) Type [Bounce] Flag (0)\nMake a Wall From (4100) (600) to (4400) (600) Type [Normal] Flag (0)\nMake a Wall From (4700) (600) to (4900) (600) Type [CP] Flag (0)\nMake a Wall From (5200) (800) to (5500) (800) Type [Normal] Flag (0)\nMake a Wall From (5700) (400) to (5900) (400) Type [Normal] Flag (0)\nMake a Wall From (6200) (400) to (6400) (400) Type [Normal] Flag (0)\nMake a Wall From (6700) (400) to (6900) (400) Type [Normal] Flag (0)\nMake a Wall From (6900) (400) to (6900) (1600) Type [Normal] Flag (0)\nMake a Wall From (6750) (600) to (6900) (600) Type [Normal] Flag (0)\nMake a Wall From (6750) (800) to (6900) (800) Type [Normal] Flag (0)\nMake a Wall From (6750) (1000) to (6900) (1000) Type [Normal] Flag (0)\nMake a Wall From (6750) (1200) to (6900) (1200) Type [Normal] Flag (0)\nMake a Wall From (6750) (1400) to (6900) (1400) Type [Normal] Flag (0)\nMake a Wall From (6900) (1600) to (7200) (1600) Type [CP] Flag (0)\nMake a Wall From (7200) (400) to (7600) (400) Type [Normal] Flag (0)\nMake a Wall From (8000) (400) to (8180) (400) Type [Normal] Flag (0)\nMake a Wall From (8200) (400) to (8380) (400) Type [Red] Flag (0)\nMake a Wall From (8400) (400) to (8580) (400) Type [Normal] Flag (0)\nMake a Wall From (8600) (400) to (8780) (400) Type [Red] Flag (0)\nMake a Wall From (8800) (400) to (8980) (400) Type [Normal] Flag (0)\nMake a Wall From (9000) (400) to (9180) (400) Type [Red] Flag (0)\nMake a Wall From (9180) (400) to (9180) (600) Type [Red] Flag (0)\nMake a Wall From (9400) (400) to (9600) (400) Type [Normal] Flag (0)\nMake a Wall From (9700) (0) to (10000) (0) Type [CP] Flag (0)\nMake a Wall From (10300) (400) to (11680) (400) Type [Red] Flag (0)\nMake a Wall From (10300) (0) to (10480) (0) Type [Normal] Flag (0)\nMake a Wall From (10500) (0) to (10680) (0) Type [Bounce] Flag (0)\nMake a Wall From (10700) (0) to (10880) (0) Type [Normal] Flag (0)\nMake a Wall From (10900) (0) to (11080) (0) Type [Bounce] Flag (0)\nMake a Wall From (11100) (0) to (11280) (0) Type [Normal] Flag (0)\nMake a Wall From (11300) (0) to (11480) (0) Type [Bounce] Flag (0)\nMake a Wall From (11500) (0) to (11680) (0) Type [Normal] Flag (0)\nMake a Wall From (11900) (100) to (12000) (100) Type [Normal] Flag (0)\nMake a Wall From (12200) (250) to (12300) (250) Type [Normal] Flag (0)\nMake a Wall From (12500) (400) to (12600) (400) Type [Normal] Flag (0)\nMake a Wall From (12800) (550) to (12900) (550) Type [Normal] Flag (0)\nMake a Wall From (13100) (550) to (13400) (550) Type [CP] Flag (0)\nMake a Wall From (13400) (-500) to (13400) (550) Type [Normal] Flag (0)\nMake a Wall From (13500) (-400) to (13500) (1000) Type [Normal] Flag (0)\nMake a Wall From (13400) (-500) to (15000) (-500) Type [Normal] Flag (0)\nMake a Wall From (15000) (-500) to (15000) (400) Type [Normal] Flag (0)\nMake a Wall From (13500) (550) to (15000) (550) Type [Normal] Flag (0)\nMake a Wall From (13500) (-300) to (13600) (-300) Type [Normal] Flag (0)\nMake a Wall From (13800) (-90) to (13900) (-90) Type [Normal] Flag (0)\nMake a Wall From (14300) (0) to (14400) (0) Type [Normal] Flag (0)\nMake a Wall From (14300) (200) to (14400) (200) Type [Normal] Flag (0)\nMake a Wall From (14900) (200) to (15000) (200) Type [Normal] Flag (0)\nMake a Wall From (15000) (400) to (15200) (400) Type [CP] Flag (0)\nMake a Wall From (13500) (650) to (13600) (650) Type [Normal] Flag (0)\nMake a Wall From (13700) (800) to (13800) (800) Type [Bounce] Flag (0)\nMake a Wall From (13900) (1600) to (14000) (1600) Type [Bounce] Flag (0)\nMake a Wall From (14100) (2400) to (14200) (2400) Type [Bounce] Flag (0)\nMake a Wall From (14300) (3200) to (14400) (3200) Type [Bounce] Flag (0)\nMake a Wall From (14500) (4000) to (14700) (4000) Type [CP] Flag (0)\nMake a Wall From (14700) (900) to (14700) (4000) Type [Normal] Flag (0)\nMake a Wall From (15200) (1200) to (15200) (4200) Type [Normal] Flag (0)\nMake a Wall From (14700) (900) to (15200) (900) Type [Normal] Flag (0)\nMake a Wall From (14700) (3600) to (15000) (3600) Type [Red] Flag (0)\nMake a Wall From (14900) (3000) to (15200) (3000) Type [Red] Flag (0)\nMake a Wall From (14900) (1200) to (15000) (1200) Type [Red] Flag (0)\nMake a Wall From (15220) (900) to (15500) (900) Type [CP] Flag (0)\nMake a Wall From (15700) (1000) to (15800) (1000) Type [Normal] Flag (0)\nMake a Wall From (16200) (1150) to (16300) (1150) Type [Normal] Flag (0)\nMake a Wall From (16700) (1300) to (16800) (1300) Type [Normal] Flag (0)\nMake a Wall From (17200) (1450) to (17300) (1450) Type [Normal] Flag (0)\nMake a Wall From (17700) (1600) to (17800) (1600) Type [Normal] Flag (0)\nMake a Wall From (18200) (1750) to (18300) (1750) Type [Normal] Flag (0)\nMake a Wall From (18700) (1900) to (19000) (1900) Type [CP] Flag (0)\nMake a Wall From (19020) (1900) to (21000) (1900) Type [Normal] Flag (0)\n\nset [visibility v] to [2.5]\n\nset [visibility v] to [70]\n\nset [p x v] to [15380]\nset [p y v] to [950]\n\nset [p x v] to [14600]\nset [p y v] to [4100]\n\n@Digital 2[For backpack]\n\nwhen flag clicked\nset [scene v] to [1]\nforever\n erase all\n Write (join [FPS:] ([fps v] of [fps v])) X (-235) Y (-170) Size (10) Thickness (2) Type (1) ARGB [] UI [] Link [] ARGB Mouse on []\n Write [platformer] X (((-450) - (View P X)) / (Visibility)) Y (((200) - (View P Y)) / (Visibility)) Size ((100) / (Visibility)) Thickness ((15) / (Visibility)) Type (1) ARGB [] UI [y] Link [] ARGB Mouse on [ff]\n Write [100%pen] X (((450) - (View P X)) / (Visibility)) Y (((100) - (View P Y)) / (Visibility)) Size ((50) / (Visibility)) Thickness ((10) / (Visibility)) Type (3) ARGB [] UI [] Link [] ARGB Mouse on []\n Write (join [save:] (Save on/off)) X (((-450) - (View P X)) / (Visibility)) Y (((-250) - (View P Y)) / (Visibility)) Size ((50) / (Visibility)) Thickness ((10) / (Visibility)) Type (1) ARGB [000000] UI [y] Link [@save on/off] ARGB Mouse on [888888]\n Write [created by daidaidai1] X (((-450) - (View P X)) / (Visibility)) Y (((-350) - (View P Y)) / (Visibility)) Size ((30) / (Visibility)) Thickness ((5) / (Visibility)) Type (1) ARGB [] UI [] Link [] ARGB Mouse on []\n Write [ver.1.1] X (((450) - (View P X)) / (Visibility)) Y (((-350) - (View P Y)) / (Visibility)) Size ((30) / (Visibility)) Thickness ((5) / (Visibility)) Type (3) ARGB [] UI [] Link [] ARGB Mouse on []\n Write [Green is a save point] X (((1650) - (View P X)) / (Visibility)) Y (((300) - (View P Y)) / (Visibility)) Size ((50) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [0000ff00] UI [] Link [] ARGB Mouse on []\n Write [Don't touch] X (((2500) - (View P X)) / (Visibility)) Y (((200) - (View P Y)) / (Visibility)) Size ((50) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [00ff0000] UI [] Link [] ARGB Mouse on []\n Write [the red] X (((2500) - (View P X)) / (Visibility)) Y (((130) - (View P Y)) / (Visibility)) Size ((50) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [00ff0000] UI [] Link [] ARGB Mouse on []\n Write [Orange is bouncy] X (((3800) - (View P X)) / (Visibility)) Y (((150) - (View P Y)) / (Visibility)) Size ((50) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [00ff9911] UI [] Link [] ARGB Mouse on []\n Write [Good luck!] X (((4800) - (View P X)) / (Visibility)) Y (((800) - (View P Y)) / (Visibility)) Size ((80) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [00ff9911] UI [] Link [] ARGB Mouse on []\n Write [Go down!] X (((7300) - (View P X)) / (Visibility)) Y (((1800) - (View P Y)) / (Visibility)) Size ((80) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [] UI [] Link [] ARGB Mouse on []\n Write [Go to left side!] X (((15100) - (View P X)) / (Visibility)) Y (((800) - (View P Y)) / (Visibility)) Size ((80) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [] UI [] Link [] ARGB Mouse on []\n Write [Thank you] X (((20000) - (View P X)) / (Visibility)) Y (((2300) - (View P Y)) / (Visibility)) Size ((80) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [] UI [] Link [] ARGB Mouse on []\n Write [For playng!] X (((20050) - (View P X)) / (Visibility)) Y (((2200) - (View P Y)) / (Visibility)) Size ((80) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [] UI [] Link [] ARGB Mouse on []\n Write [Love] X (((19700) - (View P X)) / (Visibility)) Y (((2000) - (View P Y)) / (Visibility)) Size ((130) / (Visibility)) Thickness ((30) / (Visibility)) Type (2) ARGB [FFD700] UI [] Link [] ARGB Mouse on []\n Write [and] X (((20000) - (View P X)) / (Visibility)) Y (((2000) - (View P Y)) / (Visibility)) Size ((50) / (Visibility)) Thickness ((10) / (Visibility)) Type (2) ARGB [] UI [] Link [] ARGB Mouse on []\n Write [Favo] X (((20320) - (View P X)) / (Visibility)) Y (((2000) - (View P Y)) / (Visibility)) Size ((130) / (Visibility)) Thickness ((30) / (Visibility)) Type (2) ARGB [FF69B4] UI [] Link [] ARGB Mouse on []\nend\n\nwhen flag clicked\ndelete (all) of [characters v]\nadd [1] to [characters v]\nadd [2] to [characters v]\nadd [3] to [characters v]\nadd [4] to [characters v]\nadd [5] to [characters v]\nadd [6] to [characters v]\nadd [7] to [characters v]\nadd [8] to [characters v]\nadd [9] to [characters v]\nadd [0] to [characters v]\nadd [a] to [characters v]\nadd [b] to [characters v]\nadd [c] to [characters v]\nadd [d] to [characters v]\nadd [e] to [characters v]\nadd [f] to [characters v]\nadd [g] to [characters v]\nadd [h] to [characters v]\nadd [i] to [characters v]\nadd [j] to [characters v]\nadd [k] to [characters v]\nadd [l] to [characters v]\nadd [m] to [characters v]\nadd [n] to [characters v]\nadd [o] to [characters v]\nadd [p] to [characters v]\nadd [q] to [characters v]\nadd [r] to [characters v]\nadd [s] to [characters v]\nadd [t] to [characters v]\nadd [u] to [characters v]\nadd [v] to [characters v]\nadd [w] to [characters v]\nadd [x] to [characters v]\nadd [y] to [characters v]\nadd [z] to [characters v]\nadd [ ] to [characters v]\nadd [.] to [characters v]\nadd [,] to [characters v]\nadd [\(] to [characters v]\nadd [\)] to [characters v]\nadd ['] to [characters v]\nadd ["] to [characters v]\nadd [!] to [characters v]\nadd [?] to [characters v]\nadd [+] to [characters v]\nadd [-] to [characters v]\nadd [*] to [characters v]\nadd [#] to [characters v]\nadd [%] to [characters v]\nadd [:] to [characters v]\nadd [□] to [characters v]\nadd [■] to [characters v]\nadd [Out] to [characters v]\n\nwhen flag clicked\ndelete (all) of [char data v]\nadd [26d3731u11d51] to [char data v]\nadd [16d274756551151] to [char data v]\nadd [16d274756554424u44d5352412112] to [char data v]\nadd [41d47141353] to [char data v]\nadd [57d1715455452412112] to [char data v]\nadd [56d47271612214152534414] to [char data v]\nadd [17d57563431] to [char data v]\nadd [27d4756554424151627u24d13122141525344] to [char data v]\nadd [12d21415256472716152454] to [char data v]\nadd [27d4756524121121627] to [char data v]\nadd [16d27475651u16d11u14d54] to [char data v]\nadd [17d114152534414u17d47565544] to [char data v]\nadd [57d2716122151] to [char data v]\nadd [17d475652411117] to [char data v]\nadd [57d171151u44d14] to [char data v]\nadd [57d1711u44d14] to [char data v]\nadd [57d2716122141525434] to [char data v]\nadd [17d11u57d51u54d14] to [char data v]\nadd [17d57u11d51u37d31] to [char data v]\nadd [47d4231211213] to [char data v]\nadd [17d11u57d1451] to [char data v]\nadd [17d1151] to [char data v]\nadd [11d17345751] to [char data v]\nadd [11d175157] to [char data v]\nadd [27d4756524121121627] to [char data v]\nadd [11d174756554414] to [char data v]\nadd [27d4756524121121627u51d33] to [char data v]\nadd [11d17475655441451] to [char data v]\nadd [57d2716144453524111] to [char data v]\nadd [17d57u37d31] to [char data v]\nadd [17d1221415257] to [char data v]\nadd [17d3157] to [char data v]\nadd [17d11345157] to [char data v]\nadd [17d51u57d11] to [char data v]\nadd [17d3431u57d34] to [char data v]\nadd [17d5756121151] to [char data v]\nadd [] to [char data v]\nadd [21d21] to [char data v]\nadd [32d21] to [char data v]\nadd [47d3726223141] to [char data v]\nadd [27d3746423121] to [char data v]\nadd [37d36] to [char data v]\nadd [27d26u37d36] to [char data v]\nadd [37d32u31d31] to [char data v]\nadd [16d274756553432u31d31] to [char data v]\nadd [14d54u36d32] to [char data v]\nadd [14d54] to [char data v]\nadd [27d45u47d25u37d35] to [char data v]\nadd [25d45u23d43u36d22u46d32] to [char data v]\nadd [45d11u14d24251514u41d42323141] to [char data v]\nadd [37d35u33d31] to [char data v]\nadd [25d45432325] to [char data v]\nadd [25d45432325u35d33u24d44] to [char data v]\nadd [17d11515717u36d33u32d32] to [char data v]\n\ndefine None\nset [start v] to (((x) + ((size) / (3))) - (((type) - (1)) * ((((length of (sentence)) * (((4) * (size)) / (6))) + (((length of (sentence)) - (1)) * (((size) * (0.9)) - (((4) * (size)) / (6))))) / (2))))\nif <<<<[-250] < ((Start) - ((2) * ((size) / (6))))> and <((Start) - ((2) * ((size) / (6)))) < [250]>> or <<[-250] < (((Start) + (((length of (sentence)) * (((4) * (size)) / (6))) + (((length of (sentence)) - (1)) * (((size) * (0.9)) - (((4) * (size)) / (6)))))) - ((2) * ((size) / (6))))> and <(((Start) + (((length of (sentence)) * (((4) * (size)) / (6))) + (((length of (sentence)) - (1)) * (((size) * (0.9)) - (((4) * (size)) / (6)))))) - ((2) * ((size) / (6)))) < [250]>>> and <([abs v] of ((y) + ((size) / (2))) ) < [190]>> then\n if <<(ui y/n) = [y]> and <<([abs v] of ((y) - (mouse y)) ) < ((size) / (2))> and <<(mouse x) > ((Start) - ((2) * ((size) / (7))))> and <(mouse x) < (((Start) + (((length of (sentence)) * (((4) * (size)) / (6))) + (((length of (sentence)) - (1)) * (((size) * (0.9)) - (((4) * (size)) / (6)))))) - ((2) * ((size) / (6))))>>>> then\n set pen color to (join [0x] (argb mouse))\n if <<mouse down?> and <(Clicked) = [0]>> then\n if <(letter (1) of (link)) = [@]> then\n broadcast (link)\n else\n set [scene v] to (link)\n end\n set [clicked v] to [1]\n end\n if <not <mouse down?>> then\n set [clicked v] to [0]\n end\n else\n set pen color to (join [0x] (argb))\n end\n set pen size to (t)\n pen up\n set [count1 v] to [1]\n repeat (length of (sentence))\n set [count2 v] to [1]\n repeat until <<(item (Count2) of [characters v]) = (letter (Count1) of (sentence))> or <(Count2) = (length of [characters v])>>\n change [count2 v] by (1)\n end\n set [count3 v] to [1]\n repeat until <<(Count3) = (length of (item (Count2) of [char data v]))> or <(Count3) > (length of (item (Count2) of [char data v]))>>\n if <(letter (Count3) of (item (Count2) of [char data v])) = [u]> then\n pen up\n change [count3 v] by (1)\n else\n if <(letter (Count3) of (item (Count2) of [char data v])) = [d]> then\n pen down\n change [count3 v] by (1)\n else\n go to x: (((Start) + (((Count1) - (1)) * ((size) * (0.9)))) + ((((letter (Count3) of (item (Count2) of [char data v])) - (3)) * (size)) / (6))) y: ((y) + ((((letter ((Count3) + (1)) of (item (Count2) of [char data v])) - (4)) * (size)) / (6)))\n change [count3 v] by (2)\n end\n end\n end\n pen up\n change [count1 v] by (1)\n end\nend\n\n@FPS\n\ndefine FPS\nif <[1] < (timer)> then\n set [fps v] to (Count)\n set [count v] to [0]\n reset timer\n wait (0) seconds\nend\n\nwhen flag clicked\nset [count v] to [0]\nreset timer\nforever\n change [count v] by (1)\n FPS\nend\n\n | Arrow keys or WASD to move.\nHAVE FUN!!\nLag? Try this link! https://phosphorus.github.io/#178703076\n\n矢印キーまたはW,A,Dで操作。\n重い場合は、こちらのリンクでプレイしてみて下さい。\nhttps://phosphorus.github.io/#178703076 |
SCRATCH WARS THE CLONE WARS Jedi Master | @Stage\n\nwhen I receive [death_fall v]\nchange [death count v] by (1)\n\nswitch backdrop to (menu3 v)\n\nset [second v] to [58]\n\nset [minute v] to [59]\n\nwhen I receive [end_game v]\n\nwhen I receive [go v]\nforever\n if <(PAUSE) = [0]> then\n if <(Second) < [59]> then\n wait (1) seconds\n change [second v] by (1)\n else\n if <(Minute) < [59]> then\n wait (1) seconds\n change [minute v] by (1)\n set [second v] to [0]\n else\n wait (1) seconds\n change [hour v] by (1)\n set [minute v] to [0]\n set [second v] to [0]\n end\n end\n end\nend\n\nwhen I receive [destroyed v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen [a v] key pressed\nif <(Intro) = [0]> then\n set [pause v] to [1]\n stop all sounds\n set [intro v] to [1]\n switch backdrop to (menu3 v)\n broadcast (intro_2 v)\nend\n\nwhen flag clicked\nwait until <(PROGRESSI) = [22]>\nstop all sounds\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [color v] to [1]\nset [hour v] to [0]\nset [minute v] to [0]\nset [second v] to [0]\nset [death count v] to [0]\nset [pause v] to [1]\nset volume to (80) %\nforever\n if <(Intro) = [0]> then\n play sound [EP1__The_Droid_Invasion_and_The_Appearance_Of_Darth_Maul v] until done\n end\n if <(Intro) = [3]> then\n if <(PROGRESSI) = [22]> then\n play sound [Duel Of Fates NES v] until done\n else\n play sound [EP1__The_Droid_Invasion_and_The_Appearance_Of_Darth_Maul v] until done\n end\n end\nend\n\nwhen I receive [death_2 v]\nplay sound [ltsaberbodyhit01 v] until done\n\nwhen I receive [jump v]\nplay sound [270323__littlerobotsoundfactory__jump-03 v] until done\n\nwhen I receive [fire_4 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [death_1 v]\nplay sound [ltsaberbodyhit01 v] until done\n\nwhen I receive [fall_sound v]\nplay sound [270343__littlerobotsoundfactory__shoot-01 v] until done\n\nwhen I receive [z_sound_2 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [z_sound_1 v]\nplay sound [ltsaberhit01 v] until done\n\nwhen I receive [fire_6 v]\nplay sound [Electric-Arc-2 v] until done\n\nrepeat until <(Intro) = [1]>\n if <(Intro) = [0]> then\n set [tempo v] to ((tempo) + (1))\n if <(tempo) = [600]> then\n switch backdrop to (menu2 v)\n end\n if <(tempo) = [1200]> then\n switch backdrop to (backdrop1 v)\n set [tempo v] to [0]\n end\n end\n if <(Intro) = [1]> then\n switch backdrop to (menu3 v)\n end\n if <(Intro) = [3]> then\nend\n\nwhen I receive [fire_2 v]\nplay sound [Geonosian Blaster.mp3 v] until done\n\nwhen I receive [fire_3 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [fire_5 v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [vader_hit v]\nplay sound [ltsaberbodyhit01 v] until done\n\nwhen I receive [scontro v]\nplay sound [pistol-1 v] until done\n\nwhen I receive [door_destroyed v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen I receive [death_1 v]\nplay sound [270311__littlerobotsoundfactory__explosion-03 v] until done\n\nwhen I receive [fire_1 v]\nplay sound [Geonosian Blaster.mp3 v] until done\n\n@Sprite1\n\nif <(Color Change) = [0]> then\n\nwhen flag clicked\nhide\n\nwhen I receive [cad_"death" v]\nif <<(y position) > [-29]> and <(x position) < [171]>> then\n glide (0.1) secs to x: (x position) y: (-29)\nend\nif <<(y position) > [31]> and <(x position) > [170]>> then\n glide (0.1) secs to x: (x position) y: (31)\nend\n\nwhen flag clicked\nset [progressi v] to [0]\nset [gravity v] to [-4]\nset [jump_strenght v] to [15]\nset [jump_delay v] to [8]\nset [acc_x v] to [1]\nset [dec_x v] to [1]\nset [vx_max v] to [8]\nset [vx v] to [0]\nset [vy v] to [0]\nset [dx v] to [0]\nset [dy v] to [0]\nset [add_v_max v] to [2]\nset [on_a_moving_plat v] to [0]\n\nwhen I receive [death_1 v]\nset [vx v] to [0]\nset [vy v] to [0]\n\ndefine Check_moving_plat\nif <(VY_addizionale) < [0]> then\n if <(Delta_Y) > [-17]> then\n go to x: (x position) y: (([y position v] of [plaat_01 v]) + (17))\n end\nend\nif <(VY_addizionale) > [0]> then\n if <(Delta_Y) > [-25]> then\n go to x: (x position) y: (([y position v] of [plaat_01 v]) + (25))\n end\nend\n\ngo to x: (-80) y: (80)\nbroadcast (level_change v)\nset [progressi v] to [14]\n\nwhen I receive [go v]\nshow\ngo to [front v] layer\ngo [backward v] (12) layers\nset [grounded v] to [0]\nbroadcast (restart v)\nwait (0.2) seconds\ngo to x: (-196) y: (-145)\npoint in direction (90)\nforever\n if <(PAUSE) = [0]> then\n if <(PROGRESSI) = [14]> then\n if <<(y position) < [-141]> and <(x position) < [95]>> then\n change x by (-2)\n wait (0.01) seconds\n end\n end\n if <<key (z v) pressed?> or <key (up arrow v) pressed?>> then\n Jump_calc\n set [add_vy v] to [0]\n end\n change [vy v] by (Gravity)\n Collisioni_giù (Vy)\n if <key (right arrow v) pressed?> then\n change [vx v] by (Acc_X)\n Calc_V_max_DX\n if <(Vx) > [0]> then\n Collisioni_DX (Vx)\n else\n Collisioni_SX (Vx)\n end\n end\n if <key (left arrow v) pressed?> then\n change [vx v] by ((Acc_X) * (-1))\n Calc_V_max_SX\n if <(Vx) < [0]> then\n Collisioni_SX (Vx)\n else\n Collisioni_DX (Vx)\n end\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n if <(Vx) < [0]> then\n change [vx v] by (Dec_X)\n if <(Vx) > [0]> then\n set [vx v] to [0]\n end\n Collisioni_SX (Vx)\n end\n if <(Vx) > [0]> then\n change [vx v] by ((Dec_X) * (-1))\n if <(Vx) < [0]> then\n set [vx v] to [0]\n end\n Collisioni_DX (Vx)\n end\n end\n if <<<not <key (w v) pressed?>> and <not <key (up arrow v) pressed?>>> and <not <key (z v) pressed?>>> then\n if <<(GROUNDED) > [0]> and <(GROUNDED) < (Jump_Delay)>> then\n set [grounded v] to [0]\n end\n end\n if <(Vy) < [0]> then\n set [grounded v] to [0]\n end\n if <(On_a_Moving_plat) = [1]> then\n if <not <(Vy) > [0]>> then\n Check_moving_plat\n end\n end\n end\nend\n\nwhen I receive [level_change v]\nset [pause v] to [0]\nset [grounded v] to [0]\nif <(PROGRESSI) = [2]> then\n go to x: (-221) y: (18)\nend\nif <(PROGRESSI) = [4]> then\n go to x: (-221) y: (76)\nend\nif <(PROGRESSI) = [4]> then\n go to x: (-216) y: (77)\nend\nif <(PROGRESSI) = [6]> then\n go to x: (-219) y: (-154)\nend\nif <(PROGRESSI) = [8]> then\n go to x: (-215) y: (-10)\nend\nif <(PROGRESSI) = [10]> then\n go to x: (-219) y: (-150)\nend\nif <(PROGRESSI) = [12]> then\n go to x: (-213) y: (94)\nend\nif <(PROGRESSI) = [14]> then\n go to x: (-219) y: (-90)\nend\nif <(PROGRESSI) = [16]> then\n go to x: (-218) y: (-141)\nend\nif <(PROGRESSI) = [18]> then\n go to x: (-217) y: (-141)\nend\nif <(PROGRESSI) = [20]> then\n go to x: (-217) y: (-141)\nend\nif <(PROGRESSI) = [22]> then\n go to x: (-223) y: (76)\nend\nshow\n\nwhen I receive [end_game v]\nrepeat until <(y position) = [-142]>\n change [vy v] by (Gravity)\n Collisioni_giù (Vy)\nend\npoint towards (vader_01 v)\n\ndefine Collisioni_DX (vx)\nset [dx v] to [0]\nrepeat until <(DX) = ([abs v] of (vx) )>\n set [dx v] to ((DX) + (1))\n change x by (1)\n if <touching (sprite2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\n if <<touching (plaat_02 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [dx v] to ([abs v] of (vx) )\n change x by (-1)\n set [vx v] to [0]\n end\nend\n\ndefine Jump_calc\nif <(GROUNDED) > [0]> then\n if <(GROUNDED) = (Jump_Delay)> then\n broadcast (jump v)\n end\n set [vy v] to (Jump_Strenght)\n set [grounded v] to ((GROUNDED) - (1))\nend\n\ndefine Collisioni_SX (vx)\nset [dx v] to [0]\nrepeat until <(DX) = ([abs v] of (vx) )>\n set [dx v] to ((DX) + (1))\n change x by (-1)\n if <touching (sprite2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\n if <<touching (plaat_02 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [dx v] to ([abs v] of (vx) )\n change x by (1)\n set [vx v] to [0]\n end\nend\n\ndefine Calc_V_max_SX\nif <(GROUNDED) = (Jump_Delay)> then\n if <(Vx) < ((Vx_MAX) * (-1))> then\n set [vx v] to ((Vx_MAX) * (-1))\n end\nelse\n if <(Vx) < (((Vx_MAX) * (-1)) + ((ADD_V_MAX) * (-1)))> then\n set [vx v] to (((Vx_MAX) * (-1)) + ((ADD_V_MAX) * (-1)))\n end\nend\n\nwhen I receive [very end v]\nhide\n\ndefine Calc_V_max_DX\nif <(GROUNDED) = (Jump_Delay)> then\n if <(Vx) > (Vx_MAX)> then\n set [vx v] to (Vx_MAX)\n end\nelse\n if <(Vx) > ((Vx_MAX) + (ADD_V_MAX))> then\n set [vx v] to ((Vx_MAX) + (ADD_V_MAX))\n end\nend\n\ndefine Collisioni_giù (vy)\nif <(vy) = [0]> then\nif <(vy) < [0]> then\n set [dy v] to [0]\n repeat until <(DY) = ([abs v] of (vy) )>\n set [dy v] to ((DY) + (1))\n change y by (-1)\n if <touching (sprite2 v)?> then\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <not <touching (plaat_01 v)?>> then\n set [on_a_moving_plat v] to [0]\n end\n if <touching (plaat_01 v)?> then\n set [on_a_moving_plat v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to (VY_addizionale)\n end\n if <touching (falling_plaat v)?> then\n set [on_a_falling_plat v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [on_a_falling_plat2 v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [on_a_falling_plat3 v] to [1]\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n if <touching (plaat_02 v)?> then\n set [grounded v] to (Jump_Delay)\n set [dy v] to ([abs v] of (vy) )\n change y by (1)\n set [vy v] to [0]\n set [add_vy v] to [0]\n end\n end\n change y by (ADD_VY)\nend\nif <(vy) > [0]> then\n set [dy v] to [0]\n repeat until <(DY) = ([abs v] of (vy) )>\n set [dy v] to ((DY) + (1))\n change y by (1)\n if <touching (sprite2 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <<touching (plaat_01 v)?> and <(On_a_Moving_plat) = [0]>> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-10)\n set [vy v] to [-10]\n end\n if <(y position) > [160]> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat2 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n if <touching (falling_plaat3 v)?> then\n set [grounded v] to [0]\n set [dy v] to ([abs v] of (vy) )\n change y by (-1)\n set [vy v] to [0]\n end\n end\nend\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [2]> then\n go to x: (-196) y: (-145)\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n go to x: (-221) y: (18)\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n go to x: (-216) y: (77)\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n go to x: (-219) y: (-154)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n go to x: (-215) y: (-10)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n go to x: (-219) y: (-150)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n go to x: (-213) y: (94)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n go to x: (-219) y: (-90)\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n go to x: (-218) y: (-141)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n go to x: (-217) y: (-141)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-217) y: (-141)\nend\nif <(PROGRESSI) = [22]> then\n go to x: (-223) y: (76)\nend\n\nwhen I receive [restart v]\nset [progressi v] to [0]\nset [gravity v] to [-4]\nset [jump_strenght v] to [15]\nset [jump_delay v] to [8]\nset [acc_x v] to [1]\nset [dec_x v] to [2]\nset [vx_max v] to [8]\nset [vx v] to [0]\nset [vy v] to [0]\nset [dx v] to [0]\nset [dy v] to [0]\nset [add_v_max v] to [2]\nset [on_a_moving_plat v] to [0]\ngo to [front v] layer\ngo [backward v] (12) layers\nset [grounded v] to [0]\nwait (0.1) seconds\ngo to x: (-196) y: (-146)\npoint in direction (90)\n\n@menu1\n\nwhen flag clicked\nset [intro v] to [0]\nset [tempo v] to [0]\nset [color v] to [1]\ngo to x: (0) y: (0)\nshow\nswitch costume to (menu1 v)\nset [ghost v] effect to (0)\nrepeat until <(Intro) = [1]>\n if <(Intro) = [0]> then\n set [tempo v] to ((tempo) + (1))\n if <(tempo) = [2000]> then\n switch costume to (Color)\n end\n if <(tempo) = [2500]> then\n switch costume to ((Color) + (1))\n set [tempo v] to [0]\n end\n end\n if <(Intro) = [1]> then\n switch costume to (Color)\n set [ghost v] effect to (100)\n end\n if <(Intro) = [3]> then\n switch costume to ((Color) + (1))\n set [ghost v] effect to (100)\n end\nend\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n start sound [ltsaberon01 v]\n set [color v] to [1]\n end\n if <key (2 v) pressed?> then\n start sound [ltsaberon01 v]\n set [color v] to [3]\n end\n if <key (3 v) pressed?> then\n start sound [ltsaberon01 v]\n set [color v] to [5]\n end\n if <key (4 v) pressed?> then\n start sound [ltsaberon01 v]\n set [color v] to [7]\n end\n if <key (5 v) pressed?> then\n start sound [ltsaberon01 v]\n set [color v] to [9]\n end\n if <key (6 v) pressed?> then\n start sound [ltsaberon01 v]\n set [color v] to [11]\n end\n if <key (7 v) pressed?> then\n start sound [ltsaberon01 v]\n set [color v] to [13]\n end\n if <key (8 v) pressed?> then\n start sound [ltsaberon01 v]\n set [color v] to [15]\n end\n if <not <(Intro) = [0]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [intro_2 v]\nset [ghost v] effect to (100)\nswitch costume to (Color)\nif <(Color) = [1]> then\n set [color v] to [2]\nend\nif <(Color) = [3]> then\n set [color v] to [14]\nend\nif <(Color) = [5]> then\n set [color v] to [26]\nend\nif <(Color) = [7]> then\n set [color v] to [38]\nend\nif <(Color) = [9]> then\n set [color v] to [50]\nend\nif <(Color) = [11]> then\n set [color v] to [62]\nend\nif <(Color) = [13]> then\n set [color v] to [74]\nend\nif <(Color) = [15]> then\n set [color v] to [86]\nend\n\n@menu4\n\nwhen I receive [intro_2 v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Star Wars Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe.mp3 v]\nwait (0.5) seconds\nshow\nrepeat (20)\n set [ghost v] to ((ghost) - (5))\n set [ghost v] effect to (ghost)\nend\nwait (3) seconds\nrepeat (20)\n set [ghost v] to ((ghost) + (5))\n set [ghost v] effect to (ghost)\nend\nset [ghost v] effect to (0)\nhide\nwait (1) seconds\nswitch costume to (menu5 v)\nset size to (2) %\nshow\nrepeat (50)\n change size by (2)\nend\nwait (0.3) seconds\nrepeat (6)\n wait (0.01) seconds\n next costume\nend\nwait (0.3) seconds\nstart sound [ltsaberon01 v]\nrepeat (8)\n wait (0.01) seconds\n next costume\nend\nwait (4.5) seconds\nset [ghost v] to [0]\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\n change volume by (-1)\nend\nhide\nrepeat (18)\n wait (0.1) seconds\n change volume by (-3)\nend\nif <(Intro) = [1]> then\n stop all sounds\n set volume to (60) %\n stop [other scripts in sprite v]\n hide\n broadcast (GO v)\n set [intro v] to [2]\nend\n\ndefine Title_1\nrepeat until <(y position) = [120]>\n if <(y position) < [-62]> then\n change y by (0.1)\n else\n change y by (0.05)\n end\n change size by (-0.1)\n change [ghost v] effect by (0.15)\nend\ndelete this clone\n\nwhen [space v] key pressed\nif <(Intro) = [1]> then\n stop all sounds\n set volume to (60) %\n stop [other scripts in sprite v]\n hide\n broadcast (GO v)\n set [intro v] to [2]\nend\n\nswitch costume to (menu6 v)\nwait (4) seconds\n\nwhen flag clicked\nhide variable [death count v]\nhide variable [time v]\nset size to (100) %\nswitch costume to (menu4 v)\nset [ghost v] to [100]\nhide\ngo to x: (0) y: (0)\n\nswitch costume to (z1 v)\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (0) y: (-50)\nset [clone_n v] to [1]\ncreate clone of (_myself_ v)\nset [clone_n v] to [2]\ncreate clone of (_myself_ v)\nset [clone_n v] to [3]\ncreate clone of (_myself_ v)\nset [clone_n v] to [4]\ncreate clone of (_myself_ v)\nset [clone_n v] to [5]\ncreate clone of (_myself_ v)\nset [clone_n v] to [6]\ncreate clone of (_myself_ v)\nset [clone_n v] to [7]\ncreate clone of (_myself_ v)\nset [clone_n v] to [8]\ncreate clone of (_myself_ v)\nwait (52) seconds\n\nwhen I receive [end_game v]\nshow\nset [intro v] to [4]\nstop all sounds\nswitch costume to (menu6 v)\nset [ghost v] effect to (0)\nset [ghost v] to [0]\nset size to (2) %\nwait (7) seconds\nshow\nstart sound [Star Wars Theme Song \(8 Bit Remix Cover Version\) - 8 Bit Universe.mp3 v]\ngo to [front v] layer\nrepeat (45)\n change size by (2)\nend\nwait (2) seconds\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nwait (0.8) seconds\nswitch costume to (menu5 v)\nset [ghost v] effect to (100)\nrepeat (50)\n set [ghost v] to ((ghost) - (2))\n set [ghost v] effect to (ghost)\nend\nwait (0.3) seconds\nrepeat (6)\n wait (0.01) seconds\n next costume\nend\nwait (0.3) seconds\nstart sound [ltsaberon01 v]\nrepeat (8)\n wait (0.01) seconds\n next costume\nend\nwait (1.2) seconds\nset [ghost v] to [0]\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nhide\nwait (0.5) seconds\nswitch costume to (menu8 v)\nset [ghost v] effect to (100)\nset size to (100) %\nshow\nrepeat (50)\n set [ghost v] to ((ghost) - (2))\n set [ghost v] effect to (ghost)\nend\nset [ghost v] effect to (0)\nset size to (100) %\nwait (1.5) seconds\nrepeat (50)\n set [ghost v] to ((ghost) + (2))\n set [ghost v] effect to (ghost)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nif <(Hour) > [0]> then\n switch costume to (menu2 v)\nelse\n if <(Minute) > [0]> then\n switch costume to (menu9 v)\n else\n switch costume to (menu3 v)\n end\nend\nshow\nbroadcast (Numbers v)\n\nwhen I start as a clone\nif <(Clone_N) = [1]> then\n show\n switch costume to (z1 v)\n Title_1\nend\nif <(Clone_N) = [2]> then\n wait (3) seconds\n show\n switch costume to (z2 v)\n Title_1\nend\nif <(Clone_N) = [3]> then\n wait (6) seconds\n show\n switch costume to (z3 v)\n Title_1\nend\nif <(Clone_N) = [4]> then\n wait (12) seconds\n show\n switch costume to (z4 v)\n Title_1\nend\nif <(Clone_N) = [5]> then\n wait (15) seconds\n show\n switch costume to (z5 v)\n Title_1\nend\nif <(Clone_N) = [6]> then\n wait (18) seconds\n show\n switch costume to (z6 v)\n Title_1\nend\nif <(Clone_N) = [7]> then\n wait (24) seconds\n show\n switch costume to (z7 v)\n Title_1\nend\nif <(Clone_N) = [8]> then\n wait (27) seconds\n show\n switch costume to (z8 v)\n Title_1\nend\n\n@Sprite4\n\nwhen I receive [numbers v]\ncreate clone of (_myself_ v)\nset [stat v] to [0]\n\nwhen flag clicked\nset [stat v] to [0]\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nif <(Hour) > [0]> then\n go to x: (-85) y: (-9)\n repeat until <(Hour) = [0]>\n next costume\n change [hour v] by (-1)\n end\n set [stat v] to [1]\n create clone of (sprite4 v)\nelse\n if <<(Minute) > [9]> or <(stat) = [1]>> then\n go to x: (-53) y: (-9)\n repeat until <(Minute) < [10]>\n next costume\n change [minute v] by (-10)\n end\n set [stat v] to [2]\n create clone of (sprite4 v)\n else\n if <<(Minute) > [0]> or <(stat) = [2]>> then\n go to x: (-28) y: (-9)\n repeat until <(Minute) = [0]>\n next costume\n change [minute v] by (-1)\n end\n set [stat v] to [3]\n create clone of (sprite4 v)\n else\n if <<(Second) > [9]> or <(stat) = [3]>> then\n go to x: (6) y: (-9)\n repeat until <(Second) < [10]>\n next costume\n change [second v] by (-10)\n end\n set [stat v] to [4]\n create clone of (sprite4 v)\n else\n if <<(Second) > [0]> or <(stat) = [4]>> then\n go to x: (30) y: (-9)\n repeat until <(Second) = [0]>\n next costume\n change [second v] by (-1)\n end\n set [stat v] to [5]\n create clone of (sprite4 v)\n else\n go to x: (-47) y: (99)\n if <(Death count) > [999]> then\n repeat until <(Death count) < [1000]>\n next costume\n change [death count v] by (-1000)\n end\n set [stat v] to [6]\n create clone of (sprite4 v)\n else\n go to x: (-22) y: (99)\n if <<(Death count) > [99]> or <(stat) = [6]>> then\n repeat until <(Death count) < [100]>\n next costume\n change [death count v] by (-100)\n end\n set [stat v] to [7]\n create clone of (sprite4 v)\n else\n go to x: (3) y: (99)\n if <<(Death count) > [9]> or <(stat) = [7]>> then\n repeat until <(Death count) < [10]>\n next costume\n change [death count v] by (-10)\n end\n set [stat v] to [8]\n create clone of (sprite4 v)\n else\n go to x: (28) y: (99)\n repeat until <(Death count) = [0]>\n next costume\n change [death count v] by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (END_GAME v)\n\nwhen [q v] key pressed\nhide\n\n@Sprite2\n\nwhen I receive [restart v]\ngo to [front v] layer\ngo [backward v] (11) layers\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\ngo to [front v] layer\ngo [backward v] (11) layers\ngo to x: (0) y: (0)\nforever\n if <(PROGRESSI) = [0]> then\n switch costume to (costume1 v)\n end\n if <(PROGRESSI) = [1]> then\n switch costume to (costume2 v)\n end\n if <(PROGRESSI) = [2]> then\n switch costume to (stage3 v)\n end\n if <(PROGRESSI) = [3]> then\n switch costume to (stage2 v)\n end\n if <(PROGRESSI) = [4]> then\n switch costume to (stage4 v)\n end\n if <(PROGRESSI) = [5]> then\n switch costume to (stage5 v)\n end\n if <(PROGRESSI) = [6]> then\n switch costume to (stage6 v)\n end\n if <(PROGRESSI) = [7]> then\n switch costume to (stage7 v)\n end\n if <(PROGRESSI) = [8]> then\n switch costume to (stage8 v)\n end\n if <(PROGRESSI) = [9]> then\n switch costume to (stage9 v)\n end\n if <(PROGRESSI) = [10]> then\n switch costume to (stage10 v)\n end\n if <(PROGRESSI) = [11]> then\n switch costume to (stage11 v)\n end\n if <(PROGRESSI) = [12]> then\n switch costume to (stage12 v)\n end\n if <(PROGRESSI) = [13]> then\n switch costume to (stage13 v)\n end\n if <(PROGRESSI) = [14]> then\n switch costume to (stage14 v)\n end\n if <(PROGRESSI) = [15]> then\n switch costume to (stage15 v)\n end\n if <(PROGRESSI) = [16]> then\n switch costume to (stage16 v)\n end\n if <(PROGRESSI) = [17]> then\n switch costume to (stage17 v)\n end\n if <(PROGRESSI) = [18]> then\n switch costume to (stage18 v)\n end\n if <(PROGRESSI) = [19]> then\n switch costume to (stage19 v)\n end\n if <(PROGRESSI) = [20]> then\n switch costume to (stage20 v)\n end\n if <(PROGRESSI) = [21]> then\n switch costume to (stage21 v)\n end\n if <(PROGRESSI) = [22]> then\n switch costume to (stage22 v)\n end\nend\n\nwhen I receive [very end v]\nhide\n\n@stage1_2\n\nwhen I receive [restart v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [very end v]\nhide\n\nwhen I receive [go v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n if <(PROGRESSI) = [0]> then\n switch costume to (stage1_2 v)\n end\n if <(PROGRESSI) = [1]> then\n switch costume to (stage1_2 v)\n end\n if <(PROGRESSI) = [2]> then\n switch costume to (stage2_2 v)\n end\n if <(PROGRESSI) = [3]> then\n switch costume to (stage2_2 v)\n end\n if <(PROGRESSI) = [4]> then\n switch costume to (stage3_2 v)\n end\n if <(PROGRESSI) = [5]> then\n switch costume to (stage3_2 v)\n end\n if <(PROGRESSI) = [6]> then\n switch costume to (stage4_2 v)\n end\n if <(PROGRESSI) = [7]> then\n switch costume to (stage4_2 v)\n end\n if <(PROGRESSI) = [8]> then\n switch costume to (stage5_2 v)\n end\n if <(PROGRESSI) = [9]> then\n switch costume to (stage5_2 v)\n end\n if <(PROGRESSI) = [10]> then\n switch costume to (stage6_2 v)\n end\n if <(PROGRESSI) = [11]> then\n switch costume to (stage6_2 v)\n end\n if <(PROGRESSI) = [12]> then\n switch costume to (stage7_2 v)\n end\n if <(PROGRESSI) = [13]> then\n switch costume to (stage7_2 v)\n end\n if <(PROGRESSI) = [14]> then\n switch costume to (stage8_2 v)\n end\n if <(PROGRESSI) = [15]> then\n switch costume to (stage8_2 v)\n end\n if <(PROGRESSI) = [16]> then\n switch costume to (stage9_2 v)\n end\n if <(PROGRESSI) = [17]> then\n switch costume to (stage9_2 v)\n end\n if <(PROGRESSI) = [18]> then\n switch costume to (stage10_2 v)\n end\n if <(PROGRESSI) = [19]> then\n switch costume to (stage10_2 v)\n end\n if <(PROGRESSI) = [20]> then\n switch costume to (stage11_2 v)\n end\n if <(PROGRESSI) = [21]> then\n switch costume to (stage11_2 v)\n end\n if <(PROGRESSI) = [22]> then\n switch costume to (stage12_2 v)\n end\nend\n\n@Door_01\n\ndefine Destroyed\nbroadcast (DOOR_DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nset [progressi v] to ((PROGRESSI) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [restart v]\nwait (0.05) seconds\nset [destroyed v] to [0]\nset [costume v] to [1]\ngo to x: (48) y: (-116)\nswitch costume to (door_01 v)\nshow\ngo to [front v] layer\ngo [backward v] (9) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nif <(PROGRESSI) = [1]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [0]\nend\nif <(PROGRESSI) = [2]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [3]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [2]\nend\nif <(PROGRESSI) = [4]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [4]\nend\nif <(PROGRESSI) = [5]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [4]\nend\nif <(PROGRESSI) = [7]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [6]\nend\nif <(PROGRESSI) = [9]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [8]\nend\nif <(PROGRESSI) = [11]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [10]\nend\nif <(PROGRESSI) = [13]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [12]\nend\nif <(PROGRESSI) = [15]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [14]\nend\nif <(PROGRESSI) = [17]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [16]\nend\nif <(PROGRESSI) = [19]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [18]\nend\nif <(PROGRESSI) = [21]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\n set [progressi v] to [20]\nend\n\ngo to x: (-146) y: (85)\n\ngo to x: (227) y: (106)\n\nwhen I receive [go v]\nwait (0.05) seconds\nset [destroyed v] to [0]\nset [costume v] to [1]\ngo to x: (48) y: (-116)\nswitch costume to (door_01 v)\nshow\ngo to [front v] layer\ngo [backward v] (9) layers\nforever\n if <<(PAUSE) = [0]> and <(Destroyed) = [0]>> then\n if <touching (cube_01 v)?> then\n if <(Sprite_N) > [3]> then\n set [destroyed v] to [1]\n Destroyed\n end\n end\n end\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) = [2]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (-110) y: (128)\n show\nend\nif <(PROGRESSI) = [4]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (133)\n show\nend\nif <(PROGRESSI) = [6]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (90) y: (105)\n show\nend\nif <(PROGRESSI) = [8]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (-181) y: (108)\n show\nend\nif <(PROGRESSI) = [10]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (-225) y: (113)\n show\nend\nif <(PROGRESSI) = [12]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (118) y: (1)\n show\nend\nif <(PROGRESSI) = [14]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (-236) y: (49)\n show\nend\nif <(PROGRESSI) = [16]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (-190) y: (105)\n show\nend\nif <(PROGRESSI) = [18]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (-10) y: (105)\n show\nend\nif <(PROGRESSI) = [20]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (-154) y: (84)\n show\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [costume v] to [1]\n set [destroyed v] to [1]\n switch costume to (door_01 v)\nend\n\nwhen flag clicked\nforever\n if <<(Destroyed) = [0]> and <(PAUSE) = [0]>> then\n switch costume to (door_01 v)\n wait (0.1) seconds\n switch costume to (door_2 v)\n wait (0.1) seconds\n end\nend\n\n@Door_2\n\ndefine Destroyed\nwait (0.1) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.05) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.05) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.05) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.05) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.05) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.05) seconds\nswitch costume to (door_07 v)\n\nwhen I receive [restart v]\nwait (0.05) seconds\nset [destroyed v] to [0]\nset [costume v] to [1]\ngo to x: (99) y: (106)\nshow\nswitch costume to (door_01 v)\ngo to [front v] layer\ngo [backward v] (9) layers\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nif <(PROGRESSI) = [0]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [1]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [2]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [3]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [4]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [5]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [6]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (63) y: (20)\n show\nend\nif <(PROGRESSI) = [7]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (63) y: (20)\n show\nend\nif <(PROGRESSI) = [8]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [9]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [10]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [11]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [12]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [13]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [14]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [15]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [16]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [17]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [18]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [19]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [20]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\nif <(PROGRESSI) = [21]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n show\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) = [2]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (220) y: (107)\n show\nend\nif <(PROGRESSI) = [4]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (-124)\n show\nend\nif <(PROGRESSI) = [6]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (63) y: (20)\n show\nend\nif <(PROGRESSI) = [8]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (200) y: (-120)\n show\nend\nif <(PROGRESSI) = [10]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (225) y: (124)\n show\nend\nif <(PROGRESSI) = [12]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (235) y: (-111)\n show\nend\nif <(PROGRESSI) = [14]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (226) y: (-111)\n show\nend\nif <(PROGRESSI) = [16]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (228) y: (-111)\n show\nend\nif <(PROGRESSI) = [18]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (-111)\n show\nend\nif <(PROGRESSI) = [20]> then\n set [costume v] to [1]\n set [destroyed v] to [0]\n switch costume to (door_01 v)\n go to x: (227) y: (106)\n show\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [costume v] to [1]\n set [destroyed v] to [1]\n switch costume to (door_01 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nwait (0.05) seconds\nset [destroyed v] to [0]\nset [costume v] to [1]\ngo to x: (99) y: (106)\nshow\nswitch costume to (door_01 v)\ngo to [front v] layer\ngo [backward v] (9) layers\n\nforever\n if <<(PAUSE) = [0]> and <(Destroyed) = [0]>> then\n if <touching (cube_01 v)?> then\n if <(Sprite_N) > [3]> then\n set [destroyed v] to [1]\n Destroyed\n end\n end\n end\nend\n\nbroadcast (DOOR_DESTROYED v)\nset [brightness v] effect to (25)\n\nwhen I receive [door_destroyed v]\nDestroyed\n\nset [brightness v] effect to (0)\nhide\n\n@plaat_01\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [y_giu v] to [0]\nset [y_su v] to [0]\nset [vy_addizionale v] to [4]\nforever\n set [delta_y v] to ((y position) - ([y position v] of [cube_01 v]))\n if <(PROGRESSI) < [2]> then\n hide\n end\n if <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n if <(PAUSE) = [0]> then\n show\n change y by (VY_addizionale)\n if <(y position) < (Y_giu)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n if <(y position) > (Y_su)> then\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n end\n end\n if <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n end\n if <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\n end\n if <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n end\n if <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n if <(PAUSE) = [0]> then\n change y by (VY_addizionale)\n if <(y position) < (Y_giu)> then\n show\n switch costume to (plaat_2 v)\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n if <(y position) > (Y_su)> then\n hide\n set [vy_addizionale v] to ((VY_addizionale) * (-1))\n end\n end\n end\n if <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n end\n if <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\n end\n if <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\n end\n if <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n end\n if <(PROGRESSI) = [22]> then\n hide\n end\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [y_giu v] to [0]\nset [y_su v] to [0]\nset [vy_addizionale v] to [4]\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n switch costume to (plaat_01 v)\n go to [front v] layer\n go [backward v] (6) layers\n show\n go to x: (106) y: (-141)\n set [y_giu v] to [-141]\n set [y_su v] to [44]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n switch costume to (plaat_2 v)\n go to [front v] layer\n go [backward v] (6) layers\n show\n go to x: (9) y: (-174)\n set [y_giu v] to [-180]\n set [y_su v] to [180]\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\nif <(PROGRESSI) = [22]> then\n hide\nend\n\n@plaat_02\n\nwhen I receive [restart v]\ngo to [front v] layer\ngo [backward v] (15) layers\ngo to x: (0) y: (-3)\n\nwhen flag clicked\nhide\n\ndefine CVB\nwait (0.01) seconds\nnext costume\n\nwhen I receive [very end v]\nhide\n\nwhen I receive [go v]\ngo to [front v] layer\ngo [backward v] (15) layers\ngo to x: (0) y: (-3)\nforever\n if <(PROGRESSI) < [14]> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n go to [front v] layer\n go [backward v] (15) layers\n show\n CVB\n end\n if <(PROGRESSI) > [15]> then\n hide\n end\nend\n\n@falling_plaat\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n wait (3) seconds\n broadcast (J.G.I.D.A v)\n end\n end\nend\n\nwhen I receive [restart v]\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [4]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n go to x: (189) y: (18)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <<(PROGRESSI) > [5]> and <(PROGRESSI) < [16]>> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n go to x: (-101) y: (-96)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) > [19]> and <(PROGRESSI) < [20]>> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-100) y: (-95)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\ngo to x: (189) y: (18)\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [4]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n go to x: (189) y: (18)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <<(PROGRESSI) > [5]> and <(PROGRESSI) < [16]>> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n go to x: (-101) y: (-96)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) > [19]> and <(PROGRESSI) < [20]>> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-100) y: (-95)\n set [on_a_falling_plat v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [j.g.i.d.a v]\nset [on_a_falling_plat v] to [0]\nset [velocità_caduta v] to [0]\nset [visible v] to [1]\nset [contatore v] to [0]\nset [ghost v] effect to (100)\nshow\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n go to x: (189) y: (18)\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n go to x: (-101) y: (-96)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-100) y: (-95)\nend\nwait (0.3) seconds\nset [ghost v] effect to (60)\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [ghost v] effect to (40)\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [ghost v] effect to (20)\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\n@falling_plaat2\n\nwhen I receive [j.g.i.d.a.2 v]\nset [on_a_falling_plat2 v] to [0]\nset [velocità_caduta v] to [0]\nset [visible v] to [1]\nset [contatore v] to [0]\nset [ghost v] effect to (100)\nshow\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-10) y: (-47)\nend\nwait (0.3) seconds\nset [ghost v] effect to (60)\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [ghost v] effect to (40)\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [ghost v] effect to (20)\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [ghost v] effect to (0)\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\nset [ghost v] effect to (0)\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat2) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n wait (3) seconds\n broadcast (J.G.I.D.A.2 v)\n end\n end\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-10) y: (-47)\n set [on_a_falling_plat2 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (-10) y: (-47)\n set [on_a_falling_plat2 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\n@falling_plaat3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\nset [contatore v] to [0]\nforever\n if <(Visible) = [1]> then\n if <<(on_a_falling_plat3) = [1]> and <(Velocità_caduta) = [0]>> then\n set [contatore v] to ((Contatore) + (1))\n if <(Contatore) = [10]> then\n set [velocità_caduta v] to [-10]\n end\n end\n if <(Velocità_caduta) < [0]> then\n change y by (Velocità_caduta)\n set [velocità_caduta v] to ((Velocità_caduta) - (4))\n end\n if <touching (_edge_ v)?> then\n set [visible v] to [0]\n hide\n wait (3) seconds\n broadcast (J.G.I.D.A.3 v)\n end\n end\nend\n\nwhen I receive [restart v]\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (6) layers\nset [visible v] to [0]\nset [velocità_caduta v] to [0]\n\nwhen I receive [j.g.i.d.a.3 v]\nset [on_a_falling_plat3 v] to [0]\nset [velocità_caduta v] to [0]\nset [visible v] to [1]\nset [contatore v] to [0]\nset [ghost v] effect to (100)\nshow\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (23) y: (26)\nend\nwait (0.3) seconds\nset [ghost v] effect to (60)\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [ghost v] effect to (40)\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [ghost v] effect to (20)\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (23) y: (26)\n set [on_a_falling_plat3 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [20]> then\n hide\n set [visible v] to [0]\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n go to x: (23) y: (26)\n set [on_a_falling_plat3 v] to [0]\n set [velocità_caduta v] to [0]\n set [visible v] to [1]\n set [contatore v] to [0]\n show\nend\nif <(PROGRESSI) > [21]> then\n hide\n set [visible v] to [0]\nend\n\n@Laser_death_1\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(PAUSE) = [0]> then\n if <touching (sprite1 v)?> then\n set [vy v] to [0]\n broadcast (DEATH_1 v)\n end\n end\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n hide\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (-100) y: (65)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (10) y: (164)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1_2 v)\n go to x: (-85) y: (-150)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n go to x: (26) y: (-28)\n hide\n wait until <(Cad_Bane1) = [1]>\n wait (0.1) seconds\n switch costume to (laser_death_1_7 v)\n go to [front v] layer\n show\n wait (0.02) seconds\n switch costume to (laser_death_1_8 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_9 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_10 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_11 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_12 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_13 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_14 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_15 v)\n go [backward v] (5) layers\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n go to [front v] layer\n go [backward v] (5) layers\n switch costume to (laser_death_1 v)\n go to x: (-9) y: (-160)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\n\nwhen I receive [restart v]\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [door_destroyed v]\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n wait (0.05) seconds\n switch costume to (laser_death_1_3 v)\n wait (0.05) seconds\n switch costume to (laser_death_1_4 v)\n wait (0.05) seconds\n switch costume to (laser_death_1_5 v)\n wait (0.05) seconds\n switch costume to (laser_death_1_6 v)\n wait (0.05) seconds\n hide\n switch costume to (laser_death_1_2 v)\nend\n\nwhen I receive [death_fall v]\nset [cad_bane1 v] to [0]\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n switch costume to (laser_death_1_2 v)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n wait until <(Cad_Bane1) = [1]>\n wait (0.1) seconds\n switch costume to (laser_death_1_7 v)\n show\n wait (0.02) seconds\n switch costume to (laser_death_1_8 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_9 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_10 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_11 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_12 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_13 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_14 v)\n wait (0.02) seconds\n switch costume to (laser_death_1_15 v)\nend\n\nwhen I receive [go v]\nforever\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n if <<(costume [number v]) = [15]> and <(distance to [cube_01 v]) < [40.0]>> then\n switch costume to (laser_death_1_16 v)\n wait (0.05) seconds\n switch costume to (laser_death_1_15 v)\n end\n end\nend\n\nshow\n\nswitch costume to (laser_death_1_2 v)\ngo to x: (-85) y: (-150)\n\n@Laser_death_2\n\nwhen flag clicked\nset [transparency v] to [100]\nset [contatore_max v] to [40]\nset [contatore v] to (Contatore_MAX)\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(PAUSE) = [0]> then\n if <<touching (sprite1 v)?> and <(Transparency) = [0]>> then\n broadcast (DEATH_1 v)\n end\n if <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n set [contatore v] to ((Contatore) + (1))\n if <<(Contatore) > ((Contatore_MAX) - (5))> and <(Contatore) < (Contatore_MAX)>> then\n show\n set [transparency v] to ((Transparency) - (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = (Contatore_MAX)> then\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-46) y: (-107)\n end\n if <<(Contatore) > (((Contatore_MAX) * (2)) - (5))> and <(Contatore) < ((Contatore_MAX) * (2))>> then\n set [transparency v] to ((Transparency) + (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = ((Contatore_MAX) * (2))> then\n hide\n set [contatore v] to [0]\n set [transparency v] to [100]\n end\n end\n if <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n set [contatore v] to ((Contatore) + (1))\n if <<(Contatore) > ((Contatore_MAX) - (5))> and <(Contatore) < (Contatore_MAX)>> then\n show\n set [transparency v] to ((Transparency) - (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = (Contatore_MAX)> then\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (158) y: (-99)\n end\n if <<(Contatore) > (((Contatore_MAX) * (2)) - (5))> and <(Contatore) < ((Contatore_MAX) * (2))>> then\n set [transparency v] to ((Transparency) + (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = ((Contatore_MAX) * (2))> then\n hide\n set [contatore v] to [0]\n set [transparency v] to [100]\n end\n end\n if <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n set [contatore v] to ((Contatore) + (1))\n if <<(Contatore) > ((Contatore_MAX) - (5))> and <(Contatore) < (Contatore_MAX)>> then\n show\n set [transparency v] to ((Transparency) - (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = (Contatore_MAX)> then\n set [transparency v] to [0]\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-185) y: (117)\n end\n if <<(Contatore) > (((Contatore_MAX) * (2)) - (5))> and <(Contatore) < ((Contatore_MAX) * (2))>> then\n set [transparency v] to ((Transparency) + (20))\n set [ghost v] effect to (Transparency)\n end\n if <(Contatore) = ((Contatore_MAX) * (2))> then\n hide\n set [contatore v] to [0]\n set [transparency v] to [100]\n end\n end\n end\nend\n\nwhen I receive [restart v]\nset [transparency v] to [100]\nset [contatore_max v] to [40]\nset [contatore v] to (Contatore_MAX)\nhide\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [end_laser v]\nshow\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nset [transparency v] to ((Transparency) - (20))\nset [ghost v] effect to (Transparency)\nwait (0.1) seconds\nhide\n\nwhen I receive [level_change v]\nif <(PROGRESSI) < [2]> then\n hide\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n hide\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n set [contatore v] to [0]\n switch costume to (laser_death_1 v)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-48) y: (-107)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n set [contatore v] to [0]\n switch costume to (laser_death_2 v)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-185) y: (117)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n set [contatore v] to [0]\n switch costume to (laser_death_1 v)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (158) y: (-102)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n set [contatore v] to [0]\n set [transparency v] to [0]\n switch costume to (laser_death_3 v)\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-183) y: (48)\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\nend\n\nwhen I receive [death_fall v]\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n set [contatore v] to [0]\n set [transparency v] to [0]\n switch costume to (laser_death_3 v)\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n go [backward v] (5) layers\n go to x: (-183) y: (48)\nend\n\n@Cube_01\n\nwhen I receive [restart v]\ngo to x: (-196) y: (-146)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [fire_premuto v] to [0]\nset [spada_counter v] to [0]\nset [delay_spada v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\nset [clones counter v] to [0]\nset [clones_count_max v] to [2]\nset [sprite_n v] to [1]\n\ndefine Change_Level\nhide\nset [sprite_n v] to [1]\nswitch costume to (Color)\npoint in direction (90)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [progressi v] to ((PROGRESSI) + (1))\nset [fire_premuto v] to [0]\nbroadcast (LEVEL_CHANGE v)\n\nwhen I receive [death_2 v]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nDeath_2\n\ndefine Death_2\nset [sprite_n v] to [11]\nswitch costume to (jedi_10 v)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nwait (0.3) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nDeath_by_fall\n\ndefine Death_1\nset [sprite_n v] to [10]\nswitch costume to (jedi_09 v)\nset [vx v] to [0]\nset [vy v] to [0]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nwait (0.3) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nwait (0.2) seconds\nset [brightness v] effect to (50)\nwait (0.2) seconds\nset [brightness v] effect to (0)\nDeath_by_fall\n\ndefine Movimento_spada\nif <(Spada_counter) = (Delay_spada)> then\n change [sprite_n v] by (1)\n next costume\n set [spada_counter v] to [0]\nend\nchange [spada_counter v] by (1)\n\ndefine Sword\nwait (1) seconds\nstart sound [ltsaberon01 v]\nswitch costume to ((Color) + (9))\nwait (0.1) seconds\nnext costume\nwait (0.1) seconds\nnext costume\nwait (0.1) seconds\nswitch costume to (Color)\nwait (1) seconds\nset [intro v] to [3]\nset [pause v] to [0]\nset [color change v] to [0]\n\ndefine verifica_bordo\nif <(PAUSE) = [0]> then\n if <(y position) < [-180]> then\n broadcast (FALL_SOUND v)\n Death_by_fall\n end\n if <(x position) > [238]> then\n hide\n set [pause v] to [1]\n go to x: (0) y: (0)\n Change_Level\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (7) layers\nset [ghost v] effect to (70)\nrepeat (10)\n change [ghost v] effect by (3)\n change y by (ADD_VY)\nend\ndelete this clone\n\nwhen I receive [very end v]\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <<(PAUSE) = [0]> and <(Ghost_Effect) = [3]>> then\n set [ghost_effect v] to [0]\n end\n if <<(PAUSE) = [0]> and <(Ghost_Effect) = [1]>> then\n set [ghost_effect v] to [2]\n end\n else\n if <(Ghost_Effect) = [0]> then\n set [ghost_effect v] to [1]\n end\n if <(Ghost_Effect) = [2]> then\n set [ghost_effect v] to [3]\n end\n end\nend\n\nwhen flag clicked\nset [ghost_effect v] to [3]\nhide\ngo to x: (-196) y: (-146)\n\ndefine Death_by_fall\nif <(Sprite_N) = [10]> then\n set [sprite_n v] to [1]\n switch costume to (Color)\n point in direction (90)\n set [vx v] to [0]\n set [vy v] to [0]\n set [pause v] to [1]\n broadcast (DEATH_FALL v)\n wait (0.3) seconds\n show\n set [pause v] to [0]\nelse\n set [sprite_n v] to [1]\n switch costume to (Color)\n hide\n point in direction (90)\n set [vx v] to [0]\n set [vy v] to [0]\n set [pause v] to [1]\n broadcast (DEATH_FALL v)\n wait (0.3) seconds\n go to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\n show\n wait (0.2) seconds\n set [ghost v] effect to (50)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\n set [ghost v] effect to (50)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n set [pause v] to [0]\nend\n\nwhen I receive [go v]\nshow\ngo to x: (-196) y: (-146)\nswitch costume to (jedi_00 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [color change v] to [0]\nset [fire_premuto v] to [0]\nset [spada_counter v] to [0]\nset [delay_spada v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\nset [clones counter v] to [0]\nset [clones_count_max v] to [2]\nset [sprite_n v] to [1]\ngo to x: (-196) y: (-146)\nSword\nforever\n if <(Intro) > [2]> then\n go to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\n end\n if <(PAUSE) = [0]> then\n if <(Color Change) = [0]> then\n if <(Sprite_N) = [9]> then\n set [sprite_n v] to [2]\n switch costume to ((Color) + (1))\n end\n if <not <key (a v) pressed?>> then\n set [fire_premuto v] to [0]\n end\n end\n if <(Sprite_N) > [2]> then\n Movimento_spada\n end\n if <(Ghost_Effect) = [1]> then\n if <(Clones Counter) = [0]> then\n set [clones counter v] to [1]\n end\n if <(Clones Counter) > [0]> then\n set [clones counter v] to ((Clones Counter) + (1))\n if <(Clones Counter) = (Clones_count_MAX)> then\n create clone of (_myself_ v)\n set [clones counter v] to [0]\n end\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <<(Sprite_N) < [3]> and <not <key (a v) pressed?>>> then\n if <(Color Change) = [0]> then\n if <key (right arrow v) pressed?> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to ((Color) + (1))\n end\n end\n if <key (left arrow v) pressed?> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to ((Color) + (1))\n end\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n if <(GROUNDED) = (Jump_Delay)> then\n set [sprite_n v] to [1]\n switch costume to (Color)\n end\n end\n if <(GROUNDED) < (Jump_Delay)> then\n set [sprite_n v] to [2]\n switch costume to ((Color) + (1))\n end\n end\n else\n if <(Color Change) = [0]> then\n if <<<(Sprite_N) < [3]> and <key (a v) pressed?>> and <(Fire_premuto) = [0]>> then\n set [sprite_n v] to [3]\n switch costume to ((Color) + (2))\n set [fire_premuto v] to [1]\n broadcast (Z_SOUND_1 v)\n end\n end\n end\n verifica_bordo\n end\nend\n\nwhen I receive [death_1 v]\nset [pause v] to [1]\nset [fire_premuto v] to [0]\nDeath_1\n\nswitch costume to (Sprite_N)\n\nwhen I receive [cad_"death" v]\nswitch costume to (Color)\npoint in direction (-90)\nwait until <([costume # v] of [sprite3 v]) > [2]>\nif <(PROGRESSI) = [16]> then\n stop [this script v]\nelse\n switch costume to (jedi_10 v)\n wait (0.3) seconds\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\nend\n\nwhen flag clicked\nforever\n if <<(Color Change) = [0]> and <(PAUSE) = [0]>> then\n if <key (1 v) pressed?> then\n set [color change v] to [1]\n start sound [ltsaberon2 v]\n switch costume to (Color)\n wait (0.5) seconds\n switch costume to ((Color) + (11))\n wait (0.1) seconds\n switch costume to ((Color) + (10))\n wait (0.1) seconds\n switch costume to ((Color) + (9))\n wait (0.1) seconds\n switch costume to (jedi_00 v)\n wait (0.1) seconds\n set [color v] to [2]\n Sword\n end\n if <key (2 v) pressed?> then\n set [color change v] to [1]\n start sound [ltsaberon2 v]\n switch costume to (Color)\n wait (0.5) seconds\n switch costume to ((Color) + (11))\n wait (0.1) seconds\n switch costume to ((Color) + (10))\n wait (0.1) seconds\n switch costume to ((Color) + (9))\n wait (0.1) seconds\n switch costume to (jedi_00 v)\n wait (0.1) seconds\n set [color v] to [14]\n Sword\n end\n if <key (3 v) pressed?> then\n set [color change v] to [1]\n start sound [ltsaberon2 v]\n switch costume to (Color)\n wait (0.5) seconds\n switch costume to ((Color) + (11))\n wait (0.1) seconds\n switch costume to ((Color) + (10))\n wait (0.1) seconds\n switch costume to ((Color) + (9))\n wait (0.1) seconds\n switch costume to (jedi_00 v)\n wait (0.1) seconds\n set [color v] to [26]\n Sword\n end\n if <key (4 v) pressed?> then\n set [color change v] to [1]\n start sound [ltsaberon2 v]\n switch costume to (Color)\n wait (0.5) seconds\n switch costume to ((Color) + (11))\n wait (0.1) seconds\n switch costume to ((Color) + (10))\n wait (0.1) seconds\n switch costume to ((Color) + (9))\n wait (0.1) seconds\n switch costume to (jedi_00 v)\n wait (0.1) seconds\n set [color v] to [38]\n Sword\n end\n if <key (5 v) pressed?> then\n set [color change v] to [1]\n start sound [ltsaberon2 v]\n switch costume to (Color)\n wait (0.5) seconds\n switch costume to ((Color) + (11))\n wait (0.1) seconds\n switch costume to ((Color) + (10))\n wait (0.1) seconds\n switch costume to ((Color) + (9))\n wait (0.1) seconds\n switch costume to (jedi_00 v)\n wait (0.1) seconds\n set [color v] to [50]\n Sword\n end\n if <key (6 v) pressed?> then\n set [color change v] to [1]\n start sound [ltsaberon2 v]\n switch costume to (Color)\n wait (0.5) seconds\n switch costume to ((Color) + (11))\n wait (0.1) seconds\n switch costume to ((Color) + (10))\n wait (0.1) seconds\n switch costume to ((Color) + (9))\n wait (0.1) seconds\n switch costume to (jedi_00 v)\n wait (0.1) seconds\n set [color v] to [62]\n Sword\n end\n if <key (7 v) pressed?> then\n set [color change v] to [1]\n start sound [ltsaberon2 v]\n switch costume to (Color)\n wait (0.5) seconds\n switch costume to ((Color) + (11))\n wait (0.1) seconds\n switch costume to ((Color) + (10))\n wait (0.1) seconds\n switch costume to ((Color) + (9))\n wait (0.1) seconds\n switch costume to (jedi_00 v)\n wait (0.1) seconds\n set [color v] to [74]\n Sword\n end\n if <key (8 v) pressed?> then\n set [color change v] to [1]\n start sound [ltsaberon2 v]\n switch costume to (Color)\n wait (0.5) seconds\n switch costume to ((Color) + (11))\n wait (0.1) seconds\n switch costume to ((Color) + (10))\n wait (0.1) seconds\n switch costume to ((Color) + (9))\n wait (0.1) seconds\n switch costume to (jedi_00 v)\n wait (0.1) seconds\n set [color v] to [86]\n Sword\n end\n if <<key (9 v) pressed?> and <key (0 v) pressed?>> then\n repeat until <<<<<<<<key (8 v) pressed?> or <key (7 v) pressed?>> or <key (6 v) pressed?>> or <key (5 v) pressed?>> or <key (4 v) pressed?>> or <key (3 v) pressed?>> or <key (2 v) pressed?>> or <key (1 v) pressed?>>\n set [color v] to (pick random (1) to (97))\n switch costume to (Color)\n wait (0.1) seconds\n end\n end\n end\nend\n\nstart sound [ltsaberon2 v]\nswitch costume to (Color)\nwait (0.5) seconds\nswitch costume to ((Color) + (11))\nwait (0.1) seconds\nswitch costume to ((Color) + (10))\nwait (0.1) seconds\nswitch costume to ((Color) + (9))\nwait (0.1) seconds\nswitch costume to (jedi_00 v)\nwait (0.1) seconds\n\nwhen I receive [level_change v]\nset [fire_premuto v] to [0]\nset [pause v] to [0]\nshow\n\nwhen I receive [end_game v]\npoint towards (vader_01 v)\nswitch costume to (Color)\nwait (2) seconds\nsay [Surrender!] for (2) seconds\nwait (1) seconds\nsay [You are under arrest!] for (4) seconds\nwait (2.8) seconds\nbroadcast (VERY END v)\n\n@Enemy_1_01\n\nwhen I receive [end_fire_1 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [flap v] to [0]\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [2]> then\n set [flap v] to [1]\n point in direction (90)\n go to x: ((X_Sinistra) + (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [2]> or <(PROGRESSI) = [3]>> then\n set [flap v] to [1]\n point in direction (90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n set [flap v] to [1]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n set [firing v] to [2]\n hide\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n set [flap v] to [1]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n set [flap v] to [1]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n set [flap v] to [1]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n set [flap v] to [1]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\n show\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\nwhen I receive [restart v]\nset [flap v] to [1]\nset [visible v] to [1]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [delay v] to [20]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (20)\npoint in direction (90)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (enemy_1_01 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\nset [flap v] to [1]\nset [visible v] to [1]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [delay v] to [20]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (20)\npoint in direction (90)\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser v]) - (x position)) ) > [40]> then\n end\n else\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n set [flap v] to [0]\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\ndefine Destroyed\nset [flap v] to [0]\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (20)\nelse\n change x by (-20)\nend\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_1 v)\nwait (0.1) seconds\nset [flap v] to [1]\n\nwhen I receive [go v]\nforever\n if <(Flap) = [1]> then\n switch costume to (enemy_1_4 v)\n wait (0.1) seconds\n switch costume to (enemy_1_01 v)\n end\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) = [2]> then\n set [flap v] to [1]\n set [visible v] to [1]\n go to x: (18) y: (-122)\n set [x_sinistra v] to [-200]\n set [x_destra v] to [19]\n show\nend\nif <(PROGRESSI) = [4]> then\n set [flap v] to [1]\n set [visible v] to [1]\n go to x: (18) y: (107)\n set [x_sinistra v] to [-98]\n set [x_destra v] to [18]\n show\nend\nif <(PROGRESSI) = [6]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [8]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [10]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [12]> then\n set [flap v] to [1]\n set [velocità_max v] to [3]\n set [delay v] to [15]\n set [visible v] to [1]\n go to x: (106) y: (125)\n set [x_sinistra v] to [-21]\n set [x_destra v] to [100]\n show\nend\nif <(PROGRESSI) = [14]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\nif <(PROGRESSI) = [16]> then\n set [flap v] to [1]\n set [velocità_max v] to [4]\n set [delay v] to [12]\n set [visible v] to [1]\n go to x: (161) y: (2)\n set [x_sinistra v] to [-37]\n set [x_destra v] to [161]\n show\nend\nif <(PROGRESSI) = [18]> then\n set [flap v] to [1]\n set [velocità_max v] to [4]\n set [delay v] to [10]\n set [visible v] to [1]\n go to x: (170) y: (-112)\n set [x_sinistra v] to [65]\n set [x_destra v] to [170]\n show\nend\nif <(PROGRESSI) = [20]> then\n set [flap v] to [1]\n set [velocità_max v] to [4]\n set [delay v] to [10]\n set [visible v] to [1]\n go to x: (170) y: (-112)\n set [x_sinistra v] to [70]\n set [x_destra v] to [170]\n show\nend\nif <(PROGRESSI) = [22]> then\n set [visible v] to [0]\n set [firing v] to [2]\n hide\nend\n\n@Enemy_1_03_laser\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\nbroadcast (Z_SOUND_2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [fire_1 v]\nshow\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_01 v]) > [0]> and <([direction v] of [enemy_1_01 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_01 v]) y: ([y position v] of [enemy_1_01 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_1 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [10]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set [moving v] to [0]\n move (-15) steps\n animate\n broadcast (END_FIRE_1 v)\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set [moving v] to [0]\n move (-15) steps\n animate\n broadcast (END_FIRE_1 v)\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [10]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_1 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_1 v)\n end\n if <touching (door_2 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_1 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_1 v)\n end\n end\n else\n hide\n end\n end\nend\n\n@Enemy_1_2\n\nwhen flag clicked\nset [visible v] to [0]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [3]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser2 v]) - (x position)) ) > [40]> then\n end\n else\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n set [flap v] to [0]\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_2 v)\nwait (0.1) seconds\nset [flap v] to [1]\n\ndefine Destroyed\nset [flap v] to [0]\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nwait (0.01) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (20)\nelse\n change x by (-20)\nend\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-126) y: (1)\n set [flap v] to [1]\n set [x_sinistra v] to [-126]\n set [x_destra v] to [59]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [6]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-15) y: (104)\n set [flap v] to [1]\n set [x_sinistra v] to [-15]\n set [x_destra v] to [160]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [8]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [10]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [12]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [18]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (171) y: (108)\n set [flap v] to [1]\n set [x_sinistra v] to [-110]\n set [x_destra v] to [90]\n set [delay v] to [10]\n set [visible v] to [1]\n set [velocità_max v] to [3]\nend\nif <(PROGRESSI) = [20]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (171) y: (108)\n set [flap v] to [1]\n set [x_sinistra v] to [70]\n set [x_destra v] to [171]\n set [delay v] to [10]\n set [visible v] to [1]\n set [velocità_max v] to [3]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nset [flap v] to [0]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n set [flap v] to [1]\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n set [flap v] to [1]\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n set [flap v] to [1]\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n set [flap v] to [1]\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\nend\n\nwhen I receive [restart v]\nset [visible v] to [0]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [3]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [end_fire_2 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\nwhen I receive [go v]\nforever\n if <(Flap) = [1]> then\n switch costume to (enemy_1_4 v)\n wait (0.1) seconds\n switch costume to (enemy_1_01 v)\n end\nend\n\n@Enemy_1_03_laser2\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_2 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_2 v)\n end\n if <touching (door_2 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_2 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_2 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_2 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_2 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_2 v]) > [0]> and <([direction v] of [enemy_1_2 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_2 v]) y: ([y position v] of [enemy_1_2 v])\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set [moving v] to [0]\n move (-15) steps\n animate\n broadcast (END_FIRE_2 v)\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set [moving v] to [0]\n move (-15) steps\n animate\n broadcast (END_FIRE_2 v)\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_2 v)\n end\nend\n\nset rotation style [all around v]\npoint in direction (pick random (75) to (135))\ngo to x: ((x position) - (10)) y: (y position)\nset [velocità_2 v] to [0]\nset [rimbalzo v] to [1]\nanimate2\n\nset rotation style [all around v]\npoint in direction (pick random (-135) to (-75))\ngo to x: ((x position) + (10)) y: (y position)\nset [velocità_2 v] to [0]\nset [rimbalzo v] to [1]\nanimate2\n\n@Enemy_1_3\n\nwhen I receive [end_fire_3 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Destroyed\nif <(dying) = [1]> then\n set [death v] to [1]\n broadcast (DESTROYED v)\n set [brightness v] effect to (25)\n wait (0.1) seconds\n set [costume v] to [3]\n switch costume to (Costume)\n wait (0.01) seconds\n if <([direction v] of [cube_01 v]) = [90]> then\n change x by (40)\n else\n change x by (-40)\n end\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [costume v] to ((Costume) + (1))\n switch costume to (Costume)\n wait (0.01) seconds\n set [dying v] to [0]\n hide\n set [brightness v] effect to (0)\n if <(Count Dooku) = [3]> then\n change [battle droids v] by (1)\n end\nend\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\nwhen flag clicked\nset [a.s.v.t.i.p.d.n v] to [0]\nset [dying v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n set [dying v] to [1]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser3 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n Cammina_o_Fermo\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(A.S.V.T.I.P.D.N) = [0]> and <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [restart v]\nset [dying v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [a.s.v.t.i.p.d.n v] to [0]\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (90)\n go to x: ((X_Sinistra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n set [dying v] to [0]\n set [firing v] to [0]\n point in direction (90)\n go to x: ((X_Sinistra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n set [firing v] to [2]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [battle droids v] to [1]\n set [death v] to [1]\n forever\n if <<(Battle droids) = [3]> or <(Battle droids) = [6]>> then\n set [count dooku v] to [0]\n end\n end\nend\n\nwhen I receive [droids v]\nwait (2) seconds\nif <(Count Dooku) = [3]> then\n set [death v] to [0]\n if <(Battle droids) = [1]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [visible v] to [1]\n if <([x position v] of [cube_01 v]) > [0]> then\n go to x: (-210) y: (-117)\n set [a.s.v.t.i.p.d.n v] to [1]\n set [x_sinistra v] to [-131]\n set [x_destra v] to [131]\n wait (1.5) seconds\n set [a.s.v.t.i.p.d.n v] to [0]\n else\n go to x: (210) y: (-117)\n set [a.s.v.t.i.p.d.n v] to [1]\n set [x_destra v] to [-131]\n set [x_sinistra v] to [131]\n wait (1.5) seconds\n set [a.s.v.t.i.p.d.n v] to [0]\n end\n end\n if <(Battle droids) = [4]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [delay v] to [10]\n set [visible v] to [1]\n go to x: (-210) y: (-117)\n set [a.s.v.t.i.p.d.n v] to [1]\n set [x_sinistra v] to [-210]\n set [x_destra v] to [-131]\n wait (1) seconds\n set [a.s.v.t.i.p.d.n v] to [0]\n end\n if <(Death) = [0]> then\n set [delay v] to [10]\n set [firing v] to [0]\n Fire\n end\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [6]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (169) y: (13)\n set [x_sinistra v] to [95]\n set [x_destra v] to [170]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [8]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (151) y: (104)\n set [x_sinistra v] to [17]\n set [x_destra v] to [151]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [10]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (175) y: (-126)\n set [x_sinistra v] to [122]\n set [x_destra v] to [210]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [12]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (22) y: (-4)\n set [x_sinistra v] to [-42]\n set [x_destra v] to [90]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-159) y: (100)\n set [x_sinistra v] to [-159]\n set [x_destra v] to [-64]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [18]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (-150) y: (-4)\n set [x_sinistra v] to [-150]\n set [x_destra v] to [-90]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [20]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [battle droids v] to [1]\n set [x_sinistra v] to [210]\n set [x_destra v] to [131]\n set [firing v] to [2]\n set [visible v] to [0]\n set [death v] to [1]\n forever\n if <<(Battle droids) = [3]> or <(Battle droids) = [6]>> then\n set [count dooku v] to [0]\n end\n end\nend\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_3 v)\n\n@Enemy_1_03_laser3\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_3 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_3 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_3 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_3 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_3 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_3 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_3 v]) > [0]> and <([direction v] of [enemy_1_3 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_3 v]) y: (([y position v] of [enemy_1_3 v]) + (8))\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_3 v)\n end\nend\n\n@Enemy_1_4\n\nwhen I receive [end_fire_4 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Destroyed\nset [death v] to [1]\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nwait (0.1) seconds\nset [costume v] to [3]\nswitch costume to (Costume)\nwait (0.01) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n change x by (40)\nelse\n change x by (-40)\nend\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nset [costume v] to ((Costume) + (1))\nswitch costume to (Costume)\nwait (0.01) seconds\nhide\nset [brightness v] effect to (0)\nif <(Count Dooku) = [3]> then\n change [battle droids v] by (1)\nend\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\nwhen flag clicked\nset [a.s.v.t.i.p.d.n v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Destroyed\n else\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser4 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n else\n Cammina_o_Fermo\n end\n change x by (Velocità)\n if <(x position) < (X_Sinistra)> then\n set [velocità v] to (Velocità_max)\n point in direction (90)\n end\n if <(x position) > (X_destra)> then\n set [velocità v] to ((Velocità_max) * (-1))\n point in direction (-90)\n end\n if <<(A.S.V.T.I.P.D.N) = [0]> and <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n if <(Velocità) = [0]> then\n set [velocità v] to (Restart_speed)\n if <(Restart_speed) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [restart v]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [droids v]\nwait (2) seconds\nif <(Count Dooku) = [3]> then\n set [death v] to [0]\n if <(Battle droids) = [1]> then\n set [dying v] to [0]\n wait (0.5) seconds\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [visible v] to [1]\n if <([x position v] of [cube_01 v]) > [0]> then\n go to x: (-210) y: (-117)\n set [a.s.v.t.i.p.d.n v] to [1]\n set [x_sinistra v] to [-131]\n set [x_destra v] to [131]\n wait (0.8) seconds\n set [a.s.v.t.i.p.d.n v] to [0]\n else\n go to x: (210) y: (-117)\n set [a.s.v.t.i.p.d.n v] to [1]\n set [x_destra v] to [-131]\n set [x_sinistra v] to [131]\n wait (0.8) seconds\n set [a.s.v.t.i.p.d.n v] to [0]\n end\n end\n if <(Battle droids) = [4]> then\n set [dying v] to [0]\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [delay v] to [10]\n set [visible v] to [1]\n go to x: (210) y: (-117)\n set [a.s.v.t.i.p.d.n v] to [1]\n set [x_sinistra v] to [-210]\n set [x_destra v] to [-131]\n wait (1) seconds\n set [a.s.v.t.i.p.d.n v] to [0]\n end\n if <(Death) = [0]> then\n set [delay v] to [10]\n set [firing v] to [0]\n Fire\n end\nend\n\nglide (0.8) secs to x: (170) y: (-117)\n\nif <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\nend\nset [walk_delay v] to ((Walk_Delay) + (1))\nif <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\nend\n\nCammina_o_Fermo\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [a.s.v.t.i.p.d.n v] to [0]\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [4]> or <(PROGRESSI) = [5]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [6]> or <(PROGRESSI) = [7]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [8]> or <(PROGRESSI) = [9]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [10]> or <(PROGRESSI) = [11]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [12]> or <(PROGRESSI) = [13]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) - (1)) y: (y position)\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [16]> or <(PROGRESSI) = [17]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [18]> or <(PROGRESSI) = [19]>> then\n show\n set [firing v] to [0]\n point in direction (-90)\n go to x: ((X_destra) + (1)) y: (y position)\nend\nif <<(PROGRESSI) = [20]> or <(PROGRESSI) = [21]>> then\n hide\n set [firing v] to [2]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [firing v] to [2]\n set [death v] to [1]\nend\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [4]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [6]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [8]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (17) y: (-5)\n set [x_sinistra v] to [17]\n set [x_destra v] to [151]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [10]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (194) y: (118)\n set [x_sinistra v] to [140]\n set [x_destra v] to [194]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [12]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (148) y: (-117)\n set [x_sinistra v] to [-25]\n set [x_destra v] to [133]\n set [delay v] to [15]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [16]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (184) y: (100)\n set [x_sinistra v] to [78]\n set [x_destra v] to [184]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [18]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (150) y: (-4)\n set [x_sinistra v] to [75]\n set [x_destra v] to [150]\n set [delay v] to [10]\n set [visible v] to [1]\nend\nif <(PROGRESSI) = [20]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [22]> then\n hide\n set [battle droids v] to [1]\n set [x_sinistra v] to [210]\n set [x_destra v] to [131]\n set [firing v] to [2]\n set [visible v] to [0]\n set [death v] to [1]\nend\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_4 v)\n\nglide (0.8) secs to x: (-170) y: (-117)\n\n@Enemy_1_03_laser4\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_4 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_4 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_4 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_4 v)\n end\n end\n else\n hide\n end\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_4 v)\n delete this clone\n end\nend\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_4 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [left-right v]\nif <<([direction v] of [enemy_1_4 v]) > [0]> and <([direction v] of [enemy_1_4 v]) < [180]>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\ngo to x: ([x position v] of [enemy_1_4 v]) y: (([y position v] of [enemy_1_4 v]) + (8))\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_4 v)\n end\nend\n\n@Enemy_1_5\n\nwhen I receive [end_fire_5 v]\nif <(firing) < [2]> then\n set [firing v] to [0]\n set [contatore v] to [0]\nend\n\ndefine Hit\nstart sound [Jetpack2.mp3 v]\nbroadcast (DESTROYED v)\nset [brightness v] effect to (25)\nswitch costume to (enemy_1_04 v)\nwait (0.1) seconds\nif <([direction v] of [cube_01 v]) = [90]> then\n glide (0.2) secs to x: ((x position) + (70)) y: (y position)\nelse\n glide (0.2) secs to x: ((x position) - (70)) y: (y position)\nend\nswitch costume to (enemy_1_01 v)\nwait (0.1) seconds\nset [damage v] to ((damage) + (1))\nset [boss_health v] to ((damage) + (1))\nif <(damage) < [5]> then\n set [brightness v] effect to (0)\n switch costume to (storm04 v)\n Fly\nelse\n set [brightness v] effect to (0)\n set [cad_bane1 v] to [0]\n set [pause v] to [1]\n broadcast (Cad_"Death" v)\n die\nend\n\nwhen flag clicked\nset [cad_bane1 v] to [0]\nset [damage v] to [0]\nset [visible v] to [0]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (-151) y: (67)\npoint in direction (90)\ngo to [front v] layer\nhide\nswitch costume to (enemy_1_01 v)\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <<touching (cube_01 v)?> and <(Sprite_N) > [3]>> then\n set [firing v] to [2]\n Hit\n else\n if <([x position v] of [cube_01 v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n if <(firing) = [1]> then\n if <([abs v] of (([x position v] of [enemy_1_03_laser4 v]) - (x position)) ) > [40]> then\n switch costume to (enemy_1_01 v)\n end\n end\n if <<(([y position v] of [sprite1 v]) + (H)) > ((y position) - (DY))> and <(([y position v] of [sprite1 v]) + (H)) < ((y position) + (DY))>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n if <<<(Cad_Bane1) = [2]> and <([x position v] of [sprite1 v]) > [-185]>> and <([y position v] of [sprite1 v]) > [-30]>> then\n set [contatore v] to ((Contatore) + (1))\n if <not <(Velocità) = [0]>> then\n set [restart_speed v] to (Velocità)\n end\n set [velocità v] to [0]\n point towards (sprite1 v)\n if <<(Contatore) = (Delay)> and <(firing) = [0]>> then\n Fire\n end\n else\n set [contatore v] to [0]\n end\n end\n end\nend\n\ndefine Cammina_o_Fermo\nif <(Velocità) = [0]> then\n switch costume to (enemy_1_01 v)\nelse\n if <(Walk_Delay) = [0]> then\n if <(Walk_Costume) > [20]> then\n set [walk_costume v] to [11]\n end\n switch costume to (Walk_Costume)\n end\n set [walk_delay v] to ((Walk_Delay) + (1))\n if <(Walk_Delay) > [2]> then\n set [walk_delay v] to [0]\n set [walk_costume v] to ((Walk_Costume) + (1))\n end\nend\n\nbroadcast (DOOR_DESTROYED v)\n\ndefine die\nset [firing v] to [2]\nset [position_y v] to [138]\npoint in direction (-90)\nswitch costume to (storm04 v)\nglide (1) secs to x: (-186) y: (139)\nswitch costume to (enemy_1_01 v)\npoint in direction (90)\nbroadcast (END_LASER v)\nbroadcast (TD v)\nwait (0.2) seconds\nswitch costume to (enemy_1_2 v)\nwait (0.5) seconds\nswitch costume to (enemy_1_01 v)\nsay [Good luck Jedi!] for (3) seconds\nwait (0.5) seconds\nstart sound [Jetpack3.mp3 v]\nswitch costume to (storm04 v)\nglide (0.5) secs to x: (-186) y: (200)\nhide\nset [pause v] to [0]\n\ndefine Fly\nif <(y position) = [-106]> then\n set [position_y v] to [7]\nend\nif <(y position) = [7]> then\n set [position_y v] to [139]\nend\nif <(y position) = [139]> then\n set [position_y v] to [-106]\nend\nif <<(y position) = [-106]> or <(y position) = [139]>> then\n set [cad_bane1 v] to [0]\n glide (0.7) secs to x: (120) y: (POSITION_Y)\nelse\n set [cad_bane1 v] to [2]\n glide (1) secs to x: (-186) y: (POSITION_Y)\nend\nset [firing v] to [0]\nset [contatore v] to [0]\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [restart v]\nset [damage v] to [0]\nset [visible v] to [0]\nset [walk_delay v] to [0]\nset [walk_costume v] to [11]\nset [x_sinistra v] to [-151]\nset [x_destra v] to [-75]\nset rotation style [left-right v]\nset [firing v] to [2]\nset [delay v] to [15]\nset [contatore v] to [0]\nset [h v] to [30]\nset [restart_speed v] to [0]\nset [dy v] to [60]\nset [velocità_max v] to [2]\nset [velocità v] to (Velocità_max)\ngo to x: (59) y: (-106)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nswitch costume to (enemy_1_01 v)\n\nwhen I receive [level_change v]\nset rotation style [left-right v]\nset [cad_bane1 v] to [0]\nset [firing v] to [0]\nset [contatore v] to [0]\nset [restart_speed v] to [0]\nset [velocità v] to (Velocità_max)\npoint in direction (90)\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [14]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\nif <(PROGRESSI) = [14]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [firing v] to [0]\n go to x: (120) y: (-106)\n set [delay v] to [12]\n set [visible v] to [1]\n set [damage v] to [0]\n wait until <(y position) = [7]>\n set [cad_bane1 v] to [1]\n point in direction (-90)\n wait (0.1) seconds\n point in direction (-90)\n switch costume to (enemy_1_2 v)\n wait (0.5) seconds\n point in direction (-90)\n switch costume to (enemy_1_01 v)\nend\nif <(PROGRESSI) > [15]> then\n hide\n set [firing v] to [2]\n set [visible v] to [0]\nend\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nset [firing v] to [0]\nset [contatore v] to [0]\nset [cad_bane1 v] to [0]\nswitch costume to (enemy_1_01 v)\nif <(PROGRESSI) < [14]> then\n hide\n set [firing v] to [2]\nend\nif <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n go to x: (120) y: (-106)\n show\n set [firing v] to [0]\n set [damage v] to [0]\n point in direction (-90)\n wait until <(y position) = [7]>\n set [cad_bane1 v] to [1]\n point in direction (-90)\n wait (0.1) seconds\n point in direction (-90)\n switch costume to (enemy_1_2 v)\n wait (0.5) seconds\n point in direction (-90)\n switch costume to (enemy_1_01 v)\nend\nif <(PROGRESSI) > [15]> then\n hide\n set [firing v] to [2]\nend\n\ndefine Fire\nswitch costume to (enemy_1_02 v)\nset [firing v] to [1]\nbroadcast (FIRE_5 v)\nwait (0.1) seconds\nswitch costume to (enemy_1_01 v)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume3 v)\nset [turn v] to [0]\nhide\n\nwhen I receive [td v]\nforever\n if <(Turn) = [1]> then\n turn right (6) degrees\n end\nend\n\nwhen I receive [level_change v]\nset [turn v] to [0]\nhide\nif <<(PROGRESSI) > [14]> and <(costume [number v]) > [1]>> then\n switch costume to (costume3 v)\n stop [other scripts in sprite v]\n stop all sounds\nend\n\nwhen I receive [death_fall v]\nset [turn v] to [0]\nhide\nstop [other scripts in sprite v]\nwait (0.2) seconds\nif <<<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> and <(costume [number v]) = [2]>> then\n stop all sounds\nend\nswitch costume to (costume3 v)\n\nwait (0.1) seconds\nchange size by (20)\nwait (0.1) seconds\nchange size by (40)\nwait (0.1) seconds\nchange size by (40)\nwait (0.1) seconds\nswitch costume to (costume2 v)\nwait (1) seconds\n\nwhen I receive [td v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [turn v] to [0]\ngo to (enemy_1_5 v)\nchange y by (-20)\nchange x by (-10)\nshow\nstart sound [td.mp3 v]\nwait (0.2) seconds\nchange x by (10)\nset [turn v] to [1]\nwait (0.01) seconds\nglide (0.2) secs to x: (-84) y: (125)\nglide (0.3) secs to x: (-2) y: (103)\nglide (0.1) secs to x: (15) y: (112)\nglide (0.05) secs to x: (25) y: (102)\nglide (0.5) secs to x: (58) y: (-23)\nglide (0.1) secs to x: (65) y: (-2)\nglide (0.2) secs to x: (87) y: (-22)\nglide (0.1) secs to x: (99) y: (-17)\nglide (0.1) secs to x: (105) y: (-23)\nglide (0.5) secs to x: (134) y: (-23)\nset [turn v] to [0]\nwait until <(PAUSE) = [0]>\nwait (8) seconds\nstart sound [Explosion-4 v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset [pause v] to [1]\nrepeat (15)\n next costume\n wait (0.01) seconds\nend\nwait (0.5) seconds\nset [pause v] to [0]\nbroadcast (DEATH_FALL v)\nhide\nswitch costume to (costume1 v)\n\n@Enemy_1_03_laser5\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_5 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_5 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (END_FIRE_5 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (END_FIRE_5 v)\n end\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [fire_5 v]\nif <(Cad_Bane1) = [2]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n set rotation style [all around v]\n go to x: ([x position v] of [enemy_1_5 v]) y: (([y position v] of [enemy_1_5 v]) - (7))\n point towards (cube_01 v)\n turn left (5) degrees\n set [moving v] to [1]\n set [rimbalzo v] to [0]\nelse\n show\n go to [front v] layer\n go [backward v] (2) layers\n set rotation style [left-right v]\n if <<([direction v] of [enemy_1_5 v]) > [0]> and <([direction v] of [enemy_1_5 v]) < [180]>> then\n point in direction (90)\n else\n point in direction (-90)\n end\n go to x: ([x position v] of [enemy_1_5 v]) y: (([y position v] of [enemy_1_5 v]) - (7))\n set [moving v] to [1]\n set [rimbalzo v] to [0]\nend\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set rotation style [all around v]\n point in direction (pick random (75) to (135))\n go to x: ((x position) - (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set rotation style [all around v]\n point in direction (pick random (-135) to (-75))\n go to x: ((x position) + (10)) y: (y position)\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate2\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (DEATH_1 v)\n animate\n broadcast (END_FIRE_5 v)\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (2))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (END_FIRE_5 v)\n delete this clone\n end\nend\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\n@health_01\n\nwhen I receive [restart v]\nhide\nset [boss_health v] to [1]\n\nwhen I receive [level_change v]\nset [boss_health v] to [1]\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (178) y: (155)\nset [boss_health v] to [1]\nforever\n if <(PROGRESSI) < [14]> then\n hide\n end\n if <<(PROGRESSI) = [14]> or <(PROGRESSI) = [15]>> then\n if <(BOSS_HEALTH) = [6]> then\n switch costume to (health_6 v)\n wait (6) seconds\n hide\n else\n go to [front v] layer\n show\n switch costume to (BOSS_HEALTH)\n end\n end\n if <(PROGRESSI) > [15]> then\n hide\n end\nend\n\nwhen I receive [death_fall v]\nset [boss_health v] to [1]\n\n@Vader_01\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (vader_01 v)\nset [count dooku v] to [0]\nset [damage v] to [0]\nset [rimbalzo v] to [0]\nset [taking_damage v] to [0]\nset [gravity v] to [-3]\nset [vel_y v] to [0]\nset [contatore_1 v] to [0]\nset [probability v] to [0]\nset [attack_distance v] to [60]\nset [is_swording v] to [0]\nset [sword_retard v] to [20]\nset [sword_delay v] to [15]\nforever\n if <<(PAUSE) = [0]> and <(Visible) = [1]>> then\n if <(taking_damage) = [0]> then\n if <not <(Count Dooku) = [3]>> then\n set [delta_x v] to ((x position) - ([x position v] of [sprite1 v]))\n Direction_calc\n Jump_Calc\n Move\n if <([abs v] of (Delta_X) ) < (Attack_Distance)> then\n if <<(Is_Swording) = [1]> and <<<<<<<<<([costume # v] of [cube_01 v]) > [3]> and <([costume # v] of [cube_01 v]) < [11]>> or <<([costume # v] of [cube_01 v]) > [15]> and <([costume # v] of [cube_01 v]) < [23]>>> or <<([costume # v] of [cube_01 v]) > [27]> and <([costume # v] of [cube_01 v]) < [35]>>> or <<([costume # v] of [cube_01 v]) > [39]> and <([costume # v] of [cube_01 v]) < [47]>>> or <<([costume # v] of [cube_01 v]) > [51]> and <([costume # v] of [cube_01 v]) < [59]>>> or <<([costume # v] of [cube_01 v]) > [63]> and <([costume # v] of [cube_01 v]) < [71]>>> or <<([costume # v] of [cube_01 v]) > [75]> and <([costume # v] of [cube_01 v]) < [83]>>> or <<([costume # v] of [cube_01 v]) > [87]> and <([costume # v] of [cube_01 v]) < [95]>>>> then\n if <(Probability) > [1]> then\n Sword\n end\n else\n if <(Is_Swording) = [1]> then\n if <(Contatore_1) = (Sword_Retard)> then\n Sword\n end\n else\n Sword\n end\n end\n if <(Contatore_1) < (Sword_Retard)> then\n set [contatore_1 v] to ((Contatore_1) + (1))\n end\n else\n set [contatore_1 v] to [0]\n if <(Is_Swording) > [1]> then\n Sword\n end\n end\n else\n Jump\n end\n if <([abs v] of (Delta_X) ) > ((Attack_Distance) - (1))> then\n if <(BOSS_2_HEALTH) < [5]> then\n set [probability v] to (pick random (1) to (3))\n else\n set [probability v] to (pick random (1) to (2))\n end\n end\n if <touching (sprite1 v)?> then\n hit\n end\n end\n if <<(taking_damage) = [1]> and <([costume # v] of [vader_01 v]) = [1]>> then\n set [taking_damage v] to [0]\n set [probability v] to [2]\n end\n if <(rimbalzo) = [1]> then\n if <([abs v] of (Delta_X) ) > [70]> then\n set [rimbalzo v] to [0]\n end\n end\n end\nend\n\ndefine Direction_calc\nif <(Delta_X) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\ndefine Sword\nset [contatore_1 v] to [0]\nset [is_swording v] to ((Is_Swording) + (1))\nif <(Is_Swording) < [9]> then\n switch costume to (Is_Swording)\nend\nif <(Is_Swording) = [9]> then\n switch costume to (vader_09 v)\nend\nif <(Is_Swording) > [9]> then\n switch costume to (vader_01 v)\n if <(Is_Swording) = (sword_delay)> then\n set [is_swording v] to [1]\n end\nend\n\ndefine Damage\nbroadcast (VADER_HIT v)\nset [brightness v] effect to (50)\nswitch costume to (vader_10 v)\nwait (0.1) seconds\nset [brightness v] effect to (25)\nswitch costume to (vader_11 v)\nwait (0.1) seconds\nset [brightness v] effect to (0)\nswitch costume to (vader_12 v)\nwait (0.1) seconds\nswitch costume to (vader_01 v)\nchange [count dooku v] by (1)\nset [damage v] to ((damage) + (1))\nset [boss_2_health v] to ((damage) + (1))\nif <(damage) > [7]> then\n set [pause v] to [1]\n END\nend\n\ndefine Move\nif <([x position v] of [sprite1 v]) < [0]> then\n if <([x position v] of [sprite1 v]) > [-120]> then\n if <(Delta_X) > [50]> then\n change x by (-5)\n end\n end\nelse\n if <([x position v] of [sprite1 v]) < [120]> then\n if <(Delta_X) < [-50]> then\n change x by (5)\n end\n end\nend\nif <(x position) < [-165]> then\n set x to (-165)\nend\nif <(x position) > [165]> then\n set x to (165)\nend\n\ndefine END\nbroadcast (END_GAME v)\nrepeat until <(y position) = [-141]>\n if <not <(Vel_y) = [0]>> then\n change [vel_y v] by (Gravity)\n change y by (Vel_y)\n end\n if <(y position) < [-141]> then\n set [vel_y v] to [0]\n set y to (-141)\n end\nend\npoint towards (sprite1 v)\nwait (0.5) seconds\nstart sound [ltsaberon2 v]\nswitch costume to (vader_01 v)\nwait (0.1) seconds\nswitch costume to (vader_2 v)\nwait (0.1) seconds\nswitch costume to (vader_3 v)\nwait (0.1) seconds\nswitch costume to (vader_4 v)\nwait (0.1) seconds\nswitch costume to (vader_5 v)\n\ndefine hit\nif <<<<<<<<<([costume # v] of [cube_01 v]) > [5]> and <([costume # v] of [cube_01 v]) < [9]>> or <<([costume # v] of [cube_01 v]) > [17]> and <([costume # v] of [cube_01 v]) < [21]>>> or <<([costume # v] of [cube_01 v]) > [29]> and <([costume # v] of [cube_01 v]) < [33]>>> or <<([costume # v] of [cube_01 v]) > [41]> and <([costume # v] of [cube_01 v]) < [45]>>> or <<([costume # v] of [cube_01 v]) > [53]> and <([costume # v] of [cube_01 v]) < [57]>>> or <<([costume # v] of [cube_01 v]) > [65]> and <([costume # v] of [cube_01 v]) < [69]>>> or <<([costume # v] of [cube_01 v]) > [77]> and <([costume # v] of [cube_01 v]) < [81]>>> or <<([costume # v] of [cube_01 v]) > [89]> and <([costume # v] of [cube_01 v]) < [93]>>> then\n if <<([costume # v] of [vader_01 v]) > [2]> and <([costume # v] of [vader_01 v]) < [9]>> then\n if <(Delta_X) > [0]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [vx v] to [-15]\n else\n set [vx v] to [-20]\n end\n set [rimbalzo v] to [1]\n broadcast (SCONTRO v)\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n set [vx v] to [15]\n else\n set [vx v] to [20]\n end\n set [rimbalzo v] to [1]\n broadcast (SCONTRO v)\n end\n else\n if <(taking_damage) = [0]> then\n switch costume to (vader_10 v)\n set [taking_damage v] to [1]\n set [contatore_1 v] to ((Sword_Retard) / (2))\n Damage\n end\n end\nelse\n set [taking_damage v] to [0]\n if <(rimbalzo) = [0]> then\n if <<([costume # v] of [vader_01 v]) > [4]> and <([costume # v] of [vader_01 v]) < [7]>> then\n broadcast (DEATH_2 v)\n end\n end\nend\n\ndefine Jump_Calc\nif <<(Vy) > [0]> and <([abs v] of (Delta_X) ) < [150]>> then\n if <(Vel_y) = [0]> then\n set [vel_y v] to [20]\n end\nend\nif <not <(Vel_y) = [0]>> then\n change [vel_y v] by (Gravity)\n change y by (Vel_y)\nend\nif <(y position) < [-141]> then\n set [vel_y v] to [0]\n set y to (-141)\nend\n\nwhen I receive [death_fall v]\nif <(PROGRESSI) = [22]> then\n set [count dooku v] to [0]\n set [damage v] to [0]\n set [rimbalzo v] to [0]\n set [vel_y v] to [0]\n set [contatore_1 v] to [0]\n set [probability v] to [0]\n set [is_swording v] to [1]\n go to x: (76) y: (-141)\n set rotation style [left-right v]\n point in direction (-90)\n set [visible v] to [1]\n set [taking_damage v] to [0]\n switch costume to (vader_8 v)\n show\n go to [front v] layer\n wait (1) seconds\n switch costume to (vader_5 v)\n wait (0.5) seconds\n start sound [ltsaberon01 v]\n switch costume to (vader_4 v)\n wait (0.1) seconds\n switch costume to (vader_3 v)\n wait (0.1) seconds\n switch costume to (vader_2 v)\n wait (0.1) seconds\n switch costume to (vader_01 v)\n wait (1) seconds\nend\n\nwhen I receive [very end v]\nhide\n\ndefine Jump\nif <<(Count Dooku) = [3]> and <(PAUSE) = [0]>> then\n broadcast (Droids v)\n wait (0.5) seconds\n switch costume to (vader_8 v)\n point towards (menu1 v)\n if <(direction) > [0]> then\n start sound [270323__littlerobotsoundfactory__jump-03 v]\n glide (0.7) secs to x: (-25) y: (77)\n else\n start sound [270323__littlerobotsoundfactory__jump-03 v]\n glide (0.7) secs to x: (25) y: (77)\n end\n glide (0.2) secs to x: (0) y: (39)\n switch costume to (vader_6 v)\n repeat until <not <(Count Dooku) = [3]>>\n if <(BOSS_2_HEALTH) > [1]> then\n point towards (cube_01 v)\n wait (0.5) seconds\n Fire\n wait (1) seconds\n end\n end\n if <not <(BOSS_2_HEALTH) = [1]>> then\n set [count dooku v] to [0]\n switch costume to (vader_01 v)\n start sound [270323__littlerobotsoundfactory__jump-03 v]\n point in direction (90)\n glide (0.2) secs to x: (25) y: (77)\n glide (0.7) secs to x: (50) y: (-141)\n set [battle droids v] to [4]\n end\nend\n\nwhen I receive [level_change v]\nif <(PROGRESSI) = [22]> then\n set [count dooku v] to [0]\n set [damage v] to [0]\n set [rimbalzo v] to [0]\n set [vel_y v] to [0]\n set [contatore_1 v] to [0]\n set [probability v] to [0]\n set [is_swording v] to [1]\n go to x: (76) y: (-141)\n set rotation style [left-right v]\n point in direction (-90)\n set [visible v] to [1]\n set [taking_damage v] to [0]\n switch costume to (vader_8 v)\n show\n go to [front v] layer\n wait (1) seconds\n switch costume to (vader_5 v)\n wait (0.5) seconds\n start sound [ltsaberon01 v]\n switch costume to (vader_4 v)\n wait (0.1) seconds\n switch costume to (vader_3 v)\n wait (0.1) seconds\n switch costume to (vader_2 v)\n wait (0.1) seconds\n switch costume to (vader_01 v)\nend\n\nwait (0.5) seconds\nsay [Wait!] for (2) seconds\nwait (6) seconds\nsay [If only you knew the power of the Dark Side] for (4) seconds\nwait (1) seconds\nsay [Do you know what happened to your father?] for (4) seconds\nwait (8) seconds\nsay [No, I am your father!] for (3) seconds\n\ndefine Fire\nswitch costume to (vader_7 v)\nset [firing v] to [1]\nbroadcast (FIRE_6 v)\nwait (0.1) seconds\nswitch costume to (vader_6 v)\n\n@Vader_HIT\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nset [delay v] to [0.01]\n\nwhen I receive [scontro v]\npoint in direction ([direction v] of [vader_01 v])\ngo to x: ([x position v] of [vader_01 v]) y: ([y position v] of [vader_01 v])\ngo to [front v] layer\nshow\nset [ghost v] effect to (50)\nwait (delay) seconds\nhide\n\n@Enemy_1_03_laser6\n\nanimate2\n\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nturn right (7) degrees\n\ndefine rimbalza\nif <<([x position v] of [cube_01 v]) > (x position)> and <([direction v] of [cube_01 v]) = [-90]>> then\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate\nelse\n if <<([x position v] of [cube_01 v]) < (x position)> and <([direction v] of [cube_01 v]) = [90]>> then\n set [velocità_2 v] to [0]\n set [rimbalzo v] to [1]\n animate\n else\n set [rimbalzo v] to [0]\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (death_1 v)\n animate\n broadcast (end_fire_6 v)\n end\nend\n\nset [ghost v] effect to (0)\n\nset rotation style [all around v]\npoint in direction (pick random (-135) to (-75))\ngo to x: ((x position) + (10)) y: (y position)\n\ndefine animate2\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser v)\nset [velocità_2 v] to (((-1) * (Velocità)) * (1))\nforever\n if <(moving) = [1]> then\n move (Velocità_2) steps\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n set [rimbalzo v] to [0]\n hide\n broadcast (end_fire_6 v)\n delete this clone\n end\nend\n\ndefine animate\nswitch costume to (enemy_1_03_laser_01 v)\nwait (0.01) seconds\nswitch costume to (enemy_1_03_laser_02 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_03 v)\nwait (0.05) seconds\nswitch costume to (enemy_1_03_laser_04 v)\nwait (0.05) seconds\nhide\ngo to x: (0) y: (0)\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [death_fall v]\nwait (0.3) seconds\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I receive [level_change v]\nhide\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset rotation style [left-right v]\nswitch costume to (enemy_1_03_laser v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (7) layers\nset [ghost v] effect to (70)\nrepeat (10)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nchange y by (10)\n\nwhen flag clicked\nset [rimbalzo v] to [0]\nset [moving v] to [0]\nset [velocità v] to [12]\nset rotation style [left-right v]\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nswitch costume to (enemy_1_03_laser v)\nforever\n if <(PAUSE) = [0]> then\n if <(rimbalzo) = [0]> then\n if <(moving) = [1]> then\n move (Velocità) steps\n end\n if <touching (sprite1 v)?> then\n if <(Sprite_N) > [2]> then\n rimbalza\n else\n set [vx v] to [0]\n set [vy v] to [0]\n set [moving v] to [0]\n broadcast (death_1 v)\n animate\n broadcast (end_fire_6 v)\n end\n else\n if <touching (sprite2 v)?> then\n set [moving v] to [0]\n animate\n broadcast (end_fire_5 v)\n end\n if <touching (door_01 v)?> then\n if <([costume # v] of [door_01 v]) < [4]> then\n set [moving v] to [0]\n animate\n broadcast (end_fire_6 v)\n end\n end\n if <touching (_edge_ v)?> then\n set [moving v] to [0]\n hide\n animate\n broadcast (end_fire_6 v)\n end\n end\n else\n hide\n end\n end\nend\n\nset rotation style [all around v]\npoint in direction (pick random (75) to (135))\ngo to x: ((x position) - (10)) y: (y position)\n\nwhen I receive [fire_6 v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset rotation style [all around v]\nif <([direction v] of [vader_01 v]) > [0]> then\n go to x: (([x position v] of [vader_01 v]) + (18)) y: (([y position v] of [vader_01 v]) + (15))\nelse\n go to x: (([x position v] of [vader_01 v]) - (11)) y: (([y position v] of [vader_01 v]) + (12))\nend\npoint towards (cube_01 v)\nif <(direction) > [0]> then\n turn left (7) degrees\nend\nset [moving v] to [1]\nset [rimbalzo v] to [0]\n\n@health_2\n\nwhen I receive [restart v]\nhide\nset [boss_2_health v] to [1]\n\nwhen I receive [level_change v]\nset [boss_2_health v] to [1]\n\nwhen flag clicked\nhide\nset [boss_2_health v] to [1]\nforever\n if <(PROGRESSI) < [22]> then\n hide\n end\n if <(PROGRESSI) = [22]> then\n if <(BOSS_2_HEALTH) = [9]> then\n hide\n else\n go to [front v] layer\n show\n switch costume to (BOSS_2_HEALTH)\n end\n end\nend\n\nwhen I receive [death_fall v]\nset [boss_2_health v] to [1]\n\ngo to x: (178) y: (155)\n\nwhen I receive [end_game v]\ngo to [front v] layer\nhide\n\ngo to [front v] layer\n\n | In this game you need to break the green power generators, then the doors open.\nPress Arrow keys to move\nPress A to FIRE\nPress UP ARROW to JUMP\nPress SPACE BAR to skip the intro\nIf you get angry press the 7 Key\n\nDuring the game, press SPACE BAR to turn Ghost effect ON and OFF\n\nIt tells you your score at the end.\n\nHard version!\nLink to Normal version: https://scratch.mit.edu/projects/192751978/ |
Layers: A Top Down Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\n\nwhen [x v] key pressed\nstop all sounds\nstop [other scripts in stage v]\nhide variable [timer v]\nhide variable [deaths v]\n\n@Pen\n\ndefine Analyze (string) Cut: (cut) (list#)\nif <(list#) = [1]> then\n delete (all) of [squares v]\n set [l v] to [0]\n add [] to [squares v]\n repeat (length of (string))\n change [l v] by (1)\n if <(letter (l) of (string)) = (cut)> then\n add [] to [squares v]\n else\n replace item (last) of [squares v] with (join (item (last) of [squares v]) (letter (l) of (string)))\n end\n end\nelse\n delete (all) of [split squares v]\n set [l v] to [0]\n add [] to [split squares v]\n repeat (length of (string))\n change [l v] by (1)\n if <(letter (l) of (string)) = (cut)> then\n add [] to [split squares v]\n else\n replace item (last) of [split squares v] with (join (item (last) of [split squares v]) (letter (l) of (string)))\n end\n end\nend\n\ndefine Print split square <b1> <b2> (width) (height) (letter) (xchange) (ychange)\nif <<(Full?) = [1]> or <<<<(width) > [50]> and <b1>> or <(width) = [100]>> and <<<(height) > [50]> and <b2>> or <(height) = [100]>>>> then\n if <(letter (letter) of (Split)) = (l)> then\n Create Square (50)\n end\n change x by (xchange)\n change y by (ychange)\nelse\n if <<(height) > [50]> and <(width) > [50]>> then\n if <(letter (letter) of (Split)) = (l)> then\n if <b1> then\n Create Rectangle (50) ((height) - (50))\n else\n if <b2> then\n Create Rectangle ((width) - (50)) (50)\n else\n Create Rectangle ((width) - (50)) ((height) - (50))\n end\n end\n end\n change x by (xchange)\n change y by (ychange)\n else\n if <(height) > [50]> then\n if <b1> then\n if <(letter (letter) of (Split)) = (l)> then\n if <b2> then\n Create Rectangle (width) (50)\n else\n Create Rectangle (width) ((height) - (50))\n end\n end\n end\n change y by (ychange)\n change x by (xchange)\n else\n if <(width) > [50]> then\n if <b2> then\n if <(letter (letter) of (Split)) = (l)> then\n if <b1> then\n Create Rectangle (50) (height)\n else\n Create Rectangle ((width) - (50)) (height)\n end\n end\n end\n change x by (xchange)\n change y by (ychange)\n else\n if <<b1> and <b2>> then\n if <(letter (letter) of (Split)) = (l)> then\n Create Rectangle (width) (height)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nReset\n\nwhen I receive [died v]\nchange [deaths v] by (1)\nRestart\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n Print\n if <(Time) = [0]> then\n Check\n end\n change [frames v] by (1)\n set [timer v] to (round (timer))\nend\n\ndefine Print2\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nset size to (300) %\nif <<touching color (#dddede)?> or <touching color (#0000ff)?>> then\n set [touching v] to [1]\n set [lc v] to [0]\nelse\n set [touching v] to [0]\n if <touching color (#5cb712)?> then\n set [lc v] to [1]\n end\nend\nif <not <(Time) = [0]>> then\n set pen size to (((((-1.5) * ((Time) * (Time))) + ((3) * (Time))) + (1)) * (20))\n set pen color to (#cc0099)\n pen down\n pen up\n switch costume to (costume3 v)\n hide\nend\n\ndefine Print1\nerase all\nset [blockx v] to [1]\nset [posy v] to (((([sqrt v] of (length of [squares v]) ) - (1)) * (50)) - (Scrolly))\nset y to (posy)\nrepeat ([sqrt v] of (length of [squares v]) )\n set [posx v] to (((([sqrt v] of (length of [squares v]) ) - (1)) * (50)) - (Scrollx))\n set x to (posx)\n if <([abs v] of (posy) ) < [230]> then\n repeat ([sqrt v] of (length of [squares v]) )\n if <not <[0] = (item (Blockx) of [squares v])>> then\n if <([abs v] of (posx) ) < [290]> then\n if <(Layer) = (item (Blockx) of [squares v])> then\n set pen color to (#5cb712)\n else\n if <(Layer) > (item (Blockx) of [squares v])> then\n set pen color to (#e1a91a)\n else\n if <(Layer) = ((item (Blockx) of [squares v]) - (1))> then\n set pen color to (#0000ff)\n else\n set pen color to (#dddede)\n end\n end\n end\n set [split v] to []\n if <[split squares v] contains (Blockx)?> then\n set [l v] to [1]\n repeat (length of [split squares v])\n if <(Blockx) = (item (l) of [split squares v])> then\n set [split v] to (item ((l) + (1)) of [split squares v])\n end\n change [l v] by (2)\n end\n end\n if <<([abs v] of (x position) ) < [190]> and <([abs v] of (y position) ) < [130]>> then\n if <(Split) = []> then\n Create Square (100)\n else\n Split Squares (100) (100)\n end\n else\n if <<([abs v] of (posy) ) < [230]> and <([abs v] of (posx) ) < [290]>> then\n if <([abs v] of (x position) ) < [190]> then\n if <(Split) = []> then\n Create Rectangle (100) ((230) - ([abs v] of (posy) ))\n else\n Split Squares (100) ((230) - ([abs v] of (posy) ))\n end\n else\n if <([abs v] of (y position) ) < [130]> then\n if <(Split) = []> then\n Create Rectangle ((290) - ([abs v] of (posx) )) (100)\n else\n Split Squares ((290) - ([abs v] of (posx) )) (100)\n end\n else\n if <(Split) = []> then\n Create Rectangle ((290) - ([abs v] of (posx) )) ((230) - ([abs v] of (posy) ))\n else\n Split Squares ((290) - ([abs v] of (posx) )) ((230) - ([abs v] of (posy) ))\n end\n end\n end\n end\n end\n end\n end\n change [posx v] by (-100)\n set x to (posx)\n set y to (posy)\n change [blockx v] by (1)\n end\n else\n change [blockx v] by ([sqrt v] of (length of [squares v]) )\n end\n change [posy v] by (-100)\n set y to (posy)\nend\nif <(Gameover) = [0]> then\n set [posy v] to (((([sqrt v] of (length of [squares v]) ) + (0.5)) * (50)) - (Scrolly))\n set [posx v] to ((0) - (Scrollx))\n set x to (posx)\n set y to (posy)\n set pen color to (#e81818)\n if <<([abs v] of (x position) ) < [190]> and <([abs v] of (y position) ) < [155]>> then\n Create Rectangle (100) (50)\n else\n if <<([abs v] of (posy) ) < [205]> and <([abs v] of (posx) ) < [290]>> then\n if <([abs v] of (x position) ) < [190]> then\n Create Rectangle (100) ((205) - ([abs v] of (posy) ))\n else\n if <([abs v] of (y position) ) < [155]> then\n Create Rectangle ((290) - ([abs v] of (posx) )) (50)\n else\n Create Rectangle ((290) - ([abs v] of (posx) )) ((205) - ([abs v] of (posy) ))\n end\n end\n end\n end\nend\n\ndefine Create Square (size)\nset [myx v] to (x position)\nset [myy v] to (y position)\nset pen size to (1)\nchange x by ((size) / (2))\nchange y by ((size) / (2))\nset [distance v] to (size)\npen down\nrepeat ([ceiling v] of ((size) / (2)) )\n change y by ((0) - (Distance))\n change x by ((0) - (Distance))\n change y by (Distance)\n change x by (Distance)\n change x by (-1)\n change y by (-1)\n change [distance v] by (-2)\n set pen size to (2)\nend\npen up\ngo to x: (myx) y: (myy)\n\nwhen I receive [start v]\nset [lock? v] to [1]\nrepeat until <<(Lock?) = [0]> or <(Lock?) = [20]>>\n if <key (any v) pressed?> then\n change [lock? v] by (1)\n else\n set [lock? v] to [0]\n end\nend\nforever\n if <key (any v) pressed?> then\n if <key (right arrow v) pressed?> then\n change [xv v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-2)\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (2)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-2)\n end\n end\n change [scrollx v] by (xv)\n change [scrolly v] by (yv)\n if <(Touching) = [1]> then\n repeat until <(Touching) = [0]>\n change [scrollx v] by (() - (xv))\n change [scrolly v] by (() - (yv))\n end\n set [xv v] to [0]\n set [yv v] to [0]\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\nend\n\nwhen [r v] key pressed\nRestart\nwait (1) seconds\nif <key (r v) pressed?> then\n Reset\nend\n\ndefine Print\nPrint1\nif <(Gameover) = [0]> then\n Print2\nend\n\ndefine Restart\nset [lock? v] to [0]\nset [gameover v] to [0]\nset [time v] to [0]\nset [layer v] to [1]\nset [scrollx v] to [0]\nif <<(Level) = [5]> or <(Level) = [7]>> then\n set [scrolly v] to [0]\nelse\n set [scrolly v] to [-30]\nend\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen [l v] key pressed\nif <<(username) = [Keyboard8]> or <(username) = [Keyboard8test]>> then\n stop [other scripts in sprite v]\n change [level v] by (1)\n Restart\n Analyze (item (Level) of [level data v]) Cut: [ ] (1)\n delete (all) of [split squares v]\n if <(Level) > [4]> then\n Analyze (item (Level) of [splitdata v]) Cut: [ ] (2)\n end\n broadcast (start v)\nend\n\ndefine Check\nswitch costume to (costume1 v)\nset size to (100) %\nshow\nif <touching color (#e81717)?> then\n if <(Level) < [7]> then\n stop [other scripts in sprite v]\n broadcast (levelup v)\n stop [this script v]\n else\n stop [other scripts in sprite v]\n Restart\n Gameover\n set [timer v] to (timer)\n broadcast (gameover v)\n stop [this script v]\n end\nend\nif <touching color (#000000)?> then\n stop [other scripts in sprite v]\n broadcast (died v)\n stop [this script v]\nend\nset size to (500) %\nif <<<touching color (#e1a91a)?> and <not <touching color (#5cb712)?>>> and <(Time) = [0]>> then\n repeat until <touching color (#5cb712)?>\n change [layer v] by (-1)\n hide\n Print1\n go to x: (0) y: (0)\n set pen size to (((((-1.5) * ((Time) * (Time))) + ((3) * (Time))) + (1)) * (20))\n set pen color to (#cc0099)\n pen down\n pen up\n switch costume to (costume1 v)\n show\n if <(Layer) < [1]> then\n stop [this script v]\n end\n end\nend\nset pen size to (((((-1.5) * ((Time) * (Time))) + ((3) * (Time))) + (1)) * (20))\nset pen color to (#cc0099)\npen down\npen up\nswitch costume to (costume3 v)\nhide\n\ndefine Split Squares (width) (height)\nif <<(width) = [100]> and <(height) = [100]>> then\n set [full? v] to [1]\nelse\n set [full? v] to [0]\nend\nif <(width) > [50]> then\n if <(posx) < [0]> then\n change x by (25)\n else\n change x by (((width) - (50)) / (2))\n end\nend\nif <(height) > [50]> then\n if <(posy) < [0]> then\n change y by (25)\n else\n change y by (((height) - (50)) / (2))\n end\nend\nset [l v] to [1]\nPrint split square <(posx) < [0]> <(posy) < [0]> (width) (height) (1) (() - ((((width) - (50)) / (2)) + (25))) (0)\nPrint split square <(posx) > [0]> <(posy) < [0]> (width) (height) (2) (0) (() - ((((height) - (50)) / (2)) + (25)))\nPrint split square <(posx) > [0]> <(posy) > [0]> (width) (height) (3) ((((width) - (50)) / (2)) + (25)) (0)\nPrint split square <(posx) < [0]> <(posy) > [0]> (width) (height) (4) (0) ((((height) - (50)) / (2)) + (25))\n\ndefine Create Rectangle (x) (y)\nset [myx v] to (x position)\nset [myy v] to (y position)\nset pen size to (1)\nchange x by ((x) / (2))\nchange y by ((y) / (2))\nset [dx v] to (x)\nset [dy v] to (y)\npen down\nrepeat until <<(dx) < [0]> or <(dy) < [0]>>\n change y by ((0) - (dy))\n change x by ((0) - (dx))\n change y by (dy)\n change x by (dx)\n change x by (-1)\n change y by (-1)\n change [dx v] by (-2)\n change [dy v] by (-2)\n set pen size to (2)\nend\npen up\ngo to x: (myx) y: (myy)\n\nwhen [k v] key pressed\nif <<(username) = [Keyboard8]> or <(username) = [Keyboard8test]>> then\n stop [other scripts in sprite v]\n change [level v] by (-1)\n set [lives v] to [3]\n Restart\n Analyze (item (Level) of [level data v]) Cut: [ ] (1)\n delete (all) of [split squares v]\n if <(Level) > [4]> then\n Analyze (item (Level) of [splitdata v]) Cut: [ ] (2)\n end\n broadcast (start v)\nend\n\nwhen I receive [thumbnail v]\nstop [other scripts in sprite v]\ndelete (all) of [split squares v]\ndelete (all) of [squares v]\nRestart\nset [scrolly v] to [0]\nset [layer v] to [2]\nset [gameover v] to [1]\nAnalyze (item (1) of [thumbnail v]) Cut: [ ] (1)\nPrint\ngo to x: (50) y: (-40)\nset pen size to (((((-1.5) * ((Time) * (Time))) + ((3) * (Time))) + (1)) * (20))\nset pen color to (#cc0099)\npen down\npen up\nswitch costume to (costume3 v)\nhide\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n set [fps v] to (Frames)\n set [frames v] to [0]\nend\n\nwhen I receive [levelup v]\nchange [level v] by (1)\nRestart\nAnalyze (item (Level) of [level data v]) Cut: [ ] (1)\ndelete (all) of [split squares v]\nif <(Level) > [4]> then\n Analyze (item (Level) of [splitdata v]) Cut: [ ] (2)\nend\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n set [time v] to [0]\n repeat (5)\n change [time v] by (0.1)\n go to x: (0) y: (0)\n end\n change [layer v] by (1)\n repeat (5)\n change [time v] by (0.1)\n go to x: (0) y: (0)\n end\n repeat (5)\n change [time v] by (0.1)\n go to x: (0) y: (0)\n end\n if <(LC) = [0 ]> then\n change [layer v] by (-1)\n end\n repeat (5)\n change [time v] by (0.1)\n go to x: (0) y: (0)\n end\n wait (0.1) seconds\n set [time v] to [0]\n end\nend\n\ndefine Reset\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nhide\nerase all\nset [level v] to [1]\nset [deaths v] to [0]\nset [timer v] to [0]\nreset timer\nRestart\nAnalyze (item (1) of [level data v]) Cut: [ ] (1)\ndelete (all) of [split squares v]\nbroadcast (start v)\nshow variable [fps v]\nshow variable [deaths v]\nshow variable [timer v]\nshow variable [level v]\n\ndefine Gameover\nset [gameover v] to [1]\ndelete (all) of [split squares v]\ndelete (all) of [squares v]\nrepeat (81)\n add [1] to [squares v]\nend\nPrint\n\n@TextEngine\n\ndefine None\nset [cl v] to [1]\nset [length v] to [0]\nrepeat (length of (text))\n set [code v] to ([\['letter:of:', \['readvariable', 'cl'\], \['getparam', 'text', 'r'\]\] v] of [textengine v])\n if <(length of (code)) < [5]> then\n change [length v] by ((10) * (s))\n else\n change [length v] by (((join (letter (3) of (code)) (letter (4) of (code))) + (3)) * (s))\n end\n change [cl v] by (1)\nend\n\ndefine DrawCharacter [] <>\nset [code v] to ([\['letter:of:', \['readvariable', 'cl'\], \['getparam', 'text', 'r'\]\] v] of [textengine v])\nset [length v] to (length of (code))\nif <(length) < [5]> then\n set [width v] to ((10) * (spacing))\n if <w> then\n if <(cL) = (nextCL)> then\n change [nextcl v] by (1)\n else\n if <((cX) + (width)) > [235]> then\n set [cx v] to [-235]\n change [cy v] by (nextY)\n end\n end\n end\n change [cx v] by (width)\nelse\n set [width v] to (((join (letter (3) of (code)) (letter (4) of (code))) + (3)) * (spacing))\n if <w> then\n if <(cL) = (nextCL)> then\n Wrap (text)\n else\n if <((cX) + (width)) > [235]> then\n set [cx v] to [-235]\n change [cy v] by (nextY)\n end\n end\n end\n set x to (cX)\n change [cx v] by (width)\n set [pos v] to [5]\n set [height v] to [0]\n repeat until <(pos) > (length)>\n set y to (cY)\n set [nexth v] to ((height) + (19))\n set [draw? v] to (letter (pos) of (code))\n change [pos v] by (1)\n repeat until <(height) > (nextH)>\n set [repeat v] to (join (letter (pos) of (code)) (letter ((pos) + (1)) of (code)))\n change [height v] by (repeat)\n change [pos v] by (2)\n if <(draw?) = [0]> then\n set [draw? v] to [1]\n else\n pen down\n set [draw? v] to [0]\n end\n if <(italics) = [0]> then\n change y by (((() - (repeat)) + (1)) * (size))\n pen up\n change y by (() - (size))\n else\n go to x: ((x position) - (((repeat) - (1)) * (i/20))) y: ((y position) - (((repeat) - (1)) * (size)))\n pen up\n go to x: ((x position) - (i/20)) y: ((y position) - (size))\n end\n end\n change x by ((size) + (italics))\n end\nend\n\ndefine None\nset [size v] to ((s) * (2))\nset [nexty v] to ((size) * (-25))\nset [spacing v] to ((size) * (space))\nset [italics v] to ((i) * (size))\nset [i/20 v] to ((italics) / (20))\nif <(a) = [r]> then\n FindLength (text) (spacing)\n set [cx v] to (((x) - (length)) + (italics))\nelse\n if <(a) = [c]> then\n FindLength (text) (spacing)\n set [cx v] to (((x) - ((length) / (2))) + (italics))\n else\n set [cx v] to ((x) + (italics))\n end\nend\nset [cy v] to ((y) + ((14) * (size)))\nset [cl v] to [1]\nset [nextcl v] to [1]\nset pen size to (round ((size) * (t)))\nrepeat (length of (text))\n set [code v] to ([\['letter:of:', \['readvariable', 'cl'\], \['getparam', 'text', 'r'\]\] v] of [textengine v])\n set [length v] to (length of (code))\n if <(length) < [5]> then\n set [width v] to ((10) * (spacing))\n if <w> then\n if <(cL) = (nextCL)> then\n change [nextcl v] by (1)\n else\n if <((cX) + (width)) > [235]> then\n set [cx v] to [-235]\n change [cy v] by (nextY)\n end\n end\n end\n change [cx v] by (width)\n else\n set [width v] to (((join (letter (3) of (code)) (letter (4) of (code))) + (3)) * (spacing))\n if <w> then\n if <(cL) = (nextCL)> then\n Wrap (text)\n else\n if <((cX) + (width)) > [235]> then\n set [cx v] to [-235]\n change [cy v] by (nextY)\n end\n end\n end\n set x to (cX)\n change [cx v] by (width)\n set [pos v] to [5]\n set [height v] to [0]\n repeat until <(pos) > (length)>\n set y to (cY)\n set [nexth v] to ((height) + (19))\n set [draw? v] to (letter (pos) of (code))\n change [pos v] by (1)\n repeat until <(height) > (nextH)>\n set [repeat v] to (join (letter (pos) of (code)) (letter ((pos) + (1)) of (code)))\n change [height v] by (repeat)\n change [pos v] by (2)\n if <(draw?) = [0]> then\n set [draw? v] to [1]\n else\n pen down\n set [draw? v] to [0]\n end\n if <(italics) = [0]> then\n change y by (((() - (repeat)) + (1)) * (size))\n pen up\n change y by (() - (size))\n else\n go to x: ((x position) - (((repeat) - (1)) * (i/20))) y: ((y position) - (((repeat) - (1)) * (size)))\n pen up\n go to x: ((x position) - (i/20)) y: ((y position) - (size))\n end\n end\n change x by ((size) + (italics))\n end\n end\n change [cl v] by (1)\nend\n\ndefine Set Font to %m.list\nif <not <(font) = (font)>> then\n set [cl v] to [1]\n repeat (length of (characters))\n set [\['letter:of:', \['readvariable', 'cl'\], \['readvariable', 'characters'\]\] v] to (item (cL) of [\['getparam', 'font', 'r'\] v])\n change [cl v] by (1)\n end\n set [font v] to (font)\nend\n\nwhen I receive [gameover v]\nset [score v] to ((round ((10) * ((100) / (((([sqrt v] of ((Timer) / (60)) ) - (1)) + ([sqrt v] of ((Deaths) / (2)) )) + (1))))) / (10))\nColor: red (255) green (255) blue (255) alpha (255)\nWrite [You Win!] at (-150) (100) size (2) thickness (2) wrap? spacing (1) alignment [] italics (0)\nWrite (join [Time: ] (round (Timer))) at (-150) (50) size (1) thickness (2) wrap? spacing (1) alignment [] italics (0)\nWrite (join [Deaths: ] (Deaths)) at (-150) (0) size (1) thickness (2) wrap? spacing (1) alignment [] italics (0)\nWrite (join [Score: ] (Score)) at (-150) (-50) size (1) thickness (2) wrap? spacing (1) alignment [] italics (0)\nif <(Score) > (☁ Highscore)> then\n set [☁ highscore v] to (Score)\nend\nWrite (join [Highscore: ] (☁ Highscore)) at (-150) (-100) size (1) thickness (2) wrap? spacing (1) alignment [] italics (0)\nhide variable [fps v]\nhide variable [deaths v]\nhide variable [timer v]\nhide variable [level v]\nstop [all v]\n\nwhen [x v] key pressed\nif <<(username) = [Keyboard8]> or <(username) = [Keyboard8test]>> then\n hide variable [fps v]\n hide variable [level v]\n hide variable [timer v]\n hide variable [deaths v]\n erase all\n broadcast (Thumbnail v)\n Set Font to %m.list\n wait (0.1) seconds\n Color: red (255) green (255) blue (255) alpha (255)\n Write [Layers] at (-110) (100) size (2) thickness (2) wrap? spacing (1) alignment [] italics (0)\n Write [A 99% Pen "Platformer"] at (-175) (50) size (0.8) thickness (2) wrap? spacing (1) alignment [] italics (0)\n Write [Keyboard8] at (115) (-170) size (0.6) thickness (2.5) wrap? spacing (1) alignment [] italics (5)\nend\nstop [all v]\n\ndefine None\nset pen color to (((((((round (a)) * (256)) + (round (r))) * (256)) + (round (g))) * (256)) + (round (b)))\n\ndefine Wrap []\nset [nextcx v] to ((cX) + (width))\nset [wrap? v] to [0]\nrepeat until <<(letter (nextCL) of (text)) = [ ]> or <(nextCL) > (length of (text))>>\n set [nextcode v] to ([\['letter:of:', \['readvariable', 'nextcl'\], \['getparam', 'text', 'r'\]\] v] of [textengine v])\n change [nextcx v] by (((join (letter (3) of (nextCode)) (letter (4) of (nextCode))) + (3)) * (spacing))\n if <<(nextCx) > [240]> and <(wrap?) = [0]>> then\n set [cx v] to [-235]\n change [cy v] by (nextY)\n set [wrap? v] to [1]\n end\n change [nextcl v] by (1)\nend\n\n | Arrow Keys to move, space to jump (Change layer). \nGreen squares are on your level, Blue is a level above, Gray is > 1 level above, Orange is below (You can fall down levels if you are only touching orange). \nRed is your goal, Black kills you if you are not jumping.\nPress R key to restart the level. \nHold R key for 1 second to restart the game.\n7 total levels (They get progressively harder)\nTry to beat the high score (Least amount of deaths and fastest completion time.)\nMy Highscore: Time: 213, Deaths: 0 Score: 53.1\nIs this too easy for you? Go and try the Alpha Version remix (You only get 3 lives per level and the hitbox is bigger (trust me, it makes a difference)\nIf you want to remix and design your own level, let me know and I will help. It's not that hard!\nLove, Favorite, Comment, Remix, and Follow please!\n\nLevel Summary\n1- Just press the space bar and up arrow!\n2- Keep on jumping!\n3- Don't touch the black or be fooled by the gray center!\n4- Go around in a spiral, but be careful of the black!\n5- Be precise in hitting the smaller rectangles!\n6- Its getting trickier, you have to be accurate to hit those small squares over long distances!\n7- The final challenge! This will require incredible precision, and a bit of luck and cleverness to complete! Only true masters can beat this level! |
halloween platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [générique v]\nnext backdrop\nwait (2) seconds\nrepeat (4)\n wait (2.5) seconds\n next backdrop\nend\nbroadcast (game start v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop16 v)\n\nwhen flag clicked\nset volume to (0) %\nstart sound [Halloween - Music v]\nrepeat (20)\n change volume by (5)\n wait (0.1) seconds\nend\nwait (249) seconds\nforever\n play sound [Halloween - Music v] until done\nend\n\nwhen I receive [game start v]\nwait (2.5) seconds\nforever\n if <[16] > (backdrop [number v])> then\n if <[217] < ([x position v] of [sprite1 v])> then\n broadcast (game start v)\n next backdrop\n set [cranes v] to [0]\n if <<(backdrop [number v]) > [13]> and <[16] > (backdrop [number v])>> then\n set [cranes v] to [1]\n end\n wait (1) seconds\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nreset timer\nhide\n\nwhen I receive [game start v]\nblock\n\nwhen I receive [générique v]\nswitch costume to (costume2 v)\nshow\ngo to x: (-15) y: (-168)\nset size to (100) %\nwait (3.35) seconds\nset size to (250) %\nchange y by (20)\n\ndefine block\nset size to (100) %\nswitch costume to (costume2 v)\ngo to x: (-214) y: (-135)\npoint in direction (90)\ngo [backward v] (1) layers\nshow\nclear graphic effects\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.4)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n switch costume to (costume3 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n switch costume to (costume4 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [7]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <touching color (#ffff00)?> then\n set [yv v] to [12]\n else\n set [yv v] to [7]\n end\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (game start v)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <([backdrop # v] of [_stage_ v]) = [16]> then\nend\n\nclear graphic effects\nstop [other scripts in sprite v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (-50)\nrepeat (50)\n change [brightness v] effect by (2.5)\n change size by (pick random (-2) to (5))\nend\nrepeat (20)\n change [brightness v] effect by (-2)\n change size by (pick random (-5) to (2))\nend\nrepeat (50)\n change [brightness v] effect by (2.5)\n change size by (pick random (-2) to (5))\nend\ngo to x: (0) y: (0)\nset size to (439) %\nclear graphic effects\nswitch costume to (costume6 v)\nwait (7) seconds\nbroadcast (end v)\nblock\n\n@Lutin1\n\ndefine a\nrepeat (6)\n pen down\n pen up\n change y by (10)\nend\nrepeat (3)\n pen down\n pen up\n change y by (10)\n change x by (10)\nend\nrepeat (3)\n pen down\n pen up\n change y by (-10)\n change x by (10)\nend\nrepeat (3)\n pen down\n pen up\n change y by (-10)\nend\nrepeat (6)\n pen down\n pen up\n change x by (-10)\nend\nrepeat (6)\n pen down\n pen up\n change x by (10)\nend\nrepeat (3)\n change y by (-10)\n pen down\n pen up\nend\nchange x by (15)\n\ndefine i\nrepeat (7)\n pen down\n pen up\n change y by (10)\nend\nchange y by (10)\nset pen size to (7)\npen down\npen up\nset pen size to (5)\nchange y by (-80)\nchange x by (15)\n\ndefine r\nrepeat (9)\n pen down\n pen up\n change y by (10)\nend\nrepeat (5)\n pen down\n pen up\n change x by (10)\nend\nrepeat (5)\n pen down\n pen up\n change y by (-10)\nend\nrepeat (5)\n pen down\n pen up\n change x by (-10)\nend\npen down\npen up\nchange x by (10)\nrepeat (4)\n pen down\n pen up\n change x by (10)\n change y by (-10)\nend\npen down\npen up\nchange x by (40)\n\ndefine p\nrepeat (9)\n pen down\n pen up\n change y by (10)\nend\nrepeat (5)\n pen down\n pen up\n change x by (10)\nend\nrepeat (5)\n pen down\n pen up\n change y by (-10)\nend\nrepeat (5)\n pen down\n pen up\n change x by (-10)\nend\nchange x by (10)\nrepeat (4)\n change x by (10)\n change y by (-10)\nend\nchange x by (20)\n\nwhen flag clicked\nhide\ngo to x: (-212) y: (-55)\nset pen color to (#e81818)\nerase all\nset pen size to (5)\nd\na\ni\nr\no\np\nwait (1) seconds\nbroadcast (C-S v)\n\ndefine d\nrepeat (9)\n pen down\n pen up\n change y by (10)\nend\nrepeat (4)\n pen down\n pen up\n change x by (10)\nend\nrepeat (1)\n pen down\n pen up\n change y by (-10)\n change x by (10)\nend\nrepeat (7)\n pen down\n pen up\n change y by (-10)\nend\nrepeat (1)\n pen down\n pen up\n change y by (-10)\n change x by (-10)\nend\nrepeat (4)\n pen down\n pen up\n change x by (-10)\nend\nrepeat (5)\n change x by (10)\nend\nchange x by (20)\n\ndefine o\nrepeat (7)\n pen down\n pen up\n change y by (10)\nend\nchange x by (-10)\nset pen color to (#010101)\nrepeat (4)\n pen down\n pen up\n change y by (10)\nend\npen down\npen up\nchange y by (-20)\nchange x by (10)\npen down\npen up\nchange y by (-10)\nset pen color to (#e81818)\nrepeat (5)\n pen down\n pen up\n change x by (10)\nend\nchange x by (-10)\nchange y by (10)\nset pen color to (#121212)\npen down\npen up\nchange x by (10)\nrepeat (2)\n pen down\n pen up\n change y by (10)\nend\nrepeat (5)\n pen down\n pen up\n change y by (-10)\nend\nchange x by (-10)\nset pen color to (#e81818)\nrepeat (6)\n pen down\n pen up\n change y by (-10)\nend\nrepeat (4)\n pen down\n pen up\n change x by (-10)\nend\nrepeat (5)\n pen down\n pen up\n change x by (10)\nend\nchange x by (20)\n\n@Lutin3\n\nwhen I receive [c-s v]\nshow\ngo to x: (313) y: (-11)\nrepeat (48)\n go to [front v] layer\n change x by (-10)\nend\nbroadcast (générique v)\nerase all\nrepeat (53)\n go to [front v] layer\n change x by (-10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Lutin2\n\nwhen flag clicked\nset [. vis. v] to [0]\nhide\nset [ghost v] effect to (100)\nrepeat (25)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(. vis.) = [0]> then\n wait (pick random (0.1) to (0.5)) seconds\n switch costume to (pick random (1) to (2))\n go to (random position v)\n set [ghost v] effect to (0)\n set size to (10) %\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n if <touching color (#000000)?> then\n hide\n else\n show\n end\n end\n wait (0.5) seconds\n else\n hide\n end\nend\n\nwhen [a v] key pressed\nset [. vis. v] to [1]\n\nwhen [b v] key pressed\nset [. vis. v] to [0]\n\n@Lutin4\n\nwhen flag clicked\nhide\nset [cranes v] to [0]\nrepeat (5)\n create clone of (_myself_ v)\nend\nwait until <([backdrop # v] of [_stage_ v]) = [15]>\nrepeat (4)\n create clone of (_myself_ v)\nend\n\ndefine cranes\ngo to x: (250) y: (pick random (-90) to (50))\nrepeat (10)\n if <touching color (#003fff)?> then\n hide\n else\n show\n end\n change x by (-5)\nend\nrepeat until <touching (_edge_ v)?>\n if <touching color (#003fff)?> then\n hide\n else\n show\n end\n change x by (-5)\nend\nhide\n\nwhen I start as a clone\nhide variable [☁ best time v]\nhide variable [time v]\nset [tsrdrrjgnuhklihugftdcyrhurj\(_erfygtuyy v] to (pick random (1) to (10))\nif <(tsrdrrjgnuhklihugftdcyrhurj\(_erfygtuyy) = [10]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nhide\nwait until <(cranes) = [1]>\nrepeat until <(cranes) = [0]>\n wait (pick random (0) to (5)) seconds\n cranes\n if <(tsrdrrjgnuhklihugftdcyrhurj\(_erfygtuyy) = [10]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\nbroadcast (score ? v)\ndelete this clone\n\nwhen I receive [score ? v]\nset [time v] to (timer)\nif <(☁ best time) > (time)> then\n set [☁ best time v] to (time)\nend\nshow variable [☁ best time v]\nshow variable [time v]\nstop [this script v]\n\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (47) y: (-52)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | Use the arrows keys to move and ...\nJust enjoy :p\n\nRules into the project\n\n"a" to hide points and "b" for visible points |
Platformer Code! | @Stage\n\nwhen flag clicked\nforever\nend\n\n@player\n\ndefine None\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <key (up arrow v) pressed?> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <key (left arrow v) pressed?> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <key (right arrow v) pressed?> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\ngo to x: (-34) y: (-117)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\n@ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n | This is the basic coding for a platformer!\nDo whatever you want with it!\nFor this code you need to make the obstacles and ground a seperate sprite and you have to specifically name the sprite ground as spelt there or change it in the code up to you |
Neon -Platformer- | @Stage\n\nwhen I receive [start v]\nforever\n switch backdrop to (Level)\nend\n\n@Sprite3\n\nwhen I receive [start v]\nhide\nforever\n if <(Level) = [6]> then\n show\n switch costume to (costume1 v)\n set [cannon ball dir v] to [2]\n go to x: (-225) y: (76)\n create clone of (sprite4 v)\n wait (4) seconds\n else\n if <(Level) = [8]> then\n show\n switch costume to (costume2 v)\n set [cannon ball dir v] to [1]\n go to x: (197) y: (102)\n create clone of (sprite4 v)\n wait (4) seconds\n else\n hide\n end\n end\nend\n\n@Sprite1\n\nset [platfrom xspeed v] to [0]\n\nwait (7) seconds\n\nwhen I receive [start v]\nforever\n if <(Xvel) > [0]> then\n set [dir v] to [2]\n end\n if <(Xvel) < [0]> then\n set [dir v] to [1]\n end\nend\n\nwhen I receive [start v]\nforever\n change x by (Xvel)\n change y by (Yvel)\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n if <touching color (#99ffff)?> then\n change y by (1)\n if <touching color (#99ffff)?> then\n change y by (1)\n if <touching color (#99ffff)?> then\n change y by (1)\n if <touching color (#99ffff)?> then\n change y by (1)\n if <touching color (#99ffff)?> then\n change y by (1)\n if <(Dir) = [1]> then\n set [xvel v] to [0]\n move (5) steps\n end\n if <(Dir) = [2]> then\n set [xvel v] to [0]\n move (-5) steps\n end\n end\n end\n end\n end\n end\n if <touching color (#00cccc)?> then\n set [yvel v] to [0]\n change y by (-3)\n end\nend\n\nwhen I receive [start v]\nset [yvel v] to [0]\nset [xvel v] to [0]\ngo to x: (-210) y: (-96)\n\nwhen I receive [start v]\nforever\n if <touching (moving platform v)?> then\n change x by (Platfrom XSpeed)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#ff00bf)?> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yvel v] to [5]\n end\n end\n if <<touching color (#00ffff)?> or <touching color (#ff9400)?>> then\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [yvel v] to [3]\n end\n end\n if <not <<<touching color (#00ffff)?> or <touching color (#ff00bf)?>> or <touching color (#ff9400)?>>> then\n repeat until <<touching color (#00ffff)?> or <<touching color (#ff00bf)?> or <touching color (#ff9400)?>>>\n change [yvel v] by (-0.1)\n end\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <not <touching color (#cc7700)?>> then\n if <key (right arrow v) pressed?> then\n set [xvel v] to [3]\n end\n if <key (left arrow v) pressed?> then\n set [xvel v] to [-3]\n end\n end\n set [xvel v] to ((Xvel) * (0.9))\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#00ff55)?> then\n go to x: (-210) y: (-96)\n end\n if <<touching color (#cccc00)?> or <touching color (#ffff00)?>> then\n go to x: (-210) y: (-96)\n end\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (-96)\n end\n if <<touching color (#6600cc)?> or <touching color (#4c0099)?>> then\n go to x: (-210) y: (-96)\n change [level v] by (1)\n end\n if <touching color (#ff9400)?> then\n go to x: (-210) y: (-96)\n end\nend\n\nwait (0.07) seconds\n\nwhen I receive [start v]\nforever\n if <key (r v) pressed?> then\n go to x: (-210) y: (-96)\n end\nend\n\n@Moving Platform\n\nwhen I receive [start v]\ngo to x: (37) y: (-121)\nhide\nforever\n if <(Level) = [4]> then\n repeat until <not <(Level) = [4]>>\n show\n set [platfrom xspeed v] to [5]\n repeat until <(x position) > [151]>\n change x by (5)\n end\n set [platfrom xspeed v] to [0]\n set [platfrom xspeed v] to [-5]\n repeat until <(x position) < [35]>\n change x by (-5)\n end\n set [platfrom xspeed v] to [0]\n end\n hide\n end\nend\n\n@Sprite2\n\ngo to x: (0) y: (0)\n\ngo to [front v] layer\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo [backward v] (2) layers\n\nwhen I receive [thumb v]\ngo to [front v] layer\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Start v)\n\n@Sprite4\n\nwhen I start as a clone\nshow\ngo to (sprite3 v)\nif <(Cannon Ball Dir) = [2]> then\n change x by (30)\nelse\n change x by (-30)\nend\nchange y by (10)\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n if <(Cannon Ball Dir) = [2]> then\n move (10) steps\n else\n move (-10) steps\n end\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (thumb v)\n\nhide\n\n | Arrow Keys to move\nUp arrow to jump\nR to Restart\nDo not touch red or yellow\ndo not touch spikes\nJump on pink to go higher\nget to the purple |
Radioactive~Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [nl v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Radioactive ~ 8 Bit Remix v] until done\nend\n\n@Glow\n\nwhen flag clicked\nshow\nforever\n go to (player v)\n go [backward v] (6) layers\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [17]> then\n hide\n end\nend\n\n@Player\n\ndefine None\nchange y by (-5)\nif <<touching (enimies v)?> or <touching color (#ff0000)?>> then\n go to x: (-215) y: (-120)\nend\nchange y by (5)\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (speed)\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by ((speed) * (-1))\nend\nset [x v] to ((x) * (friction))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\nend\nchange [y v] by (gravity)\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <touching (finish v)?> then\n broadcast (NL v)\nend\n\nwhen flag clicked\ngo to x: (-215) y: (-120)\nforever\n Physics Speed (0.5) Jump Height (10) Friction (0.9) Gravity (-0.5)\nend\n\nwhen I receive [nl v]\ngo to x: (-215) y: (-120)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n if <(backdrop [name v]) = [17]> then\n switch costume to (costume2 v)\n end\n if <(backdrop [name v]) = [18]> then\n hide\n end\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\nforever\n if <(backdrop [name v]) = [18]> then\n hide\n end\nend\n\nwhen I receive [nl v]\nnext costume\n\n@Finish\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [name v]) = [18]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Enimies\n\nwhen flag clicked\nhide\n\nwhen I receive [nl v]\nforever\n if <([costume # v] of [ground v]) = [1]> then\n hide\n end\n if <([costume # v] of [ground v]) = [4]> then\n show\n switch costume to (costume1 v)\n end\n if <([costume # v] of [ground v]) = [5]> then\n switch costume to (costume2 v)\n end\n if <([costume # v] of [ground v]) = [6]> then\n switch costume to (costume2 v)\n end\nend\n\n | Hello! Welcome to Radioactive. Use ^, ---> and <--- to move. The rest of the instructions are in the game. Good luck!\nI finally had the motivation to finish! You're welcome! :)\nAll levels are tested and possible.\nPlease report any glitches.\n@-ShadowOfTheFuture- loved and faved!!! Thanks! \nIMPORTANT:\nThanks @bw90350 for fixing the lava glitch!\nPress the green flag twice! \n600 views! WHAT!\nYES! I reached 50 loves! |
☁️ Sky - A Platformer Game ☁️ | @Stage\n\n@Player\n\nwhen I receive [play v]\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\ngo to x: (-193) y: (119)\nset size to (75) %\nforever\n Platform Physics (1) (10) (0.9)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\ndefine None\nset size to (51) %\nset rotation style [don't rotate v]\nif on edge, bounce\nchange [y vel v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume3 v)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (speed)\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X Vel) * (glide))\nchange x by (X Vel)\nif <(x position) > [210]> then\n go to x: (-193) y: (110)\n change [level v] by (1)\nend\nif <touching (_edge_ v)?> then\n change x by (([abs v] of (X Vel) ) * (-1))\nend\nif <touching color (#e5e5e5)?> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n go to x: (-193) y: (119)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\nif <touching color (#003fff)?> then\n set [y vel v] to ((jump height) * (1.7))\nend\nif <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-6)\n change x by ((X Vel) * (-2))\n if <key (up arrow v) pressed?> then\n set [y vel v] to [10]\n if <(Y Vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y Vel)\nif <touching color (#ffffff)?> then\n change y by ((Y Vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#ffffff)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to (jump height)\nend\nchange y by (0.5)\n\n@Platform\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\n\n@Menu\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo [backward v] (4) layers\n\nwhen I receive [play v]\nhide\n\n@Play Button\n\nwhen flag clicked\nreset timer\nshow\nreset timer\nset size to (50) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [60]>\n change size by (1)\n end\n if <mouse down?> then\n broadcast (Play v)\n hide\n end\n else\n repeat until <(size) = [50]>\n change size by (-1)\n end\n end\nend\n\nwhen I receive [instructions v]\nhide\nwait until <mouse down?>\nshow\n\n@Instructions Button\n\nwhen flag clicked\nshow\nset size to (50) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [60]>\n change size by (1)\n end\n if <mouse down?> then\n broadcast (Instructions v)\n end\n else\n repeat until <(size) = [50]>\n change size by (-1)\n end\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Instruction\n\nwhen I receive [instructions v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <not <mouse down?>>\nwait until <mouse down?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Mute Button\n\nwhen flag clicked\nshow\ngo to x: (210) y: (-150)\nswitch costume to (sound v)\nset volume to (100) %\nforever\n play sound [Alan W. - Tired Ft. Gavin James v] until done\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (sound \(muted\) v)\n set [brightness v] effect to (-40)\n repeat (10)\n change volume by (-10)\n end\nelse\n switch costume to (sound v)\n set [brightness v] effect to (0)\n repeat (10)\n change volume by (10)\n end\nend\n\n@Clouds\n\nwhen I start as a clone\nshow\nset y to (pick random (0) to (150))\nset x to (230)\nrepeat (460)\n change x by (-1)\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n hide\n wait (pick random (5) to (9)) seconds\n create clone of (_myself_ v)\nend\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (50)\npoint in direction (90)\nshow\nset size to (150) %\nset rotation style [don't rotate v]\nforever\n change [y v] by (6)\n change y by ([sin v] of (Y) )\n change x by (([sin v] of (Y) ) * (2))\n change y by ([sin v] of (Y) )\nend\n\nwhen I receive [play v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\ngo to x: (0) y: (-180)\nshow\ngo to [front v] layer\nrepeat until <(y position) > [-1]>\n change y by ((y position) / (-4))\nend\n\n@Intro\n\n | \n |
70% Pen Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\nforever\n play sound [latenightsnow v] until done\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n switch backdrop to (blue sky 2 2 v)\n end\n if <not <(level) = [10]>> then\n switch backdrop to (blue sky 2 v)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (55)\nrepeat (15)\n change size by (-0.5)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (65) %\nswitch costume to (コスチューム2 v)\nshow\ngo to x: (-214) y: (-95)\nset [level v] to [0]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [x v] by (1)\n switch costume to (costume4 v)\n else\n change [x v] by (1)\n switch costume to (costume3 v)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [x v] by (-1)\n switch costume to (left v)\n else\n change [x v] by (-1)\n switch costume to (costume6 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#27fd00)?> then\n change y by (1)\n end\n if <touching color (#27fd00)?> then\n change y by (1)\n end\n if <touching color (#27fd00)?> then\n change y by (1)\n end\n if <touching color (#27fd00)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [y v] to [13]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n if <touching color (#27fd00)?> then\n change y by (1)\n end\n change y by (y)\n if <touching color (#27fd00)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching color (#27fd00)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-177) y: (-95)\n end\n if <<(x position) > [230]> and <not <[9] < (level)>>> then\n change [level v] by (1)\n go to x: (-177) y: (-95)\n broadcast (Pen v)\n end\n if <(y position) < [-175]> then\n go to x: (-177) y: (-95)\n end\n if <touching color (#27fd00)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n if <<not <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (idle v)\n end\n if <touching color (#ec00fd)?> then\n set [y v] to [18]\n end\nend\n\n@Pen\n\nwhen flag clicked\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\n\nwhen I receive [pen v]\nif <(level) = [1]> then\n broadcast (Pen 1 v)\nend\nif <(level) = [2]> then\n broadcast (Pen 2 v)\nend\nif <(level) = [3]> then\n broadcast (Pen 3 v)\nend\nif <(level) = [4]> then\n broadcast (Pen 4 v)\nend\nif <(level) = [5]> then\n broadcast (Pen 5 v)\nend\nif <(level) = [6]> then\n broadcast (Pen 6 v)\nend\nif <(level) = [7]> then\n broadcast (Pen 7 v)\nend\nif <(level) = [8]> then\n broadcast (Pen 8 v)\nend\nif <(level) = [9]> then\n broadcast (Pen 9 v)\nend\nif <(level) = [10]> then\n broadcast (Pen 10 v)\nend\n\nwhen I receive [pen 1 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (90) y: (-111)\npen down\ngo to x: (250) y: (-111)\npen up\n\nwhen I receive [pen 2 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#ec00fd)\nset pen size to (10)\ngo to x: (-100) y: (-111)\npen down\ngo to x: (-50) y: (-111)\npen up\nset pen color to (#ec00fd)\nset pen size to (10)\ngo to x: (100) y: (-111)\npen down\ngo to x: (150) y: (-111)\npen up\nset pen color to (#fd0000)\nset pen size to (130)\ngo to x: (-250) y: (120)\npen down\ngo to x: (250) y: (120)\npen up\n\nwhen I receive [pen 5 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#27fd00)\nset pen size to (10)\ngo to x: (-100) y: (-121)\npen down\ngo to x: (-100) y: (-71)\npen up\nset pen color to (#27fd00)\nset pen size to (10)\ngo to x: (-100) y: (-11)\npen down\ngo to x: (-100) y: (180)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (-90) y: (-119)\npen down\ngo to x: (-25) y: (-119)\npen up\nset pen color to (#27fd00)\nset pen size to (10)\ngo to x: (100) y: (-121)\npen down\ngo to x: (100) y: (61)\npen up\nset pen color to (#27fd00)\nset pen size to (10)\ngo to x: (100) y: (121)\npen down\ngo to x: (100) y: (180)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (110) y: (175)\npen down\ngo to x: (240) y: (175)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (110) y: (-117)\npen down\ngo to x: (240) y: (-117)\npen up\n\nwhen I receive [pen 6 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (-100) y: (-119)\npen down\ngo to x: (180) y: (-119)\npen up\nset pen color to (#27fd00)\nset pen size to (10)\ngo to x: (31) y: (-31)\npen down\ngo to x: (30) y: (-31)\npen up\n\nwhen I receive [pen 7 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#ec00fd)\nset pen size to (10)\ngo to x: (-100) y: (-119)\npen down\ngo to x: (-50) y: (-119)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (-100) y: (31)\npen down\ngo to x: (-60) y: (31)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (-49) y: (-119)\npen down\ngo to x: (129) y: (-119)\npen up\n\nwhen I receive [pen 8 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (-100) y: (-119)\npen down\ngo to x: (-100) y: (-49)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (-100) y: (39)\npen down\ngo to x: (-100) y: (180)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (100) y: (-119)\npen down\ngo to x: (100) y: (29)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (100) y: (119)\npen down\ngo to x: (100) y: (180)\npen up\nset pen color to (#ec00fd)\nset pen size to (10)\ngo to x: (90) y: (-119)\npen down\ngo to x: (25) y: (-119)\npen up\n\nwhen I receive [pen 9 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (240) y: (-119)\npen down\ngo to x: (240) y: (109)\npen up\nset pen color to (#27fd00)\nset pen size to (10)\ngo to x: (159) y: (-59)\npen down\ngo to x: (-240) y: (-59)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (239) y: (-39)\npen down\ngo to x: (239) y: (-79)\npen up\nset pen color to (#27fd00)\nset pen size to (10)\ngo to x: (240) y: (19)\npen down\ngo to x: (-160) y: (19)\npen up\nset pen color to (#27fd00)\nset pen size to (10)\ngo to x: (-240) y: (99)\npen down\ngo to x: (160) y: (99)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (240) y: (99)\npen down\ngo to x: (240) y: (59)\npen up\n\nwhen I receive [pen 10 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\n\nwhen I receive [pen 4 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (-100) y: (-119)\npen down\ngo to x: (-50) y: (-119)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (50) y: (-119)\npen down\ngo to x: (100) y: (-119)\npen up\n\nwhen I receive [pen 3 v]\nerase all\npen up\nset pen color to (#964e00)\nset pen size to (75)\ngo to x: (-250) y: (-160)\npen down\ngo to x: (230) y: (-160)\npen up\nset pen color to (#005a00)\nset pen size to (12)\ngo to x: (250) y: (-137)\npen down\ngo to x: (-250) y: (-137)\npen up\nset pen color to (#058e00)\nset pen size to (12)\ngo to x: (250) y: (-130)\npen down\ngo to x: (-250) y: (-130)\npen up\nset pen color to (#27fd00)\nset pen size to (12)\ngo to x: (250) y: (-121)\npen down\ngo to x: (-250) y: (-121)\npen up\nset pen color to (#ec00fd)\nset pen size to (10)\ngo to x: (50) y: (-119)\npen down\ngo to x: (120) y: (-119)\npen up\nset pen color to (#fd0000)\nset pen size to (10)\ngo to x: (125) y: (-115)\npen down\ngo to x: (125) y: (15)\npen up\n\n@サムネ\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\n | 私の作品がまとまったスタジオはこちら\nhttps://scratch.mit.edu/studios/26060782/\n========================================\n※This is test work...\n Arrow keys.You can also operate by clicking the mouse.\n Don't touch red area. So if you touch red area, you will start over...\n If you touch pink area, You can jump higher!\n\n※この作品はテスト作品です。\n 矢印キーで動きます。マウスをクリックすることでも動きます。\n 赤いところに触れてはいけません。もし触れてしまうと、最初からやり直しになってしまいます…。\n ピンクのところに触れると、高いジャンプができます。 |
Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (animation 1 background of flowers v)\n\nwhen I receive [6 v]\nswitch backdrop to (animation 2 background of flowers v)\n\nwhen I receive [10 v]\nswitch backdrop to (layer v)\n\nwhen I receive [47 v]\nswitch backdrop to (animation 1 background of flowers v)\n\nwhen I receive [14 v]\nswitch backdrop to (lair v)\n\nwhen I receive [21 v]\nswitch backdrop to (lair2 v)\n\nwhen I receive [22 v]\nswitch backdrop to (bckground v)\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n switch backdrop to (bckground2 v)\n end\nend\n\nwhen I receive [45 v]\nswitch backdrop to (animation 1 background of flowers2 v) and wait\n\nwhen I receive [12 v]\nswitch backdrop to (layer2 v)\n\n@Triangle\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (136) y: (-73)\nshow\nswitch costume to (triangle-2 v)\nset size to (125) %\n\nwhen I receive [3 v]\nswitch costume to (triangle-2 v)\nset size to (125) %\nbroadcast (4 v)\nrepeat (5)\n wait (0) seconds\n next costume\nend\nbroadcast (5 v)\n\nwhen I receive [5 v]\nforever\n if <key (space v) pressed?> then\n broadcast (6 v)\n stop [this script v]\n end\nend\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [13 v]\nhide\n\nwhen I receive [14 v]\ngo to x: (-22) y: (-84)\nshow\nswitch costume to (triangle-13 v)\nset size to (70.7) %\n\nwhen I receive [20 v]\ngo to x: (-22) y: (-84)\nshow\nswitch costume to (triangle-13 v)\nset size to (70.7) %\nbroadcast (18 v)\nrepeat (16)\n wait (0) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (19 v)\n\nwhen I receive [21 v]\nshow\nswitch costume to (triangle-30 v)\ngo to x: (-22) y: (-84)\nglide (3) secs to x: (-5) y: (-94)\nbroadcast (22 v)\n\nwhen I receive [22 v]\nhide\n\nwhen I receive [47 v]\nshow\nswitch costume to (triangle-8 v)\nset size to (125) %\nrepeat (4)\n wait (0) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (13 v)\n\n@Square\n\nwhen flag clicked\ngo to x: (16) y: (78)\nset size to (35) %\nrepeat (3)\n switch costume to (squre - 1 v)\n repeat (15)\n wait (0) seconds\n next costume\n end\nend\nnext costume\nwait (1) seconds\nrepeat (5)\n wait (0.05) seconds\n next costume\nend\nbroadcast (1 v)\nrepeat (17)\n wait (0) seconds\n next costume\nend\nbroadcast (2 v)\n\nwhen flag clicked\nshow\nrepeat (30)\n wait (0.05) seconds\n change size by (7.5)\nend\n\nwhen flag clicked\nglide (3.7) secs to x: (23) y: (39)\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [2 v]\nforever\n if <key (space v) pressed?> then\n broadcast (3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [14 v]\ngo to x: (-125) y: (7)\nshow\nset size to (160) %\nswitch costume to (squre - 45 v)\n\nwhen I receive [17 v]\ngo to x: (-125) y: (7)\nshow\nset size to (160) %\nswitch costume to (squre - 45 v)\nrepeat (36)\n wait (0) seconds\n next costume\nend\nbroadcast (15 v)\n\nwhen I receive [13 v]\nhide\n\nwhen I receive [18 v]\nswitch costume to (squre - 81 v)\nrepeat (3)\n wait (0) seconds\n next costume\nend\n\nwhen I receive [19 v]\nswitch costume to (squre - 84 v)\nrepeat (15)\n wait (0) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (21 v)\n\nwhen I receive [21 v]\nshow\nswitch costume to (squre - 100 v)\ngo to x: (-125) y: (7)\nglide (3) secs to x: (-134) y: (4)\n\nwhen I receive [22 v]\nhide\n\nwhen I receive [15 v]\nforever\n if <key (space v) pressed?> then\n broadcast (16 v)\n stop [this script v]\n end\nend\n\nwhen I receive [47 v]\ngo to x: (23) y: (39)\nshow\nswitch costume to (squre - 40 v)\nrepeat (4)\n wait (0) seconds\n next costume\nend\n\n@Hexagon\n\nwhen flag clicked\nhide\n\nwhen I receive [10 v]\ngo to x: (22) y: (23)\nset size to (25) %\nshow\nswitch costume to (1-=- v)\nrepeat (6)\n wait (0) seconds\n next costume\nend\nwait (2) seconds\nswitch costume to (1-=- v)\nrepeat (6)\n wait (0) seconds\n next costume\nend\nwait (0.3) seconds\nbroadcast (11 v)\nrepeat (4)\n wait (0) seconds\n next costume\nend\n\nwhen I receive [12 v]\nshow\nset size to (70) %\ngo to x: (22) y: (-57)\nwait (0.2) seconds\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [47 v]\nhide\n\n@Triathlon\n\nwhen flag clicked\nhide\n\nwhen I receive [6 v]\nshow\nswitch costume to (1-1 v)\ngo to x: (-3) y: (-23)\nset size to (100) %\ngo to [front v] layer\nwait (1) seconds\nswitch costume to (1-1 v)\nrepeat (13)\n wait (0) seconds\n next costume\nend\nwait (0.7) seconds\nrepeat (4)\n wait (0) seconds\n next costume\nend\nbroadcast (7 v)\nrepeat (22)\n wait (0.03) seconds\n next costume\nend\nbroadcast (8 v)\n\nwhen I receive [8 v]\nforever\n if <key (space v) pressed?> then\n broadcast (9 v)\n stop [this script v]\n end\nend\n\nwhen I receive [9 v]\nswitch costume to (1-40 v)\nrepeat (7)\n wait (0) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (10 v)\n\nwhen I receive [11 v]\nshow\ngo to x: (-134) y: (61)\nswitch costume to (1-47 v)\nrepeat (5)\n set size to (35) %\n wait (0) seconds\n next costume\nend\n\nwhen I receive [11 v]\nforever\n if <key (space v) pressed?> then\n broadcast (12 v)\n hide\n stop [this script v]\n end\nend\n\n@Titles\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nswitch costume to (square - 1 v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (53) y: (-97)\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\n\nwhen I receive [3 v]\nglide (0.04) secs to x: (53) y: (-97)\nglide (0.1) secs to x: (53) y: (-103)\nhide\nswitch costume to (triangle - 1 v)\nshow\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\n\nwhen I receive [6 v]\nglide (0.04) secs to x: (53) y: (-97)\nglide (0.1) secs to x: (53) y: (-103)\nhide\n\nwhen I receive [7 v]\nswitch costume to (triathlon - 1 v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (53) y: (-97)\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\n\nwhen I receive [9 v]\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\nhide\n\nwhen I receive [11 v]\nswitch costume to (triathlon - 2 v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (53) y: (-97)\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\n\nwhen I receive [12 v]\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\nhide\nswitch costume to (triathlon - 3 v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (53) y: (-97)\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\nwait until <key (space v) pressed?>\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\nhide\nbroadcast (47 v)\n\nwhen I receive [16 v]\nglide (0.04) secs to x: (53) y: (-97)\nglide (0.1) secs to x: (53) y: (-103)\nhide\nbroadcast (20 v)\n\nwhen I receive [6 v]\nforever\nend\n\nplay sound [Steven Universe Soundtrack- Mirror Match.mp3 v] until done\nset volume to (0) %\n\nwhen I receive [14 v]\nswitch costume to (square - 2 v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (53) y: (-97)\nglide (0.04) secs to x: (52) y: (-8)\nglide (0.1) secs to x: (52) y: (-4)\n\n@Ghosty\n\nwhen flag clicked\ngo to x: (-4) y: (14)\nhide\nclear graphic effects\n\nwhen I receive [13 v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (14 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (17 v)\n\nwhen I receive [22 v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (23 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (24 v)\n\nwhen I receive [35 v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (36 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (37 v)\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [5]> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n broadcast (45 v)\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n end\n broadcast (46 v)\n stop [this script v]\n end\nend\n\n@Bse\n\nwhen flag clicked\nhide\n\nwhen I receive [22 v]\nshow\nswitch costume to (1-1 v)\ngo to x: (-62) y: (-29)\nset size to (100) %\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n switch costume to (1-2 v)\n end\nend\n\nset volume to (0) %\n\nchange [level v] by (-1)\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n switch costume to (1-3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (1-4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (1-5 v)\n end\nend\n\nwhen I receive [36 v]\nhide\n\n@Box\n\nwhen flag clicked\nhide\ngo to x: (-80) y: (-22)\n\nwhen I receive [21 v]\ngo to [front v] layer\nshow\ngo to x: (-80) y: (-22)\nset size to (100) %\nglide (3) secs to x: (-89) y: (-29)\n\nwhen I receive [22 v]\nforever\n hide\nend\n\n@Box2\n\nwhen flag clicked\nhide\ngo to x: (318) y: (-21)\n\nwhen I receive [21 v]\ngo to [front v] layer\nshow\ngo to x: (318) y: (-21)\nswitch costume to (box-1 v)\nglide (3) secs to x: (329) y: (-30)\n\nwhen I receive [22 v]\nforever\n hide\nend\n\n@Paper\n\nwhen flag clicked\nhide\n\nwhen I receive [24 v]\ngo to [front v] layer\nshow\nswitch costume to (1 v)\ngo to x: (-30) y: (3)\nrepeat (4)\n go to [front v] layer\n next costume\n wait (0.1) seconds\nend\nbroadcast (25 v)\n\nwhen I receive [25 v]\nforever\n if <key (space v) pressed?> then\n broadcast (26 v)\n broadcast (30 v)\n switch costume to (1 v)\n go to x: (-30) y: (3)\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\n wait (0.1) seconds\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [25 v]\nforever\n play sound [Pit - People.mp3 v] until done\nend\n\n@Green Flag\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen I receive [23 v]\nset [gamened v] to [0]\nset size to (100) %\nshow\nswitch costume to (green flag v)\ngo to x: (230) y: (-101)\n\nwhen I receive [36 v]\nhide\n\nwhen I receive [37 v]\nforever\n repeat until <(Game2.LEVEL) = [4]>\n show\n go to x: (234) y: (66)\n end\n if <(Game2.LEVEL) = [4]> then\n go to x: (226) y: (-111)\n end\nend\n\nwhen I receive [45 v]\nforever\n hide\nend\n\n@Square-1\n\nwhen flag clicked\nset [game time v] to [0]\nhide\n\nwhen I receive [29 v]\nforever\nend\n\nif then\n go to x: (-95) y: (-7)\n broadcast (26 v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <<<touching (portal v)?> and <(Level) = [2]>> or <<touching (portal2 v)?> and <(Level) = [2]>>> then\n broadcast (31 v)\n end\nend\n\nwhen I receive [30 v]\nset [level v] to [1]\n\nwhen I receive [28 v]\nchange [level v] by (1)\nstop [this script v]\n\ngo to x: (-95) y: (-7)\n\ngo to x: (55) y: (-46)\n\nchange [level v] by (-1)\n\nset [death v] to [0]\n\nwhen flag clicked\n\nset [game time v] to [1]\n\nwhen I receive [33 v]\nforever\n if <(Game Time) = [0]> then\n go to x: (-223) y: (-122)\n end\n if <(Game Time) = [1]> then\n broadcast (32 v)\n stop [this script v]\n end\nend\n\nwhen I receive [32 v]\nrepeat (30)\n go to x: (-223) y: (-122)\nend\n\nset x to (0)\n\nwhen I receive [26 v]\nforever\n wait (pick random (0) to (3)) seconds\n switch costume to (1-1 v)\nend\n\nrepeat (3)\n next costume\n wait (0) seconds\nend\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n broadcast (35 v)\n stop [this script v]\n end\nend\n\nwhen I receive [36 v]\nhide\n\nwhen I receive [35 v]\nhide\n\nwhen I receive [45 v]\nhide\n\nwhen I receive [31 v]\nforever\n if <<touching (portal v)?> and <(Level) = [2]>> then\n go to x: (74) y: (-35)\n wait (0.2) seconds\n stop [this script v]\n end\n if <<touching (portal2 v)?> and <(Level) = [2]>> then\n go to x: (-121) y: (-11)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [26 v]\nset [game time v] to [1]\nbroadcast (31 v)\ngo to [front v] layer\nshow\nswitch costume to (1-1 v)\ngo to x: (-167) y: (-20)\ngo to x: (-223) y: (-121)\nswitch costume to (costume2 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<<touching color (#b2b2b2)?> and <touching (bse v)?>> or <touching (blockies v)?>> and <(Game Time) = [1]>> then\n change y by (1)\n end\n if <<<<touching color (#b2b2b2)?> and <touching (bse v)?>> or <touching (blockies v)?>> and <(Game Time) = [1]>> then\n change y by (1)\n end\n if <<<<touching color (#b2b2b2)?> and <touching (bse v)?>> or <touching (blockies v)?>> and <(Game Time) = [1]>> then\n change y by (1)\n end\n if <<<<touching color (#b2b2b2)?> and <touching (bse v)?>> or <touching (blockies v)?>> and <(Game Time) = [1]>> then\n change y by (1)\n end\n if <<<<touching color (#b2b2b2)?> and <touching (bse v)?>> or <touching (blockies v)?>> and <(Game Time) = [1]>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<<<touching color (#b2b2b2)?> and <touching (bse v)?>> or <touching (blockies v)?>> and <(Game Time) = [1]>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#b2b2b2)?>> then\n set [y v] to [15]\n end\n if <<touching color (#660000)?> and <touching (bse v)?>> then\n go to x: (-223) y: (-121)\n change [death v] by (1)\n wait (0.2) seconds\n end\n if <touching color (#c5ff64)?> then\n go to x: (-223) y: (-121)\n broadcast (28 v)\n end\n if <touching (punch v)?> then\n go to x: (-261) y: (-122)\n end\n change y by (1)\nend\n\nwhen I receive [26 v]\nforever\n if <touching color (#6d6d6d)?> then\n go to x: (-223) y: (-121)\n change [death v] by (1)\n broadcast (27 v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color <<<<touching (power cube2 v)?> or <<touching (power cube3 v)?> or <touching (power cube4 v)?>>> and <<<(Colour) = (Colour_3)> and <(Colour) = (Color_2)>> and <(Color_2) = (Colour_3)>>> and <(Game Time) = [1]>>?> and <touching (bse v)?>> then\n end\n if <<<<touching (power cube2 v)?> or <<touching (power cube3 v)?> or <touching (power cube4 v)?>>> and <<(Colour) < (Colour_3)> or <<(Color_2) < (Colour_3)> or <<(Colour) > (Colour_3)> or <<(Color_2) > (Colour_3)> or <<(Colour) > (Color_2)> or <(Colour) < (Color_2)>>>>>>> and <(Game Time) = [1]>> then\n go to x: (-240) y: (51)\n end\nend\n\n@FlightUo\n\nwhen flag clicked\nhide\n\nwhen I receive [27 v]\nforever\n if <(Level) = [1]> then\n go to x: (17) y: (34)\n show\n switch costume to (lazer v)\n repeat (4)\n go [backward v] (1) layers\n wait (0.05) seconds\n next costume\n end\n repeat (4)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\n go [backward v] (1) layers\n end\n hide\n change y by (-10)\n stop [this script v]\n end\nend\n\nwhen I receive [27 v]\nforever\n if <(Level) = [5]> then\n go [backward v] (1) layers\n go to x: (17) y: (34)\n go to x: (163) y: (22)\n show\n switch costume to (lazer v)\n repeat (4)\n wait (0.05) seconds\n go [backward v] (1) layers\n next costume\n end\n repeat (4)\n wait (0.05) seconds\n go [backward v] (1) layers\n switch costume to ((costume [number v]) - (1))\n end\n hide\n change y by (-10)\n stop [this script v]\n end\nend\n\nwhen I receive [36 v]\nhide\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <(Game Time) = [1]>> then\n show\n go to x: (-48) y: (12)\n go to x: (-63) y: (54)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n hide\n end\nend\n\n@Portal2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [28 v]\nif <<(Level) = [2]> and <(Game Time) = [1]>> then\n go to x: (73) y: (-34)\n show\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n hide\n end\nend\n\n@Punch\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <(Game Time) = [1]>> then\n go to [front v] layer\n wait (pick random (1) to (2)) seconds\n show\n switch costume to (punch-1 v)\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n wait (pick random (0) to (2)) seconds\n repeat (6)\n next costume\n wait (0.05) seconds\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Power Cube2\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n show\n forever\n switch costume to (pick random (1) to (6))\n wait (1.4) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [colour_3 v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [colour_3 v] to [2]\n end\n if <(costume [number v]) = [3]> then\n set [colour_3 v] to [3]\n end\n if <(costume [number v]) = [4]> then\n set [colour_3 v] to [4]\n end\n if <(costume [number v]) = [5]> then\n set [colour_3 v] to [5]\n end\n if <(costume [number v]) = [6]> then\n set [colour_3 v] to [6]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <(Game Time) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n wait (30) seconds\n stop [other scripts in sprite v]\n switch costume to (purple v)\n set [colour v] to [6]\n set [colour_3 v] to [6]\n set [colour_2 v] to [6]\n set [color_2 v] to [6]\n broadcast (34 v)\n forever\n set [color_2 v] to [6]\n end\n end\nend\n\nwhen I receive [34 v]\nforever\n if <<(Level) = [4]> and <(Game Time) = [1]>> then\n hide\n end\nend\n\n@Power Cube3\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n show\n forever\n switch costume to (pick random (1) to (6))\n wait (1.4) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [colour v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [colour v] to [2]\n end\n if <(costume [number v]) = [3]> then\n set [colour v] to [3]\n end\n if <(costume [number v]) = [4]> then\n set [colour v] to [4]\n end\n if <(costume [number v]) = [5]> then\n set [colour v] to [5]\n end\n if <(costume [number v]) = [6]> then\n set [colour v] to [6]\n end\nend\n\nwhen flag clicked\n\nset [colour_2 v] to [1]\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n wait (30) seconds\n stop [other scripts in sprite v]\n switch costume to (purple v)\n set [color_2 v] to [6]\n set [colour_3 v] to [6]\n set [colour v] to [6]\n broadcast (34 v)\n repeat (5)\n wait (0.05) seconds\n next costume\n end\n end\nend\n\nwhen I receive [34 v]\nforever\n if <<(Level) = [4]> and <(Game Time) = [1]>> then\n hide\n end\nend\n\nwhen I receive [34 v]\nforever\nend\n\nbroadcast (34 v)\n\nwhen flag clicked\n\nwhen I receive [34 v]\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [28 v]\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\n@Power Cube4\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n show\n forever\n switch costume to (pick random (1) to (6))\n wait (1.4) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [color_2 v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [color_2 v] to [2]\n end\n if <(costume [number v]) = [3]> then\n set [color_2 v] to [3]\n end\n if <(costume [number v]) = [4]> then\n set [color_2 v] to [4]\n end\n if <(costume [number v]) = [5]> then\n set [color_2 v] to [5]\n end\n if <(costume [number v]) = [6]> then\n set [color_2 v] to [6]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(Game Time) = [1]>> then\n wait (30) seconds\n stop [other scripts in sprite v]\n switch costume to (purple v)\n broadcast (34 v)\n end\nend\n\nwhen I receive [34 v]\nforever\nend\n\nwhen I receive [34 v]\nforever\n if <<(Level) = [4]> and <(Game Time) = [1]>> then\n hide\n end\nend\n\nwhen I receive [34 v]\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [28 v]\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\n@Blockies\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n point in direction (90)\n if <<(Level) = [4]> and <(Game Time) = [1]>> then\n show\n switch costume to (1-12 v)\n wait (pick random (0) to (1.2)) seconds\n switch costume to (1-1 v)\n repeat (5)\n wait (0) seconds\n next costume\n end\n wait (0.1) seconds\n repeat (5)\n wait (0) seconds\n next costume\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5 ]> and <(Game Time) = [1]>> then\n stop [other scripts in sprite v]\n point in direction (0)\n show\n switch costume to (1-12 v)\n wait (pick random (0) to (1.2)) seconds\n switch costume to (1-1 v)\n repeat (5)\n wait (0) seconds\n next costume\n end\n wait (0.1) seconds\n repeat (5)\n wait (0) seconds\n next costume\n end\n end\nend\n\nwhen I receive [36 v]\nhide\n\n@Square - 2\n\nwhen flag clicked\nhide\nset [ba;ance v] to [0]\n\nwhen I receive [37 v]\nset [ba;ance v] to [1]\nset [game2.level v] to [1]\ngo to [front v] layer\nshow\ngo to x: (-290) y: (-81)\ngo to x: (-203) y: (109)\n\nwhen flag clicked\nforever\n if <touching (blecker v)?> then\n broadcast (38 v)\n end\nend\n\nwhen I receive [38 v]\ngo to x: (98) y: (85)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (blecker2 v)?> then\n broadcast (40 v)\n end\nend\n\nwhen I receive [40 v]\ngo to x: (-195) y: (78)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (blecker4 v)?> then\n broadcast (43 v)\n end\nend\n\nwhen I receive [43 v]\ngo to x: (3) y: (150)\nstop [this script v]\n\nwhen I receive [37 v]\nset [ba;ance v] to [1]\nset [game2.level v] to [1]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> and <(Ba;ance) = [1]>> then\n switch costume to (costume1 v)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> and <(Ba;ance) = [1]>> then\n change [x v] by (1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#cfbb82)?> then\n change y by (1)\n end\n if <touching color (#cfbb82)?> then\n change y by (1)\n end\n if <touching color (#cfbb82)?> then\n change y by (1)\n end\n if <touching color (#cfbb82)?> then\n change y by (1)\n end\n if <touching color (#cfbb82)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> and <(Ba;ance) = [1]>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#cfbb82)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching color (#cfbb82)?>> and <(Ba;ance) = [1]>> then\n set [y v] to [13]\n end\n if <touching color (#c5ff64)?> then\n broadcast (39 v)\n change [game2.level v] by (1)\n go to x: (-203) y: (109)\n end\n change y by (1)\nend\n\nwhen I receive [45 v]\nhide\n\[email protected]\n\nwhen flag clicked\nhide\n\nwhen I receive [37 v]\nforever\n if <key (1 v) pressed?> then\n set [ba;ance v] to [1]\n go to [front v] layer\n end\n if <key (2 v) pressed?> then\n set [ba;ance v] to [2]\n go to [front v] layer\n end\n if <key (3 v) pressed?> then\n set [ba;ance v] to [3]\n go to [front v] layer\n end\nend\n\nwhen I receive [37 v]\nset [ba;ance v] to [1]\ngo to [front v] layer\nshow\ngo to x: (-290) y: (-81)\nswitch costume to (costume2 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> and <(Ba;ance) = [2]>> then\n switch costume to (costume1 v)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> and <(Ba;ance) = [2]>> then\n change [x v] by (1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#cfbb82)?> then\n change y by (1)\n end\n if <touching color (#cfbb82)?> then\n change y by (1)\n end\n if <touching color (#cfbb82)?> then\n change y by (1)\n end\n if <touching color (#cfbb82)?> then\n change y by (1)\n end\n if <touching color (#cfbb82)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> and <(Ba;ance) = [2]>> then\n set [y v] to [16]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#cfbb82)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching color (#cfbb82)?>> and <(Ba;ance) = [2]>> then\n set [y v] to [16]\n end\n change y by (1)\nend\n\nwhen I receive [39 v]\ngo to x: (-290) y: (-81)\n\nwhen flag clicked\nforever\n if <touching (blecker3 v)?> then\n go to x: (-225) y: (-113)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (punch2 v)?> or <touching (punch3 v)?>> then\n go to x: (-290) y: (-81)\n end\nend\n\nwhen I receive [45 v]\nhide\n\[email protected]\n\nwhen flag clicked\nhide\n\nwhen I receive [36 v]\nshow\ngo [backward v] (1) layers\ngo to x: (7) y: (-32)\nswitch costume to (1.1 v)\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [4]> then\n switch costume to (1.2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [2]> then\n switch costume to (1.3 v)\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Blecker\n\nwhen flag clicked\nset [game2.level v] to [0]\nset [show v] to [0]\nhide\n\nwhen I receive [37 v]\n\nset [show v] to [1]\n\nwhen flag clicked\nforever\n if <(Show) = [0]> then\n hide\n end\nend\n\nwhen I receive [1 v]\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [1]> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Game2.LEVEL) = [1]> and <(Show) = [1]>> then\n show\n go to [front v] layer\n go to x: (14) y: (25)\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [1]> then\n go to x: (48) y: (27)\n show\n end\nend\n\nwhen I receive [37 v]\nforever\n if <touching (triangle.1 v)?> then\n set [show v] to [0]\n else\n if <not <touching (triangle.1 v)?>> then\n set [show v] to [1]\n end\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [2]> then\n show\n go to x: (-223) y: (29)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [1]> then\n hide\n end\nend\n\nwhen I receive [37 v]\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [3]> then\n hide\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Blecker2\n\nwhen I receive [37 v]\n\nwhen flag clicked\nforever\n if <(Show) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [1]> then\n hide\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Game2.LEVEL) = [2]> and <(Show) = [1]>> then\n show\n go to x: (-279) y: (29)\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Blecker3\n\nwhen I receive [37 v]\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [2]> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [show v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Mow) = [0]> then\n hide\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [4]> then\n show\n go to x: (23) y: (-153)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<(Game2.LEVEL) = [4]> and <(Mow) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [4]> then\n broadcast (44 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Game2.LEVEL) = [2]> and <(Mow) = [1]>> then\n show\n go to x: (-222) y: (-151)\n stop [other scripts in sprite v]\n end\n if <(Mow) = [0]> then\n hide\n stop [other scripts in sprite v]\n end\n if <(Game2.LEVEL) = [3]> then\n hide\n end\nend\n\nwhen I receive [44 v]\nforever\n if <<(Game2.LEVEL) = [4]> and <(Mow) = [1]>> then\n show\n go to x: (-13) y: (-153)\n stop [other scripts in sprite v]\n end\n if <(Mow) = [0]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Button2\n\nwhen flag clicked\nhide\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [2]> then\n show\n go to x: (-132) y: (204)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [1]> then\n hide\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [3]> then\n hide\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [4]> then\n show\n go to x: (94) y: (204)\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [4]> then\n stop [other scripts in sprite v]\n if <<touching (triangle.1 v)?> or <touching (square - 2 v)?>> then\n set [mow v] to [0]\n else\n if <<not <touching (triangle.1 v)?>> or <not <touching (square - 2 v)?>>> then\n set [mow v] to [1]\n end\n end\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [2]> then\n if <touching (square - 2 v)?> then\n set [mow v] to [0]\n else\n if <not <touching (square - 2 v)?>> then\n set [mow v] to [1]\n end\n end\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Blecker4\n\nwhen flag clicked\nset [game2.level v] to [0]\nset [show v] to [0]\nhide\n\nset [show v] to [1]\n\nwhen I receive [1 v]\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [1]> then\n hide\n end\nend\n\nwhen I receive [37 v]\nforever\n if <<(Game2.LEVEL) = [2]> and <(Low) = [1]>> then\n show\n go to x: (-86) y: (27)\n broadcast (41 v)\n end\n if <(Low) = [0]> then\n hide\n broadcast (42 v)\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [2]> then\n show\n go to x: (-86) y: (27)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [1]> then\n hide\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [3]> then\n show\n go to x: (-86) y: (27)\n end\nend\n\nwhen I receive [37 v]\nforever\n if <<(Game2.LEVEL) = [3]> and <(Low) = [1]>> then\n show\n broadcast (41 v)\n end\n if <(Low) = [0]> then\n hide\n broadcast (42 v)\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Button3\n\nwhen flag clicked\nhide\n\nwhen I receive [37 v]\nforever\n if <touching (triangle.1 v)?> then\n set [low v] to [0]\n else\n if <not <touching (triangle.1 v)?>> then\n set [low v] to [1]\n end\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [2]> then\n show\n go to x: (-42) y: (27)\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [3]> then\n show\n go to x: (148) y: (28)\n end\nend\n\nwhen I receive [37 v]\nforever\n if <(Game2.LEVEL) = [4]> then\n show\n go to x: (-199) y: (28)\n end\nend\n\nwhen I receive [44 v]\nforever\n stop [other scripts in sprite v]\n if <(Game2.LEVEL) = [4]> then\n if <<touching (triangle.1 v)?> or <touching (square - 2 v)?>> then\n set [bro v] to [0]\n else\n if <<not <touching (triangle.1 v)?>> or <not <touching (triangle.1 v)?>>> then\n set [bro v] to [1]\n end\n end\n end\nend\n\nwhen I receive [37 v]\n\nforever\n if <(Game2.LEVEL) = [4]> then\n if then\n set [bro v] to [0]\n else\n if <not <touching (square - 2 v)?>> then\n set [bro v] to [1]\n end\n end\n end\nend\n\nwhen I receive [1 v]\nforever\n if <(Game2.LEVEL) = [4]> then\n broadcast (44 v)\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Punch2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [3]> then\n go to x: (-8) y: (-66)\n go [backward v] (100) layers\n point in direction (180)\n wait (pick random (1) to (1.3)) seconds\n show\n switch costume to (punch-1 v)\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n wait (pick random (0) to (1)) seconds\n repeat (6)\n next costume\n wait (0.05) seconds\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [4]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Punch3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [3]> then\n go to x: (161) y: (12)\n go to x: (162) y: (-83)\n go to x: (181) y: (-21)\n go [backward v] (100) layers\n point in direction (180)\n wait (pick random (1) to (1.3)) seconds\n show\n switch costume to (punch-1 v)\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n wait (pick random (0) to (1)) seconds\n repeat (6)\n next costume\n wait (0.05) seconds\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [4]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I receive [45 v]\nhide\n\n@Stick\n\nwhen flag clicked\nset [bro v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <(Game2.LEVEL) = [4]> then\n show\n go to x: (-1) y: (-11)\n go to [front v] layer\n switch costume to (v.02 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Bro) = [1]> then\n show\n end\n if <(Bro) = [0]> then\n hide\n end\nend\n\nwhen I receive [45 v]\nhide\n\nwhen I receive [45 v]\nforever\n hide\nend\n\n | |
Portals- A Platformer Game | @Stage\n\nwhen I receive [play v]\nif <(pause level) = [ 1]> then\n switch backdrop to (level 1 v)\nend\nif <(pause level) = [2]> then\n switch backdrop to (level 2 v)\nend\nif <(pause level) = [3]> then\n switch backdrop to (level 3 v)\nend\nif <(pause level) = [4]> then\n switch backdrop to (level 4 v)\nend\nif <(pause level) = [5]> then\n switch backdrop to (level 5 v)\nend\nif <(pause level) = [6]> then\n switch backdrop to (level 6 v)\nend\nif <(pause level) = [6.5]> then\n switch backdrop to (level 6.5 v)\nend\nif <(pause level) = [7]> then\n switch backdrop to (level 7 v)\nend\nif <(pause level) = [8]> then\n switch backdrop to (level 8 v)\nend\nif <(pause level) = [9]> then\n switch backdrop to (level 9 v)\nend\nif <(pause level) = [10]> then\n switch backdrop to (level 10 v)\nend\nif <(pause level) = [11]> then\n switch backdrop to (level 11 v)\nend\nif <(pause level) = [13]> then\n switch backdrop to (level 13 v)\nend\n\nwhen I receive [fade title v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (level 1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [pause v]\nswitch backdrop to (pause screen v)\n\nwhen I receive [level change v]\nif <<touching color (#d6fe40)?> and <(pause level) = [11]>> then\n hide\n go to x: (-63) y: (-120)\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait (1) seconds\n switch backdrop to (level 13 v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n show\nelse\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch backdrop to (next backdrop v)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen backdrop switches to [level 13 v]\n\n@Sprite1\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\ngo to [front v] layer\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen I receive [restart v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (0)\ngo to x: (-63) y: (-150)\n\nwhen flag clicked\nbroadcast (Home v)\n\nwhen I receive [home v]\nforever\n if <touching color (#cc0099)?> then\n set [yv v] to [25]\n end\nend\n\nwhen I receive [home v]\nforever\n if <touching color (#001966)?> then\n change [yv v] by (2)\n end\nend\n\nwhen I receive [home v]\nhide variable [pause level v]\nforever\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [pause v]\nhide\n\nwhen I receive [home v]\nforever\n if <touching color (#000000)?> then\n go to x: (91) y: (66)\n end\nend\n\nwhen I receive [home v]\nforever\n play sound [Waterflame - Jumper.mp3 v] until done\nend\n\nstart sound [Waterflame - Jumper.mp3 v]\n\nwait (1) seconds\n\nchange x by (10)\n\nwhen backdrop switches to [level 13 v]\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-63) y: (-100)\nset [slide v] to [0]\nset [speed v] to [0.9]\nshow\nforever\n if on edge, bounce\n set rotation style [don't rotate v]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n switch costume to (costume3 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (costume4 v)\n end\n set [xv v] to ((Xv) * (Speed))\n change x by (Xv)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n end\n if <touching color (#009933)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#009933)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#009933)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (15)\n end\n end\n change y by (1)\nend\n\nwhen I receive [play v]\ngo to x: (-63) y: (-100)\nshow\n\nwhen backdrop switches to [level 14 v]\nforever\n hide\nend\n\nwhen backdrop switches to [level 7 v]\ngo to x: (-7) y: (-54)\n\nwhen I receive [home v]\nforever\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (0)\n go to x: (-63) y: (-100)\n end\nend\n\nwhen I receive [home v]\nhide variable [xv v]\nswitch backdrop to (home page v)\nforever\n if <touching color (#d6fe40)?> then\n hide\n broadcast (level change v)\n go to x: (-63) y: (-100)\n wait (0.3) seconds\n show\n end\nend\n\nwhen backdrop switches to [level 13 v]\nforever\n hide\nend\n\nwhen backdrop switches to [home page v]\nhide variable [deaths v]\nset [deaths v] to [0]\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen backdrop switches to [level 13 v]\nshow variable [☁ highscore v]\nshow variable [time v]\n\nset [☁ highscore v] to [100]\n\nwhen backdrop switches to [home page v]\nhide variable [time v]\nset [time v] to [0]\nhide variable [☁ highscore v]\n\n@costume2\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen backdrop switches to [home page v]\nshow\n\nwhen I receive [pause v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen I receive [pause v]\nhide\n\nhide\n\n@Sprite3\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen I receive [pause v]\nhide\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [home page v]\nhide\n\n@Sprite4\n\nwhen backdrop switches to [level 1 v]\nshow\n\nwhen backdrop switches to [level 2 v]\nhide\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@Sprite7\n\nwhen backdrop switches to [level 2 v]\nshow\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 3 v]\nhide\n\nwhen I receive [pause v]\nhide\n\ngo [backward v] (1) layers\n\nshow\n\ngo to x: (10) y: (-8)\n\n@costume4\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen I receive [pause v]\nhide\n\nwhen I receive [home v]\ngo to x: (2400) y: (50)\nshow\nset [ghost v] effect to (80)\nrepeat (10)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\n@Button\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen this sprite clicked\nbroadcast (fade title v)\n\nwhen I receive [pause v]\nhide\n\nwhen I receive [home v]\nhide\nwait (1) seconds\nshow\nforever\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (button3-a v)\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-a2 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(pause level) < [13]> then\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\nwait (0.5) seconds\n\nnext costume\n\nset [☁ highscore v] to [100]\n\nif then\nend\n\nwhen flag clicked\ngo to x: (13) y: (-1)\nforever\n if <<(pause level) = [13]> and <(time) < (☁ Highscore)>> then\n set [☁ highscore v] to (time)\n else\n end\nend\n\nset [☁ highscore v] to [85]\n\n@costume\n\nwhen backdrop switches to [home page v]\nshow\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@Sprite6\n\nwhen backdrop switches to [level 1 v]\nset [pause level v] to [1]\ngo to x: (197) y: (123)\nshow\n\nwhen backdrop switches to [level 2 v]\nset [pause level v] to [2]\ngo to x: (199) y: (91)\nshow\n\nwhen backdrop switches to [level 3 v]\nset [pause level v] to [3]\ngo to x: (202) y: (-67)\nshow\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen I receive [pause v]\nhide\n\nwhen backdrop switches to [level 5 v]\nset [pause level v] to [5]\ngo to x: (177) y: (132)\nshow\n\nwhen backdrop switches to [level 7 v]\nset [pause level v] to [7]\ngo to x: (218) y: (155)\nshow\n\nwhen backdrop switches to [level 10 v]\nset [pause level v] to [10]\ngo to x: (217) y: (141)\nshow\n\nwhen backdrop switches to [level 8 v]\nset [pause level v] to [8]\nshow\n\nwhen backdrop switches to [level 6 v]\nset [pause level v] to [6]\ngo to x: (209) y: (-111)\nshow\n\nwhen backdrop switches to [level 9 v]\nset [pause level v] to [9]\ngo to x: (176) y: (-52)\nshow\n\nwhen backdrop switches to [level 11 v]\nset [pause level v] to [11]\nshow\n\nwhen backdrop switches to [level 6.5 v]\nset [pause level v] to [6.5]\ngo to x: (202) y: (103)\nshow\n\nwhen flag clicked\nforever\n switch costume to (portal v)\n change y by (3)\n wait (0.5) seconds\n switch costume to (portal2 v)\n change y by (-3)\n wait (0.5) seconds\nend\n\nwhen [space v] key pressed\nshow\n\nwhen backdrop switches to [level 13 v]\n\nwhen backdrop switches to [level 13 v]\nset [pause level v] to [13]\nhide\n\nset [pause level v] to [12]\ngo to x: (209) y: (59)\nshow\n\ngo to [front v] layer\n\nwhen backdrop switches to [level 4 v]\nset [pause level v] to [4]\ngo to x: (-15) y: (-82)\nshow\n\nwhen backdrop switches to [home page v]\nset [pause level v] to [0]\nhide\n\n@Sprite5\n\nwhen backdrop switches to [home page v]\nshow\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen I receive [pause v]\nhide\n\nwhen I receive [play v]\nshow\n\n@costume3\n\nwhen backdrop switches to [home page v]\nshow\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@costume5\n\nwhen backdrop switches to [level 1 v]\nhide\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen [space v] key pressed\n\ngo to x: (50) y: (88)\n\nwhen backdrop switches to [home page v]\nshow\n\nwhen I receive [pause v]\nhide\n\nwhen backdrop switches to [level 13 v]\nwait (8.5) seconds\nshow variable [deaths v]\n\nwhen backdrop switches to [level 1 v]\nhide\n\nstop [this script v]\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 13 v]\nset size to (70) %\nhide\ngo to x: (-240) y: (-148)\nswitch costume to (costume3 v)\nwait (1) seconds\nshow\nrepeat (50)\n change x by (5)\nend\nwait (1) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume5 v)\nwait (0.25) seconds\nswitch costume to (costume4 v)\nwait (1) seconds\nglide (1) secs to x: (0) y: (4)\nrepeat (20)\n change size by (10)\nend\nwait (0.5) seconds\nswitch costume to (costume6 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nrepeat until \n wait (0.5) seconds\n switch costume to (costume7 v)\n wait (0.5) seconds\n switch costume to (costume8 v)\nend\n\n@Sprite8\n\nwhen backdrop switches to [level 3 v]\nshow\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [death page v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@Sprite11\n\nwhen backdrop switches to [level 9 v]\nhide\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 8 v]\nshow\n\nwhen I receive [pause v]\nhide\n\n@Sprite12\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@Sprite13\n\nwhen backdrop switches to [level 6 v]\nshow\n\nwhen backdrop switches to [level 6.5 v]\nhide\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@Sprite14\n\nwhen backdrop switches to [level 5 v]\nshow\n\ngo [backward v] (1) layers\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@Sprite15\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 6.5 v]\nhide\n\nwhen I receive [pause v]\nhide\n\nwhen backdrop switches to [level 6 v]\nshow\n\n@Sprite16\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen I receive [pause v]\nhide\n\nwhen backdrop switches to [level 9 v]\nshow\n\n@Sprite17\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen I receive [pause v]\nhide\n\nwhen I receive [home v]\nhide\n\nwhen backdrop switches to [level 1 v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [play v]\nshow\nforever\n go to [front v] layer\nend\n\ngo [backward v] (1) layers\n\nwhen backdrop switches to [level 13 v]\nhide\n\n@Sprite18\n\nwhen backdrop switches to [level 11 v]\nhide\n\nwhen backdrop switches to [level 10 v]\nshow\ngo to [front v] layer\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@Sprite10\n\nwhen backdrop switches to [level 7 v]\nshow\ngo to [front v] layer\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 8 v]\nhide\n\nwhen I receive [pause v]\nhide\n\n@Sprite9\n\nwhen backdrop switches to [level 4 v]\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\n\nwhen backdrop switches to [death page v]\nhide\n\ngo [backward v] (1) layers\n\nwhen I receive [pause v]\nhide\n\nwhen backdrop switches to [home page v]\nhide\n\n@Sprite19\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 13 v]\nhide\n\nwhen backdrop switches to [level 11 v]\nshow\n\nwhen I receive [pause v]\nhide\n\n@home\n\nwhen this sprite clicked\nbroadcast (Home v)\n\nwhen I receive [pause v]\ngo to x: (221) y: (-161)\n\nwhen I receive [play v]\ngo to x: (150) y: (-161)\n\nwhen I receive [home v]\ngo to x: (221) y: (-161)\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [level 1 v]\ngo to x: (150) y: (-161)\n\ngo to [front v] layer\n\nwhen backdrop switches to [level 13 v]\ngo to x: (216) y: (-159)\n\nhide\n\n@b5d2c7e6f801cf92\n\nwhen this sprite clicked\nbroadcast (Play v)\n\nwhen I receive [pause v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [pause v]\ngo [backward v] (1) layers\n\nwhen I receive [pause v]\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\n@b5d2c7e6f801cf2\n\nwhen this sprite clicked\nswitch backdrop to (pause screen v)\nbroadcast (Pause v)\nhide\n\nwhen I receive [pause v]\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [level 1 v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [home page v]\nhide\n\ngo to [front v] layer\n\nwhen backdrop switches to [level 13 v]\nhide\n\n@Sprite20\n\nwhen backdrop switches to [level 7 v]\nhide\n\nwhen backdrop switches to [home page v]\nhide\n\nwhen backdrop switches to [level 6.5 v]\nshow\n\nwhen I receive [pause v]\nhide\n\n | =====================================================\n I will shout out anyone who can beat the highscore! - jumbo160\n==========================================\nInstructions are in game. If you get stuck, press the restart button to get back to the start. All levels are possible and tested.\n==========================================GAME IS NOT FINISHED! STILL WORKING ON NEW LEVELS!\nThere are a few glitches\n -If you find a glitch please comment below so I can fix it. :) Thanks and remember- IT IS STILL IN THE TESTING PHASE!\n===================================================== |
Sizes - a platformer | @Stage\n\nwhen I receive [game over v]\nforever\n switch backdrop to (ending screen v)\nend\n\nif <(gameover) = [Game over!]> then\n stop all sounds\n play sound [Vexento - Let Them Laugh v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (starting screen v)\nrepeat until <<(Exploding) = [is]> or <(Level) = [14]>>\n play sound [Tobu - Candyland v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n stop all sounds\n stop all sounds\n set [bossfight? v] to [yes]\n stop all sounds\n stop all sounds\n play sound [Terraria 1.3 Music - Moon Lord \(PandoraBeats.com\).mp3 v] until done\n end\nend\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop2 v)\n\nif <(Level) > [2]> then\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop v)\nforever\n if <(Level) = [2]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (backdrop5 v)\n end\n if <(Level) = [6]> then\n switch backdrop to (backdrop6 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (backdrop7 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (backdrop8 v)\n end\n if <(Level) = [9]> then\n switch backdrop to (backdrop9 v)\n end\n if <(Level) = [10]> then\n switch backdrop to (backdrop10 v)\n end\n if <(Level) = [11]> then\n switch backdrop to (backdrop11 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (backdrop12 v)\n end\n if <(Level) = [13]> then\n switch backdrop to (backdrop13 v)\n end\n if <(Level) = [14]> then\n switch backdrop to (backdrop14 v)\n end\nend\n\nif <(Level) = [1]> then\n switch backdrop to (backdrop2 v)\nend\n\nwhen I receive [explode!!!! v]\nstop all sounds\n\nwhen I receive [come out v]\nforever\n switch backdrop to (ending screen win v)\nend\n\nwhen I receive [hide everything v]\nforever\n play sound [Vexento - We Are One.mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <<<touching (shrink pad v)?> and <(Level) = [4]>> and <not <(size) = [25.5]>>> then\n repeat until <([costume # v] of [shrink pad v]) = [1]>\n go to x: (-95) y: (125)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (grow pad v)?> and <(Level) = [5]>> and <not <(size) = [90]>>> then\n repeat until <([costume # v] of [grow pad v]) = [1]>\n go to x: (202) y: (-109)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (shrink pad v)?> and <(Level) = [7]>> and <not <(size) = [25.5]>>> then\n repeat until <([costume # v] of [shrink pad v]) = [1]>\n go to x: (201) y: (-108)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (grow pad v)?> and <(Level) = [7]>> and <not <(size) = [90]>>> then\n repeat until <([costume # v] of [grow pad v]) = [1]>\n go to x: (-104) y: (105)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (return pad v)?> and <(Level) = [7]>> and <not <(size) = [50]>>> then\n repeat until <([costume # v] of [return pad v]) = [1]>\n go to x: (204) y: (41)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (shrink pad v)?> and <(Level) = [8]>> and <not <(size) = [25.5]>>> then\n repeat until <([costume # v] of [shrink pad v]) = [1]>\n go to x: (59) y: (-110)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (grow pad v)?> and <(Level) = [8]>> and <not <(size) = [90]>>> then\n repeat until <([costume # v] of [grow pad v]) = [1]>\n go to x: (-204) y: (7)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (grow pad v)?> and <(Level) = [9]>> and <not <(size) = [90]>>> then\n repeat until <([costume # v] of [grow pad v]) = [1]>\n go to x: (204) y: (82)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (grow pad v)?> and <(Level) = [10]>> and <not <(size) = [90]>>> then\n repeat until <([costume # v] of [grow pad v]) = [1]>\n go to x: (-209) y: (-24)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (shrink pad v)?> and <(Level) = [11]>> and <not <(size) = [25.5]>>> then\n repeat until <([costume # v] of [shrink pad v]) = [1]>\n go to x: (-32) y: (88)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (grow pad v)?> and <(Level) = [11]>> and <not <(size) = [90]>>> then\n repeat until <([costume # v] of [grow pad v]) = [1]>\n go to x: (136) y: (87)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (grow pad v)?> and <(Level) = [12]>> and <not <(size) = [90]>>> then\n repeat until <([costume # v] of [grow pad v]) = [1]>\n go to x: (-199) y: (-40)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (shrink pad v)?> and <(Level) = [14]>> and <not <(size) = [25.5]>>> then\n repeat until <([costume # v] of [shrink pad v]) = [1]>\n go to x: (-173) y: (-110)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<<touching (grow pad v)?> and <(Level) = [14]>> and <not <(size) = [90]>>> then\n repeat until <([costume # v] of [grow pad v]) = [1]>\n go to x: (171) y: (-108)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\nend\n\nset size to (50) %\n\nset size to (90) %\n\nset [yv v] to [0]\n\nswitch costume to (costume2 v)\n\ngo to [front v] layer\n\nwait (0.01) seconds\n\nwhen I receive [game over v]\nhide\n\nset [xv v] to [0]\n\nwhen flag clicked\n\nwhen I receive [start game v]\nforever\n if <(Censorism) = [good]> then\n show\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(size) = [26]>> then\n set [xv v] to ((Xv) * (0.95))\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(size) = [26]>> then\n set [xv v] to ((Xv) * (0.95))\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(size) = [90]>> then\n set [xv v] to ((Xv) * (1.03))\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(size) = [90]>> then\n set [xv v] to ((Xv) * (1.03))\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(size) = [50]>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(size) = [26]>> then\n if <(Xv) > [0]> then\n set [xv v] to [-6]\n else\n set [xv v] to [6]\n end\n set [yv v] to [8]\n else\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(size) = [90]>> 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 [12]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [13]\n end\n end\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> and <(size) = [26]>> or <<key (w v) pressed?> and <(size) = [26]>>> then\n set [yv v] to [9]\n end\n end\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> and <(size) = [90]>> or <<key (w v) pressed?> and <(size) = [90]>>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n if on edge, bounce\n end\nend\n\nwhen I receive [talk back v]\nType [LOL!] for (1) secs\n\nwhen I start as a clone\nrepeat (6)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nclear graphic effects\n\npoint in direction (90)\n\nwhen I receive [start game v]\nforever\n if <touching (portal v)?> then\n if <(Level) = [13]> then\n broadcast (Jam v)\n stop [this script v]\n else\n set size to (50) %\n switch costume to (costume2 v)\n wait (0.55) seconds\n go to x: (-217) y: (-117)\n change [level v] by (1)\n broadcast (Next level v)\n end\n end\n if <touching (portal v)?> then\n if <(Level) = [13]> then\n set size to (50) %\n switch costume to (costume2 v)\n wait (0.55) seconds\n go to x: (0) y: (-100)\n change [level v] by (1)\n broadcast (Next level v)\n end\n end\nend\n\nwhen I receive [change size v]\nset size to (90) %\n\ndefine None\nset [sentense v] to []\nset [sentense length v] to [-1]\nrepeat (length of (sentence))\n change [sentense length v] by (1)\n set [sentense v] to (join (sentense) (letter ((sentense length) + (1)) of (sentence)))\n say (sentense)\n wait (0.001) seconds\nend\nsay (sentense) for (random) seconds\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n wait (4) seconds\n Type [That's shapesism! \(No pun intended\)] for (3) secs\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n wait (5) seconds\n Type [Are you slouching? If you weren't, maybe a new path will open...] for (4) secs\n stop [this script v]\n end\nend\n\nset [xv v] to [5]\n\nwhen flag clicked\nforever\nend\n\nset [xv v] to [0]\n\nset [xv v] to [0]\n\nwhen I receive [fire at rage mode v]\nswitch costume to (costume2 v)\nset size to (50) %\n\nwhen I receive [hide everything v]\nhide\n\nwhen I receive [next level v]\nset size to (50) %\nclear graphic effects\nrepeat (10)\nend\n\nwhen flag clicked\nforever\n if <(size) = [25.5]> then\n point in direction (90)\n end\nend\n\nwhen [space v] key pressed\ngo to x: (-217) y: (-117)\n\nwhen flag clicked\ngo [backward v] (3) layers\nclear graphic effects\ngo to x: (0) y: (0)\nhide\npoint in direction (90)\nset size to (50) %\nswitch costume to (costume2 v)\nset [exploding v] to [not]\nset [boss's health v] to [3]\nset [bossfight? v] to [not]\nset [level v] to [1]\nset [censorism v] to [good]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n point in direction (90)\n if <<touching (portal v)?> and <(Level) = [1]>> then\n go to x: (210) y: (-113)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [2]>> then\n go to x: (210) y: (-113)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [3]>> then\n go to x: (210) y: (-113)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [4]>> then\n go to x: (212) y: (118)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [5]>> then\n go to x: (-211) y: (121)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [6]>> then\n go to x: (210) y: (-112)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [7]>> then\n go to x: (4) y: (122)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [8]>> then\n go to x: (184) y: (138)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [9]>> then\n go to x: (194) y: (-114)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [10]>> then\n go to x: (-16) y: (-115)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [11]>> then\n go to x: (201) y: (-112)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [12]>> then\n go to x: (40) y: (31)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching (portal v)?> and <(Level) = [13]>> then\n go to x: (201) y: (-112)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nrepeat until <([costume # v] of [grow pad v]) = [8]>\nend\n\nrepeat until <([costume # v] of [shrink pad v]) = [8]>\nend\n\nrepeat until <([costume # v] of [return pad v]) = [8]>\nend\n\nchange [lives v] by (-1)\n\nset size to (26) %\n\nchange [lives v] by (-1)\n\nwhen I receive [start game v]\nforever\n if <<touching (grow pad v)?> and <not <(size) = [90]>>> then\n wait (0.4) seconds\n set size to (90) %\n switch costume to (costume4 v)\n broadcast (Change size v)\n end\n if <<touching (shrink pad v)?> and <not <(size) = [25.5]>>> then\n wait (0.4) seconds\n set size to (25.5) %\n switch costume to (costume3 v)\n end\n if <<touching (lava v)?> and <not <(Level) = [14]>>> then\n broadcast (Censored! v)\n repeat (31)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n go to x: (-217) y: (-133)\n set size to (50) %\n switch costume to (costume2 v)\n end\n if <<touching (lava v)?> and <(Level) = [14]>> then\n broadcast (Censored! v)\n repeat (31)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n go to x: (0) y: (-100)\n set size to (50) %\n switch costume to (costume2 v)\n switch costume to (costume4 v)\n end\n if <touching (lava2 v)?> then\n broadcast (Censored! v)\n repeat (31)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n go to x: (0) y: (-100)\n set size to (50) %\n switch costume to (costume2 v)\n end\n if <<touching (return pad v)?> and <not <(size) = [50]>>> then\n wait (0.405) seconds\n switch costume to (costume2 v)\n set size to (50) %\n end\nend\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n forever\n if <(Low detail mode) = [1]> then\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [jam v]\nforever\n if <touching (portal v)?> then\n if <(Level) = [13]> then\n set size to (50) %\n switch costume to (costume2 v)\n wait (0.55) seconds\n go to x: (0) y: (-100)\n change [level v] by (1)\n broadcast (Next level v)\n end\n end\nend\n\nwhen I receive [i'm tired... v]\nrepeat until <([y position v] of [boss v]) = [-126]>\n set [censorism v] to [not good]\n go to x: (87) y: (-131)\n set [level v] to [16]\n stop all sounds\nend\n\nturn right (15) degrees\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [hide everything v]\nhide\n\nwhen I receive [i'm tired... v]\nforever\n switch costume to (costume14 v)\nend\n\n@Play\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\n\nwhen this sprite clicked\nbroadcast (Start game v)\n\ngo [backward v] (99) layers\n\n@Guidance\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [explode!!!! v]\n\nwhen I receive [explode!!!! v]\nforever\n hide\nend\n\nwhen I receive [game over v]\nforever\n hide\nend\n\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [hide everything v]\nhide\n\nwhen I receive [i'm tired... v]\nhide\n\n@Portal\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\ngo to [front v] layer\nset size to (80) %\ngo to x: (0) y: (0)\ngo to x: (211) y: (-132)\nforever\n if <touching (player v)?> then\n next costume\n if <(costume [number v]) = [7]> then\n wait (0.4) seconds\n switch costume to (costume6 v)\n wait (0.001) seconds\n switch costume to (costume5 v)\n wait (0.001) seconds\n switch costume to (costume4 v)\n wait (0.001) seconds\n switch costume to (costume3 v)\n wait (0.001) seconds\n switch costume to (costume2 v)\n wait (0.001) seconds\n switch costume to (costume1 v)\n wait (0.001) seconds\n end\n end\n if <(Level) = [4]> then\n go to x: (211) y: (102)\n end\n if <(Level) = [5]> then\n go to x: (-211) y: (130)\n end\n if <(Level) = [6]> then\n go to x: (211) y: (-132)\n end\n if <(Level) = [7]> then\n go to x: (3) y: (103)\n end\n if <(Level) = [8]> then\n go to x: (185) y: (120)\n end\n if <(Level) = [9]> then\n go to x: (195) y: (-132)\n end\n if <(Level) = [10]> then\n go to x: (-17) y: (-132)\n end\n if <(Level) = [11]> then\n go to x: (201) y: (-132)\n end\n if <(Level) = [12]> then\n go to x: (41) y: (14)\n end\n if <(Level) = [13]> then\n go to x: (202) y: (-132)\n end\n if <(Level) = [14]> then\n hide\n go to x: (0) y: (-10)\n end\nend\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [explode!!!! v]\nhide\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [hide everything v]\nhide\n\npoint in direction (90)\n\n@Shrink pad\n\nwhen flag clicked\nhide\nswitch costume to (costume8 v)\nforever\n if <(Level) = [4]> then\n show\n go to x: (-77) y: (170)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (220) y: (-64)\n end\n if <(Level) = [8]> then\n show\n go to x: (77) y: (-64)\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [11]> then\n show\n go to x: (-14) y: (132)\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [14]> then\n show\n go to x: (-154) y: (-64)\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <([size v] of [player v]) > [25.5]>> then\n next costume\n if <(costume [number v]) = [7]> then\n wait (0.4) seconds\n switch costume to (costume6 v)\n wait (0.001) seconds\n switch costume to (costume5 v)\n wait (0.001) seconds\n switch costume to (costume4 v)\n wait (0.001) seconds\n switch costume to (costume3 v)\n wait (0.001) seconds\n switch costume to (costume2 v)\n wait (0.001) seconds\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hide everything v]\nhide\n\n@Grow pad\n\nwhen flag clicked\nhide\nswitch costume to (costume8 v)\ngo to x: (0) y: (-64)\nforever\n if <<touching (player v)?> and <<([size v] of [player v]) = [25.5]> or <([size v] of [player v]) = [50]>>> then\n next costume\n if <(costume [number v]) = [7]> then\n wait (0.4) seconds\n switch costume to (costume6 v)\n wait (0.001) seconds\n switch costume to (costume5 v)\n wait (0.001) seconds\n switch costume to (costume4 v)\n wait (0.001) seconds\n switch costume to (costume3 v)\n wait (0.001) seconds\n switch costume to (costume2 v)\n wait (0.001) seconds\n switch costume to (costume1 v)\n broadcast (Change size v)\n end\n end\nend\n\nhide\n\nwhen I receive [explode!!!! v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [red pad unlocked! v]\nshow\ngo to x: (187) y: (-64)\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n go to x: (220) y: (-64)\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (-86) y: (147)\n end\n if <(Level) = [8]> then\n show\n go to x: (-185) y: (51)\n end\n if <(Level) = [9]> then\n show\n go to x: (222) y: (127)\n end\n if <(Level) = [10]> then\n show\n go to x: (-190) y: (19)\n end\n if <(Level) = [11]> then\n show\n go to x: (155) y: (132)\n end\n if <(Level) = [12]> then\n show\n go to x: (-181) y: (5)\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\nwhen I receive [hide everything v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\ngo [backward v] (2) layers\ngo to x: (0) y: (0)\nforever\n if <(Level) = [6]> then\n show\n switch costume to (costume1 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [8]> then\n show\n switch costume to (costume3 v)\n end\n if <(Level) = [9]> then\n show\n switch costume to (costume4 v)\n end\n if <(Level) = [10]> then\n show\n switch costume to (costume5 v)\n end\n if <(Level) = [11]> then\n show\n switch costume to (costume6 v)\n end\n if <(Level) = [12]> then\n show\n switch costume to (costume7 v)\n end\n if <(Level) = [13]> then\n show\n switch costume to (costume8 v)\n end\n if <(Level) = [15]> then\n show\n switch costume to (costume9 v)\n end\nend\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\n\nshow\n\nwhen I receive [hide everything v]\nhide\n\n@Censored\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n go to (player v)\n if <(Lives) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [censored! v]\nset [censorism v] to [not good]\nshow\nif <(Lives) > [2]> then\n start sound [Beep v]\nend\nif <(Lives) = [2]> then\n start sound [Triggered Sound Effect \(1\).mp3 v]\nend\nwait (1) seconds\nset [censorism v] to [good]\nhide\n\nwhen I receive [hide everything v]\nhide\n\n@Return pad\n\nwhen flag clicked\nhide\nswitch costume to (costume8 v)\ngo to x: (0) y: (-64)\nforever\n if <<touching (player v)?> and <<([size v] of [player v]) = [90]> or <([size v] of [player v]) = [25.5]>>> then\n next costume\n if <(costume [number v]) = [7]> then\n wait (0.4) seconds\n switch costume to (costume6 v)\n wait (0.001) seconds\n switch costume to (costume5 v)\n wait (0.001) seconds\n switch costume to (costume4 v)\n wait (0.001) seconds\n switch costume to (costume3 v)\n wait (0.001) seconds\n switch costume to (costume2 v)\n wait (0.001) seconds\n switch costume to (costume1 v)\n end\n end\nend\n\nhide\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to x: (221) y: (74)\n show\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I receive [hide everything v]\nhide\n\n@Low detail mode\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [low detail mode v] to [1]\n\nwhen I receive [start game v]\ngo [backward v] (98) layers\nhide\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nchange [low detail mode v] by (1)\nforever\n if <(Low detail mode) = [3]> then\n set [low detail mode v] to [1]\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [hide everything v]\nhide\n\n@Flash\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (9) layers\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo [backward v] (9) layers\n\nhide\n\nwhen I receive [game finished! v]\nset [censorism v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Come out v)\nwait (6) seconds\ngo [backward v] (20) layers\nhide\n\nwhen I receive [hide everything v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo [backward v] (7) layers\n\nwhen I receive [start game v]\ngo to [front v] layer\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\n\nhide\n\nwhen I receive [game finished! v]\ngo [backward v] (66) layers\n\nwhen flag clicked\nset [low detail mode v] to [1]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [brightness v] effect to (-28)\nforever\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\nrepeat (10)\n change [brightness v] effect by (-2.8)\nend\n\nclear graphic effects\n\nshow\n\nset [brightness v] effect to (0)\n\nwhen I receive [hide everything v]\nhide\n\n@Boss\n\nset [pixelate v] effect to (0)\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(Boss's health) = [3]>> then\n go to x: (-183) y: (10)\n change [boss's health v] by (-1)\n broadcast (Red pad unlocked! v)\n Type [IM GONNA GET YOU!!!] for (2) secs\n broadcast (Talk back v)\n end\n if <<touching (player v)?> and <(Boss's health) = [2]>> then\n go to x: (-16) y: (50)\n change [boss's health v] by (-1)\n broadcast (Red pad unlocked! v)\n broadcast (Fire at RAGE MODE v)\n Type [RRRRAAAAAUUUURRRRRGGGGGGGHHHHHH!] for (6) secs\n broadcast (Talkback2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss's health) = [2]> then\n broadcast (Fire at 10! v)\n wait until <<<([x position v] of [lava2 v]) < [-230]> or <([x position v] of [lava2 v]) > [230]>> or <<[-170] > ([y position v] of [lava2 v])> or <([y position v] of [lava2 v]) > [170]>>>\n end\n if <touching (player v)?> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss's health) = [1]> then\n if <touching (player v)?> then\n broadcast (Defeat! v)\n hide\n stop [this script v]\n end\n end\nend\n\nwait until <<<([x position v] of [lava2 v]) < [-230]> or <([x position v] of [lava2 v]) > [230]>> or <<[-170] > ([y position v] of [lava2 v])> or <([y position v] of [lava2 v]) > [170]>>>\n\nwhen I receive [i'm tired... v]\nType [I'm tired...] for (1.1) secs\n\nwhen I receive [can't fight anymore... v]\nType [Ugh... can't... fight anymore] for (3) secs\nset [censorism v] to [good]\n\ndefine None\nset [sentense v] to []\nset [sentense length v] to [-1]\nrepeat (length of (sentence))\n change [sentense length v] by (1)\n set [sentense v] to (join (sentense) (letter ((sentense length) + (1)) of (sentence)))\n say (sentense)\n wait (0.001) seconds\nend\nsay (sentense) for (random) seconds\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <<(Level) = [14]> and <(Boss's health) = [3]>> then\n show\n go to x: (164) y: (109)\n wait (1) seconds\n if <(Boss's health) = [3]> then\n broadcast (FIre at 20! v)\n wait until <<<([x position v] of [lava2 v]) < [-230]> or <([x position v] of [lava2 v]) > [230]>> or <<[-170] > ([y position v] of [lava2 v])> or <([y position v] of [lava2 v]) > [170]>>>\n end\n end\n if <touching (player v)?> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n Type [I HATE CIRCLES!!! DIE!!!] for (3) secs\n stop [this script v]\n end\nend\n\nwhen I receive [i'm tired... v]\nswitch costume to (costume2 v)\nstop all sounds\nset [censorism v] to [not good]\nglide (1) secs to x: (-16) y: (-31)\nwait (1) seconds\nbroadcast (Can't fight anymore... v)\nglide (3) secs to x: (-16) y: (-126)\n\n@Lava2\n\nwhen flag clicked\nhide\ngo to (boss v)\npoint in direction (90)\nset [direction. v] to [0]\n\nwhen I receive [explode!!!! v]\nstop [other scripts in sprite v]\nhide\n\nforever\nend\n\nwhen I receive [fire at 20! v]\ngo to (boss v)\npoint towards (player v)\nshow\nrepeat until <<<(x position) < [-230]> or <(x position) > [230]>> or <<(y position) < [-170]> or <(y position) > [170]>>>\n move (6) steps\nend\nhide\nwait (0.9) seconds\n\nif then\nend\n\nchange x by (some)\nchange y by (some)\n\nwhen I receive [fire at 10! v]\ngo to (boss v)\npoint towards (player v)\nshow\nrepeat until <<<(x position) < [-230]> or <(x position) > [230]>> or <<(y position) < [-170]> or <(y position) > [170]>>>\n move (10) steps\nend\nhide\nwait (0.9) seconds\n\nturn left (30) degrees\n\ndelete this clone\n\nforever\nend\n\nwhen I start as a clone\ngo to (boss v)\nshow\npoint in direction (Direction.)\nrepeat until <<<(x position) < [-230]> or <(x position) > [230]>> or <<(y position) < [-170]> or <(y position) > [170]>>>\n move (15) steps\nend\ndelete this clone\n\nrepeat (12)\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nrepeat until <<<(x position) < [-230]> or <(x position) > [230]>> or <<(y position) < [-170]> or <(y position) > [170]>>>\n move (10) steps\nend\nhide\nwait (0.9) seconds\n\nwhen I receive [fire at rage mode v]\n\nwhen I receive [fire at rage mode v]\ngo to (boss v)\nrepeat (48)\n change [direction. v] by (32)\n show\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\nbroadcast (I'm tired... v)\nstop [this script v]\n\nwhen I receive [hide everything v]\nhide\n\n@EXPLODE!!!\n\nwhen flag clicked\nswitch costume to (explode-05-june\[2 v)\nset size to (70) %\nhide\nforever\n go to (boss v)\nend\n\nwhen I receive [defeat! v]\nshow\nstart sound [explode v]\nrepeat (5)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\nwait (3) seconds\nbroadcast (Game finished! v)\n\nwhen I receive [defeat! v]\nrepeat (26)\n next costume\nend\n\nwhen I start as a clone\nstart sound [explode v]\nrepeat (26)\n next costume\nend\ndelete this clone\n\nwhen I receive [hide everything v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\ngo [backward v] (18) layers\n\nwhen I receive [come out v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n broadcast (Hide everything v)\nend\n\n@Sprite3\n\n | Read all the way to the bottom please.\nWARNING! THIS PLATFORMER IS HARD!\nCan you beat it? \n◄Instructions► \nUse arrow keys or WAD to move. Push spacebar to restart. Don't touch the lava. The yellow pad shrinks you, the red pad grows you, the blue pad changes you back, and the green pad goes to the next level.\n=========================================\nCan we get this top loved? |
Meltdown - A Platformer | @Stage\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\ngo to x: (-217) y: (-87)\nglide (1) secs to x: (-50) y: (-84)\nglide (0.5) secs to x: (-21) y: (-85)\nglide (0.5) secs to x: (-9) y: (-98)\nglide (0.2) secs to x: (0) y: (-240)\nhide\nbroadcast (yf v)\n\n@Sprite1\n\ndefine None\nchange x by (speed)\nset [slop v] to [0]\nrepeat until <<(slop) = [8]> or <not <touching color (#000000)?>>>\n change y by (1)\n change [slop v] by (1)\nend\nif <(slop) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slop))\nend\n\ndefine colizhun dtcshn <>\nchange [fall/? v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <up/?> then\n change y by (-1)\n else\n change y by (1)\n set [fall/? v] to [0]\n end\n set [yv v] to [0]\nend\n\nwhen flag clicked\n\nrepeat (10)\n turn left (-9) degrees\nend\n\nset rotation style [all around v]\nrepeat (10)\n turn left (9) degrees\nend\nset rotation style [left-right v]\n\nwhen backdrop switches to [backdrop10 v]\nbroadcast (message1 v)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [etdfj v]\ngo to x: (-224) y: (-121)\nswitch backdrop to (backdrop1 v)\nset [yv v] to [0]\nset rotation style [left-right v]\nshow\nforever\n change [yv v] by (-1)\n change y by (yv)\n colizhun dtcshn <(yv) > [0]>\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n walk (1) (-7)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n walk (1) (7)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(fall/?) < [3]>> then\n set [yv v] to [15]\n end\n if <touching color (#ffff00)?> then\n go to x: (207) y: (-80)\n end\n if <touching color (#00ff55)?> then\n switch backdrop to (next backdrop v)\n set [yv v] to [0]\n go to x: (-224) y: (-121)\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [0]\n go to x: (-224) y: (-121)\n end\n if <touching color (#ff00bf)?> then\n set [yv v] to [25]\n end\n if <touching color (#ff9400)?> then\n set [yv v] to [0]\n go to x: (-224) y: (-121)\n end\nend\n\ngo to x: (-224) y: (-132)\n\n@Sprite3\n\nwhen I receive [yf v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (10)\n turn right (36) degrees\nend\nstop [all v]\n\nwhen flag clicked\nset size to (0) %\nset [ghost v] effect to (100)\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (etdfj v)\nhide\n\n | The world is flooded with lava. It is the apocalypse of fire!\nYou are the one thing that keeps the world from burning up - the IceCube.\nYou must find your way through to get to the end and save the world!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nWAD or arrow keys to move\nDon't touch red or spikes.\nCan we get this top loved? |
Super Platformer | @Stage\n\n@super hero\n\nwhen flag clicked\nforever\n set [xv v] to [0]\n set [yv v] to [0]\n forever\n set [bleh v] to [0]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [xv v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching color (#000008)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching color (#000008)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching color (#000008)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching color (#000008)?> then\n change y by (1)\n change [bleh v] by (1)\n if <touching color (#000008)?> then\n change x by ((xv) * (-1))\n set [xv v] to [0]\n change y by (-5)\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [jump v]\n change x by (5)\n set [c n v] to [-5]\n if <touching color (#000008)?> then\n set [xv v] to [-10]\n set [yv v] to [12]\n else\n change x by (-10)\n set [c n v] to [5]\n if <touching color (#000008)?> then\n set [xv v] to [10]\n set [yv v] to [12]\n end\n end\n change x by (c n)\n else\n change [xv v] by ((0) - ((xv) / (bleh)))\n end\n end\n end\n end\n end\n end\n end\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\n if <touching color (#000008)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <touching color (#000008)?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <(yv) < [4]> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change [yv v] by (-1)\n end\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#b2b2b2)?> then\n switch backdrop to (next backdrop v)\n go to x: (-207) y: (-61)\n end\nend\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\nwhen flag clicked\nforever\n if <touching color (#cc0000)?> then\n go to x: (-207) y: (-61)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n set [yv v] to [20]\n end\nend\n\nwhen backdrop switches to [level5 v]\nforever\n if <touching color (#7f7f7f)?> then\n say [I] for (0.2) seconds\n say [It] for (0.2) seconds\n say [It I] for (0.2) seconds\n say [It Is] for (0.2) seconds\n say [It Is A] for (0.2) seconds\n say [It Is A C] for (0.2) seconds\n say [It Is A Cl] for (0.2) seconds\n say [It Is A Clo] for (0.2) seconds\n say [It Is A Clon] for (0.2) seconds\n say [It Is A Clone] for (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#cccccc)?> then\n go to x: (-207) y: (-61)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffff)?> then\n set [yv v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#00ffff)?> and <key (down arrow v) pressed?>> then\n set [yv v] to [-2]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#66004c)?> then\n switch backdrop to (next backdrop v)\n go to x: (-207) y: (-61)\n end\nend\n\nwhen backdrop switches to [level20 v]\nforever\n if <touching (stone v)?> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen backdrop switches to [level20 v]\nforever\n if <touching (guard v)?> then\n go to x: (-207) y: (-61)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (5) seconds\nswitch backdrop to (backdrop2 v)\nwait (7) seconds\nswitch backdrop to (level1 v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level1 v]\nshow\ngo to x: (-207) y: (-61)\n\nwhen flag clicked\nforever\n if <<touching color (#00ffff)?> and <key (s v) pressed?>> then\n set [yv v] to [-2]\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen flag clicked\nstart sound [Alan Walker - ALONE v]\n\n@stone\n\nwhen backdrop switches to [level20 v]\nshow\nforever\n glide (0.7) secs to x: (209) y: (-80)\n glide (0.7) secs to x: (209) y: (-90)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@guard\n\nwhen backdrop switches to [level1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level20 v]\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [level20 v]\nforever\n glide (0.7) secs to x: (75) y: (-80)\n glide (0.7) secs to x: (75) y: (-85)\nend\n\nwhen this sprite clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (100)\nshow\nset size to (100) %\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\n | |
A 2006 roblox obby | @Stage\n\nwhen flag clicked\nforever\n set [level v] to ((Stage) + (1))\nend\n\n@Noob\n\nwhen flag clicked\nshow\nswitch backdrop to (1 v)\ngo to x: (-215) y: (-97)\npoint in direction (90)\nforever\n if <touching (end v)?> then\n broadcast (levelup v) and wait\n end\n if <touching color (#99b3ff)?> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yv v] by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [yv v] by (1)\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <touching color (#ff0000)?> then\n start sound [uuhhh v]\n go to x: (-215) y: (-97)\n set [x v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-2)\n if <touching color (#99b3ff)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <key (up arrow v) pressed?> then\n change y by (yv)\n set [yv v] to [9]\n end\n end\n end\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching color (#000008)?> then\n change y by (-6)\n if <not <touching color (#000008)?>> then\n change y by ((-1) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n start sound [uuhhh v]\n set [x v] to [0]\n go to x: (-215) y: (-97)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000008)?>> then\n set [yv v] to [9]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n end\nend\n\nwhen I receive [levelup v]\nhide\ngo to x: (-215) y: (-97)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nswitch backdrop to (next backdrop v)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-215) y: (-97)\n set [x v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Key input) = [1]>\n hide\n repeat until <(Key input) = [0]>\n go to x: (-215) y: (-97)\n end\n show\nend\n\n@End\n\nwhen I receive [levelup v]\nif <(Stage) = [1]> then\n go to x: (219) y: (-42)\nend\nif <(Stage) = [2]> then\n go to x: (219) y: (-55)\nend\nif <(Stage) = [3]> then\n go to x: (-202) y: (119)\nend\nif <(Stage) = [4]> then\n go to x: (218) y: (-53)\nend\nif <(Stage) = [5]> then\n go to x: (217) y: (-61)\nend\nif <(Stage) = [6]> then\n go to x: (217) y: (-66)\nend\nif <(Stage) = [7]> then\n go to x: (229) y: (-87)\nend\nif <(Stage) = [8]> then\n go to x: (203) y: (-170)\nend\nif <(Stage) = [9]> then\n go to x: (155) y: (-163)\nend\nif <(Stage) = [10]> then\n go to x: (217) y: (-61)\nend\nif <(Stage) = [11]> then\n go to x: (206) y: (-124)\nend\nif <(Stage) = [12]> then\n go to x: (218) y: (86)\nend\nif <(Stage) = [13]> then\n go to x: (213) y: (-158)\nend\nif <(Stage) = [14]> then\n go to x: (223) y: (-119)\nend\nif <(Stage) = [15]> then\n go to x: (217) y: (114)\nend\nif <(Stage) = [16]> then\n go to x: (217) y: (79)\nend\nif <(Stage) = [17]> then\n go to x: (217) y: (-64)\nend\nif <(Stage) = [18]> then\n go to x: (214) y: (147)\nend\nif <(Stage) = [19]> then\n go to x: (219) y: (-112)\nend\nif <(Stage) = [20]> then\n go to x: (226) y: (-169)\nend\nif <(Stage) = [21]> then\n go to x: (218) y: (153)\nend\nif <(Stage) = [22]> then\n go to x: (-220) y: (180)\nend\nif <(Stage) = [23]> then\n go to x: (195) y: (5)\nend\nif <(Stage) = [24]> then\n go to x: (214) y: (-97)\nend\nif <(Stage) = [25]> then\n go to x: (217) y: (-88)\nend\nif <(Stage) = [26]> then\n go to x: (218) y: (167)\nend\nif <(Stage) = [27]> then\n go to x: (-218) y: (58)\nend\nif <(Stage) = [28]> then\n go to x: (219) y: (-119)\nend\nif <(Stage) = [29]> then\n go to x: (219) y: (-79)\nend\nif <(Stage) = [30]> then\n go to x: (178) y: (157)\nend\nif <(Stage) = [31]> then\n go to x: (214) y: (-100)\nend\nif <(Stage) = [32]> then\n go to x: (217) y: (-97)\nend\nif <(Stage) = [33]> then\n go to x: (215) y: (-98)\nend\nif <(Stage) = [34]> then\n go to x: (242) y: (154)\nend\nif <(Stage) = [35]> then\n go to x: (-215) y: (90)\nend\nif <(Stage) = [36]> then\n go to x: (225) y: (151)\nend\nif <(Stage) = [37]> then\n go to x: (210) y: (155)\nend\nif <(Stage) = [38]> then\n go to x: (203) y: (93)\nend\nif <(Stage) = [39]> then\n go to x: (212) y: (-164)\nend\nif <(Stage) = [40]> then\n go to x: (218) y: (-29)\nend\nif <(Stage) = [41]> then\n go to x: (213) y: (106)\nend\nif <(Stage) = [42]> then\n hide\nend\nif <(Stage) = [43]> then\n show\n go to x: (218) y: (-94)\nend\nif <(Stage) = [44]> then\n go to x: (220) y: (-59)\nend\nif <(Stage) = [45]> then\n go to x: (218) y: (3)\nend\nif <(Stage) = [46]> then\n go to x: (217) y: (-93)\nend\nif <(Stage) = [47]> then\n go to x: (219) y: (-80)\nend\nif <(Stage) = [48]> then\n hide\nend\n\nwhen flag clicked\nset [stage v] to [0]\nshow\ngo to x: (217) y: (-66)\nforever\n if <touching (noob v)?> then\n broadcast (levelup v)\n change [stage v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nbroadcast (make noiz v)\n\nwhen I receive [key code v]\nask [ENTER 4-DIGIT CODE] and wait\n\nwhen I receive [make noiz v]\nforever\n play sound [roblox 2006 theme song v] until done\nend\n\n@Key code\n\nwhen flag clicked\nset [code attempt v] to [1]\nset [key input v] to [0]\nset [easter egg used? v] to [0]\nhide\nforever\n wait until <key (c v) pressed?>\n switch costume to (enter code v)\n show\n set [key input v] to [1]\n wait (0.5) seconds\n broadcast (Key code v) and wait\n if <(Code attempt) = [1]> then\n if <(answer) = [0043]> then\n switch costume to (correct v)\n wait (0.7) seconds\n hide\n broadcast (levelup v)\n change [stage v] by (1)\n end\n end\n if <(Code attempt) = [2]> then\n if <(answer) = [2009]> then\n switch costume to (correct v)\n wait (0.7) seconds\n hide\n broadcast (levelup v)\n change [stage v] by (1)\n end\n end\n if <(Code attempt) = [3]> then\n if <(answer) = [9310]> then\n switch costume to (correct v)\n wait (0.7) seconds\n hide\n broadcast (levelup v)\n change [stage v] by (1)\n end\n end\n if <(answer) = [Set level to 43]> then\n if <(Easter Egg Used?) = [0]> then\n switch costume to (correct2 v)\n wait (2) seconds\n hide\n set [easter egg used? v] to [1]\n set [stage v] to [41]\n broadcast (levelup v)\n end\n end\n switch costume to (incorrect v)\n wait (1.5) seconds\n hide\n set [key input v] to [0]\n change [code attempt v] by (1)\n if <(Code attempt) = [4]> then\n stop [this script v]\n end\nend\n\n@Backround objects\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (666) layers\nforever\n wait (pick random (1.3) to (9.87)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (168) y: (pick random (117) to (-117))\nset size to (pick random (43) to (86)) %\nif <(Stage) < [10]> then\n switch costume to (clouds v)\nelse\n if <<(Stage) > [8]> and <(Stage) < [17]>> then\n switch costume to (poorly drawn fish v)\n set [color v] effect to (pick random (-199) to (200))\n else\n if <[26] > (Stage)> then\n switch costume to (random person flying v)\n else\n if <(Stage) < [32]> then\n switch costume to (drop of water that disobeys gravity in a weird way v)\n else\n if <(Stage) < [41]> then\n switch costume to (text v)\n else\n switch costume to (advertisment v)\n set [color v] effect to (pick random (-666) to (666))\n end\n end\n end\n end\nend\nshow\nset [object speed v] to (pick random (-5) to (-20))\nrepeat until <touching (_edge_ v)?>\n move (Object speed) steps\nend\ndelete this clone\n\n@Barrier\n\nwhen flag clicked\ngo to x: (27) y: (3)\nhide\nforever\n if <(Stage) = [31]> then\n show\n else\n hide\n end\nend\n\n@Bosses\n\nwhen flag clicked\nhide\nset [boss health v] to [3]\nwait until <(Stage) = [42]>\nswitch costume to (boss #1 v)\nshow\nset size to (43) %\nrepeat until <(Boss Health) = [0]>\n point towards (noob v)\n move (2) steps\n if <touching (noob v)?> then\n go to x: (185) y: (104)\n change [boss health v] by (-1)\n end\nend\nhide\nbroadcast (levelup v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | Arrow keys/WASD to move\nIn water, up/w and down/s make you go up and down\nOn land, the up key/w makes you jump\nPress R to reset if you somehow glitch\nPress C to put in a code to skip the level (Max of 3 times)\nPress M to mute/unmute the music\nScroll down for more\n |\n |\n |\n |\n |\nV\nThere are 3 codes, and there is a different code for each attempt.\nI accidentally discovered the glitch on level 18, but I figured I could keep it for a level twist\nThe other robloxians are not drawn to the size of the noob\nAll levels are tested and possible\nPlease ̶l̶o̶v̶e̶ ̶a̶n̶d̶ ̶f̶o̶l̶l̶o̶w̶ ̶f̶o̶r̶ ̶m̶o̶r̶e̶ enjoy this\nSue the Roblox insurance company if a fish/guy pushes u into lava\nDrag the lava fall in stage 31\nThe floor is lava is in stage 37\nYes, some of the fishes are part lava\nJust touch the robot 3 times to defeat it\nCodes: 0043, 2009, 9310 |
Little Square's Adventure | @Stage\n\nwhen flag clicked\nwait until <(Start) = []>\nwait until <(Screen) = []>\nset [next level v] to [0]\nset [restart v] to [0]\nset [level v] to [1]\nset [screen v] to [Gameplay]\nset [start v] to [1]\nforever\n play sound [TheFatRat - Monody \(feat. Laura Brehm\).mp3 v] until done\nend\n\n@Level\n\nwhen flag clicked\nset [start v] to []\nset [screen v] to []\nforever\n if <(Start) = [1]> then\n if <(Screen) = [Gameplay]> then\n go to [front v] layer\n switch costume to (Level)\n set [current level v] to (Level)\n go [backward v] (10) layers\n go to x: (0) y: (0)\n show\n repeat until <<not <(Start) = [1]>> or <not <(Screen) = [Gameplay]>>>\n if <not <(Current Level) = (Level)>> then\n switch costume to (Level)\n set [current level v] to (Level)\n end\n if <touching (player v)?> then\n broadcast (Touching Floor v)\n end\n end\n else\n hide\n end\n else\n hide\n end\nend\n\n@Player\n\nwhen flag clicked\nset [start v] to []\nset [screen v] to []\nforever\n if <(Start) = [1]> then\n if <(Screen) = [Gameplay]> then\n Position Player\n set [direction v] to [1]\n show\n repeat until <<not <(Start) = [1]>> or <not <(Screen) = [Gameplay]>>>\n switch costume to (3 v)\n go to [front v] layer\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n set [direction v] to [1]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n set [direction v] to [2]\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n Touching Conditions\n Touching Floor\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n Touching Conditions\n end\n change y by (-4)\n Jump Conditons\n Touching Conditions\n change y by (4)\n switch costume to (Direction)\n end\n else\n hide\n end\n else\n hide\n end\nend\n\ndefine Jump Conditons\nif <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [14]\n end\nend\n\ndefine Position Player\ngo to x: (-220) y: (-19)\nrepeat until <not <touching (level v)?>>\n change y by (-1)\nend\n\ndefine Touching Floor\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n Touching Conditions\n else\n set [xv v] to [5]\n Touching Conditions\n end\n set [yv v] to [10]\n Touching Conditions\n else\n set [xv v] to [0]\n Touching Conditions\n end\n end\n end\n end\n end\n end\nend\n\ndefine Touching Conditions\nif <touching color (#485d8b)?> then\n set [yv v] to [20]\nend\nif <<touching color (#437340)?> or <touching color (#d8592f)?>> then\n set [restart v] to [1]\nend\nif <<touching color (#926199)?> or <touching color (#6e4973)?>> then\n set [next level v] to [1]\nend\n\nwhen flag clicked\nforever\n if <(Start) = [1]> then\n if <(Screen) = [Gameplay]> then\n repeat until <<not <(Start) = [1]>> or <not <(Screen) = [Gameplay]>>>\n Touching Conditions\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [touching floor v]\nTouching Conditions\n\n@Level Scenery\n\nwhen flag clicked\nset [start v] to []\nset [screen v] to []\nforever\n if <(Start) = [1]> then\n if <(Screen) = [Gameplay]> then\n set [current level v] to (Level)\n switch costume to (Level)\n go [backward v] (500) layers\n go to x: (0) y: (0)\n show\n repeat until <<not <(Start) = [1]>> or <not <(Screen) = [Gameplay]>>>\n if <not <(Current Level) = (Level)>> then\n go [backward v] (500) layers\n switch costume to (Level)\n set [current level v] to (Level)\n end\n end\n else\n hide\n end\n else\n hide\n end\nend\n\n@Level Logic\n\nwhen flag clicked\nset [start v] to []\nset [screen v] to []\nforever\n if <(Start) = [1]> then\n if <(Screen) = [Gameplay]> then\n repeat until <<not <(Start) = [1]>> or <not <(Screen) = [Gameplay]>>>\n if <(Restart) = [1]> then\n set [restart v] to [0]\n set [screen v] to [Restart]\n wait (0.0001) seconds\n set [screen v] to [Gameplay]\n end\n if <(Next Level) = [1]> then\n set [next level v] to [0]\n set [screen v] to [Next Level]\n change [level v] by (1)\n wait (0.0001) seconds\n set [screen v] to [Gameplay]\n end\n end\n else\n hide\n end\n else\n hide\n end\nend\n\ndefine Level Skip\nif <(username) = [Kilonap]> then\n if <key (h v) pressed?> then\n wait until <not <key (h v) pressed?>>\n ask [Which level would you like to skip to?] and wait\n set [screen v] to [Next Level]\n set [level v] to (answer)\n wait (0.0001) seconds\n set [screen v] to [Gameplay]\n end\nend\n\nwhen flag clicked\nset [start v] to []\nset [screen v] to []\nforever\n if <(Start) = [1]> then\n if <(Screen) = [Gameplay]> then\n repeat until <<not <(Start) = [1]>> or <not <(Screen) = [Gameplay]>>>\n Level Skip\n end\n else\n hide\n end\n else\n hide\n end\nend\n\n@Gem Count\n\nwhen flag clicked\nset [start v] to []\nset [screen v] to []\nforever\n if <(Start) = [1]> then\n if <(Screen) = [Gameplay]> then\n set [current level v] to (Level)\n switch costume to (Level)\n go to [front v] layer\n go to x: (-1) y: (-283)\n show\n repeat until <<not <(Start) = [1]>> or <not <(Screen) = [Gameplay]>>>\n if <not <(Current Level) = (Level)>> then\n switch costume to (Level)\n set [current level v] to (Level)\n end\n if <touching (player v)?> then\n set [ghost v] effect to (80)\n wait until <not <touching (player v)?>>\n set [ghost v] effect to (0)\n end\n end\n else\n hide\n end\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n | |
[Test] 3D Platformer | @Stage\n\nwhen I receive [fire v]\nplay sound [concrete_impact_ v] until done\n\n@Sprite1\n\ndefine None\nset pen color to (((((number1) * (16777216)) + ((number2) * (65536))) + ((number3) * (256))) + (number4))\n\ndefine None\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Draw Cubes\nARGB Alpha (200) Red (255) Green (100) Blue (100)\nset [cnt v] to (length of [cube x v])\nrepeat (length of [cube x v])\n set pen size to (((VF) / (300)) * ((4) / (([sqrt v] of ((([sqrt v] of ((((item (cnt) of [cube x v]) - (Cam X)) * ((item (cnt) of [cube x v]) - (Cam X))) + (((item (cnt) of [cube z v]) - (Cam Z)) * ((item (cnt) of [cube z v]) - (Cam Z)))) ) * ([sqrt v] of ((((item (cnt) of [cube x v]) - (Cam X)) * ((item (cnt) of [cube x v]) - (Cam X))) + (((item (cnt) of [cube z v]) - (Cam Z)) * ((item (cnt) of [cube z v]) - (Cam Z)))) )) + (((item (cnt) of [cube y v]) - (Cam Y)) * ((item (cnt) of [cube y v]) - (Cam Y)))) ) / (1000))))\n set [cube x v] to ((item (cnt) of [cube size v]) / (2))\n set [cube y v] to ((item (cnt) of [cube size v]) / (2))\n set [cube z v] to ((item (cnt) of [cube size v]) / (2))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n Draw line ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) (((Cube z) * (-1)) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) (((Cube y) * (-1)) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n Draw line (((Cube x) * (-1)) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v])) to ((Cube x) + (item (cnt) of [cube x v])) ((Cube y) + (item (cnt) of [cube y v])) ((Cube z) + (item (cnt) of [cube z v]))\n change [cnt v] by (-1)\nend\n\ndefine XY Clipping\nset [m v] to (((Y2) - (Y1)) / ((X2) - (X1)))\nif <(X1) > [240]> then\n if <(X2) > [240]> then\n stop [this script v]\n else\n Set screen point1 (240) ((Y1) + (((240) - (X1)) * (m)))\n end\nend\nif <(Y1) > [180]> then\n if <(Y2) > [180]> then\n stop [this script v]\n else\n Set screen point1 ((X1) + (((180) - (Y1)) / (m))) (180)\n end\nend\nif <(X1) < [-240]> then\n if <(X2) < [-240]> then\n stop [this script v]\n else\n Set screen point1 (-240) ((Y1) + (((-240) - (X1)) * (m)))\n end\nend\nif <(Y1) < [-180]> then\n if <(Y2) < [-180]> then\n stop [this script v]\n else\n Set screen point1 ((X1) + (((-180) - (Y1)) / (m))) (-180)\n end\nend\nif <(X2) > [240]> then\n Set screen point2 (240) ((Y1) + (((240) - (X1)) * (m)))\nend\nif <(Y2) > [180]> then\n Set screen point2 ((X1) + (((180) - (Y1)) / (m))) (180)\nend\nif <(X2) < [-240]> then\n Set screen point2 (-240) ((Y1) + (((-240) - (X1)) * (m)))\nend\nif <(Y2) < [-180]> then\n Set screen point2 ((X1) + (((-180) - (Y1)) / (m))) (-180)\nend\n\ndefine Z Clipping\nif <<(Z1) < (near plane)> or <(Z2) < (near plane)>> then\n set [percent v] to (((near plane) - (Z1)) / ((Z2) - (Z1)))\n if <(Z1) < (near plane)> then\n Set point1 ((X1) + (((X2) - (X1)) * (percent))) ((Y1) + (((Y2) - (Y1)) * (percent))) (near plane)\n else\n if <(Z2) < (near plane)> then\n Set point2 ((X1) + (((X2) - (X1)) * (percent))) ((Y1) + (((Y2) - (Y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Culculate tring values\nset [sin x v] to ([sin v] of (rot X) )\nset [cos x v] to ([cos v] of (rot X) )\nset [sin y v] to ([sin v] of (rot Y) )\nset [cos y v] to ([cos v] of (rot Y) )\n\ndefine None\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\nwhen flag clicked\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [p x v] to [0]\nset [p y v] to [100]\nset [p z v] to [-150]\nset [near plane v] to [30]\nset [z speed v] to [0]\nset [x speed v] to [0]\nset [to vf v] to [150]\nset [vf v] to (to VF)\nforever\n set [rot speed v] to ((300) / (VF))\n change [rot x v] by (rot X Speed)\n change [rot x v] by (Reaction)\n change [rot y v] by (rot Y Speed)\n set [cam x v] to (P X)\n set [cam z v] to (P Z)\n set [cam y v] to ((P Y) + (120))\n set [rot x speed v] to ((rot X Speed) * (0.6))\n set [rot y speed v] to ((rot Y Speed) * (0.6))\n set [reaction v] to ((Reaction) * (0.6))\n change [vf v] by (((to VF) - (VF)) * (0.5))\n if <key (up arrow v) pressed?> then\n change [rot x speed v] by (rot Speed)\n end\n if <key (down arrow v) pressed?> then\n change [rot x speed v] by ((rot Speed) * (-1))\n end\n if <key (right arrow v) pressed?> then\n change [rot y speed v] by ((rot Speed) * (-1))\n end\n if <key (left arrow v) pressed?> then\n change [rot y speed v] by (rot Speed)\n end\n change [p y v] by (Y Speed)\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n if <(Y Speed) > [0]> then\n set [going up v] to [1]\n else\n set [going up v] to [0]\n end\n set [y speed v] to [0]\n if <(Going up) = [0]> then\n Go up\n if <key (space v) pressed?> then\n set [y speed v] to [26]\n end\n end\n set [x speed v] to ((X Speed) * (0.65))\n set [z speed v] to ((Z speed) * (0.65))\n else\n set [x speed v] to ((X Speed) * (0.65))\n set [z speed v] to ((Z speed) * (0.65))\n end\n if <key (a v) pressed?> then\n change [x speed v] by (([cos v] of (rot Y) ) * (-5))\n change [z speed v] by (([sin v] of (rot Y) ) * (-5))\n end\n if <key (d v) pressed?> then\n change [x speed v] by (([cos v] of (rot Y) ) * (5))\n change [z speed v] by (([sin v] of (rot Y) ) * (5))\n end\n if <key (w v) pressed?> then\n change [x speed v] by (([cos v] of ((rot Y) + (90)) ) * (5))\n change [z speed v] by (([sin v] of ((rot Y) + (90)) ) * (5))\n end\n if <key (s v) pressed?> then\n change [x speed v] by (([cos v] of ((rot Y) + (90)) ) * (-5))\n change [z speed v] by (([sin v] of ((rot Y) + (90)) ) * (-5))\n end\n change [p z v] by (Z speed)\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n change [p z v] by ((Z speed) * (-1))\n end\n change [p x v] by (X Speed)\n Collision (Cube)\n if <(Collision \(Cube\) Result) = [1]> then\n change [p x v] by ((X Speed) * (-1))\n end\n change [y speed v] by (-2)\n if <(P Y) < [-4000]> then\n set [rot x v] to [0]\n set [rot y v] to [0]\n set [z speed v] to [0]\n set [x speed v] to [0]\n set [p x v] to [0]\n set [p y v] to [100]\n set [p z v] to [-150]\n end\nend\n\ndefine None\nadd (x) to [cube x v]\nadd (y) to [cube y v]\nadd (z) to [cube z v]\nadd (s) to [cube size v]\n\ndefine None\nadd (x) to [target x v]\nadd (y) to [target y v]\nadd (z) to [target z v]\n\nwhen flag clicked\ndelete (all) of [ball x v]\ndelete (all) of [ball y v]\ndelete (all) of [ball z v]\ndelete (all) of [ball x power v]\ndelete (all) of [ball y power v]\ndelete (all) of [ball z power v]\ndelete (all) of [ball count v]\ndelete (all) of [ball type v]\ndelete (all) of [cube x v]\ndelete (all) of [cube y v]\ndelete (all) of [cube z v]\ndelete (all) of [cube size v]\ndelete (all) of [target x v]\ndelete (all) of [target y v]\ndelete (all) of [target z v]\nMake the map\n\nwhen flag clicked\nforever\n wait until <key (c v) pressed?>\n set [to vf v] to [2500]\n wait until <not <key (c v) pressed?>>\n wait until <key (c v) pressed?>\n set [to vf v] to [150]\n wait until <not <key (c v) pressed?>>\nend\n\nwhen flag clicked\nforever\n Collison\n Culculate tring values\n Move balls\n Draw Target\n Draw Cubes\n Draw balls\n if <(to VF) = [2500]> then\n Draw Mark\n else\n set pen size to (8)\n ARGB Alpha (255) Red (200) Green (200) Blue (200)\n pen up\n go to x: (0) y: (0)\n pen down\n pen up\n end\nend\n\ndefine None\nadd (x) to [ball x v]\nadd (y) to [ball y v]\nadd (z) to [ball z v]\nadd (((speed) * (([sin v] of (rot y) ) * (-1))) * ([cos v] of (rot x) )) to [ball x power v]\nadd ((speed) * ([sin v] of (rot x) )) to [ball y power v]\nadd (((speed) * ([cos v] of (rot y) )) * ([cos v] of (rot x) )) to [ball z power v]\nadd [0] to [ball count v]\nadd (type) to [ball type v]\n\ndefine None\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Collison\nset [cnt v] to (length of [target x v])\nrepeat (length of [target x v])\n set [cnt2 v] to (length of [ball type v])\n repeat (length of [ball type v])\n if <(item (cnt2) of [ball type v]) = [Bullet]> then\n if <<[20] > ([sqrt v] of ((((item (cnt) of [target z v]) - (item (cnt2) of [ball z v])) * ((item (cnt) of [target z v]) - (item (cnt2) of [ball z v]))) + (((item (cnt) of [target y v]) - (item (cnt2) of [ball y v])) * ((item (cnt) of [target y v]) - (item (cnt2) of [ball y v])))) )> and <[20] > ([sqrt v] of ((((item (cnt) of [target x v]) - (item (cnt2) of [ball x v])) * ((item (cnt) of [target x v]) - (item (cnt2) of [ball x v]))) + (((item (cnt) of [target y v]) - (item (cnt2) of [ball y v])) * ((item (cnt) of [target y v]) - (item (cnt2) of [ball y v])))) )>> then\n repeat (50)\n Make a Ball (item (cnt) of [target x v]) (item (cnt) of [target y v]) (item (cnt) of [target z v]) rot x (pick random (1) to (360)) rot y (pick random (1) to (360)) Speed (pick random (1) to (10)) Type [Particle]\n end\n delete (cnt) of [target x v]\n delete (cnt) of [target y v]\n delete (cnt) of [target z v]\n end\n end\n change [cnt2 v] by (-1)\n end\n change [cnt v] by (-1)\nend\n\ndefine Move balls\nset [cnt v] to (length of [ball x v])\nrepeat (length of [ball x v])\n if <(item (cnt) of [ball count v]) > [60]> then\n delete (cnt) of [ball x v]\n delete (cnt) of [ball y v]\n delete (cnt) of [ball z v]\n delete (cnt) of [ball x power v]\n delete (cnt) of [ball y power v]\n delete (cnt) of [ball z power v]\n delete (cnt) of [ball count v]\n delete (cnt) of [ball type v]\n else\n replace item (cnt) of [ball x v] with ((item (cnt) of [ball x v]) + (item (cnt) of [ball x power v]))\n replace item (cnt) of [ball y v] with ((item (cnt) of [ball y v]) + (item (cnt) of [ball y power v]))\n replace item (cnt) of [ball z v] with ((item (cnt) of [ball z v]) + (item (cnt) of [ball z power v]))\n if <(item (cnt) of [ball type v]) = [Bullet]> then\n replace item (cnt) of [ball x power v] with ((item (cnt) of [ball x power v]) * (1))\n replace item (cnt) of [ball y power v] with ((item (cnt) of [ball y power v]) - (0.05))\n replace item (cnt) of [ball z power v] with ((item (cnt) of [ball z power v]) * (1))\n end\n if <(item (cnt) of [ball type v]) = [Particle]> then\n replace item (cnt) of [ball y power v] with ((item (cnt) of [ball y power v]) - (1))\n end\n replace item (cnt) of [ball count v] with ((item (cnt) of [ball count v]) + (1))\n end\n change [cnt v] by (-1)\nend\n\ndefine None\nSet point1 ((x1) - (Cam X)) ((y1) - (Cam Y)) ((z1) - (Cam Z))\nSet point2 ((x2) - (Cam X)) ((y2) - (Cam Y)) ((z2) - (Cam Z))\nSet point1 (((Z1) * (sin Y)) + ((X1) * (cos Y))) (Y1) (((Z1) * (cos Y)) - ((X1) * (sin Y)))\nSet point2 (((Z2) * (sin Y)) + ((X2) * (cos Y))) (Y2) (((Z2) * (cos Y)) - ((X2) * (sin Y)))\nSet point1 (X1) (((Y1) * (cos X)) - ((Z1) * (sin X))) (((Y1) * (sin X)) + ((Z1) * (cos X)))\nSet point2 (X2) (((Y2) * (cos X)) - ((Z2) * (sin X))) (((Y2) * (sin X)) + ((Z2) * (cos X)))\nif <not <<(Z1) < (near plane)> and <(Z2) < (near plane)>>> then\n Z Clipping\n Set screen point1 ((VF) * ((X1) / (Z1))) ((VF) * ((Y1) / (Z1)))\n Set screen point2 ((VF) * ((X2) / (Z2))) ((VF) * ((Y2) / (Z2)))\n XY Clipping\n go to x: (X1) y: (Y1)\n pen down\n go to x: (X2) y: (Y2)\n pen up\nend\n\ndefine None\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Draw Target\nset [cnt v] to (length of [target x v])\nrepeat (length of [target x v])\n set pen size to (((VF) / (300)) * ((10) / (([sqrt v] of ((([sqrt v] of ((((item (cnt) of [target x v]) - (Cam X)) * ((item (cnt) of [target x v]) - (Cam X))) + (((item (cnt) of [target z v]) - (Cam Z)) * ((item (cnt) of [target z v]) - (Cam Z)))) ) * ([sqrt v] of ((((item (cnt) of [target x v]) - (Cam X)) * ((item (cnt) of [target x v]) - (Cam X))) + (((item (cnt) of [target z v]) - (Cam Z)) * ((item (cnt) of [target z v]) - (Cam Z)))) )) + (((item (cnt) of [target y v]) - (Cam Y)) * ((item (cnt) of [target y v]) - (Cam Y)))) ) / (1000))))\n ARGB Alpha (150) Red (65) Green (105) Blue (225)\n Draw line (item (cnt) of [target x v]) (item (cnt) of [target y v]) (item (cnt) of [target z v]) to (item (cnt) of [target x v]) (item (cnt) of [target y v]) (item (cnt) of [target z v])\n change [cnt v] by (-1)\nend\n\ndefine Go up\nrepeat until <(Collision \(Cube\) Result) = [0]>\n Collision (Cube)\n change [p y v] by (1)\nend\n\nrepeat (5)\n Make a Cube (0) (-200) ((cnt) * (200)) size: (200)\n change [cnt v] by (1)\nend\n\ndefine Collision (Cube)\nset [collision \(cube\) result v] to [0]\nset [cnt v] to (length of [cube x v])\nrepeat (length of [cube x v])\n if <<([abs v] of ((P X) - (item (cnt) of [cube x v])) ) < (((item (cnt) of [cube size v]) / (2)) + (30))> and <<([abs v] of ((P Z) - (item (cnt) of [cube z v])) ) < (((item (cnt) of [cube size v]) / (2)) + (30))> and <([abs v] of (((P Y) + (60)) - (item (cnt) of [cube y v])) ) < (((item (cnt) of [cube size v]) / (2)) + (120))>>> then\n set [collision \(cube\) result v] to [1]\n stop [this script v]\n end\n change [cnt v] by (-1)\nend\n\ndefine Draw balls\nset [cnt v] to (length of [ball x v])\nrepeat (length of [ball x v])\n if <(item (cnt) of [ball type v]) = [Bullet]> then\n set pen size to (((VF) / (300)) * ((1) / (([sqrt v] of ((([sqrt v] of ((((item (cnt) of [ball x v]) - (Cam X)) * ((item (cnt) of [ball x v]) - (Cam X))) + (((item (cnt) of [ball z v]) - (Cam Z)) * ((item (cnt) of [ball z v]) - (Cam Z)))) ) * ([sqrt v] of ((((item (cnt) of [ball x v]) - (Cam X)) * ((item (cnt) of [ball x v]) - (Cam X))) + (((item (cnt) of [ball z v]) - (Cam Z)) * ((item (cnt) of [ball z v]) - (Cam Z)))) )) + (((item (cnt) of [ball y v]) - (Cam Y)) * ((item (cnt) of [ball y v]) - (Cam Y)))) ) / (1000))))\n ARGB Alpha (100) Red (255) Green (215) Blue (0)\n end\n if <(item (cnt) of [ball type v]) = [Particle]> then\n set pen size to (((VF) / (300)) * ((4) / (([sqrt v] of ((([sqrt v] of ((((item (cnt) of [ball x v]) - (Cam X)) * ((item (cnt) of [ball x v]) - (Cam X))) + (((item (cnt) of [ball z v]) - (Cam Z)) * ((item (cnt) of [ball z v]) - (Cam Z)))) ) * ([sqrt v] of ((((item (cnt) of [ball x v]) - (Cam X)) * ((item (cnt) of [ball x v]) - (Cam X))) + (((item (cnt) of [ball z v]) - (Cam Z)) * ((item (cnt) of [ball z v]) - (Cam Z)))) )) + (((item (cnt) of [ball y v]) - (Cam Y)) * ((item (cnt) of [ball y v]) - (Cam Y)))) ) / (1000))))\n ARGB Alpha (200) Red (255) Green (20) Blue (147)\n end\n Draw line (item (cnt) of [ball x v]) (item (cnt) of [ball y v]) (item (cnt) of [ball z v]) to (item (cnt) of [ball x v]) (item (cnt) of [ball y v]) (item (cnt) of [ball z v])\n change [cnt v] by (-1)\nend\n\ndefine Make the map\nMake a Cube (0) (-400) (0) size: (400)\nMake a Cube (-300) (0) (700) size: (200)\nMake a Cube (0) (-150) (400) size: (200)\nMake a Cube (0) (0) (1100) size: (200)\nMake a Cube (500) (0) (850) size: (200)\nMake a Cube (300) (100) (600) size: (200)\nMake a Cube (700) (250) (500) size: (200)\nrepeat (20)\n Make Target (pick random (-700) to (1200)) (pick random (0) to (500)) (pick random (-200) to (1500))\nend\n\ndefine Draw Mark\nset pen size to (2)\nARGB Alpha (255) Red (200) Green (200) Blue (200)\npen up\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\n@FPS\n\ndefine FPS\nif <[1] < (timer)> then\n set [fps v] to (Count)\n set [count v] to [0]\n reset timer\n wait (0) seconds\nend\n\nwhen flag clicked\nset [count v] to [0]\nreset timer\nforever\n change [count v] by (1)\n FPS\nend\n\n@Back Pack\n\nwhen flag clicked\nhide\nset [scene v] to [1]\nSet Data\nforever\n erase all\n Write (join [FPS:] ([fps v] of [fps v])) X (-230) Y (-165) Size (20) Thickness (3) Type (1) ARGB [] UI [] Link [] ARGB Mouse on []\nend\n\ndefine None\nadd (chara) to [characters v]\nadd (data) to [char data v]\nadd (width) to [char width v]\n\ndefine Binary Search: Search [] from []\nset [count3 v] to ((Count3) * (2))\nif <(element) < (letter (Count2) of (Avilable Characters))> then\n set [count2 v] to ((Count2) + (([ceiling v] of ((length of (string1)) / (Count3)) ) * (-1)))\n Binary Search: Search (element) from (string1)\nelse\n if <not <(element) = (letter (Count2) of (string1))>> then\n set [count2 v] to ((Count2) + ([ceiling v] of ((length of (string1)) / (Count3)) ))\n Binary Search: Search (element) from (string1)\n end\nend\n\ndefine Bubble Sort\nset [count1 v] to [0]\nrepeat (length of [characters v])\n set [count2 v] to (length of [characters v])\n repeat ((length of [characters v]) - (Count1))\n if <(item (Count2) of [characters v]) < (item ((Count2) - (1)) of [characters v])> then\n set [bubble sort:save v] to (item ((Count2) - (1)) of [characters v])\n replace item ((Count2) - (1)) of [characters v] with (item (Count2) of [characters v])\n replace item (Count2) of [characters v] with (Bubble Sort:Save)\n set [bubble sort:save v] to (item ((Count2) - (1)) of [char data v])\n replace item ((Count2) - (1)) of [char data v] with (item (Count2) of [char data v])\n replace item (Count2) of [char data v] with (Bubble Sort:Save)\n set [bubble sort:save v] to (item ((Count2) - (1)) of [char width v])\n replace item ((Count2) - (1)) of [char width v] with (item (Count2) of [char width v])\n replace item (Count2) of [char width v] with (Bubble Sort:Save)\n end\n change [count2 v] by (-1)\n end\n change [count1 v] by (1)\nend\n\nset [test v] to [0]\n\ndelete (all) of [width data v]\nset [length v] to [0]\nset [count1 v] to [1]\nrepeat (length of (sentence))\n set [count2 v] to [1]\n repeat until <(item (Count2) of [characters v]) = (letter (Count1) of (sentence))>\n change [count2 v] by (1)\n end\n if <<[10] < (Count2)> and <(Count2) < [37]>> then\n switch costume to (digital v)\n switch costume to (letter (Count1) of (sentence))\n if <not <(costume [number v]) = [1]>> then\n change [count2 v] by (26)\n end\n end\n change [length v] by (((item (Count2) of [char width v]) * (size)) * ((3) / (33)))\n add (item (Count2) of [char width v]) to [width data v]\n change [count1 v] by (1)\nend\nchange [length v] by (((size) * (0.1)) * ((Count1) - (2)))\nset [start v] to ((x) - (((type) - (1)) * ((Length) / (2))))\nif <<(ui y/n) = [y]> and <<([abs v] of ((y) - (mouse y)) ) < ((size) / (2))> and <<(mouse x) > ((Start) - ((2) * ((size) / (6))))> and <(mouse x) < (((Start) + (((length of (sentence)) * (((4) * (size)) / (6))) + (((length of (sentence)) - (1)) * (((size) * (0.9)) - (((4) * (size)) / (6)))))) - ((2) * ((size) / (6))))>>>> then\n set pen color to (join [0x] (argb mouse))\n if <<mouse down?> and <(Clicked) = [0]>> then\n if <(letter (1) of (link)) = [@]> then\n broadcast (link)\n else\n set [scene v] to (link)\n end\n set [clicked v] to [1]\n end\n if <not <mouse down?>> then\n set [clicked v] to [0]\n end\nelse\n set pen color to (join [0x] (argb))\nend\nset pen size to (t)\npen up\nset [count1 v] to [1]\nrepeat (length of (sentence))\n set [count2 v] to [1]\n repeat until <<(item (Count2) of [characters v]) = (letter (Count1) of (sentence))> or <(Count2) = (length of [characters v])>>\n change [count2 v] by (1)\n end\n if <<[10] < (Count2)> and <(Count2) < [37]>> then\n switch costume to (digital v)\n switch costume to (letter (Count1) of (sentence))\n if <not <(costume [number v]) = [1]>> then\n change [count2 v] by (26)\n end\n end\n set [drawn chara width v] to [0]\n set [count4 v] to [1]\n repeat ((Count1) - (1))\n set [drawn chara width v] to ((Drawn Chara Width) + (item (Count4) of [width data v]))\n change [count4 v] by (1)\n end\n set [count3 v] to [1]\n repeat until <<(Count3) = (length of (item (Count2) of [char data v]))> or <(Count3) > (length of (item (Count2) of [char data v]))>>\n if <(letter (Count3) of (item (Count2) of [char data v])) = [u]> then\n pen up\n change [count3 v] by (1)\n else\n if <(letter (Count3) of (item (Count2) of [char data v])) = [d]> then\n pen down\n change [count3 v] by (1)\n else\n if <(letter ((Count3) + (1)) of (item (Count2) of [char data v])) = [-]> then\n go to x: (((Start) + ((((Drawn Chara Width) * (size)) * (0.1)) + (((Count1) - (1)) * ((size) * (0.1))))) + ((((letter (Count3) of (item (Count2) of [char data v])) - (3)) * (size)) / (9))) y: ((y) + (((((letter ((Count3) + (2)) of (item (Count2) of [char data v])) * (-1)) - (4)) * (size)) / (9)))\n change [count3 v] by (3)\n else\n go to x: (((Start) + ((((Drawn Chara Width) * (size)) * (0.1)) + (((Count1) - (1)) * ((size) * (0.1))))) + ((((letter (Count3) of (item (Count2) of [char data v])) - (3)) * (size)) / (9))) y: ((y) + ((((letter ((Count3) + (1)) of (item (Count2) of [char data v])) - (4)) * (size)) / (9)))\n change [count3 v] by (2)\n end\n end\n end\n end\n pen up\n change [count1 v] by (1)\nend\n\ndefine None\ndelete (all) of [width data v]\ndelete (all) of [char data to write v]\nset [length v] to [0]\nset [count1 v] to [1]\nrepeat (length of (sentence))\n set [count2 v] to ([floor v] of ((length of (Avilable Characters)) / (2)) )\n set [count3 v] to [2]\n Binary Search: Search (letter (Count1) of (sentence)) from (Avilable Characters)\n if <[35] < (Count2)> then\n switch costume to (digital v)\n switch costume to (letter (Count1) of (sentence))\n if <(costume [number v]) = [1]> then\n add (item (Count2) of [char data v]) to [char data to write v]\n add (item (Count2) of [char width v]) to [width data v]\n change [length v] by (((item (Count2) of [char width v]) * (size)) * ((3) / (33)))\n else\n add (item (Count2) of [char data\[capital\] v]) to [char data to write v]\n add (item (Count2) of [char width\[capital\] v]) to [width data v]\n change [length v] by (((item (Count2) of [char width\[capital\] v]) * (size)) * ((3) / (33)))\n end\n else\n add (item (Count2) of [char data v]) to [char data to write v]\n add (item (Count2) of [char width v]) to [width data v]\n change [length v] by (((item (Count2) of [char width v]) * (size)) * ((3) / (33)))\n end\n change [count1 v] by (1)\nend\nchange [length v] by (((size) * (0.1)) * ((Count1) - (2)))\nset [start v] to ((x) - (((type) - (1)) * ((Length) / (2))))\nif <<(ui y/n) = [y]> and <<([abs v] of ((y) - (mouse y)) ) < ((size) / (2))> and <<(mouse x) > ((Start) - ((2) * ((size) / (6))))> and <(mouse x) < ((Start) + (Length))>>>> then\n set pen color to (join [0x] (argb mouse))\n if <<mouse down?> and <(Clicked) = [0]>> then\n if <(letter (1) of (link)) = [@]> then\n broadcast (link)\n else\n set [scene v] to (link)\n end\n set [clicked v] to [1]\n end\n if <not <mouse down?>> then\n set [clicked v] to [0]\n end\nelse\n set pen color to (join [0x] (argb))\nend\nset pen size to (t)\npen up\nset [count1 v] to [1]\nrepeat (length of (sentence))\n set [drawn chara width v] to [0]\n set [count4 v] to [1]\n repeat ((Count1) - (1))\n set [drawn chara width v] to ((Drawn Chara Width) + (item (Count4) of [width data v]))\n change [count4 v] by (1)\n end\n set [count3 v] to [1]\n repeat until <<(Count3) = (length of (item (Count1) of [char data to write v]))> or <(Count3) > (length of (item (Count1) of [char data to write v]))>>\n if <(letter (Count3) of (item (Count1) of [char data to write v])) = [u]> then\n pen up\n change [count3 v] by (1)\n else\n if <(letter (Count3) of (item (Count1) of [char data to write v])) = [d]> then\n pen down\n change [count3 v] by (1)\n else\n if <(letter ((Count3) + (1)) of (item (Count1) of [char data to write v])) = [-]> then\n go to x: (((Start) + ((((Drawn Chara Width) * (size)) * (0.1)) + (((Count1) - (1)) * ((size) * (0.1))))) + ((((letter (Count3) of (item (Count1) of [char data to write v])) - (3)) * (size)) / (9))) y: ((y) + (((((letter ((Count3) + (2)) of (item (Count1) of [char data to write v])) * (-1)) - (4)) * (size)) / (9)))\n change [count3 v] by (3)\n else\n go to x: (((Start) + ((((Drawn Chara Width) * (size)) * (0.1)) + (((Count1) - (1)) * ((size) * (0.1))))) + ((((letter (Count3) of (item (Count1) of [char data to write v])) - (3)) * (size)) / (9))) y: ((y) + ((((letter ((Count3) + (1)) of (item (Count1) of [char data to write v])) - (4)) * (size)) / (9)))\n change [count3 v] by (2)\n end\n end\n end\n end\n pen up\n change [count1 v] by (1)\nend\n\nchange [count2 v] by (1)\n\ndefine None\nadd (string1) to [characters\[capital\] v]\nadd (string2) to [char data\[capital\] v]\nadd (number1) to [char width\[capital\] v]\n\ndefine Set Capital letters' datas\ndelete (all) of [characters\[capital\] v]\ndelete (all) of [char data\[capital\] v]\ndelete (all) of [char width\[capital\] v]\nset [count1 v] to [1]\nrepeat until <(item (Count1) of [characters v]) = [a]>\n Add Capital letter Chara: [] Data: [] Width (0)\n change [count1 v] by (1)\nend\nAdd Capital letter Chara: [A] Data: [00d2740u13d33] Width (5)\nAdd Capital letter Chara: [B] Data: [00d0727363443413000u03d2334] Width (5)\nAdd Capital letter Chara: [C] Data: [41d30100205173746] Width (5)\nAdd Capital letter Chara: [D] Data: [00d073755523000] Width (6)\nAdd Capital letter Chara: [E] Data: [40d000747u04d44] Width (5)\nAdd Capital letter Chara: [F] Data: [00d0737u04d34] Width (4)\nAdd Capital letter Chara: [G] Data: [43d4130100205173746u33d5351] Width (6)\nAdd Capital letter Chara: [H] Data: [00d07u04d44u40d47] Width (5)\nAdd Capital letter Chara: [I] Data: [07d27u00d20u17d10] Width (3)\nAdd Capital letter Chara: [J] Data: [07d37u27d221000] Width (4)\nAdd Capital letter Chara: [K] Data: [00d07u30d03u03d37] Width (4)\nAdd Capital letter Chara: [L] Data: [07d0040] Width (5)\nAdd Capital letter Chara: [M] Data: [00d07234740] Width (5)\nAdd Capital letter Chara: [N] Data: [00d074047] Width (5)\nAdd Capital letter Chara: [O] Data: [02d0517475552401002] Width (6)\nAdd Capital letter Chara: [P] Data: [00d073746453404] Width (5)\nAdd Capital letter Chara: [Q] Data: [02d0517475552401002u42d50] Width (6)\nAdd Capital letter Chara: [R] Data: [00d073746453404u04d40] Width (5)\nAdd Capital letter Chara: [S] Data: [47d1706043443413000] Width (5)\nAdd Capital letter Chara: [T] Data: [07d47u27d20] Width (5)\nAdd Capital letter Chara: [U] Data: [07d0210304247] Width (5)\nAdd Capital letter Chara: [V] Data: [07d2047] Width (5)\nAdd Capital letter Chara: [W] Data: [07d20374067] Width (7)\nAdd Capital letter Chara: [X] Data: [00d47u07d40] Width (5)\nAdd Capital letter Chara: [Y] Data: [07d2420u24d47] Width (5)\nAdd Capital letter Chara: [Z] Data: [07d570050] Width (6)\n\ndefine Set Data\ndelete (all) of [characters v]\ndelete (all) of [char data v]\ndelete (all) of [char width v]\nAdd Chara data Chara: [0] Data: [01d0718384741301001] Width: (5)\nAdd Chara data Chara: [1] Data: [07d1810u00d20] Width: (3)\nAdd Chara data Chara: [2] Data: [06d07183847460040] Width: (5)\nAdd Chara data Chara: [3] Data: [07d1838474745244341301001] Width: (5)\nAdd Chara data Chara: [4] Data: [30d380353] Width: (6)\nAdd Chara data Chara: [5] Data: [01d00304143340408u07d47] Width: (5)\nAdd Chara data Chara: [6] Data: [04d34434130100107183847] Width: (5)\nAdd Chara data Chara: [7] Data: [06d084820] Width: (5)\nAdd Chara data Chara: [8] Data: [14d344341301001031405071838474534 ] Width: (5)\nAdd Chara data Chara: [9] Data: [01d10304147381807051444 ] Width: (5)\nAdd Chara data Chara: [a] Data: [03d1424333140u31d2010011232] Width: (5)\nAdd Chara data Chara: [b] Data: [07d0110203133241403] Width: (4)\nAdd Chara data Chara: [c] Data: [34d1403011030] Width: (4)\nAdd Chara data Chara: [d] Data: [37d3120100103142433] Width: (4)\nAdd Chara data Chara: [e] Data: [41d301001031434433202] Width: (5)\nAdd Chara data Chara: [f] Data: [10d162736u04d34] Width: (4)\nAdd Chara data Chara: [g] Data: [0-2d1-32-33-23324140301102032] Width: (4)\nAdd Chara data Chara: [h] Data: [07d00u03d14243330] Width: (4)\nAdd Chara data Chara: [i] Data: [07d07u05d00] Width: (1)\nAdd Chara data Chara: [j] Data: [35d35u34d3-22-31-30-2] Width: (4)\nAdd Chara data Chara: [k] Data: [07d00u34d0230] Width: (4)\nAdd Chara data Chara: [l] Data: [07d00] Width: (1)\nAdd Chara data Chara: [m] Data: [04d00u03d142320u23d344440] Width: (5)\nAdd Chara data Chara: [n] Data: [04d00u03d14243430] Width: (4)\nAdd Chara data Chara: [o] Data: [01d0314243331201001] Width: (4)\nAdd Chara data Chara: [p] Data: [0-4d0314243331201001] Width: (4)\nAdd Chara data Chara: [q] Data: [3-4d3324140301102031] Width: (4)\nAdd Chara data Chara: [r] Data: [04d00u01d132434] Width: (4)\nAdd Chara data Chara: [s] Data: [43d341403123241301001] Width: (5)\nAdd Chara data Chara: [t] Data: [04d34u17d10] Width: (4)\nAdd Chara data Chara: [u] Data: [04d01102031u34d30] Width: (4)\nAdd Chara data Chara: [v] Data: [04d2044] Width: (5)\nAdd Chara data Chara: [w] Data: [04d10243044] Width: (5)\nAdd Chara data Chara: [x] Data: [04d30u34d00] Width: (4)\nAdd Chara data Chara: [y] Data: [03d20u34d201-3] Width: (4)\nAdd Chara data Chara: [z] Data: [04d340030] Width: (4)\nAdd Chara data Chara: [ ] Data: [] Width: (3)\nAdd Chara data Chara: [?] Data: [20d20u21d2333444637170605] Width: (5)\nAdd Chara data Chara: [!] Data: [00d10110100u02d12170702] Width: (2)\nAdd Chara data Chara: ["] Data: [08d07u18d17] Width: (2)\nAdd Chara data Chara: [#] Data: [03d43u15d55u12d26u32d46] Width: (6)\nAdd Chara data Chara: [$] Data: [47d17060434434101u20d28] Width: (5)\nAdd Chara data Chara: [%] Data: [00d46u05d15160605u30d40413130] Width: (5)\nAdd Chara data Chara: [&] Data: [50d1416273746453413020110304153] Width: (6)\nAdd Chara data Chara: ['] Data: [08d07] Width: (1)\nAdd Chara data Chara: [\(] Data: [10d020517] Width: (2)\nAdd Chara data Chara: [\)] Data: [00d121507] Width: (2)\nAdd Chara data Chara: [*] Data: [05d27u07d25u06d26] Width: (3)\nAdd Chara data Chara: [+] Data: [04d44u26d22] Width: (5)\nAdd Chara data Chara: [,] Data: [10d0-1] Width: (2)\nAdd Chara data Chara: [-] Data: [04d44] Width: (5)\nAdd Chara data Chara: [.] Data: [00d00] Width: (1)\nAdd Chara data Chara: [/] Data: [00d27] Width: (3)\nAdd Chara data Chara: [:] Data: [07d05u03d01] Width: (1)\nAdd Chara data Chara: [;] Data: [17d15u13d01] Width: (2)\nAdd Chara data Chara: [<] Data: [46d0442] Width: (5)\nAdd Chara data Chara: [=] Data: [05d45u03d43] Width: (5)\nAdd Chara data Chara: [>] Data: [06d4402] Width: (5)\nAdd Chara data Chara: [\[] Data: [10d000717] Width: (2)\nAdd Chara data Chara: [\] Data: [20d07] Width: (3)\nAdd Chara data Chara: [\]] Data: [00d101707] Width: (2)\nBubble Sort\nset [avilable characters v] to (Characters)\nSet Capital letters' datas\n\n | NEW VERSION AVAILABLE !!!!!! Below one supports face rendering and back face culling.\nhttps://scratch.mit.edu/projects/389001796/\nW,A,S and D to move.\nArrow keys to see around. \nC to zoom.\nSpace to jump\nW,A,S,Dで移動。矢印キーで見渡す。\nCでズーム。\nスペースキーでジャンプ。 |
Ninja runner - a platformer | @Stage\n\nwhen flag clicked\nforever\n start sound [the ninja reg v]\n play sound [dub doctah EPICEPICEPICEPIC v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-263) y: (3)\nswitch backdrop to (1 v)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n if <touching color (#00ffff)?> then\n change [xv v] by (-0.4)\n else\n change [xv v] by (-1)\n end\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#663b00)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#663b00)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-263) y: (3)\n end\n if <<(x position) = [200]> or <(x position) > [200]>> then\n switch backdrop to (next backdrop v)\n go to x: (-263) y: (3)\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [23]\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n create clone of (shuriken v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\ngo to x: (66) y: (82)\npoint in direction (90)\nforever\n glide (3) secs to x: (66) y: (-101)\n glide (3) secs to x: (66) y: (82)\nend\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nshow\nset x to (80)\nset y to (180)\nforever\n change y by (-5)\n if <(y position) < [-120]> then\n set x to (92)\n change y by (180)\n end\nend\n\n@Sprite4\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (94) y: (-103)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (shuriken v)?> then\n hide\n broadcast (hide 1 v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen backdrop switches to [backdrop17 v]\nshow\nset x to (36)\nset y to (120)\nforever\n change x by (-5)\n if <(x position) = [-200]> then\n set x to (36)\n set y to (-114)\n end\nend\n\nwhen I receive [hide 1 v]\nforever\n hide\nend\n\n@Sprite6\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (70) y: (-103)\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (shuriken v)?> then\n hide\n broadcast (hide 2 v) and wait\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\nset x to (36)\nset y to (-114)\nforever\n change x by (-5)\n if <(x position) = [-200]> then\n wait (3) seconds\n set x to (36)\n set y to (-114)\n end\nend\n\nwhen I receive [hide 2 v]\nforever\n hide\nend\n\n@Sprite8\n\nwhen backdrop switches to [backdrop18 v]\ngo to x: (94) y: (-103)\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (shuriken v)?> then\n hide\n broadcast (hide 3 v) and wait\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\nset x to (36)\nset y to (120)\nforever\n change x by (-5)\n if <(x position) = [-200]> then\n wait (4.5) seconds\n set x to (36)\n set y to (-114)\n end\nend\n\nwhen I receive [hide 3 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@shuriken\n\nwhen flag clicked\nhide\nforever\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to (sprite2 v)\nrepeat until <touching (_edge_ v)?>\n change x by (10)\nend\ndelete this clone\n\n | arrow keys to move, get to the edge of screen avoid red swim in blue. space to shoot yellow is bouncy. please love and favorite. I worked very hard on it. Also if you could request this to be featured I would give you a very big reward. |
Droppy's Platformer Demo | @Stage\n\nwhen I receive [level 9 v]\nswitch backdrop to (background9 v)\n\nwhen I receive [level 6 v]\nswitch backdrop to (background6 v)\n\nwhen I receive [level 5 v]\nswitch backdrop to (background5 v)\n\nwhen I receive [level 4 v]\nswitch backdrop to (background4 v)\n\nwhen I receive [level 3 v]\nswitch backdrop to (background3 v)\n\nwhen I receive [level 2 v]\nswitch backdrop to (background2 v)\n\nwhen flag clicked\nswitch backdrop to (background1 v)\n\nwhen I receive [level 7 v]\nswitch backdrop to (background7 v)\n\nwhen I receive [level 8 v]\nswitch backdrop to (background8 v)\n\nwhen I receive [level 10 v]\nswitch backdrop to (background10 v)\n\n@Sprite1\n\nwhen I receive [level 9 v]\nswitch costume to (costume6 v)\n\nwhen I receive [level 5 v]\nswitch costume to (costume5 v)\n\nwhen I receive [level 4 v]\nswitch costume to (costume4 v)\n\nwhen I receive [level 3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [level 2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [level 10 v]\nswitch costume to (costume7 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Droppy\n\nwhen I receive [level 9 v]\ngo to x: (-197) y: (-129)\n\nwhen I receive [level 7 v]\ngo to x: (-193) y: (-127)\n\nwhen I receive [level 6 v]\ngo to x: (-193) y: (-127)\n\nwhen I receive [level 5 v]\ngo to x: (-193) y: (-127)\n\nwhen I receive [level 4 v]\ngo to x: (-193) y: (-127)\n\nwhen I receive [you haz died v]\ngo to x: (-193) y: (-127)\n\nwhen I receive [level 3 v]\ngo to x: (-193) y: (-127)\n\nwhen I receive [level 2 v]\ngo to x: (-197) y: (-129)\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (-156) y: (-120)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set [touch x? v] to [0]\n set [xvel v] to ((xvel) * (0.8))\n change x by (xvel)\n if <touching (sprite1 v)?> then\n set [touch x? v] to [1]\n end\n if <(touch x?) = [1]> then\n if <<touching (sprite1 v)?> and <(xvel) < [0]>> then\n change y by (((-1) * (xvel)) / (2))\n if <touching (sprite1 v)?> then\n change y by (((-1) * (xvel)) / (2))\n if <touching (sprite1 v)?> then\n change y by (((-1) * (xvel)) / (2))\n if <touching (sprite1 v)?> then\n change y by ((-1) * (xvel))\n change x by ((-1) * (xvel))\n set [xvel v] to [0]\n else\n change y by ((xvel) / (2))\n end\n else\n change y by ((xvel) / (2))\n end\n else\n change y by ((xvel) / (2))\n end\n else\n change y by ((xvel) / (2))\n end\n if <<touching (sprite1 v)?> and <(xvel) > [0]>> then\n change y by ((xvel) / (2))\n if <touching (sprite1 v)?> then\n change y by ((xvel) / (2))\n if <touching (sprite1 v)?> then\n change y by ((xvel) / (2))\n if <touching (sprite1 v)?> then\n change y by (xvel)\n change x by ((-1) * (xvel))\n set [xvel v] to [0]\n else\n change y by ((-1) * ((xvel) / (2)))\n end\n else\n change y by ((-1) * ((xvel) / (2)))\n end\n else\n change y by ((-1) * ((xvel) / (2)))\n end\n else\n change y by ((-1) * ((xvel) / (2)))\n end\n else\n change y by ((-1) * ([abs v] of ((xvel) / (2)) ))\n if <not <touching (sprite1 v)?>> then\n change y by ((-1) * ([abs v] of ((xvel) / (2)) ))\n if <not <touching (sprite1 v)?>> then\n change y by ((-1) * ([abs v] of ((xvel) / (2)) ))\n if <not <touching (sprite1 v)?>> then\n change y by ((-1) * ([abs v] of ((xvel) / (2)) ))\n if <not <touching (sprite1 v)?>> then\n change y by ((2) * ([abs v] of (xvel) ))\n end\n end\n end\n end\n end\n change x by ((-1) * (xvel))\n change y by (yvel)\n set [touch y? v] to [0]\n if <touching (sprite1 v)?> then\n set [touch y? v] to [1]\n end\n change x by (xvel)\n if <(touch y?) = [1]> then\n change y by ((-1) * (yvel))\n if <<key (up arrow v) pressed?> and <<(yvel) < [0]> or <(yvel) = [0]>>> then\n set [yvel v] to ((5) + (([abs v] of (xvel) ) * (1.25)))\n else\n if <(yvel) > [0]> then\n set [yvel v] to [-3]\n else\n set [yvel v] to [0]\n end\n end\n else\n change [yvel v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\n go to x: ((round ((x position) * (10))) / (10)) y: ((round ((y position) * (10))) / (10))\nend\n\nwhen I receive [level 8 v]\ngo to x: (-197) y: (-129)\n\nwhen I receive [level 10 v]\nhide\nwait (1) seconds\ngo to x: (-197) y: (-129)\nshow\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [10]>> then\n broadcast (end v)\n hide\n end\nend\n\nwhen I receive [level 9 v]\ngo to x: (82) y: (124)\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [8]>> then\n broadcast (level 9 v)\n wait (0.5) seconds\n set [level v] to [9]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [6]>> then\n broadcast (level 7 v)\n wait (0.5) seconds\n set [level v] to [7]\n end\nend\n\nwhen I receive [level 6 v]\ngo to x: (174) y: (-122)\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [5]>> then\n broadcast (level 6 v)\n wait (0.5) seconds\n set [level v] to [6]\n end\nend\n\nwhen I receive [level 5 v]\ngo to x: (174) y: (-122)\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [4]>> then\n broadcast (level 5 v)\n wait (0.5) seconds\n set [level v] to [5]\n end\nend\n\nwhen I receive [level 4 v]\ngo to x: (149) y: (-124)\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [3]>> then\n broadcast (level 4 v)\n wait (0.5) seconds\n set [level v] to [4]\n end\nend\n\nwhen I receive [level 3 v]\ngo to x: (-10) y: (-1)\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [2]>> then\n broadcast (level 3 v)\n wait (0.5) seconds\n set [level v] to [3]\n end\nend\n\nwhen I receive [level 2 v]\ngo to x: (187) y: (55)\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [1]>> then\n broadcast (level 2 v)\n wait (0.5) seconds\n set [level v] to [2]\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-45) y: (23)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [7]>> then\n broadcast (level 8 v)\n wait (0.5) seconds\n set [level v] to [8]\n end\nend\n\nwhen I receive [level 8 v]\ngo to x: (190) y: (-72)\n\nwhen flag clicked\nforever\n if <<touching (droppy v)?> and <(Level) = [9]>> then\n broadcast (level 10 v)\n wait (0.5) seconds\n set [level v] to [10]\n end\nend\n\nwhen I receive [level 10 v]\ngo to x: (191) y: (-84)\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [level 4 v]\ngo to x: (-18) y: (-158)\nshow\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen I receive [level 6 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 v]\nshow\n\n@Sprite6\n\nwhen I receive [level 6 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 v]\nshow\n\n@Sprite7\n\nwhen I receive [level 6 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 v]\nshow\n\n@Sprite8\n\nwhen I receive [level 7 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen flag clicked\nforever\n turn left (10) degrees\n wait (0.1) seconds\nend\n\nwhen I receive [level 6 v]\nshow\n\n@Sprite9\n\nwhen I receive [level 8 v]\nhide\n\nwhen flag clicked\ngo to x: (-6) y: (-120)\nhide\n\nwhen I receive [level 7 v]\nshow\nforever\n glide (1) secs to x: (-67) y: (-120)\n glide (1) secs to x: (123) y: (-120)\nend\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen I receive [level 9 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8 v]\nshow\n\n@Sprite11\n\nwhen I receive [level 9 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8 v]\nshow\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\n@Sprite12\n\nwhen I receive [level 9 v]\nshow\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen flag clicked\ngo to x: (-3) y: (71)\nhide\nforever\n glide (1) secs to x: (-3) y: (-55)\n glide (1) secs to x: (-3) y: (71)\nend\n\nwhen I receive [level 10 v]\nhide\n\n@Sprite13\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn left (1) degrees\n wait (0.3) seconds\n turn left (2) degrees\n wait (0.1) seconds\n turn left (4) degrees\n wait (0.06) seconds\n turn left (7) degrees\n wait (0.06) seconds\n turn left (10) degrees\n wait (0.03) seconds\n turn left (15) degrees\n wait (0.01) seconds\n turn left (22) degrees\n wait (0.006) seconds\n turn left (32) degrees\n repeat (55)\n turn left (50) degrees\n end\n repeat (5)\n turn left (5) degrees\n end\n repeat (12)\n turn left (1) degrees\n end\n wait (0.5) seconds\n turn left (-1) degrees\n wait (0.3) seconds\n turn left (-2) degrees\n wait (0.1) seconds\n turn left (-4) degrees\n wait (0.06) seconds\n turn left (-7) degrees\n wait (0.06) seconds\n turn left (-10) degrees\n wait (0.03) seconds\n turn left (-15) degrees\n wait (0.01) seconds\n turn left (-22) degrees\n wait (0.006) seconds\n turn left (-32) degrees\n repeat (55)\n turn left (-50) degrees\n end\n repeat (5)\n turn left (-5) degrees\n end\n repeat (12)\n turn left (-1) degrees\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\ngo to x: (-7) y: (87)\nforever\n glide (1) secs to x: (-19) y: (64)\n glide (1) secs to x: (-4) y: (25)\n glide (1) secs to x: (12) y: (42)\n glide (1) secs to x: (-5) y: (68)\n glide (1) secs to x: (-6) y: (75)\n glide (1) secs to x: (-7) y: (87)\nend\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nshow\n\n@Sprite2\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (9) y: (-124)\nforever\n turn left (1) degrees\n wait (0.05) seconds\n turn left (2) degrees\n wait (0.05) seconds\n repeat (10)\n turn left (2) degrees\n wait (0.05) seconds\n end\n turn left (2) degrees\n wait (0.05) seconds\n turn left (1) degrees\n wait (0.05) seconds\n turn left (-1) degrees\n wait (0.05) seconds\n turn left (-2) degrees\n wait (0.05) seconds\n repeat (10)\n turn left (-2) degrees\n wait (0.05) seconds\n end\n turn left (-2) degrees\n wait (0.05) seconds\n turn left (-1) degrees\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nshow\n\n@Sprite14\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-21) y: (-124)\nforever\n repeat (10)\n turn left (2) degrees\n wait (0.05) seconds\n end\n turn left (2) degrees\n wait (0.05) seconds\n turn left (1) degrees\n wait (0.05) seconds\n turn left (-1) degrees\n wait (0.05) seconds\n turn left (-2) degrees\n wait (0.05) seconds\n repeat (20)\n turn left (-2) degrees\n wait (0.05) seconds\n end\n turn left (-2) degrees\n wait (0.05) seconds\n turn left (-1) degrees\n wait (0.05) seconds\n turn left (1) degrees\n wait (0.05) seconds\n turn left (2) degrees\n wait (0.05) seconds\n repeat (10)\n turn left (2) degrees\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nshow\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 10 v]\nshow\n\n@Sprite16\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n turn right (5) degrees\nend\n\nwhen I receive [level 10 v]\nrepeat until <(Level) = [11]>\n hide\n set [ghost v] effect to (100)\n wait (pick random (1) to (6)) seconds\n go to x: (pick random (213) to (-213)) y: (-121)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n turn right (5) degrees\nend\n\nwhen I receive [level 10 v]\nrepeat until <(Level) = [11]>\n hide\n set [ghost v] effect to (100)\n wait (pick random (1) to (6)) seconds\n go to x: (pick random (213) to (-213)) y: (-121)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (droppy v)?> then\n broadcast (you haz died v)\n end\nend\n\n@Sprite18\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n | |
Adventure Platformer | @Stage\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [5]>\n play sound [Gorillaz - November Has Come \(Instrumental\).mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop5 v]\nstop all sounds\n\nwhen backdrop switches to [backdrop6 v]\nrepeat until <(backdrop [number v]) = [5]>\n play sound [Sound Check \(Gravity\) \(Instrumental\).mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop10 v]\nrepeat until <(backdrop [number v]) = [5]>\n play sound [Gorillaz - Some Kind Of Nature \(Instrumental\).mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop14 v]\nrepeat until <(backdrop [number v]) = [5]>\n play sound [09 The Snake In Dallas.mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop18 v]\nrepeat until <(backdrop [number v]) = [5]>\n play sound [Gorillaz - Plastic Beach \(Instrumental\).mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop22 v]\nrepeat until <(backdrop [number v]) = [5]>\n play sound [Diesel Desert.mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop23 v]\nrepeat until <(backdrop [number v]) = [5]>\n play sound [01 Phoner To Arizona.mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop27 v]\nrepeat until <(backdrop [number v]) = [5]>\n play sound [Gorillaz - White Light \(Instrumental\).mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop31 v]\nrepeat until <(backdrop [number v]) = [5]>\n play sound [The Divine Trial \(Final Battle\) - Zelda Breath of the Wild - The Champions Ballad DLC Soundtrack.mp3 v] until done\nend\n\nwhen backdrop switches to [backdrop33 v]\nforever\n stop all sounds\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n broadcast (Choice 1 v)\n end\n if <touching color (#7f00ff)?> then\n broadcast (Choice 2 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (2.3) seconds\nset [properleveltimer v] to [1]\nshow variable [properleveltimer v]\ngo to (sprite2 v)\nshow\ngo to [front v] layer\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1.1)\n if <touching color (#ffccf2)?> then\n change [x v] by (-3)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1.1)\n if <touching color (#ffccf2)?> then\n change [x v] by (3)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10.5]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching color (#000008)?> or <<touching (sprite3 v)?> or <touching color (#00ff55)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000008)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n change [jumps v] by (1)\n broadcast (jump v)\n end\n change y by (0.5)\n if <<touching color (#990072)?> or <touching color (#170011)?>> then\n broadcast (next level v)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n change [properleveltimer v] by (1)\n wait (0.1) seconds\n go to (sprite3 v)\n set [x v] to [0]\n set [y v] to [-1]\n end\n if <<touching color (#ff0000)?> or <touching color (#270000)?>> then\n go to (sprite3 v)\n set [x v] to [0]\n set [y v] to [-1]\n change [deaths v] by (1)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n else\n set [y v] to [12]\n end\n end\nend\n\nwhen backdrop switches to [backdrop23 v]\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [next level v]\nwait (0.1) seconds\ngo to (sprite3 v)\nset [x v] to [0]\nset [y v] to [-1]\n\nwhen backdrop switches to [backdrop5 v]\nwait (0.3) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to (sprite2 v)\n\nwhen backdrop switches to [backdrop27 v]\nforever\n if <<touching (sprite12 v)?> or <touching (sprite13 v)?>> then\n if <(y) < [0]> then\n set [portaltransitiony v] to ((y) * (-1))\n end\n set [portaltransitionx v] to (x)\n wait (0.2) seconds\n set [portaltransitioninprogress v] to [1]\n go to x: (sendtoportalx) y: (sendtoportaly)\n set [y v] to (portaltransitiony)\n set [x v] to (portaltransitionx)\n wait until <not <<touching (sprite12 v)?> or <touching (sprite13 v)?>>>\n set [portaltransitioninprogress v] to [0]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\ngo to x: (item (1) of [xdoorway v]) y: (item (1) of [ydoorway v])\n\nwhen I receive [next level v]\ngo to x: (item (Level) of [xdoorway v]) y: (item (Level) of [ydoorway v])\n\nwhen [space v] key pressed\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume2 v)\n\ngo to x: (item (5) of [xdoorway v]) y: (item (5) of [ydoorway v])\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume3 v)\nwait until <not <(backdrop [name v]) = [backdrop13]>>\nswitch costume to (costume1 v)\n\nreplace item (31) of [ydoorway v] with (y position)\nreplace item (31) of [xdoorway v] with (x position)\n\ninsert [0] at (17) of [xdoorway v] \n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume1 v)\n\nswitch backdrop to (next backdrop v)\n\ndelete (19) of [ydoorway v]\ninsert [] at (17) of [ydoorway v] \n\ngo to x: (-210) y: (-131)\n\nset [level v] to [31]\nswitch backdrop to (backdrop31 v)\nbroadcast (next level v)\n\nwhen backdrop switches to [backdrop5 v]\nwait (0.1) seconds\ngo to x: (item (Level) of [xdoorway v]) y: (item (Level) of [ydoorway v])\n\nadd (x position) to [xdoorway v]\nadd (y position) to [ydoorway v]\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go to (sprite2 v)\nend\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume2 v)\nwait until <not <(backdrop [name v]) = [backdrop13]>>\nswitch costume to (costume1 v)\n\n@Sprite4\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (15)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nwait until <not <(backdrop [name v]) = [backdrop9]>>\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-38) y: (-142)\ncreate clone of (_myself_ v)\ngo to x: (57) y: (-93)\ncreate clone of (_myself_ v)\ngo to x: (172) y: (-50)\ncreate clone of (_myself_ v)\ngo to x: (65) y: (2)\ncreate clone of (_myself_ v)\ngo to x: (-51) y: (48)\ncreate clone of (_myself_ v)\nwait until <not <(level2enemy) = (Level)>>\ndelete this clone\n\nwhen I start as a clone\nshow\nset [level2enemy v] to (Level)\nwait (0.2) seconds\nif <(backdrop [name v]) = [backdrop5]> then\n delete this clone\nend\nrepeat until <not <(level2enemy) = (Level)>>\n switch costume to (costume1 v)\n forever\n repeat (25)\n next costume\n end\n wait (pick random (0.5) to (2)) seconds\n end\nend\nhide\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-177) y: (-55)\ncreate clone of (_myself_ v)\ngo to x: (78) y: (-153)\ncreate clone of (_myself_ v)\ngo to x: (175) y: (-64)\ncreate clone of (_myself_ v)\ngo to x: (86) y: (26)\ncreate clone of (_myself_ v)\ngo to x: (59) y: (94)\ncreate clone of (_myself_ v)\nwait until <not <(level2enemy) = (Level)>>\ndelete this clone\n\ndelete (last) of [ydoorway v]\ndelete (last) of [xdoorway v]\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (20) y: (106)\ncreate clone of (_myself_ v)\ngo to x: (174) y: (54)\ncreate clone of (_myself_ v)\ngo to x: (176) y: (-102)\ncreate clone of (_myself_ v)\ngo to x: (-52) y: (-144)\ncreate clone of (_myself_ v)\nwait until <not <(level2enemy) = (Level)>>\ndelete this clone\n\nwhen backdrop switches to [backdrop17 v]\ngo to x: (-24) y: (114)\ncreate clone of (_myself_ v)\ngo to x: (-180) y: (73)\ncreate clone of (_myself_ v)\ngo to x: (-95) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (-180) y: (-73)\ncreate clone of (_myself_ v)\nwait until <not <(level2enemy) = (Level)>>\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [boss1reset v]\nbroadcast (boss1end v)\n\nwhen backdrop switches to [backdrop22 v]\nshow variable [health v]\nwait (1) seconds\nif <(backdrop [name v]) = [backdrop5]> then\n hide\n hide variable [health v]\n stop [this script v]\nend\nshow\nset [health v] to [30]\nrepeat until <(health) < [0]>\n broadcast (bulletgo v)\n repeat (20)\n wait (1) seconds\n end\nend\nhide\nbroadcast (boss1end v)\nchange [level v] by (1)\nchange [properleveltimer v] by (4)\nswitch backdrop to (next backdrop v)\nhide variable [health v]\n\nwhen backdrop switches to [backdrop22 v]\nforever\n if <touching (sprite8 v)?> then\n change [health v] by (-1)\n broadcast (boss1decreasehealth v)\n wait (0.1) seconds\n end\nend\n\n@Sprite7\n\nwhen I receive [bulletgo v]\nshow\npoint in direction (90)\ngo to x: (0) y: (25)\nswitch costume to (costume1 v)\nrepeat (4)\n next costume\nend\nwait (1) seconds\nswitch costume to (costume6 v)\nstart sound [recording1 v]\nreset timer\nrepeat until <(timer) > [10]>\n point towards (sprite1 v)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [boss1end v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite8\n\nwhen I receive [bulletgo v]\nwait (1.5) seconds\nrepeat (10)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nset [bulletx v] to (pick random (1) to (2))\nif <(bulletx) = [1]> then\n go to x: (-300) y: (0)\nelse\n go to x: (300) y: (0)\nend\npoint towards (sprite1 v)\nshow\nset size to (50) %\nrepeat until <<touching (sprite1 v)?> or <touching (sprite6 v)?>>\n move (3) steps\n if <<touching color (#000000)?> and <not <touching (sprite7 v)?>>> then\n point towards (sprite6 v)\n end\n if <<touching color (#000000)?> and <touching (sprite7 v)?>> then\n point towards (sprite1 v)\n end\n if <<touching color (#ff0000)?> and <not <touching (sprite6 v)?>>> then\n delete this clone\n end\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [boss1end v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite9\n\nwhen backdrop switches to [backdrop23 v]\ngo to x: (40) y: (-153)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (-121) y: (-43)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [level2enemy v] to (Level)\nwait (1) seconds\nif <(costume [number v]) = [1]> then\n repeat until <not <(level2enemy) = (Level)>>\n if <touching (sprite1 v)?> then\n wait until <not <touching (sprite1 v)?>>\n wait (0.3) seconds\n next costume\n if <(costume [number v]) = [1]> then\n set [switchid1 v] to [0]\n else\n if <not <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n switch costume to (costume1 v)\n set [switchid1 v] to [0]\n else\n set [switchid1 v] to [1]\n end\n end\n end\n end\n if <<touching color (#666666)?> and <(costume [number v]) = [1]>> then\n delete this clone\n end\nelse\n repeat until <not <(level2enemy) = (Level)>>\n if <<touching (sprite1 v)?> or <touching (sprite11 v)?>> then\n repeat (2)\n next costume\n end\n set [switchid2 v] to [1]\n wait until <not <<touching (sprite1 v)?> or <touching (sprite11 v)?>>>\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n set [switchid2 v] to [0]\n switch costume to (costume3 v)\n end\n if <(backdrop [name v]) = [backdrop27]> then\n delete this clone\n end\n end\nend\nhide\ndelete this clone\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (215) y: (-157)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (-72) y: (-56)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (203) y: (-151)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (206) y: (3)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (-208) y: (25)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (205) y: (-150)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop27 v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite10\n\nwhen I start as a clone\nshow\nset [level2enemy v] to (Level)\nrepeat until <not <(level2enemy) = (Level)>>\n if <(costume [number v]) = [1]> then\n if <(switchid1) = [1]> then\n hide\n else\n show\n end\n else\n if <(switchid2) = [1]> then\n hide\n else\n show\n end\n end\nend\nset [switchid1 v] to [0]\nset [switchid2 v] to [0]\ndelete this clone\n\nwhen backdrop switches to [backdrop23 v]\ngo to x: (228) y: (-78)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (-154) y: (25)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (180) y: (-92)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (-146) y: (108)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (22) y: (67)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\ngo to x: (-146) y: (-82)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\ngo to x: (-146) y: (-129)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (232) y: (64)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to x: (70) y: (18)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\n@Sprite11\n\nwhen backdrop switches to [backdrop23 v]\ngo to x: (20) y: (-45)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [level2enemy v] to (Level)\nrepeat until <not <(level2enemy) = (Level)>>\n show\n if <touching (sprite1 v)?> then\n if <key (left arrow v) pressed?> then\n change x by (-2)\n end\n if <key (right arrow v) pressed?> then\n change x by (2)\n end\n end\n if <not <touching color (#000000)?>> then\n change y by (-3)\n end\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop24 v]\ngo to x: (-11) y: (72)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (98) y: (103)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop26 v]\ngo to x: (66) y: (100)\ncreate clone of (_myself_ v)\n\n@Sprite12\n\nwhen backdrop switches to [backdrop27 v]\ngo to x: (-120) y: (108)\nswitch costume to (costume1 v)\nreplace item (1) of [portal1x v] with (x position)\nreplace item (1) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (72) y: (-169)\nswitch costume to (costume2 v)\nreplace item (2) of [portal1x v] with (x position)\nreplace item (2) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I start as a clone\nset size to (30) %\nshow\nset [level2enemy v] to (Level)\nrepeat until <not <(level2enemy) = (Level)>>\n if <touching (sprite1 v)?> then\n if <(portaltransitioninprogress) = [0]> then\n if <(costume [number v]) = [1]> then\n set [sendtoportalx v] to (item (1) of [portal2x v])\n set [sendtoportaly v] to (item (1) of [portal2y v])\n end\n if <(costume [number v]) = [2]> then\n set [sendtoportalx v] to (item (2) of [portal2x v])\n set [sendtoportaly v] to (item (2) of [portal2y v])\n end\n if <(costume [number v]) = [3]> then\n set [sendtoportalx v] to (item (3) of [portal2x v])\n set [sendtoportaly v] to (item (3) of [portal2y v])\n end\n end\n end\n if <<(backdrop [name v]) = [backdrop5]> or <(backdrop [name v]) = [backdrop33]>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop28 v]\ngo to x: (220) y: (79)\nswitch costume to (costume1 v)\nreplace item (1) of [portal1x v] with (x position)\nreplace item (1) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\ngo to x: (-111) y: (-68)\nswitch costume to (costume2 v)\nreplace item (2) of [portal1x v] with (x position)\nreplace item (2) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\n\nreplace item (1) of [portal1x v] with (x position)\nreplace item (1) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop29 v]\ngo to x: (227) y: (100)\nswitch costume to (costume1 v)\nreplace item (1) of [portal1x v] with (x position)\nreplace item (1) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\ngo to x: (-67) y: (100)\nswitch costume to (costume2 v)\nreplace item (2) of [portal1x v] with (x position)\nreplace item (2) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop30 v]\ngo to x: (229) y: (-20)\nswitch costume to (costume1 v)\nreplace item (1) of [portal1x v] with (x position)\nreplace item (1) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\ngo to x: (-101) y: (88)\nswitch costume to (costume2 v)\nreplace item (2) of [portal1x v] with (x position)\nreplace item (2) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\ngo to x: (226) y: (77)\nswitch costume to (costume3 v)\nreplace item (3) of [portal1x v] with (x position)\nreplace item (3) of [portal1y v] with (y position)\ncreate clone of (_myself_ v)\n\n@Sprite13\n\nwhen I start as a clone\nset size to (30) %\nshow\nset [level2enemy v] to (Level)\nrepeat until <not <(level2enemy) = (Level)>>\n if <<(backdrop [name v]) = [backdrop5]> or <(backdrop [name v]) = [backdrop33]>> then\n delete this clone\n end\n if <touching (sprite1 v)?> then\n if <(portaltransitioninprogress) = [0]> then\n if <(costume [number v]) = [1]> then\n set [sendtoportalx v] to (item (1) of [portal1x v])\n set [sendtoportaly v] to (item (1) of [portal1y v])\n end\n if <(costume [number v]) = [2]> then\n set [sendtoportalx v] to (item (2) of [portal1x v])\n set [sendtoportaly v] to (item (2) of [portal1y v])\n end\n if <(costume [number v]) = [3]> then\n set [sendtoportalx v] to (item (3) of [portal1x v])\n set [sendtoportaly v] to (item (3) of [portal1y v])\n end\n end\n end\nend\ndelete this clone\n\nwhen backdrop switches to [backdrop27 v]\npoint in direction (90)\ngo to x: (-94) y: (108)\nswitch costume to (costume1 v)\nreplace item (1) of [portal2x v] with (x position)\nreplace item (1) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (184) y: (-169)\nswitch costume to (costume2 v)\nreplace item (2) of [portal2x v] with (x position)\nreplace item (2) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop28 v]\ngo to x: (-108) y: (4)\nswitch costume to (costume1 v)\nreplace item (1) of [portal2x v] with (x position)\nreplace item (1) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\ngo to x: (-106) y: (-149)\nswitch costume to (costume2 v)\nreplace item (2) of [portal2x v] with (x position)\nreplace item (2) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\n\nreplace item (2) of [portal2x v] with (x position)\nreplace item (2) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop29 v]\npoint in direction (90)\ngo to x: (-227) y: (100)\nswitch costume to (costume1 v)\nreplace item (1) of [portal2x v] with (x position)\nreplace item (1) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (216) y: (31)\nswitch costume to (costume2 v)\nreplace item (2) of [portal2x v] with (x position)\nreplace item (2) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop30 v]\npoint in direction (180)\ngo to x: (-208) y: (166)\nswitch costume to (costume1 v)\nreplace item (1) of [portal2x v] with (x position)\nreplace item (1) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-76) y: (143)\nswitch costume to (costume2 v)\nreplace item (2) of [portal2x v] with (x position)\nreplace item (2) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\ngo to x: (-78) y: (8)\nswitch costume to (costume3 v)\nreplace item (3) of [portal2x v] with (x position)\nreplace item (3) of [portal2y v] with (y position)\ncreate clone of (_myself_ v)\n\npoint in direction (90)\n\n@Sprite14\n\nwhen backdrop switches to [backdrop31 v]\nhide\npoint in direction (90)\nwait (1) seconds\nif <(backdrop [name v]) = [backdrop5]> then\n hide\n hide variable [health v]\n stop [this script v]\nend\nshow\nset [health v] to [5]\nswitch costume to (costume1 v)\nrepeat until <(HEALTH) < [1]>\n go to x: (-150) y: (50)\n wait (2) seconds\n reset timer\n switch costume to (costume3 v)\n broadcast (bullet2go v)\n repeat until <(timer) > [20]>\n point towards (sprite1 v)\n end\n wait (2) seconds\n reset timer\n point in direction (90)\n switch costume to (costume2 v)\n repeat until <(timer) > [10]>\n set x to ([x position v] of [sprite1 v])\n end\n repeat until <touching color (#000000)?>\n change y by (-8)\n end\n wait (1) seconds\n if <touching color (#ffccf2)?> then\n change [health v] by (-1)\n broadcast (boss1decreasehealth v)\n end\n erase all\n repeat until <(y position) > [49.9]>\n change y by (8)\n end\nend\nhide variable [health v]\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop31 v]\nwait (3) seconds\nwait until <(HEALTH) < [1]>\nbroadcast (boss2end v)\n\nwhen I receive [boss2end v]\nstop [other scripts in sprite v]\nif <(backdrop [name v]) = [backdrop31]> then\n change [properleveltimer v] by (4)\n switch backdrop to (next backdrop v)\nend\nhide\n\nwhen backdrop switches to [backdrop33 v]\nwait (1) seconds\nbroadcast (boss2end v)\n\n@Sprite15\n\nwhen backdrop switches to [backdrop31 v]\nshow variable [health v]\nhide\npoint in direction (90)\nwait (1) seconds\nif <(backdrop [name v]) = [backdrop5]> then\n hide\n hide variable [health v]\n stop [this script v]\nend\nshow\nswitch costume to (costume1 v)\ngo to x: (170) y: (50)\nrepeat until <(HEALTH) < [1]>\n wait (2) seconds\n reset timer\n switch costume to (costume3 v)\n broadcast (bullet2go v)\n repeat until <(timer) > [20]>\n point towards (sprite1 v)\n end\n wait (2) seconds\n broadcast (bullet3go v)\n reset timer\n switch costume to (costume3 v)\n broadcast (bullet3go v)\n repeat until <(timer) > [10]>\n point towards (sprite1 v)\n end\n wait (1) seconds\nend\nhide variable [health v]\n\nswitch backdrop to (backdrop31 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [health v]\n\nwhen I receive [boss2end v]\nstop [other scripts in sprite v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide variable [health v]\n\nwhen backdrop switches to [backdrop33 v]\nwait (1) seconds\nbroadcast (boss2end v)\n\n@Sprite16\n\nwhen I receive [bullet2go v]\nswitch costume to (costume1 v)\nrepeat until <(timer) > [20]>\n go to (sprite15 v)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint towards (sprite1 v)\nshow\nset [level2enemy v] to (Level)\nrepeat until <<<touching color (#000000)?> and <not <<touching (sprite14 v)?> or <touching (sprite15 v)?>>>> or <not <(level2enemy) = (Level)>>>\n move (12) steps\n if <touching color (#ff0000)?> then\n delete this clone\n end\nend\nif <(costume [number v]) = [2]> then\n point in direction (90)\n change y by (3)\n repeat (3)\n next costume\n end\n stamp\n delete this clone\nelse\n delete this clone\nend\n\nwhen I receive [bullet2go v]\nrepeat until <(timer) > [20]>\n go to (sprite14 v)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I receive [bullet3go v]\nswitch costume to (costume1 v)\nrepeat until <(timer) > [10]>\n go to (sprite15 v)\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\nwhen flag clicked\nerase all\n\nwhen I receive [boss2end v]\nstop [other scripts in sprite v]\n\n@Sprite17\n\nwhen I receive [choice 1 v]\nwait (0.2) seconds\nhide\n\nwhen flag clicked\ngo to x: (-14) y: (66)\nhide\ndelete (all) of [choices v]\nadd [thing] to [choices v]\n\nwhen I receive [choice 1 v]\nif <not <[choices v] contains [thing]?>> then\n if <(costume [number v]) = [1]> then\n add [Storage] to [choices v]\n set [level v] to [6]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop6 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [2]> then\n add [Laboratory] to [choices v]\n set [level v] to [10]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop10 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [3]> then\n add [Cafeteria] to [choices v]\n set [level v] to [14]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop14 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [4]> then\n add [Laboratory 2] to [choices v]\n set [level v] to [18]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop18 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [5]> then\n add [Main Office] to [choices v]\n set [level v] to [22]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop22 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [6]> then\n add [Maintenence] to [choices v]\n set [level v] to [23]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop23 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [7]> then\n add [Laboratory 3] to [choices v]\n set [level v] to [27]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop27 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [8]> then\n add [Roof] to [choices v]\n set [level v] to [31]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop31 v)\n broadcast (next level v)\n end\nelse\n replace item (1) of [choices v] with [Storage]\n set [level v] to [6]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop6 v)\n broadcast (next level v)\nend\n\nwhen backdrop switches to [backdrop5 v]\nwait (0.1) seconds\nshow\nif <(item (1) of [choices v]) = [thing]> then\n switch costume to (costume1 v)\nend\nif <(PROPERLEVELTIMER) = [10]> then\n if <[choices v] contains [Storage]?> then\n switch costume to (costume3 v)\n end\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume1 v)\n end\nend\nif <(PROPERLEVELTIMER) = [15]> then\n if <[choices v] contains [Storage]?> then\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume2 v)\n else\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\n if <[choices v] contains [Laboratory]?> then\n if <[choices v] contains [Storage]?> then\n switch costume to (costume4 v)\n else\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\nif <(PROPERLEVELTIMER) = [20]> then\n if <[choices v] contains [Storage]?> then\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume4 v)\n end\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume2 v)\n end\n else\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume3 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume5 v)\n end\n else\n switch costume to (costume3 v)\n end\n end\n end\n if <[choices v] contains [Laboratory]?> then\n if <[choices v] contains [Storage]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume5 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume4 v)\n end\n else\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume1 v)\n end\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume4 v)\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\nif <(PROPERLEVELTIMER) = [25]> then\n if <[choices v] contains [Storage]?> then\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume7 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume5 v)\n end\n end\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume4 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume8 v)\n end\n end\n else\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume3 v)\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume7 v)\n end\n if <[choices v] contains [Roof]?> then\n switch costume to (costume5 v)\n end\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume5 v)\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume8 v)\n end\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume7 v)\n end\n end\n else\n switch costume to (costume3 v)\n end\n end\n end\n if <[choices v] contains [Laboratory]?> then\n if <[choices v] contains [Storage]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume5 v)\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume7 v)\n end\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume7 v)\n end\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume7 v)\n end\n if <[choices v] contains [Roof]?> then\n switch costume to (costume5 v)\n end\n end\n else\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume1 v)\n if <[choices v] contains [Storage]?> then\n switch costume to (costume7 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume7 v)\n end\n end\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume7 v)\n end\n if <[choices v] contains [Roof]?> then\n switch costume to (costume4 v)\n end\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(PROPERLEVELTIMER) = [10]> then\n wait (0.1) seconds\n switch backdrop to (backdrop5 v)\n set [level v] to [5]\n wait until <not <(backdrop [name v]) = [backdrop5]>>\n end\n if <(PROPERLEVELTIMER) = [15]> then\n switch backdrop to (backdrop5 v)\n set [level v] to [5]\n wait until <not <(backdrop [name v]) = [backdrop5]>>\n end\n if <(PROPERLEVELTIMER) = [20]> then\n switch backdrop to (backdrop5 v)\n set [level v] to [5]\n wait until <not <(backdrop [name v]) = [backdrop5]>>\n end\n if <(PROPERLEVELTIMER) = [25]> then\n switch backdrop to (backdrop5 v)\n set [level v] to [5]\n wait until <not <(backdrop [name v]) = [backdrop5]>>\n end\n if <(PROPERLEVELTIMER) = [30]> then\n switch backdrop to (backdrop33 v)\n set [level v] to [32]\n wait until <not <(backdrop [name v]) = [backdrop33]>>\n end\nend\n\nwhen I receive [choice 2 v]\nwait (0.2) seconds\nhide\n\n@Sprite18\n\nwhen flag clicked\ngo to x: (-14) y: (-22)\nhide\ndelete (all) of [choices v]\nadd [thing] to [choices v]\n\nwhen backdrop switches to [backdrop5 v]\nwait (0.1) seconds\nshow\nif <(item (1) of [choices v]) = [thing]> then\n switch costume to (costume2 v)\nend\nif <(PROPERLEVELTIMER) = [10]> then\n if <[choices v] contains [Storage]?> then\n switch costume to (costume4 v)\n end\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume3 v)\n end\nend\nif <(PROPERLEVELTIMER) = [15]> then\n if <[choices v] contains [Storage]?> then\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume5 v)\n else\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume6 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\n if <[choices v] contains [Laboratory]?> then\n if <[choices v] contains [Storage]?> then\n switch costume to (costume6 v)\n else\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\nif <(PROPERLEVELTIMER) = [20]> then\n if <[choices v] contains [Storage]?> then\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume6 v)\n end\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume6 v)\n end\n else\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume8 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume2 v)\n end\n else\n switch costume to (costume3 v)\n end\n end\n end\n if <[choices v] contains [Laboratory]?> then\n if <[choices v] contains [Storage]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume3 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume8 v)\n end\n else\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume6 v)\n end\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume8 v)\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\nif <(PROPERLEVELTIMER) = [25]> then\n if <[choices v] contains [Storage]?> then\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume5 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume8 v)\n end\n end\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume6 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume4 v)\n end\n end\n else\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume2 v)\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume3 v)\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume8 v)\n end\n if <[choices v] contains [Roof]?> then\n switch costume to (costume4 v)\n end\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume5 v)\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume2 v)\n end\n if <[choices v] contains [Laboratory]?> then\n switch costume to (costume8 v)\n end\n end\n else\n switch costume to (costume3 v)\n end\n end\n end\n if <[choices v] contains [Laboratory]?> then\n if <[choices v] contains [Storage]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume5 v)\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume8 v)\n end\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume6 v)\n end\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume3 v)\n end\n if <[choices v] contains [Roof]?> then\n switch costume to (costume4 v)\n end\n end\n else\n if <[choices v] contains [Cafeteria]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume1 v)\n if <[choices v] contains [Storage]?> then\n switch costume to (costume8 v)\n end\n if <[choices v] contains [Maintenence]?> then\n switch costume to (costume1 v)\n end\n end\n if <[choices v] contains [Main Office]?> then\n switch costume to (costume4 v)\n if <[choices v] contains [Laboratory 2]?> then\n switch costume to (costume6 v)\n end\n if <[choices v] contains [Roof]?> then\n switch costume to (costume6 v)\n end\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(PROPERLEVELTIMER) = [10]> then\n wait (0.1) seconds\n switch backdrop to (backdrop5 v)\n set [level v] to [5]\n wait until <not <(backdrop [name v]) = [backdrop5]>>\n end\n if <(PROPERLEVELTIMER) = [15]> then\n wait (0.1) seconds\n switch backdrop to (backdrop5 v)\n set [level v] to [5]\n wait until <not <(backdrop [name v]) = [backdrop5]>>\n if <(PROPERLEVELTIMER) = [20]> then\n wait (0.1) seconds\n switch backdrop to (backdrop5 v)\n set [level v] to [5]\n wait until <not <(backdrop [name v]) = [backdrop5]>>\n end\n if <(PROPERLEVELTIMER) = [25]> then\n wait (0.1) seconds\n switch backdrop to (backdrop5 v)\n set [level v] to [5]\n wait until <not <(backdrop [name v]) = [backdrop5]>>\n end\n if <(PROPERLEVELTIMER) = [30]> then\n wait (0.1) seconds\n switch backdrop to (backdrop33 v)\n set [level v] to [32]\n wait until <not <(backdrop [name v]) = [backdrop33]>>\n end\n end\nend\n\nwhen I receive [choice 2 v]\nif <not <[choices v] contains [thing]?>> then\n if <(costume [number v]) = [1]> then\n add [Storage] to [choices v]\n set [level v] to [6]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop6 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [2]> then\n add [Laboratory] to [choices v]\n set [level v] to [10]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop10 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [3]> then\n add [Cafeteria] to [choices v]\n set [level v] to [14]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop14 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [4]> then\n add [Laboratory 2] to [choices v]\n set [level v] to [18]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop18 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [5]> then\n add [Main Office] to [choices v]\n set [level v] to [22]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop22 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [6]> then\n add [Maintenence] to [choices v]\n set [level v] to [23]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop23 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [7]> then\n add [Laboratory 3] to [choices v]\n set [level v] to [27]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop27 v)\n broadcast (next level v)\n end\n if <(costume [number v]) = [8]> then\n add [Roof] to [choices v]\n set [level v] to [31]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop31 v)\n broadcast (next level v)\n end\nelse\n replace item (1) of [choices v] with [Laboratory]\n set [level v] to [10]\n change [properleveltimer v] by (1)\n switch backdrop to (backdrop10 v)\n broadcast (next level v)\nend\n\nwhen I receive [choice 2 v]\nwait (0.2) seconds\nhide\n\nwhen I receive [choice 1 v]\nwait (0.2) seconds\nhide\n\n@Sprite19\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (2) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\n@Sprite20\n\nwhen backdrop switches to [backdrop33 v]\nif <not <<[choices v] contains [Laboratory]?> or <[choices v] contains [Laboratory 2]?>>> then\n switch costume to (costume4 v)\n show\n stop [this script v]\nend\nif <<not <<[choices v] contains [Main Office]?> and <[choices v] contains [Roof]?>>> and <not <<[choices v] contains [Laboratory]?> and <<[choices v] contains [Laboratory 2]?> and <[choices v] contains [Laboratory 3]?>>>>> then\n switch costume to (costume5 v)\n show\n stop [this script v]\nend\nif <<<[choices v] contains [Laboratory]?> or <[choices v] contains [Laboratory]?>> and <<not <<[choices v] contains [Laboratory]?> and <[choices v] contains [Laboratory 2]?>>> and <not <<[choices v] contains [Laboratory]?> and <<[choices v] contains [Laboratory 2]?> and <[choices v] contains [Laboratory 3]?>>>>>> then\n switch costume to (costume1 v)\n show\n stop [this script v]\nend\nif <<<[choices v] contains [Laboratory]?> and <[choices v] contains [Laboratory 2]?>> and <not <<[choices v] contains [Laboratory]?> and <<[choices v] contains [Laboratory 2]?> and <[choices v] contains [Laboratory 3]?>>>>> then\n switch costume to (costume2 v)\n show\n stop [this script v]\nend\nif <<[choices v] contains [Laboratory]?> and <<[choices v] contains [Laboratory 2]?> and <[choices v] contains [Laboratory 3]?>>> then\n switch costume to (costume3 v)\n show\n stop [this script v]\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop33 v]\nshow variable [deaths v]\nshow variable [jumps v]\nshow variable [☁ top score v]\nshow variable [☁ ☁ record deaths v]\nset [grade v] to (((Deaths) * (0.5)) * (Jumps))\nif <<(costume [number v]) = [1]> and <(Grade) > [100]>> then\n change [grade v] by (-50)\nend\nif <<(costume [number v]) = [2]> and <(Grade) > [100]>> then\n change [grade v] by (0)\nend\nif <<(costume [number v]) = [3]> and <(Grade) > [100]>> then\n change [grade v] by (50)\nend\nif <<(costume [number v]) = [4]> and <(Grade) > [100]>> then\n change [grade v] by (100)\nend\nif <<(costume [number v]) = [5]> and <(Grade) > [100]>> then\n change [grade v] by (75)\nend\nshow variable [grade v]\nif <(Grade) > (☁ Top Score)> then\n set [☁ top score v] to (Grade)\nend\nif <(Deaths) < (☁ ☁ Record Deaths)> then\n set [☁ ☁ record deaths v] to (Deaths)\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [grade v] to [0]\nhide variable [grade v]\nhide variable [deaths v]\nhide variable [jumps v]\nhide variable [☁ top score v]\nhide variable [☁ ☁ record deaths v]\n\n@Sprite21\n\nwhen backdrop switches to [backdrop31 v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (50)\ngo [backward v] (200) layers\n\nwhen I receive [boss1decreasehealth v]\nhide\n\nwhen backdrop switches to [backdrop22 v]\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (50)\ngo [backward v] (200) layers\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop33 v]\nhide\n\n | Arrow Keys to move\nThis platformer lets you choose what levels to go to and each one has its own twist. But what the twist is remains unknown until you enter the area.\nReport any bugs in the comments\nAll levels are possible\nBut this game is HARD\n |
Fez - Platformer version | @Stage\n\nwhen flag clicked\nswitch backdrop to (level1 v)\nforever\n wait (0.3) seconds\n play sound [Disasterpeace - Adventure v] until done\n wait (0.3) seconds\n play sound [Disasterpeace - Home v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [deaths: v] to [0]\nshow variable [deaths: v]\n\nwhen I receive [play v]\nswitch costume to (stand v)\nshow\ngo to x: (-225) y: (45)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching color (#72e600)?> or <touching color (#666666)?>> or <touching color (#cd7834)?>> then\n change y by (1)\n end\n if <<<touching color (#72e600)?> or <touching color (#666666)?>> or <touching color (#cd7834)?>> then\n change y by (1)\n end\n if <<<touching color (#72e600)?> or <touching color (#666666)?>> or <touching color (#cd7834)?>> then\n change y by (1)\n end\n if <<<touching color (#72e600)?> or <touching color (#666666)?>> or <touching color (#cd7834)?>> then\n change y by (1)\n end\n if <<<touching color (#72e600)?> or <touching color (#666666)?>> or <touching color (#cd7834)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<<touching color (#72e600)?> or <touching color (#666666)?>> or <touching color (#cd7834)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<<touching color (#72e600)?> or <touching color (#666666)?>> or <touching color (#cd7834)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n change [deaths: v] by (1)\n go to x: (-227) y: (41)\n end\n if <(x position) > [222]> then\n next backdrop\n go to x: (-225) y: (45)\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n wait (0.01) seconds\n switch costume to (run1 v)\n wait (0.01) seconds\n switch costume to (run2 v)\n wait (0.01) seconds\n switch costume to (run3 v)\n wait (0.01) seconds\n switch costume to (run4 v)\n wait (0.01) seconds\n switch costume to (run5 v)\n wait (0.01) seconds\n switch costume to (run6 v)\n wait (0.01) seconds\n switch costume to (stand v)\n end\n if <key (left arrow v) pressed?> then\n wait (0.01) seconds\n switch costume to (run7 v)\n wait (0.01) seconds\n switch costume to (run8 v)\n wait (0.01) seconds\n switch costume to (run9 v)\n wait (0.01) seconds\n switch costume to (run10 v)\n wait (0.01) seconds\n switch costume to (run11 v)\n wait (0.01) seconds\n switch costume to (run12 v)\n wait (0.01) seconds\n switch costume to (stand2 v)\n end\nend\n\n@Tilesets\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [play v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nforever\n go to x: (32) y: (-144)\nend\n\n@Sprite3\n\nwhen this sprite clicked\nbroadcast (Play v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n go to x: (11) y: (-164)\nend\n\nwhen I receive [play v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\nif <(username) = [Scillog]> then\n show\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n | Use arrow keys to go through the maze of the fez!\n\nI left the tilesets inside in case you want to check them out / use them. Make sure to give credit to @JamesOuO and to @Scillog (me) if you use the tilesets, it's where I got them, except some of them.\n\nFront Paged! 3/14/2014 Pi Day |
Jump: A fun platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (thumb2 v)\n\nwhen stage clicked\nbroadcast (start v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [ yo]> then\n wait (8) seconds\n switch backdrop to (thumb2 v)\n end\nend\n\n@thumbnail\n\nset size to (100) %\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (1.5) seconds\n\nswitch backdrop to (backdrop1 v)\nbroadcast (start v)\n\nwhen this sprite clicked\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [7]> then\n forever\n show\n glide (3) secs to x: (207) y: (32)\n wait (0.5) seconds\n glide (3) secs to x: (-152) y: (32)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [8]> then\n forever\n hide\n end\n end\nend\n\n@Player\n\ndefine Go To Start\ngo to x: (-230) y: (-91)\ngo to x: (-232) y: (24)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nset [☁ most points ever v] to [51]\n\nwhen flag clicked\nGo To Start\nforever\n if <<touching color (#7f7f7f)?> or <touching color (#ff0000)?>> then\n Go To Start\n end\n if <touching color (#00ff55)?> then\n Go To Start\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0033cc)?> then\n set [yv v] to [10]\n end\nend\n\nif <touching color (#dddede)?> then\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nwait (0.01) seconds\nswitch backdrop to (backdrop1 v)\ngo to x: (-221) y: (-91)\ngo to x: (-219) y: (-80)\nshow\nset size to (300) %\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (r v) pressed?> then\n Go To Start\n end\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <touching color (#e5b53a)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n play sound [bensound-cute.mp3 v] until done\n set volume to (50) %\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [ hello]> and <(x position) = [ 36]>> then\n broadcast (end animation! v)\n end\nend\n\nwhen I receive [end animation! v]\n\n | Use the arrow keys to control or was. red is BAD. \nHave fun and comment down below for more levels. I made everything so, please, no mean comments.R to restart. Every ten loves, a new level. At 100 loves and 70 favorites, i will make a new game with a lot of things. \nALL LEVELS ARE POSSIBLE. INCLUDING THE ONE WITH THE WORDS HERE. \nScratch Three broke it \n\n\nMy other platformer \n\nhttps://scratch.mit.edu/projects/195131750/\n\n\nTo resart. click the backdrops\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLove and fav. You have already come this far |
Christmas Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Figur1\n\nwhen flag clicked\nshow variable [deaths v]\nset [deaths v] to [0]\ngo to x: (-208) y: (-100)\nset [laufen v] to [0]\nset [springen v] to [0]\nforever\n if <touching color (#ff00bf)?> then\n set [springen v] to [20]\n end\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-208) y: (-117)\n end\n if <touching color (#009933)?> then\n change [deaths v] by (1)\n go to x: (-208) y: (-117)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(right) = [1]>> then\n change [laufen v] by (0.95)\n switch costume to (kostüm1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(left) = [1]>> then\n change [laufen v] by (-0.95)\n switch costume to (kostüm2 v)\n end\n set [laufen v] to ((laufen) * (0.9))\n change x by (laufen)\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change x by ((laufen) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(jump) = [1]>> then\n if <(laufen) > [0]> then\n set [laufen v] to [-5]\n else\n set [laufen v] to [5]\n end\n set [springen v] to [10]\n else\n set [laufen v] to [0]\n end\n end\n change [springen v] by (-1)\n change y by (Springen)\n if <touching color (#ffffff)?> then\n change y by ((Springen) * (-1))\n set [springen v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(jump) = [1]>> then\n set [springen v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nrepeat until <(backdrop [number v]) = [12]>\n if <(x position) > [220]> then\n go to x: (-208) y: (-100)\n next backdrop\n end\nend\nif <(backdrop [number v]) > [11]> then\n repeat until <(backdrop [number v]) = [16]>\n if <(Geschenke) = [3]> then\n broadcast (next level1 v)\n if <(x position) > [220]> then\n go to x: (-208) y: (-100)\n next backdrop\n end\n end\n end\nend\n\nwhen [any v] key pressed\nbroadcast (HIDE v)\n\n@schnee\n\nwhen flag clicked\nhide\nforever\n create clone of (schnee v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (170)\nrepeat until <touching (_edge_ v)?>\n change y by (-10)\nend\nhide\ndelete this clone\n\n@Figur2\n\nwhen flag clicked\nshow variable [deaths v]\nhide\n\n@Geschenk_\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nset [geschenke v] to [0]\nshow\ngo to x: (-162) y: (-31)\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nset [geschenke v] to [0]\nshow\ngo to x: (81) y: (-142)\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nset [geschenke v] to [0]\nshow\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nset [geschenke v] to [0]\nshow\ngo to x: (-206) y: (-23)\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\n@Geschenk_2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-109) y: (122)\nshow\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-33) y: (-49)\nshow\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (-113) y: (102)\nset [geschenke v] to [0]\nshow\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nset [geschenke v] to [0]\nshow\ngo to x: (-211) y: (63)\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\n@Geschenk_3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (107) y: (122)\nshow\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-101) y: (81)\nshow\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nset [geschenke v] to [0]\ngo to x: (-152) y: (-14)\nshow\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop13 v]\nset [geschenke v] to [0]\ngo to x: (148) y: (18)\nshow\nforever\n if <touching (figur1 v)?> then\n hide\n change [geschenke v] by (1)\n end\nend\n\n@Wall\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (124) y: (-51)\n\nwhen I receive [next level1 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\ngo to x: (124) y: (-51)\n\nwhen backdrop switches to [backdrop12 v]\nshow\ngo to x: (124) y: (-51)\n\nwhen backdrop switches to [backdrop13 v]\nshow\ngo to x: (173) y: (-52)\n\n@Figur3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (35)\nforever\n if <touching (mouse-pointer v)?> then\n set [right v] to [1]\n else\n set [right v] to [0]\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@Figur4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (35)\nforever\n if <touching (mouse-pointer v)?> then\n set [left v] to [1]\n else\n set [left v] to [0]\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@Figur5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (35)\nforever\n if <touching (mouse-pointer v)?> then\n set [jump v] to [1]\n else\n set [jump v] to [0]\n end\nend\n\nwhen I receive [hide v]\nhide\n\n | Move the Santa with the arrow keys, but don't fall into the lava!\n\ncontrol:\n\nmove: right and left arrow key\njump: up arrow key\n\n(just letting you know that I first shared this in December) |
ᴛɪɴʏ ᴡᴏʀʟᴅ 【Mega Platformer】v2.0a | @Stage\n\nwhen flag clicked\nset [skip? v] to [1]\nclear graphic effects\nswitch backdrop to (背景1 v)\nwait (1) seconds\nforever\n if <(skip?) = [1]> then\n if <<key (any v) pressed?> or <mouse down?>> then\n stop [other scripts in sprite v]\n stop all sounds\n broadcast (all start v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [all start v]\nset [skip? v] to [0]\nclear graphic effects\nhide variable [タイマー v]\nset volume to (100) %\nswitch backdrop to (world1background v)\nforever\n play sound [Dance v] until done\nend\n\nwhen I receive [restart v]\nset [中断 v] to [0]\nforever\n if <(中断) = [1]> then\n stop [other scripts in sprite v]\n stop all sounds\n end\nend\n\nwhen I receive [retry v]\nclear graphic effects\nstop [other scripts in sprite v]\nbroadcast (restart v)\nforever\n play sound [Dance v] until done\nend\n\nwhen I receive [game start v]\nset [中断 v] to [0]\nforever\n if <(中断) = [1]> then\n stop [other scripts in sprite v]\n stop all sounds\n end\nend\n\nwhen I receive [boss1 v]\nclear graphic effects\nwait (3) seconds\nrepeat (2)\n change [brightness v] effect by (-5)\nend\n\n@white cube\n\nwhen I receive [game start v]\nset [中断 v] to [0]\nset [boss v] to [0]\ngo to x: ([x position v] of [opening v]) y: ([y position v] of [opening v])\nshow\npoint in direction (90)\nforever\n set rotation style [left-right v]\n go to [front v] layer\n if <not <(中断) = [1]>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(右) = [1]>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(左) = [1]>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (stage v)?> then\n change y by (-2)\n if <touching (stage v)?> then\n change x by ((-1) * ((x) + ((x) / (([abs v] of (x) ) + (0.0001)))))\n set [x v] to (((x) / ([abs v] of (x) )) * (-10))\n set [x v] to [0]\n end\n change y by (2)\n end\n change y by (-3)\n if <not <(中断) = [1]>> then\n if <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <(上) = [1]>> and <touching (stage v)?>> then\n start sound [pop v]\n set [y v] to [11]\n end\n end\n change y by (3)\n if <(y) > [-15]> then\n change [y v] by (-0.5)\n end\n if <(y) < [3]> then\n change y by (-2)\n if <not <touching (stage v)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (y)\n if <touching (stage v)?> then\n change y by (-2)\n if <touching (stage v)?> then\n change y by ((-1) * (y))\n set [y v] to [-3]\n end\n change y by (2)\n end\n if <touching (damage v)?> then\n go to x: (-188) y: (0)\n start sound [Glug v]\n end\nend\n\nwhen I receive [game start v]\nforever\n switch costume to (通常 v)\n wait (pick random (0) to (5)) seconds\n switch costume to (通常2 v)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n if <(x position) > [239]> then\n if <not <(boss) = [1]>> then\n go to x: (-188) y: (0)\n broadcast (次のステージ v)\n end\n end\nend\n\nwhen I receive [boss1 v]\nset [whitecubehp v] to [10]\nforever\n if <touching (boss1 v)?> then\n go to x: (-188) y: (0)\n broadcast (rebattle v)\n change [whitecubehp v] by (-1)\n start sound [Glug v]\n end\n if <touching (damageboss v)?> then\n go to x: (-188) y: (0)\n start sound [Glug v]\n change [whitecubehp v] by (-1)\n end\n if <(whitecubeHP) = [0]> then\n broadcast (retry v)\n stop [this script v]\n end\nend\n\n@サムネイル\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [チャレンジモード準備 v]\nstop [other scripts in sprite v]\n\nwhen I receive [timeup v]\nstop [other scripts in sprite v]\nswitch costume to (コスチューム2 v)\nshow\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (all start v)\nhide\nclear graphic effects\n\nshow\ngo to [front v] layer\nswitch costume to (サムネイル v)\nstop [all v]\n\nshow\ngo to [front v] layer\nswitch costume to (サムネイル v)\nstop [all v]\n\n@stage\n\nwhen I receive [world2start v]\nforever\n if <(costume [number v]) = [21]> then\n set [? v] to [1]\n end\nend\n\nwhen flag clicked\nset [? v] to [0]\nswitch costume to (op v)\ngo [backward v] (50) layers\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [all start v]\nswitch costume to (op v)\nshow\nforever\n point in direction (90)\n go to x: (0) y: (0)\nend\n\nwhen I receive [all start v]\nshow\n\nwhen I receive [retry v]\nswitch costume to (18 v)\ngo [backward v] (50) layers\n\n@start\n\nrepeat (10)\n change x by (((0) - (x position)) / (2))\nend\n\nwhen flag clicked\nset x to (187)\nset y to (-128)\nhide\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [all start v]\nshow\nset size to (110) %\nwait (0.5) seconds\nforever\n go [forward v] (5000) layers\n if <touching (mouse-pointer v)?> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n play sound [ポップ v] until done\n repeat (10)\n change x by (((387) - (x position)) / (2))\n end\n hide\n broadcast (game start v)\n stop [this script v]\n else\n end\nend\n\nwhen I receive [game start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ngo to x: (187) y: (-128)\n\n@title\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (5000) layers\nswitch costume to (logo v)\nhide\n\nwhen I receive [all start v]\nshow\n\nwhen I receive [game start v]\nrepeat (10)\n change x by (((-166) - (x position)) / (2))\nend\nhide\n\n@opening\n\nwhen I receive [game start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stage select v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [all start v]\ngo to x: (-188) y: (0)\nshow\npoint in direction (90)\nforever\n set rotation style [left-right v]\n go to [front v] layer\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (stage v)?> then\n change y by (-2)\n if <touching (stage v)?> then\n change x by ((-1) * ((x) + ((x) / (([abs v] of (x) ) + (0.0001)))))\n set [x v] to (((x) / ([abs v] of (x) )) * (-10))\n set [x v] to [0]\n end\n change y by (2)\n end\n change y by (-3)\n change y by (3)\n if <(y) > [-15]> then\n change [y v] by (-0.5)\n end\n if <(y) < [3]> then\n change y by (-2)\n if <not <touching (stage v)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (y)\n if <touching (stage v)?> then\n change y by (-2)\n if <touching (stage v)?> then\n change y by ((-1) * (y))\n set [y v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [all start v]\nforever\n switch costume to (通常2 v)\n wait (pick random (0) to (5)) seconds\n switch costume to (通常3 v)\n wait (0.05) seconds\nend\n\nwhen I receive [all start v]\nforever\n if <(x position) > [239]> then\n go to x: (-188) y: (0)\n end\nend\n\nforever\n set rotation style [left-right v]\n go to [front v] layer\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (stage v)?> then\n change y by (-2)\n if <touching (stage v)?> then\n change x by ((-1) * ((x) + ((x) / (([abs v] of (x) ) + (0.0001)))))\n set [x v] to (((x) / ([abs v] of (x) )) * (-10))\n set [x v] to [0]\n end\n change y by (2)\n end\n change y by (-3)\n change y by (3)\n if <(y) > [-15]> then\n change [y v] by (-0.5)\n end\n if <(y) < [3]> then\n change y by (-2)\n if <not <touching (stage v)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (y)\n if <touching (stage v)?> then\n change y by (-2)\n if <touching (stage v)?> then\n change y by ((-1) * (y))\n set [y v] to [-3]\n end\n change y by (2)\n end\nend\n\n@pen\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (コスチューム14 v)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (all start v)\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(skip?) = [1]> then\n if <<key (any v) pressed?> or <mouse down?>> then\n hide\n stop [other scripts in sprite v]\n clear graphic effects\n end\n end\nend\n\n@damage\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nforever\n point in direction (90)\n glide (1.3) secs to x: (0) y: (-18)\n glide (1.3) secs to x: (0) y: (0)\nend\n\nwhen I receive [ステージ1クリア v]\nstop [other scripts in sprite v]\nswitch costume to (op v)\ngo [backward v] (50) layers\n\nwhen I receive [retry v]\ngo [backward v] (50) layers\nswitch costume to (18 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (op v)\ngo [backward v] (50) layers\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [game start v]\nswitch costume to (op v)\nshow\nforever\n point in direction (90)\nend\n\nwhen I receive [all start v]\nshow\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [次のステージ v]\ngo to x: (0) y: (0)\n\nwhen I receive [all start v]\nshow\n\nwhen I receive [game start v]\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@right\n\nwhen I receive [game start v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-4)\nend\nforever\n set [ghost v] effect to (60)\n go to x: (208) y: (-134)\nend\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I receive [game start v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [右 v] to [1]\n else\n set [右 v] to [0]\n end\nend\n\n@left\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I receive [game start v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-4)\nend\nforever\n set [ghost v] effect to (60)\nend\n\ngo to x: (118) y: (-134)\n\nwhen I receive [game start v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [左 v] to [1]\n else\n set [左 v] to [0]\n end\nend\n\n@boss1\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n hide\n if <([costume # v] of [stage v]) = [20]> then\n set [boss v] to [1]\n broadcast (boss1 v)\n wait until <not <([costume # v] of [stage v]) = [20]>>\n else\n set [boss v] to [0]\n end\nend\n\nwhen I receive [boss1 v]\nshow\nset [bosshp v] to [10]\nset [中断 v] to [1]\ngo to x: (188) y: (-85)\nwait (3) seconds\nset [中断 v] to [0]\nrepeat until <(bossHP) = [0]>\n point in direction (-90)\n set rotation style [left-right v]\n go to [front v] layer\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (stage v)?> then\n change y by (-2)\n if <touching (stage v)?> then\n change x by ((-1) * ((x) + ((x) / (([abs v] of (x) ) + (0.0001)))))\n set [x v] to (((x) / ([abs v] of (x) )) * (-10))\n set [x v] to [0]\n end\n change y by (2)\n end\n change y by (-3)\n change y by (3)\n if <(y) > [-15]> then\n change [y v] by (-0.5)\n end\n if <(y) < [3]> then\n change y by (-2)\n if <not <touching (stage v)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (y)\n if <touching (stage v)?> then\n change y by (-2)\n if <touching (stage v)?> then\n change y by ((-1) * (y))\n set [y v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [boss1 v]\nforever\n switch costume to (通常 v)\n wait (pick random (0) to (5)) seconds\n switch costume to (通常2 v)\n wait (0.05) seconds\nend\n\nwhen I receive [boss1 v]\npoint in direction (-90)\nwait (3) seconds\nrepeat until <(bossHP) = [0]>\n if <(letter (1) of (([x position v] of [white cube v]) - (x position))) = [-]> then\n repeat (60)\n point in direction (-90)\n change [x v] by (-0.6)\n end\n end\n if <not <(letter (1) of (([x position v] of [white cube v]) - (x position))) = [-]>> then\n repeat (60)\n point in direction (90)\n change [x v] by (0.6)\n end\n end\n wait (1) seconds\nend\n\nwhen I receive [boss1 v]\nwait (3) seconds\nrepeat until <(bossHP) = [0]>\n if <touching (damageboss v)?> then\n go to x: (188) y: (-85)\n change [bosshp v] by (-1)\n start sound [Glug v]\n end\nend\n\nwhen I receive [retry v]\nstop [other scripts in sprite v]\nhide\nbroadcast (restart v)\n\nwhen I receive [restart v]\ngo to [back v] layer\nhide\nforever\n hide\n if <([costume # v] of [stage v]) = [20]> then\n set [boss v] to [1]\n broadcast (boss1 v)\n wait until <not <([costume # v] of [stage v]) = [20]>>\n else\n set [boss v] to [0]\n end\nend\n\nif <touching (stage v)?> then\nif <([y position v] of [white cube v]) > [1]> then\n set [y v] to [8]\nend\n\nwhen I receive [rebattle v]\ngo to x: (188) y: (-85)\n\nwhen I receive [boss1 v]\nwait (3) seconds\nrepeat until <(bossHP) = [0]>\n play sound [zensen he totugekiseyo v] until done\nend\n\nwhen I receive [boss1 v]\nclear graphic effects\nwait (3) seconds\nforever\n if <(bossHP) = [0]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n broadcast (clear v)\n end\nend\n\n@up\n\nwhen I receive [game start v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-4)\nend\nforever\n go to x: (162) y: (-84)\n set [ghost v] effect to (60)\nend\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I receive [game start v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [上 v] to [1]\n else\n set [上 v] to [0]\n end\nend\n\n@dummy\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <([costume # v] of [stage v]) = [16]> then\n show\n else\n hide\n end\nend\n\n@damageboss\n\nwhen I receive [boss1 v]\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nclear graphic effects\n\nwhen I receive [game start v]\nrepeat (30)\n hide\nend\n\nwhen I receive [game start v]\nforever\n glide (1) secs to x: (0) y: (-5)\n glide (1) secs to x: (0) y: (5)\nend\n\nwhen I receive [all start v]\nrepeat (30)\n hide\nend\n\nwhen I receive [all start v]\nrepeat (30)\n hide\nend\n\nwhen flag clicked\nrepeat (30)\n hide\nend\n\nwhen I receive [retry v]\nrepeat (30)\n hide\nend\n\n@bosshp\n\nwhen I receive [boss1 v]\nstop [other scripts in sprite v]\nwait (3.4) seconds\nshow\nforever\n if <(bossHP) = [10]> then\n switch costume to (10 v)\n end\n if <(bossHP) = [9]> then\n switch costume to (9 v)\n end\n if <(bossHP) = [8]> then\n switch costume to (8 v)\n end\n if <(bossHP) = [7]> then\n switch costume to (7 v)\n end\n if <(bossHP) = [6]> then\n switch costume to (6 v)\n end\n if <(bossHP) = [5]> then\n switch costume to (5 v)\n end\n if <(bossHP) = [4]> then\n switch costume to (4 v)\n end\n if <(bossHP) = [3]> then\n switch costume to (3 v)\n end\n if <(bossHP) = [2]> then\n switch costume to (2 v)\n end\n if <(bossHP) = [1]> then\n switch costume to (1 v)\n end\n if <(bossHP) = [0]> then\n switch costume to (0 v)\n end\nend\n\nwhen I receive [game start v]\nforever\n go to x: (-60) y: (-135)\n hide\nend\n\nwhen I receive [all start v]\nrepeat (30)\n hide\nend\n\nwhen flag clicked\nrepeat (30)\n hide\nend\n\nwhen I receive [retry v]\nstop [other scripts in sprite v]\nhide\n\n@cubehp\n\nwhen I receive [retry v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss1 v]\nstop [other scripts in sprite v]\nwait (3.4) seconds\nshow\nforever\n if <(whitecubeHP) = [10]> then\n switch costume to (10 v)\n end\n if <(whitecubeHP) = [9]> then\n switch costume to (9 v)\n end\n if <(whitecubeHP) = [8]> then\n switch costume to (8 v)\n end\n if <(whitecubeHP) = [7]> then\n switch costume to (7 v)\n end\n if <(whitecubeHP) = [6]> then\n switch costume to (6 v)\n end\n if <(whitecubeHP) = [5]> then\n switch costume to (5 v)\n end\n if <(whitecubeHP) = [4]> then\n switch costume to (4 v)\n end\n if <(whitecubeHP) = [3]> then\n switch costume to (3 v)\n end\n if <(whitecubeHP) = [2]> then\n switch costume to (2 v)\n end\n if <(whitecubeHP) = [1]> then\n switch costume to (1 v)\n end\n if <(whitecubeHP) = [0]> then\n switch costume to (0 v)\n end\nend\n\nwhen I receive [game start v]\nforever\n go to x: (-116) y: (150)\n hide\nend\n\nwhen I receive [all start v]\nrepeat (30)\n hide\nend\n\nwhen flag clicked\nrepeat (30)\n hide\nend\n\n@スプライト1\n\nwhen I receive [clear v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (コスチューム1 v)\nstop [all v]\n\nwhen flag clicked\nhide\n\n | 汚染された星。\nThe contaminated star.\n\n0 < 1\nhttps://scratch.mit.edu/projects/450172725/\n\nSHINE FOREST / 輝きの森\nhttps://scratch.mit.edu/projects/349264779/\n\nWHITE CUBE ADVENTURE\nhttps://scratch.mit.edu/projects/294501967/\n\nDANCING BALL\nhttps://scratch.mit.edu/projects/283729994/ |
Gearshift: A 99% Vector Platformer | @Stage\n\nwhen flag clicked\nforever\n repeat (1e+45)\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n wait (0.5) seconds\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n wait (0.5) seconds\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n wait (0.5) seconds\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n wait (0.5) seconds\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n wait (0.5) seconds\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n wait (0.5) seconds\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n wait (0.5) seconds\n play sound [Tobu - Hope \[NCS Release\].mp3 v] until done\n wait (0.5) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen I receive [time to start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-200) y: (-100)\nswitch backdrop to (backdrop1 v)\nhide variable [time v]\nset [deaths: v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#666666)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#666666)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [7]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-50)\n change [deaths: v] by (1)\n set [y v] to [0]\n end\n if <touching color (#003fff)?> then\n change [y v] by (15)\n end\n if <touching (sprite2 v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-200) y: (-50)\n end\n if <touching (sprite9 v)?> then\n switch backdrop to (next backdrop v)\n broadcast (key- hide v)\n end\n if <touching (sprite10 v)?> then\n set x to (170)\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (-100)\n end\nend\n\nturn left (20) degrees\n\nturn right (20) degrees\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [time to start v]\nshow\nforever\n wait (9.999999999999919e-213) seconds\n turn right (30) degrees\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start intro v]\nshow\ngo to x: (0) y: (0)\nrepeat (100)\n wait (9.999999999999908e-201) seconds\n turn right (20) degrees\n change [ghost v] effect by (1)\nend\nbroadcast (Intro v)\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Time to Start v)\nhide\n\nwhen I receive [intro v]\ngo to x: (60) y: (33)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\n\n@Sprite6\n\nwhen I receive [time to start v]\nhide\n\nwhen I receive [intro v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (10)\nend\nbroadcast (START INTRO v)\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n wait (1e-25) seconds\n turn right (15) degrees\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [lava boy v]\nshow\nset x to (0)\nset y to (0)\nforever\n glide (2) secs to x: (100) y: (0)\n wait (1e-36) seconds\n glide (2) secs to x: (-100) y: (0)\n wait (1e-36) seconds\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\nset x to (0)\nset y to (0)\nforever\n glide (2) secs to x: (100) y: (0)\n wait (1e-36) seconds\n glide (2) secs to x: (-100) y: (0)\n wait (1e-36) seconds\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen I receive [key- hide v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\nforever\n wait (9.999999999999915e-213) seconds\n turn right (30) degrees\nend\n\nwhen backdrop switches to [backdrop9 v]\nshow\nforever\n wait (9.999999999999911e-213) seconds\n turn right (30) degrees\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nhide\n\nwhen I receive [start intro v]\nshow\nforever\n wait (0.4) seconds\n next costume\nend\n\n | ABOUT\n• 99% Vector \n• You CAN WALL JUMP\n• Arrow Keys To Move \n• Purple Portal- Takes You To Next Level \n• Key- Opens Doors\n• Red Guy- K*lls You \n• Orange Portal- Teleports You\n• Press 'r' key to restart |
A normal Platformer (not) | @Stage\n\nwhen I receive [secret! v]\nswitch backdrop to (terces v)\nset [level v] to [0]\nbroadcast (start v)\n\nwhen I receive [i win v]\nstop [other scripts in stage v]\n\nwhen I receive [start v]\nshow\nforever\n switch backdrop to ((level) + (3))\nend\n\nwhen I receive [start v]\nforever\n play sound [Super Mario bros main theme backwards.mp3 v] until done\nend\n\n@player\n\ndefine None\nset [speed y v] to (height)\n\nwhen flag clicked\nset [deaths v] to [0]\nset [level v] to [1]\nset [frame v] to [0]\ngo to x: (-195) y: (116)\nset [speed y v] to [0]\nset rotation style [left-right v]\nhide\n\ndefine die <>\nif <if satisfied> then\n change [deaths v] by (1)\n reset\nend\n\ndefine win <>\nif <if satisfied > then\n change [level v] by (1)\n if <(level) = [15]> then\n change [level v] by (1)\n end\n reset\nend\n\nwhen I receive [start v]\nshow\nshow variable [level v]\nforever\n if <<(level) > [1]> and <<(level) > ([backdrop # v] of [_stage_ v])> and <not >>> then\n wait (0.1) seconds\n if <<(level) > [1]> and <<(level) > ([backdrop # v] of [_stage_ v])> and <not >>> then\n broadcast (I WIN v)\n hide\n go to x: (0) y: (0)\n end\n else\n switch costume to (hitbox v)\n special collisions\n if <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch command <[0] < (speed y)>\n set [speed x v] to ((speed x) * (0.7))\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-2)\n end\n if <(speed x) < [-0.5]> then\n walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <<(falling) < [3]> and <(jump key) = [0]>> then\n jump (14)\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n die <(y position) < [-180]>\n die <<not <touching (fireworks v)?>> and <touching color (#ff0000)?>>\n die <key (r v) pressed?>\n win <touching (goal v)?>\n win <<key (s v) pressed?> and <(level) = [0]>>\n end\nend\n\ndefine reset\nif <(level) = [12]> then\n go to x: (-182) y: (-119)\nelse\n go to x: (-195) y: (116)\nend\nset [speed y v] to [0]\n\ndefine None\nif <(level) = [9]> then\n go to x: (99) y: (138)\nend\nif <(level) = [10]> then\n if <(id) = [1]> then\n go to x: (37) y: (135)\n else\n go to x: (166) y: (133)\n end\nend\nif <(level) = [12]> then\n go to x: (-143) y: (119)\nend\nif <(level) = [17]> then\n go to x: (-79) y: (152)\nend\n\nwhen I receive [boss v]\nset [level v] to [15]\ngo to x: (-192) y: (130)\n\nwhen I receive [next v]\nchange [level v] by (1)\nreset\nif <(deaths) > [5]> then\n change [deaths v] by (-5)\nelse\n set [deaths v] to [0]\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not < or <touching color (#000000)?>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Touch command <>\nchange [falling v] by (1)\nrepeat until <not < or <touching color (#000000)?>>>\n set [speed y v] to [0]\n if <<up?> or > then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\nend\n\ndefine special collisions\nif <touching color (#003fff)?> then\n portal (1)\nend\nif <touching color (#00cc44)?> then\n portal (2)\nend\nif <touching color (#99ffbb)?> then\n set [speed y v] to [30]\nend\nif <touching color (#330066)?> then\n change [speed x v] by (-2)\nend\nif <touching color (#66004c)?> then\n change [speed x v] by (2)\nend\nif <touching color (#00cccc)?> then\n set [speed y v] to [10]\nend\nif <touching color (#ffff00)?> then\n broadcast (Boss death v)\nend\nif <touching color (#ff00bf)?> then\n change [level v] by (-1)\n reset\nend\n\nwhen I receive [boss death v]\nhide\ngo to x: (0) y: (0)\n\nbroadcast (I WIN v)\n\nif then\nend\n\nwhen I receive [next v]\nshow\n\n@goalS\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [14]> then\n show\n go to x: (-17) y: (120)\n point in direction (180)\n end\n if <touching (player v)?> then\n broadcast (BOSS v)\n end\n if <not <(level) = [14]>> then\n hide\n end\nend\n\nwhen I receive [boss v]\nhide\n\n@Start\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [start screen v]\nshow\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [terces v]\nhide\n\n@Win\n\nwhen flag clicked\nhide\nhide variable [☁ highscore v]\nhide variable [deaths v]\nhide variable [level v]\n\nwhen I receive [i win v]\nshow\nif <<(deaths) < (☁ HIGHSCORe)> and <not <(username) = [nailuj29]>>> then\n set [☁ highscore v] to (deaths)\nend\nhide variable [level v]\nshow variable [☁ highscore v]\nshow variable [deaths v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(☁ HIGHSCORe) = [0]> then\n set [☁ highscore v] to [100000]\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [1 v] key pressed\nshow\ngo to [front v] layer\nhide variable [level v]\nhide variable [deaths v]\nhide variable [☁ highscore v]\nstop [all v]\n\n@goal\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(level) = [0]> then\n hide\n end\n if <(level) = [1 ]> then\n show\n go to x: (195) y: (6)\n end\n if <(level) = [2]> then\n go to x: (200) y: (18)\n end\n if <(level) = [3]> then\n go to x: (191) y: (20)\n end\n if <(level) = [4]> then\n go to x: (104) y: (104)\n end\n if <(level) = [5]> then\n go to x: (193) y: (-146)\n end\n if <(level) = [6]> then\n go to x: (216) y: (-91)\n end\n if <(level) = [7]> then\n go to x: (172) y: (86)\n end\n if <(level) = [8]> then\n go to x: (217) y: (81)\n end\n if <(level) = [9]> then\n go to x: (235) y: (-124)\n end\n if <(level) = [10]> then\n go to x: (228) y: (-144)\n end\n if <(level) = [11]> then\n go to x: (229) y: (-150)\n end\n if <(level) = [12]> then\n go to x: (220) y: (76)\n end\n if <(level) = [13]> then\n go to x: (220) y: (-114)\n end\n if <(level) = [14]> then\n go to x: (188) y: (5)\n end\n if <(level) = [15]> then\n hide\n end\n if <(level) = [16]> then\n show\n go to x: (205) y: (-149)\n end\n if <(level) = [17]> then\n go to x: (196) y: (143)\n end\n if <(level) = [18]> then\n go to x: (85) y: (49)\n end\n if <(level) = [19]> then\n go to x: (203) y: (-136)\n end\n if <(level) = [20]> then\n go to x: (203) y: (-136)\n end\nend\n\nwhen I receive [i win v]\nhide\n\n@Boss\n\nwhen I receive [boss v]\nclear graphic effects\ngo to x: (114) y: (18)\nswitch costume to (costume1 v)\nshow\nset size to (100) %\nforever\n move (10) steps\n wait (1) seconds\n move (-10) steps\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss death v]\nnext costume\nstop [other scripts in sprite v]\nwait (0.5) seconds\nrepeat (50)\n change [whirl v] effect by (25)\n change size by (-2)\nend\nrepeat until <touching color (#000000)?>\n change y by (-5)\nend\nhide\nbroadcast (next v)\n\n@intro\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nswitch backdrop to (intro v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nrepeat (2)\n repeat (10)\n turn right (2) degrees\n wait (0) seconds\n end\n change [color v] effect by (1)\n change size by (-1)\n repeat (10)\n turn left (2) degrees\n wait (0) seconds\n end\n change [color v] effect by (1)\n change size by (-1)\n repeat (10)\n turn left (2) degrees\n wait (0) seconds\n end\n change [color v] effect by (1)\n change size by (-1)\n repeat (10)\n turn right (2) degrees\n wait (0) seconds\n end\n change [color v] effect by (1)\n change size by (-1)\nend\nswitch backdrop to (start screen v)\nbroadcast (INTRO OVER v)\nhide\n\n@Fireworks\n\nwhen flag clicked\ngo to x: (0) y: (-180)\nset [clone? v] to [0]\nset size to (100) %\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nset [clone? v] to [1]\nshow\nset [color v] effect to (pick random (1) to (200))\nset x to (pick random (-240) to (240))\ngo to [front v] layer\nrepeat (pick random (18) to (36))\n change y by (10)\nend\nnext costume\nstart sound [spiral v]\nrepeat (10)\n change size by (4)\n change [fisheye v] effect by (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [boss death v]\nrepeat (50)\n if <(clone?) = [0 ]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [secret! v]\nrepeat (50)\n if <(clone?) = [0 ]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [i win v]\nif <(clone?) = [0 ]> then\n set [i v] to [0]\nend\nrepeat until <(i) = [50]>\n if <(clone?) = [0 ]> then\n create clone of (_myself_ v)\n change [i v] by (1)\n end\nend\n\n@button\n\nwhen I receive [intro over v]\ngo to x: (195) y: (-142)\nset [ghost v] effect to (100)\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Secret! v)\n\n | *READ TO BOTTOM*\nI will try to make daily updates, but Flash gets laggy after too much. :(\npress Ctrl(or your equivalent on your OS)+M to reduce lag\nThe icon in the intro is the favicon for my website \narrow keys or wasd to move. (you can also use space to jump).\nr to reset, s to exit Easter egg\nthere is a secret boss every 15 levels\nIf you set the highscore to 0, comment to be featured on the credits page and get followed (maybe)\nSea green is bouncy, blue teleports you to orange, green teleports you to pink, dark pink moves you right, purple moves you left.\n*For portals on ground, if it doesn't teleport you, walk a bit.\nThe Blue and orange portals were inspired By Portal and Portal 2\nMost mechanic has 4 levels based off of it. The first is a tutorial, the next is more difficult, and the last 2 are challenging.\nThe exception is portals and conveyor belts, they are later in the game, so you will understand them faster.\nPlease report any bugs\nI will try to reply to any comments longer than 1 word.\neven though it is a little laggy, DO NOT use phosphorous or sulfurous.\ncredit to @griffpatch_tutor for the physics script |
LavaSwitch Platformer | @Stage\n\nwhen I receive [stage 1 v]\nswitch backdrop to (level 1 v)\nset [chapter v] to [1]\n\nwhen I receive [stage 2 v]\nswitch backdrop to (level 11 v)\nset [chapter v] to [2]\n\nwhen backdrop switches to [level 11 v]\nset [chapter v] to [2]\n\nwhen I receive [stage 3 v]\nswitch backdrop to (level 21 v)\nset [chapter v] to [3]\n\nwhen backdrop switches to [level 21 v]\nset [chapter v] to [3]\n\nwhen flag clicked\nset [chapter v] to [1]\nswitch backdrop to (contrast v)\nwait (0.1) seconds\nbroadcast (Menu v)\n\nwhen I receive [menu v]\nset [transition v] to [0]\nswitch backdrop to ((Selected Chapter) + (30))\nrepeat until <not <(backdrop [number v]) > [30]>>\n switch backdrop to ((Selected Chapter) + (30))\nend\n\nwhen [m v] key pressed\nbroadcast (Menu v)\n\nwhen flag clicked\nforever\n set volume to (40) %\n play sound [medieval2 v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nset [speed y v] to [0]\ngo to x: (-176) y: (-31)\nset [speed v] to [5]\n\nwhen backdrop switches to [level 9 v]\nwait (1) seconds\ngo to x: (-175) y: (89)\n\nwhen I receive [start game v]\nwait (0.3) seconds\nforever\n if <<touching color (#ff7408)?> or <<touching color (#ff5e28)?> or <touching color (#000000)?>>> then\n change [deaths v] by (1)\n broadcast (Play Level v)\n set [goal v] to [0]\n set [switch v] to [0]\n go to x: (item (backdrop [number v]) of [spawn x v]) y: (item (backdrop [number v]) of [spawn y v])\n end\nend\n\nwhen I receive [start game v]\nwait (0.3) seconds\nforever\n if <(Transition) = [0]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\n if <(speed y) > [-15]> then\n change [speed y v] by (-1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n move (Speed) steps\n if <<<<<touching color (#8aedda)?> or <touching color (#4bc303)?>> or <touching color (#4674ff)?>> and <(direction) = [-90]>> and <<not <touching color (#666666)?>> or <(backdrop [name v]) = [19]>>> then\n move ((-1) * (Speed)) steps\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n move (Speed) steps\n if <<<<<touching color (#8aedda)?> or <touching color (#4bc303)?>> or <touching color (#4674ff)?>> and <(direction) = [90]>> and <<not <touching color (#666666)?>> or <(backdrop [name v]) = [19]>>> then\n move ((-1) * (Speed)) steps\n end\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Level 1 v)\nhide\n\nwhen I receive [play level v]\nwait (0.3) seconds\nif <<<(backdrop [name v]) = [Level 1]> or <(backdrop [name v]) = [Level 11]>> or <(backdrop [name v]) = [Level 21]>> then\n show\nend\n\nwhen I receive [play level v]\nwait (0.3) seconds\nwait until <(y position) > [180]>\ngo to x: (item (backdrop [number v]) of [spawn x v]) y: (item (backdrop [number v]) of [spawn y v])\nbroadcast (Glitched v)\nbroadcast (Play Level v)\n\nwhen backdrop switches to [level 18 v]\nwait (1) seconds\ngo to x: (-218) y: (79)\n\nwhen I receive [play level v]\nwait (1) seconds\nwait until <touching color (#ffb410)?>\ngo to x: (item (backdrop [number v]) of [spawn x v]) y: (item (backdrop [number v]) of [spawn y v])\nchange [deaths v] by (1)\nbroadcast (Play Level v)\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <<<touching color (#8aedda)?> or <touching color (#4bc303)?>> or <touching color (#4674ff)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen backdrop switches to [level 15 v]\nwait (1) seconds\ngo to x: (-215) y: (108)\n\nwhen backdrop switches to [level 23 v]\nwait (0.1) seconds\ngo to x: (-218) y: (-126)\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 1 v]\nwait (0.2) seconds\ngo to x: (item (backdrop [number v]) of [spawn x v]) y: (item (backdrop [number v]) of [spawn y v])\nhide\nwait (0.1) seconds\nshow\n\nwhen I receive [play level v]\nwait (0.3) seconds\ngo to x: (item (backdrop [number v]) of [spawn x v]) y: (item (backdrop [number v]) of [spawn y v])\nshow\n\nwhen I receive [start game v]\nwait (0.3) seconds\nforever\n change y by (speed y)\n if <(speed y) > [-15]> then\n change [speed y v] by (-1)\n end\n Touch Ground <(speed y) > [0]>\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<<touching color (#8aedda)?> or <touching color (#4bc303)?>> or <touching color (#4674ff)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen I receive [next level v]\n\nwait (0.2) seconds\ngo to x: (item (backdrop [number v]) of [spawn x v]) y: (item (backdrop [number v]) of [spawn y v])\nhide\nwait (0.1) seconds\nshow\n\nwait (0.1) seconds\n\nhide\n\n@Switch\n\nwhen flag clicked\nreset timer\ngo [backward v] (50) layers\nswitch costume to (off v)\nset [switch v] to [0]\n\nwhen I receive [play level v]\nswitch costume to (off v)\nset [switch v] to [0]\nwait (0.5) seconds\nwait until <touching (player v)?>\nswitch costume to (on v)\nset [switch v] to [1]\n\nwhen I receive [dead v]\nswitch costume to (off v)\nset [switch v] to [0]\n\nwhen flag clicked\ngo [backward v] (50) layers\nswitch costume to (locked v)\ndelete (all) of [switch x v]\ndelete (all) of [switch y v]\nadd [216] to [switch x v]\nadd [-23] to [switch y v]\nadd [211] to [switch x v]\nadd [-89] to [switch y v]\nadd [101] to [switch x v]\nadd [-8] to [switch y v]\nadd [216] to [switch x v]\nadd [40] to [switch y v]\nadd [217] to [switch x v]\nadd [84] to [switch y v]\nadd [195] to [switch x v]\nadd [92] to [switch y v]\nadd [213] to [switch x v]\nadd [88] to [switch y v]\nadd [-180] to [switch x v]\nadd [-14] to [switch y v]\nadd [78] to [switch x v]\nadd [37] to [switch y v]\nadd [-218] to [switch x v]\nadd [111] to [switch y v]\nadd [218] to [switch x v]\nadd [-20] to [switch y v]\nadd [215] to [switch x v]\nadd [27] to [switch y v]\nadd [203] to [switch x v]\nadd [36] to [switch y v]\nadd [-208] to [switch x v]\nadd [58] to [switch y v]\nadd [12] to [switch x v]\nadd [-139] to [switch y v]\nadd [-118] to [switch x v]\nadd [123] to [switch y v]\nadd [211] to [switch x v]\nadd [13] to [switch y v]\nadd [-217] to [switch x v]\nadd [-133] to [switch y v]\nadd [210] to [switch x v]\nadd [96] to [switch y v]\nadd [-212] to [switch x v]\nadd [36] to [switch y v]\nadd [215] to [switch x v]\nadd [18] to [switch y v]\nadd [-210] to [switch x v]\nadd [-44] to [switch y v]\nadd [-215] to [switch x v]\nadd [28] to [switch y v]\nadd [-133] to [switch x v]\nadd [-87] to [switch y v]\nadd [209] to [switch x v]\nadd [65] to [switch y v]\nadd [216] to [switch x v]\nadd [113] to [switch y v]\nadd [216] to [switch x v]\nadd [-23] to [switch y v]\nadd [174] to [switch x v]\nadd [98] to [switch y v]\nadd [179] to [switch x v]\nadd [90] to [switch y v]\nadd [162] to [switch x v]\nadd [117] to [switch y v]\n\nwhen I receive [play level v]\nwait (0.3) seconds\ngo to x: (item (backdrop [number v]) of [switch x v]) y: (item (backdrop [number v]) of [switch y v])\nshow\n\nwhen I receive [level 1 v]\nwait (0.1) seconds\ngo to x: (item (backdrop [number v]) of [switch x v]) y: (item (backdrop [number v]) of [switch y v])\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 1 v]\ngo to x: (216) y: (-23)\n\n@Spawn\n\nwhen I receive [level 1 v]\ngo to x: (item (backdrop [number v]) of [spawn x v]) y: (item (backdrop [number v]) of [spawn y v])\n\nwhen flag clicked\ngo [backward v] (50) layers\nhide\ndelete (all) of [spawn x v]\ndelete (all) of [spawn y v]\nadd [-176] to [spawn x v]\nadd [-31] to [spawn y v]\nadd [-174] to [spawn x v]\nadd [-93] to [spawn y v]\nadd [-187] to [spawn x v]\nadd [-135] to [spawn y v]\nadd [181] to [spawn x v]\nadd [-104] to [spawn y v]\nadd [-220] to [spawn x v]\nadd [-75] to [spawn y v]\nadd [-71] to [spawn x v]\nadd [-123] to [spawn y v]\nadd [215] to [spawn x v]\nadd [-115] to [spawn y v]\nadd [-206] to [spawn x v]\nadd [36] to [spawn y v]\nadd [-175] to [spawn x v]\nadd [89] to [spawn y v]\nadd [-222] to [spawn x v]\nadd [-88] to [spawn y v]\nadd [-182] to [spawn x v]\nadd [-52] to [spawn y v]\nadd [-189] to [spawn x v]\nadd [-110] to [spawn y v]\nadd [185] to [spawn x v]\nadd [-132] to [spawn y v]\nadd [-211] to [spawn x v]\nadd [-92] to [spawn y v]\nadd [-215] to [spawn x v]\nadd [108] to [spawn y v]\nadd [-122] to [spawn x v]\nadd [-145] to [spawn y v]\nadd [-192] to [spawn x v]\nadd [-145] to [spawn y v]\nadd [-218] to [spawn x v]\nadd [79] to [spawn y v]\nadd [-183] to [spawn x v]\nadd [-145] to [spawn y v]\nadd [-220] to [spawn x v]\nadd [-145] to [spawn y v]\nadd [-163] to [spawn x v]\nadd [-43] to [spawn y v]\nadd [-188] to [spawn x v]\nadd [-137] to [spawn y v]\nadd [-217] to [spawn x v]\nadd [-128] to [spawn y v]\nadd [187] to [spawn x v]\nadd [63] to [spawn y v]\nadd [-173] to [spawn x v]\nadd [-141] to [spawn y v]\nadd [-217] to [spawn x v]\nadd [-138] to [spawn y v]\nadd [-207] to [spawn x v]\nadd [-87] to [spawn y v]\nadd [-94] to [spawn x v]\nadd [94] to [spawn y v]\nadd [-111] to [spawn x v]\nadd [-45] to [spawn y v]\nadd [-211] to [spawn x v]\nadd [-137] to [spawn y v]\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-176) y: (-31)\n\nwhen I receive [play level v]\nwait (0.5) seconds\ngo to x: (item (backdrop [number v]) of [spawn x v]) y: (item (backdrop [number v]) of [spawn y v])\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Goal\n\nwhen I receive [play level v]\nset [goal v] to [0]\nswitch costume to (Chapter)\nwait (1) seconds\nwait until <(Switch) = [1]>\nswitch costume to (unlocked v)\nset [goal v] to [1]\nwait until <touching (player v)?>\nif <not <[end chapter levels v] contains (backdrop [name v])?>> then\n broadcast (Play Level v)\n broadcast (Next Level v)\nelse\n broadcast (Chapter Complete v)\nend\n\nwhen flag clicked\ngo [backward v] (50) layers\nset [goal v] to [0]\ndelete (all) of [goal x v]\ndelete (all) of [goal y v]\nadd [-220] to [goal x v]\nadd [-25] to [goal y v]\nadd [-212] to [goal x v]\nadd [-89] to [goal y v]\nadd [-25] to [goal x v]\nadd [-22] to [goal y v]\nadd [211] to [goal x v]\nadd [-98] to [goal y v]\nadd [-71] to [goal x v]\nadd [90] to [goal y v]\nadd [-157] to [goal x v]\nadd [-118] to [goal y v]\nadd [-205] to [goal x v]\nadd [-118] to [goal y v]\nadd [-188] to [goal x v]\nadd [114] to [goal y v]\nadd [-206] to [goal x v]\nadd [95] to [goal y v]\nadd [220] to [goal x v]\nadd [18] to [goal y v]\nadd [-218] to [goal x v]\nadd [-45] to [goal y v]\nadd [-220] to [goal x v]\nadd [-103] to [goal y v]\nadd [211] to [goal x v]\nadd [-127] to [goal y v]\nadd [211] to [goal x v]\nadd [-100] to [goal y v]\nadd [211] to [goal x v]\nadd [-139] to [goal y v]\nadd [119] to [goal x v]\nadd [-138] to [goal y v]\nadd [-215] to [goal x v]\nadd [-139] to [goal y v]\nadd [213] to [goal x v]\nadd [100] to [goal y v]\nadd [-215] to [goal x v]\nadd [-138] to [goal y v]\nadd [45] to [goal x v]\nadd [33] to [goal y v]\nadd [-219] to [goal x v]\nadd [-75] to [goal y v]\nadd [-216] to [goal x v]\nadd [-131] to [goal y v]\nadd [218] to [goal x v]\nadd [-122] to [goal y v]\nadd [214] to [goal x v]\nadd [69] to [goal y v]\nadd [-216] to [goal x v]\nadd [-148] to [goal y v]\nadd [214] to [goal x v]\nadd [-131] to [goal y v]\nadd [-217] to [goal x v]\nadd [-131] to [goal y v]\nadd [-215] to [goal x v]\nadd [33] to [goal y v]\nadd [-215] to [goal x v]\nadd [-131] to [goal y v]\nadd [214] to [goal x v]\nadd [-131] to [goal y v]\n\ngo to x: (item (backdrop [number v]) of [goal x v]) y: (item (backdrop [number v]) of [goal y v])\n\nwait (0.5) seconds\n\nwhen I receive [dead v]\nswitch costume to (Chapter)\nset [goal v] to [0]\n\nwhen backdrop switches to [level 1 v]\ngo to x: (-220) y: (-25)\n\nwhen I receive [next level v]\nhide\nwait (0.1) seconds\nshow\ngo to x: (item (backdrop [number v]) of [goal x v]) y: (item (backdrop [number v]) of [goal y v])\nswitch costume to (Chapter)\n\nwhen backdrop switches to [level 11 v]\nwait (0.1) seconds\nshow\ngo to x: (item (backdrop [number v]) of [goal x v]) y: (item (backdrop [number v]) of [goal y v])\n\nwhen backdrop switches to [level 21 v]\nwait (0.1) seconds\nshow\ngo to x: (item (backdrop [number v]) of [goal x v]) y: (item (backdrop [number v]) of [goal y v])\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 1 v]\nwait (0.1) seconds\nshow\ngo to x: (item (backdrop [number v]) of [goal x v]) y: (item (backdrop [number v]) of [goal y v])\n\nwhen flag clicked\ndelete (all) of [end chapter levels v]\nadd [Level 10] to [end chapter levels v]\nadd [Level 20] to [end chapter levels v]\nadd [Level 30] to [end chapter levels v]\n\n@Slider\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [transition v] to [0]\n\nwhen I receive [next level v]\nset [transition v] to [1]\nswitch costume to (Chapter)\ngo to [front v] layer\ngo to x: (-218) y: (0)\nshow\nglide (1) secs to x: (-474) y: (0)\nhide\nset [transition v] to [0]\nglide (0.5) secs to x: (-218) y: (0)\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Slider 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nswitch costume to (Chapter)\ngo to [front v] layer\ngo to x: (262) y: (0)\nshow\nglide (1) secs to x: (471) y: (0)\nhide\nglide (0.5) secs to x: (262) y: (0)\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Colours To Save\n\n@Ball\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\nhide\n\nwhen backdrop switches to [level 11 v]\ngo to x: (202) y: (-51)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 11]>>\n go to x: (202) y: (-51)\n show\n glide (1.9) secs to x: (-198) y: (-51)\n hide\nend\n\nwhen backdrop switches to [level 12 v]\ngo to x: (15) y: (-109)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 12]>>\n go to x: (15) y: (-109)\n show\n glide (1.3) secs to x: (-185) y: (-109)\n hide\n wait (0.4) seconds\nend\n\nwhen backdrop switches to [level 13 v]\ngo to x: (18) y: (-67)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 13]>>\n go to x: (18) y: (-67)\n show\n glide (0.6) secs to x: (18) y: (-133)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 14 v]\ngo to x: (-134) y: (109)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 14]>>\n go to x: (-134) y: (109)\n show\n glide (1) secs to x: (-134) y: (-63)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 15 v]\ngo to x: (-199) y: (39)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 15]>>\n go to x: (-199) y: (39)\n show\n glide (1.9) secs to x: (213) y: (39)\n hide\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [level 16 v]\ngo to x: (-114) y: (-73)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 16]>>\n go to x: (-114) y: (-73)\n show\n glide (0.6) secs to x: (53) y: (-73)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 17 v]\ngo to x: (204) y: (-144)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 17]>>\n go to x: (204) y: (-144)\n show\n glide (1.5) secs to x: (-186) y: (-144)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 18 v]\ngo to x: (-173) y: (121)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 18]>>\n go to x: (-173) y: (121)\n show\n glide (1) secs to x: (-173) y: (-142)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 19 v]\ngo to x: (57) y: (-144)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 19]>>\n go to x: (57) y: (-144)\n show\n glide (1.5) secs to x: (-178) y: (-144)\n hide\n wait (0.8) seconds\nend\n\nwhen backdrop switches to [level 20 v]\ngo to x: (-190) y: (-16)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 20]>>\n go to x: (-190) y: (-16)\n show\n glide (0.8) secs to x: (-190) y: (-143)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 22 v]\ngo to x: (201) y: (-137)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 22]>>\n go to x: (201) y: (-137)\n show\n glide (2.2) secs to x: (-172) y: (-137)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 26 v]\ngo to x: (-204) y: (6)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 26]>>\n go to x: (-204) y: (6)\n show\n glide (1.5) secs to x: (108) y: (6)\n hide\n wait (0.7) seconds\nend\n\nwhen backdrop switches to [level 28 v]\ngo to x: (-43) y: (4)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 28]>>\n go to x: (-43) y: (4)\n show\n glide (1.1) secs to x: (104) y: (4)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 29 v]\ngo to x: (204) y: (76)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 29]>>\n go to x: (204) y: (76)\n show\n glide (1.5) secs to x: (-125) y: (76)\n hide\n wait (0.5) seconds\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Home Screen\n\nwhen [left arrow v] key pressed\nif <(Chapter Select Showing) = [1]> then\n if <(costume [number v]) = [1]> then\n set [selected chapter v] to (Chapters Total)\n switch costume to (Selected Chapter)\n set [chapter v] to (Selected Chapter)\n else\n change [selected chapter v] by (-1)\n switch costume to (Selected Chapter)\n set [chapter v] to (Selected Chapter)\n end\nend\n\nwhen [right arrow v] key pressed\nif <(Chapter Select Showing) = [1]> then\n if <(costume [number v]) = (Chapters Total)> then\n set [selected chapter v] to [1]\n switch costume to (Selected Chapter)\n set [chapter v] to (Selected Chapter)\n else\n change [selected chapter v] by (1)\n switch costume to (Selected Chapter)\n set [chapter v] to (Selected Chapter)\n end\nend\n\nwhen I receive [menu v]\nset [chapter select showing v] to [1]\nshow\nwait (0.1) seconds\nwait until <key (space v) pressed?>\nset [chapter select showing v] to [0]\nhide\nif <(Chapter) = [1]> then\n broadcast (Stage 1 v)\nelse\n if <(Chapter) = [2]> then\n broadcast (Stage 2 v)\n else\n if <(Chapter) = [3]> then\n broadcast (Stage 3 v)\n else\n end\n end\nend\nbroadcast (Start Game v)\nbroadcast (Play Level v)\nset [deaths v] to [0]\n\nwhen flag clicked\nset [chapter select showing v] to [1]\nset [chapters total v] to [3]\nswitch costume to (stage 1 v)\ngo to x: (0) y: (0)\nshow\nset [selected chapter v] to [1]\n\n@Ball 2\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\nhide\n\nwhen backdrop switches to [level 12 v]\ngo to x: (-25) y: (82)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 12]>>\n go to x: (-25) y: (82)\n show\n glide (1) secs to x: (-25) y: (-21)\n hide\n wait (0.2) seconds\nend\n\nwhen backdrop switches to [level 14 v]\ngo to x: (60) y: (111)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 14]>>\n go to x: (60) y: (111)\n show\n glide (1) secs to x: (60) y: (-65)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 15 v]\ngo to x: (-199) y: (-103)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 15]>>\n go to x: (-199) y: (-103)\n show\n glide (1.9) secs to x: (216) y: (-103)\n hide\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [level 16 v]\ngo to x: (111) y: (-6)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 16]>>\n go to x: (111) y: (-6)\n show\n glide (1) secs to x: (-59) y: (-6)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 17 v]\ngo to x: (-203) y: (-51)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 17]>>\n go to x: (-203) y: (-51)\n show\n glide (1.5) secs to x: (128) y: (-51)\n hide\n wait (0.7) seconds\nend\n\nwhen backdrop switches to [level 18 v]\ngo to x: (-69) y: (5)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 18]>>\n go to x: (-69) y: (5)\n show\n glide (0.6) secs to x: (-69) y: (-97)\n hide\n wait (0.7) seconds\nend\n\nwhen backdrop switches to [level 19 v]\ngo to x: (-205) y: (-41)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 19]>>\n go to x: (-205) y: (-41)\n show\n glide (1.5) secs to x: (86) y: (-41)\n hide\n wait (0.8) seconds\nend\n\nwhen backdrop switches to [level 20 v]\ngo to x: (-143) y: (122)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 20]>>\n go to x: (-143) y: (122)\n show\n glide (0.8) secs to x: (-143) y: (-4)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 26 v]\ngo to x: (200) y: (82)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 26]>>\n go to x: (200) y: (82)\n show\n glide (1.5) secs to x: (-140) y: (82)\n hide\n wait (0.7) seconds\nend\n\nwhen backdrop switches to [level 28 v]\ngo to x: (201) y: (82)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 28]>>\n go to x: (201) y: (82)\n show\n glide (1.1) secs to x: (30) y: (82)\n hide\n wait (0.5) seconds\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Ball 3\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\nhide\n\nwhen backdrop switches to [level 13 v]\ngo to x: (-173) y: (84)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 13]>>\n go to x: (-173) y: (84)\n show\n glide (1.1) secs to x: (-173) y: (-130)\n hide\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [level 14 v]\ngo to x: (10) y: (19)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 14]>>\n go to x: (10) y: (19)\n show\n glide (0.8) secs to x: (10) y: (-139)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 15 v]\ngo to x: (197) y: (-33)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 15]>>\n go to x: (197) y: (-33)\n show\n glide (1.9) secs to x: (-215) y: (-33)\n hide\n wait (0.3) seconds\nend\n\nwhen backdrop switches to [level 18 v]\ngo to x: (-17) y: (121)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 18]>>\n go to x: (-17) y: (121)\n show\n glide (0.7) secs to x: (-17) y: (5)\n hide\n wait (0.7) seconds\nend\n\nwhen backdrop switches to [level 19 v]\ngo to x: (66) y: (127)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 19]>>\n go to x: (66) y: (127)\n show\n glide (0.4) secs to x: (66) y: (89)\n hide\n wait (0.8) seconds\nend\n\nwhen backdrop switches to [level 20 v]\ngo to x: (178) y: (123)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 20]>>\n go to x: (178) y: (123)\n show\n glide (1.2) secs to x: (178) y: (-91)\n hide\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [level 23 v]\ngo to x: (-48) y: (120)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 23]>>\n go to x: (-48) y: (120)\n show\n glide (0.8) secs to x: (-48) y: (35)\n hide\n wait (0.8) seconds\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Glitched Notification\n\nwhen I receive [glitched v]\ngo to x: (-77) y: (150)\nshow\nwait (8) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Ball 4\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\nhide\n\nwhen backdrop switches to [level 20 v]\ngo to x: (105) y: (54)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 20]>>\n go to x: (105) y: (54)\n show\n glide (0.7) secs to x: (105) y: (-59)\n hide\n wait (0.8) seconds\nend\n\nwhen backdrop switches to [level 23 v]\ngo to x: (69) y: (121)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 23]>>\n go to x: (69) y: (121)\n show\n glide (0.8) secs to x: (69) y: (41)\n hide\n wait (0.8) seconds\nend\n\nwhen backdrop switches to [level 24 v]\ngo to x: (-203) y: (-27)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 24]>>\n go to x: (-203) y: (-28)\n show\n glide (1.9) secs to x: (157) y: (-28)\n hide\n wait (1) seconds\nend\n\nwhen backdrop switches to [level 30 v]\ngo to x: (-205) y: (10)\nwait (1.7) seconds\nrepeat until <not <(backdrop [name v]) = [Level 30]>>\n go to x: (-205) y: (10)\n show\n glide (2.2) secs to x: (164) y: (10)\n hide\n wait (1) seconds\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Missile 1\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\nhide\n\nwhen backdrop switches to [level 21 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 21]>>\n go to x: (0) y: (98)\n point towards (player v)\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (5) steps\n end\n hide\n wait (1) seconds\nend\n\nwhen backdrop switches to [level 22 v]\nhide\nwait (2) seconds\nrepeat until <not <(backdrop [name v]) = [Level 22]>>\n go to x: (-191) y: (127)\n point towards (player v)\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (5) steps\n end\n hide\n wait (1) seconds\nend\n\nwhen backdrop switches to [level 26 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 26]>>\n go to x: (-69) y: (-23)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen I receive [next level v]\nhide\n\nwhen backdrop switches to [level 24 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 24]>>\n go to x: (-214) y: (128)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (5) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 25 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 25]>>\n go to x: (-217) y: (129)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 27 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 27]>>\n go to x: (-215) y: (127)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (7) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 28 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 28]>>\n go to x: (-217) y: (131)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 29 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 29]>>\n go to x: (216) y: (45)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (7) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 30 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 30]>>\n go to x: (-218) y: (-22)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Missile 2\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\nhide\n\nwhen backdrop switches to [level 26 v]\nhide\nwait (2) seconds\nrepeat until <not <(backdrop [name v]) = [Level 26]>>\n go to x: (-216) y: (126)\n point towards (player v)\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (5) steps\n end\n hide\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nhide\n\nwhen backdrop switches to [level 23 v]\nhide\nwait (2) seconds\nrepeat until <not <(backdrop [name v]) = [Level 23]>>\n go to x: (-219) y: (128)\n point towards (player v)\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (5) steps\n end\n hide\n wait (1) seconds\nend\n\nwhen backdrop switches to [level 24 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 24]>>\n go to x: (-218) y: (-62)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (5) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 25 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 25]>>\n go to x: (216) y: (23)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 27 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 27]>>\n go to x: (89) y: (127)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (7) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 28 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 28]>>\n go to x: (-219) y: (-132)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 29 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 29]>>\n go to x: (-148) y: (-68)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 30 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 30]>>\n go to x: (111) y: (-22)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Missile 3\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen backdrop switches to [level 25 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 25]>>\n go to x: (-214) y: (-74)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 27 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 27]>>\n go to x: (-137) y: (24)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (5) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 28 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 28]>>\n go to x: (-57) y: (130)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 29 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 29]>>\n go to x: (-217) y: (131)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 30 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 30]>>\n go to x: (-41) y: (83)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Missile 4\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen backdrop switches to [level 28 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 28]>>\n go to x: (215) y: (53)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6.5) steps\n end\n hide\nend\n\nwhen I receive [play level v]\nhide\n\nwhen backdrop switches to [level 29 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 29]>>\n go to x: (211) y: (127)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (7) steps\n end\n hide\nend\n\nwhen backdrop switches to [level 30 v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [Level 30]>>\n go to x: (215) y: (130)\n point towards (player v)\n wait (1) seconds\n show\n repeat until <<touching (player v)?> or <touching color (#4674ff)?>>\n move (6) steps\n end\n hide\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Chapter Complete\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [chapter complete v]\ngo to x: (0) y: (0)\nshow\nwait (1.7) seconds\nhide\nbroadcast (Menu v)\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (0.3) seconds\nhide\n\n | WASD or Arrow Keys to move.\nHit the blue switch and the orange square turns green. Go to the green square to complete the level.\n\nUse arrow keys to select chapter and press Space to start playing.\nPress M at any time to return to the chapter select screen. |
Arrow Platformer - Preview | @Stage\n\nwhen flag clicked\nset [play? v] to [0]\nset [level v] to [1]\nset [max speed v] to [10]\nset [level x vel v] to [0]\nforever\n play sound [GYVUS - Blue Sky \[Chillhop Records\].mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nhide\nswitch costume to (образ1 v)\nset [y vel v] to [0]\nforever\n moving\n set x to (-190)\nend\n\ndefine moving\nif <not <[3] = ([costume # v] of [спрайт1 v])>> then\n turn right ((x vel) * (5)) degrees\n change y by (y vel)\n change [level x vel v] by (x vel)\n change [x vel v] by (((0) - (x vel)) / (5))\n if <<<touching color (#a9cce1)?> or <touching color (#d8d8d8)?>> or <<touching color (#527590)?> or <touching color (#4482ab)?>>> then\n set [y vel v] to [0]\n repeat until <not <<<touching color (#a9cce1)?> or <touching color (#d8d8d8)?>> or <<touching color (#527590)?> or <touching color (#4482ab)?>>>>\n change y by (1)\n end\n else\n change [y vel v] by (-1)\n end\n change y by (-1)\n if <touching (l1 v)?> then\n broadcast (update level v)\n end\n if <<touching color (#8d5f5b)?> or <touching color (#b34726)?>> then\n broadcast (update level v)\n end\nend\n\nwhen I receive [quit v]\n\nwhen I receive [play v]\nshow\n\ngo to x: (-220) y: (-97)\n\nwhen flag clicked\nforever\n controls\nend\n\nwhen I receive [update level v]\nset [level x vel v] to [0]\n\nset [x vel v] to [0]\n\ndefine controls\nif <not <[3] = ([costume # v] of [спрайт1 v])>> then\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n change y by (-1)\n if <<<touching color (#a9cce1)?> or <touching color (#d8d8d8)?>> or <<touching color (#527590)?> or <touching color (#4482ab)?>>> then\n set [y vel v] to [12.5]\n end\n end\n if <(level x vel) > [-1]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(x vel) > (join [-] (max speed))> then\n change [x vel v] by (join [-] ((max speed) / (5)))\n end\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(x vel) < (max speed)> then\n change [x vel v] by ((max speed) / (5))\n end\n end\n repeat until <not <(level x vel) < [0]>>\n change [level x vel v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <[3] = ([costume # v] of [спрайт1 v])> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nswitch costume to (образ2 v)\nset [ghost v] effect to (75)\nforever\n change size by ((((100) + ([abs v] of (((x vel) + ([abs v] of ((y vel) / (2)) )) * (25)) )) - (size)) / (2))\n go to (player v)\n if <[3] = ([costume # v] of [спрайт1 v])> then\n hide\n else\n show\n end\nend\n\n@level platforms\n\nwhen I receive [play v]\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\ngo to x: (0) y: (0)\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n if <<(level x vel) < [3795]> and <(level x vel) > [-1]>> then\n set x to ((((costume [number v]) * (480)) - (480)) - (level x vel))\n end\n if <[461] > (x position)> then\n if <[-461] < (x position)> then\n show\n else\n hide\n end\n else\n hide\n end\n if <(level x vel) > [3797]> then\n set [level x vel v] to [3795]\n end\nend\n\nwhen I receive [quit v]\n\n@образ1\n\nwhen flag clicked\nwait (0) seconds\nhide\nswitch costume to (образ1 v)\nbroadcast (Play v)\n\nwhen I receive [quit v]\nset [play? v] to [0]\n\nwhen I start as a clone\n\ngo to x: (0) y: (0)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nshow\nforever\n if <(play?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n if <mouse down?> then\n broadcast (Play v)\n broadcast (update level v)\n set [play? v] to [1]\n end\n else\n clear graphic effects\n end\n else\n hide\n end\nend\n\nswitch costume to (12 v)\nforever\n if <(play?) = [0]> then\n show\n else\n hide\n end\nend\n\nshow\n\nset [ghost v] effect to (99)\n\n@l1\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\ngo to x: (0) y: (0)\nrepeat (8)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (99)\nshow\nforever\n if <(level x vel) > [-1]> then\n set x to ((((costume [number v]) * (480)) - (480)) - (level x vel))\n end\nend\n\nwhen I receive [restart v]\nset [level x vel v] to [0]\n\n@costume9\n\nwhen flag clicked\nswitch costume to (3 v)\nhide\n\nwhen I start as a clone\n\ngo to x: (0) y: (0)\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\n\nshow\nforever\n if <(level x vel) > [-1]> then\n set x to ((((costume [number v]) * (480)) - (480)) - (level x vel))\n end\n if <touching (образ1 v)?> then\n show\n else\n hide\n end\nend\n\n@Спрайт1\n\nwhen flag clicked\nshow\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\ncreate clone of (_myself_ v)\nswitch costume to (7 v)\ncreate clone of (_myself_ v)\nforever\n go to x: (0) y: (0)\n switch costume to (3 v)\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n switch costume to (5 v)\n go to x: (-240) y: (0)\n repeat (22)\n change x by (((0) - (x position)) / (3))\n end\n go to x: (0) y: (0)\n wait until <mouse down?>\n repeat (4)\n change x by (((-280) - (x position)) / (3))\n end\n switch costume to (3 v)\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\nelse\n forever\n go to (спрайт1 v)\n if <[3] = ([costume # v] of [спрайт1 v])> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n if <mouse down?> then\n if <(costume [number v]) = [4]> then\n broadcast (tutorial v)\n else\n if <(costume [number v]) = [5]> then\n broadcast (restart v)\n end\n end\n end\n else\n clear graphic effects\n end\n else\n hide\n end\n go [backward v] (-5) layers\n end\nend\n\nshow\n\n@Спрайт2\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n | |
Avatar Escape (A Platformer Maker tutorial/game) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end v]\nerase all\nswitch backdrop to (escape v)\nbroadcast (Coins hide v)\n\n@Creator\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [last costume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen this sprite clicked\nbroadcast (Backdrop switch v)\nset [costume v] to (costume [number v])\nbroadcast (When green flag clicked v)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\n@Next\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Next costume v)\n\nwhen I receive [when green flag clicked v]\nhide\n\n@Back\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Last costume v)\n\nwhen I receive [when green flag clicked v]\nhide\n\n@Pen\n\nwhen I receive [when green flag clicked v]\nset pen size to (4)\nset pen color to (#000000)\nset size to (330) %\nerase all\ngo to x: (0) y: (0)\nerase all\nshow\nerase all\nwait (0.1) seconds\nerase all\nchange [pen v] by (1)\nerase all\nforever\n if <(Pen) = [1]> then\n if <mouse down?> then\n pen down\n else\n pen up\n end\n end\nend\n\nwhen flag clicked\nhide\nerase all\n\nwhen [space v] key pressed\nchange [pen v] by (1)\npen up\nhide\nbroadcast (Done v)\n\nwhen I receive [when green flag clicked v]\nerase all\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nset [pen v] to [0]\n\nwhen backdrop switches to [backdrop2 v]\nerase all\nhide\n\n@Instuction\n\nwhen flag clicked\nset [pressing of space key v] to [0]\nset [numbering v] to [0]\ngo to x: (-1) y: (-11)\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [its end v]\nswitch costume to (costume2 v)\nshow\nwait (2) seconds\nhide\nif <(Pressing of space key) = [0]> then\n broadcast (Ending point v)\nend\nset [pressing of space key v] to [1]\n\nwhen I receive [done v]\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nhide\nif <(Pressing of space key) = [0]> then\n broadcast (Starting point v)\nend\n\nwhen I receive [collectibles instruction v]\nswitch costume to (costume3 v)\nshow\nwait (2) seconds\nhide\nbroadcast (Collectibles v)\n\n@Avatar\n\nwhen flag clicked\nhide\nset size to (138) %\nset [yv v] to [0]\nset [xv v] to [0]\n\nwhen I receive [all positions are confirmed v]\nforever\n if <touching (end v)?> then\n broadcast (End v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [all positions are confirmed v]\nswitch costume to (Costume)\ngo to (start v)\nchange y by (20)\nshow\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n set [xv v] to [-8]\n if <(Xv) > [0]> then\n set [xv v] to [8]\n else\n set [yv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-165]> then\n go to (start v)\n change y by (20)\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (collectible v)?> then\n broadcast (Collectible 1 is found v)\n end\n if <touching (collectible2 v)?> then\n broadcast (Collectible 2 is found v)\n end\n if <touching (collectible3 v)?> then\n broadcast (Collectible 3 is found v)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Start\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [starting point v]\nset [starting point v] to [Nothing]\nshow\nchange [ghost v] effect by (50)\nrepeat until <not <(Starting point) = [Nothing]>>\n go to (mouse-pointer v)\n if <mouse down?> then\n set [starting point v] to [0]\n clear graphic effects\n show\n set [mouse y v] to (mouse y)\n set [mouse x v] to (mouse x)\n broadcast (Its end v)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@End\n\nwhen flag clicked\nhide\n\nwhen I receive [confirmation ending point v]\nshow\ngo to x: (mex) y: (Mey)\nbroadcast (Collectibles v)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [ending point v]\nset [ending point v] to [Nothing]\nshow\nchange [ghost v] effect by (50)\nrepeat until <not <(Ending point) = [Nothing]>>\n go to (mouse-pointer v)\n if <mouse down?> then\n set [ending point v] to [0]\n clear graphic effects\n show\n set [mey v] to (mouse y)\n set [mex v] to (mouse x)\n broadcast (Collectibles instruction v)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Modes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [when green flag clicked v]\nswitch costume to (costume2 v)\n\nwhen [space v] key pressed\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [end v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Collectible\n\nwhen flag clicked\nhide\nset [collectibles v] to [Nothing]\nset size to (190) %\n\nwhen I receive [collectibles v]\nwait (1.5) seconds\nshow\nchange [ghost v] effect by (50)\nrepeat until <not <(Collectibles) = [Nothing]>>\n go to (mouse-pointer v)\n if <mouse down?> then\n set [collectibles v] to [0]\n clear graphic effects\n show\n broadcast (Collectible2 v)\n end\nend\n\nwhen I receive [collectible 1 is found v]\nstart sound [pop v]\nhide\n\nwhen I receive [restart v]\nshow\n\nwhen I receive [coins hide v]\nhide\n\nwhen I receive [end v]\nhide\n\n@Collectible2\n\nwhen flag clicked\nhide\nset [collectible2 v] to [Nothing]\nset size to (190) %\n\nwhen I receive [collectible2 v]\nwait (1.5) seconds\nshow\nchange [ghost v] effect by (50)\nrepeat until <not <(Collectible2) = [Nothing]>>\n go to (mouse-pointer v)\n if <mouse down?> then\n set [collectible2 v] to [0]\n clear graphic effects\n show\n broadcast (Collectible 3 v)\n end\nend\n\nwhen I receive [collectible 2 is found v]\nstart sound [pop v]\nhide\n\nwhen I receive [restart v]\nshow\n\nwhen I receive [coins hide v]\nhide\n\nwhen I receive [end v]\nhide\n\n@Collectible3\n\nwhen flag clicked\nhide\nset [collectible3 v] to [Nothing]\nset size to (190) %\n\nwhen I receive [collectible 3 v]\nwait (1.5) seconds\nshow\nchange [ghost v] effect by (50)\nrepeat until <not <(Collectible3) = [Nothing]>>\n go to (mouse-pointer v)\n if <mouse down?> then\n set [collectible3 v] to [0]\n clear graphic effects\n show\n broadcast (All positions are confirmed v)\n end\nend\n\nwhen I receive [collectible 3 is found v]\nstart sound [pop v]\nhide\n\nwhen I receive [restart v]\nshow\n\nwhen I receive [coins hide v]\nhide\n\nwhen I receive [end v]\nhide\n\n | Escape! The navigator bar used to see which mode you are on is on top of your screen.\nAVATAR MODE: Choose an avatar and click on it.\nPLATFORM MODE: This is the imaginary ground that your Avatar moves on. Draw it out and press the space bar when you are done.\nPLAY MODE: Click where your starting and ending point should be. WAIT for a coin to show up and click where it should be placed. Place 3 coins.\nPLAY: Collect the coins and reach the end.\n\n\n\n |
Bjorne's Expedition - A platformer | @Stage\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [11]> then\n switch backdrop to (värld 2 - heta sanden v)\n change [☁ !global - 1 v] by (1)\nend\nif <(Bana!?) = [21]> then\n switch backdrop to (värld 3 - spökstället v)\n change [☁ !global - 2 v] by (1)\nend\nif <(Bana!?) = [31]> then\n switch backdrop to (värld 4 - magmabergen v)\n change [☁ !global - 3 v] by (1)\nend\n\nwhen flag clicked\nset [spelet är igång!? v] to [nej]\nset [björne kan röra på sig!!? v] to [nej]\nswitch backdrop to (värld 1 - gräsön v)\nset [spelläge!!?? v] to [normal]\n\nwhen I receive [himlen v]\nswitch backdrop to (värld 5 - himlen v) and wait\nchange [☁ !global - klar v] by (1)\n\nwhen flag clicked\ndelete (all) of [tid v]\nshow list [tid v]\n\nwhen flag clicked\nset [st-räknare minut v] to [0]\nset [speltidsräknare v] to [0]\nforever\n if <(Spelet är igång!?) = [ja]> then\n change [speltidsräknare v] by (1)\n wait (1) seconds\n if <(Speltidsräknare) = [60]> then\n set [speltidsräknare v] to [0]\n change [st-räknare minut v] by (1)\n end\n end\nend\n\nwhen I receive [nästa bana v]\nif <(Bana!?) = [11]> then\n add (join [Värld 1 tog ] (join (join (St-räknare minut) [ minuter och ]) (join (Speltidsräknare) [ sekunder.]))) to [tid v]\n set [speltidsräknare v] to [0]\nend\nif <(Bana!?) = [21]> then\n add (join [Värld 2 tog ] (join (join (St-räknare minut) [ minuter och ]) (join (Speltidsräknare) [ sekunder.]))) to [tid v]\n set [speltidsräknare v] to [0]\nend\nif <(Bana!?) = [31]> then\n add (join [Värld 3 tog ] (join (join (St-räknare minut) [ minuter och ]) (join (Speltidsräknare) [ sekunder.]))) to [tid v]\n set [speltidsräknare v] to [0]\nend\n\nwhen I receive [himlen v]\nadd (join [Värld 4 tog ] (join (join (St-räknare minut) [ minuter och ]) (join (Speltidsräknare) [ sekunder.]))) to [tid v]\nset [speltidsräknare v] to [0]\n\nwhen I receive [starta spelet v]\nwait (1) seconds\nbroadcast (meddelande1 v)\nset [spelet är igång!? v] to [ja]\n\nwhen I receive [björne död v]\nwait (1) seconds\nstop [all v]\n\n@Björne\n\nwhen flag clicked\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <(Björne kan röra på sig!!?) = [ja]> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(Rör marken!?) = [ja]>> then\n next costume\n end\n if <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(Rör marken!?) = [ja]>>> then\n repeat until <<(costume [number v]) = [1]> or <(costume [number v]) = [11]>>\n next costume\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <(Björne kan röra på sig!!?) = [ja]> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n end\n end\nend\n\nwhen I receive [skada - fiende v]\nset [skadehopp v] to [20]\nset rotation style [all around v]\nrepeat (9)\n turn left (10) degrees\n change [skadehopp v] by (-4)\n change y by (SKADEHOPP)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nif <not <(Liv) = [0]>> then\n set rotation style [left-right v]\n wait (0.6) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [skada - void v]\nrepeat (10)\n change y by (-10)\n change [ghost v] effect by (25)\nend\nhide\nif <not <(Liv) = [0]>> then\n wait (1) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [blixt tagen v]\nset [brightness v] effect to (70)\nwait (0.7) seconds\nrepeat (10)\n change [brightness v] effect by (-7)\nend\nchange [poäng v] by (15)\n\nwhen flag clicked\nset [storlek v] to [8]\n\nwhen I receive [meddelande1 v]\nwait (1) seconds\nset size to (35) %\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (Storlek)\n change [storlek v] by (-1)\nend\nwait (0.2) seconds\nset [björne kan röra på sig!!? v] to [ja]\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nset size to (70) %\ngo to x: (-208) y: (117)\nset rotation style [left-right v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [skada - bränd v]\nrepeat (4)\n change [brightness v] effect by (-25)\nend\nwait (0.2) seconds\nbroadcast (Aska v)\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n turn right (pick random (-2) to (2)) degrees\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\nif <not <(Liv) = [0]>> then\n set size to (70) %\n set [brightness v] effect to (0)\n set rotation style [left-right v]\n wait (0.45) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@Hitbox\n\nwhen flag clicked\ngo to x: (-208) y: (117)\nset rotation style [left-right v]\nset size to (70) %\nset [ghost v] effect to (100)\nshow\nset [antalet hopp v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <(Björne kan röra på sig!!?) = [ja]> then\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <not <touching (kvicksand v)?>> then\n if <key (left arrow v) pressed?> then\n Walk (-90) (join [-] (Gåstyrka XXX))\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (Gåstyrka XXX)\n end\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [speed y v] to (Hoppstryka XXX)\n end\n end\n if <touching (kvicksand v)?> then\n if <key (left arrow v) pressed?> then\n Walk (-90) (join [-] [0.5])\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (0.5)\n end\n end\n end\n end\nend\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <<touching (bana v)?> or <<touching (spökplanka v)?> or <<touching (stenplattform v)?> or <touching (templeblock v)?>>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nset [spelet är igång!? v] to [ja]\ngo to x: (-208) y: (117)\n\nwhen flag clicked\nforever\n if <(falling?) = [0]> then\n set [rör marken!? v] to [ja]\n else\n set [rör marken!? v] to [nej]\n end\n if <(speed y) < [0]> then\n set [faller!? v] to [ja]\n else\n set [faller!? v] to [nej]\n end\nend\n\nwhen flag clicked\nset [antalet liv v] to [30]\n\nwhen I receive [björne - litet hopp v]\nset [speed y v] to [5]\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (bana v)?> or <<touching (trampolin v)?> or <<touching (spökplanka v)?> or <<touching (stenplattform v)?> or <touching (templeblock v)?>>>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nset [kan skadas!? v] to [ja]\n\nwhen flag clicked\nforever\n if <(Björne kan röra på sig!!?) = [ja]> then\n if <(Träffad av kaktus!!??) = [nej]> then\n if <not <(Bob-tid) = [0]>> then\n if <touching (knaktus v)?> then\n set [träffad av kaktus!!?? v] to [ja]\n broadcast (Bob 2 - Förlust v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampolin v)?> then\n if <not <(falling?) = [0]>> then\n set [speed y v] to [21]\n broadcast (Trampolin v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n if <(Spelet är igång!?) = [ja]> then\n if <(Boss igång!?) = [nej]> then\n set [spelet är igång!? v] to [nej]\n set [antalet hopp v] to [0]\n broadcast (Bort med musiken v)\n change [poäng v] by (2)\n end\n end\n end\nend\n\nwhen I receive [spräng-hopp v]\nset [speed y v] to [20]\n\nwhen flag clicked\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <(Björne kan röra på sig!!?) = [ja]> then\n if <(Kan skadas!?) = [ja]> then\n if <<touching (hoppi v)?> or <<touching (morot v)?> or <<touching (näbbus v)?> or <<touching (bä-hä v)?> or <<touching (herr hoppitott - tass 1 v)?> or <<touching (herr hoppitott - tass 2 v)?> or <<touching (herr hoppitott - morot v)?> or <touching (herr hoppitott - morot sidan v)?>>>>>>>> then\n broadcast (Skada - Fiende v)\n end\n if <<touching (benel v)?> or <<touching (slickistick v)?> or <<touching (gunt v)?> or <<touching (gunt a gnag - hatt v)?> or <<touching (gunt a gnag - gunta 1 v)?> or <touching (gunt a gnag - gunta 2 v)?>>>>>> then\n broadcast (Skada - Fiende v)\n end\n if <(Gunt a gnag, nudda?) = [nej]> then\n if <touching (gunt a gnag v)?> then\n broadcast (Skada - Fiende v)\n end\n end\n if <<touching (kattadratt v)?> or <<touching (lakibu v)?> or <<<touching (spintus v)?> or <touching (kung spinnidung - tråd 1 v)?>> or <<touching (kung spinnidung - tråd 2 v)?> or <<touching (kung spinnedung - kraft v)?> or <touching (kung spinnedung - spintus v)?>>>>>> then\n broadcast (Skada - Fiende v)\n end\n if <(Kung Spinnedung, nudda?) = [nej]> then\n if <touching (kung spinnidung v)?> then\n broadcast (Skada - Fiende v)\n end\n end\n if <touching (lava v)?> then\n broadcast (Skada - Bränd v)\n end\n if <<touching (eldklot v)?> or <<touching (eldklot 2 v)?> or <touching (eldklot 3 v)?>>> then\n broadcast (Skada - Bränd v)\n end\n if <(Gråbjörn, nudda?) = [nej]> then\n if <touching (gråbjörn v)?> then\n broadcast (Skada - Fiende v)\n end\n end\n end\n if <(y position) < [-180]> then\n broadcast (Skada - Void v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <(Björne kan röra på sig!!?) = [ja]> then\n if <not <touching (kvicksand v)?>> then\n if <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n start sound (pick random (1) to (3))\n change [antalet hopp v] by (1)\n wait (0.2) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (kvicksand v)?> then\n set [speed y v] to [-0.05]\n end\nend\n\nwhen flag clicked\nset [hoppstryka xxx v] to [12.5]\nset [gåstyrka xxx v] to [3.5]\n\nwhen I receive [björne - skadad v]\nset [kan skadas!? v] to [nej]\nwait (1) seconds\nset [kan skadas!? v] to [ja]\n\nwhen I receive [skada - fiende v]\nset [hatt - följa efter!? v] to [nej]\nstart sound (pick random (4) to (6))\nset [skadehopp v] to [20]\nset [björne kan röra på sig!!? v] to [nej]\nset rotation style [all around v]\nrepeat (10)\n turn left (9) degrees\n change [skadehopp v] by (-4)\n change y by (SKADEHOPP)\nend\nif <not <(Liv) = [0]>> then\n wait (1) seconds\n set rotation style [left-right v]\n broadcast (Björne - Skadad v)\nend\nif <(Liv) = [0]> then\n set [björne död? v] to [ja]\n broadcast (Björne död v)\n hide\nend\n\nwhen I receive [stort spränghopp v]\nwait until <(y position) > [170]>\nset [björne kan röra på sig!!? v] to [nej]\n\nwhen I receive [himlen v]\ngo to x: (-208) y: (117)\nwait (2) seconds\nset [björne kan röra på sig!!? v] to [ja]\n\nwhen I receive [stort spränghopp v]\nset [björne kan röra på sig!!? v] to [ja]\nset [speed y v] to [30]\n\nwhen I receive [gråbjörns sista prat v]\nset [björne kan röra på sig!!? v] to [nej]\n\nwhen I receive [björne - sista gråbjörns hopp v]\nset [speed y v] to [15]\n\nwhen I receive [björne - skadad v]\nbroadcast (Tillbaka med hatt v)\nset [hatt - följa efter!? v] to [ja]\nif <not <<(Bana!?) = [35]> and <(Stenplattform där!?) = [ja]>>> then\n go to x: (-208) y: (117)\nend\nif <<(Bana!?) = [35]> and <(Stenplattform där!?) = [ja]>> then\n go to x: ([x position v] of [stenplattform v]) y: (117)\nend\nset [speed y v] to [0]\nset [björne kan röra på sig!!? v] to [ja]\nchange [poäng v] by (-3)\nif <(Poäng) < [0]> then\n set [poäng v] to [0]\nend\n\nwhen I receive [skada - void v]\nset [hatt - följa efter!? v] to [nej]\nstart sound [Björne - Ner i hål v]\nset [björne kan röra på sig!!? v] to [nej]\nrepeat (10)\n change y by (-10)\nend\nif <not <(Liv) = [0]>> then\n wait (1) seconds\n broadcast (Björne - Skadad v)\nend\nif <(Liv) = [0]> then\n set [björne död? v] to [ja]\n broadcast (Björne död v)\n hide\nend\n\nwhen I receive [skada - bränd v]\nset [hatt - följa efter!? v] to [nej]\nstart sound (pick random (4) to (6))\nset [björne kan röra på sig!!? v] to [nej]\nif <not <(Liv) = [0]>> then\n wait (1) seconds\n broadcast (Björne - Skadad v)\nend\nif <(Liv) = [0]> then\n set [björne död? v] to [ja]\n broadcast (Björne död v)\n hide\nend\n\nwhen flag clicked\nset [björne död? v] to [nej]\n\n@Bana\n\nwhen I receive [herr hoppitott v]\nrepeat (25)\n change volume by (-2)\nend\nstop all sounds\nstart sound [Herr Hoppitott v]\nrepeat (20)\n change volume by (2)\nend\n\nwhen I receive [hoppitott nästan död v]\nwait (2) seconds\nrepeat (20)\n change volume by (-2)\nend\nstop all sounds\n\nwhen I receive [gunt a gnag v]\nrepeat (15)\n change volume by (-3)\nend\nstop all sounds\nstart sound [Gunt a gnag v]\nrepeat (10)\n change volume by (3)\nend\n\nwhen I receive [gunt a gnag - nästan död v]\nrepeat (10)\n change volume by (-3)\nend\nstop all sounds\n\nwhen I receive [kung spinnidung v]\nrepeat (21)\n change volume by (-2)\nend\nstop all sounds\nstart sound [Kung Spinnidung v]\nrepeat (20)\n change volume by (2)\nend\n\nswitch backdrop to (värld 3 - spökstället v)\nrepeat (29)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nwhen I receive [kung spinnedung nästan död v]\nrepeat (20)\n change volume by (-2)\nend\nstop all sounds\n\nswitch backdrop to (värld 2 - heta sanden v)\nrepeat (19)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nrepeat (4)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nswitch backdrop to (värld 2 - heta sanden v)\nrepeat (10)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nwhen I receive [nästa bana v]\nchange [bana!? v] by (1)\nnext costume\nwait (0.5) seconds\nif <<(Bana!?) > [0]> and <(Bana!?) < [11]>> then\n set volume to (60) %\n start sound [Värld 1 v]\n start sound [Fåglar v]\nend\nif <<(Bana!?) > [10]> and <(Bana!?) < [21]>> then\n set volume to (45) %\n start sound [Värld 2 v]\nend\nif <<(Bana!?) > [20]> and <(Bana!?) < [31]>> then\n set volume to (42) %\n start sound [Värld 3 v]\nend\nif <<(Bana!?) > [30]> and <(Bana!?) < [41]>> then\n set volume to (30) %\n start sound [Värld 4 v]\nend\n\nswitch backdrop to (värld 3 - spökstället v)\nrepeat (20)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nwhen I receive [bob - värld 1 - börjar v]\nwait (1.5) seconds\nstart sound [Bobs tävlingar v]\nrepeat (15)\n change volume by (2)\nend\n\nswitch backdrop to (värld 3 - spökstället v)\nrepeat (24)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset [bana!? v] to [1]\nswitch costume to (1 - 1 v)\nset [ghost v] effect to (100)\nshow\nset volume to (60) %\n\nswitch backdrop to (värld 2 - heta sanden v)\nrepeat (14)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nswitch backdrop to (värld 4 - magmabergen v)\nrepeat (30)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nwhen I receive [gråbjörn - börjar v]\nstart sound [Gråbjörn v]\nrepeat (8)\n change volume by (5)\nend\n\nwhen I receive [bort med musiken v]\nrepeat until <(volume) = [0]>\n change volume by (-1)\nend\nstop all sounds\nset volume to (100) %\nplay sound (pick random (6) to (7)) until done\nbroadcast (Banan avklarad! v)\n\nwhen I receive [gråbjörn v]\nrepeat (10)\n change volume by (-3)\nend\nstop all sounds\n\nwhen I receive [g fas 3 v]\nrepeat (8)\n change volume by (-5)\nend\nstop all sounds\n\nwhen I receive [g sista fas v]\nstart sound [Gråbjörn Final v]\nrepeat (10)\n change volume by (4)\nend\n\nwhen I receive [bob - värld 1 v]\nrepeat (15)\n change volume by (-4)\nend\nstop all sounds\n\nrepeat (9)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nswitch backdrop to (värld 4 - magmabergen v)\nrepeat (34)\n broadcast (Nästa bana v)\n stop all sounds\nend\n\nwhen I receive [gråbjörns sista prat v]\nrepeat (20)\n change volume by (-2)\nend\nstop all sounds\n\nwhen I receive [g sista fas v]\nset [bana-farta v] to [0]\nrepeat (30)\n change [bana-farta v] by (-0.3)\n turn right (0.3) degrees\n change y by (Bana-farta)\nend\nhide\n\nwhen I receive [himlen v]\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (5 - 1 v)\nshow\n\nwhen I receive [stort spränghopp v]\nwait (0.1) seconds\nstart sound [Himlen v]\nrepeat (5)\n change volume by (5)\nend\n\nwhen I receive [blåakanini pratar v]\nrepeat (25)\n change volume by (-1)\nend\nstop all sounds\nwait (0.1) seconds\nset volume to (50) %\nforever\n play sound [Blåakanini v] until done\nend\n\nwhen I receive [bob - värld 2 v]\nrepeat (15)\n change volume by (-3)\nend\nstop all sounds\n\nwhen I receive [bob - värld 2 - börjar v]\nwait (0.5) seconds\nstart sound [Bobs tävlingar v]\nrepeat (15)\n change volume by (2)\nend\n\nwhen I receive [bob - värld 3 v]\nrepeat (14)\n change volume by (-3)\nend\nstop all sounds\n\nwhen I receive [bob - värld 3 - börjar v]\nwait (0.5) seconds\nstart sound [Bobs tävlingar v]\nrepeat (15)\n change volume by (2)\nend\n\nwhen I receive [meddelande1 v]\nwait (2) seconds\nstart sound [Värld 1 v]\nstart sound [Fåglar v]\n\nwhen I receive [dullen varnar! v]\nstop all sounds\nset volume to (30) %\nstart sound [Blåakanini e borta v]\n\nwhen I receive [bort med dullen v]\nrepeat (6)\n change volume by (-5)\nend\nstop all sounds\nstart sound [Värld 1 v]\nstart sound [Fåglar v]\nrepeat (15)\n change volume by (4)\nend\n\n@Bana - Framsida\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (1 - 1 v)\nshow\nset [ghost v] effect to (0)\nset volume to (50) %\n\nwhen I receive [nästa bana v]\nnext costume\n\nwhen I receive [g sista fas v]\nforever\n go to (bana v)\n point in direction ([direction v] of [bana v])\nend\n\nwhen I receive [g sista fas v]\nstart sound [Berget hasar v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstart sound [Explosion! v]\n\nwhen I receive [himlen v]\nswitch costume to (5 - 1 v)\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\n\n@Bana - Bakgrund\n\nwhen flag clicked\ngo to x: (0) y: (10)\npoint in direction (90)\nswitch costume to (1 - 1 v)\nset [brightness v] effect to (3)\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [nästa bana v]\nnext costume\nwait (0.3) seconds\nif <<(Bana!?) > [20]> and <(Bana!?) < [31]>> then\n set [brightness v] effect to (2)\nend\n\nwhen I receive [g sista fas v]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [g sista fas v]\nrepeat until <(Bana!?) = [36]>\n go to (bana - framsida v)\n point in direction ([direction v] of [bana v])\nend\n\nwhen I receive [himlen v]\nswitch costume to (5 - 1 v)\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (8)\npoint in direction (90)\n\n@Moln\n\nwhen flag clicked\nset [ghost v] effect to (20)\ngo to x: (-95) y: (148)\n\nwhen flag clicked\nforever\n if <<(Bana!?) > [0]> and <(Bana!?) < [11]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [meddelande1 v]\nforever\n glide (20) secs to x: (229) y: (148)\n glide (20) secs to x: (-95) y: (148)\nend\n\n@Vit sida\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (klädsel1 v)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [banan avklarad! v]\nwait (0.5) seconds\nrepeat (17)\n next costume\nend\nbroadcast (Nästa bana v)\n\nwhen I receive [banan avklarad! v]\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (klädsel1 v)\n\n@Nallemynt\n\nwhen flag clicked\ngo to x: (16) y: (8)\nshow\nset size to (80) %\nswitch costume to (klädsel2 v)\npoint in direction (90)\nset volume to (30) %\nset [antalet nallemynt v] to [0]\nset [kan myntet tas!? v] to [nej]\nforever\n if <(Kan myntet tas!?) = [ja]> then\n next costume\n end\nend\n\nwhen I receive [meddelande1 v]\nset [kan myntet tas!? v] to [ja]\n\nwhen flag clicked\nforever\n if <touching (hitbox v)?> then\n if <(Kan myntet tas!?) = [ja]> then\n set [kan myntet tas!? v] to [nej]\n broadcast (Mynt taget v)\n start sound [Mynt v]\n change [antalet nallemynt v] by (1)\n repeat (10)\n change y by (5)\n change [ghost v] effect by (10)\n next costume\n next costume\n end\n hide\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [21]> then\n go to x: (-2) y: (28)\nend\nif <(Bana!?) = [22]> then\n go to x: (146) y: (143)\nend\nif <(Bana!?) = [23]> then\n go to x: (16) y: (155)\nend\nif <(Bana!?) = [24]> then\n go to x: (-80) y: (159)\nend\nif <(Bana!?) = [25]> then\n go to x: (181) y: (-139)\nend\nif <(Bana!?) = [26]> then\n go to x: (-60) y: (-114)\nend\nif <(Bana!?) = [27]> then\n go to x: (36) y: (136)\nend\nif <(Bana!?) = [28]> then\n go to x: (13) y: (-99)\nend\nif <(Bana!?) = [29]> then\n go to x: (-91) y: (-128)\nend\nif <(Bana!?) = [30]> then\n go to x: (0) y: (-1)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [2]> then\n go to x: (39) y: (137)\nend\nif <(Bana!?) = [3]> then\n go to x: (-10) y: (128)\nend\nif <(Bana!?) = [4]> then\n go to x: (-13) y: (-59)\nend\nif <(Bana!?) = [5]> then\n go to x: (111) y: (139)\nend\nif <(Bana!?) = [6]> then\n go to x: (20) y: (62)\nend\nif <(Bana!?) = [7]> then\n go to x: (120) y: (147)\nend\nif <(Bana!?) = [8]> then\n go to x: (-69) y: (63)\nend\nif <(Bana!?) = [9]> then\n go to x: (96) y: (83)\nend\nif <(Bana!?) = [10]> then\n go to x: (93) y: (102)\nend\nif <(Bana!?) = [11]> then\n go to x: (70) y: (38)\nend\nif <(Bana!?) = [12]> then\n go to x: (173) y: (94)\nend\nif <(Bana!?) = [13]> then\n go to x: (170) y: (-45)\nend\nif <(Bana!?) = [14]> then\n go to x: (77) y: (17)\nend\nif <(Bana!?) = [15]> then\n go to x: (55) y: (-112)\nend\nif <(Bana!?) = [16]> then\n go to x: (-79) y: (152)\nend\nif <(Bana!?) = [17]> then\n go to x: (-9) y: (147)\nend\nif <(Bana!?) = [18]> then\n go to x: (16) y: (63)\nend\nif <(Bana!?) = [19]> then\n go to x: (175) y: (134)\nend\nif <(Bana!?) = [20]> then\n go to x: (6) y: (7)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nset [ghost v] effect to (0)\nshow\npoint in direction (90)\nset [kan myntet tas!? v] to [ja]\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [31]> then\n go to x: (35) y: (64)\nend\nif <(Bana!?) = [32]> then\nend\nif <(Bana!?) = [33]> then\n go to x: (-98) y: (142)\nend\nif <(Bana!?) = [34]> then\n go to x: (4) y: (-60)\nend\nif <(Bana!?) = [35]> then\n go to x: (0) y: (-25)\nend\n\nwhen I receive [mynt taget v]\nchange [poäng v] by (10)\n\n@Nallemynt - Partiklar\n\nwhen I receive [mynt taget v]\ngo to (nallemynt v)\nrepeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (0.03) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\ngo to (nallemynt v)\nshow\nswitch costume to (pick random (1) to (4))\npoint in direction (pick random (-240) to (240))\nrepeat (10)\n move (5) steps\nend\n\n@Minimynt\n\nwhen flag clicked\nswitch costume to (klädsel1 v)\nset [ghost v] effect to (100)\nhide\nset volume to (100) %\nset [antalet mynt v] to [0]\n\nwhen I start as a clone\nswitch costume to (klädsel1 v)\nset [ghost v] effect to (0)\nshow\nif <(Bana!?) = [1]> then\n if <(Myntets placering) = [1]> then\n go to x: (-120) y: (-16)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-90) y: (-28)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-60) y: (-40)\n end\nend\nif <(Bana!?) = [2]> then\n if <(Myntets placering) = [1]> then\n go to x: (30) y: (25)\n end\n if <(Myntets placering) = [2]> then\n go to x: (60) y: (30)\n end\n if <(Myntets placering) = [3]> then\n go to x: (90) y: (25)\n end\nend\nif <(Bana!?) = [3]> then\n if <(Myntets placering) = [1]> then\n go to x: (142) y: (26)\n end\n if <(Myntets placering) = [2]> then\n go to x: (142) y: (56)\n end\n if <(Myntets placering) = [3]> then\n go to x: (142) y: (86)\n end\nend\nif <(Bana!?) = [4]> then\n if <(Myntets placering) = [1]> then\n go to x: (27) y: (14)\n end\n if <(Myntets placering) = [2]> then\n go to x: (57) y: (24)\n end\n if <(Myntets placering) = [3]> then\n go to x: (87) y: (34)\n end\nend\nif <(Bana!?) = [5]> then\n if <(Myntets placering) = [1]> then\n go to x: (2) y: (18)\n end\n if <(Myntets placering) = [2]> then\n go to x: (12) y: (48)\n end\n if <(Myntets placering) = [3]> then\n go to x: (22) y: (78)\n end\nend\nif <(Bana!?) = [6]> then\n if <(Myntets placering) = [1]> then\n go to x: (49) y: (-20)\n end\n if <(Myntets placering) = [2]> then\n go to x: (59) y: (10)\n end\n if <(Myntets placering) = [3]> then\n go to x: (69) y: (40)\n end\nend\nif <(Bana!?) = [7]> then\n if <(Myntets placering) = [1]> then\n go to x: (-45) y: (66)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-15) y: (86)\n end\n if <(Myntets placering) = [3]> then\n go to x: (15) y: (66)\n end\nend\nif <(Bana!?) = [8]> then\n if <(Myntets placering) = [1]> then\n go to x: (45) y: (44)\n end\n if <(Myntets placering) = [2]> then\n go to x: (75) y: (24)\n end\n if <(Myntets placering) = [3]> then\n go to x: (105) y: (4)\n end\nend\nif <(Bana!?) = [9]> then\n if <(Myntets placering) = [1]> then\n go to x: (48) y: (-8)\n end\n if <(Myntets placering) = [2]> then\n go to x: (78) y: (-28)\n end\n if <(Myntets placering) = [3]> then\n go to x: (108) y: (-38)\n end\nend\nif <(Bana!?) = [10]> then\n if <(Myntets placering) = [1]> then\n go to x: (-5) y: (135)\n end\n if <(Myntets placering) = [2]> then\n go to x: (25) y: (135)\n end\n if <(Myntets placering) = [3]> then\n go to x: (55) y: (135)\n end\nend\nrepeat until <<touching (hitbox v)?> or <(Spelet är igång!?) = [nej]>>\n next costume\nend\nif <touching (hitbox v)?> then\n start sound [Mynt v]\n change [antalet mynt v] by (1)\n change [poäng v] by (1)\nend\nrepeat (5)\n change y by (2)\n change [ghost v] effect by (10)\n next costume\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (klädsel1 v)\nset [ghost v] effect to (0)\nshow\nif <(Bana!?) = [11]> then\n if <(Myntets placering) = [1]> then\n go to x: (100) y: (-73)\n end\n if <(Myntets placering) = [2]> then\n go to x: (130) y: (-78)\n end\n if <(Myntets placering) = [3]> then\n go to x: (160) y: (-83)\n end\nend\nif <(Bana!?) = [12]> then\n if <(Myntets placering) = [1]> then\n go to x: (62) y: (39)\n end\n if <(Myntets placering) = [2]> then\n go to x: (62) y: (69)\n end\n if <(Myntets placering) = [3]> then\n go to x: (92) y: (69)\n end\nend\nif <(Bana!?) = [13]> then\n if <(Myntets placering) = [1]> then\n go to x: (44) y: (-51)\n end\n if <(Myntets placering) = [2]> then\n go to x: (74) y: (-41)\n end\n if <(Myntets placering) = [3]> then\n go to x: (104) y: (-31)\n end\nend\nif <(Bana!?) = [14]> then\n if <(Myntets placering) = [1]> then\n go to x: (64) y: (-104)\n end\n if <(Myntets placering) = [2]> then\n go to x: (94) y: (-84)\n end\n if <(Myntets placering) = [3]> then\n go to x: (124) y: (-64)\n end\nend\nif <(Bana!?) = [15]> then\n if <(Myntets placering) = [1]> then\n go to x: (-137) y: (-63)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-107) y: (-53)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-77) y: (-43)\n end\nend\nif <(Bana!?) = [16]> then\n if <(Myntets placering) = [1]> then\n go to x: (-10) y: (110)\n end\n if <(Myntets placering) = [2]> then\n go to x: (20) y: (100)\n end\n if <(Myntets placering) = [3]> then\n go to x: (50) y: (95)\n end\nend\nif <(Bana!?) = [17]> then\n if <(Myntets placering) = [1]> then\n go to x: (-123) y: (116)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-93) y: (96)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-63) y: (76)\n end\nend\nif <(Bana!?) = [18]> then\n if <(Myntets placering) = [1]> then\n go to x: (158) y: (-70)\n end\n if <(Myntets placering) = [2]> then\n go to x: (188) y: (-50)\n end\n if <(Myntets placering) = [3]> then\n go to x: (218) y: (-20)\n end\nend\nif <(Bana!?) = [19]> then\n if <(Myntets placering) = [1]> then\n go to x: (-108) y: (-12)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-108) y: (-42)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-108) y: (-72)\n end\nend\nif <(Bana!?) = [20]> then\n if <(Myntets placering) = [1]> then\n go to x: (193) y: (-46)\n end\n if <(Myntets placering) = [2]> then\n go to x: (163) y: (-56)\n end\n if <(Myntets placering) = [3]> then\n go to x: (133) y: (-66)\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nset [myntets placering v] to [0]\nrepeat (3)\n change [myntets placering v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [meddelande1 v]\nset [myntets placering v] to [0]\nrepeat (3)\n change [myntets placering v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (klädsel1 v)\nset [ghost v] effect to (0)\nshow\nif <(Bana!?) = [21]> then\n if <(Myntets placering) = [1]> then\n go to x: (-54) y: (-58)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-24) y: (-48)\n end\n if <(Myntets placering) = [3]> then\n go to x: (6) y: (-38)\n end\nend\nif <(Bana!?) = [22]> then\n if <(Myntets placering) = [1]> then\n go to x: (-91) y: (-59)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-61) y: (-54)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-31) y: (-49)\n end\nend\nif <(Bana!?) = [23]> then\n if <(Myntets placering) = [1]> then\n go to x: (-23) y: (105)\n end\n if <(Myntets placering) = [2]> then\n go to x: (7) y: (105)\n end\n if <(Myntets placering) = [3]> then\n go to x: (37) y: (105)\n end\nend\nif <(Bana!?) = [24]> then\n if <(Myntets placering) = [1]> then\n go to x: (38) y: (109)\n end\n if <(Myntets placering) = [2]> then\n go to x: (68) y: (119)\n end\n if <(Myntets placering) = [3]> then\n go to x: (98) y: (124)\n end\nend\nif <(Bana!?) = [25]> then\n if <(Myntets placering) = [1]> then\n go to x: (-98) y: (-108)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-68) y: (-108)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-38) y: (-108)\n end\nend\nif <(Bana!?) = [26]> then\n if <(Myntets placering) = [1]> then\n go to x: (-11) y: (155)\n end\n if <(Myntets placering) = [2]> then\n go to x: (19) y: (150)\n end\n if <(Myntets placering) = [3]> then\n go to x: (49) y: (140)\n end\nend\nif <(Bana!?) = [27]> then\n if <(Myntets placering) = [1]> then\n go to x: (-91) y: (64)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-121) y: (74)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-151) y: (84)\n end\nend\nif <(Bana!?) = [28]> then\n if <(Myntets placering) = [1]> then\n go to x: (141) y: (-43)\n end\n if <(Myntets placering) = [2]> then\n go to x: (171) y: (-23)\n end\n if <(Myntets placering) = [3]> then\n go to x: (201) y: (-13)\n end\nend\nif <(Bana!?) = [29]> then\n if <(Myntets placering) = [1]> then\n go to x: (141) y: (-17)\n end\n if <(Myntets placering) = [2]> then\n go to x: (171) y: (-27)\n end\n if <(Myntets placering) = [3]> then\n go to x: (201) y: (-37)\n end\nend\nif <(Bana!?) = [30]> then\n if <(Myntets placering) = [1]> then\n go to x: (66) y: (-50)\n end\n if <(Myntets placering) = [2]> then\n go to x: (96) y: (-45)\n end\n if <(Myntets placering) = [3]> then\n go to x: (126) y: (-35)\n end\nend\n\nwhen I start as a clone\nswitch costume to (klädsel1 v)\nset [ghost v] effect to (0)\nshow\nif <(Bana!?) = [31]> then\n if <(Myntets placering) = [1]> then\n go to x: (152) y: (-18)\n end\n if <(Myntets placering) = [2]> then\n go to x: (122) y: (-28)\n end\n if <(Myntets placering) = [3]> then\n go to x: (182) y: (-8)\n end\nend\nif <(Bana!?) = [32]> then\n if <(Myntets placering) = [1]> then\n go to x: (-70) y: (35)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-70) y: (65)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-70) y: (95)\n end\nend\nif <(Bana!?) = [33]> then\n if <(Myntets placering) = [1]> then\n go to x: (95) y: (105)\n end\n if <(Myntets placering) = [2]> then\n go to x: (95) y: (135)\n end\n if <(Myntets placering) = [3]> then\n go to x: (125) y: (135)\n end\nend\nif <(Bana!?) = [34]> then\n if <(Myntets placering) = [1]> then\n go to x: (13) y: (91)\n end\n if <(Myntets placering) = [2]> then\n go to x: (43) y: (101)\n end\n if <(Myntets placering) = [3]> then\n go to x: (73) y: (106)\n end\nend\nif <(Bana!?) = [35]> then\n if <(Myntets placering) = [1]> then\n go to x: (-141) y: (-41)\n end\n if <(Myntets placering) = [2]> then\n go to x: (-111) y: (-35)\n end\n if <(Myntets placering) = [3]> then\n go to x: (-81) y: (-32)\n end\nend\n\n@Hjälpruta in game\n\nwhen flag clicked\ngo to x: (0) y: (-216)\nset [har varnat v] to [nej]\nset [är mellanslag tryckt? v] to [nej]\nset [pandafaffa på bana? v] to [nej]\nset volume to (70) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [pandafaffa hjälper - klart v]\nif <(Är mellanslag tryckt?) = [ja]> then\n glide (0.5) secs to x: (0) y: (-216)\nend\n\nwhen I receive [pandafaffa hjälper v]\nstart sound [Meddelande v]\nglide (0.5) secs to x: (0) y: (-143)\nif <(Spelläge!!??) = [normal]> then\n wait until <key (space v) pressed?>\nend\nif <(Spelläge!!??) = [spelkontroll]> then\n wait until <key (q v) pressed?>\nend\nif <(Är mellanslag tryckt?) = [nej]> then\n broadcast (Pandafaffa hjälper - klart v)\n set [är mellanslag tryckt? v] to [ja]\n start sound [Meddelande v]\nend\n\nwhen I receive [pandafaffa hjälper - klart v]\nif <(Är mellanslag tryckt?) = [ja]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [meddelande1 v]\nforever\nend\n\nwhen I receive [bort med musiken v]\nif <(Pandafaffa på bana?) = [ja]> then\n if <(Är mellanslag tryckt?) = [nej]> then\n set [är mellanslag tryckt? v] to [ja]\n start sound [Meddelande v]\n broadcast (Pandafaffa hjälper - klart v)\n end\nend\n\nwhen I receive [pandafaffa hjälper v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [nästa bana v]\n\nwhen I receive [nästa bana v]\n\nwhen I receive [nästa bana v]\nwait (0.5) seconds\nset [har varnat v] to [nej]\nset [pandafaffa på bana? v] to [nej]\nset [är mellanslag tryckt? v] to [nej]\n\nif <(Har varnat) = [nej]> then\n if <(Bana!?) = [1]> then\n if <([x position v] of [hitbox v]) > [-119]> then\n switch costume to (kaninvarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\nend\n\nwait (0.5) seconds\nforever\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [2]> then\n if <([x position v] of [hitbox v]) > [-105]> then\n switch costume to (örnvarning + trampolin v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [3]> then\n if <([x position v] of [hitbox v]) > [-89]> then\n switch costume to (fårvarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [5]> then\n if <([x position v] of [hitbox v]) > [-205]> then\n switch costume to (bob varning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [7]> then\n if <([x position v] of [hitbox v]) > [-100]> then\n switch costume to (blixtförklaring v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [11]> then\n if <([x position v] of [hitbox v]) > [-185]> then\n switch costume to (kamelvarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [12]> then\n if <([x position v] of [hitbox v]) > [-138]> then\n switch costume to (ormvarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [13]> then\n if <([x position v] of [hitbox v]) > [-23]> then\n switch costume to (tempelblock v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [15]> then\n if <([x position v] of [hitbox v]) > [-130]> then\n switch costume to (bob varning 2 v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [16]> then\n if <([x position v] of [hitbox v]) > [-49]> then\n switch costume to (råttvarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [21]> then\n if <([x position v] of [hitbox v]) > [-71]> then\n switch costume to (kattvarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [22]> then\n if <([x position v] of [hitbox v]) > [-48]> then\n switch costume to (spökvarning + ljus v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [24]> then\n if <([x position v] of [hitbox v]) > [-168]> then\n switch costume to (spindelvarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [25]> then\n if <([x position v] of [hitbox v]) > [-121]> then\n switch costume to (bob varning 3 v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\nend\n\nwait (0.5) seconds\nforever\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [31]> then\n if <([x position v] of [hitbox v]) > [-90]> then\n switch costume to (lavavarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [32]> then\n if <([x position v] of [hitbox v]) > [-59]> then\n switch costume to (stenvarning v)\n set [har varnat v] to [ja]\n set [pandafaffa på bana? v] to [ja]\n broadcast (Pandafaffa hjälper v)\n end\n end\n end\nend\n\n@Trampolin\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [2]> then\n switch costume to (klädsel1 v)\n go to x: (-28) y: (-91)\nend\nif <(Bana!?) = [3]> then\n switch costume to (klädsel1 v)\n go to x: (145) y: (-50)\nend\nif <(Bana!?) = [5]> then\n switch costume to (klädsel1 v)\n go to x: (8) y: (-87)\nend\nif <(Bana!?) = [9]> then\n switch costume to (klädsel1 v)\n go to x: (-212) y: (-98)\nend\nif <(Bana!?) = [10]> then\n switch costume to (klädsel1 v)\n go to x: (0) y: (-130)\nend\n\nwhen flag clicked\nset volume to (50) %\nswitch costume to (klädsel1 v)\nhide\n\nwhen flag clicked\nforever\n if <<(Bana!?) = [2]> or <<(Bana!?) = [3]> or <<(Bana!?) = [5]> or <<(Bana!?) = [9]> or <(Bana!?) = [10]>>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [trampolin v]\nstart sound [boing v]\nrepeat (6)\n next costume\nend\n\nwhen I receive [trampolin v]\nchange [poäng v] by (-2)\nif <(Poäng) < [0]> then\n set [poäng v] to [0]\nend\n\n@Hoppi\n\nwhen flag clicked\ngo to x: (-25) y: (-115)\npoint in direction (90)\nswitch costume to (klädsel2 v)\nshow\n\nwhen I receive [meddelande1 v]\nforever\n if <(Bana!?) = [1]> then\n if <(Spelet är igång!?) = [ja]> then\n repeat (30)\n next costume\n wait (0.03) seconds\n end\n start sound [Swish 3 v]\n repeat (3)\n turn right (2) degrees\n change y by (3)\n end\n repeat (3)\n turn right (2) degrees\n change y by (2)\n end\n repeat (3)\n turn right (1) degrees\n change y by (1)\n end\n broadcast (Morot v)\n repeat (3)\n turn left (2) degrees\n change y by (-1)\n end\n repeat (3)\n turn left (2) degrees\n change y by (-2)\n end\n repeat (3)\n turn left (1) degrees\n change y by (-3)\n end\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<<(Bana!?) = [1]> or <(Bana!?) = [4]>> or <(Bana!?) = [8]>> then\n if <(Spelet är igång!?) = [ja]> then\n repeat (30)\n next costume\n wait (0.03) seconds\n end\n start sound [Swish 3 v]\n repeat (3)\n turn right (2) degrees\n change y by (3)\n end\n repeat (3)\n turn right (2) degrees\n change y by (2)\n end\n repeat (3)\n turn right (1) degrees\n change y by (1)\n end\n broadcast (Morot v)\n repeat (3)\n turn left (2) degrees\n change y by (-1)\n end\n repeat (3)\n turn left (2) degrees\n change y by (-2)\n end\n repeat (3)\n turn left (1) degrees\n change y by (-3)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Bana!?) = [1]> or <(Bana!?) = [4]>> or <(Bana!?) = [8]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [4]> then\n go to x: (-92) y: (-32)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [8]> then\n go to x: (215) y: (-121)\nend\n\n@Morot\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [morot v]\nstart sound [Swish v]\npoint in direction (90)\ngo to (hoppi v)\nset [gravitation v] to (pick random (5) to (10))\nset [kraft v] to (pick random (5) to (8))\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nstart sound [Swish 2 v]\nrepeat until <touching (bana v)?>\n turn right (15) degrees\n change y by ((Gravitation) * (2))\n change x by (join [-] (Kraft))\n change [gravitation v] by (-1)\nend\nstart sound [Ner i jorden v]\nrepeat (10)\n turn right (2) degrees\n change y by (-1)\n change [ghost v] effect by (10)\n change size by (-5)\nend\nhide\n\n@Näbbus\n\nwhen flag clicked\nhide\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<<(Bana!?) = [2]> or <(Bana!?) = [6]>> or <(Bana!?) = [9]>> then\n if <(Spelet är igång!?) = [ja]> then\n change y by ((([y position v] of [hitbox v]) - (y position)) * (0.02))\n change x by ((([y position v] of [hitbox v]) - (y position)) * (0.02))\n if on edge, bounce\n next costume\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [2]> then\n go to x: (47) y: (-76)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [6]> then\n go to x: (-41) y: (39)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [9]> then\n go to x: (55) y: (4)\nend\n\nwhen flag clicked\nforever\n if <<<(Bana!?) = [2]> or <(Bana!?) = [6]>> or <(Bana!?) = [9]>> then\n show\n else\n hide\n end\nend\n\n@Bä-hä\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<<<(Bana!?) = [3]> or <(Bana!?) = [5]>> or <(Bana!?) = [7]>> or <(Bana!?) = [8]>> then\n if <(Spelet är igång!?) = [ja]> then\n set [fall fart v] to [19]\n start sound [Swish 3 v]\n start sound [Boomerang v]\n repeat until <(Fall fart) = [-20]>\n turn right (9) degrees\n change y by (Fall fart)\n change [fall fart v] by (-1)\n end\n set [fall fart v] to [19]\n point in direction (90)\n switch costume to (klädsel1 v)\n wait (0.3) seconds\n repeat (8)\n next costume\n end\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [5]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (-116) y: (-65)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [7]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (215) y: (-51)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [8]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (42) y: (-53)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [3]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (-20) y: (-107)\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (klädsel1 v)\nhide\n\nwhen flag clicked\nforever\n if <<<<(Bana!?) = [3]> or <(Bana!?) = [5]>> or <(Bana!?) = [7]>> or <(Bana!?) = [8]>> then\n show\n else\n hide\n end\nend\n\n@Herr Hoppitott\n\nwhen flag clicked\ngo to x: (16) y: (-244)\npoint in direction (90)\nset [bossen har visat sig!? v] to [nej]\nswitch costume to (klädsel1 v)\nset [ghost v] effect to (100)\nhide\nset [rör på sig? v] to [nej]\nset [boss igång!? v] to [nej]\n\nwhen I receive [herr hoppitott v]\nstart sound [Swish v]\nglide (0.3) secs to x: (16) y: (-20)\nrepeat (2)\n change y by (2)\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (-2)\nend\nset [rör på sig? v] to [ja]\nrepeat until <(Rör på sig?) = [nej]>\n repeat (12)\n next costume\n wait (0.03) seconds\n end\n wait (1) seconds\nend\n\nwhen I receive [herr hoppitott v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hoppitott död v]\nwait (1) seconds\nstart sound [Swish 2 v]\nglide (1) secs to x: (16) y: (-244)\nstart sound [Explosion! v]\n\nwhen I receive [hoppitott död v]\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hoppitott död v]\nwait (1) seconds\nset [björne kan röra på sig!!? v] to [ja]\nset [boss igång!? v] to [nej]\nrepeat (20)\n turn right (2) degrees\nend\nhide\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <(Bana!?) = [10]> then\n if <(Bossen har visat sig!?) = [nej]> then\n if <([x position v] of [hitbox v]) > [-45]> then\n set [bossen har visat sig!? v] to [ja]\n broadcast (Herr Hoppitott v)\n set [björne kan röra på sig!!? v] to [nej]\n set [boss igång!? v] to [ja]\n end\n end\n end\nend\n\nwhen I receive [hoppitott nästan död v]\nwait (2) seconds\nset [björne kan röra på sig!!? v] to [nej]\nbroadcast (Herr Hoppitott - Sista prat v)\nset [boss pratar!? v] to [ja]\nwait until <(Boss pratar!?) = [nej]>\nset [rör på sig? v] to [nej]\nbroadcast (Hoppitott DÖD v)\n\n@Herr Hoppitott - Tass 1\n\nwhen flag clicked\ngo to x: (-124) y: (-191)\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [herr hoppitott v]\nwait (0.6) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [herr hoppitott v]\nwait (0.6) seconds\nstart sound [Swish 2 v]\nglide (0.2) secs to x: (-121) y: (-76)\nwait (0.5) seconds\nglide (0.05) secs to x: (-121) y: (-95)\nstart sound [Explosion! v]\n\nwhen I receive [herr hoppitott - börjar v]\nrepeat (8)\n wait (2) seconds\n repeat (20)\n change x by (-2)\n end\n repeat until <touching (herr hoppitott - tass 2 v)?>\n change x by (30)\n end\n wait (0.1) seconds\n glide (1) secs to x: (-121) y: (-95)\n wait (1) seconds\n glide (0.3) secs to x: (-121) y: (31)\n wait (1.5) seconds\n repeat (10)\n change y by (2)\n end\n glide (0.2) secs to x: (-121) y: (-95)\nend\n\nwhen I receive [hoppitott död v]\nwait (1.3) seconds\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hoppitott död v]\nwait (1.3) seconds\nrepeat (10)\n change y by (-7)\nend\n\n@Herr Hoppitott - Tass 2\n\nwhen flag clicked\ngo to x: (109) y: (-191)\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [herr hoppitott v]\nwait (0.6) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [herr hoppitott v]\nwait (0.6) seconds\nstart sound [Swish 2 v]\nglide (0.2) secs to x: (109) y: (-76)\nwait (0.5) seconds\nglide (0.05) secs to x: (109) y: (-95)\nbroadcast (Herr Hoppitott - Börjar v)\nset [björne kan röra på sig!!? v] to [ja]\n\nwhen I receive [herr hoppitott - börjar v]\nrepeat (8)\n wait (2) seconds\n repeat (20)\n change x by (2)\n end\n start sound [Swish 2 v]\n repeat until <touching (herr hoppitott - tass 1 v)?>\n change x by (-30)\n end\n broadcast (Herr Hoppitott - Morot sidan v)\n start sound [Smock v]\n wait (0.1) seconds\n glide (1) secs to x: (109) y: (-95)\n wait (1) seconds\n start sound [Swish 2 v]\n glide (0.3) secs to x: (109) y: (31)\n wait (1.5) seconds\n repeat (10)\n change y by (2)\n end\n glide (0.2) secs to x: (109) y: (-95)\n broadcast (Herr Hoppitott - Morot v)\n start sound [Explosion! v]\nend\nbroadcast (Hoppitott nästan död v)\n\nwhen I receive [hoppitott död v]\nwait (1.3) seconds\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hoppitott död v]\nwait (1.3) seconds\nrepeat (10)\n change y by (-7)\nend\n\n@Herr Hoppitott - Morot\n\nwhen I receive [herr hoppitott - morot v]\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (212)\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\nrepeat (3)\n change x by (1)\n wait (0.01) seconds\n change x by (-1)\n wait (0.01) seconds\n change y by (-2)\nend\nstart sound [Swish 2 v]\nrepeat until <touching (bana v)?>\n change y by (-20)\nend\nstart sound [Ner i jorden v]\nrepeat (10)\n turn right (pick random (-3) to (3)) degrees\n change y by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n turn right (3) degrees\n change y by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Herr Hoppitott - Morot sidan\n\nwhen flag clicked\npoint in direction (90)\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\ngo to x: (235) y: (pick random (-125) to (-110))\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\nstart sound [Swish 2 v]\nrepeat until <(x position) < [-235]>\n change x by (-23)\n change y by (pick random (1) to (-2))\nend\nstart sound [Ner i jorden v]\nrepeat (10)\n change [ghost v] effect by (10)\n change x by (-3)\n turn right (3) degrees\nend\ndelete this clone\n\nwhen I receive [herr hoppitott - morot sidan v]\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nrepeat until <(Gnagerkaka tagen?) = [ja]>\n turn right (4) degrees\nend\n\n@Bossklocka\n\nwhen I receive [herr hoppitott - börjar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bort med klockan v]\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (5)\n turn right (15) degrees\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\n turn right (15) degrees\nend\nhide\npoint in direction (90)\nset size to (100) %\n\nwhen I receive [bob - värld 1 - börjar v]\nwait (2.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (198) y: (-142)\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [bob - värld 2 - börjar v]\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bob - värld 3 - börjar v]\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Klockvisare\n\nwhen flag clicked\ngo to x: (199) y: (-143)\npoint in direction (90)\nset volume to (20) %\nset [bosstid v] to [0]\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [herr hoppitott - börjar v]\nrepeat (60)\n turn right (6) degrees\n start sound [Tick v]\n wait (1) seconds\nend\nwait (0.3) seconds\nbroadcast (Bort med klockan v)\n\nwhen I receive [herr hoppitott - börjar v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bob - värld 1 - börjar v]\nset [bob-tid v] to [15]\nwait (2.5) seconds\nrepeat (15)\n wait (1) seconds\n turn right (6) degrees\n change [bob-tid v] by (-1)\n start sound [Tick v]\n if <(Ballonräknare) = [5]> then\n broadcast (Bort med klockan v)\n stop [this script v]\n end\nend\nif <(Ballonräknare) < [5]> then\n broadcast (Bob 1 - Förlust v)\nend\nwait (0.3) seconds\nbroadcast (Bort med klockan v)\n\nwhen I receive [bob - värld 1 - börjar v]\nwait (2.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bob 1 - förlust v]\nset volume to (3) %\n\nwhen I receive [bob 1 - vinst v]\nset volume to (3) %\n\nwhen I receive [bort med klockan v]\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (5)\n turn right (25) degrees\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\n turn right (25) degrees\nend\nhide\nset volume to (20) %\npoint in direction (90)\n\nwhen I receive [bob - värld 2 - börjar v]\nset [bob-tid v] to [30]\nwait (0.5) seconds\nrepeat (30)\n wait (1) seconds\n turn right (6) degrees\n change [bob-tid v] by (-1)\n start sound [Tick v]\n if <(Träffad av kaktus!!??) = [ja]> then\n broadcast (Bort med klockan v)\n stop [this script v]\n end\nend\nif <(Träffad av kaktus!!??) = [nej]> then\n broadcast (Bob 2 - Vinst v)\nend\nwait (0.3) seconds\nbroadcast (Bort med klockan v)\n\nwhen I receive [bob - värld 3 - börjar v]\nset [bob-tid v] to [25]\nwait (0.5) seconds\nrepeat (25)\n wait (1) seconds\n turn right (6) degrees\n change [bob-tid v] by (-1)\n start sound [Tick v]\n if <(Pengasäck tagen!!??) = [ja]> then\n broadcast (Bort med klockan v)\n stop [this script v]\n end\nend\nif <(Pengasäck tagen!!??) = [nej]> then\n broadcast (Bob 3 - Förlust v)\nend\nwait (0.3) seconds\nbroadcast (Bort med klockan v)\n\nwhen I receive [bob - värld 2 - börjar v]\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bob - värld 3 - börjar v]\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Kvicksand\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (klädsel2 v)\nhide\n\nwhen flag clicked\nforever\n if <<(Bana!?) > [10]> and <(Bana!?) < [21]>> then\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Bana!?) > [10]> and <(Bana!?) < [21]>> then\n show\n else\n hide\n end\nend\n\n@Gunt a Gnag\n\nwhen flag clicked\nhide\nswitch costume to (klädsel3 v)\nset [ghost v] effect to (100)\nset size to (100) %\npoint in direction (90)\ngo to x: (53) y: (199)\nset [bossen har visat sig!? v] to [nej]\n\nwhen I receive [gunt a gnag v]\nwait (0.1) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [gunt a gnag - börjar v]\nwait (0.5) seconds\nrepeat (6)\n next costume\n wait (0.03) seconds\nend\nstart sound [rattle v]\nrepeat (5)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\nend\nrepeat (5)\n next costume\n wait (0.03) seconds\nend\nswitch costume to (klädsel3 v)\nset [björne kan röra på sig!!? v] to [ja]\nrepeat (3)\n set [gunt a gnag, nudda? v] to [nej]\n repeat (Hur många gånger!?)\n set [fall fart v] to [16]\n set [x-fart v] to (pick random (1) to (8))\n wait (Tid för att vänta!?) seconds\n repeat (6)\n next costume\n wait (0.03) seconds\n end\n start sound [rattle v]\n repeat (Hur många skakningar!?)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n end\n start sound [Swish 2 v]\n repeat until <(Fall fart) = [-17]>\n change y by (Fall fart)\n change x by (X-fart)\n change [fall fart v] by (-1)\n end\n start sound [Explosion! v]\n broadcast (Gunt a gnag - Hattar v)\n repeat (5)\n next costume\n wait (0.03) seconds\n end\n switch costume to (klädsel3 v)\n set [fall fart v] to [16]\n set [x-fart v] to (pick random (-1) to (-8))\n wait (Tid för att vänta!?) seconds\n repeat (6)\n next costume\n wait (0.03) seconds\n end\n start sound [rattle v]\n repeat (Hur många skakningar!?)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n end\n start sound [Swish 2 v]\n repeat until <(Fall fart) = [-17]>\n change y by (Fall fart)\n change x by (X-fart)\n change [fall fart v] by (-1)\n end\n start sound [Explosion! v]\n broadcast (Gunt a gnag - Hattar v)\n repeat (5)\n next costume\n wait (0.03) seconds\n end\n switch costume to (klädsel3 v)\n end\n set [fall fart v] to [18]\n wait (Tid för att vänta!?) seconds\n repeat (6)\n next costume\n wait (0.03) seconds\n end\n start sound [rattle v]\n repeat (Hur många skakningar!?)\n change x by (2)\n wait (0.01) seconds\n change y by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n end\n start sound [Swish 2 v]\n repeat until <(Fall fart) = [-22]>\n change y by (Fall fart)\n turn right (2) degrees\n change [fall fart v] by (-2)\n end\n start sound [Explosion! v]\n broadcast (Gunt a gnag - Hattar v)\n start sound [Bananskal v]\n repeat (6)\n next costume\n turn right (7) degrees\n wait (0.03) seconds\n end\n set [gunt a gnag, nudda? v] to [ja]\n repeat until <<touching (hitbox v)?> or <(Boss tid) = [3]>>\n next costume\n wait (0.05) seconds\n if <(costume [number v]) = [16]> then\n switch costume to (skadad v)\n end\n end\n start sound [Knytnäve 3 v]\n broadcast (Björne - Litet hopp v)\n change [hur många gånger!? v] by (1)\n change [tid för att vänta!? v] by (-0.3)\n change [hur många skakningar!? v] by (-3)\n set y to (-75)\n switch costume to (klädsel3 v)\n set size to (120) %\n repeat (10)\n change size by (-2)\n turn left (9) degrees\n end\n set size to (100) %\n point in direction (90)\nend\nbroadcast (Gunt a gnag - nästan död v)\n\nwhen I receive [gunt a gnag v]\nglide (0.3) secs to x: (53) y: (-75)\nstart sound [Explosion! v]\nrepeat (2)\n change y by (2)\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (-2)\nend\nbroadcast (Gunt a gnag - Börjar v)\n\nwhen flag clicked\nset [hur många gånger!? v] to [1]\nset [tid för att vänta!? v] to [1]\nset [hur många skakningar!? v] to [10]\nset [gunt a gnag, nudda? v] to [nej]\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <(Bana!?) = [20]> then\n if <(Bossen har visat sig!?) = [nej]> then\n if <([x position v] of [hitbox v]) > [-87]> then\n set [bossen har visat sig!? v] to [ja]\n broadcast (Gunt a gnag v)\n set [björne kan röra på sig!!? v] to [nej]\n set [boss igång!? v] to [ja]\n end\n end\n end\nend\n\nwhen I receive [gunt a gnag - död v]\nstart sound [Swish 2 v]\nrepeat (10)\n turn left (16) degrees\n change [ghost v] effect by (10)\n change size by (10)\n change y by (10)\nend\nhide\nset [boss igång!? v] to [nej]\nset [björne kan röra på sig!!? v] to [ja]\n\nwhen I receive [gunt a gnag - nästan död v]\nset [björne kan röra på sig!!? v] to [nej]\nbroadcast (Gunt a Gnag - Sista prat v)\nset [boss pratar!? v] to [ja]\nwait until <(Boss pratar!?) = [nej]>\nbroadcast (Gunt a Gnag - Död v)\n\n@Gunt a gnag - Gunta 1\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-68) y: (-111)\nswitch costume to (klädsel1 v)\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [gunt a gnag - hattar v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (-111)\npoint in direction (90)\nset [fall fart v] to [5]\nset size to (100) %\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nstart sound [Swish 3 v]\nstart sound [Swish 2 v]\nrepeat until <(Fall fart) = [-5]>\n change y by (Fall fart)\n change [fall fart v] by (-1)\nend\nset [fall fart v] to [15]\nrepeat (3)\n next costume\n wait (0.02) seconds\nend\nwait (0.02) seconds\nstart sound [Swish 3 v]\nstart sound [Swish 2 v]\nrepeat until <(Fall fart) = [-16]>\n change y by (Fall fart)\n change [fall fart v] by (-1)\n turn right (12) degrees\n change x by (4)\nend\npoint in direction (90)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\n turn right (15) degrees\n change y by (-3)\nend\ndelete this clone\n\n@Gunt a gnag - Gunta 2\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-68) y: (-111)\nswitch costume to (klädsel1 v)\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [gunt a gnag - hattar v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to x: (pick random (-200) to (200)) y: (-111)\npoint in direction (90)\nset [fall fart v] to [5]\nset size to (100) %\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nstart sound [Swish 2 v]\nstart sound [Swish 3 v]\nrepeat until <(Fall fart) = [-5]>\n change y by (Fall fart)\n change [fall fart v] by (-1)\nend\nset [fall fart v] to [18]\nrepeat (3)\n next costume\n wait (0.02) seconds\nend\nwait (0.02) seconds\nstart sound [Swish 2 v]\nstart sound [Swish 3 v]\nrepeat until <(Fall fart) = [-19]>\n change y by (Fall fart)\n change [fall fart v] by (-1)\n turn left (12) degrees\n change x by (-6)\nend\npoint in direction (90)\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\n turn left (15) degrees\n change y by (-3)\nend\ndelete this clone\n\n@Benel\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (klädsel2 v)\nhide\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [14]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (-75) y: (-4)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [19]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (67) y: (41)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [17]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (93) y: (68)\nend\n\nwhen flag clicked\nforever\n if <<(Bana!?) = [11]> or <<(Bana!?) = [14]> or <<(Bana!?) = [17]> or <(Bana!?) = [19]>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<(Bana!?) = [11]> or <<(Bana!?) = [14]> or <<(Bana!?) = [17]> or <(Bana!?) = [19]>>>> then\n if <(Spelet är igång!?) = [ja]> then\n switch costume to (klädsel2 v)\n wait (pick random (0.5) to (1)) seconds\n start sound [Swish 2 v]\n repeat (7)\n change y by (5)\n next costume\n end\n start sound [rattle v]\n repeat (9)\n change y by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n turn right (1) degrees\n end\n start sound [Swish 3 v]\n repeat (3)\n turn left (3) degrees\n end\n repeat (7)\n change y by (-5)\n next costume\n end\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [11]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (-41) y: (-42)\nend\n\nrepeat (9)\n change y by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n turn right (1) degrees\nend\n\n@Slickistick\n\nwhen flag clicked\nswitch costume to (klädsel1 v)\nforever\n if <<(Bana!?) = [12]> or <<(Bana!?) = [17]> or <(Bana!?) = [18]>>> then\n if <(Spelet är igång!?) = [ja]> then\n repeat (2)\n repeat until <(costume [number v]) = [11]>\n next costume\n wait (0.03) seconds\n end\n switch costume to (klädsel1 v)\n end\n repeat until <(costume [number v]) = [20]>\n next costume\n end\n repeat (4)\n change y by (1)\n wait (0.01) seconds\n change x by (1)\n wait (0.01) seconds\n change y by (-1)\n wait (0.01) seconds\n change x by (-1)\n wait (0.01) seconds\n turn left (2) degrees\n end\n repeat until <(costume [number v]) = [1]>\n next costume\n wait (0.02) seconds\n end\n repeat (2)\n turn right (4) degrees\n end\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (klädsel1 v)\nhide\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [12]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (111) y: (-10)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [17]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (-144) y: (-102)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [18]> then\n switch costume to (klädsel1 v)\n point in direction (90)\n go to x: (74) y: (-101)\nend\n\nwhen flag clicked\nforever\n if <<(Bana!?) = [12]> or <<(Bana!?) = [17]> or <(Bana!?) = [18]>>> then\n show\n else\n hide\n end\nend\n\n@Gunt\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (klädsel1 v)\nhide\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [18]> then\n switch costume to (klädsel1 v)\n go to x: (-42) y: (-78)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<(Bana!?) = [16]> or <(Bana!?) = [18]>> then\n if <(Spelet är igång!?) = [ja]> then\n wait (0.7) seconds\n set [fall fart v] to [10]\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n wait (0.02) seconds\n start sound [Swish 2 v]\n start sound [Swish 3 v]\n repeat until <(Fall fart) = [-11]>\n change y by (Fall fart)\n change [fall fart v] by (-1)\n turn right (17) degrees\n change x by (2)\n end\n point in direction (90)\n set [fall fart v] to [10]\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n wait (0.7) seconds\n repeat (3)\n next costume\n end\n wait (0.02) seconds\n start sound [Swish 3 v]\n start sound [Swish 2 v]\n repeat until <(Fall fart) = [-11]>\n change y by (Fall fart)\n change [fall fart v] by (-1)\n turn left (17) degrees\n change x by (-2)\n end\n point in direction (90)\n set [fall fart v] to [10]\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Bana!?) = [16]> or <(Bana!?) = [18]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [16]> then\n switch costume to (klädsel1 v)\n go to x: (9) y: (6)\nend\n\n@Affär\n\nwhen flag clicked\nforever\n if <(Går å trycka på) = [ja]> then\n if <(Affär öppen!?) = [nej]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Affär v)\n end\n end\n end\n if <(Går å trycka på) = [ja]> then\n if <(Affär öppen!?) = [ja]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Bort med affär v)\n end\n end\n end\nend\n\nwhen I receive [affär v]\nset [går å trycka på v] to [nej]\nstart sound [Swish 2 v]\nglide (0.3) secs to x: (99) y: (102)\nset [affär öppen!? v] to [ja]\nset [går å trycka på v] to [ja]\n\nwhen I receive [bort med affär v]\nset [går å trycka på v] to [nej]\nstart sound [Swish 3 v]\nglide (0.3) secs to x: (363) y: (102)\nset [affär öppen!? v] to [nej]\nset [går å trycka på v] to [ja]\n\nwhen I receive [ingen affär tillgänlig v]\nset [går å trycka på v] to [nej]\nif <(Affär öppen!?) = [ja]> then\n start sound [Swish 3 v]\nend\nglide (0.3) secs to x: (363) y: (102)\nset [affär öppen!? v] to [nej]\n\nwhen I receive [bort med musiken v]\nbroadcast (Ingen affär tillgänlig v)\n\nwhen I receive [nästa bana v]\nset [affär öppen!? v] to [nej]\nset [går å trycka på v] to [ja]\n\nwhen I receive [herr hoppitott v]\nbroadcast (Ingen affär tillgänlig v)\n\nwhen I receive [gunt a gnag v]\nbroadcast (Ingen affär tillgänlig v)\n\nwhen I receive [kung spinnidung v]\nbroadcast (Ingen affär tillgänlig v)\n\nwhen I receive [bob - värld 1 v]\nbroadcast (Ingen affär tillgänlig v)\n\nwhen I receive [bob - värld 2 v]\nbroadcast (Ingen affär tillgänlig v)\n\nwhen I receive [bob - värld 3 v]\nbroadcast (Ingen affär tillgänlig v)\n\nwhen I receive [gråbjörn v]\nbroadcast (Ingen affär tillgänlig v)\n\nwhen I receive [himlen v]\nbroadcast (Ingen affär tillgänlig v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to x: (363) y: (102)\nset [affär öppen!? v] to [nej]\nset [går å trycka på v] to [nej]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [meddelande1 v]\nset [affär öppen!? v] to [nej]\nset [går å trycka på v] to [ja]\n\nwhen flag clicked\nforever\n if <(?Språk?) = [Eng]> then\n switch costume to (eng v)\n else\n switch costume to (sv v)\n end\nend\n\nwhen I receive [björne död v]\nbroadcast (Ingen affär tillgänlig v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Giftbubblor\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (100) %\nswitch costume to (klädsel1 v)\n\nwhen I start as a clone\nset size to (pick random (10) to (80)) %\nswitch costume to (klädsel1 v)\ngo to x: (pick random (-240) to (240)) y: (pick random (-140) to (67))\nshow\nset [ghost v] effect to (50)\nrepeat (pick random (10) to (60))\n change y by (pick random (0.5) to (2))\n change x by (pick random (-1.2) to (1.2))\nend\nswitch costume to (klädsel2 v)\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (7)\nend\ndelete this clone\n\nwhen I receive [nästa bana v]\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <<(Bana!?) > [20]> and <(Bana!?) < [31]>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n end\nend\n\n@Hattar\n\nwhen flag clicked\npoint in direction (90)\nset size to (70) %\nset [ghost v] effect to (100)\nhide\nset [hatt - följa efter!? v] to [nej]\nset [hatt? v] to [nej]\n\nwhen I receive [hatt - pandafaffas original v]\nswitch costume to (pandafaffa original v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hatt - keps v]\nswitch costume to (keps v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hatt - gamle grå v]\nswitch costume to (gamle grå v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [tillbaka med hatt v]\nif <(Hatt?) = [ja]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [hatt - pandafaffas original v]\nset [hatt? v] to [ja]\nset [hatt - följa efter!? v] to [ja]\nforever\n if <(Hatt - följa efter!?) = [ja]> then\n go to (björne v)\n point in direction ([direction v] of [björne v])\n end\nend\n\nwhen I receive [hatt - keps v]\nset [hatt? v] to [ja]\nset [hatt - följa efter!? v] to [ja]\nforever\n if <(Hatt - följa efter!?) = [ja]> then\n go to (björne v)\n point in direction ([direction v] of [björne v])\n end\nend\n\nwhen I receive [skada - void v]\nif <(Hatt?) = [ja]> then\n repeat (5)\n change [ghost v] effect by (20)\n change y by (-18)\n end\n hide\nend\n\nwhen I receive [skada - fiende v]\nif <(Hatt?) = [ja]> then\n repeat (10)\n turn right (3) degrees\n change y by (-5)\n change [ghost v] effect by (10)\n end\n hide\n point in direction (90)\nend\n\nwhen I receive [skada - bränd v]\nif <(Hatt?) = [ja]> then\n repeat (4)\n change [brightness v] effect by (-25)\n end\n wait (0.2) seconds\n repeat (10)\n turn right (pick random (-2) to (2)) degrees\n change size by (-1)\n change [ghost v] effect by (10)\n end\n hide\n set size to (70) %\n set [brightness v] effect to (0)\nend\n\nwhen I receive [hatt - gamle grå v]\nset [hatt? v] to [ja]\nset [hatt - följa efter!? v] to [ja]\nforever\n if <(Hatt - följa efter!?) = [ja]> then\n go to (björne v)\n point in direction ([direction v] of [björne v])\n end\nend\n\n@Gamle Grå - Knapp\n\nwhen I receive [affär v]\nwait (0.2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bort med affär v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\ngo to x: (2) y: (117)\nset [köpt!? v] to [nej]\nset volume to (70) %\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(Köpt!?) = [nej]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (betalning v)\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n switch costume to (klädsel3 v)\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <<(Antalet mynt) = [10]> or <(Antalet mynt) > [9]>> then\n set [köpt!? v] to [ja]\n change [antalet mynt v] by (-10)\n start sound [Handlar v]\n switch costume to (betald v)\n set size to (100) %\n broadcast (Hatt - Gamle Grå v)\n end\nend\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <(Antalet mynt) < [10]> then\n start sound [Error v]\n end\nend\n\nwhen I receive [ingen affär tillgänlig v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Pandafaffas Original - Knapp\n\nwhen flag clicked\ngo to x: (43) y: (117)\nset volume to (70) %\nset [köpt!? v] to [nej]\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(Köpt!?) = [nej]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (betalning v)\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n switch costume to (klädsel4 v)\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [affär v]\nwait (0.2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bort med affär v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <<(Antalet mynt) = [30]> or <(Antalet mynt) > [29]>> then\n set [köpt!? v] to [ja]\n change [antalet mynt v] by (-30)\n start sound [Handlar v]\n switch costume to (betald v)\n set size to (100) %\n broadcast (Hatt - Pandafaffas original v)\n end\nend\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <(Antalet mynt) < [30]> then\n start sound [Error v]\n end\nend\n\nwhen I receive [ingen affär tillgänlig v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Keps - Knapp\n\nwhen flag clicked\ngo to x: (84) y: (117)\nset volume to (70) %\nset [köpt!? v] to [nej]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [affär v]\nwait (0.2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [bort med affär v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [ingen affär tillgänlig v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(Köpt!?) = [nej]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (betalning v)\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n switch costume to (klädsel6 v)\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <<(Antalet mynt) = [45]> or <(Antalet mynt) > [44]>> then\n set [köpt!? v] to [ja]\n change [antalet mynt v] by (-45)\n start sound [Handlar v]\n switch costume to (betald v)\n set size to (100) %\n broadcast (Hatt - Keps v)\n end\nend\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <(Antalet mynt) < [45]> then\n start sound [Error v]\n end\nend\n\n@Extraliv - Knapp\n\nwhen flag clicked\ngo to x: (125) y: (117)\nset volume to (70) %\nset [köpt!? v] to [nej]\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(Köpt!?) = [nej]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (betalning v)\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n switch costume to (klädsel4 v)\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [bort med affär v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <<(Antalet mynt) = [25]> or <(Antalet mynt) > [24]>> then\n set [köpt!? v] to [ja]\n change [antalet mynt v] by (-25)\n start sound [Handlar v]\n switch costume to (betald v)\n set size to (100) %\n broadcast (+5 liv v)\n end\nend\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <(Antalet mynt) < [25]> then\n start sound [Error v]\n end\nend\n\nwhen I receive [ingen affär tillgänlig v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [affär v]\nwait (0.2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Extraliv - Knapp2\n\nwhen flag clicked\ngo to x: (166) y: (117)\nset volume to (70) %\nset [köpt!? v] to [nej]\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(Köpt!?) = [nej]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (betalning v)\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n switch costume to (klädsel4 v)\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n end\nend\n\nwhen I receive [bort med affär v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <<(Antalet mynt) = [45]> or <(Antalet mynt) > [44]>> then\n set [köpt!? v] to [ja]\n change [antalet mynt v] by (-45)\n start sound [Handlar v]\n switch costume to (betald v)\n set size to (100) %\n broadcast (+10 liv v)\n end\nend\n\nwhen I receive [ingen affär tillgänlig v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [affär v]\nwait (0.2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nif <(Köpt!?) = [nej]> then\n if <(Antalet mynt) < [45]> then\n start sound [Error v]\n end\nend\n\n@Kattadratt\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (klädsel1 v)\nset size to (100) %\nhide\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<(Bana!?) = [21]> or <<(Bana!?) = [23]> or <<(Bana!?) = [26]> or <<(Bana!?) = [28]> or <(Bana!?) = [29]>>>>> then\n if <(Spelet är igång!?) = [ja]> then\n wait (0.8) seconds\n set [fall fart v] to [10]\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n start sound [Swish v]\n repeat until <(Fall fart) = [0]>\n change y by (Fall fart)\n change [fall fart v] by (-1)\n end\n set [fall fart v] to [0]\n start sound [Yxa 2 v]\n repeat (4)\n next costume\n end\n start sound [rattle v]\n repeat (6)\n change y by (2)\n wait (0.01) seconds\n switch costume to (taggar2 v)\n change x by (2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n switch costume to (taggar4 v)\n change x by (-2)\n wait (0.01) seconds\n turn left (2) degrees\n change size by (4)\n end\n switch costume to (taggar3 v)\n repeat (8)\n turn right (1.5) degrees\n next costume\n change size by (-3)\n wait (0.02) seconds\n end\n point in direction (90)\n start sound [Swish 2 v]\n repeat until <(Fall fart) = [-11]>\n change y by (Fall fart)\n change [fall fart v] by (-1)\n end\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [21]> then\n point in direction (90)\n switch costume to (klädsel1 v)\n set size to (100) %\n go to x: (94) y: (-72)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [23]> then\n point in direction (90)\n switch costume to (klädsel1 v)\n set size to (100) %\n go to x: (-159) y: (-30)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [26]> then\n point in direction (90)\n switch costume to (klädsel1 v)\n set size to (100) %\n go to x: (133) y: (85)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [28]> then\n point in direction (90)\n switch costume to (klädsel1 v)\n set size to (100) %\n go to x: (11) y: (115)\nend\n\nwhen flag clicked\nforever\n if <<(Bana!?) = [21]> or <<(Bana!?) = [23]> or <<(Bana!?) = [26]> or <<(Bana!?) = [28]> or <(Bana!?) = [29]>>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [29]> then\n point in direction (90)\n switch costume to (klädsel1 v)\n set size to (100) %\n go to x: (45) y: (-36)\nend\n\n@Lakibu\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<(Bana!?) = [22]> or <<(Bana!?) = [25]> or <(Bana!?) = [27]>>> then\n if <(Spelet är igång!?) = [ja]> then\n next costume\n wait (0.04) seconds\n end\n end\nend\n\nwhen I receive [spöke död v]\nstart sound [rattle v]\nrepeat (9)\n change y by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n turn right (1) degrees\nend\n\nwhen I receive [spöke död v]\nset [ghost v] effect to (0)\nstart sound [Spöke död v]\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\n change size by (5)\nend\nhide\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [22]> then\n point in direction (90)\n switch costume to (klädsel1 v)\n set size to (100) %\n go to x: (147) y: (143)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [25]> then\n point in direction (90)\n switch costume to (klädsel1 v)\n set size to (100) %\n go to x: (178) y: (122)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [27]> then\n point in direction (90)\n switch costume to (klädsel1 v)\n set size to (100) %\n go to x: (149) y: (23)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <(Död?) = [nej]> then\n if <touching (ljus v)?> then\n set [död? v] to [ja]\n broadcast (Spöke död v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Död?) = [nej]> then\n if <<(Bana!?) = [22]> or <<(Bana!?) = [25]> or <(Bana!?) = [27]>>> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nset [död? v] to [nej]\nforever\n if <<(Bana!?) = [22]> or <<(Bana!?) = [25]> or <(Bana!?) = [27]>>> then\n if <(Spelet är igång!?) = [ja]> then\n if <(Död?) = [nej]> then\n set [ghost v] effect to (((distance to [hitbox v]) / (2)) - (10))\n if <(distance to [hitbox v]) < [155]> then\n if <(distance to [hitbox v]) > [20]> then\n move (1) steps\n point towards (hitbox v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [bort med musiken v]\nif <<(Bana!?) = [22]> or <<(Bana!?) = [25]> or <(Bana!?) = [27]>>> then\n if <(Död?) = [nej]> then\n broadcast (Spöket lever!? v)\n end\nend\n\nwhen flag clicked\nset [död? v] to [nej]\ngo to x: (197) y: (107)\nset size to (100) %\nhide\n\n@Spintus\n\nwhen flag clicked\nhide\nset [spindelns gång v] to [40]\nset volume to (20) %\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<<(Bana!?) = [24]> or <(Bana!?) = [25]>> or <(Bana!?) = [28]>> then\n if <(Spelet är igång!?) = [ja]> then\n next costume\n wait (0.02) seconds\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [25]> then\n switch costume to (klädsel2 v)\n set [spindelns gång v] to [60]\n go to x: (-165) y: (-148)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [28]> then\n switch costume to (klädsel2 v)\n set [spindelns gång v] to [50]\n go to x: (-44) y: (-115)\nend\n\nwhen flag clicked\nforever\n if <<<(Bana!?) = [24]> or <(Bana!?) = [25]>> or <(Bana!?) = [28]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.5) seconds\nforever\n if <<<(Bana!?) = [24]> or <(Bana!?) = [25]>> or <(Bana!?) = [28]>> then\n if <(Spelet är igång!?) = [ja]> then\n start sound [Spindelgång v]\n repeat (Spindelns gång)\n change x by (2)\n end\n wait (pick random (0.1) to (0.5)) seconds\n start sound [Spindelgång v]\n repeat (Spindelns gång)\n change x by (-2)\n end\n wait (pick random (0.1) to (0.5)) seconds\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [24]> then\n switch costume to (klädsel2 v)\n set [spindelns gång v] to [30]\n go to x: (122) y: (114)\nend\n\n@Ljussjusterare\n\nwhen flag clicked\nhide\ngo to x: (5) y: (-125)\n\nwhen flag clicked\nforever\n if <<(Bana!?) = [22]> or <<(Bana!?) = [25]> or <(Bana!?) = [27]>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [22]> then\n go to x: (5) y: (-130)\nend\nif <(Bana!?) = [25]> then\n go to x: (36) y: (-145)\nend\nif <(Bana!?) = [27]> then\n go to x: (-25) y: (-7)\nend\n\n@Ljus\n\nwhen flag clicked\nhide\nset [ghost v] effect to (20)\nset size to (100) %\n\nwhen flag clicked\nforever\n if <<<(Bana!?) = [22]> or <(Bana!?) = [25]>> or <(Bana!?) = [27]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nset [rotera v] to [0]\nwait (0.3) seconds\nif <<<(Bana!?) = [22]> or <(Bana!?) = [25]>> or <(Bana!?) = [27]>> then\n set [rotera v] to [0]\n repeat until <touching (lakibu v)?>\n change [rotera v] by (3)\n point in direction ((([sin v] of (Rotera) ) * (5)) + (90))\n end\n set [rotera v] to [0]\n set [ljus v] to [0]\n set [storlek v] to [0]\n start sound [Swish 3 v]\n wait (0.5) seconds\n repeat (10)\n change [ljus v] by (2)\n change [storlek v] by (-2)\n change [ghost v] effect by (Ljus)\n change size by (Storlek)\n end\n hide\nend\n\nwhen I receive [nästa bana v]\nwait (0.4) seconds\nif <(Bana!?) = [22]> then\n go to (ljussjusterare v)\n go to x: (5) y: (-130)\n set size to (100) %\n set [ghost v] effect to (0)\nend\nif <(Bana!?) = [25]> then\n go to (ljussjusterare v)\n go to x: (36) y: (-143)\n set size to (100) %\n set [ghost v] effect to (0)\nend\nif <(Bana!?) = [27]> then\n go to (ljussjusterare v)\n go to x: (-25) y: (-7)\n set size to (100) %\n set [ghost v] effect to (0)\nend\n\n@Spökplanka\n\nwhen flag clicked\ngo to x: (11) y: (-58)\nset volume to (30) %\nhide\n\nwhen I receive [nästa bana v]\nwait (0.5) seconds\nforever\n if <<(Bana!?) = [23]> or <<(Bana!?) = [24]> or <(Bana!?) = [26]>>> then\n if <(Spelet är igång!?) = [ja]> then\n change [rotera v] by (5)\n point in direction ((([sin v] of (Rotera) ) * (Snurr!?)) + (90))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Bana!?) = [23]> or <<(Bana!?) = [24]> or <(Bana!?) = [26]>>> then\n show\n else\n set [rotera v] to [0]\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.7) seconds\nforever\n if <<(Bana!?) = [23]> or <<(Bana!?) = [24]> or <(Bana!?) = [26]>>> then\n if <(Spelet är igång!?) = [ja]> then\n play sound [Knak v] until done\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [23]> then\n point in direction (90)\n go to x: (11) y: (-58)\n set [snurr!? v] to [60]\n set [rotate v] to [0]\nend\nif <(Bana!?) = [24]> then\n point in direction (90)\n go to x: (-52) y: (-50)\n set [snurr!? v] to [90]\n set [rotate v] to [0]\nend\nif <(Bana!?) = [26]> then\n point in direction (90)\n go to x: (27) y: (-162)\n set [snurr!? v] to [80]\n set [rotate v] to [0]\nend\n\n@Kung Spinnidung\n\nwhen flag clicked\ngo to x: (0) y: (199)\nhide\nset size to (100) %\nset [ghost v] effect to (100)\nswitch costume to (klädsel3 v)\nset [bossen har visat sig!? v] to [nej]\npoint in direction (90)\nset volume to (100) %\nset [kraft vänta v] to [9]\n\nwhen I receive [kung spinnidung - börjar v]\nset [björne kan röra på sig!!? v] to [ja]\nwait (1) seconds\nrepeat (3)\n repeat (11)\n next costume\n wait (0.02) seconds\n if <(costume [number v]) = [6]> then\n switch costume to (klädsel3 v)\n end\n end\n switch costume to (tråd 1 v)\n repeat (4)\n next costume\n wait (0.02) seconds\n end\n broadcast (Kung Spinnidung - Tråd v)\n start sound [rattle v]\n start sound [Skaka v]\n repeat (20)\n change y by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n end\n repeat (4)\n next costume\n wait (0.02) seconds\n end\n switch costume to (klädsel3 v)\n repeat (23)\n next costume\n wait (0.02) seconds\n if <(costume [number v]) = [6]> then\n switch costume to (klädsel3 v)\n end\n end\n switch costume to (tråd 1 v)\n repeat (4)\n next costume\n wait (0.02) seconds\n end\n broadcast (Kung Spinnedung - Kraft v)\n start sound [rattle v]\n start sound [Skaka v]\n repeat (Kraft vänta)\n change y by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\n end\n start sound [Bananskal v]\n repeat (5)\n turn right (36) degrees\n end\n set [fall fart! v] to [0]\n start sound [Swish 2 v]\n repeat until <touching (bana v)?>\n change y by (Fall fart!)\n change [fall fart! v] by (-1)\n end\n set [fall fart! v] to [0]\n start sound [Bom! v]\n set [kung spinnedung, nudda? v] to [ja]\n repeat until <touching (hitbox v)?>\n next costume\n wait (0.03) seconds\n if <(costume [number v]) = [14]> then\n switch costume to (tråd 3 v)\n end\n end\n broadcast (Björne - Litet hopp v)\n start sound [Knytnäve 3 v]\n switch costume to (tråd 5 v)\n set size to (120) %\n change [kraft vänta v] by (5)\n set [kung spinnedung - antal krafter v] to ((Kung Spinnedung - Antal krafter) * (2))\n change [kung spinnedung - kraftcirklar v] by (11)\n repeat (10)\n change size by (-2)\n end\n wait (0.3) seconds\n start sound [Swish v]\n repeat (10)\n turn right (18) degrees\n change y by (3)\n end\n repeat until <(costume [number v]) = [1]>\n next costume\n wait (0.03) seconds\n end\n start sound [Swish 2 v]\n glide (0.3) secs to x: (0) y: (123)\n start sound [Yxa 2 v]\n set [kung spinnedung, nudda? v] to [nej]\nend\nbroadcast (Kung Spinnedung nästan död v)\n\nwhen I receive [kung spinnidung v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [kung spinnidung v]\nswitch costume to (klädsel3 v)\nrepeat (30)\n next costume\n wait (0.02) seconds\n if <(costume [number v]) = [6]> then\n switch costume to (klädsel3 v)\n end\nend\nbroadcast (Kung Spinnidung - Börjar v)\n\nwhen I receive [kung spinnidung v]\nglide (1) secs to x: (0) y: (123)\n\nwhen I receive [kung spinnedung nästan död v]\nset [björne kan röra på sig!!? v] to [nej]\nset [boss igång!? v] to [nej]\n\nwhen I receive [kung spinnedung nästan död v]\nset [kung spinnedung, nudda? v] to [ja]\nset [röreslse nästan död v] to [ja]\nset [fall fart! v] to [0]\nwait (0.2) seconds\nstart sound [Swish 2 v]\nrepeat (5)\n turn right (36) degrees\nend\nrepeat until <touching (bana v)?>\n change y by (Fall fart!)\n change [fall fart! v] by (-1)\nend\nset [fall fart! v] to [0]\nstart sound [Bom! v]\nbroadcast (Kung Spinnedung nästan död 2 v)\nrepeat until <(Röreslse nästan död) = [nej]>\n next costume\n wait (0.03) seconds\n if <(costume [number v]) = [14]> then\n switch costume to (tråd 1 v)\n end\nend\nwait (0.2) seconds\nrepeat (7)\n change y by (2)\n wait (0.01) seconds\n change x by (2)\n wait (0.01) seconds\n change y by (-2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\nend\nbroadcast (Björne 10 nya liv fr spindel v)\nstart sound [Explosion! v]\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n change y by (15)\n turn right (20) degrees\nend\nhide\nset [björne kan röra på sig!!? v] to [ja]\n\nwhen flag clicked\nset [kung spinnedung, nudda? v] to [nej]\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <(Bana!?) = [30]> then\n if <(Bossen har visat sig!?) = [nej]> then\n if <([x position v] of [hitbox v]) > [0]> then\n set [bossen har visat sig!? v] to [ja]\n broadcast (Kung Spinnidung v)\n set [björne kan röra på sig!!? v] to [nej]\n set [boss igång!? v] to [ja]\n end\n end\n end\nend\n\nwhen I receive [kung spinnedung nästan död 2 v]\nbroadcast (Kung Spinnedung - Sista prat v)\nset [boss pratar!? v] to [ja]\nwait until <(Boss pratar!?) = [nej]>\nset [röreslse nästan död v] to [nej]\nwait (2) seconds\n\n@Kung Spinnedung - Hänge\n\nwhen flag clicked\ngo to x: (3) y: (230)\nchange [ghost v] effect by (100)\nhide\n\nwhen I receive [kung spinnidung v]\nwait (0.1) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n change y by (1)\n wait (0.01) seconds\n change x by (1)\n wait (0.01) seconds\n change y by (-1)\n wait (0.01) seconds\n change x by (-1)\n wait (0.01) seconds\nend\n\nwhen I receive [kung spinnidung v]\nwait (0.1) seconds\nglide (0.5) secs to x: (3) y: (199)\n\nwhen I receive [kung spinnedung nästan död v]\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\n@Kung Spinnidung - Tråd 1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [kung spinnidung - tråd v]\nwait (0.2) seconds\nset size to (100) %\nshow\ngo to (kung spinnidung v)\nchange y by (-30)\npoint towards (hitbox v)\nstart sound [Swish 3 v]\nrepeat until <<touching (bana v)?> or <touching (_edge_ v)?>>\n move (12) steps\n turn right (pick random (-1) to (1)) degrees\n create clone of (_myself_ v)\nend\nstart sound [Yxa 2 v]\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (0)\nset size to (pick random (50) to (100)) %\nwait (1.5) seconds\nstart sound [Bort med när v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Kung Spinnidung - Tråd 2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [kung spinnidung - tråd v]\nwait (1.2) seconds\nset size to (100) %\nshow\ngo to (kung spinnidung v)\nchange y by (-30)\npoint towards (hitbox v)\nstart sound [Swish 3 v]\nrepeat until <<touching (bana v)?> or <touching (_edge_ v)?>>\n move (12) steps\n turn right (pick random (-1) to (1)) degrees\n create clone of (_myself_ v)\nend\nstart sound [Yxa 2 v]\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (0)\nset size to (pick random (50) to (100)) %\nwait (1.5) seconds\nstart sound [Bort med när v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Kung Spinnedung - Kraftcirklar\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (100) %\nhide\nset volume to (60) %\nset [kung spinnedung - kraftcirklar v] to [10]\n\nwhen I receive [kung spinnedung - kraft v]\ngo to (kung spinnidung v)\nset size to (100) %\nshow\nstart sound [Meddelande v]\nrepeat (Kung Spinnedung - Kraftcirklar)\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\n\nwhen I receive [kung spinnedung nästan död v]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\n@Kung Spinnedung - Kraft\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nset volume to (20) %\nset [kung spinnedung - antal krafter v] to [18]\nset [snurr v] to [-0.7]\nset [lasersnurr v] to [25]\n\nwhen I receive [kung spinnedung nästan död v]\nhide\n\nwhen I receive [kung spinnedung - kraft v]\nchange [snurr v] by (0.7)\nchange [lasersnurr v] by (-3)\nshow\ngo to (kung spinnidung v)\npoint in direction (90)\nrepeat (Kung Spinnedung - Antal krafter)\n turn right (Lasersnurr) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nstart sound [laser2 v]\nset [ghost v] effect to (0)\nrepeat until <<touching (bana v)?> or <touching (_edge_ v)?>>\n move (7) steps\n turn left (Snurr) degrees\nend\nstart sound [laser1 v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\n@Kung Spinnedung - Spintus\n\nwhen flag clicked\nset volume to (20) %\nhide\n\nwhen I receive [kung spinnidung - tråd v]\ngo to x: (243) y: (0)\nshow\nstart sound [Spindelgång v]\nrepeat until <(x position) < [-235]>\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n Walk (-90) (pick random (-1) to (-4))\n next costume\nend\nhide\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching (bana v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (bana v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\n@Bob\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <(Bana!?) = [5]> then\n next costume\n wait (0.03) seconds\n end\n if <(Bana!?) = [15]> then\n next costume\n wait (0.03) seconds\n end\n if <(Bana!?) = [25]> then\n next costume\n wait (0.03) seconds\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nset [har varnat!? v] to [nej]\nif <(Bana!?) = [5]> then\n switch costume to (bob - 1 v)\n set size to (80) %\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (-54) y: (-48)\n show\nend\nif <(Bana!?) = [15]> then\n switch costume to (bob - 1 v)\n set size to (80) %\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (123) y: (-65)\n show\nend\nif <(Bana!?) = [25]> then\n switch costume to (bob - 1 v)\n set size to (80) %\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (97) y: (-42)\n show\nend\n\nwhen I receive [nästa bana v]\nwait (0.5) seconds\nforever\n if <(Har varnat!?) = [nej]> then\n if <(Bana!?) = [5]> then\n if <([x position v] of [hitbox v]) > [-170]> then\n set [har varnat!? v] to [ja]\n broadcast (Bob - Värld 1 v)\n end\n end\n end\n if <(Har varnat!?) = [nej]> then\n if <(Bana!?) = [15]> then\n if <([x position v] of [hitbox v]) > [-22]> then\n set [har varnat!? v] to [ja]\n broadcast (Bob - Värld 2 v)\n end\n end\n end\n if <(Har varnat!?) = [nej]> then\n if <(Bana!?) = [25]> then\n if <([x position v] of [hitbox v]) > [18]> then\n set [har varnat!? v] to [ja]\n broadcast (Bob - Värld 3 v)\n end\n end\n end\nend\n\nwhen flag clicked\nset [har varnat!? v] to [nej]\nset [kaktus bort!? v] to [nej]\nset [träffad av kaktus!!?? v] to [nej]\npoint in direction (90)\nset volume to (100) %\nset [ghost v] effect to (0)\nset size to (80) %\nhide\n\nwhen I receive [bob 1 - vinst v]\nstop all sounds\nset volume to (70) %\nplay sound [Klarade det! v] until done\nset volume to (100) %\nchange [poäng v] by (50)\n\nwhen I receive [bob 1 - förlust v]\nstop all sounds\nstart sound [Visselpipa v]\n\nwhen I receive [bob 2 - vinst v]\nstop all sounds\nset volume to (70) %\nplay sound [Klarade det! v] until done\nset volume to (100) %\nchange [poäng v] by (50)\n\nwhen I receive [bob 2 - förlust v]\nstop all sounds\nplay sound [Visselpipa v] until done\n\nwhen I receive [bob försvinn v]\nwait (0.5) seconds\nstart sound [Swish 2 v]\nrepeat (10)\n change y by (-5)\n turn right (10) degrees\n change [ghost v] effect by (10)\n change size by (-5)\nend\nhide\nset [björne kan röra på sig!!? v] to [ja]\nset [boss igång!? v] to [nej]\n\nwhen I receive [bob 3 - förlust v]\nstop all sounds\nplay sound [Visselpipa v] until done\n\nwhen I receive [bob 3 - vinst v]\nstop all sounds\nset volume to (70) %\nplay sound [Klarade det! v] until done\nset volume to (100) %\nchange [poäng v] by (50)\n\n@Bobs pratbubblor\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (90) %\nhide\nset volume to (25) %\npoint in direction (120)\n\nwhen I receive [bob 1 - förlust v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 1 - 1 f e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 1 - 1 f s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 1 - 2 f e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 1 - 2 f s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Bob försvinn v)\nset [ballong bort!? v] to [ja]\n\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nset [bob pratar!? v] to [nej]\nset [pratbubbla roterar!? v] to [0]\n\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar!? v] to [0]\nswitch costume to (boss 1 - 2 v)\nrepeat (2)\n change size by (-3)\nend\n\nwhen I receive [meddelande1 v]\n\nset [pratbubbla roterar!? v] to [0]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1) seconds\ngo to x: (70) y: (95)\nswitch costume to (bob 1 - 1 b v)\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\n\nwhen I receive [bob 1 - vinst v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1.5) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 1 - 1 k e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 1 - 1 k s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 1 - 2 k e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 1 - 2 k s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Pris nr 1 v)\nbroadcast (Bob försvinn v)\nset [ballong bort!? v] to [ja]\n\nwhen I receive [bob - värld 1 v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 1 - 1 b e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 1 - 1 b s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 1 - 2 b e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 1 - 2 b s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Bob - Värld 1 - Börjar v)\nset [boss igång!? v] to [ja]\n\nwhen I receive [bob 2 - vinst v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1.5) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 2 - 1 k e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 2 - 1 k s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 2 - 2 k e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 2 - 2 k s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Pris nr 2 v)\nbroadcast (Bob försvinn v)\nset [kaktus bort!? v] to [ja]\n\nwhen I receive [bob 2 - förlust v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 2 - 1 f e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 2 - 1 f s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 2 - 2 f e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 2 - 2 f s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Bob försvinn v)\nset [kaktus bort!? v] to [ja]\n\nwhen I receive [bob - värld 2 v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 2 - 1 b e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 2 - 1 b s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 2 - 2 b e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 2 - 2 b s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Bob - Värld 2 - Börjar v)\nset [boss igång!? v] to [ja]\nset [björne kan röra på sig!!? v] to [ja]\n\nwhen I receive [bob 3 - vinst v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1.5) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 3 - 1 k e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 3 - 1 k s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 3 - 2 k e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 3 - 2 k s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Pris nr 3 v)\nbroadcast (Bob försvinn v)\n\nwhen I receive [bob 3 - förlust v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 3 - 1 f e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 3 - 1 f s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 3 - 2 f e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 3 - 2 f s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Bob försvinn v)\n\nwhen I receive [bob - värld 3 v]\nset [björne kan röra på sig!!? v] to [nej]\nwait (1) seconds\ngo to (bob v)\nchange y by (40)\nchange x by (25)\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 3 - 1 b e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 3 - 1 b s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 3 - 2 b e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 3 - 2 b s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (7))\nif <(?Språk?) = [Eng]> then\n switch costume to (bob 3 - 3 b e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bob 3 - 3 b s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nbroadcast (Bob - Värld 3 - Börjar v)\nset [boss igång!? v] to [ja]\nset [björne kan röra på sig!!? v] to [ja]\n\n@Ballong\n\nwhen flag clicked\nset [klonnummer v] to [0]\nset [ballonräknare v] to [0]\nset [ghost v] effect to (100)\nset size to (50) %\nhide\n\nwhen I start as a clone\nif <(Klonnummer) = [1]> then\n go to x: (133) y: (64)\n show\n start sound [Swish 2 v]\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (12)\n end\n set size to (100) %\n start sound [Yxa 2 v]\nend\nif <(Klonnummer) = [2]> then\n go to x: (49) y: (-99)\n show\n start sound [Swish 2 v]\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (12)\n end\n set size to (100) %\n start sound [Yxa 2 v]\nend\nif <(Klonnummer) = [3]> then\n go to x: (-118) y: (125)\n show\n start sound [Swish 2 v]\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (12)\n end\n set size to (100) %\n start sound [Yxa 2 v]\nend\nif <(Klonnummer) = [4]> then\n go to x: (215) y: (-35)\n show\n start sound [Swish 2 v]\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (12)\n end\n set size to (100) %\n start sound [Yxa 2 v]\nend\nif <(Klonnummer) = [5]> then\n go to x: (-119) y: (44)\n show\n start sound [Swish 2 v]\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (12)\n end\n set size to (100) %\n start sound [Yxa 2 v]\nend\nrepeat until <<touching (hitbox v)?> or <(Ballong bort!?) = [ja]>>\n next costume\n wait (0.05) seconds\nend\nchange [ballonräknare v] by (1)\nstart sound [Smäll v]\nif <not <(Bob-tid) = [0]>> then\n if <(Ballonräknare) = [5]> then\n broadcast (Bob 1 - Vinst v)\n end\nend\nrepeat (5)\n change y by (2)\n change x by (pick random (-3) to (3))\n change [ghost v] effect by (20)\n change size by (40)\nend\ndelete this clone\n\nwhen I receive [bob - värld 1 - börjar v]\nset [ballonräknare v] to [0]\nwait (0.5) seconds\nrepeat (5)\n wait (0.3) seconds\n change [klonnummer v] by (1)\n create clone of (_myself_ v)\nend\nset [björne kan röra på sig!!? v] to [ja]\nset [boss igång!? v] to [ja]\n\nwhen flag clicked\nset [ballong bort!? v] to [nej]\n\n@Knaktus\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nswitch costume to (början v)\npoint in direction (90)\nset [kaktustid v] to [2]\n\nwhen I receive [bob - värld 2 - börjar v]\nwait (0.5) seconds\nrepeat until <<(Bob-tid) = [0]> or <(Träffad av kaktus!!??) = [ja]>>\n go to x: (pick random (-240) to (240)) y: (178)\n create clone of (_myself_ v)\n wait (Kaktustid) seconds\n change [kaktustid v] by (-0.07)\nend\n\nwhen I start as a clone\nswitch costume to (klädsel1 v)\nset size to (pick random (70) to (100)) %\nshow\nset [ghost v] effect to (0)\nrepeat until <<touching (bana - framsida v)?> or <<touching color (#9fb47e)?> or <touching (kvicksand v)?>>>\n change y by (-13)\nend\nif <touching (kvicksand v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-3)\n end\n delete this clone\nelse\n start sound [Yxa v]\n repeat (5)\n change x by (1)\n wait (0.01) seconds\n change x by (-1)\n wait (0.01) seconds\n end\nend\nwait (0.5) seconds\nwait until <(Kaktus bort!?) = [ja]>\nstart sound [Yxa 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (pick random (1) to (4)) degrees\n change y by (pick random (0) to (-2))\nend\ndelete this clone\n\n@Pengasäck\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (50) %\nhide\nswitch costume to (klädsel1 v)\ngo to x: (195) y: (122)\npoint in direction (0)\nset [pengasäck tagen!!?? v] to [nej]\n\nwhen I receive [bob - värld 3 - börjar v]\nshow\nrepeat (10)\n turn right (9) degrees\n change size by (5)\n change [ghost v] effect by (-10)\nend\nset [björne kan röra på sig!!? v] to [ja]\nset [boss igång!? v] to [ja]\nrepeat until <<touching (hitbox v)?> or <(Bob-tid) = [0]>>\n next costume\n wait (0.04) seconds\nend\nif <not <(Bob-tid) = [0]>> then\n set [pengasäck tagen!!?? v] to [ja]\n broadcast (Bob 3 - Vinst v)\nend\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n turn right (20) degrees\nend\nhide\n\n@Eldpartiklar\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (0) to (80))\nrepeat (pick random (100) to (250))\n change y by (pick random (0.2) to (1))\n change x by (pick random (-1) to (1))\nend\ndelete this clone\n\nwhen I receive [nästa bana v]\nwait (0.5) seconds\nshow\nforever\n if <<(Bana!?) > [30]> and <(Bana!?) < [36]>> then\n if <(Spelet är igång!?) = [ja]> then\n go to x: (pick random (-240) to (240)) y: (pick random (-159) to (-91))\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.3)) seconds\n end\n end\nend\n\nwhen I receive [gråbjörn död v]\nhide\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\nhide\nset volume to (40) %\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <<(Bana!?) > [30]> and <(Bana!?) < [36]>> then\n if <(Spelet är igång!?) = [ja]> then\n next costume\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [gråbjörn död v]\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (0.5) degrees\n change y by (-3)\nend\n\nwhen flag clicked\nforever\n if <<(Bana!?) > [30]> and <(Bana!?) < [36]>> then\n show\n else\n hide\n end\nend\n\n@Lavaljus\n\nwhen flag clicked\ngo to x: (0) y: (25)\npoint in direction (90)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [gråbjörn död v]\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (0.5) degrees\n change y by (-3)\nend\n\nwhen flag clicked\nforever\n if <<(Bana!?) > [30]> and <(Bana!?) < [36]>> then\n show\n else\n hide\n end\nend\n\n@Sprängsten\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [nästa bana v]\nwait (1) seconds\nforever\n if <<(Bana!?) = [32]> or <<(Bana!?) = [33]> or <(Bana!?) = [34]>>> then\n if <(Spelet är igång!?) = [ja]> then\n go to x: (([x position v] of [hitbox v]) + (pick random (70) to (-70))) y: (177)\n set size to (pick random (100) to (120)) %\n set [ghost v] effect to (0)\n show\n start sound [Swish 2 v]\n repeat until <<<touching (hitbox v)?> or <touching (bana v)?>> or <touching (lava v)?>>\n change x by (pick random (-5) to (1))\n turn right (pick random (0) to (7)) degrees\n change y by (pick random (-17) to (-18))\n end\n if <touching (hitbox v)?> then\n broadcast (Spräng-hopp v)\n end\n start sound [Explosion! v]\n broadcast (Sprängsten smått v)\n repeat (5)\n change [ghost v] effect by (20)\n change size by (10)\n end\n hide\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nset size to (pick random (10) to (50)) %\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change y by (pick random (10) to (-4))\n change x by (pick random (-6) to (6))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [sprängsten smått v]\nrepeat (7)\n create clone of (_myself_ v)\nend\n\nwhen I receive [gråbjörn sten v]\ngo to x: (([x position v] of [hitbox v]) + (pick random (80) to (-80))) y: (177)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nstart sound [Swish 2 v]\nrepeat until <<touching (hitbox v)?> or <touching (bana v)?>>\n change x by (pick random (-2) to (1))\n turn right (pick random (0) to (7)) degrees\n change y by (pick random (-17) to (-18))\nend\nif <touching (hitbox v)?> then\n broadcast (Spräng-hopp v)\nend\nstart sound [Explosion! v]\nbroadcast (Sprängsten smått v)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (10)\nend\nhide\n\nwhen I receive [gråbjörn sten - hopp v]\ngo to x: (([x position v] of [hitbox v]) + (pick random (60) to (-60))) y: (177)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nstart sound [Swish 2 v]\nrepeat until <<touching (hitbox v)?> or <touching (bana v)?>>\n change x by (pick random (-2) to (1))\n turn right (pick random (0) to (7)) degrees\n change y by (pick random (-17) to (-18))\nend\nif <touching (hitbox v)?> then\n broadcast (Spräng-hopp v)\nend\nstart sound [Explosion! v]\nbroadcast (Sprängsten smått v)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (10)\nend\nhide\n\n@Gråbjörn\n\nwhen flag clicked\ngo to x: (162) y: (65)\npoint in direction (0)\nswitch costume to (vanlig v)\nset size to (10) %\nset [ghost v] effect to (100)\nhide\nset [visat sig!? v] to [nej]\nset [gråbjörn - vilken eld? v] to [1]\nset [gråbjörn, nudda? v] to [nej]\nset rotation style [all around v]\n\nwhen I receive [g fas 2 v]\nset [gråbjörn - vilken eld? v] to [1]\nset [sekund v] to [1.5]\nwait (0.5) seconds\ngo to x: (164) y: (-40)\npoint in direction (90)\nshow\nstart sound [Boomerang v]\nrepeat (20)\n change [snurrfarten v] by (-4)\n change [ghost v] effect by (-5)\n change size by (-2)\n turn left (Snurrfarten) degrees\nend\nrepeat until <(direction) > [92]>\n turn right (3) degrees\nend\npoint in direction (90)\nVanlig 12x\nrepeat (2)\n repeat (4)\n set [fallfarten v] to [8]\n set [x-fart v] to [-4]\n Hopp\n start sound [Swish 2 v]\n repeat until <(Fallfarten) = [-9]>\n change y by (Fallfarten)\n change x by (X-fart)\n change [fallfarten v] by (-1)\n end\n set [fallfarten v] to [5]\n start sound [Duns v]\n broadcast (Gråbjörn sten v)\n broadcast (Mera eld v)\n Avsluta hopp\n wait (Sekund) seconds\n change [gråbjörn - vilken eld? v] by (1)\n end\n set rotation style [all around v]\n set [gråbjörn - vilken eld? v] to [1]\n change [sekund v] by (-0.7)\n set [snurrfarten v] to [0]\n start sound [Boomerang v]\n repeat (20)\n change [snurrfarten v] by (4)\n change [ghost v] effect by (5)\n change size by (2)\n turn right (Snurrfarten) degrees\n end\n hide\n wait (0.5) seconds\n go to x: (164) y: (-40)\n point in direction (90)\n show\n start sound [Boomerang v]\n repeat (20)\n change [snurrfarten v] by (-4)\n change [ghost v] effect by (-5)\n change size by (-2)\n turn left (Snurrfarten) degrees\n end\n repeat until <(direction) > [92]>\n turn right (3) degrees\n end\n point in direction (90)\n Vanlig 12x\nend\nset [fallfarten v] to [10]\nHopp\nstart sound [Swish 2 v]\nrepeat until <(Fallfarten) = [-11]>\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\nend\nset [fallfarten v] to [0]\nbroadcast (Gråbjörn sten - hopp v)\nAvsluta hopp\nwait (0.3) seconds\nrepeat (10)\n change x by (1)\nend\nSpring\nrepeat until <touching (_edge_ v)?>\n change [fallfarten v] by (-2)\n turn left (2) degrees\n change x by (Fallfarten)\nend\nstart sound [Knytnäve 3 v]\nbroadcast (Eld från baken v)\npoint in direction (90)\nset [fallfarten v] to [10]\nrepeat until <(Fallfarten) = [-15]>\n turn right (18) degrees\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\nend\nstart sound [Duns v]\nset [gråbjörn, nudda? v] to [ja]\nrepeat until <touching (hitbox v)?>\n next costume\n wait (0.03) seconds\n if <(costume [number v]) = [20]> then\n switch costume to (skadad 1 v)\n end\nend\nstart sound [Knytnäve 3 v]\nbroadcast (Björne - Litet hopp v)\nset size to (120) %\nrepeat (10)\n change size by (-2)\nend\nwait (0.3) seconds\nset [snurrfarten v] to [0]\nstart sound [Boomerang v]\nrepeat (20)\n change [snurrfarten v] by (4)\n change [ghost v] effect by (5)\n change size by (2)\n turn right (Snurrfarten) degrees\nend\nhide\nswitch costume to (vanlig v)\nset [gråbjörn, nudda? v] to [nej]\nbroadcast (G fas 3 v)\n\nwhen flag clicked\nset [sekund v] to [1.5]\n\nwhen I receive [g fas 3 v]\nwait (0.5) seconds\ngo to x: (164) y: (-40)\npoint in direction (90)\nshow\nstart sound [Boomerang v]\nrepeat (20)\n change [snurrfarten v] by (-4)\n change [ghost v] effect by (-5)\n change size by (-2)\n turn left (Snurrfarten) degrees\nend\nrepeat until <(direction) > [92]>\n turn right (3) degrees\nend\npoint in direction (90)\nwait (1) seconds\nset [björne kan röra på sig!!? v] to [nej]\nwait (0.5) seconds\nset [fallfarten v] to [10]\nHopp\nstart sound [Swish 2 v]\nrepeat until <(Fallfarten) = [-11]>\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\nend\nset [fallfarten v] to [0]\nstart sound [Duns v]\nbroadcast (G sista fas v)\nAvsluta hopp\nset [snurrfarten v] to [0]\nstart sound [Boomerang v]\nrepeat (20)\n change [snurrfarten v] by (4)\n change [ghost v] effect by (5)\n change size by (2)\n turn right (Snurrfarten) degrees\nend\nhide\n\nwhen I receive [gråbjörn - börjar v]\nrepeat (2)\n Vanlig 12x\n set [fallfarten v] to [15]\n set [x-fart v] to (pick random (-8) to (-2))\n Hopp\n start sound [Swish 2 v]\n repeat until <(Fallfarten) = [-16]>\n change y by (Fallfarten)\n change x by (X-fart)\n change [fallfarten v] by (-1)\n end\n set [fallfarten v] to [15]\n start sound [Duns v]\n point in direction (90)\n set rotation style [left-right v]\n point towards (hitbox v)\n turn right (180) degrees\n broadcast (Eldklot v)\n Avsluta hopp\n wait (0.5) seconds\n Vanlig 12x\n set rotation style [all around v]\n set [snurrfarten v] to [0]\n start sound [Boomerang v]\n repeat (20)\n change [snurrfarten v] by (4)\n change [ghost v] effect by (5)\n change size by (2)\n turn right (Snurrfarten) degrees\n end\n hide\n wait (0.5) seconds\n go to x: (164) y: (-40)\n point in direction (90)\n show\n start sound [Boomerang v]\n repeat (20)\n change [snurrfarten v] by (-4)\n change [ghost v] effect by (-5)\n change size by (-2)\n turn left (Snurrfarten) degrees\n end\n repeat until <(direction) > [92]>\n turn right (3) degrees\n end\n point in direction (90)\nend\nVanlig 12x\nset [fallfarten v] to [10]\nHopp\nstart sound [Swish 2 v]\nrepeat until <(Fallfarten) = [-11]>\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\nend\nset [fallfarten v] to [0]\nbroadcast (Gråbjörn sten - hopp v)\nAvsluta hopp\nwait (0.3) seconds\nrepeat (10)\n change x by (1)\nend\nSpring\nrepeat until <touching (_edge_ v)?>\n change [fallfarten v] by (-2)\n turn left (2) degrees\n change x by (Fallfarten)\nend\nstart sound [Knytnäve 3 v]\nswitch costume to (skadad 1 v)\npoint in direction (90)\nset [fallfarten v] to [10]\nrepeat until <(Fallfarten) = [-15]>\n turn right (18) degrees\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\nend\nstart sound [Duns v]\nset [gråbjörn, nudda? v] to [ja]\nrepeat until <touching (hitbox v)?>\n next costume\n wait (0.03) seconds\n if <(costume [number v]) = [20]> then\n switch costume to (skadad 1 v)\n end\nend\nstart sound [Knytnäve 3 v]\nbroadcast (Björne - Litet hopp v)\nset size to (120) %\nrepeat (10)\n change size by (-2)\nend\nwait (0.3) seconds\nset [snurrfarten v] to [0]\nstart sound [Boomerang v]\nrepeat (20)\n change [snurrfarten v] by (4)\n change [ghost v] effect by (5)\n change size by (2)\n turn right (Snurrfarten) degrees\nend\nhide\nswitch costume to (vanlig v)\nset [gråbjörn, nudda? v] to [nej]\nbroadcast (G fas 2 v)\n\ndefine Vanlig 12x\nswitch costume to (vanlig v)\nrepeat (12)\n next costume\n wait (0.05) seconds\n if <(costume [number v]) = [6]> then\n switch costume to (vanlig v)\n end\nend\n\ndefine Spring\nswitch costume to (springer v)\nrepeat (3)\n next costume\n wait (0.05) seconds\nend\n\ndefine Hopp\nswitch costume to (hoppar 1 v)\nrepeat (2)\n next costume\n wait (0.03) seconds\nend\n\ndefine Avsluta hopp\nswitch costume to (hoppar 4 v)\nwait (0.03) seconds\nswitch costume to (hoppar 1 v)\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <(Bana!?) = [35]> then\n if <(Visat sig!?) = [nej]> then\n if <([x position v] of [hitbox v]) > [21]> then\n set [visat sig!? v] to [ja]\n broadcast (Gråbjörn v)\n set [björne kan röra på sig!!? v] to [nej]\n set [boss igång!? v] to [ja]\n end\n end\n end\nend\n\nwhen I receive [gråbjörn v]\nwait (0.1) seconds\nstart sound [Swish 2 v]\nglide (0.3) secs to x: (164) y: (-40)\nstart sound [Duns v]\nrepeat (2)\n change y by (2)\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (-2)\nend\nbroadcast (Gråbjörns första prat v)\nset [boss pratar!? v] to [ja]\nrepeat until <(Boss pratar!?) = [nej]>\n Vanlig 12x\n repeat until <(costume [number v]) = [6]>\n next costume\n wait (0.05) seconds\n end\n switch costume to (vanlig v)\nend\nwait (0.5) seconds\nbroadcast (Gråbjörn - Börjar v)\nset [björne kan röra på sig!!? v] to [ja]\n\nwhen I receive [gråbjörn v]\nwait (0.1) seconds\nshow\nrepeat (10)\n turn right (9) degrees\n change [ghost v] effect by (-10)\n change size by (9)\nend\n\nwhen flag clicked\nset [antal lavahopp v] to [5]\nset [antal eldfall v] to [1]\n\nwhen I receive [g sista fas v]\nwait (2) seconds\ngo to x: (187) y: (74)\npoint in direction (90)\nshow\nstart sound [Boomerang v]\nrepeat (20)\n change [snurrfarten v] by (-4)\n change [ghost v] effect by (-5)\n change size by (-2)\n turn left (Snurrfarten) degrees\nend\nrepeat until <(direction) > [92]>\n turn right (3) degrees\nend\nwait (1) seconds\nset [fallfarten v] to [0]\nstart sound [Swish 2 v]\nrepeat until <(y position) < [-216]>\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\nend\nhide\nrepeat (3)\n wait (1) seconds\n repeat (Antal lavahopp)\n set y to (-234)\n if <([x position v] of [stenplattform v]) > [0]> then\n set x to (([x position v] of [stenplattform v]) - (pick random (150) to (200)))\n else\n set x to (([x position v] of [stenplattform v]) + (pick random (150) to (200)))\n end\n show\n point in direction (90)\n set [fallfarten v] to [20]\n broadcast (många eldklot v)\n Hopp\n start sound [Swish 2 v]\n start sound [Upp ur lavan v]\n repeat until <(Fallfarten) = [-21]>\n turn left (10) degrees\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\n end\n set [fallfarten v] to [0]\n hide\n broadcast (Mindre plattform v)\n wait (1) seconds\n end\n change [antal lavahopp v] by (3)\n wait (1) seconds\n if <([x position v] of [stenplattform v]) > [0]> then\n set x to (([x position v] of [stenplattform v]) - (pick random (170) to (220)))\n else\n set x to (([x position v] of [stenplattform v]) + (pick random (170) to (220)))\n end\n point in direction (90)\n set [fallfarten v] to [31]\n show\n Hopp\n start sound [Swish 2 v]\n start sound [Upp ur lavan v]\n repeat until <(Fallfarten) = [0]>\n turn left (5) degrees\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\n end\n set [fallfarten v] to [0]\n hide\n repeat (Antal eldfall)\n broadcast (eld från himlen v)\n wait (2) seconds\n end\n if <(Antal eldfall) = [5]> then\n go to x: (0) y: (200)\n end\n show\n set [fallfarten v] to [0]\n start sound [Swish 3 v]\n repeat until <(y position) < [-216]>\n turn right (10) degrees\n change y by (Fallfarten)\n change [fallfarten v] by (-1)\n end\n set [fallfarten v] to [0]\n hide\n broadcast (Mindre plattform v)\n change [antal eldfall v] by (2)\nend\nstart sound [Större duns v]\nswitch costume to (skadad 1 v)\nwait (0.7) seconds\npoint in direction (90)\nshow\nrepeat (33)\n turn right (0.3) degrees\n change y by (2)\nend\nrepeat (3)\n change y by (-1)\nend\nset [gråbjörn, nudda? v] to [ja]\nrepeat until <touching (hitbox v)?>\n next costume\n wait (0.02) seconds\n if <(costume [number v]) = [20]> then\n switch costume to (skadad 1 v)\n end\nend\nstart sound [Knytnäve 3 v]\nbroadcast (Björne - Sista gråbjörns hopp v)\nset size to (120) %\nrepeat (10)\n change size by (-2)\nend\nbroadcast (Gråbjörns sista prat v)\nset [boss pratar!? v] to [ja]\nwait until <(Boss pratar!?) = [nej]>\nrepeat (40)\n turn right (1) degrees\n change y by (-1)\nend\nwait (0.5) seconds\nstart sound [Explosion! v]\nhide\nbroadcast (Gråbjörn DÖD v)\n\n@Eldklot\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nhide\nswitch costume to (eld1 v)\n\nwhen I receive [eldklot v]\nset size to (100) %\nswitch costume to (eld1 v)\ngo to (gråbjörn v)\npoint in direction ([direction v] of [gråbjörn v])\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (_edge_ v)?>\n move (pick random (-8) to (-12)) steps\n turn right (pick random (-1) to (1)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\nset size to (pick random (80) to (100)) %\nset [ghost v] effect to (20)\nrepeat (8)\n change [ghost v] effect by (10)\n change size by (pick random (-5) to (-7))\nend\ndelete this clone\n\nwhen I receive [mera eld v]\nif <<(Gråbjörn - Vilken eld?) = [1]> or <(Gråbjörn - Vilken eld?) = [4]>> then\n switch costume to (eld1 v)\n go to (gråbjörn v)\n point in direction (90)\n show\n set [ghost v] effect to (0)\n start sound [Eld v]\n repeat until <touching (_edge_ v)?>\n move (pick random (-7) to (-10)) steps\n turn right (pick random (7) to (-7)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\n end\n start sound [Eld2 v]\n set [ghost v] effect to (100)\n hide\nend\n\nwhen I receive [eld från baken v]\nset size to (100) %\nswitch costume to (eld1 v)\ngo to (gråbjörn v)\npoint in direction (-90)\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (_edge_ v)?>\n move (pick random (-8) to (-12)) steps\n turn right (pick random (-2) to (2)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [många eldklot v]\nwait (0.5) seconds\nset size to (100) %\nswitch costume to (eld1 v)\ngo to (gråbjörn v)\npoint in direction (90)\nturn left (pick random (-30) to (30)) degrees\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (_edge_ v)?>\n move (pick random (-8) to (-12)) steps\n turn right (pick random (-3) to (3)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [eld från himlen v]\nset [fart v] to [0]\nset size to (100) %\nswitch costume to (eld1 v)\ngo to x: (pick random (-220) to (220)) y: (170)\npoint in direction (0)\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (lava v)?>\n create clone of (_myself_ v)\n change y by (FART)\n change [fart v] by (-1)\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\n@Eldklot 2\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nhide\nswitch costume to (eld1 v)\n\nwhen I receive [eldklot v]\nwait (0.7) seconds\nswitch costume to (eld1 v)\ngo to (gråbjörn v)\npoint in direction ([direction v] of [gråbjörn v])\nturn left (pick random (15) to (30)) degrees\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (_edge_ v)?>\n move (pick random (-8) to (-12)) steps\n turn right (pick random (-3) to (3)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [mera eld v]\nif <<(Gråbjörn - Vilken eld?) = [2]> or <(Gråbjörn - Vilken eld?) = [5]>> then\n switch costume to (eld1 v)\n go to (gråbjörn v)\n point in direction (90)\n show\n set [ghost v] effect to (0)\n start sound [Eld v]\n repeat until <touching (_edge_ v)?>\n move (pick random (-7) to (-10)) steps\n turn right (pick random (7) to (-7)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\n end\n start sound [Eld2 v]\n set [ghost v] effect to (100)\n hide\nend\n\nwhen I start as a clone\nset size to (pick random (80) to (100)) %\nset [ghost v] effect to (20)\nrepeat (8)\n change [ghost v] effect by (10)\n change size by (pick random (-5) to (-7))\nend\ndelete this clone\n\nwhen I receive [eld från baken v]\nswitch costume to (eld1 v)\ngo to (gråbjörn v)\npoint in direction (-90)\nturn right (35) degrees\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (_edge_ v)?>\n move (pick random (-8) to (-12)) steps\n turn right (pick random (-3) to (3)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [många eldklot v]\nwait (0.5) seconds\nswitch costume to (eld1 v)\ngo to (gråbjörn v)\npoint in direction (-90)\nturn left (pick random (-30) to (30)) degrees\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (_edge_ v)?>\n move (pick random (-8) to (-12)) steps\n turn right (pick random (-3) to (3)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [eld från himlen v]\nwait (0.3) seconds\nset [fart v] to [0]\nset size to (100) %\nswitch costume to (eld1 v)\ngo to x: (pick random (-220) to (220)) y: (170)\npoint in direction (0)\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (lava v)?>\n create clone of (_myself_ v)\n change y by (FART)\n change [fart v] by (-1)\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\n@Eldklot 3\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nhide\nswitch costume to (eld1 v)\n\nwhen I receive [eldklot v]\nwait (1.4) seconds\nswitch costume to (eld1 v)\ngo to (gråbjörn v)\npoint in direction ([direction v] of [gråbjörn v])\nturn right (pick random (15) to (30)) degrees\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (_edge_ v)?>\n move (pick random (-8) to (-12)) steps\n turn right (pick random (-3) to (3)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\nset size to (pick random (80) to (100)) %\nset [ghost v] effect to (20)\nrepeat (8)\n change [ghost v] effect by (10)\n change size by (pick random (-5) to (-7))\nend\ndelete this clone\n\nwhen I receive [eld från baken v]\nswitch costume to (eld1 v)\ngo to (gråbjörn v)\npoint in direction (-90)\nturn left (35) degrees\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (_edge_ v)?>\n move (pick random (-8) to (-12)) steps\n turn right (pick random (-3) to (3)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [mera eld v]\nif <(Gråbjörn - Vilken eld?) = [3]> then\n switch costume to (eld1 v)\n go to (gråbjörn v)\n point in direction (90)\n show\n set [ghost v] effect to (0)\n start sound [Eld v]\n repeat until <touching (_edge_ v)?>\n move (pick random (-7) to (-10)) steps\n turn right (pick random (-7) to (7)) degrees\n create clone of (_myself_ v)\n next costume\n if <(costume [number v]) = [8]> then\n switch costume to (eld1 v)\n end\n end\n start sound [Eld2 v]\n set [ghost v] effect to (100)\n hide\nend\n\nwhen I receive [eld från himlen v]\nwait (0.6) seconds\nset [fart v] to [0]\nset size to (100) %\nswitch costume to (eld1 v)\ngo to x: (pick random (-220) to (220)) y: (170)\npoint in direction (0)\nshow\nset [ghost v] effect to (0)\nstart sound [Eld v]\nrepeat until <touching (lava v)?>\n create clone of (_myself_ v)\n change y by (FART)\n change [fart v] by (-1)\nend\nstart sound [Eld2 v]\nset [ghost v] effect to (100)\nhide\n\n@Stenplattform\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [don't rotate v]\nset size to (100) %\nset [ghost v] effect to (100)\nhide\nset [stenplattform där!? v] to [nej]\nset [gråbjörn död? v] to [nej]\n\nwhen I receive [g sista fas v]\nwait (1.5) seconds\ngo to x: ([x position v] of [hitbox v]) y: (-176)\nshow\nrepeat (19)\n change [ghost v] effect by (-10)\n change y by (2.5)\nend\nrepeat (3)\n change [ghost v] effect by (-10)\n change y by (1)\nend\nset [stenplattform där!? v] to [ja]\nset [björne kan röra på sig!!? v] to [ja]\nwait (0.5) seconds\npoint in direction (90)\nrepeat until <(Gråbjörn död?) = [ja]>\n move (pick random (0.5) to (2)) steps\n if on edge, bounce\nend\n\nwhen I receive [gråbjörn död v]\nset rotation style [all around v]\nrepeat (50)\n turn right (1.5) degrees\n change y by (-8)\nend\nhide\nset [ghost v] effect to (100)\nset [stenplattform där!? v] to [nej]\n\nwhen I receive [gråbjörns sista prat v]\nset [gråbjörn död? v] to [ja]\n\n@Energiblixt\n\nwhen flag clicked\nset [blixt tagen? v] to [nej]\nset [ghost v] effect to (100)\nhide\nset size to (100) %\npoint in direction (90)\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <<<<(Bana!?) = [7]> or <<(Bana!?) = [13]> or <(Bana!?) = [19]>>> or <<(Bana!?) = [24]> or <(Bana!?) = [28]>>> or <(Bana!?) = [34]>> then\n repeat until <(Blixt tagen?) = [ja]>\n change x by (1)\n wait (0.01) seconds\n change y by (1)\n wait (0.01) seconds\n change x by (-1)\n wait (0.01) seconds\n change y by (-1)\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [bort med musiken v]\nif <<<<(Bana!?) = [7]> or <<(Bana!?) = [13]> or <(Bana!?) = [19]>>> or <<(Bana!?) = [24]> or <(Bana!?) = [28]>>> or <(Bana!?) = [34]>> then\n set [blixt tagen? v] to [ja]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (15)\n turn right (15) degrees\n end\n hide\nend\n\nwhen I receive [blixt tagen v]\nrepeat (10)\n turn right (pick random (-10) to (10)) degrees\n change [ghost v] effect by (10)\n change size by (20)\nend\nhide\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <<<<(Bana!?) = [7]> or <<(Bana!?) = [13]> or <(Bana!?) = [19]>>> or <<(Bana!?) = [24]> or <(Bana!?) = [28]>>> or <(Bana!?) = [34]>> then\n set [blixt tagen? v] to [nej]\n go to x: (62) y: (65)\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (0)\n show\nend\n\nwhen I start as a clone\nset size to (pick random (10) to (30)) %\npoint in direction (pick random (-240) to (240))\nrepeat (20)\n move (pick random (1) to (1.5)) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [13]> then\n go to x: (-3) y: (143)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [19]> then\n go to x: (-64) y: (95)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [24]> then\n go to x: (23) y: (-77)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [28]> then\n go to x: (42) y: (-2)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [34]> then\n go to x: (126) y: (-61)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [7]> then\n go to x: (50) y: (53)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\nend\n\nwhen I receive [nästa bana v]\nset [blixt tagen? v] to [nej]\nwait (0.3) seconds\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <<<<(Bana!?) = [7]> or <<(Bana!?) = [13]> or <(Bana!?) = [19]>>> or <<(Bana!?) = [24]> or <(Bana!?) = [28]>>> or <(Bana!?) = [34]>> then\n if <(Blixt tagen?) = [nej]> then\n repeat until <touching (hitbox v)?>\n create clone of (_myself_ v)\n end\n set [blixt tagen? v] to [ja]\n broadcast (Blixt tagen v)\n change [hoppstryka xxx v] by (0.2)\n change [gåstyrka xxx v] by (0.2)\n end\n end\n end\nend\n\n@Blixt\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nset volume to (35) %\n\nwhen I receive [blixt tagen v]\nstart sound [Blixt v]\ngo to x: ([x position v] of [hitbox v]) y: (0)\nshow\nset [ghost v] effect to (0)\nrepeat (3)\n change x by (4)\n wait (0.01) seconds\n change x by (-4)\n wait (0.01) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Blixtljus\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [blixt tagen v]\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Gran\n\n@Livmätarruta\n\nwhen flag clicked\ngo to x: (207) y: (161)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [himlen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [björne död v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Livmätare\n\nwhen flag clicked\nset [liv v] to [25]\nset size to (100) %\nswitch costume to (klädsel1 v)\ngo to x: (228) y: (162)\nforever\n if <(Liv) < [6]> then\n set y to (pick random (162) to (163))\n set x to (pick random (228) to (227))\n end\nend\n\nwhen I receive [skada - void v]\nset size to (130) %\nchange [liv v] by (-1)\nnext costume\nrepeat (5)\n change size by (-6)\nend\n\nwhen I receive [skada - fiende v]\nset size to (130) %\nchange [liv v] by (-1)\nnext costume\nrepeat (5)\n change size by (-6)\nend\n\nwhen I receive [skada - bränd v]\nset size to (130) %\nchange [liv v] by (-1)\nnext costume\nrepeat (5)\n change size by (-6)\nend\n\nwhen I receive [himlen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [1 extraliv v]\nif <not <(costume [number v]) = [1]>> then\n change [liv v] by (1)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [+10 liv v]\nrepeat until <<(Gå me liv) = [10]> or <(costume [number v]) = [1]>>\n change [liv v] by (1)\n change [gå me liv v] by (1)\n switch costume to ((costume [number v]) - (1))\nend\nset [gå me liv v] to [0]\n\nwhen flag clicked\nset [gå me liv v] to [0]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [+5 liv v]\nrepeat until <<(Gå me liv) = [5]> or <(costume [number v]) = [1]>>\n change [liv v] by (1)\n change [gå me liv v] by (1)\n switch costume to ((costume [number v]) - (1))\nend\nset [gå me liv v] to [0]\n\nwhen I receive [björne död v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Pratbubbla - Bossar + Blåakanini\n\nwhen I receive [gunt a gnag - sista prat v]\nset [pratbubbla roterar v] to [0]\nwait (1) seconds\ngo to (gunt a gnag v)\nchange y by (50)\nchange x by (40)\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 2 - 1 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 2 - 1 s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 2 - 2 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 2 - 2 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 2 - 3 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 2 - 3 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nset [boss pratar!? v] to [nej]\nset [pratbubbla roterar v] to [0]\n\nwhen I receive [kung spinnedung - sista prat v]\nset [pratbubbla roterar v] to [0]\nwait (1) seconds\ngo to (kung spinnidung v)\nchange x by (35)\nchange y by (40)\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 3 - 1 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 3 - 1 s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 3 - 2 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 3 - 2 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 3 - 3 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 3 - 3 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nset [boss pratar!? v] to [nej]\nset [pratbubbla roterar v] to [0]\n\nwhen I receive [gunt a gnag - sista prat v]\nrepeat until <(Boss pratar!?) = [nej]>\n change [pratbubbla roterar v] by (5)\n point in direction ((([sin v] of (Pratbubbla roterar) ) * (3)) + (90))\nend\n\nwhen I receive [kung spinnedung - sista prat v]\nrepeat until <(Boss pratar!?) = [nej]>\n change [pratbubbla roterar v] by (5)\n point in direction ((([sin v] of (Pratbubbla roterar) ) * (3)) + (90))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (90) %\nhide\nset volume to (25) %\npoint in direction (120)\n\nwhen I receive [herr hoppitott - sista prat v]\nset [pratbubbla roterar v] to [0]\nwait (1) seconds\ngo to x: (70) y: (95)\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 1 - 1 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 1 - 1 s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 1 - 2 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 1 - 2 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (boss 1 - 3 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (boss 1 - 3 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nset [boss pratar!? v] to [nej]\nset [pratbubbla roterar v] to [0]\n\nwhen I receive [herr hoppitott - sista prat v]\nrepeat until <(Boss pratar!?) = [nej]>\n change [pratbubbla roterar v] by (5)\n point in direction ((([sin v] of (Pratbubbla roterar) ) * (3)) + (90))\nend\n\nwhen I receive [gråbjörns första prat v]\nset [pratbubbla roterar v] to [0]\nwait (0.5) seconds\ngo to (gråbjörn v)\nchange x by (-10)\nchange y by (74)\nif <(?Språk?) = [Eng]> then\n switch costume to (g - 1 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (g - 1 s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (g - 2 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (g - 2 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (g - 3 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (g - 3 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nset [boss pratar!? v] to [nej]\nset [pratbubbla roterar v] to [0]\n\nwhen I receive [gråbjörns sista prat v]\nrepeat until <(Boss pratar!?) = [nej]>\n change [pratbubbla roterar v] by (5)\n point in direction ((([sin v] of (Pratbubbla roterar) ) * (3)) + (90))\nend\n\nwhen I receive [gråbjörns första prat v]\nrepeat until <(Boss pratar!?) = [nej]>\n change [pratbubbla roterar v] by (5)\n point in direction ((([sin v] of (Pratbubbla roterar) ) * (3)) + (90))\nend\n\nwhen I receive [gråbjörns sista prat v]\nset [pratbubbla roterar v] to [0]\nwait (0.5) seconds\ngo to (gråbjörn v)\nchange x by (-10)\nchange y by (74)\nif <(?Språk?) = [Eng]> then\n switch costume to (g - sista e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (g - sista s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nset [boss pratar!? v] to [nej]\nset [pratbubbla roterar v] to [0]\n\nwhen I receive [blåakanini pratar v]\nset [pratbubbla roterar v] to [0]\nwait (1) seconds\ngo to (blåakanini v)\nchange x by (10)\nchange y by (64)\nstart sound (pick random (4) to (6))\nif <(?Språk?) = [Eng]> then\n switch costume to (blåa - 1 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (blåa - 1 s v)\nend\nshow\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (6))\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (blåa - 2 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (blåa - 2 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (6))\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (blåa - 3 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (blåa - 3 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (6))\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (blåa - 4 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (blåa - 4 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Meddelande - Fram v]\nstart sound (pick random (4) to (6))\nset [pratbubbla roterar v] to [0]\nif <(?Språk?) = [Eng]> then\n switch costume to (blåa - 5 e v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (blåa - 5 s v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\npoint in direction (120)\nset [boss pratar!? v] to [nej]\nset [pratbubbla roterar v] to [0]\n\nwhen I receive [blåakanini pratar v]\nrepeat until <(Boss pratar!?) = [nej]>\n change [pratbubbla roterar v] by (5)\n point in direction ((([sin v] of (Pratbubbla roterar) ) * (3)) + (90))\nend\n\n@Templeblock\n\nwhen flag clicked\nset volume to (25) %\npoint in direction (90)\nhide\n\nwhen I receive [nästa bana v]\nwait (0.5) seconds\nforever\n if <<<(Bana!?) = [13]> or <(Bana!?) = [14]>> or <(Bana!?) = [18]>> then\n if <(Spelet är igång!?) = [ja]> then\n turn right (pick random (0.5) to (2)) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(Bana!?) = [13]> or <(Bana!?) = [14]>> or <(Bana!?) = [18]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.5) seconds\nforever\n if <<<(Bana!?) = [13]> or <(Bana!?) = [14]>> or <(Bana!?) = [18]>> then\n if <(Spelet är igång!?) = [ja]> then\n play sound [Sqeaking_door-Sarasprella-1754011079.mp3 v] until done\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [13]> then\n point in direction (90)\n go to x: (164) y: (-135)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [14]> then\n point in direction (90)\n go to x: (170) y: (-139)\nend\n\ngo [backward v] (170) layers\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [18]> then\n point in direction (90)\n go to x: (175) y: (-139)\nend\n\n@Tumbleweed\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nhide\nset [åker v] to [nej]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<(Bana!?) > [10]> and <(Bana!?) < [21]>> then\n show\n set size to (pick random (80) to (100)) %\n go to x: (-240) y: (0)\n repeat until <touching (bana v)?>\n change y by (-10)\n end\n change y by (10)\n set [ghost v] effect to (0)\n set [åker v] to [ja]\n repeat until <(x position) > [235]>\n change x by (pick random (11) to (13))\n change size by (pick random (-4) to (4))\n change [ghost v] effect by (pick random (-4) to (4))\n turn right (pick random (11) to (12)) degrees\n end\n set [åker v] to [nej]\n repeat (4)\n change size by (5)\n change [ghost v] effect by (25)\n end\n hide\n set size to (100) %\n wait (pick random (1) to (8)) seconds\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<(Bana!?) > [10]> and <(Bana!?) < [21]>> then\n if <(åker) = [ja]> then\n if <touching (bana v)?> then\n change y by (8)\n end\n end\n end\nend\n\n@Aska\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset volume to (50) %\n\nwhen I receive [aska v]\nshow\ngo to (björne v)\nrepeat (15)\n change y by (pick random (-5) to (15))\n switch costume to (pick random (1) to (6))\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (0) to (20))\nswitch costume to (pick random (1) to (6))\nset [ghost v] effect to (0)\nrepeat (3)\n change x by (pick random (3) to (-3))\n change y by (pick random (-5) to (-2))\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change x by (pick random (3) to (-3))\n change y by (pick random (-5) to (-2))\nend\ndelete this clone\n\nbroadcast (Skada - Bränd v)\n\nwhen I receive [aska v]\nwait (0.1) seconds\nstart sound [Eld v]\n\n@Hjärta\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\npoint in direction (90)\nset size to (100) %\nset volume to (40) %\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [4]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\n go to x: (139) y: (92)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nforever\n if <(Spelet är igång!?) = [ja]> then\n if <<<<(Bana!?) = [4]> or <<(Bana!?) = [8]> or <(Bana!?) = [12]>>> or <<(Bana!?) = [16]> or <(Bana!?) = [23]>>> or <<(Bana!?) = [27]> or <<(Bana!?) = [31]> or <(Bana!?) = [35]>>>> then\n switch costume to (1 v)\n repeat until <<touching (hitbox v)?> or <(Spelet är igång!?) = [nej]>>\n next costume\n end\n if <(Spelet är igång!?) = [ja]> then\n change [poäng v] by (5)\n broadcast (1 Extraliv v)\n start sound [Ding v]\n end\n start sound [Boomerang v]\n repeat (5)\n next costume\n next costume\n change y by (8)\n end\n repeat (10)\n next costume\n change [ghost v] effect by (10)\n change y by (3)\n next costume\n end\n hide\n end\n end\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [8]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\n go to x: (110) y: (83)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [12]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\n go to x: (-1) y: (-123)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [16]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\n go to x: (141) y: (135)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [27]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\n go to x: (-115) y: (142)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [23]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\n go to x: (-86) y: (-49)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [31]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\n go to x: (36) y: (-124)\nend\n\nwhen I receive [nästa bana v]\nwait (0.3) seconds\nif <(Bana!?) = [35]> then\n set [ghost v] effect to (0)\n show\n set size to (100) %\n point in direction (90)\n go to x: (-200) y: (-37)\nend\n\n@Sprängsten - Slutet\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\nset size to (pick random (10) to (50)) %\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change y by (pick random (10) to (-4))\n change x by (pick random (-6) to (6))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [sprängsten smått 2 v]\nrepeat (7)\n create clone of (_myself_ v)\nend\n\nwhen I receive [gråbjörn död v]\nwait (1.5) seconds\nstart sound [Stenras v]\nstart sound [Vulkanutbrott v]\nwait (2) seconds\ngo to x: ([x position v] of [hitbox v]) y: (177)\nset size to (pick random (100) to (120)) %\nset [ghost v] effect to (0)\nshow\nstart sound [Swish 2 v]\nrepeat until <touching (hitbox v)?>\n turn right (pick random (0) to (7)) degrees\n change y by (pick random (-20) to (-22))\nend\nif <touching (hitbox v)?> then\n broadcast (Stort spränghopp v)\nend\nstart sound [Explosion! v]\nbroadcast (Sprängsten smått 2 v)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (10)\nend\nhide\n\n@Drömvitt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [stort spränghopp v]\nwait (0.3) seconds\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Himlen v)\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [gråbjörn död v]\nwait (1) seconds\nchange [bana!? v] by (1)\n\n@Blåakanini\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nset [har varnat v] to [nej]\n\nwhen I receive [himlen v]\ngo to x: (93) y: (-73)\npoint in direction (-90)\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [himlen v]\nwait (1) seconds\nforever\n if <(Har varnat) = [nej]> then\n if <(Bana!?) = [36]> then\n if <([x position v] of [hitbox v]) > [15]> then\n set [har varnat v] to [ja]\n set [björne kan röra på sig!!? v] to [nej]\n set [boss pratar!? v] to [ja]\n broadcast (Blåakanini pratar v)\n end\n end\n end\nend\n\nwhen I receive [blåakanini pratar v]\nwait until <(Boss pratar!?) = [nej]>\nset [björne kan röra på sig!!? v] to [ja]\nbroadcast (Du vann v)\n\n@Du vann! - Text\n\nwhen flag clicked\ngo to x: (-323) y: (136)\npoint in direction (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [du vann v]\nglide (0.3) secs to x: (-103) y: (136)\n\nwhen I receive [du vann v]\nwait (0.1) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [du vann v]\nrepeat (10)\n turn right (9) degrees\nend\n\nwhen flag clicked\nforever\n if <(?Språk?) = [Eng]> then\n switch costume to (eng v)\n else\n switch costume to (sv v)\n end\nend\n\n@Dimma\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [himlen v]\nshow\nset [ghost v] effect to (50)\n\n@Poäng\n\nwhen flag clicked\ngo to x: (-190) y: (79)\nset [ghost v] effect to (100)\nhide\nhide variable [poäng v]\nset [poäng v] to [0]\n\nwhen I receive [du vann v]\nwait (1) seconds\nshow variable [poäng v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <(?Språk?) = [Eng]> then\n switch costume to (eng v)\n else\n switch costume to (sv v)\n end\nend\n\n@Bästa poäng\n\nwhen flag clicked\ngo to x: (-147) y: (50)\nset [ghost v] effect to (100)\nhide\nhide variable [☁ bästa poäng v]\n\nwhen I receive [du vann v]\nif <(Poäng) > (☁ Bästa poäng)> then\n set [☁ bästa poäng v] to (Poäng)\nend\n\nwhen I receive [du vann v]\nwait (1.5) seconds\nshow variable [☁ bästa poäng v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <(?Språk?) = [Eng]> then\n switch costume to (eng v)\n else\n switch costume to (sv v)\n end\nend\n\n@Extraliv fr boss\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nswitch costume to (1 v)\nset volume to (20) %\n\nwhen I receive [gunt a gnag - död v]\nwait (1) seconds\nrepeat (3)\n switch costume to (1 v)\n create clone of (_myself_ v)\n start sound [Ding2 v]\n wait (0.1) seconds\nend\n\nwhen I receive [björne 10 nya liv fr spindel v]\nwait (1) seconds\nrepeat (3)\n switch costume to (1 v)\n create clone of (_myself_ v)\n start sound [Ding2 v]\n wait (0.1) seconds\nend\n\nwhen I receive [hoppitott död v]\nwait (1) seconds\nrepeat (3)\n switch costume to (1 v)\n create clone of (_myself_ v)\n start sound [Ding2 v]\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to (hitbox v)\nchange y by (20)\nbroadcast (+10 liv v)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nrepeat (3)\n change y by (10)\n next costume\nend\nrepeat (10)\n change y by (5)\n next costume\n next costume\n change [ghost v] effect by (10)\nend\nhide\n\n@Myntbelöning\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nswitch costume to (klädsel1 v)\nset volume to (20) %\n\nwhen I start as a clone\ngo to (hitbox v)\nchange y by (20)\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nrepeat (3)\n change y by (10)\n next costume\nend\nrepeat (10)\n change y by (5)\n next costume\n next costume\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [pris nr 3 v]\nwait (1) seconds\nrepeat (3)\n switch costume to (1 v)\n create clone of (_myself_ v)\n start sound [Mynt v]\n wait (0.1) seconds\nend\nchange [antalet mynt v] by (10)\n\nwhen I receive [pris nr 2 v]\nwait (1) seconds\nrepeat (3)\n switch costume to (1 v)\n create clone of (_myself_ v)\n start sound [Mynt v]\n wait (0.1) seconds\nend\nchange [antalet mynt v] by (10)\n\nwhen I receive [pris nr 1 v]\nwait (1) seconds\nrepeat (3)\n switch costume to (1 v)\n create clone of (_myself_ v)\n start sound [Mynt v]\n wait (0.1) seconds\nend\nchange [antalet mynt v] by (10)\n\n@Fps\n\nwhen flag clicked\nforever\n change [räknare v] by (1)\n wait (0) seconds\n if <(timer) > [1]> then\n reset timer\n set [fps v] to (Räknare)\n set [räknare v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (f v) pressed?> then\n show variable [fps v]\n else\n hide variable [fps v]\n end\nend\n\n@Intro - Del 1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (60) %\ngo to x: (0) y: (0)\npoint in direction (40)\n\nwhen flag clicked\nwait (1) seconds\nstart sound [Switch v]\nshow\nrepeat (5)\n turn right (10) degrees\n change [ghost v] effect by (-20)\n change size by (-3)\nend\nrepeat (2)\n change size by (2.5)\nend\nwait (1.1) seconds\nbroadcast (Intro Text v)\nrepeat (7)\n change x by (-17)\nend\n\nwhen I receive [bort med intro v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Intro - Del 2\n\nwhen flag clicked\ngo to x: (-190) y: (0)\nshow\n\nwhen I receive [intro text v]\nrepeat (7)\n change x by (-17)\nend\n\nwhen flag clicked\nwait (0.5) seconds\nstart sound [01. Banner Intro.mp3 v]\n\nwhen I receive [bort med intro v]\nhide\n\n@Intro - Del 3\n\nwhen I receive [intro text v]\nstart sound [Swish 2 v]\nrepeat (7)\n change x by (22)\nend\nwait (1) seconds\nbroadcast (Bort med intro v)\n\nwhen I receive [intro text v]\nset [ghost v] effect to (0)\nshow\n\nwhen flag clicked\ngo to x: (-93) y: (0)\nset [ghost v] effect to (100)\nhide\nset volume to (40) %\n\nwhen I receive [bort med intro v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Intro - Del 4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [bort med intro v]\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@Huvudmeny\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nset volume to (25) %\n\nwhen I receive [bort med intro v]\nwait (1) seconds\nstart sound [1-08 Gerudo Valley.mp3 v]\n\nwhen I receive [starta spelet v]\nrepeat (25)\n change volume by (-1)\nend\nstop all sounds\n\nwhen I receive [starta spelet v]\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [hjälpknapp v]\nrepeat (15)\n change volume by (-1)\nend\nset volume to (10) %\n\nwhen I receive [bort med hjälpruta v]\nrepeat (15)\n change volume by (1)\nend\nset volume to (25) %\n\nwhen I receive [topplistor v]\nrepeat (15)\n change volume by (-1)\nend\nset volume to (10) %\n\n@Rubrik\n\nwhen flag clicked\ngo to x: (0) y: (110)\nset [rotera v] to [0]\nset [spelet börjar v] to [nej]\nset [storleksräknare v] to [10]\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [bort med intro v]\nrepeat until <<(Rotera) = [10000]> or <(Spelet börjar) = [ja]>>\n change [rotera v] by (7)\n point in direction ((([sin v] of (Rotera) ) * (2)) + (90))\nend\n\nwhen I receive [starta spelet v]\nset [spelet börjar v] to [ja]\nrepeat (20)\n change size by (Storleksräknare)\n change [ghost v] effect by (5)\n change [storleksräknare v] by (-2)\nend\nhide\n\nwhen this sprite clicked\nset size to (120) %\nset [brightness v] effect to (20)\nstart sound (pick random (1) to (4))\nrepeat until <(size) = [100]>\n change [brightness v] effect by (-2)\n change size by (-2)\nend\n\nwhen flag clicked\nforever\n if <(?Språk?) = [Eng]> then\n switch costume to (engelska v)\n else\n switch costume to (svenska v)\n end\nend\n\n@Highscore-knapp\n\nwhen flag clicked\ngo to x: (-95) y: (-20)\nset [brightness v] effect to (0)\nset volume to (65) %\nset [går att trycka på? v] to [nej]\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(Går att trycka på?) = [ja]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Blupp v]\n set [går att trycka på? v] to [nej]\n broadcast (Topplistor v)\n end\n end\nend\n\nwhen I receive [starta spelet v]\nset [går att trycka på? v] to [nej]\nrepeat (10)\n turn right (6) degrees\n change [ghost v] effect by (10)\n change size by (-8)\nend\nhide\n\nwhen I receive [bort med intro v]\nset [går att trycka på? v] to [ja]\n\nwhen flag clicked\nforever\n if <(Går att trycka på?) = [ja]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [112]>\n change size by (4)\n turn right (2) degrees\n change [brightness v] effect by (3)\n end\n else\n repeat until <(size) = [100]>\n change size by (-4)\n turn left (2) degrees\n change [brightness v] effect by (-3)\n end\n end\n end\nend\n\nwhen I receive [bort med hjälpruta v]\nwait (0.2) seconds\nset [går att trycka på? v] to [ja]\n\nwhen I receive [hjälpknapp v]\nset [går att trycka på? v] to [nej]\n\n@Startknapp\n\nwhen flag clicked\nforever\n if <(Går att trycka på?) = [ja]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Blupp v]\n set [går att trycka på? v] to [nej]\n broadcast (Starta spelet v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Går att trycka på?) = [ja]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [112]>\n change size by (4)\n turn right (2) degrees\n change [brightness v] effect by (3)\n end\n else\n repeat until <(size) = [100]>\n change size by (-4)\n turn left (2) degrees\n change [brightness v] effect by (-3)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nset volume to (65) %\nset [går att trycka på? v] to [nej]\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\nset size to (100) %\n\nwhen I receive [starta spelet v]\nrepeat (10)\n turn right (6) degrees\n change [ghost v] effect by (10)\n change size by (-8)\nend\nhide\n\nwhen I receive [bort med intro v]\nset [går att trycka på? v] to [ja]\n\nwhen I receive [hjälpknapp v]\nset [går att trycka på? v] to [nej]\n\nwhen I receive [bort med hjälpruta v]\nwait (0.2) seconds\nset [går att trycka på? v] to [ja]\n\nwhen I receive [topplistor v]\nset [går att trycka på? v] to [nej]\n\n@Hjälpknapp\n\nwhen flag clicked\ngo to x: (95) y: (-20)\nset [brightness v] effect to (0)\nset volume to (60) %\nset [går att trycka på? v] to [nej]\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(Går att trycka på?) = [ja]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Blupp v]\n set [går att trycka på? v] to [nej]\n broadcast (Hjälpknapp v)\n end\n end\nend\n\nwhen I receive [starta spelet v]\nset [går att trycka på? v] to [nej]\nrepeat (10)\n turn right (6) degrees\n change [ghost v] effect by (10)\n change size by (-8)\nend\nhide\n\nwhen I receive [bort med intro v]\nset [går att trycka på? v] to [ja]\n\nwhen flag clicked\nforever\n if <(Går att trycka på?) = [ja]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [112]>\n change size by (4)\n turn right (2) degrees\n change [brightness v] effect by (3)\n end\n else\n repeat until <(size) = [100]>\n change size by (-4)\n turn left (2) degrees\n change [brightness v] effect by (-3)\n end\n end\n end\nend\n\nwhen I receive [bort med hjälpruta v]\nwait (0.2) seconds\nset [går att trycka på? v] to [ja]\n\nwhen I receive [topplistor v]\nset [går att trycka på? v] to [nej]\n\n@Dullen\n\nwhen I receive [dullen varnar! v]\nstart sound [Swish 2 v]\nglide (0.2) secs to x: (157) y: (0)\nrepeat (2)\n change y by (2)\nend\nrepeat (2)\n change y by (1)\nend\nstart sound [Duns v]\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (-2)\nend\nbroadcast (Dullen pratar v)\n\nwhen I receive [meddelande1 v]\nforever\n if <(Dullen pratat?) = [nej]> then\n if <(Bana!?) = [1]> then\n if <([x position v] of [hitbox v]) > [90]> then\n set [dullen pratat? v] to [ja]\n broadcast (Dullen varnar! v)\n set [dullen e här? v] to [ja]\n set [björne kan röra på sig!!? v] to [nej]\n end\n end\n end\nend\n\nwhen I receive [dullen varnar! v]\nrepeat until <(Dullen e här?) = [nej]>\n next costume\n wait (0.02) seconds\nend\n\nwhen I receive [bort med dullen v]\nwait (0.5) seconds\nset [björne kan röra på sig!!? v] to [ja]\nset [dullen e här? v] to [nej]\npoint in direction (-90)\nstart sound [Swish 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\n change x by (6)\nend\nhide\n\nwhen I receive [dullen varnar! v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (dullen - 1 v)\nset size to (70) %\nset [ghost v] effect to (100)\nhide\nset rotation style [left-right v]\ngo to x: (157) y: (50)\npoint in direction (-90)\nset [dullen pratat? v] to [nej]\nset [dullen e här? v] to [nej]\n\n@Dullens pratbubblor\n\nwhen I receive [dullen pratar v]\nset [dullen pratar!+ v] to [ja]\nwait (0.25) seconds\ngo to (dullen v)\nchange y by (50)\nchange x by (-5)\nif <(?Språk?) = [Eng]> then\n switch costume to (b 1 eng v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (b 1 sv v)\nend\nshow\nstart sound [Dullen 4 v]\nstart sound [Meddelande - Fram v]\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (4)\n turn left (7.5) degrees\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Dullen 1 v]\nstart sound [Meddelande - Fram v]\nif <(?Språk?) = [Eng]> then\n switch costume to (b 2 eng v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (b 2 sv v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nrepeat (3)\n change size by (2)\nend\nstart sound [Dullen 3 v]\nstart sound [Meddelande - Fram v]\nif <(?Språk?) = [Eng]> then\n switch costume to (b 3 eng v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (b 3 sv v)\nend\nrepeat (2)\n change size by (-3)\nend\nwait until <key (space v) pressed?>\nstart sound [Meddelande - Bort v]\nset [dullen pratar!+ v] to [nej]\nrepeat (2)\n change [ghost v] effect by (25)\n change size by (-5)\nend\nhide\nbroadcast (Bort med Dullen v)\n\nwhen flag clicked\nset [dullen pratar!+ v] to [nej]\npoint in direction (120)\nset size to (90) %\nhide\nset [ghost v] effect to (100)\nset volume to (25) %\n\nwhen I receive [dullen pratar v]\nrepeat until <(Dullen pratar!+) = [nej]>\n change y by (1)\n wait (0.01) seconds\n change x by (1)\n wait (0.01) seconds\n change y by (-1)\n wait (0.01) seconds\n change x by (-1)\n wait (0.01) seconds\nend\n\n@Achievement\n\nwhen flag clicked\ngo to x: (287) y: (-148)\nhide\nset volume to (20) %\nset [a - trampolin v] to [nej]\nset [a - ballong v] to [nej]\nset [a - blixt v] to [nej]\nset [a - kaktus v] to [nej]\nset [a - spöket v] to [nej]\nset [a - säck v] to [nej]\nset [a - mynt v] to [nej]\nset [a - pandafaffa v] to [nej]\nset [a - oskadad v] to [nej]\n\nwhen I receive [trampolin v]\nif <(A - Trampolin) = [nej]> then\n set [a - trampolin v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (trampolin - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (trampolin - s v)\n end\n broadcast (Prestation v)\nend\n\nwhen I receive [blixt tagen v]\nif <(A - Blixt) = [nej]> then\n set [a - blixt v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (blixt - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (blixt - s v)\n end\n broadcast (Prestation v)\nend\n\nwhen I receive [bob 1 - vinst v]\nif <(A - Ballong) = [nej]> then\n set [a - ballong v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (ballong - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (ballong - s v)\n end\n broadcast (Prestation v)\nend\n\nwhen I receive [prestation v]\ngo to x: (287) y: (-148)\nshow\nset [snabbhet v] to [15]\nstart sound [achievement v]\nchange [poäng v] by (20)\nrepeat until <(Snabbhet) = [0]>\n change [snabbhet v] by (-1)\n change x by (join [-] (Snabbhet))\nend\nwait (2) seconds\nrepeat until <(Snabbhet) = [14]>\n change [snabbhet v] by (1)\n change x by (Snabbhet)\nend\nhide\n\nwhen I receive [bob 2 - vinst v]\nif <(A - Kaktus) = [nej]> then\n set [a - kaktus v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (kaktus - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (kaktus - s v)\n end\n broadcast (Prestation v)\nend\n\nwhen I receive [spöket lever!? v]\nif <(A - Spöket) = [nej]> then\n set [a - spöket v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (spöket - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (spöket - s v)\n end\n broadcast (Prestation v)\nend\n\nwhen I receive [bob 3 - vinst v]\nif <(A - Säck) = [nej]> then\n set [a - säck v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (säck - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (säck - s v)\n end\n broadcast (Prestation v)\nend\n\nwhen flag clicked\nforever\n if <(Antalet mynt) = [30]> then\n if <(A - Mynt) = [nej]> then\n set [a - mynt v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (mynt - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (mynt - s v)\n end\n broadcast (Prestation v)\n end\n end\nend\n\nwhen I receive [hatt - pandafaffas original v]\nif <(A - Pandafaffa) = [nej]> then\n set [a - pandafaffa v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (pandafaffa - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (pandafaffa - s v)\n end\n broadcast (Prestation v)\nend\n\nwhen I receive [du vann v]\nif <(Liv) = [25]> then\n if <(A - Oskadad) = [nej]> then\n set [a - oskadad v] to [ja]\n if <(?Språk?) = [Eng]> then\n switch costume to (oskadad - e v)\n end\n if <(?Språk?) = [Sv]> then\n switch costume to (oskadad - s v)\n end\n broadcast (Prestation v)\n end\nend\n\n@Hjälp/highscore\n\nwhen flag clicked\ngo to x: (0) y: (-200)\nchange [ghost v] effect by (100)\nhide\nset [hjälpruta framme? v] to [nej]\n\nwhen I receive [hjälpknapp v]\nglide (0.2) secs to x: (0) y: (0)\nset [hjälpruta framme? v] to [ja]\n\nwhen flag clicked\nhide variable [☁ !global - 1 v]\nhide variable [☁ !global - 2 v]\nhide variable [☁ !global - 3 v]\nhide variable [☁ !global - klar v]\n\nwhen I receive [topplistor v]\nglide (0.2) secs to x: (0) y: (0)\nset [hjälpruta framme? v] to [ja]\n\nwhen I receive [topplistor v]\nwait (0.01) seconds\nshow variable [☁ !global - klar v]\nwait (0.05) seconds\nshow variable [☁ !global - 3 v]\nwait (0.05) seconds\nshow variable [☁ !global - 2 v]\nwait (0.05) seconds\nshow variable [☁ !global - 1 v]\n\nwhen I receive [bort med hjälpruta v]\nhide variable [☁ !global - 1 v]\nhide variable [☁ !global - 2 v]\nhide variable [☁ !global - 3 v]\nhide variable [☁ !global - klar v]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(Hjälpruta framme?) = [ja]> then\n broadcast (Bort med Hjälpruta v)\n set [hjälpruta framme? v] to [nej]\n end\n end\nend\n\nwhen I receive [bort med hjälpruta v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [bort med hjälpruta v]\nglide (0.2) secs to x: (0) y: (-200)\n\nwhen I receive [hjälpknapp v]\nif <(?Språk?) = [Eng]> then\n switch costume to (hjälpruta eng v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (hjälpruta sv v)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [topplistor v]\nif <(?Språk?) = [Eng]> then\n switch costume to (bästa poänglistan eng v)\nend\nif <(?Språk?) = [Sv]> then\n switch costume to (bästa poänglistan sv v)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Språkknapp\n\nwhen flag clicked\nswitch costume to (sv v)\ngo to x: (210) y: (-160)\npoint in direction (90)\nset [?språk? v] to [Eng]\nset [ändrad en gång? v] to [nej]\nset volume to (65) %\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nset [brightness v] effect to (0)\nset [går å klicka på? v] to [nej]\n\nwhen I receive [svenska v]\nwait (0.5) seconds\nforever\n if <(Går å klicka på?) = [ja]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(costume [number v]) = [2]> and <(?Språk?) = [Eng]>> then\n set [ändrad en gång? v] to [ja]\n set [?språk? v] to [Sv]\n switch costume to (eng v)\n start sound [Blupp v]\n broadcast (Engelska v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [112]>\n change size by (4)\n turn right (2) degrees\n change [brightness v] effect by (3)\n end\n else\n repeat until <(size) = [100]>\n change size by (-4)\n turn left (2) degrees\n change [brightness v] effect by (-3)\n end\n end\nend\n\nwhen I receive [starta spelet v]\nset [går å klicka på? v] to [nej]\nrepeat (10)\n turn right (6) degrees\n change [ghost v] effect by (10)\n change size by (-8)\nend\nhide\n\nwhen I receive [bort med intro v]\nset [går å klicka på? v] to [ja]\n\nwhen flag clicked\nforever\n if <(Går å klicka på?) = [ja]> then\n if <(Ändrad en gång?) = [nej]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(costume [number v]) = [2]> and <(?Språk?) = [Eng]>> then\n set [ändrad en gång? v] to [ja]\n set [?språk? v] to [Sv]\n switch costume to (eng v)\n start sound [Blupp v]\n broadcast (Engelska v)\n end\n end\n end\n end\nend\n\nwhen I receive [engelska v]\nwait (0.5) seconds\nforever\n if <(Går å klicka på?) = [ja]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(costume [number v]) = [1]> and <(?Språk?) = [Sv]>> then\n set [?språk? v] to [Eng]\n switch costume to (sv v)\n start sound [Blupp v]\n broadcast (Svenska v)\n end\n end\n end\nend\n\nwhen I receive [hjälpknapp v]\nset [går å klicka på? v] to [nej]\n\nwhen I receive [topplistor v]\nset [går å klicka på? v] to [nej]\n\nwhen I receive [bort med hjälpruta v]\nwait (0.2) seconds\nset [går å klicka på? v] to [ja]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [björne död v]\nhide\n\n | |
Pug Platformer 2 | @Stage\n\nwhen flag clicked\nforever\n play sound [Sonic 3 - Ice Cap Zone Remix \(Plasma3Music.mp3 v] until done\nend\n\n@Engine\n\ndefine Touch Ground <>\nchange [falling? v] by (1)\nrepeat until <not <touching color (#666666)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#666666)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n switch costume to (8 v)\n if <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\nend\n\ndefine Set Costume\nif <(falling?) < [3]> then\n if <(frame) = [0]> then\n switch costume to (5 v)\n else\n switch costume to ([floor v] of ((2) + ((frame) mod (7))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n Walk (-90) (-6)\n else\n if <key (right arrow v) pressed?> then\n Walk (90) (6)\n else\n set [frame v] to [0]\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n Set Costume\nend\n\nforever\n if <key (up arrow v) pressed?> then\n wait (0.01) seconds\n if <not <(falling?) < [3]>> then\n play sound [Jump v] until done\n wait until <touching color (#666666)?>\n end\n end\nend\n\nwhen flag clicked\nshow variable [time: v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-176) y: (-123)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (level1 v)\ngo to x: (-176) y: (-123)\npoint in direction (90)\nwait until <touching color (#ccffdd)?>\nbroadcast (message1 v)\nswitch backdrop to (level2 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level3 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level4 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level5 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level6 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level7 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level8 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level9 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level10 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level11 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level12 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (level13 v)\ngo to x: (-176) y: (-123)\nwait until <touching color (#ccffdd)?>\nswitch backdrop to (game over v)\nbroadcast (end v)\ngo to x: (-176) y: (-123)\n\n@302301-200\n\nwhen flag clicked\nset [ghost v] effect to (0)\nchange [ghost v] effect by (50)\ngo to x: (-156) y: (28)\nshow\n\nwhen I receive [message1 v]\nhide\n\n@pug platformer 2\n\nwhen flag clicked\nhide variable [☁ global best v]\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nset [end v] to [0]\nset [time: v] to [0]\nrepeat until <(end) = [1]>\n wait (1) seconds\n if <not <(end) = [1]>> then\n change [time: v] by (1)\n end\nend\n\nwhen I receive [end v]\nset [end v] to [1]\nshow variable [☁ global best v]\n\nwhen flag clicked\nforever\n if <(end) = [1]> then\n if <(☁ Global Best) > (Time:)> then\n set [☁ global best v] to (Time:)\n end\n end\nend\n\n | NEON GALAXY 4 OUT NOW: https://scratch.mit.edu/projects/409691580/\n\nUse the arrow keys to move.\nGet to the green block to get to the next level. If you touch red you restart the level.\n\nThis game is a sequel to my old game "Pug Platformer" fixing all its bugs and adding brand new levels with new mechanics.\n\n*Share your time in the comments* |
-Alone- [Platformer]- The Caves | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [play2 v]\nforever\n switch backdrop to (lvl)\nend\n\nwhen I receive [instructions v]\nswitch backdrop to (last v)\n\nwhen I receive [i done v]\nswitch backdrop to (intro v)\n\n@player\n\nwhen flag clicked\nset [lvl v] to [0]\nhide\n\nwhen I receive [play2 v]\nwait (1) seconds\nset [death\(s\): v] to [0]\nset [g/b v] to [g]\ngo to x: (-224) y: (-50)\npoint in direction (90)\nset [level v] to [1]\nshow\nforever\n go to [front v] layer\n switch costume to (hitbox v)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x vel v] by (0.7)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by (-0.7)\n end\n if <key (z v) pressed?> then\n show variable [death\(s\): v]\n else\n hide variable [death\(s\): v]\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n Main\n change y by (Y vel)\n if <touching color (#25001e)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n lever\n if <touching color (#388fff)?> then\n if <<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> then\n set [y vel v] to [3]\n else\n set [y vel v] to [-1]\n end\n end\n retry\n if <<touching color (#1f001b)?> or <<touching color (#ff1c0d)?> or <<touching (gear v)?> or <touching (falling spikes v)?>>>> then\n change [death\(s\): v] by (1)\n set [y vel v] to [0]\n set [g/b v] to [g]\n point in direction (90)\n if <(lvl) = [2]> then\n go to x: (-225) y: (-85)\n end\n if <(lvl) = [3]> then\n go to x: (-223) y: (-100)\n end\n if <(lvl) = [4]> then\n go to x: (-218) y: (-101)\n end\n if <(lvl) = [5]> then\n go to x: (-222) y: (-109)\n end\n if <(lvl) = [6]> then\n go to x: (-202) y: (-93)\n end\n if <(lvl) = [7]> then\n go to x: (-223) y: (35)\n end\n if <(lvl) = [8]> then\n go to x: (-223) y: (19)\n end\n if <(lvl) = [9]> then\n go to x: (46) y: (166)\n end\n if <(lvl) = [10]> then\n go to x: (-144) y: (163)\n end\n if <(lvl) = [11]> then\n go to x: (-176) y: (-163)\n end\n if <(lvl) = [12]> then\n go to x: (-55) y: (-165)\n end\n if <(lvl) = [13]> then\n go to x: (-225) y: (-7)\n end\n if <(lvl) = [14]> then\n go to x: (-224) y: (-132)\n end\n if <(lvl) = [15]> then\n go to x: (-224) y: (-122)\n end\n end\n GREEN/BLUE\n end\n switch costume to (player v)\nend\n\ndefine Main\nif <touching color (#25001e)?> then\n change y by (1)\n if <touching color (#25001e)?> then\n change y by (1)\n if <touching color (#25001e)?> then\n change y by (1)\n if <touching color (#25001e)?> then\n change y by (1)\n if <touching color (#25001e)?> then\n change y by (1)\n if <touching color (#25001e)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<<key (w v) pressed?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play v]\nset [lvl v] to [1]\nif <(lvl) = [1]> then\n go to x: (-220) y: (-30)\nend\nforever\n if <<(y position) = [-180]> and <(lvl) = [5]>> then\n change [lvl v] by (1)\n broadcast (new lvl v)\n go to x: (-212) y: (155)\n end\n if <<(x position) > [236]> or <touching (next lvl v)?>> then\n change [lvl v] by (1)\n broadcast (new lvl v)\n if <(lvl) = [2]> then\n go to x: (-225) y: (-85)\n end\n if <(lvl) = [3]> then\n go to x: (-223) y: (-100)\n end\n if <(lvl) = [4]> then\n go to x: (-218) y: (-101)\n end\n if <(lvl) = [5]> then\n go to x: (-222) y: (-109)\n end\n if <(lvl) = [6]> then\n go to x: (-202) y: (-93)\n end\n if <(lvl) = [7]> then\n go to x: (-223) y: (35)\n end\n if <(lvl) = [8]> then\n go to x: (-223) y: (19)\n end\n if <(lvl) = [9]> then\n go to x: (46) y: (166)\n end\n if <(lvl) = [10]> then\n go to x: (-144) y: (163)\n end\n if <(lvl) = [11]> then\n go to x: (-176) y: (-163)\n end\n if <(lvl) = [12]> then\n go to x: (-55) y: (-165)\n end\n if <(lvl) = [13]> then\n go to x: (-225) y: (-7)\n end\n if <(lvl) = [14]> then\n go to x: (-224) y: (-132)\n end\n if <(lvl) = [15]> then\n go to x: (-224) y: (-122)\n end\n if <(lvl) = [16]> then\n hide\n broadcast (white out v)\n go to x: (-224) y: (-122)\n end\n else\n change [lvl v] by (0)\n end\nend\n\ndefine GREEN/BLUE\nif <<touching color (#25001e)?> or <touching color (#34002e)?>> then\n if <<<key (w v) pressed?> or <key (space v) pressed?>> or <key (up arrow v) pressed?>> then\n if <(g/b) = [b]> then\n set [y vel v] to [-6]\n else\n set [y vel v] to [8]\n end\n end\nend\nif <touching color (#2e89ff)?> then\n set [g/b v] to [b]\n point in direction (-90)\nelse\n if <touching color (#8bdb24)?> then\n set [g/b v] to [g]\n point in direction (90)\n end\nend\nif <(g/b) = [b]> then\n change [y vel v] by (0.5)\nelse\n change [y vel v] by (-0.5)\nend\n\ndefine lever\nif <<touching (lever v)?> and <key (e v) pressed?>> then\n set [lever v] to [1]\nend\n\ndefine retry\nif <key (r v) pressed?> then\n point in direction (90)\n set [y vel v] to [0]\n set [g/b v] to [g]\n if <(lvl) = [2]> then\n go to x: (-225) y: (-85)\n end\n if <(lvl) = [3]> then\n go to x: (-223) y: (-100)\n end\n if <(lvl) = [4]> then\n go to x: (-218) y: (-101)\n end\n if <(lvl) = [5]> then\n go to x: (-222) y: (-109)\n end\n if <(lvl) = [6]> then\n go to x: (-202) y: (-93)\n end\n if <(lvl) = [7]> then\n go to x: (-223) y: (35)\n end\n if <(lvl) = [8]> then\n go to x: (-223) y: (19)\n end\n if <(lvl) = [9]> then\n go to x: (46) y: (166)\n end\n if <(lvl) = [10]> then\n go to x: (-144) y: (163)\n end\n if <(lvl) = [11]> then\n go to x: (-176) y: (-163)\n end\n if <(lvl) = [12]> then\n go to x: (-55) y: (-165)\n end\n if <(lvl) = [13]> then\n go to x: (-225) y: (-7)\n end\n if <(lvl) = [14]> then\n go to x: (-224) y: (-132)\n end\n if <(lvl) = [15]> then\n go to x: (-224) y: (-122)\n end\nend\n\ndefine end\n\nset [lvl v] to [15]\n\nif <(lvl) = [16]> then\n end\nend\n\n@intro\n\nwhen flag clicked\nforever\n change y by (y)\nend\n\nwhen I receive [i done v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset volume to (100) %\nstart sound [Avicii - Levels v]\nset [y v] to [0]\nshow\nwait (2) seconds\nrepeat (5)\n wait (3) seconds\n change [y v] by (1.1)\nend\nrepeat until <(y) = [0]>\n change [y v] by (-1.1)\nend\nbroadcast (intro done v)\n\nwhen I receive [play2 v]\nrepeat (10)\n change volume by (10)\nend\nhide\nstop all sounds\nplay sound [Vexento - Pixel Party.mp3 v] until done\nstop all sounds\nplay sound [Vexento - Pollen v] until done\nstop all sounds\n\nwhen I receive [play v]\nrepeat (20)\n change volume by (-10)\nend\nstop all sounds\nwait (1) seconds\nhide\n\nwhen I receive [cutscene v]\nstop all sounds\nstart sound [Shards_Bit_Tildo v]\nrepeat (20)\n change volume by (10)\nend\n\nwhen I receive [white out v]\nrepeat (20)\n change volume by (-10)\nend\nstop all sounds\n\n@intro text\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (welcome to v)\nshow\nset [ghost v] effect to (100)\nwait (8) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nswitch costume to (welcome to v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (ap v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (da caves v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [i done v]\nswitch costume to (main v)\nshow\n\nwhen I receive [play v]\nwait (1) seconds\nhide\n\n@i\n\nwhen flag clicked\ngo to x: (0) y: (-5)\nswitch costume to (wasd v)\nset [costume v] to [1]\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (costume)\n if <key (space v) pressed?> then\n change [costume v] by (1)\n wait (0.3) seconds\n end\n if <(costume) = [6]> then\n set [tutorial? v] to [nope]\n hide\n broadcast (i done v)\n stop [this script v]\n end\nend\n\nwhen I receive [instructions v]\nshow\nrepeat until <not <(tutorial?) = [yes]>>\n repeat until <(y position) = [10]>\n change y by (0.5)\n end\n repeat until <(y position) = [-10]>\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nforever\n repeat (40)\n change y by (0.1)\n end\n wait (0.25) seconds\n repeat (40)\n change y by (-0.1)\n end\n wait (0.25) seconds\nend\n\n@start button\n\nwhen flag clicked\ngo to x: (0) y: (-110)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [intro done v]\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [115]>\n change size by (5)\n end\n if <mouse down?> then\n repeat (0)\n change [ghost v] effect by (10)\n end\n broadcast (instructions v)\n switch costume to (2 v)\n set [tutorial? v] to [yes]\n hide\n stop [this script v]\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\nwhen I receive [i done v]\nset [tutorial? v] to [no]\nshow\nset [ghost v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [115]>\n change size by (5)\n end\n if <mouse down?> then\n repeat (0)\n change [ghost v] effect by (10)\n end\n broadcast (play v)\n hide\n stop [this script v]\n end\n else\n repeat until <(size) = [100]>\n change size by (-5)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [i done v]\nshow\n\nwhen I receive [play2 v]\nhide\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play2 v]\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [new lvl v]\ngo to [front v] layer\nswitch costume to (lvl)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\nwhen I receive [white out v]\nhide\n\n@falling spikes\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nrepeat until <touching (void v)?>\n change y by (-8)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <(lvl) = [3]> then\n wait (0.2) seconds\n go to x: (pick random (-211) to (211)) y: (118)\n create clone of (_myself_ v)\n else\n if <(lvl) = [4]> then\n wait (0.5) seconds\n go to x: (pick random (-211) to (108)) y: (118)\n create clone of (_myself_ v)\n end\n if <(lvl) = [5]> then\n wait (0.5) seconds\n go to x: (pick random (-211) to (80)) y: (118)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [new lvl v]\ndelete this clone\n\n@lvl5 falling ground\n\nwhen flag clicked\nforever\n if <(lvl) = [5]> then\n show\n if <touching (player v)?> then\n wait (0.4) seconds\n repeat (4)\n change y by (1)\n wait (0.1) seconds\n change y by (-1)\n wait (0.1) seconds\n end\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\n@flame particles 1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (70)\nforever\n if <(lvl) = [6]> then\n wait (0.3) seconds\n go to x: (pick random (-146) to (-44)) y: (-148)\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n else\n if <(lvl) = [7]> then\n wait (0.2) seconds\n go to x: (pick random (-160) to (115)) y: (-148)\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (30)\n change y by (1)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@flame particles 2\n\nwhen flag clicked\nset [ghost v] effect to (70)\nhide\nforever\n if <(lvl) = [6]> then\n wait (0.3) seconds\n go to x: (pick random (88) to (189)) y: (-148)\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n else\n end\nend\n\nwhen I start as a clone\nshow\nrepeat (30)\n change y by (1)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@wall (lvl 8)1\n\nwhen flag clicked\ngo to x: (111) y: (60)\nforever\n if <(lvl) = [8]> then\n show\n else\n if <(lvl) = [12]> then\n show\n wait (1) seconds\n repeat until <(y position) = [116]>\n change y by (0.5)\n end\n else\n hide\n end\n end\nend\n\n@wall (lvl 8)2\n\nwhen flag clicked\ngo to x: (113) y: (64)\nforever\n if <(lvl) = [8]> then\n show\n else\n if <(lvl) = [12]> then\n show\n wait (1) seconds\n repeat until <(y position) = [17]>\n change y by (-0.5)\n end\n else\n hide\n end\n end\nend\n\n@next lvl\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (98)\nhide\nforever\n if <(lvl) = [8]> then\n switch costume to (8 v)\n show\n else\n if <(lvl) = [9]> then\n switch costume to (9 v)\n show\n else\n if <<(lvl) = [10]> and <(gates open?) = [y]>> then\n switch costume to (10 v)\n show\n else\n if <(lvl) = [11]> then\n switch costume to (11 v)\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@blackout\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (play2 v)\n\n@lever\n\nwhen flag clicked\nset [lever v] to [0]\nforever\n repeat until <not <(lvl) = [10]>>\n point in direction (90)\n go to x: (210) y: (-17)\n show\n if <(lever) = [1]> then\n set [gates open? v] to [y]\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\n end\n if <(lvl) = [12]> then\n set [lever v] to [0]\n end\n repeat until <not <(lvl) = [14]>>\n point in direction (0)\n go to x: (-21) y: (97)\n show\n if <(lever) = [1]> then\n set [g.o2? v] to [y]\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\n end\n hide\nend\n\n@gear\n\nwhen flag clicked\nhide\n\nwhen I receive [play2 v]\nforever\n repeat until <not <(lvl) = [14]>>\n show\n switch costume to (costume1 v)\n repeat (360)\n turn right (-1) degrees\n end\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <(lvl) = [15]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@wall (lvl 14)1\n\nwhen flag clicked\ngo to x: (162) y: (-44)\nforever\n if <(lvl) = [14]> then\n show\n if <(g.o2?) = [y]> then\n repeat until <(lvl) = [15]>\n wait (1) seconds\n repeat until <(y position) = [34]>\n change y by (2)\n end\n end\n end\n else\n hide\n end\nend\n\n@wall (lvl 14)2\n\nwhen flag clicked\nset [g.o2? v] to [1]\ngo to x: (165) y: (-42)\nforever\n if <(lvl) = [14]> then\n show\n if <(g.o2?) = [y]> then\n repeat until <(lvl) = [15]>\n wait (1) seconds\n repeat until <(y position) = [-120]>\n change y by (-2)\n end\n end\n end\n else\n hide\n end\nend\n\n@whiteout\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [white out v]\ngo to [front v] layer\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nbroadcast (cutscene v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to [front v] layer\n\n@cutscene\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [cutscene v]\nshow\n\n@player(cutscene)\n\nwhen I receive [cutscene v]\ngo to x: (-230) y: (-75)\nstart sound [Shards_Bit_Tildo v]\nshow\nrepeat (350)\n change x by (0.4)\n change y by (0.2)\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (118)\nhide\n\nwhen I receive [cutscene v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@stars\n\nwhen flag clicked\nhide\n\nwhen I receive [cutscene v]\nforever\n wait (1) seconds\n go to x: (pick random (-231) to (236)) y: (pick random (177) to (66))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\n | ✔If you haven't played the first part yet, check it out then come back! you would understand the story better!\nLINK: https://scratch.mit.edu/projects/172926374/\n\n✔[HEADPHONES / EARPHONES RECOMMENDED] \n\n✔Some objects from prev. level take a few seconds to disappear so kindly wait..\n\n✔Instructions are inside the game\n\n✔Hope you enjoy! took like 2 weeks of real hard work!\n(worked 4-5 hours a day) |
Fun Facts, a Platformer- 3 (v 1.6) | @Stage\n\nwhen flag clicked\nif <(([costume # v] of [level v]) mod (2)) = [0]> then\n switch backdrop to (backdrop1 v)\nelse\n switch backdrop to (backdrop2 v)\nend\n\nwhen I receive [message1 v]\nif <(([costume # v] of [level v]) mod (2)) = [0]> then\n switch backdrop to (backdrop1 v)\nelse\n switch backdrop to (backdrop2 v)\nend\n\nwhen flag clicked\nset [song v] to (pick random (1) to (7))\nforever\n play sound (Song) until done\n change [song v] by (1)\nend\n\nwhen I receive [message2 v]\nstop all sounds\nstop [other scripts in stage v]\nforever\n play sound (Song) until done\n change [song v] by (1)\nend\n\n@Character\n\nwhen flag clicked\nset [costume# v] to [1]\nshow\nset size to (190) %\nforever\n if <(Pause) = [No]> then\n point in direction ((((([sin v] of ((timer) * (285)) ) * (12)) + (90)) + (<<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> * (0))) + (((20) * <key (right arrow v) pressed?>) + ((-20) * <key (left arrow v) pressed?>)))\n change y by (-1.5)\n end\n switch costume to (Costume#)\n if <(Pause) = [Yes]> then\n point in direction (90)\n end\n go to (hitbox v)\nend\n\n@Hitbox\n\nwhen flag clicked\nhide\nset size to (240) %\ngo to x: (-220) y: (-130)\nset [yv v] to [0]\nforever\n forever\n if <(Pause) = [No]> then\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <<<touching color (#ff0000)?> or <key (r v) pressed?>> or <[-175] > (y position)>> then\n go to x: (-220) y: (-130)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <(x position) > [235]> then\n go to x: (-220) y: (-130)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (message1 v)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [23.5]\n end\n if <touching color (#00ff55)?> then\n If Level = (11) Go to X (-225) Y (60)\n If Level = (12) Go to X (-230) Y (143)\n end\n end\n end\nend\n\ndefine None\nif <([costume # v] of [level v]) = (1)> then\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\nset [i don't know what to call this v] to [No]\nforever\n wait until <(I don't know what to call this) = [Yes]>\n go to x: (-220) y: (-130)\n set [i don't know what to call this v] to [No]\nend\n\nset [i don't know what to call this v] to [Yes]\n\n@Level\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nnext costume\n\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [message3 v]\nset [i don't know what to call this v] to [Yes]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [pause v] to [No]\nforever\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n if <(Pause) = [No]> then\n set [pause v] to [Yes]\n else\n set [pause v] to [No]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n if <(Pause) = [No]> then\n hide\n else\n show\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (40)\n\nwhen I start as a clone\ngo to x: (0) y: (40)\nif <(costume [number v]) = [1]> then\n forever\n if <(Pause) = [No]> then\n set size to (100) %\n hide\n else\n set size to (100) %\n show\n wait until <<touching (mouse-pointer v)?> or <(Pause) = [No]>>\n repeat until <<not <touching (mouse-pointer v)?>> or <(Pause) = [No]>>\n if <mouse down?> then\n wait until <<not <mouse down?>> or <(Pause) = [No]>>\n if <<(Pause) = [Yes]> and <touching (mouse-pointer v)?>> then\n change [costume# v] by (1)\n end\n end\n end\n end\n end\nelse\n forever\n if <(Pause) = [No]> then\n set size to (100) %\n hide\n else\n set size to (100) %\n show\n wait until <<touching (mouse-pointer v)?> or <(Pause) = [No]>>\n repeat until <<not <touching (mouse-pointer v)?>> or <(Pause) = [No]>>\n if <mouse down?> then\n wait until <<not <mouse down?>> or <(Pause) = [No]>>\n if <<(Pause) = [Yes]> and <touching (mouse-pointer v)?>> then\n change [costume# v] by (-1)\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <(Pause) = [Yes]>> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (40)\n if <(Pause) = [No]> then\n hide\n else\n show\n set [brightness v] effect to (0)\n switch costume to (Costume#)\n set size to (300) %\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (-60)\n if <(Pause) = [No]> then\n hide\n else\n go to [front v] layer\n show\n wait until <<touching (mouse-pointer v)?> or <(Pause) = [No]>>\n repeat until <<not <touching (mouse-pointer v)?>> or <(Pause) = [No]>>\n if <mouse down?> then\n wait until <<not <mouse down?>> or <(Pause) = [No]>>\n if <<(Pause) = [Yes]> and <touching (mouse-pointer v)?>> then\n change [song v] by (1)\n broadcast (message2 v)\n end\n end\n end\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Pause) = [Yes]> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nset [i don't know what to call this v] to [No]\nforever\n go to [front v] layer\n go to x: (0) y: (-5)\n if <(Pause) = [No]> then\n hide\n else\n go to [front v] layer\n show\n wait until <<touching (mouse-pointer v)?> or <(Pause) = [No]>>\n repeat until <<not <touching (mouse-pointer v)?>> or <(Pause) = [No]>>\n if <mouse down?> then\n wait until <<not <mouse down?>> or <(Pause) = [No]>>\n if <<(Pause) = [Yes]> and <touching (mouse-pointer v)?>> then\n broadcast (message3 v)\n end\n end\n end\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<(Pause) = [Yes]> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\n | +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\nPlease look at my newest game! https://scratch.mit.edu/projects/195247925/\n-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_\n\nFun Facts, a Platformer- 3- \n\nAn entry for @snow-cannon 's contest\n\nPress space to go to the menu (it will pause your game). There, you can change the color of your cube by pressing the arrows, skip songs, and skip levels. Use the arrow keys to move. Press the 'r' key to restart if you get stuck (even though I've already fixed that bug). Touch green to teleport. Wall jump by running into a wall while pressing the up key. Do not touch red. Use blue to jump high. Get to the right side of the screen to proceed to the next level.\n\nAny glitches? Comment below!\n\nCredits:\nMusic: Vexento,TheFatRat\n100% @appleapple22\n\nLink to the best remix: https://scratch.mit.edu/projects/194515526/ |
Rage Quit: A hard but fun platformer!!! | @Stage\n\n@Player\n\nwhen flag clicked\nhide\nset [deaths xd v] to [0]\nswitch backdrop to (backdrop1 v)\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <touching color (#e5b53a)?> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (5)\n else\n change [yv v] by (-1)\n end\n end\n change y by (1)\nend\n\ndefine Go To Start\ngo to x: (-230) y: (-91)\ngo to x: (-232) y: (24)\n\nwhen flag clicked\nwait (0.1) seconds\nswitch backdrop to (backdrop1 v)\ngo to x: (-221) y: (-91)\ngo to x: (-219) y: (-80)\nshow\nset size to (300) %\nswitch costume to (costume2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (r v) pressed?> then\n Go To Start\n end\nend\n\nwhen flag clicked\nhide\n\nset [☁ most points ever v] to [51]\n\nif <touching color (#dddede)?> then\nend\n\nwhen I receive [start v]\n\nwhen flag clicked\nGo To Start\nforever\n if <<touching color (#7f7f7f)?> or <touching color (#ff0000)?>> then\n Go To Start\n wait (0.3) seconds\n change [deaths xd v] by (1)\n end\n if <touching color (#00ff55)?> then\n Go To Start\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0033cc)?> then\n set [yv v] to [12]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [hi v]\nset [deaths xd v] to [0]\nGo To Start\n\nwhen flag clicked\nwait (2) seconds\nforever\n play sound [bensound-cute.mp3 v] until done\nend\n\n@thumb\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nif <(username) = [patriotskid]> then\n\nswitch backdrop to (backdrop7 v)\n\nwhen flag clicked\nset [deaths xd v] to [0]\nset [☁ least deaths v] to (☁ Least Deaths)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [ 10]> then\n if <(☁ Least Deaths) > (Deaths XD)> then\n set [☁ least deaths v] to (Deaths XD)\n end\n end\nend\n\n\nend\n\n@Outro2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [10]> then\n go to x: (70) y: (-40)\n set size to (70) %\n show\n wait (0.1) seconds\n forever\n repeat (5)\n change y by (0.5)\n end\n repeat (5)\n change y by (2)\n end\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-2)\n end\n repeat (5)\n change y by (-1)\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [1]> then\n hide\n end\nend\n\n | Right now. This platformer has levels that are ALL possible. But they are hard. (hence the name) Arrow keys to move or wasd. R to restart. \nHave fun and love and favorite for more platformers. \nBefore you rage quit, love and favorite please.\nTOP LOVED!\n@cinnamon_bun_puff is going to be curating this! YEY!\n@Dhilly and @--Waterfall-- and @RacingHans and @476627 loved this! Thanks! Thanks to you for loving and favoriting! |
Auralyst 3D | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Masked Raver v] until done\nend\n\n@3D\n\nwhen flag clicked\nset [map # v] to [1]\ninit\ncreate map (map #)\nhide\nrespawn\nlevel 1\nlevel 2\nlevel 3\nforever\n render\n touching\n smarts\n touching bad?\nend\n\ndefine None\nset [length v] to ((z) + ((0.075) * ([sqrt v] of ((((x) - (x cam)) * ((x) - (x cam))) + (((y) - (y cam)) * ((y) - (y cam)))) )))\ngo to x: (((Size) * ((x) - (x cam))) / ((length) / (1))) y: (((Size) * ((y) - (y cam))) / ((length) / (1)))\n\ndefine None\nadd (x) to [x1 v]\nadd ((y) - (50)) to [y1 v]\nadd (x2) to [x2 v]\nadd ((y2) - (50)) to [y2 v]\n\ndefine None\nadd (x) to [hazard x v]\nadd ((y) - (50)) to [hazard y v]\nadd (x2) to [hazard x2 v]\nadd ((y2) - (50)) to [hazard y2 v]\n\ndefine init\ndelete (all) of [x1 v]\ndelete (all) of [x2 v]\ndelete (all) of [y1 v]\ndelete (all) of [y2 v]\ndelete (all) of [hazard x v]\ndelete (all) of [hazard y v]\ndelete (all) of [hazard x2 v]\ndelete (all) of [hazard y2 v]\n\ndefine smarts\nchange [y vel v] by (-0.16)\ntouching\nif <(touching?) = [1]> then\n set [y vel v] to ((() - (y vel)) / (4))\n if <key (up arrow v) pressed?> then\n set [y vel v] to [3.5]\n end\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\nend\nset [x vel v] to ((x vel) * (0.8))\nchange [x v] by (x vel)\nchange [y v] by (y vel)\nslope\n\ndefine render\nerase all\nset [render.run v] to [0]\nset [x cam v] to ((x cam) + (((x) - (x cam)) / (3)))\nset [y cam v] to ((y cam) + (((y) - (y cam)) / (3)))\nset [size v] to ((Size) + (((40) - (Size)) / (15)))\nrepeat (length of [hazard x v])\n change [render.run v] by (1)\n pen up\n set pen size to (1)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (19)\n set pen color to (#ff0000)\n pen down\n set pen size to (4)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (24)\n go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (24)\n go to x: (item (render.run) of [hazard x2 v]) y: (item (render.run) of [hazard y2 v]) z: (19)\n go to x: (item (render.run) of [hazard x v]) y: (item (render.run) of [hazard y v]) z: (19)\nend\nset [render.run v] to [0]\nrepeat (length of [x1 v])\n change [render.run v] by (1)\n pen up\n set pen size to (1)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\n set pen color to (#131313)\n pen down\n set pen size to (4)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (27)\n go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (27)\n go to x: (item (render.run) of [x2 v]) y: (item (render.run) of [y2 v]) z: (17)\n go to x: (item (render.run) of [x1 v]) y: (item (render.run) of [y1 v]) z: (17)\nend\ncreate player\n\ndefine slope\nchange [y v] by (2)\ntouching\nif <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n touching\n if <(touching?) = [1]> then\n change [y v] by (1)\n end\n end\n end\nend\nchange [y v] by (-2)\n\ndefine touching\nset [touching? v] to [0]\nset [touch.run v] to [0]\nrepeat (length of [x1 v])\n change [touch.run v] by (1)\n touching part (touch.run) of slope?\nend\n\ndefine level 2\n\ndefine level 1\n\ndefine respawn\nset [size v] to [70]\nset [length v] to [30]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [x v] to [0]\nset [y v] to [20]\nset [x cam v] to [0]\nset [y cam v] to [60]\nset [size v] to [3]\n\ndefine touching bad?\nset [bad.touch.run v] to [0]\nrepeat (length of [hazard x v])\n change [bad.touch.run v] by (1)\n if <<<(((y) + (-6)) + (-13)) < (((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v]))))> and <(((x) * (((item (bad.touch.run) of [hazard y v]) - (item (bad.touch.run) of [hazard y2 v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v])))) + ((item (bad.touch.run) of [hazard y v]) - ((((item (bad.touch.run) of [hazard y2 v]) - (item (bad.touch.run) of [hazard y v])) / ((item (bad.touch.run) of [hazard x v]) - (item (bad.touch.run) of [hazard x2 v]))) * (item (bad.touch.run) of [hazard x v])))) < (((y) + (6)) + (-13))>> and <<(item (bad.touch.run) of [hazard x v]) < (x)> and <(x) < (item (bad.touch.run) of [hazard x2 v])>>> then\n respawn\n end\nend\n\ndefine level 3\n\ndefine None\nif <<<(((y) + (-6)) + (-13)) < (((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v]))))> and <(((x) * (((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v])))) + ((item (slo) of [y1 v]) - ((((item (slo) of [y1 v]) - (item (slo) of [y2 v])) / ((item (slo) of [x1 v]) - (item (slo) of [x2 v]))) * (item (slo) of [x1 v])))) < (((y) + (6)) + (-13))>> and <<(item (slo) of [x1 v]) < (x)> and <(x) < (item (slo) of [x2 v])>>> then\n set [touching? v] to [1]\nend\n\ndefine create player\npen up\nset pen size to (1)\ngo to x: (x) y: ((y) - (4)) z: (14)\nset pen color to (#666666)\nset pen size to (20)\npen down\npen up\nif <(y) < [-300]> then\n respawn\nend\nif <(y) > [490]> then\n change [map # v] by (1)\n respawn\n init\n create map (map #)\nend\n\ndefine None\nif <(#) = [1]> then\n level 1\n add platform from x: (-20) y: (0) to x: (250) y: (0)\n add platform from x: (250) y: (0) to x: (300) y: (0)\n add platform from x: (250) y: (0) to x: (250) y: (30)\n add platform from x: (300) y: (0) to x: (300) y: (30)\n add platform from x: (250) y: (50) to x: (300) y: (50)\n add platform from x: (250) y: (70) to x: (300) y: (70)\n add platform from x: (250) y: (90) to x: (300) y: (90)\n add platform from x: (250) y: (110) to x: (300) y: (110)\n add platform from x: (250) y: (130) to x: (300) y: (130)\n add platform from x: (130) y: (170) to x: (200) y: (170)\n add lava from x: (110) y: (170) to x: (130) y: (170)\n add platform from x: (-20) y: (200) to x: (80) y: (200)\n level 2\n add platform from x: (-20) y: (250) to x: (300) y: (250)\n add platform from x: (40) y: (300) to x: (60) y: (300)\n add platform from x: (80) y: (325) to x: (100) y: (325)\n add platform from x: (120) y: (350) to x: (200) y: (350)\n add platform from x: (-20) y: (400) to x: (40) y: (400)\n add platform from x: (75) y: (450) to x: (85) y: (450)\n add lava from x: (-20) y: (480) to x: (70) y: (480)\n add lava from x: (90) y: (480) to x: (300) y: (480)\n add platform from x: (-20) y: (500) to x: (300) y: (500)\nend\nif <(#) = [2]> then\n level 3\n add platform from x: (-20) y: (0) to x: (80) y: (0)\n add lava from x: (100) y: (0) to x: (300) y: (0)\n add platform from x: (80) y: (0) to x: (100) y: (10)\n add platform from x: (110) y: (20) to x: (140) y: (40)\n add platform from x: (160) y: (10) to x: (200) y: (10)\n add platform from x: (220) y: (50) to x: (240) y: (50)\n add platform from x: (260) y: (70) to x: (280) y: (70)\n add platform from x: (160) y: (90) to x: (180) y: (90)\n add platform from x: (110) y: (120) to x: (130) y: (120)\n add platform from x: (60) y: (160) to x: (80) y: (160)\n add platform from x: (-20) y: (200) to x: (300) y: (200)\n level 4\n add platform from x: (250) y: (220) to x: (300) y: (220)\n add platform from x: (250) y: (240) to x: (300) y: (240)\n add platform from x: (250) y: (260) to x: (300) y: (260)\n add platform from x: (250) y: (280) to x: (300) y: (280)\n add platform from x: (250) y: (300) to x: (300) y: (300)\n add platform from x: (130) y: (340) to x: (200) y: (340)\n add lava from x: (-20) y: (370) to x: (150) y: (370)\n add lava from x: (180) y: (370) to x: (300) y: (370)\n add platform from x: (140) y: (390) to x: (190) y: (390)\n add platform from x: (140) y: (430) to x: (190) y: (430)\n add platform from x: (140) y: (470) to x: (190) y: (470)\n add platform from x: (140) y: (500) to x: (190) y: (500)\nend\nif <(#) = [3]> then\n level 5\n add platform from x: (-20) y: (0) to x: (300) y: (0)\n add platform from x: (20) y: (40) to x: (50) y: (40)\n add platform from x: (20) y: (80) to x: (50) y: (80)\n add platform from x: (20) y: (120) to x: (50) y: (120)\n add platform from x: (20) y: (160) to x: (50) y: (160)\n add platform from x: (50) y: (0) to x: (50) y: (200)\n add lava from x: (50) y: (80) to x: (230) y: (80)\n add platform from x: (230) y: (40) to x: (260) y: (40)\n add platform from x: (230) y: (80) to x: (260) y: (80)\n add platform from x: (230) y: (120) to x: (260) y: (120)\n add platform from x: (230) y: (160) to x: (260) y: (160)\n add platform from x: (230) y: (0) to x: (260) y: (200)\n add platform from x: (50) y: (200) to x: (260) y: (200)\n level 6\n add platform from x: (200) y: (250) to x: (210) y: (250)\n add platform from x: (200) y: (300) to x: (210) y: (300)\n add platform from x: (200) y: (350) to x: (210) y: (350)\n add platform from x: (200) y: (400) to x: (210) y: (400)\n add platform from x: (150) y: (430) to x: (160) y: (430)\n add platform from x: (100) y: (460) to x: (110) y: (460)\n add platform from x: (0) y: (490) to x: (50) y: (490)\n add lava from x: (-20) y: (370) to x: (170) y: (370)\n add lava from x: (170) y: (250) to x: (170) y: (370)\nend\nif <(#) = [4]> then\n level 7\n add platform from x: (-20) y: (0) to x: (350) y: (0)\n add platform from x: (20) y: (40) to x: (50) y: (40)\n add platform from x: (40) y: (60) to x: (70) y: (60)\n add platform from x: (60) y: (80) to x: (90) y: (80)\n add platform from x: (80) y: (100) to x: (110) y: (100)\n add platform from x: (100) y: (120) to x: (130) y: (120)\n add platform from x: (120) y: (140) to x: (150) y: (140)\n add platform from x: (140) y: (160) to x: (170) y: (160)\n add platform from x: (160) y: (180) to x: (190) y: (180)\n add platform from x: (180) y: (200) to x: (210) y: (200)\n add lava from x: (80) y: (40) to x: (110) y: (40)\n add lava from x: (100) y: (60) to x: (130) y: (60)\n add lava from x: (120) y: (80) to x: (150) y: (80)\n add lava from x: (140) y: (100) to x: (170) y: (100)\n add lava from x: (160) y: (120) to x: (190) y: (120)\n add lava from x: (180) y: (140) to x: (210) y: (140)\n add lava from x: (200) y: (160) to x: (230) y: (160)\n add lava from x: (220) y: (180) to x: (250) y: (180)\n add lava from x: (240) y: (200) to x: (270) y: (200)\n add lava from x: (260) y: (220) to x: (290) y: (220)\n level 8\n add platform from x: (320) y: (220) to x: (350) y: (200)\n add platform from x: (320) y: (250) to x: (350) y: (270)\n add platform from x: (320) y: (320) to x: (350) y: (300)\n add platform from x: (320) y: (350) to x: (350) y: (370)\n add platform from x: (280) y: (390) to x: (290) y: (390)\n add platform from x: (160) y: (390) to x: (170) y: (390)\n add platform from x: (40) y: (390) to x: (50) y: (390)\n add platform from x: (-20) y: (440) to x: (10) y: (410)\n add platform from x: (-20) y: (470) to x: (10) y: (500)\nend\nif <(#) = [5]> then\n level 9\n add platform from x: (-40) y: (0) to x: (20) y: (0)\n add platform from x: (60) y: (0) to x: (150) y: (0)\n add lava from x: (150) y: (0) to x: (350) y: (0)\n add platform from x: (20) y: (0) to x: (150) y: (100)\n add lava from x: (150) y: (0) to x: (150) y: (200)\n add platform from x: (0) y: (-20) to x: (350) y: (-20)\n level 10\n add platform from x: (475) y: (-20) to x: (525) y: (-20)\n add platform from x: (500) y: (20) to x: (550) y: (20)\n add platform from x: (550) y: (60) to x: (600) y: (60)\n add platform from x: (500) y: (100) to x: (550) y: (100)\n add platform from x: (450) y: (140) to x: (500) y: (140)\n add platform from x: (500) y: (180) to x: (550) y: (180)\n add platform from x: (550) y: (220) to x: (600) y: (220)\n add platform from x: (500) y: (260) to x: (550) y: (260)\n add platform from x: (450) y: (300) to x: (500) y: (300)\n add platform from x: (500) y: (340) to x: (550) y: (340)\n add platform from x: (550) y: (380) to x: (600) y: (380)\n add platform from x: (500) y: (420) to x: (550) y: (420)\n add platform from x: (525) y: (-20) to x: (525) y: (420)\n add platform from x: (225) y: (420) to x: (325) y: (420)\n add platform from x: (225) y: (455) to x: (325) y: (455)\n add platform from x: (225) y: (490) to x: (325) y: (490)\nend\nif <(#) = [6]> then\n GG ez\n add platform from x: (-20) y: (0) to x: (300) y: (0)\n add platform from x: (50) y: (125) to x: (125) y: (125)\n add platform from x: (50) y: (125) to x: (50) y: (50)\n add platform from x: (50) y: (50) to x: (125) y: (50)\n add platform from x: (125) y: (87) to x: (125) y: (50)\n add platform from x: (75) y: (87) to x: (125) y: (87)\n add platform from x: (150) y: (125) to x: (225) y: (125)\n add platform from x: (150) y: (125) to x: (150) y: (50)\n add platform from x: (150) y: (50) to x: (225) y: (50)\n add platform from x: (225) y: (87) to x: (225) y: (50)\n add platform from x: (175) y: (87) to x: (225) y: (87)\nend\n\ndefine level 4\n\ndefine GG ez\n\ndefine level 5\n\ndefine level 6\n\ndefine level 7\n\ndefine level 8\n\ndefine level 9\n\ndefine level 10\n\n@Thumb tbh\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | |
Awesome Platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\n\n@Player\n\nwhen flag clicked\nshow variable [progress display v]\nset [costume v] to [6]\nset [margain v] to [10]\nshow\nclear graphic effects\nswitch costume to (join [Player] (Costume))\nReset Position Left\nforever\n wait until <((Pause) mod (2)) = [0]>\n switch costume to (join [Player] (Costume))\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n change y by (1)\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n change y by (1)\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n change y by (1)\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n change y by (1)\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n change y by (1)\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n change y by (1)\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <key (up arrow v) pressed?> then\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n set [y v] to [10]\n else\n change y by ((-1) * (Margain))\n if <<touching (ground v)?> and <touching color (#000000)?>> then\n set [y v] to [10]\n end\n change y by (Margain)\n end\n end\n change y by (0.5)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n wait until <((Pause) mod (2)) = [0]>\n switch costume to (join [Player] (Costume))\n if <(x position) > [230]> then\n broadcast (next level v)\n Reset Position Left\n end\n if <<touching color (#ff0000)?> and <touching (ground v)?>> then\n Reset Position Left\n end\n if <<touching color (#003fff)?> and <touching (ground v)?>> then\n change [x v] by ((x) / (5))\n end\n if <<touching color (#00ff55)?> and <touching (ground v)?>> then\n set [y v] to [20]\n end\n if <<touching color (#7f00ff)?> and <touching (ground v)?>> then\n set [y v] to [-20]\n end\nend\n\ndefine Reset Position Left\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (15)\n\ndefine Reset Position Right\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [7]> then\n go to x: (200) y: (-50)\nelse\n if <(Level) = [8]> then\n go to x: (200) y: (150)\n else\n if <(Level) = [12]> then\n go to x: (-150) y: (30)\n else\n if <(Level) = [14]> then\n go to x: (200) y: (-70)\n else\n if <(Level) = [5]> then\n go to x: (75) y: (15)\n else\n go to x: (200) y: (15)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine change x by (x)\nrepeat (20)\n change x by ((x) / (20))\n if <not <<(Costume) = [4]> or <<(Costume) = [5]> or <(Costume) = [8]>>>> then\n turn right ((x) / (10)) degrees\n else\n turn right (x) degrees\n end\nend\n\nwhen flag clicked\nset [height of menu v] to [-130]\nforever\n if <key (down arrow v) pressed?> then\n if <(Costume) = [11]> then\n set [y v] to [-20]\n end\n end\n if <key (space v) pressed?> then\n if <(Costume) = [1]> then\n if <(x) > [0]> then\n change [x v] by (25)\n end\n if <(x) < [0]> then\n change [x v] by (-25)\n end\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nset [total levels v] to [24]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (join [Level ] (Level))\n Set Progress (round ((((Level) - (1)) / ((total levels) - (1))) * (100)))\nend\n\nwhen I receive [next level v]\nif <(Level) = (total levels)> then\n hide variable [progress display v]\n stop [all v]\nend\nif <(Level) < (total levels)> then\n change [level v] by (1)\nend\n\ndefine Set Progress (progress)\nset [progress display v] to (progress)\nset [progress v] to (progress)\nrepeat ((3) - (length of (progress)))\n set [progress display v] to (join [ ] (Progress Display))\nend\nset [progress display v] to (join (Progress Display) [%])\n\nset [progress display v] to []\nrepeat (progress)\n set [progress display v] to (join (Progress Display) [|])\nend\nrepeat ((100) - (progress))\n set [progress display v] to (join (Progress Display) [ ])\nend\nif <(length of (progress)) = [1]> then\n set [progress display v] to (join (Progress Display) (join [ ] (join (progress) [%])))\nelse\n if <(length of (progress)) = [2]> then\n set [progress display v] to (join (Progress Display) (join [ ] (join (progress) [%])))\n else\n set [progress display v] to (join (Progress Display) (join [ ] (join (progress) [%])))\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine thumbnail\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Display Player1\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (-220) y: (Height of Menu)\n if <(Costume) = [1]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (player1 v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-220) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-220) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [1]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to [1]\nend\n\n@Display Player2\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (-180) y: (Height of Menu)\n if <(Costume) = [2]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (coming soon v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-180) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-180) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [2]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to (Costume)\nend\n\nset [costume v] to [2]\n\n@Display Player3\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (-140) y: (Height of Menu)\n if <(Costume) = [3]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (coming soon v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-140) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-140) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [3]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to (Costume)\nend\n\nset [costume v] to [3]\n\n@Display Player4\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (-100) y: (Height of Menu)\n if <(Costume) = [4]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [4]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to [4]\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (player4 v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-100) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-100) y: (Height of Menu)\n change size by (-2)\n end\nend\n\n@Display Player5\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (-60) y: (Height of Menu)\n if <(Costume) = [5]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (coming soon v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-60) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-60) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [5]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to (Costume)\nend\n\nset [costume v] to [5]\n\n@Display Player6\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (-20) y: (Height of Menu)\n if <(Costume) = [6]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (player6 v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-20) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (-20) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [6]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to [6]\nend\n\n@Display Player7\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (20) y: (Height of Menu)\n if <(Costume) = [7]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (coming soon v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (20) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (20) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [7]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to (Costume)\nend\n\nset [costume v] to [7]\n\n@Display Player8\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (60) y: (Height of Menu)\n if <(Costume) = [8]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (coming soon v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (60) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (60) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [8]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to (Costume)\nend\n\nset [costume v] to [8]\n\n@Display Player9\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (100) y: (Height of Menu)\n if <(Costume) = [9]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (coming soon v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (100) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (100) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [9]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to (Costume)\nend\n\nset [costume v] to [9]\n\n@Display Player10\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (140) y: (Height of Menu)\n if <(Costume) = [10]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (player10 v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (140) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (140) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [10]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to [10]\nend\n\n@Display Player11\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (180) y: (Height of Menu)\n if <(Costume) = [11]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (basketball v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (180) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (180) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [11]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to [11]\nend\n\n@Display Player12\n\nwhen flag clicked\nset size to (75) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nforever\n wait until <((Pause) mod (2)) = [0]>\n go to x: (220) y: (Height of Menu)\n if <(Costume) = [12]> then\n set size to (100) %\n switch costume to (activated v)\n else\n set size to (75) %\n switch costume to (display v)\n end\nend\n\nwhen I start as a clone\nset size to (75) %\ngo to [front v] layer\nswitch costume to (coming soon v)\nforever\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (220) y: (Height of Menu)\n change size by (2)\n end\n repeat (12)\n wait until <<((Pause) mod (2)) = [0]> or <((Delag?) mod (2)) = [1]>>\n turn right (5) degrees\n go to x: (220) y: (Height of Menu)\n change size by (-2)\n end\nend\n\nwhen this sprite clicked\nif <<not <(Costume) = [12]>> and <((Pause) mod (2)) = [0]>> then\n set [costume v] to (Costume)\nend\n\n@Switch for DeLag\n\nwhen this sprite clicked\nnext costume\nchange [delag? v] by (1)\n\nwhen flag clicked\nhide\nset [delag? v] to [0]\nswitch costume to (on v)\nforever\n go to x: (220) y: (160)\nend\n\nwhen I receive [unpause v]\nhide\n\nwhen I receive [pause v]\nshow\n\n@Sound\n\nwhen flag clicked\nhide\nset [color v] to [Black]\nset [volume v] to [0]\nhide variable [volume v]\nswitch costume to (sound highblack v)\nset size to (50) %\nset [play? v] to [1]\nforever\n set size to (25) %\n go to x: (-80) y: (30)\n if <touching color (#000000)?> then\n set [color v] to [Grey]\n else\n set [color v] to [Black]\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nSetup\nforever\n set [song v] to (pick random (1) to (length of [song names v]))\n play sound (item (Song) of [song names v]) until done\nend\n\nwhen this sprite clicked\nchange [play? v] by (1)\nswitch costume to (join [Sound Off] (Color))\nif <((Play?) mod (2)) = [0]> then\n set [volume v] to [0]\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\ndefine Setup\ndelete (all) of [song names v]\nLog Song [Candy]\nLog Song [Believer]\nLog Song [Marbles]\nLog Song [Immortals]\n\nwhen flag clicked\nforever\n set volume to (Volume) %\n if <(Volume) > [66]> then\n switch costume to (join [Sound High] (Color))\n else\n if <(Volume) > [33]> then\n switch costume to (join [Sound Mid] (Color))\n else\n if <(Volume) > [0]> then\n switch costume to (join [Sound Low] (Color))\n else\n switch costume to (join [Sound Off] (Color))\n end\n end\n end\nend\n\nset [song v] to (NextSong)\nset [change songs? v] to [0]\nset [song timer v] to [0]\nset [song name v] to (item (Song) of [song names v])\nstart sound (Song Name)\nwait until <<(change songs?) = [1]> or <(Song Timer) = []>>\nif <(Song Timer) = []> then\n set [nextsong v] to ((Song) + (1))\nend\n\ndefine Log Song (song)\nadd (song) to [song names v]\n\nwhen I receive [pause v]\nshow variable [volume v]\nshow\n\nwhen I receive [unpause v]\nhide variable [volume v]\nhide\n\n@Pause\n\nwhen flag clicked\nset [pause v] to [0]\nset [color v] to [Black]\nforever\n show\n go to x: (-433) y: (0)\n if <((Pause) mod (2)) = [0]> then\n switch costume to (join [0] (Color))\n else\n switch costume to (join [1] (Color))\n end\n if <<touching color (#000000)?> and <not <touching (player v)?>>> then\n set [color v] to [White]\n else\n set [color v] to [Black]\n end\n go to [front v] layer\nend\n\nwhen I start as a clone\nhide\nclear graphic effects\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nswitch costume to (back v)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nwait until <((Pause) mod (2)) = [1]>\nwait until <((Pause) mod (2)) = [0]>\ndelete this clone\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <((Pause) mod (2)) = [0]> then\n broadcast (Pause v)\n else\n broadcast (Unpause v)\n end\n change [pause v] by (1)\n end\nend\n\nwhen I receive [pause v]\ncreate clone of (_myself_ v)\ncreate clone of (bar v)\n\n@Bar\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (75) y: (30)\nforever\n set size to (150) %\n go to [front v] layer\n switch costume to (dot v)\n if <((Pause) mod (2)) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <((Pause) mod (2)) = [1]> then\n wait until <<not <mouse down?>> or <((Pause) mod (2)) = [0]>>\n if <((Pause) mod (2)) = [1]> then\n wait until <<mouse down?> or <((Pause) mod (2)) = [0]>>\n if <((Pause) mod (2)) = [1]> then\n if <touching (mouse-pointer v)?> then\n repeat until <not <mouse down?>>\n if <<(mouse x) > [-21]> and <(mouse x) < [85]>> then\n set [volume v] to ((mouse x) + (19))\n go to x: (mouse x) y: (30)\n else\n if <(mouse x) < [-20]> then\n go to x: (-25) y: (30)\n end\n if <(mouse x) > [84]> then\n go to x: (75) y: (30)\n end\n end\n end\n end\n end\n end\n end\n go to [front v] layer\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n show\n go to x: (-25) y: (30)\n set size to (150) %\n switch costume to (bar v)\n if <((Pause) mod (2)) = [0]> then\n delete this clone\n else\n show\n end\nend\n\n@Progress Bar\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nset [progress bar height v] to [-160]\ndraw\n\ndefine draw\nerase all\nset pen size to (25)\nset pen color to (#ffffff)\ngo to x: (-200) y: (Progress Bar Height)\npen down\ngo to x: (200) y: (Progress Bar Height)\npen up\nset pen color to (#00c137)\ngo to x: (-200) y: (Progress Bar Height)\npen down\ngo to x: (200) y: (Progress Bar Height)\npen up\nset pen color to (#c10000)\ngo to x: (-200) y: (Progress Bar Height)\npen down\ngo to x: ((-200) + ((Progress) * (4))) y: (Progress Bar Height)\npen up\n\nwhen I receive [next level v]\ndraw\n\n | Black - Ground\nRed - Danger\nBlue - Speed\nGreen - Bounce\nPurple - Enhanced Gravity\n=================================================\nPress sound button to toggle mute. Press different costumes to switch your costume. All levels are 100% possible.\n*Note* - Some levels cannot be beaten by certain characters. |
platformer tutorial | @Stage\n\nwhen flag clicked\nforever\n play sound [Csikos Post v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(platformer) = [0]> then\n hide variable [yv v]\n hide variable [xv v]\n end\n if <(platformer) = [1]> then\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n end\n if <(platformer) = [2]> then\n show variable [xv v]\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n set y to (-111)\n end\n if <(platformer) = [3]> then\n show variable [xv v]\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\n if <(platformer) = [5]> then\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n show variable [yv v]\n show variable [xv v]\n end\n if <(platformer) = [6]> then\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-212) y: (134)\n end\n if <(x position) > [220]> then\n go to x: (-212) y: (134)\n broadcast (next backdrop v)\n end\n end\nend\n\nwhen I receive [show platform v]\nshow\ngo to x: (-212) y: (134)\nset y to (-111)\n\nwhen I receive [hide platformer v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (backdrop1 v)\nset [platformer v] to [0]\nbroadcast (hide platformer v)\nforever\n space\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n if <not <(platformer) = [1]>> then\n set [platformer v] to [1]\n broadcast (show platform v)\n end\n else\n if <(costume [number v]) = [14]> then\n if <not <(platformer) = [2]>> then\n set [platformer v] to [2]\n broadcast (show platform v)\n end\n else\n if <(costume [number v]) = [20]> then\n if <not <(platformer) = [3]>> then\n set [platformer v] to [3]\n broadcast (show platform v)\n end\n else\n if <<(costume [number v]) = [23]> or <(costume [number v]) = [24]>> then\n if <not <(platformer) = [4]>> then\n set [platformer v] to [4]\n broadcast (show platform2 v)\n end\n else\n if <(costume [number v]) = [28]> then\n if <not <(platformer) = [5]>> then\n set [platformer v] to [5]\n broadcast (show platform v)\n end\n else\n if <(costume [number v]) = [36]> then\n if <not <(platformer) = [1]>> then\n set [platformer v] to [1]\n broadcast (show platform v)\n end\n else\n if <<(costume [number v]) = [40]> or <(costume [number v]) = [41]>> then\n if <not <(platformer) = [6]>> then\n set [platformer v] to [6]\n broadcast (show platform v)\n end\n else\n if <not <(platformer) = [0]>> then\n set [platformer v] to [0]\n broadcast (hide platformer v)\n broadcast (hide platformer2 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine space\nwait (0.4) seconds\nwait until <<key (space v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>\nif <<key (space v) pressed?> or <key (d v) pressed?>> then\n next costume\nelse\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [next backdrop v]\nnext costume\n\n@Sprite3\n\nwhen I receive [show platform2 v]\nshow\ngo to x: (-92) y: (127)\n\nwhen flag clicked\nforever\n if <(platformer) = [4]> then\n set [yv v] to [0]\n go to x: (-92) y: (127)\n repeat until <[-140] > (y position)>\n change [yv v] by (-1)\n change y by (Yv)\n end\n end\nend\n\nwhen I receive [hide platformer2 v]\nhide\n\n@Sprite4\n\nwhen I receive [show platform2 v]\nshow\ngo to x: (68) y: (127)\n\nwhen flag clicked\nforever\n if <(platformer) = [4]> then\n go to x: (68) y: (127)\n repeat until <[-140] > (y position)>\n change y by (-5)\n end\n end\nend\n\nset [yv v] to [0]\ngo to x: (-92) y: (127)\n\nchange [yv v] by (-1)\n\nwhen I receive [hide platformer2 v]\nhide\n\n@example\n\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-212) y: (134)\n end\n if <(x position) > [220]> then\n go to x: (-212) y: (134)\n switch backdrop to (next backdrop v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nhide\n\nshow\n\n | |
Chess Platformer | @Stage\n\n@you\n\nwhen I receive [promote v]\nstop [other scripts in sprite v]\nswitch costume to (head3 v)\nset size to (150) %\ngo to x: (6) y: (90)\n\nwhen flag clicked\nhide variable [yv v]\nhide variable [xv v]\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nset size to (30) %\nshow\ngo to [front v] layer\nswitch costume to (head v)\ngo to x: (-215) y: (-70)\nrepeat until <(level) = [10]>\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (head v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (head2 v)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change y by (1)\n if <touching color (#663b00)?> then\n change x by ((XV) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(XV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n if <touching color (#663b00)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#663b00)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (-70)\n change [level v] by (1)\n end\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n end\n if <<<touching (enemy v)?> or <touching (enemy2 v)?>> or <<touching (enemy3 v)?> or <touching (poison v)?>>> then\n go to x: (-215) y: (-70)\n end\nend\nbroadcast (promote v)\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@476108236\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo [backward v] (10) layers\n\n@enemy\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (41) y: (-88)\n end\n if <(level) = [3]> then\n go to x: (-98) y: (-86)\n end\n if <(level) = [4]> then\n go to x: (-90) y: (-86)\n end\n if <(level) = [5]> then\n go to x: (-103) y: (-11)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (-75) y: (-87)\n end\n if <(level) = [8]> then\n go to x: (-80) y: (-88)\n end\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen I receive [promote v]\nhide\n\n@enemy2\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (-74) y: (-88)\n end\n if <(level) = [3]> then\n go to x: (8) y: (-87)\n end\n if <(level) = [4]> then\n go to x: (60) y: (-86)\n end\n if <(level) = [5]> then\n go to x: (26) y: (59)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (22) y: (-87)\n end\n if <(level) = [8]> then\n go to x: (63) y: (3)\n end\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen I receive [promote v]\nhide\n\n@enemy3\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n show\n go to x: (171) y: (-88)\n end\n if <(level) = [3]> then\n go to x: (133) y: (-87)\n end\n if <(level) = [4]> then\n go to x: (186) y: (-3)\n end\n if <(level) = [5]> then\n go to x: (163) y: (118)\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n show\n go to x: (125) y: (-87)\n end\n if <(level) = [8]> then\n go to x: (62) y: (92)\n end\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen I receive [promote v]\nhide\n\n@poison\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n end\n if <(level) = [3]> then\n end\n if <(level) = [4]> then\n end\n if <(level) = [5]> then\n show\n go to x: (0) y: (-2)\n end\n if <(level) = [6]> then\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n end\n if <(level) = [9]> then\n end\nend\n\nwhen I receive [promote v]\nhide\n\n@crown\n\nwhen flag clicked\nhide\nwait until <(level) = [9]>\nshow\nset size to (50) %\npoint in direction (98)\ngo to x: (167) y: (-68)\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n next costume\nend\n\nwhen I receive [promote v]\nshow\ngo to [front v] layer\npoint in direction (99)\ngo to x: (-14) y: (108)\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait until <(level) = [7]>\nshow\ngo to x: (-19) y: (-58)\nrepeat until <(level) = [8]>\n repeat (25)\n move (11.6) steps\n end\n repeat (25)\n move (-11.6) steps\n end\nend\nhide\n\n@love and fave\n\nwhen flag clicked\nhide\nwait until <(level) = [10]>\nshow\n\n | Hello everyone and welcome to my chess platformer!\nINSTRUCTIONS IN GAME\nI am an avid chess player and I enjoy playing it very much. So I decided to come up with this game that everyone can play. \nPlease love and fave if you like chess!\n |
Platformer Starter Project | @Stage\n\n@Platform1\n\n@Platform2\n\n@Platform3\n\n@Monkey2\n\n | Welcome! You found a CS First Starter Project for the Game Design theme.\n\nWatch this video at CS First to learn how to build it: https://csfirst.withgoogle.com/c/cs-first/en/game-design/platform-game/platform-games-intro-and-design.html\n\nIf you're a teacher: Lesson plans are also available on the CS First site. If you decide to sign up for a CS First account, you'll be able to track your students' progress, order physical materials (kits), and access your students' projects in Scratch. |
~Water (Platformer)~ | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (Start v)\nplay sound [Jim Yosef - Reverse \[End of Time EP\].mp3 v] until done\nstop all sounds\nplay sound [Waves - Mr. Probz v] until done\nstop all sounds\nplay sound [Vicetone - United We Dance.mp3 v] until done\nplay sound [OMFG - Hello.mp3 v] until done\nstop all sounds\n\n@Sprite1\n\nwhen I receive [start v]\ngo to x: (-226) y: (82)\nshow\nforever\n if <(y position) = [-180]> then\n broadcast (Death v)\n go to x: (-226) y: (82)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change y by (1)\n if <touching color (#99ffbb)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#99ffbb)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#99ffbb)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff9999)?> then\n broadcast (Death v)\n go to x: (-226) y: (82)\n end\n if <(x position) > [230]> then\n go to x: (-210) y: (-110)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ffff99)?> then\n set [y v] to [22]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\nend\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-226) y: (82)\n end\nend\n\nwhen backdrop switches to [backdrop30 v]\nbroadcast (The End v)\nstop [all v]\n\nwhen I receive [the end v]\nwait (2) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-6)\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\nwhen I receive [the end v]\nwait (2) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [the end v]\nwait (2) seconds\nshow\n\n | MUST READ!!!!!\n\n(This is the first platformer in an element platformer series that I'm making!)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nArrow Keys to move\nGet to the right side of the screen to progress to the next level.\nAvoid red/pink.\nYellow is bouncy.\nNeon blue is water.\nPress r to restart your current level!\nºººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººººº\n~Ze Storyline~\nYou are a water creature that can swim without dying in any kind of water. You don't remember who you are, but you meet a guide to help you through the obstacles and uncover secrets.\n\nThis project is ©2018. All rights reserved. DON'T COPY ANYTHING WITHOUT MY PERMISSION! |
The 75 Level Challenge! (Platformer) | @Stage\n\nwhen flag clicked\nset [got the mario mushroom v] to [0]\nswitch backdrop to (sarting backdrop v)\nforever\n if <(Got the Mario Mushroom) = [0]> then\n play sound (pick random (1) to (4)) until done\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [level 26 v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [level 28 v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [level 29 v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [level 32 v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [level 35 \(2\) v]\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [level 37 v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [level 40 v]\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [level 41 v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [blast off v]\nwait (4) seconds\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [level 61 v]\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [level 68 v]\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [level 67 v]\nswitch backdrop to (backdrop9 v)\n\nwhen I receive [level 62 v]\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [prepare for landing pt. 2 v]\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [level 71 v]\nswitch backdrop to (backdrop11 v)\n\nwhen I receive [level 72 v]\nswitch backdrop to (backdrop12 v)\n\nwhen I receive [level 75 v]\nswitch backdrop to (backdrop15 v)\n\nwhen I receive [level 74 v]\nswitch backdrop to (backdrop14 v)\n\nwhen I receive [level 73 v]\nswitch backdrop to (backdrop13 v)\n\nwhen I receive [rocket explosion v]\nset [got the mario mushroom v] to [1]\n\nwhen I receive [end game cutscene v]\nset [got the mario mushroom v] to [2]\nstop all sounds\nplay sound [Super Mario Bros Last Boss \[NES\].mp3 v] until done\nforever\n play sound [Super Mario Bros. Music - Ending.mp3 v] until done\nend\n\nwhen I receive [rocket retry v]\nstop all sounds\nforever\n if <(Got the Mario Mushroom) = [1]> then\n play sound [Super Mario Bros. Theme \(techno remix\).mp3 v] until done\n end\nend\n\n@A Secret??\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nforever\n\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Player\n\nwhen I receive [fade in & out v]\nhide\nset [on the moon v] to [1]\nwait (8) seconds\ngo to x: (-172) y: (-70)\nshow\n\nwhen I receive [level 40 v]\nset [level 32 v] to [1]\n\nwhen I receive [level 37 v]\nset [level 9 & 36 v] to [0]\n\nwhen I receive [level 36 v]\nset [level 9 & 36 v] to [1]\n\nwhen I receive [level 34 v]\nset [level 32 v] to [1]\n\nwhen I receive [level 32 v]\nset [level 32 v] to [1]\n\nwhen I receive [level 10 v]\nset [level 9 & 36 v] to [0]\n\nwhen I receive [level 9 v]\nset [level 9 & 36 v] to [1]\n\nwhen I receive [purple v]\nswitch costume to (costume10 v)\n\nwhen I receive [pink v]\nswitch costume to (costume9 v)\n\nwhen I receive [blue v]\nswitch costume to (costume8 v)\n\nwhen I receive [light blue v]\nswitch costume to (costume7 v)\n\nwhen I receive [dark green v]\nswitch costume to (costume6 v)\n\nwhen I receive [green v]\nswitch costume to (costume5 v)\n\nwhen I receive [yellow v]\nswitch costume to (costume4 v)\n\nwhen I receive [orange v]\nswitch costume to (costume3 v)\n\nwhen I receive [red v]\nswitch costume to (costume2 v)\n\nwhen I receive [black v]\nswitch costume to (costume1 v)\n\nwhen I receive [home v]\ngo to x: (-210) y: (-130)\n\nwhen I receive [color selection v]\ngo to x: (-233) y: (-130)\nset [pause v] to [1]\nwait (2) seconds\nset [pause v] to [0]\n\nwhen I receive [next level v]\nset [y vel v] to [0]\nset [touching blue v] to [0]\nif <(Level 9 & 36) = [0]> then\n set [y vel v] to [0]\n go to x: (-210) y: (-130)\nelse\n set [y vel v] to [0]\n go to x: (-220) y: (128)\nend\n\nwhen flag clicked\nforever\n if <(Level 9 & 36) = [1]> then\n go to x: (-220) y: (128)\n go to x: (-220) y: (128)\n broadcast (36, __, __ v)\n stop [this script v]\n end\nend\n\nwhen I receive [final smoke/show player v]\nset [on the moon v] to [0]\nwait (0.1) seconds\ngo to x: (-172) y: (-70)\nshow\n\nwhen flag clicked\ngo to x: (-210) y: (-130)\nbroadcast (light blue v)\ngo to [front v] layer\nset [level 9 & 36 v] to [0]\nset [level 32 v] to [0]\nset [touching blue v] to [0]\nset [touching ice v] to [0]\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [pause v] to [0]\nset [on the moon v] to [0]\nhide\nwait (7) seconds\nshow\nforever\n if <(Pause) = [1]> then\n platform physics (0) (-1) (0) (0) (0) (0)\n else\n if <(On the Moon) = [1]> then\n platform physics (12) (-0.5) (0.9) (1) (10) (8)\n else\n platform physics (12) (-1) (0.9) (1) (10) (8)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> or <(y position) < [-185]>> then\n if <(Level 9 & 36) = [0]> then\n set [y vel v] to [0]\n go to x: (-210) y: (-130)\n else\n set [y vel v] to [0]\n go to x: (-220) y: (128)\n end\n end\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vertical movement) (wall jump horizontal movement)\nchange y by (y vel)\nif <touching color (#003fff)?> then\n set [touching blue v] to [1]\nend\nif <not <touching color (#003fff)?>> then\n set [touching blue v] to [0]\nend\nif <touching color (#ccffff)?> then\n set [touching ice v] to [1]\nend\nif <not <touching color (#ccffff)?>> then\n set [touching ice v] to [0]\nend\nif <touching color (#ff0000)?> then\n if <(Level 9 & 36) = [0]> then\n set [y vel v] to [0]\n go to x: (-210) y: (-130)\n else\n set [y vel v] to [0]\n go to x: (-220) y: (128)\n end\nend\nif <<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> then\n repeat ([abs v] of (y vel) )\n if <<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> then\n change y by ((([abs v] of (y vel) ) / (y vel)) * (-1))\n end\n end\n if <(Touching Blue) = [1]> then\n set [y vel v] to [0]\n change [y vel v] by (20)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(y vel) > [ 0 ]>>> then\n set [y vel v] to (jump height)\n else\n if <(Touching Blue) = [0]> then\n set [y vel v] to [0]\n end\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<(Touching Ice) = [1]> and <(x vel) < [0]>> then\n change [x vel v] by ((movement speed) * (-0.5))\n else\n change [x vel v] by (movement speed)\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<(Touching Ice) = [1]> and <(x vel) > [0]>> then\n change [x vel v] by ((-1) * ((movement speed) * (-0.5)))\n else\n change [x vel v] by ((-1) * (movement speed))\n end\nend\nif <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <(Touching Blue) = [1]>> and <(Level 32) = [1]>> then\n change [y vel v] by (-20)\n set [touching blue v] to [0]\nend\nchange x by (x vel)\nif <<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> then\n change y by (1)\n end\n end\nend\nif <<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> and <not <touching color (#ff0000)?>>> then\n change x by ((([abs v] of (x vel) ) / (x vel)) * (-1))\n else\n if <touching color (#ff0000)?> then\n if <(Level 9 & 36) = [0]> then\n set [y vel v] to [0]\n go to x: (-210) y: (-130)\n else\n set [y vel v] to [0]\n go to x: (-220) y: (128)\n end\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x vel) < [ 0 ]> then\n set [x vel v] to [0]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [x vel v] to [8]\n set [y vel v] to (wall jump vertical movement)\n end\n else\n set [x vel v] to (wall jump horizontal movement)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x vel v] to ((-1) * (wall jump horizontal movement))\n set [y vel v] to (wall jump vertical movement)\n end\n end\n end\nend\nif <(Touching Ice) = [1]> then\n set [x vel v] to ((x vel) * (0.99))\nelse\n set [x vel v] to ((x vel) * (friction))\nend\n\nwhen I receive [36, __, __ v]\nforever\n if <(Level 9 & 36) = [1]> then\n go to x: (-220) y: (128)\n go to x: (-220) y: (128)\n stop [this script v]\n end\nend\n\nwhen I receive [level 67 v]\nhide\n\nwhen I receive [level 68 v]\nshow\n\nwhen I receive [fade in & out pt. 2 v]\nhide\n\nwhen I receive [got the mushroom v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (color selection v)\nhide\nwait (7) seconds\nswitch costume to (home menu v)\nset size to (100) %\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Home Menu v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (Level 1 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (Level 2 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (Level 3 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (Level 4 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (Level 5 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (Level 6 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (Level 7 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (Level 8 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (Level 9 v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (Level 10 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (Level 11 v)\n end\n if <(costume [number v]) = [14]> then\n broadcast (Level 12 v)\n end\n if <(costume [number v]) = [15]> then\n broadcast (Level 13 v)\n end\n if <(costume [number v]) = [16]> then\n broadcast (Level 14 v)\n end\n if <(costume [number v]) = [17]> then\n broadcast (Level 15 v)\n end\n if <(costume [number v]) = [18]> then\n broadcast (Level 16 v)\n end\n if <(costume [number v]) = [19]> then\n broadcast (Level 17 v)\n end\n if <(costume [number v]) = [20]> then\n broadcast (Level 18 v)\n end\n if <(costume [number v]) = [21]> then\n broadcast (Level 19 v)\n end\n if <(costume [number v]) = [22]> then\n broadcast (Level 20 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [23]> then\n broadcast (Level 21 A v)\n end\n if <(costume [number v]) = [24]> then\n broadcast (Level 21 B v)\n end\n if <(costume [number v]) = [25]> then\n broadcast (Level 21 C v)\n end\n if <(costume [number v]) = [26]> then\n broadcast (Level 21 D v)\n end\n if <(costume [number v]) = [27]> then\n broadcast (Level 22 v)\n end\n if <(costume [number v]) = [28]> then\n broadcast (Level 23 v)\n end\n if <(costume [number v]) = [29]> then\n broadcast (Level 24 v)\n end\n if <(costume [number v]) = [30]> then\n broadcast (Level 25 v)\n end\n if <(costume [number v]) = [31]> then\n broadcast (Level 26 v)\n end\n if <(costume [number v]) = [32]> then\n broadcast (Level 27 v)\n end\n if <(costume [number v]) = [33]> then\n broadcast (Level 28 v)\n end\n if <(costume [number v]) = [34]> then\n broadcast (Level 29 v)\n end\n if <(costume [number v]) = [35]> then\n broadcast (Level 30 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [36]> then\n broadcast (Level 31 v)\n end\n if <(costume [number v]) = [37]> then\n broadcast (Level 32 v)\n end\n if <(costume [number v]) = [38]> then\n broadcast (Level 33 v)\n end\n if <(costume [number v]) = [39]> then\n broadcast (Level 34 v)\n end\n if <(costume [number v]) = [40]> then\n broadcast (Level 35 A v)\n end\n if <(costume [number v]) = [41]> then\n broadcast (Level 35 B v)\n end\n if <(costume [number v]) = [42]> then\n broadcast (Level 35 C v)\n end\n if <(costume [number v]) = [43]> then\n broadcast (Level 35 D v)\n end\n if <(costume [number v]) = [44]> then\n broadcast (Level 35 E v)\n end\n if <(costume [number v]) = [45]> then\n broadcast (Level 35 \(2\) v)\n end\n if <(costume [number v]) = [46]> then\n broadcast (Level 36 v)\n end\n if <(costume [number v]) = [47]> then\n broadcast (Level 37 v)\n end\n if <(costume [number v]) = [48]> then\n broadcast (Level 38 v)\n end\n if <(costume [number v]) = [49]> then\n broadcast (Level 39 v)\n end\n if <(costume [number v]) = [50]> then\n broadcast (Level 40 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [51]> then\n broadcast (Level 41 v)\n end\n if <(costume [number v]) = [52]> then\n broadcast (Level 42 v)\n end\n if <(costume [number v]) = [53]> then\n broadcast (Level 43 v)\n end\n if <(costume [number v]) = [54]> then\n broadcast (Level 44 v)\n end\n if <(costume [number v]) = [55]> then\n broadcast (Level 45 v)\n end\n if <(costume [number v]) = [56]> then\n broadcast (Level 46 v)\n end\n if <(costume [number v]) = [57]> then\n broadcast (Level 47 v)\n end\n if <(costume [number v]) = [58]> then\n broadcast (Level 48 v)\n end\n if <(costume [number v]) = [59]> then\n broadcast (Level 49 v)\n end\n if <(costume [number v]) = [60]> then\n broadcast (Level 50 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [61]> then\n broadcast (Level 51 v)\n end\n if <(costume [number v]) = [62]> then\n broadcast (Level 52 v)\n end\n if <(costume [number v]) = [63]> then\n broadcast (Level 53 v)\n end\n if <(costume [number v]) = [64]> then\n broadcast (Level 54 v)\n end\n if <(costume [number v]) = [66]> then\n broadcast (Level 55 v)\n end\n if <(costume [number v]) = [67]> then\n broadcast (Level 56 v)\n end\n if <(costume [number v]) = [68]> then\n broadcast (Level 57 v)\n end\n if <(costume [number v]) = [69]> then\n broadcast (Level 58 v)\n end\n if <(costume [number v]) = [70]> then\n broadcast (Level 59 v)\n end\n if <(costume [number v]) = [71]> then\n broadcast (Level 60 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [72]> then\n broadcast (Level 61 v)\n end\n if <(costume [number v]) = [73]> then\n broadcast (Level 62 v)\n end\n if <(costume [number v]) = [74]> then\n broadcast (Level 63 v)\n end\n if <(costume [number v]) = [75]> then\n broadcast (Level 64 v)\n end\n if <(costume [number v]) = [76]> then\n broadcast (Level 65 v)\n end\n if <(costume [number v]) = [77]> then\n broadcast (Level 66 v)\n end\n if <(costume [number v]) = [78]> then\n broadcast (Level 67 v)\n ask [] and wait\n if <<(answer) = [B]> or <(answer) = [b]>> then\n switch costume to (costume68 v)\n end\n end\n if <(costume [number v]) = [79]> then\n broadcast (Level 68 v)\n end\n if <(costume [number v]) = [80]> then\n broadcast (Level 69 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [81]> then\n broadcast (Level 70 Pt. 1 v)\n end\n if <(costume [number v]) = [84]> then\n broadcast (Level 71 v)\n end\n if <(costume [number v]) = [85]> then\n broadcast (Level 72 v)\n end\n if <(costume [number v]) = [86]> then\n broadcast (Level 73 v)\n end\n if <(costume [number v]) = [87]> then\n broadcast (Level 74 v)\n end\n if <(costume [number v]) = [89]> then\n broadcast (Level 75 v)\n end\nend\n\nwhen I receive [final level start screen v]\nswitch costume to (costume75 - v)\n\nwhen I receive [prepare for landing pt. 2 v]\nswitch costume to (costume70 pt. 2 v)\n\nwhen I receive [blast off pt. 2 v]\nswitch costume to (blast off pt. 2 v)\nwait (0.1) seconds\nnext costume\n\nwhen I receive [home v]\nswitch costume to (home menu v)\nshow\n\nwhen I receive [blast off v]\nswitch costume to (blast off v)\nwait (4) seconds\nnext costume\n\nwhen I receive [next level fyd v]\nnext costume\n\nwhen I receive [color selection v]\nswitch costume to (color selection v)\n\nwhen I receive [next level mario v]\nnext costume\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end game cutscene v]\nswitch costume to (end 1 v)\nrepeat (29)\n next costume\nend\n\nwhen flag clicked\nforever\n go to x: ((Scroll #) + (0)) y: (0)\n if <(x position) = [-465]> then\n wait (0.01) seconds\n hide\n end\nend\n\n@Yellow Dot\n\nwhen I receive [level 1 v]\ngo to x: (219) y: (4)\nshow\n\nwhen I receive [level 4 v]\ngo to x: (220) y: (165)\nshow\n\nwhen I receive [level 5 v]\ngo to x: (220) y: (140)\nshow\n\nwhen I receive [level 6 v]\ngo to x: (190) y: (-145)\nshow\n\nwhen I receive [level 2 v]\ngo to x: (215) y: (-125)\nshow\n\nwhen I receive [level 7 v]\ngo to x: (222) y: (165)\nshow\n\nwhen I receive [level 8 v]\ngo to x: (145) y: (-35)\nshow\n\nwhen I receive [level 9 v]\ngo to x: (217) y: (130)\nshow\n\nwhen I receive [level 10 v]\ngo to x: (217) y: (-130)\nshow\n\nwhen I receive [level 11 v]\ngo to x: (222) y: (105)\nshow\n\nwhen I receive [level 12 v]\ngo to x: (222) y: (148)\nshow\n\nwhen I receive [level 13 v]\ngo to x: (-140) y: (134)\nshow\n\nwhen I receive [level 14 v]\ngo to x: (109) y: (161)\nshow\n\nwhen I receive [level 15 v]\ngo to x: (222) y: (-119)\nshow\n\nwhen I receive [level 16 v]\ngo to x: (221) y: (46)\nshow\n\nwhen I receive [level 17 v]\ngo to x: (223) y: (59)\nshow\n\nwhen I receive [level 18 v]\ngo to x: (220) y: (72)\nshow\n\nwhen I receive [level 19 v]\ngo to x: (217) y: (-139)\nshow\n\nwhen I receive [level 20 v]\ngo to x: (222) y: (101)\nshow\n\nwhen I receive [level 22 v]\ngo to x: (224) y: (-141)\nshow\n\nwhen I receive [level 23 v]\ngo to x: (214) y: (139)\nshow\n\nwhen I receive [level 24 v]\ngo to x: (211) y: (-143)\nshow\n\nwhen I receive [level 25 v]\ngo to x: (221) y: (72)\nshow\n\nwhen I receive [level 26 v]\ngo to x: (218) y: (153)\nshow\n\nwhen I receive [level 27 v]\ngo to x: (218) y: (153)\nshow\n\nwhen I receive [level 28 v]\ngo to x: (220) y: (-124)\nshow\n\nwhen I receive [level 29 v]\ngo to x: (220) y: (34)\nshow\n\nwhen I receive [level 30 v]\ngo to x: (145) y: (26)\nshow\n\nwhen I receive [level 31 v]\ngo to x: (224) y: (-123)\nshow\n\nwhen I receive [level 32 v]\ngo to x: (137) y: (-162)\nshow\n\nwhen I receive [level 33 v]\ngo to x: (220) y: (145)\nshow\n\nwhen I receive [level 34 v]\ngo to x: (222) y: (-142)\nshow\n\nwhen I receive [level 36 v]\ngo to x: (221) y: (149)\nshow\n\nwhen I receive [level 37 v]\ngo to x: (101) y: (104)\nshow\n\nwhen I receive [level 38 v]\ngo to x: (46) y: (-36)\nshow\n\nwhen I receive [level 39 v]\ngo to x: (220) y: (87)\nshow\n\nwhen I receive [level 40 v]\ngo to x: (9) y: (-105)\nshow\n\nwhen I receive [level 45 v]\ngo to x: (-221) y: (132)\nshow\n\nwhen I receive [level 46 v]\ngo to x: (220) y: (49)\nshow\n\nwhen I receive [level 47 v]\ngo to x: (223) y: (117)\nshow\n\nwhen I receive [level 48 v]\ngo to x: (222) y: (-138)\nshow\n\nwhen I receive [level 49 v]\ngo to x: (222) y: (-138)\nshow\n\nwhen I receive [level 50 v]\ngo to x: (219) y: (140)\nshow\n\nwhen flag clicked\nset [level 53 v] to [0]\nset [level 70 v] to [0]\nset [level 75 v] to [0]\ngo to [front v] layer\nswitch costume to (costume1 v)\nclear graphic effects\ngo to x: (198) y: (-71)\nhide\nforever\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n if <(Level 53) = [1]> then\n broadcast (Fade In & Out v)\n go [backward v] (10) layers\n wait (1) seconds\n broadcast (Blast Off v)\n else\n if <(Level 70) = [1]> then\n broadcast (Fade In & Out Pt. 2 v)\n go [backward v] (10) layers\n wait (1) seconds\n broadcast (Blast Off Pt. 2 v)\n else\n broadcast (Next Level v)\n hide\n end\n end\n end\n if <touching (mario v)?> then\n if <(Level 75) = [1]> then\n broadcast (Final Level Start Screen v)\n wait (2) seconds\n broadcast (Next Level Mario v)\n else\n broadcast (Next Level Mario v)\n hide\n end\n end\nend\n\nwhen I receive [home menu v]\ngo to x: (225) y: (-71)\nshow\n\nwhen I receive [color selection v]\nhide\n\nwhen I receive [level 21 a v]\nhide\n\nwhen I receive [level 35 a v]\ngo to x: (222) y: (100)\nhide\n\nwhen I receive [level 35 \(2\) v]\nhide\n\nwhen I receive [level 35 e v]\nhide\n\nwhen I receive [level 41 v]\nhide\n\nwhen I receive [level 51 v]\ngo to x: (0) y: (75)\nshow\n\nwhen I receive [level 52 v]\ngo to x: (220) y: (-130)\nshow\n\nwhen I receive [level 53 v]\nset [level 53 v] to [1]\ngo to x: (117) y: (-56)\nshow\n\nwhen I receive [blast off v]\nforever\n repeat until <(Level 53) = [0]>\n hide\n end\nend\n\nwhen I receive [level 67 v]\nhide\n\nwhen I receive [level 55 v]\ngo to x: (-7) y: (78)\nshow\n\nwhen I receive [level 56 v]\ngo to x: (148) y: (-99)\nshow\n\nwhen I receive [level 57 v]\ngo to x: (209) y: (-159)\nshow\n\nwhen I receive [level 58 v]\ngo to x: (222) y: (103)\nshow\n\nwhen I receive [level 59 v]\ngo to x: (138) y: (-121)\nshow\n\nwhen I receive [level 60 v]\ngo to x: (222) y: (40)\nshow\n\nwhen I receive [level 61 v]\ngo to x: (222) y: (98)\nshow\n\nwhen I receive [level 62 v]\ngo to x: (145) y: (-35)\nshow\n\nwhen I receive [level 63 v]\ngo to x: (224) y: (-138)\nshow\n\nwhen I receive [level 64 v]\ngo to x: (-93) y: (-61)\nshow\n\nwhen I receive [level 65 v]\ngo to x: (-114) y: (-96)\nshow\n\nwhen I receive [level 66 v]\ngo to x: (-5) y: (23)\nshow\n\nwhen I receive [level 68 v]\ngo to x: (175) y: (-142)\nshow\n\nwhen I receive [level 69 v]\ngo to x: (49) y: (-141)\nshow\n\nwhen I receive [level 70 pt. 1 v]\nset [level 70 v] to [1]\ngo to x: (117) y: (-56)\nshow\n\nwhen I receive [blast off pt. 2 v]\nforever\n repeat until <(Level 70) = [0]>\n hide\n end\nend\n\nwhen I receive [level 71 v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 72 v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 73 v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level 74 v]\nset [level 75 v] to [1]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [prepare for landing pt. 2 v]\nset [level 70 v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [level 75 v]\nhide\n\nwhen I receive [level 54 v]\nset [level 53 v] to [0]\ngo to x: (223) y: (114)\nwait (0.001) seconds\ngo to [front v] layer\nshow\n\n@Instructions\n\nwhen I receive [level 2 v]\ngo to x: (0) y: (110)\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [level 3 v]\ngo to x: (0) y: (110)\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [level 4 v]\ngo to x: (-75) y: (110)\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [level 5 v]\ngo to x: (-100) y: (50)\nswitch costume to (costume5 v)\nshow\n\nwhen I receive [fade in & out v]\nset [override lvl. 53? v] to [1]\nforever\n if <(Override Lvl. 53?) = [1]> then\n go to x: (-125) y: (117)\n switch costume to (blast off v)\n show\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [override lvl. 53? v] to [0]\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [level 1 v]\ngo to x: (-29) y: (161)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level 6 v]\ngo to x: (10) y: (-5)\nswitch costume to (costume6 v)\nshow\n\nwhen I receive [level 7 v]\ngo to x: (-125) y: (45)\nswitch costume to (costume7 v)\nshow\n\nwhen I receive [level 8 v]\ngo to x: (-125) y: (45)\nswitch costume to (costume8 v)\nshow\n\nwhen I receive [level 9 v]\ngo to x: (0) y: (-25)\nswitch costume to (costume9 v)\nshow\n\nwhen I receive [level 10 v]\ngo to x: (0) y: (50)\nswitch costume to (costume10 v)\nshow\n\nwhen I receive [level 11 v]\ngo to x: (-123) y: (99)\nswitch costume to (costume11 v)\nshow\n\nwhen I receive [level 12 v]\ngo to x: (-123) y: (99)\nswitch costume to (costume12 v)\nshow\n\nwhen I receive [level 13 v]\ngo to x: (-90) y: (12)\nswitch costume to (costume13 v)\nshow\n\nwhen I receive [level 14 v]\ngo to x: (-135) y: (99)\nswitch costume to (costume14 v)\nshow\n\nwhen I receive [level 15 v]\ngo to x: (0) y: (75)\nswitch costume to (costume15 v)\nshow\n\nwhen I receive [level 16 v]\ngo to x: (-127) y: (77)\nswitch costume to (costume16 v)\nshow\n\nwhen I receive [level 17 v]\ngo to x: (-89) y: (86)\nswitch costume to (costume17 v)\nshow\n\nwhen I receive [level 18 v]\ngo to x: (25) y: (138)\nswitch costume to (costume18 v)\nshow\n\nwhen I receive [level 19 v]\ngo to x: (-14) y: (-10)\nswitch costume to (costume19 v)\nshow\n\nwhen I receive [level 20 v]\ngo to x: (-123) y: (99)\nswitch costume to (costume20 v)\nshow\n\nwhen I receive [level 21 a v]\ngo to x: (107) y: (147)\nswitch costume to (costume21 v)\nshow\n\nwhen I receive [level 21 b v]\ngo to x: (107) y: (147)\nswitch costume to (costume21 b v)\nshow\n\nwhen I receive [level 21 c v]\ngo to x: (107) y: (147)\nswitch costume to (costume21 c v)\nshow\n\nwhen I receive [level 21 d v]\ngo to x: (107) y: (147)\nswitch costume to (costume21 d v)\nshow\n\nwhen I receive [level 22 v]\ngo to x: (18) y: (-85)\nswitch costume to (costume22 v)\nshow\n\nwhen I receive [level 23 v]\ngo to x: (18) y: (-85)\nswitch costume to (costume23 v)\nshow\n\nwhen I receive [level 24 v]\ngo to x: (-114) y: (-18)\nswitch costume to (costume24 v)\nshow\n\nwhen I receive [home menu v]\ngo to x: (0) y: (0)\nswitch costume to (menu costume v)\nshow\n\nwhen I receive [color selection v]\ngo to x: (0) y: (100)\nswitch costume to (color selection v)\nshow\n\nwhen I receive [level 25 v]\ngo to x: (-167) y: (129)\nswitch costume to (costume25 v)\nshow\n\nwhen I receive [level 26 v]\ngo to x: (-124) y: (141)\nswitch costume to (costume26 v)\nshow\n\nwhen I receive [level 27 v]\ngo to x: (-161) y: (140)\nswitch costume to (costume27 v)\nshow\n\nwhen I receive [level 28 v]\ngo to x: (0) y: (-108)\nswitch costume to (costume28 v)\nshow\n\nwhen I receive [level 29 v]\ngo to x: (-144) y: (33)\nswitch costume to (costume29 v)\nshow\n\nwhen I receive [level 30 v]\ngo to x: (-24) y: (-78)\nswitch costume to (costume30 v)\nshow\n\nwhen I receive [level 31 v]\ngo to x: (0) y: (16)\nswitch costume to (costume31 v)\nshow\n\nwhen I receive [level 32 v]\ngo to x: (-26) y: (-104)\nswitch costume to (costume32 v)\nshow\n\nwhen I receive [level 33 v]\ngo to x: (0) y: (-122)\nswitch costume to (costume33 v)\nshow\n\nwhen I receive [level 34 v]\ngo to x: (0) y: (40)\nswitch costume to (costume34 v)\nshow\n\nwhen I receive [level 35 a v]\ngo to x: (105) y: (116)\nswitch costume to (costume35 v)\nshow\n\nwhen I receive [level 35 c v]\ngo to x: (132) y: (165)\nswitch costume to (costume35 c v)\nshow\n\nwhen I receive [level 35 b v]\ngo to x: (0) y: (118)\nswitch costume to (costume35 b v)\nshow\n\nwhen I receive [level 35 d v]\ngo to x: (141) y: (-138)\nswitch costume to (costume35 d v)\nshow\n\nwhen I receive [level 35 e v]\ngo to x: (0) y: (0)\nswitch costume to (costume35 e v)\nshow\n\nwhen I receive [level 36 v]\ngo to x: (120) y: (-161)\nswitch costume to (costume36 v)\nshow\n\nwhen I receive [level 37 v]\ngo to x: (-141) y: (125)\nswitch costume to (costume37 v)\nshow\n\nwhen I receive [level 39 v]\ngo to x: (110) y: (-111)\nswitch costume to (costume39 v)\nshow\n\nwhen I receive [level 38 v]\ngo to x: (0) y: (-116)\nswitch costume to (costume38 v)\nshow\n\nwhen I receive [level 40 v]\ngo to x: (29) y: (-161)\nswitch costume to (costume40 v)\nshow\n\nwhen I receive [level 41 v]\ngo to x: (140) y: (-112)\nswitch costume to (costume41 v)\nshow\n\nwhen I receive [level 45 v]\ngo to x: (150) y: (0)\nswitch costume to (costume45 v)\nshow\n\nwhen I receive [level 42 v]\ngo to x: (157) y: (-103)\nswitch costume to (costume42 v)\nshow\n\nwhen I receive [level 43 v]\ngo to x: (165) y: (-133)\nswitch costume to (costume43 v)\nshow\n\nwhen I receive [level 44 v]\ngo to x: (-136) y: (167)\nswitch costume to (costume44 v)\nshow\n\nwhen I receive [level 46 v]\ngo to x: (141) y: (-118)\nswitch costume to (costume46 v)\nshow\n\nwhen I receive [level 48 v]\ngo to x: (7) y: (100)\nswitch costume to (costume48 v)\nshow\n\nwhen I receive [level 47 v]\ngo to x: (-152) y: (165)\nswitch costume to (costume47 v)\nshow\n\nwhen I receive [level 54 v]\nwait (0.1) seconds\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (costume53 v)\nset [override lvl. 53? v] to [0]\ngo to x: (0) y: (168)\nwait (2.9) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nclear graphic effects\n\nwhen I receive [level 57 v]\ngo to x: (11) y: (-11)\nswitch costume to (costume56 v)\nshow\n\nwhen I receive [level 49 v]\ngo to x: (150) y: (164)\nswitch costume to (costume49 v)\nshow\n\nwhen I receive [level 50 v]\nhide\n\nwhen I receive [level 51 v]\ngo to x: (155) y: (-136)\nswitch costume to (costume50 v)\nshow\n\nwhen I receive [level 52 v]\ngo to x: (0) y: (151)\nswitch costume to (costume51 v)\nshow\n\nwhen I receive [level 53 v]\ngo to x: (-125) y: (117)\nswitch costume to (costume52 v)\nshow\n\nwhen I receive [level 55 v]\ngo to x: (-72) y: (-129)\nswitch costume to (costume54 v)\nshow\n\nwhen I receive [level 56 v]\ngo to x: (59) y: (-44)\nswitch costume to (costume55 v)\nshow\n\nwhen I receive [level 58 v]\ngo to x: (162) y: (-34)\nswitch costume to (costume57 v)\nshow\n\nwhen I receive [level 59 v]\ngo to x: (-11) y: (108)\nswitch costume to (costume58 v)\nshow\n\nwhen I receive [level 60 v]\ngo to x: (-15) y: (139)\nswitch costume to (costume59 v)\nshow\n\nwhen I receive [level 61 v]\ngo to x: (114) y: (-55)\nswitch costume to (costume60 v)\nshow\n\nwhen I receive [level 62 v]\ngo to x: (-17) y: (-161)\nswitch costume to (costume61 v)\nshow\n\nwhen I receive [level 63 v]\ngo to x: (-17) y: (-161)\nswitch costume to (costume62 v)\nshow\n\nwhen I receive [level 64 v]\ngo to x: (112) y: (-137)\nswitch costume to (costume63 v)\nshow\n\nwhen I receive [level 65 v]\ngo to x: (50) y: (-154)\nswitch costume to (costume64 v)\nshow\n\nwhen I receive [level 66 v]\ngo to x: (80) y: (-166)\nswitch costume to (costume65 v)\nshow\n\nwhen I receive [level 67 v]\ngo to x: (0) y: (-111)\nswitch costume to (costume66 v)\nshow\n\nwhen I receive [level 68 v]\ngo to x: (0) y: (133)\nswitch costume to (costume67 v)\nshow\n\nwhen I receive [level 69 v]\ngo to x: (-68) y: (-118)\nswitch costume to (costume68 v)\nshow\n\nwhen I receive [level 70 pt. 1 v]\ngo to x: (0) y: (68)\nswitch costume to (costume69 v)\nshow\n\nwhen I receive [blast off pt. 2 v]\ngo to x: (112) y: (-137)\nrepeat (6)\n switch costume to (costume70 v)\n show\nend\n\nwhen I receive [prepare for landing pt. 2 v]\nhide\n\nwhen I receive [stop all v]\nwait (0.5) seconds\ngo to x: (0) y: (-6)\nshow\nswitch costume to (costume71 v)\nrepeat (3)\n wait (1.5) seconds\n next costume\nend\n\n@Switchig Block\n\nwhen flag clicked\nset [level 16 v] to [0]\nset [level 17 v] to [0]\nset [level 18 v] to [0]\nset [level 19 v] to [0]\nset [level 20 v] to [0]\nset [level 33 v] to [0]\nset [level 34 v] to [0]\nset [level 44 v] to [0]\nset [level 58 v] to [0]\ngo to [front v] layer\nhide\nforever\n repeat until <(Level 16) = [0]>\n if <(Level 16) = [0]> then\n stop [this script v]\n end\n switch costume to (costume1 v)\n if <(Level 16) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 16) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 16) = [0]> then\n stop [this script v]\n end\n switch costume to (costume2 v)\n if <(Level 16) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 16) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(Level 17) = [0]>\n if <(Level 17) = [0]> then\n stop [this script v]\n end\n switch costume to (costume3 v)\n if <(Level 17) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 17) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 17) = [0]> then\n stop [this script v]\n end\n switch costume to (costume4 v)\n if <(Level 17) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 17) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(Level 18) = [0]>\n if <(Level 18) = [0]> then\n stop [this script v]\n end\n switch costume to (costume5 v)\n if <(Level 18) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 18) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 18) = [0]> then\n stop [this script v]\n end\n switch costume to (costume6 v)\n if <(Level 18) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 18) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(Level 19) = [0]>\n if <(Level 19) = [0]> then\n stop [this script v]\n end\n switch costume to (costume7 v)\n if <(Level 19) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 19) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 19) = [0]> then\n stop [this script v]\n end\n switch costume to (costume8 v)\n if <(Level 19) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 19) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(Level 20) = [0]>\n if <(Level 20) = [0]> then\n stop [this script v]\n end\n switch costume to (costume9 v)\n if <(Level 20) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 20) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 20) = [0]> then\n stop [this script v]\n end\n switch costume to (costume10 v)\n if <(Level 20) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 20) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n end\nend\n\nwhen I receive [level 1 v]\nhide\n\nwhen flag clicked\nforever\n repeat until <(Level 33) = [0]>\n if <(Level 33) = [0]> then\n stop [this script v]\n end\n switch costume to (costume11 v)\n if <(Level 33) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 33) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 33) = [0]> then\n stop [this script v]\n end\n switch costume to (costume12 v)\n if <(Level 33) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 33) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n end\nend\n\nwhen I receive [level 33 v]\nset [level 33 v] to [1]\ngo to x: (0) y: (-46)\nshow\n\nwhen I receive [level 34 v]\nset [level 33 v] to [0]\nset [level 34 v] to [1]\ngo to x: (0) y: (-74)\nshow\n\nwhen flag clicked\nforever\n repeat until <(Level 34) = [0]>\n if <(Level 34) = [0]> then\n stop [this script v]\n end\n switch costume to (costume13 v)\n if <(Level 34) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 34) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 34) = [0]> then\n stop [this script v]\n end\n switch costume to (costume14 v)\n if <(Level 34) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 34) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [level 35 a v]\nset [level 34 v] to [0]\nhide\n\nwhen flag clicked\nforever\n repeat until <(Level 44) = [0]>\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n switch costume to (costume15 v)\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n switch costume to (costume16 v)\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [level 44 v]\nset [level 44 v] to [1]\ngo to x: (100) y: (0)\nshow\n\nwhen I receive [level 45 v]\nset [level 44 v] to [0]\nhide\n\nwhen flag clicked\nforever\n repeat until <(Level 58) = [0]>\n if <(Level 58) = [0]> then\n stop [this script v]\n end\n switch costume to (costume17 v)\n if <(Level 58) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 58) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 58) = [0]> then\n stop [this script v]\n end\n switch costume to (costume18 v)\n if <(Level 58) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n if <(Level 58) = [0]> then\n stop [this script v]\n end\n wait (0.25) seconds\n end\nend\n\nwhen I receive [level 16 v]\nset [level 16 v] to [1]\ngo to x: (23) y: (-87)\nshow\n\nwhen I receive [level 17 v]\nset [level 16 v] to [0]\nset [level 17 v] to [1]\ngo to x: (3) y: (-11)\nshow\n\nwhen I receive [level 18 v]\nset [level 17 v] to [0]\nset [level 18 v] to [1]\ngo to x: (23) y: (-151)\nshow\n\nwhen I receive [level 19 v]\nset [level 18 v] to [0]\nset [level 19 v] to [1]\ngo to x: (13) y: (-34)\nshow\n\nwhen I receive [level 20 v]\nset [level 19 v] to [0]\nset [level 20 v] to [1]\ngo to x: (121) y: (109)\nshow\n\nwhen I receive [level 21 a v]\nset [level 20 v] to [0]\nhide\n\nwhen I receive [level 58 v]\nset [level 58 v] to [1]\ngo to x: (121) y: (109)\nshow\n\nwhen I receive [level 59 v]\nset [level 58 v] to [0]\nhide\n\n@Fake Yellow Dot\n\nwhen flag clicked\ngo to [front v] layer\nset [next v] to [0]\ngo to x: (-195) y: (121)\nhide\n\nwhen I receive [level 35 a v]\ngo to x: (10) y: (10)\nset [next v] to [0]\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 21 a v]\nshow\nforever\n if <<touching (player v)?> and <(Next) = [0]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (-223) y: (-6)\n show\n set [next v] to [1]\n end\n if <<touching (player v)?> and <(Next) = [1]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (217) y: (73)\n show\n set [next v] to [2]\n end\n if <<touching (player v)?> and <(Next) = [2]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (-175) y: (-130)\n show\n set [next v] to [3]\n end\n if <<touching (player v)?> and <(Next) = [3]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (-195) y: (121)\n show\n set [next v] to [4]\n end\n if <<touching (player v)?> and <(Next) = [4]>> then\n broadcast (Next Level FYD v)\n end\nend\n\nwhen I receive [level 22 v]\ngo to x: (-223) y: (105)\nset [next v] to [0]\nhide\n\n@Fake Yellow Dot 2\n\nwhen flag clicked\ngo to [front v] layer\nset [next v] to [0]\ngo to x: (-195) y: (121)\nhide\n\nwhen I receive [level 34 v]\ngo to x: (-223) y: (105)\nset [next v] to [0]\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 36 v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level 35 a v]\nshow\nforever\n if <<touching (player v)?> and <(Next) = [0]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (-223) y: (105)\n show\n set [next v] to [1]\n end\n if <<touching (player v)?> and <(Next) = [1]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (-225) y: (-22)\n show\n set [next v] to [2]\n end\n if <<touching (player v)?> and <(Next) = [2]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (222) y: (-161)\n show\n set [next v] to [3]\n end\n if <<touching (player v)?> and <(Next) = [3]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (217) y: (75)\n show\n set [next v] to [4]\n end\n if <<touching (player v)?> and <(Next) = [4]>> then\n broadcast (Next Level FYD v)\n hide\n go to x: (-120) y: (-143)\n show\n set [next v] to [5]\n end\n if <<touching (player v)?> and <(Next) = [5]>> then\n broadcast (Next Level FYD v)\n end\nend\n\nset [next v] to [0]\n\nwhen I receive [level 35 \(2\) v]\nhide\n\n@Moving Yellow Dot\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (200) y: (120)\nhide\n\nwhen I receive [level 40 v]\nset [level 41 v] to [1]\nforever\n if <(Level 41) = [1]> then\n glide (0.5) secs to x: (0) y: (120)\n if <(Level 41) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (-200) y: (120)\n if <(Level 41) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (0) y: (120)\n if <(Level 41) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (200) y: (120)\n if <(Level 41) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 41 v]\nwait until <(Level 41) = [0]>\nset [level 42 v] to [1]\nforever\n if <(Level 42) = [1]> then\n glide (0.25) secs to x: (0) y: (120)\n if <(Level 42) = [0]> then\n stop [this script v]\n end\n glide (0.25) secs to x: (-200) y: (120)\n if <(Level 42) = [0]> then\n stop [this script v]\n end\n glide (0.25) secs to x: (0) y: (120)\n if <(Level 42) = [0]> then\n stop [this script v]\n end\n glide (0.25) secs to x: (200) y: (120)\n if <(Level 42) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 42 v]\nwait until <(Level 42) = [0]>\ngo to x: (-122) y: (-138)\nset [level 43 v] to [1]\nforever\n if <(Level 43) = [1]> then\n glide (0.5) secs to x: (210) y: (-60)\n if <(Level 43) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (30) y: (20)\n if <(Level 43) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (190) y: (70)\n if <(Level 43) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (45) y: (-125)\n if <(Level 43) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (-120) y: (35)\n if <(Level 43) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (-122) y: (-138)\n if <(Level 43) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Next Level v)\n if <(Level 41) = [1]> then\n set [level 41 v] to [0]\n end\n if <(Level 42) = [1]> then\n set [level 42 v] to [0]\n end\n if <(Level 43) = [1]> then\n set [level 43 v] to [0]\n end\n if <(Level 44) = [1]> then\n set [level 44 v] to [0]\n end\n end\nend\n\nwhen I receive [level 43 v]\nwait until <(Level 43) = [0]>\ngo to x: (170) y: (145)\nset [level 44 v] to [1]\nforever\n if <(Level 44) = [1]> then\n glide (0.5) secs to x: (170) y: (0)\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (170) y: (50)\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (170) y: (-100)\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (170) y: (-125)\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (170) y: (145)\n if <(Level 44) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 41 v]\nshow\n\nwhen I receive [level 45 v]\nhide\n\nforever\nend\n\n@Moving Block\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\nset size to (100) %\nset [level 45 v] to [0]\nset [level 46 v] to [0]\nset [level 72&73 v] to [0]\ngo to [front v] layer\ngo to x: (-85) y: (135)\nhide\n\nwhen I receive [level 44 v]\nforever\n if <(Level 45) = [1]> then\n glide (1) secs to x: (-85) y: (-85)\n if <(Level 45) = [0]> then\n stop [this script v]\n end\n glide (1) secs to x: (-85) y: (135)\n if <(Level 45) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 45 v]\nforever\n if <(Level 46) = [1]> then\n glide (1.5) secs to x: (-85) y: (-85)\n if <(Level 46) = [0]> then\n stop [this script v]\n end\n glide (1.5) secs to x: (-85) y: (135)\n if <(Level 46) = [0]> then\n stop [this script v]\n end\n glide (3) secs to x: (200) y: (135)\n if <(Level 46) = [0]> then\n stop [this script v]\n end\n glide (1.5) secs to x: (-85) y: (135)\n if <(Level 46) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 48 v]\nforever\n if <(Level 49) = [1]> then\n turn left (7) degrees\n if <(Level 49) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 47 v]\nset [level 46 v] to [0]\nhide\nglide (1) secs to x: (0) y: (0)\nswitch costume to (costume2 v)\n\nwhen I receive [level 49 v]\nset [level 49 v] to [1]\nshow\n\nwhen I receive [level 50 v]\nset [level 49 v] to [0]\nhide\n\nwhen I receive [level 72 v]\nset [level 72&73 v] to [1]\ngo to x: (-100) y: (-100)\npoint in direction (90)\nshow\nforever\n if <(Level 72&73) = [1]> then\n if <(costume [number v]) = [33]> then\n switch costume to (delete-1 v)\n end\n next costume\n else\n stop [this script v]\n end\nend\n\nwhen I receive [level 71 v]\nswitch costume to (delete-1 v)\n\nwhen I receive [level 46 v]\nset [level 45 v] to [0]\nset [level 46 v] to [1]\nshow\n\nwhen I receive [level 73 v]\ngo to x: (-72) y: (-89)\nset size to (75) %\nshow\n\nwhen I receive [level 74 v]\nset [level 72&73 v] to [0]\nhide\n\nwhen I receive [level 45 v]\nset [level 45 v] to [1]\nshow\n\n@Moving Block 2\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume1 v)\nset [level 47 v] to [0]\nset [level 51 v] to [0]\nset [level 52 v] to [0]\nset [level 65 v] to [0]\ngo to [front v] layer\ngo to x: (-220) y: (25)\nhide\n\nwhen I receive [level 46 v]\nforever\n if <(Level 47) = [1]> then\n glide (1) secs to x: (220) y: (25)\n if <(Level 47) = [0]> then\n glide (1) secs to x: (-50) y: (-80)\n stop [this script v]\n end\n glide (1) secs to x: (-220) y: (25)\n if <(Level 47) = [0]> then\n glide (1) secs to x: (-50) y: (-80)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 50 v]\nforever\n if <(Level 51) = [1]> then\n turn right (5) degrees\n if <(Level 51) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 51 v]\nforever\n if <(Level 52) = [1]> then\n turn left (10) degrees\n if <(Level 52) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 64 v]\npoint in direction (90)\nforever\n if <(Level 65) = [1]> then\n glide (1) secs to x: (220) y: (-20)\n if <(Level 65) = [0]> then\n stop [this script v]\n end\n glide (1) secs to x: (-80) y: (-20)\n if <(Level 65) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 47 v]\nset [level 47 v] to [1]\nshow\n\nwhen I receive [level 48 v]\nset [level 47 v] to [0]\nhide\nswitch costume to (costume2 v)\nglide (1) secs to x: (0) y: (75)\n\nwhen I receive [level 51 v]\nset [level 51 v] to [1]\nshow\n\nwhen I receive [level 52 v]\nset [level 52 v] to [1]\ngo to x: (0) y: (-35)\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [level 53 v]\nhide\nswitch costume to (costume4 v)\nglide (1) secs to x: (-80) y: (-20)\nset [level 52 v] to [0]\n\nwhen I receive [level 65 v]\nset [level 65 v] to [1]\nshow\n\nwhen I receive [level 66 v]\nhide\n\n@Moving Block 3\n\nwhen flag clicked\nset [level 48 v] to [0]\nset [level 63 v] to [0]\nset [level72&73 v] to [0]\ngo to x: (0) y: (140)\npoint in direction (90)\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [level 47 v]\nforever\n if <(Level 48) = [1]> then\n glide (0.4) secs to x: (0) y: (-140)\n if <(Level 48) = [0]> then\n stop [this script v]\n end\n glide (0.4) secs to x: (0) y: (140)\n if <(Level 48) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(Level 63) = [0]>\n if <(Level 63) = [0]> then\n stop [this script v]\n end\n switch costume to (costume2 v)\n if <(Level 63) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 63) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 63) = [0]> then\n stop [this script v]\n end\n switch costume to (costume3 v)\n if <(Level 63) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n if <(Level 63) = [0]> then\n stop [this script v]\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [level 62 v]\nforever\n if <(Level 63) = [1]> then\n turn right (7) degrees\n if <(Level 63) = [0]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 72 v]\nset [level72&73 v] to [1]\ngo to x: (100) y: (-100)\npoint in direction (90)\nshow\nforever\n if <(Level72&73) = [1]> then\n if <(costume [number v]) = [34]> then\n switch costume to (delete-1 v)\n end\n next costume\n else\n stop [this script v]\n end\nend\n\nwhen I receive [level 48 v]\nset [level 48 v] to [1]\nshow\n\nwhen I receive [level 71 v]\nswitch costume to (delete-1 v)\n\nwhen I receive [level 64 v]\nset [level 63 v] to [0]\nhide\n\nwhen I receive [level 63 v]\nset [level 63 v] to [1]\nshow\n\nwhen I receive [level 53 v]\nglide (1) secs to x: (0) y: (0)\nswitch costume to (costume3 v)\n\nwhen I receive [level 49 v]\nset [level 48 v] to [0]\nhide\n\nwhen I receive [level 73 v]\ngo to x: (72) y: (-89)\nset size to (75) %\nshow\n\nwhen I receive [level 74 v]\nset [level72&73 v] to [0]\nhide\n\n@Color Selection Button\n\nwhen I receive [level 24 v]\nhide\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [color selection v]\ngo to x: (240) y: (-126)\nshow\nwait (2) seconds\nset [menu v] to [1]\nforever\n if <<touching (player v)?> and <(Menu) = [1]>> then\n broadcast (Home v)\n broadcast (Home Menu v)\n end\nend\n\nwhen I receive [home menu v]\ngo [backward v] (99) layers\ngo to x: (240) y: (-137)\nshow\nset [menu v] to [0]\nforever\n if <<touching (player v)?> and <(Menu) = [0]>> then\n broadcast (Color Selection v)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Black\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (-200) y: (-150)\nhide\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (-200) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Black\))\n if <(y position) < [-125]> then\n change [y vel \(black\) v] by (1)\n end\n set [y vel \(black\) v] to ((y vel \(Black\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Black v)\n end\n end\nend\n\n@Red\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (-150) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Red v)\n end\n end\nend\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (-150) y: (-150)\nhide\n\n@Orange\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (-100) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Orange v)\n end\n end\nend\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (-100) y: (-150)\nhide\n\n@Yellow\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (-50) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Yellow v)\n end\n end\nend\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (-50) y: (-150)\nhide\n\n@Green\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (0) y: (-150)\nhide\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (0) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Green v)\n end\n end\nend\n\n@Dark Green\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (50) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Dark Green v)\n end\n end\nend\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (50) y: (-150)\nhide\n\n@Light Blue\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (100) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Light Blue v)\n end\n end\nend\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (100) y: (-150)\nhide\n\n@Blue\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (150) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n end\nend\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (150) y: (-150)\nhide\n\nwhen I receive [color selection v]\nwait (2) seconds\nforever\n if <(Color Selection) = [1]> then\n if <touching (player v)?> then\n broadcast (Blue v)\n end\n end\nend\n\n@Pink\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (200) y: (-150)\nhide\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (200) y: (-150)\nhide\n\nwhen I receive [color selection v]\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Pink v)\n end\n end\nend\n\n@Purple\n\nwhen flag clicked\nset [color selection v] to [0]\ngo to x: (75) y: (-150)\nhide\n\nwhen I receive [color selection v]\n\nwhen I receive [home v]\nset [color selection v] to [0]\ngo to x: (75) y: (-150)\nhide\n\nset [color selection v] to [1]\nshow\nforever\n if <(Color Selection) = [1]> then\n change y by (y vel \(Colors\))\n if <(y position) < [-125]> then\n change [y vel \(colors\) v] by (1)\n end\n set [y vel \(colors\) v] to ((y vel \(Colors\)) * (0.9))\n if <touching (player v)?> then\n broadcast (Purple v)\n end\n end\nend\n\n@Intro Sprite\n\nwhen flag clicked\nset [intro \(y vel\) v] to [1]\ngo to x: (0) y: (-180)\nforever\n change y by (Intro \(y vel\))\n if <(y position) < [-75]> then\n change [intro \(y vel\) v] by (1)\n end\n set [intro \(y vel\) v] to ((Intro \(y vel\)) * (0.9))\nend\n\nwhen flag clicked\nshow\nwait (3) seconds\nhide\n\n@Intro Sprite 2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (180)\nset [intro gravity v] to [-0.3]\nset [intro y vel v] to [0]\nset [intro bounce count v] to [0]\nwait (3) seconds\nshow\nforever\n if <(y position) < [0]> then\n if <(Intro Bounce Count) > [3]> then\n set [intro y vel v] to [0]\n else\n set [intro y vel v] to ((Intro Y Vel) * (-1))\n set y to ((y position) + (Intro Y Vel))\n set [intro y vel v] to ((Intro Y Vel) / (2))\n change [intro bounce count v] by (1)\n end\n else\n set [intro y vel v] to ((Intro Y Vel) + (Intro Gravity))\n set y to ((y position) + (Intro Y Vel))\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Rocket Ship To Moon\n\nwhen flag clicked\nswitch costume to (before/after take off v)\nset [rocket to moon: y-vel v] to [.5]\nhide\n\nwhen I receive [blast off v]\nwait (1.5) seconds\nforever\n change y by (Rocket To Moon: Y-Vel)\nend\n\nwhen I receive [orange v]\nset [which color v] to [2]\n\nwhen I receive [yellow v]\nset [which color v] to [3]\n\nwhen I receive [red v]\nset [which color v] to [1]\n\nwhen I receive [green v]\nset [which color v] to [4]\n\nwhen I receive [dark green v]\nset [which color v] to [5]\n\nwhen I receive [blast off v]\nif <(Which Color) = [1]> then\n switch costume to (costume1 v)\nend\nif <(Which Color) = [2]> then\n switch costume to (costume2 v)\nend\nif <(Which Color) = [3]> then\n switch costume to (costume3 v)\nend\nif <(Which Color) = [4]> then\n switch costume to (costume4 v)\nend\nif <(Which Color) = [5]> then\n switch costume to (costume5 v)\nend\nif <(Which Color) = [6]> then\n switch costume to (costume6 v)\nend\nif <(Which Color) = [7]> then\n switch costume to (costume7 v)\nend\nif <(Which Color) = [8]> then\n switch costume to (costume8 v)\nend\nif <(Which Color) = [9]> then\n switch costume to (costume9 v)\nend\nwait (7) seconds\nswitch costume to (before/after take off v)\n\nwhen I receive [blast off v]\nwait (3) seconds\nset [rocket to moon: y-vel v] to [1]\nrepeat (5)\n change [rocket to moon: y-vel v] by ((Rocket To Moon: Y-Vel) * (1.01))\n wait (0.1) seconds\nend\nhide\nbroadcast (Stop Smoke v)\nbroadcast (Prepare for Landing v)\ngo to x: (-175) y: (180)\nstop [this script v]\n\nwhen I receive [blast off v]\nwait (4) seconds\nset [rocket to moon: y-vel v] to [0]\nshow\nrepeat (100)\n change y by (Rocket To Moon: Y-Vel)\n if <(y position) > [75]> then\n change [rocket to moon: y-vel v] by (-1)\n end\n set [rocket to moon: y-vel v] to ((Rocket To Moon: Y-Vel) * (0.9))\nend\nstop [this script v]\n\nwhen I receive [level 53 v]\ngo to x: (157) y: (-69)\nshow\n\nwhen I receive [level 55 v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [purple v]\nset [which color v] to [9]\n\nwhen I receive [pink v]\nset [which color v] to [8]\n\nwhen I receive [blue v]\nset [which color v] to [7]\n\nwhen I receive [light blue v]\nset [which color v] to [6]\n\n@Rocket Ship To Earth\n\nwhen flag clicked\nswitch costume to (before/after take off v)\npoint in direction (90)\nset [rocket to earth: y-vel v] to [.5]\nhide\n\nwhen I receive [level 70 pt. 1 v]\ngo to x: (157) y: (-69)\nshow\n\nwhen I receive [blast off pt. 2 v]\nif <(Which Color) = [1]> then\n switch costume to (costume1 v)\nend\nif <(Which Color) = [2]> then\n switch costume to (costume2 v)\nend\nif <(Which Color) = [3]> then\n switch costume to (costume3 v)\nend\nif <(Which Color) = [4]> then\n switch costume to (costume4 v)\nend\nif <(Which Color) = [5]> then\n switch costume to (costume5 v)\nend\nif <(Which Color) = [6]> then\n switch costume to (costume6 v)\nend\nif <(Which Color) = [7]> then\n switch costume to (costume7 v)\nend\nif <(Which Color) = [8]> then\n switch costume to (costume8 v)\nend\nif <(Which Color) = [9]> then\n switch costume to (costume9 v)\nend\n\nwhen I receive [purple v]\nset [which color v] to [9]\n\nwhen I receive [pink v]\nset [which color v] to [8]\n\nwhen I receive [blue v]\nset [which color v] to [7]\n\nwhen I receive [light blue v]\nset [which color v] to [6]\n\nwhen I receive [dark green v]\nset [which color v] to [5]\n\nwhen I receive [green v]\nset [which color v] to [4]\n\nwhen I receive [yellow v]\nset [which color v] to [3]\n\nwhen I receive [orange v]\nset [which color v] to [2]\n\nwhen I receive [red v]\nset [which color v] to [1]\n\nwhen I receive [blast off pt. 2 v]\nwait (1.5) seconds\nrepeat (100)\n change y by (Rocket To Earth: Y-Vel)\nend\nset [rocket to earth: y-vel v] to [-.5]\nrepeat (18)\n turn left (10) degrees\nend\nset [rocket to earth: y-vel v] to [-1]\nforever\n if <(y position) > [-240]> then\n set [rocket to earth: y-vel v] to ((Rocket To Earth: Y-Vel) * (1.2))\n change y by (Rocket To Earth: Y-Vel)\n else\n hide\n go to x: (-175) y: (180)\n broadcast (Prepare for Landing Pt. 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [prepare for landing pt. 2 v]\nset [rocket to earth: y-vel v] to [-20]\nshow\nforever\n if <(y position) > [-120]> then\n set [rocket to earth: y-vel v] to ((Rocket To Earth: Y-Vel) * (1.2))\n change y by (Rocket To Earth: Y-Vel)\n else\n hide\n broadcast (Rocket Explosion v)\n go to x: (-175) y: (180)\n stop [this script v]\n end\nend\n\nwhen I receive [rocket retry v]\nset [rocket to earth: y-vel v] to [0]\nshow\nforever\n if <not <touching (ground v)?>> then\n change y by (Rocket To Earth: Y-Vel)\n if <(y position) > [75]> then\n change [rocket to earth: y-vel v] by (-1)\n else\n if <not <(direction) = [90]>> then\n turn right (10) degrees\n else\n set [rocket to earth: y-vel v] to [-1]\n broadcast (Final Smoke/Show Player v)\n end\n end\n set [rocket to earth: y-vel v] to ((Rocket To Earth: Y-Vel) * (0.9))\n else\n set [rocket to earth: y-vel v] to [0]\n switch costume to (before/after take off v)\n end\nend\n\nwhen I receive [level 71 v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\n@Rocket Smoke to Moon\n\nwhen flag clicked\nset [stop smoke? v] to [1]\ngo to x: (300) y: (300)\nclear graphic effects\nhide\n\nwhen I receive [blast off v]\nset [stop smoke? v] to [0]\nforever\n if <(Stop Smoke?) = [0]> then\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen I start as a clone\nshow\nif <(Stop Smoke?) = [1]> then\n delete this clone\nend\ngo to x: (([x position v] of [rocket ship to moon v]) + (pick random (-10) to (10))) y: (([y position v] of [rocket ship to moon v]) - (70))\npoint in direction (pick random (-90) to (-270))\nchange [ghost v] effect by (pick random (10) to (75))\nset size to (pick random (40) to (100)) %\nswitch costume to (pick random (1) to (3))\nif <(Stop Smoke?) = [1]> then\n delete this clone\nend\nrepeat (10)\n move (4) steps\n change [ghost v] effect by (3)\n if <(Stop Smoke?) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [prepare for landing v]\nwait (3) seconds\nset [stop smoke? v] to [1]\n\n@Rocket Smoke to Earth\n\nwhen flag clicked\nset [stop smoke? v] to [1]\ngo to x: (300) y: (300)\nclear graphic effects\nhide\n\nwhen I start as a clone\nshow\nif <(Stop Smoke?) = [1]> then\n delete this clone\nend\ngo to x: (([x position v] of [rocket ship to earth v]) + (pick random (-10) to (10))) y: (([y position v] of [rocket ship to earth v]) - (70))\npoint in direction (pick random (-90) to (-270))\nchange [ghost v] effect by (pick random (10) to (75))\nset size to (pick random (40) to (100)) %\nswitch costume to (pick random (1) to (3))\nif <(Stop Smoke?) = [1]> then\n delete this clone\nend\nrepeat (10)\n move (4) steps\n change [ghost v] effect by (3)\n if <(Stop Smoke?) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [blast off pt. 2 v]\nset [stop smoke? v] to [0]\nwait (4) seconds\nset [stop smoke? v] to [1]\n\nwhen I receive [final smoke/show player v]\nset [stop smoke? v] to [0]\nwait (0.01) seconds\nset [stop smoke? v] to [1]\n\nwhen I receive [blast off pt. 2 v]\nforever\n if <(Stop Smoke?) = [0]> then\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\n@Fade In & Out\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [final level start screen v]\nswitch costume to (delete v)\nclear graphic effects\nshow\nwait (2.2) seconds\nhide\n\nwhen I receive [fade in & out v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [fade in & out pt. 2 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Rocket Holder\n\nwhen flag clicked\ngo to x: (161) y: (-163)\nhide\n\nwhen I receive [level 70 pt. 1 v]\nshow\n\nwhen I receive [blast off pt. 2 v]\nwait (2) seconds\nrepeat (100)\n move (-2.5) steps\nend\nforever\n hide\nend\n\n@BOOM\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (180) %\nswitch costume to (3g1 v)\ngo to [front v] layer\n\nwhen I receive [rocket explosion v]\nshow\nstop all sounds\nset volume to (75) %\nstart sound [Boomb boomb bomb v]\nrepeat (32)\n next costume\n wait (0.01) seconds\nend\nstop all sounds\nset volume to (100) %\nset size to (100) %\nstart sound [censor-beep-6.mp3 v]\nrepeat (2)\n switch costume to (error screen v)\nend\nwait (1.54) seconds\nbroadcast (Rocket Retry v)\nhide\n\n@Mario Mushroom\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n broadcast (Got the Mushroom v)\n hide\n start sound [\[Super Mario Bros\] PowerUp Sound Effect \[Free Ringtone Download\].mp3 v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [prepare for landing pt. 2 v]\nset [mushroom x-vel v] to [5]\ngo [backward v] (10) layers\nshow\ngo to x: (55) y: (-145)\nwait (4) seconds\nforever\n change x by (Mushroom x-vel)\n if <<(x position) = [50]> or <(x position) = [120]>> then\n set [mushroom x-vel v] to ((Mushroom x-vel) * (-1))\n end\nend\n\n@Mario\n\nwhen flag clicked\nset [facing right v] to [0]\nset [touching ground v] to [0]\nset [move counter v] to [0]\nset [level 75 v] to [0]\nset [mario's x-vel v] to [0]\nset [mario's y-vel v] to [0]\nset [stop mario? v] to [0]\nhide\n\nwhen I receive [got the mushroom v]\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?>>> or <(Scroll #) < [-350]>>> then\n set [moving v] to [0]\n end\nend\n\nwhen I receive [next level mario v]\nset [mario's y-vel v] to [0]\ngo to x: (-210) y: (-130)\nshow\n\nwhen I receive [got the mushroom v]\ngo to (mario mushroom v)\nchange y by (10)\nshow\nforever\n Mario's Costumes\n if <(Stop Mario?) = [0]> then\n Mario's Physics (12) (-1) (3) (0.5)\n else\n Mario's Physics (0) (-1) (0) (0)\n end\nend\n\nwhen I receive [end game cutscene v]\ngo to x: (220) y: (-21)\nset [stop mario? v] to [1]\nset [facing right v] to [0]\nwait (3) seconds\nset [facing right v] to [1]\nrepeat (175)\n change [scroll # v] by (-2)\n set x to ((Scroll #) + (220))\nend\nrepeat (65)\n set [moving v] to [1]\n change [scroll # v] by (-2)\n set [mario's x-vel v] to [2]\nend\nbroadcast (Stop All v)\nforever\n set [moving v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(Level 75) = [1]> then\n go to x: (-220) y: (-48)\n go to x: (-220) y: (-48)\n stop [this script v]\n end\nend\n\nwhen I receive [got the mushroom v]\nforever\n if <<<<key (r v) pressed?> or <touching (moving block v)?>> or <touching (moving block 3 v)?>> or <<touching (bowser v)?> or <touching (bowser fire v)?>>> then\n if <(Level 75) = [0]> then\n set [mario's y-vel v] to [0]\n go to x: (-210) y: (-130)\n else\n broadcast (Final Level Start Screen v)\n go to x: (-220) y: (-48)\n set [mario's y-vel v] to [0]\n end\n end\nend\n\nwhen I receive [level 75 v]\nset [level 75 v] to [1]\n\ndefine None\nchange y by (Mario's y-vel)\nif <touching color (#d82800)?> then\n if <(Level 75) = [0]> then\n set [mario's y-vel v] to [0]\n go to x: (-210) y: (-130)\n end\nend\nif <<<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> or <touching (end scroll v)?>> then\n set [touching ground v] to [1]\n repeat ([abs v] of (Mario's y-vel) )\n if <<<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> or <touching (end scroll v)?>> then\n change y by ((([abs v] of (Mario's y-vel) ) / (Mario's y-vel)) * (-1))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(Mario's y-vel) > [ 0 ]>>> and <(Stop Mario?) = [0]>> then\n set [touching ground v] to [0]\n set [mario's y-vel v] to (mario's jump height)\n else\n set [mario's y-vel v] to [0]\n end\nelse\n change [mario's y-vel v] by (mario's gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Stop Mario?) = [0]>> then\n set [facing right v] to [1]\n set [moving v] to [1]\n change [mario's x-vel v] by (mario's movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Stop Mario?) = [0]>> then\n set [facing right v] to [0]\n set [moving v] to [1]\n change [mario's x-vel v] by ((-1) * (mario's movement speed))\nend\nchange x by (Mario's x-vel)\nif <<<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> or <touching (end scroll v)?>> then\n set [mario's old y v] to (y position)\n repeat (([abs v] of (Mario's x-vel) ) + (1))\n if <<<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> or <touching (end scroll v)?>> then\n change y by (1)\n end\n end\nend\nif <<<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> or <touching (end scroll v)?>> then\n set y to (Mario's old y)\n repeat ([ceiling v] of ([abs v] of (Mario's x-vel) ) )\n if <<<<touching (ground v)?> or <<touching (switchig block v)?> or <touching (moving block v)?>>> or <touching (end scroll v)?>> and <not <touching color (#ff0000)?>>> then\n change x by ((([abs v] of (Mario's x-vel) ) / (Mario's x-vel)) * (-1))\n else\n if <touching color (#d82800)?> then\n if <(Level 75) = [0]> then\n set [mario's y-vel v] to [0]\n go to x: (-210) y: (-130)\n end\n end\n end\n end\nend\nset [mario's x-vel v] to ((Mario's x-vel) * (mario's friction))\n\ndefine Mario's Costumes\nif <(Touching Ground) = [0]> then\n if <(Facing Right) = [1]> then\n switch costume to (mariorightjumping v)\n else\n switch costume to (marioleftjumping v)\n end\nelse\n if <(Moving) = [0]> then\n if <(Facing Right) = [1]> then\n switch costume to (mariorightstanding v)\n else\n switch costume to (marioleftstanding v)\n end\n else\n change [move counter v] by (1)\n if <(Move Counter) = [5]> then\n set [move counter v] to [0]\n end\n if <(Facing Right) = [1]> then\n if <(Move Counter) > [-1]> then\n switch costume to (mariorightrun1 v)\n end\n if <(Move Counter) > [1]> then\n switch costume to (mariorightrun2 v)\n end\n if <(Move Counter) > [3]> then\n switch costume to (mariorightrun3 v)\n end\n else\n if <(Move Counter) > [-1]> then\n switch costume to (marioleftrun1 v)\n end\n if <(Move Counter) > [1]> then\n switch costume to (marioleftrun2 v)\n end\n if <(Move Counter) > [3]> then\n switch costume to (marioleftrun3 v)\n end\n end\n end\nend\n\nwhen I receive [final level start screen v]\nhide\nwait (2) seconds\ngo to x: (-220) y: (-48)\ngo to x: (-220) y: (-48)\nshow\n\n@Bowser\n\nwhen flag clicked\nset [bowser y-vel v] to [0]\nset [bowser x-vel v] to [0]\nset [bowser jump v] to [0]\nset [bowser left v] to [0]\nset [bowser right v] to [0]\nset [lvl. 75 v] to [0]\nset [stop bowser v] to [0]\ngo to x: (100) y: (-25)\ngo [backward v] (99) layers\nhide\n\nwhen I receive [level 74 v]\nforever\n if <(Stop Bowser) = [0]> then\n Bowser's Movements (12) (-1) (4) (0.5)\n Bowser's Costumes\n point in direction (90)\n if <([x position v] of [mario v]) > (x position)> then\n set [looking left? v] to [0]\n else\n set [looking left? v] to [1]\n end\n if <(pick random (1) to (40)) = [1]> then\n repeat (5)\n set [bowser jump v] to [1]\n end\n else\n set [bowser jump v] to [0]\n end\n if <(pick random (1) to (20)) = [1]> then\n set [bowser moving? v] to [1]\n set [bowser left v] to [1]\n else\n set [bowser moving? v] to [0]\n set [bowser left v] to [0]\n if <(pick random (1) to (20)) = [1]> then\n set [bowser moving? v] to [1]\n set [bowser right v] to [1]\n else\n set [bowser moving? v] to [0]\n set [bowser right v] to [0]\n end\n end\n if <(pick random (1) to (75)) = [1]> then\n create clone of (bowser fire v)\n end\n if <(x position) > [150]> then\n set [bowser x-vel v] to [-5]\n end\n if <(x position) < [-60]> then\n set [bowser x-vel v] to [5]\n end\n else\n stop [this script v]\n end\nend\n\ndefine Bowser's Costumes\nif <(Looking Left?) = [0]> then\n if <(Bowser Moving?) = [1]> then\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\nelse\n if <(Bowser Moving?) = [1]> then\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [level 75 v]\nset [lvl. 75 v] to [1]\nshow\n\nwhen flag clicked\nforever\n if <(Lvl. 75) = [1]> then\n go to x: (100) y: (-25)\n go to x: (100) y: (-25)\n stop [this script v]\n end\nend\n\nwhen I receive [end game cutscene v]\nset [stop bowser v] to [1]\nswitch costume to (costume3 v)\nrepeat until <([costume # v] of [ground v]) = [119]>\n set [bowser y-vel v] to [0]\n switch costume to (costume4 v)\n wait (0.0001) seconds\n switch costume to (costume3 v)\n wait (0.0001) seconds\nend\nrepeat until <(y position) < [-192]>\n go to [front v] layer\n change y by (Bowser y-vel)\n change [bowser y-vel v] by (-1)\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\ndefine None\nchange y by (Bowser y-vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (Bowser y-vel) )\n if <touching (ground v)?> then\n change y by ((([abs v] of (Bowser y-vel) ) / (Bowser y-vel)) * (-1))\n end\n end\n if <<(Bowser Jump) = [1]> and <not <(Bowser y-vel) > [ 0 ]>>> then\n set [bowser y-vel v] to (bowser jump height)\n else\n set [bowser y-vel v] to [0]\n end\nelse\n change [bowser y-vel v] by (bowser gravity)\nend\nif <<(Bowser Right) = [1]> and <not <(Bowser Left) = [1]>>> then\n change [bowser x-vel v] by (bowser movement speed)\nend\nif <<(Bowser Left) = [1]> and <not <(Bowser Right) = [1]>>> then\n change [bowser x-vel v] by ((-1) * (bowser movement speed))\nend\nchange x by (Bowser x-vel)\nif <touching (ground v)?> then\n set [bowser old y v] to (y position)\n repeat (([abs v] of (Bowser x-vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\nend\nif <touching (ground v)?> then\n set y to (Bowser Old Y)\n repeat ([ceiling v] of ([abs v] of (Bowser x-vel) ) )\n if <touching (ground v)?> then\n change x by ((([abs v] of (Bowser x-vel) ) / (Bowser x-vel)) * (-1))\n end\n end\nend\nset [bowser x-vel v] to ((Bowser x-vel) * (bowser friction))\n\n@Bowser Fire\n\nwhen flag clicked\nset [stop fire v] to [0]\nhide\n\nwhen I start as a clone\nswitch costume to (delete-0 v)\nset rotation style [left-right v]\nif <<([costume # v] of [bowser v]) = [1]> or <([costume # v] of [bowser v]) = [2]>> then\n point in direction (-90)\n go to x: (([x position v] of [bowser v]) - (25)) y: (([y position v] of [bowser v]) + (3))\nelse\n point in direction (90)\n go to x: (([x position v] of [bowser v]) + (25)) y: (([y position v] of [bowser v]) + (3))\nend\nshow\nrepeat until <<<<touching (mario v)?> or <touching (_edge_ v)?>> or <touching (ground v)?>> or <(Stop Fire) = [1]>>\n move (5) steps\n next costume\nend\ndelete this clone\n\nwhen I receive [final level start screen v]\nset [stop fire v] to [1]\nwait (2.2) seconds\nset [stop fire v] to [0]\n\nwhen I receive [end game cutscene v]\nforever\n set [stop fire v] to [1]\nend\n\n@Axe\n\nwhen flag clicked\ngo to x: (229) y: (-28)\nswitch costume to (delete-0 v)\nset size to (10) %\nhide\n\nwhen I receive [level 74 v]\nforever\n if <not <touching (mario v)?>> then\n if <(costume [number v]) = [4]> then\n switch costume to (delete-0 v)\n wait (1) seconds\n end\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen I receive [level 75 v]\nshow\nforever\n if <touching (mario v)?> then\n broadcast (End Game Cutscene v)\n forever\n hide\n stop [this script v]\n end\n end\nend\n\n@End Scroll\n\nwhen flag clicked\nset [scroll # v] to [0]\nhide\nforever\n go to x: ((Scroll #) + (480)) y: (0)\nend\n\nwhen I receive [end game cutscene v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Car\n\nwhen flag clicked\nset [level 24+ v] to [0]\ngo to x: (-209) y: (23)\npoint in direction (90)\ngo to [front v] layer\nhide\n\nwhen I receive [level 24 v]\n\nwhen flag clicked\n\nforever\n if <touching (fake yellow dot v)?> then\n set [movement v] to [0]\n broadcast (Finish \(Car\) v)\n else\n if <(Level 24+) = [1]> then\n show\n move (Movement) steps\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(Pause) = [1]>>> then\n if <touching color (#009933)?> then\n change [movement v] by (0.1)\n else\n change [movement v] by (0.25)\n end\n if <touching color (#003fff)?> then\n change [movement v] by (5)\n else\n change [movement v] by (0.25)\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <not <(Pause) = [1]>>> then\n if <touching color (#009933)?> then\n change [movement v] by (-0.1)\n else\n change [movement v] by (-0.5)\n end\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <touching (fake yellow dot v)?>>> and <not <(Pause) = [1]>>> then\n turn left (3) degrees\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <touching (fake yellow dot v)?>>> and <not <(Pause) = [1]>>> then\n turn right (3) degrees\n end\n set [movement v] to ((Movement) * (0.9))\n end\n end\nend\n\nset [level 24+ v] to [1]\n\nwhen I receive [level 1 v]\nhide\n\nwhen I receive [level 25 v]\n\ngo to x: (-211) y: (56)\npoint in direction (90)\nshow\n\n@Car Racing Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level 24 v]\n\nwhen I receive [home menu v]\n\nwhen I receive [next level v]\n\nswitch costume to (costume1 v)\nshow\n\nhide\n\nnext costume\n\n | Welcome to The 75 Level Challenge!\nUse WASD or the arrow keys to move\nObjective is to get to the yellow dot\nBlue will bounce the player high\nRed will kill the player\nLight Blue reduces friction to the player\nThe moon reduces gravity\nUse the S or Down Arrow key to unstick from the top of blue platforms |
Platformer (cheats) | @Stage\n\nwhen flag clicked\nforever\n play sound [Silly Fun v] until done\nend\n\n@player\n\nwhen flag clicked\nset [edge v] to [1]\ndelete (all) of [bugs v]\nbroadcast (platform v)\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <touching (level v)?>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nset [y_vel v] to [8]\n\nwhen I receive [platform v]\nforever\n if <key (right arrow v) pressed?> then\n change [x_vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x_vel v] by (-1)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <touching (level v)?> then\n change y by ((-1) * (y_vel))\n if <<key (up arrow v) pressed?> and <(y_vel) < [0]>> then\n set [y_vel v] to [10]\n else\n set [y_vel v] to [0]\n end\n end\n broadcast (message1 v)\n check\nend\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\ndefine check\nif <<touching (not touch v)?> or <<touching (_edge_ v)?> and <(edge) = [1]>>> then\n broadcast (restart v)\n wait (0.1) seconds\nend\n\ncheck\n\nset size to (130) %\nset size to (100) %\n\nwhen [space v] key pressed\npen down\nforever\n if <mouse down?> then\n go to (mouse-pointer v)\n end\nend\n\nwhen [c v] key pressed\nerase all\n\n@eyes\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nset size to (80) %\nforever\n wait (5) seconds\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [message1 v]\ngo to (player v)\n\n@level\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [1]> then\n broadcast (you won v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@BG\n\nwhen flag clicked\nhide\nforever\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (177)\nset [v v] to [0]\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n change [v v] by (pick random (-0.1) to (0.1))\n change x by (v)\n change y by (-1)\nend\nif <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nwhen I receive [layers v]\ngo to [front v] layer\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nbroadcast (layers v) and wait\nshow\ngo to [front v] layer\nwait (1) seconds\nchange x by (1)\nrepeat (9)\n change x by (x position)\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (206) y: (-48)\nforever\n if <touching (player v)?> then\n start sound [pop v]\n switch costume to (2 v)\n set [edge v] to [0]\n wait (0.5) seconds\n broadcast (slide v)\n wait (1.5) seconds\n set [edge v] to [1]\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [layers v]\ngo [backward v] (100) layers\n\nwhen [a v] key pressed\nif <mouse down?> then\n forever\n go to (eyes v)\n end\nend\n\n@white out\n\nwhen I receive [slide v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nbroadcast (next v)\nset y to (1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@you won\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nwait (0.5) seconds\nshow\ngo to [front v] layer\nset size to (0) %\npoint in direction (0)\ngo to x: (0) y: (-1000)\nrepeat (30)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\nend\n\n@not touch\n\nwhen flag clicked\nswitch costume to (costume5 v)\nset [l v] to [1]\ngo to x: (0) y: (0)\nhide\nif <(item (l) of [levels v]) = [1]> then\n next costume\n show\nend\n\nwhen I receive [next v]\nchange [l v] by (1)\nhide\nif <(item (l) of [levels v]) = [1]> then\n next costume\n show\nend\n\n | Use the arrow keys to move. Press (go to) the red button to go to the next level. Avoid pink and do not touch the edge. All levels are possible. Use fullscreen for a better experience :)\n\n There are 9 levels so far. |
✨ Fusion - Platformer ✨ | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (3) seconds\nhide\n\n@Sprite2\n\nwhen I receive [sorry! v]\ngo to x: (-192) y: (-39)\n\nwhen I receive [begin platformer v]\nrepeat until <(backdrop [name v]) = [backdrop8]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#003fff)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop8 v]\nrepeat until <(backdrop [name v]) = [backdrop9]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n change y by (0.5)\n if <touching color (#003fff)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop10 v]\nset rotation style [all around v]\nrepeat until <(backdrop [name v]) = [backdrop11]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#003fff)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n turn left (15) degrees\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n turn right (15) degrees\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop11 v]\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#003fff)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop9 v]\nrepeat until <(backdrop [name v]) = [backdrop10 ]>\n if <touching color (#000000)?> then\n change y by (1)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [5]\n else\n set [x v] to [5]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [5]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#003fff)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen I receive [begin platformer v]\nforever\n if <<(x position) = [237]> or <(x position) > [237]>> then\n go to x: (-224) y: (-74)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen this sprite clicked\nif <(backdrop [name v]) = [backdrop1]> then\n broadcast (platformer v)\n stop [other scripts in sprite v]\n set rotation style [don't rotate v]\n point in direction (-75)\n repeat (21)\n move (10) steps\n change size by (-7)\n end\n broadcast (begin platformer v)\nend\n\nwhen flag clicked\nhide\nset size to (35) %\ngo to x: (-182) y: (-113)\nwait (3) seconds\nbroadcast (begin platformer v)\nshow\n\n@Sprite3\n\nwhen flag clicked\nset [lives v] to [3]\nhide variable [lives v]\nswitch costume to (costume3 v)\nhide\ngo to x: (-127) y: (98)\nwait (3) seconds\nshow\n\nwhen I receive [sorry! v]\nchange [lives v] by (1)\nnext costume\nif <(costume [number v]) = [4]> then\n broadcast (died v)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [died v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (48) y: (-148)\n\n | Sorry guys, scratch 3.0 messed up my project a little. |
Sides (a platformer)-Contest Entry | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [nextlevel v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Suspense Music v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (100) %\npoint in direction (90)\ngo to x: (-218) y: (-52)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12.6]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12.6]\n end\n end\n if <touching color (#7f00ff)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-52)\n set size to (100) %\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#00ff55)?> then\n go to x: (-218) y: (-52)\n broadcast (NextLevel v)\n end\n if <key (r v) pressed?> then\n go to x: (-218) y: (-52)\n set size to (100) %\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [240]> then\n set x to (-240)\n if <not <touching color (#ff0000)?>> then\n if <<touching color (#000000)?> and <not <touching color (#ffffff)?>>> then\n set x to (240)\n end\n end\n end\n if <(x position) < [-240]> then\n set x to (240)\n if <not <touching color (#ff0000)?>> then\n if <<touching color (#000000)?> and <not <touching color (#ffffff)?>>> then\n set x to (-240)\n end\n end\n end\n if <(y position) < [-178]> then\n set y to (178)\n if <not <touching color (#ff0000)?>> then\n if <<touching color (#000000)?> and <not <touching color (#ffffff)?>>> then\n set y to (-178)\n end\n end\n end\n if <(y position) > [178]> then\n set y to (-178)\n if <not <touching color (#ff0000)?>> then\n if <<touching color (#000000)?> and <not <touching color (#ffffff)?>>> then\n set y to (178)\n end\n end\n end\nend\n\n@Title\n\nwhen I receive [start v]\nhide\n\nwhen I receive [screen v]\ngo to x: (-304) y: (104)\nshow\nforever\n go to [front v] layer\n glide (0.2) secs to x: (-100) y: (104)\n glide (1) secs to x: (100) y: (104)\n glide (0.2) secs to x: (304) y: (104)\n go to x: (-304) y: (104)\nend\n\nwhen flag clicked\nhide\n\n@Play?\n\nwhen I receive [start v]\nhide\n\nwhen I receive [screen v]\nshow\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nhide\n\n@Screen2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\ngo to [front v] layer\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (180)\nset size to (100) %\npoint in direction (90)\nshow\nset [logospin v] to [0]\nset [logofade? v] to [0]\nrepeat (5)\n change y by (-15)\nend\nrepeat (5)\n change y by (-20)\nend\nrepeat (5)\n change y by (-25)\nend\nrepeat (5)\n change y by (-20)\nend\nrepeat (5)\n change y by (20)\nend\nrepeat (5)\n change y by (25)\nend\nrepeat (5)\n change y by (5)\nend\nrepeat (5)\n change y by (-10)\nend\nbroadcast (logoname v)\n\nwhen I receive [logo1 v]\nrepeat (5)\n change size by (10)\nend\nplay drum (1 v) for (0.25) beats\nrepeat (3)\n change size by (-5)\nend\nplay drum (1 v) for (0.25) beats\nrepeat (5)\n change size by (10)\nend\nrepeat (10)\n change size by (5)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset size to (100) %\nswitch costume to (pick random (2) to (4))\nturn right (pick random (-360) to (360)) degrees\nforever\n move (20) steps\n if on edge, bounce\nend\n\nwhen I receive [logoname v]\nrepeat (10)\n change size by (10)\nend\n\nwhen I receive [resize v]\nrepeat (10)\n change size by (-10)\nend\n\nwhen I receive [logosounds v]\nplay drum (1 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (3 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (5 v) for (0.25) beats\nplay drum (11 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (6 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (7 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (9 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (10 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (10 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (12 v) for (0.25) beats\n\nwhen I receive [logosounds v]\n\nwhen I receive [logosounds v]\nplay drum (14 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (8 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (11 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (4 v) for (0.25) beats\n\nwhen I receive [logosounds v]\nplay drum (2 v) for (0.25) beats\n\nwhen I receive [logo1 v]\nrepeat (8)\n turn right (3) degrees\nend\nrepeat (5)\n turn right (-10) degrees\nend\nrepeat (10)\n turn right (-3) degrees\nend\nrepeat (75)\n change [logospin v] by (1)\n turn right (logospin) degrees\nend\nbroadcast (logosounds v)\nrepeat (100)\n create clone of (_myself_ v)\n set size to (-3) %\n if <(size) < [10]> then\n hide\n end\nend\nwait (1) seconds\nset [logofade? v] to [1]\nwait (1) seconds\nbroadcast (screen v)\n\n@name\n\nwhen flag clicked\nhide\ngo to x: (-300) y: (-87)\n\nwhen I receive [logoname v]\nshow\nglide (0.2) secs to x: (-65) y: (-87)\nglide (1.5) secs to x: (40) y: (-87)\nbroadcast (resize v)\nglide (0.2) secs to x: (300) y: (-87)\nhide\nbroadcast (logo1 v)\n\n | For the contest. Use arrow keys/WASD to move. \n13 fun + challenging levels.\nBlack-regular\nRed-Bad\nPurple\nI WILL ADD MORE\n |
Cool facts, a platformer | @Stage\n\n@Player\n\nwhen flag clicked\n\ndefine Go To Start\ngo to x: (-230) y: (-91)\ngo to x: (-232) y: (24)\n\nwhen flag clicked\nwait (0.01) seconds\nswitch backdrop to (backdrop1 v)\ngo to x: (-221) y: (-91)\ngo to x: (-219) y: (-80)\nshow\nset size to (300) %\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (r v) pressed?> then\n Go To Start\n end\nend\n\nwhen flag clicked\nhide\n\nset [☁ most points ever v] to [51]\n\nif <touching color (#dddede)?> then\nend\n\nwhen I receive [start v]\n\nwhen flag clicked\nGo To Start\nforever\n if <<touching color (#7f7f7f)?> or <touching color (#ff0000)?>> then\n Go To Start\n end\n if <<touching color (#00ff55)?> or <(x position) = [235]>> then\n Go To Start\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0033cc)?> then\n set [yv v] to [12]\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <touching color (#e5b53a)?> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (5)\n else\n change [yv v] by (-1)\n end\n end\n change y by (1)\nend\n\n@THumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\nbroadcast (start v)\n\n | Hello, welcome to cool facts, a platformer that has cool facts on every level. Use arrow keys or WASD to move. Avoid red and bounce on blue. Touch light green to go to the next level. Enjoy the facts and comment down below to tell me your favorite fact. Thanks!\n \n@-Auron- and @snow-cannon and @SullyBully and @Will_wam loved! AAAAAHHHHHH\nplease also check this game out: https://scratch.mit.edu/projects/190171400/\n@appleapple22 for the idea! |
Pusheen's Adventure- Platformer | @Stage\n\nwhen I receive [start game v]\nswitch backdrop to (1 v)\nplay sound [Platoformer music v] until done\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (2) seconds\nrepeat (5)\n start sound [pop v]\n wait (2.5) seconds\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [end v]\nstop all sounds\nswitch backdrop to (pic v)\nplay sound [happy birthday to you \(mouth organ\) \(1\).mp3 v] until done\nswitch backdrop to (thanks.fw v)\nbroadcast (Buttons v)\nplay sound [WII SPORTS theme v] until done\n\n@Pusheen's Adventure.fw\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (25)\n wait (0.25) seconds\nend\n\nchange [ghost v] effect by (100)\n\[email protected]\n\nwhen flag clicked\nwait (2) seconds\nset [ghost v] effect to (0)\nswitch costume to (1comic.fw v)\nwait (2.5) seconds\nrepeat (4)\n next costume\n wait (2.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (25)\nend\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nbroadcast (Start Game v)\n\n@Ground\n\nwhen flag clicked\ngo [backward v] (1) layers\nhide\n\nshow\n\nwhen I receive [start game v]\n\n@platform pusheen2\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\ngo to x: (-188) y: (-105)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#80ff46)?> or <touching color (#553812)?>> then\n change y by (1)\n end\n if <<touching color (#80ff46)?> or <touching color (#553812)?>> then\n change y by (1)\n end\n if <<touching color (#80ff46)?> or <touching color (#553812)?>> then\n change y by (1)\n end\n if <<touching color (#80ff46)?> or <touching color (#553812)?>> then\n change y by (1)\n end\n if <<touching color (#80ff46)?> or <touching color (#553812)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#80ff46)?> or <touching color (#553812)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#80ff46)?> or <touching color (#553812)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#b2b2b2)?> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n go to x: (-188) y: (-105)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\n end\n end\n if <<(x position) = [251]> or <(x position) > [251]>> then\n broadcast (next level v)\n go to x: (-188) y: (-105)\n end\n if <touching color (#a25c17)?> then\n if <key (right arrow v) pressed?> then\n change [x v] by (3)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-3)\n end\n end\n if <touching color (#ffff00)?> then\n broadcast (end v)\n end\nend\n\ngo to x: (-192) y: (-102)\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\ngo to x: (-188) y: (-105)\n\nchange [ghost v] effect by (0)\n\nchange y by (y)\n\n@StormyTheCat\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <key (1 v) pressed?> then\n switch backdrop to (thanks.fw v)\n show\n end\nend\n\nwhen I receive [buttons v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (h v)\nswitch backdrop to (stormy profile v)\n\nwhen I receive [i v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <key (1 v) pressed?> then\n switch backdrop to (thanks.fw v)\n show\n end\nend\n\nwhen I receive [buttons v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (i v)\nswitch backdrop to (pusheen info v)\n\nwhen I receive [h v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nnext backdrop\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start game v]\ngo to x: (185) y: (154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n | Press the green flag to play a platformer game based on 'Pusheen!'\nArrow keys move Pusheen, spikes hurt you and mud is slippery. \nIf you are finding some of the levels hard you can skip them.\nAll levels are possible.\nHave fun and let me know if there are any glitches or recommendations :)\n(By the way, there is a little extra part at the end of the Happy Birthday song) |
Shadow Ball Platformer | @Stage\n\nwhen I receive [next! level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Different Heaven - Nekozilla.mp3 v] until done\n play sound [Fun.mp3 v] until done\n play sound [Masked Heroes v] until done\n play sound [A16 v] until done\nend\n\nwhen backdrop switches to [start screen2 v]\nhide variable [lives v]\nhide variable [level v]\n\nwhen flag clicked\nswitch backdrop to (start screen2 v)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [WIN]> then\n broadcast (you win v)\n end\nend\n\nwhen I receive [time to win v]\nswitch backdrop to (win v)\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [0]\nset [lives v] to [12]\nset [yvelocity v] to [0]\ngo to x: (-181) y: (-36)\nforever\n change y by (yvelocity)\n if <<key (up arrow v) pressed?> and <(yvelocity) < [0]>> then\n if <touching color (#666666)?> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <<key (space v) pressed?> and <(yvelocity) < [0]>> then\n if <touching color (#666666)?> then\n set [yvelocity v] to [10]\n change y by (10)\n end\n end\n if <touching color (#666666)?> then\n if <(yvelocity) < [0]> then\n set [yvelocity v] to [0]\n end\n if <(yvelocity) > [0]> then\n change y by ((0) - (yvelocity))\n set [yvelocity v] to [-4]\n end\n end\n repeat until <not <touching color (#666666)?>>\n change y by (1)\n end\n change [yvelocity v] by (-0.5)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-193) y: (-140)\n\nwhen backdrop switches to [game over v]\nhide variable [level v]\nhide variable [lives v]\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [lives v]\nshow variable [level v]\n\nwhen backdrop switches to [backdrop8 v]\nif <not <(hardcore) = [1]>> then\n set [lives v] to [12]\nend\n\nwhen flag clicked\nforever\n set [hardcore v] to [0]\n if <<(username) = [Enderlord2017]> and <key (1 v) pressed?>> then\n set [hardcore v] to [1]\n end\n if <<(username) = [Enderlord2017]> and <key (2 v) pressed?>> then\n set [hardcore v] to [0]\n end\nend\n\nwhen flag clicked\nif <(hardcore) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [backdrop5 v]\nchange [lives v] by (1)\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (q v) pressed?> then\n switch backdrop to (shadow ball2 v)\n end\n end\nend\n\nwhen backdrop switches to [shadow ball2 v]\nhide variable [lives v]\nhide variable [level v]\n\nwhen backdrop switches to [start screen2 v]\nhide\n\nwhen backdrop switches to [start screen v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n if <(mode) = [1]> then\n if <key (down arrow v) pressed?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop13 v]\nif <touching (sprite13 v)?> then\n go to x: (-193) y: (-140)\n change [lives v] by (-1)\nend\nif <<touching (sprite13 v)?> and <[costume] = [3]>> then\n change [lives v] by (-1)\nend\n\nwhen backdrop switches to [backdrop12 v]\nshow variable [level v]\nshow variable [lives v]\nset [level v] to [12]\n\nwhen flag clicked\nif <(lives) = [0]> then\n switch backdrop to (game over v)\nend\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (x v) pressed?> then\n switch backdrop to (backdrop12 v)\n set [lives v] to [100000000000000000 ]\n end\n if <key (z v) pressed?> then\n broadcast (Time To Win v)\n end\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nset [lives v] to [12]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(username) = [Popfiz910]> then\n if <key (k v) pressed?> then\n set [level v] to [8]\n set [lives v] to [5]\n show variable [level v]\n show variable [lives v]\n switch backdrop to (backdrop8 v)\n end\n end\n if <(username) = [Popfiz910]> then\n if <key (p v) pressed?> then\n set [level v] to [12]\n set [lives v] to [12]\n show variable [level v]\n show variable [lives v]\n switch backdrop to (backdrop9 v)\n end\n end\nend\n\nwhen I receive [you win v]\nforever\n if <touching color (#1f1f1f)?> then\n switch backdrop to (win2 v)\n else\n switch backdrop to (win v)\n end\nend\n\nwhen backdrop switches to [win v]\nset [level v] to [WIN]\n\nwhen flag clicked\nset [xvelocity v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [scrollx v] by (3)\n set [xvelocity v] to [15]\n end\n if <key (left arrow v) pressed?> then\n set [xvelocity v] to [-15]\n end\n set [xvelocity v] to ((xvelocity) / (2))\n change x by (xvelocity)\n if <touching color (#666666)?> then\n change x by ((0) - (xvelocity))\n set [xvelocity v] to [0]\n end\n if <touching color (#330066)?> then\n change [level v] by (1)\n broadcast (Next! level v)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <<touching color (#ff0000)?> and <not <(level) = [6]>>> then\n go to x: (-193) y: (-140)\n change [lives v] by (-1)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <<touching color (#ff0000)?> and <(level) = [6]>> then\n go to x: (-193) y: (-160)\n change [lives v] by (-1)\n if <(level) = [4]> then\n go to x: (-87) y: (-83)\n else\n go to x: (-193) y: (-140)\n end\n end\n if <touching color (#6600cc)?> then\n go to x: (-193) y: (-160)\n set [lives v] to [1]\n end\n if <(lives) < [1]> then\n switch backdrop to (game over v)\n stop [all v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n go to x: (7) y: (-57)\n else\n hide\n end\n turn right (25) degrees\nend\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n glide (1.5) secs to x: (46) y: (142)\n glide (1.5) secs to x: (47) y: (-106)\nend\n\nwhen flag clicked\nforever\n point in direction (180)\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nforever\n glide (2) secs to x: (72) y: (170)\n glide (1.5) secs to x: (203) y: (168)\nend\n\nwhen flag clicked\nforever\n point in direction (180)\n if <(level) = [5]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [win v]\nhide\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-196) y: (-84)\nshow\nforever\n glide (4) secs to x: (212) y: (-84)\n glide (4) secs to x: (-196) y: (-84)\nend\n\nwhen backdrop switches to [backdrop10 v]\nforever\n if <touching (sprite1 v)?> then\n wait (0.3) seconds\n hide\n wait (3) seconds\n show\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (9) y: (-45)\nshow\n\nwhen backdrop switches to [backdrop10 v]\nforever\n if <touching (sprite1 v)?> then\n wait (0.1) seconds\n hide\n wait (3) seconds\n show\n end\nend\n\nwhen backdrop switches to [win v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (168) y: (-17)\nshow\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [win v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nforever\n if <touching (sprite1 v)?> then\n wait (0.1) seconds\n hide\n wait (3) seconds\n show\n end\nend\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nforever\n wait (1) seconds\n hide\n wait (4) seconds\n show\nend\n\nwhen flag clicked\ngo to x: (284) y: (24)\n\nwhen backdrop switches to [game over v]\nhide\n\nwhen backdrop switches to [win v]\nhide\n\nshow\n\nwhen backdrop switches to [game over v]\nstop [all v]\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nforever\n hide\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\ngo to x: (-23) y: (-63)\n\nwhen backdrop switches to [start screen v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (start screen v)\n\nwhen backdrop switches to [start3 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [shadow ball2 v]\nhide\n\n@Sprite10\n\n | arrow keys to move space bar to jump\n\n\n\n\ncomment if there's a bug\n STORY\n_______________________________________________________\nYou And Your Friend Went Exploring And Found Yourself In A Cave Your Friend Got Lost And Your Trying To Find Him\n_______________________________________________________ |
Choose your player platformer! | @Stage\n\nwhen flag clicked\nswitch backdrop to (hi v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (hi v)\n\n@Screen Shot 2018-01-31 at 1.45.06 PM\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [hi v]\nwait (0.1) seconds\nshow\ngo to x: (168) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112) %\n if <mouse down?> then\n broadcast (WIll_Wam! v)\n end\n else\n set size to (100) %\n end\nend\n\n@Screen Shot 2018-01-31 at 1.45.37 PM\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (-197) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (113) %\n if <mouse down?> then\n broadcast (griffpatch! v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\n\nwhen backdrop switches to [hi v]\nshow\ngo to x: (-195) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (113) %\n if <mouse down?> then\n broadcast (griffpatch! v)\n end\n else\n set size to (100) %\n end\nend\n\n@Screen Shot 2018-01-31 at 1.59.57 PM\n\nwhen I receive [start v]\nset size to (15) %\nhide\n\nwhen backdrop switches to [hi v]\nshow\ngo to x: (-67) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112) %\n if <mouse down?> then\n broadcast (thechatioc v)\n end\n else\n set size to (100) %\n end\nend\n\n@Screen Shot 2018-01-31 at 2.00.09 PM\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [hi v]\nshow\ngo to x: (53) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112) %\n if <mouse down?> then\n broadcast (kevin101 v)\n end\n else\n set size to (100) %\n end\nend\n\n@Player\n\ndefine Go To Start\ngo to x: (-230) y: (-91)\ngo to x: (-232) y: (24)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [lives v]\nGo To Start\nforever\n if <<<touching color (#9f0511)?> or <touching color (#000000)?>> or <touching (sprite1 v)?>> then\n repeat (1)\n Go To Start\n change [lives v] by (-1)\n end\n end\n if <touching color (#4a6e3f)?> then\n Go To Start\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\nforever\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change y by (1)\n if <touching color (#006622)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#006622)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#006622)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n if <touching color (#e5b53a)?> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (5)\n else\n change [yv v] by (-1)\n end\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nwait (0.2) seconds\nswitch backdrop to (backdrop2 v)\ngo to x: (-221) y: (-91)\ngo to x: (-219) y: (-80)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (r v) pressed?> then\n Go To Start\n end\nend\n\nwhen I receive [will_wam! v]\nswitch costume to (screen shot 2018-01-31 at 1.45.06 pm v)\nset size to (80) %\nset [lives v] to [99999999999009999999999999]\nhide variable [lives v]\nbroadcast (start v)\n\nwhen I receive [kevin101 v]\nswitch costume to (screen shot 2018-01-31 at 2.00.09 pm v)\nset size to (80) %\nset [lives v] to [5]\nshow variable [lives v]\nbroadcast (start v)\n\nwhen I receive [ceeabee v]\nask [How many lives do you want? Please do a number!] and wait\nswitch costume to (screen shot 2018-02-01 at 11.06.27 am v)\nset size to (85) %\nset [lives v] to (answer)\nshow variable [lives v]\nbroadcast (start v)\n\nwhen flag clicked\nforever\n if <(LIves) = [0]> then\n hide\n switch backdrop to (lose v)\n broadcast (all done! v)\n stop [all v]\n end\nend\n\nwhen I receive [thechatioc v]\nswitch costume to (screen shot 2018-01-31 at 1.59.57 pm v)\nset size to (80) %\nshow variable [lives v]\nset [lives v] to [20]\nbroadcast (start v)\n\nwhen flag clicked\nforever\n if <touching color (#0033cc)?> then\n set [yv v] to [10]\n end\n if <touching color (#00cccc)?> then\n set [yv v] to [-10]\n end\n if <touching color (#00ff55)?> then\n set [xv v] to [240]\n end\n if <touching color (#66004c)?> then\n set [xv v] to [-240]\n end\nend\n\nwhen I receive [griffpatch! v]\nswitch costume to (screen shot 2018-01-31 at 1.45.37 pm v)\nset size to (80) %\nset [lives v] to [60]\nshow variable [lives v]\nbroadcast (start v)\n\nchange [color v] effect by (25)\n\nwhen I receive [miny game v]\nforever\n hide\n switch backdrop to (backdrop8 v)\nend\n\n@Screen Shot 2018-02-01 at 11.06.27 AM\n\nwhen I receive [start v]\nhide\n\nwhen backdrop switches to [hi v]\nshow\ngo to x: (-104) y: (-138)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n if <mouse down?> then\n broadcast (ceeabee v)\n end\n else\n set size to (110) %\n end\nend\n\n@Screen Shot 2018-01-31 at 2.53.35 PM\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (215) y: (-130)\n\nwhen I receive [all done! v]\nhide\nhide variable [lives v]\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (187) y: (21)\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (228) y: (-135)\n\nwhen backdrop switches to [2 v]\nglide (1) secs to x: (77) y: (127)\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [15]> then\n hide\n end\nend\n\n@Screen Shot 2018-01-31 at 3.35.19 PM\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (25) y: (-149)\n\nwhen backdrop switches to [go v]\ngo to x: (70) y: (-145)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (-35) y: (-151)\ncreate clone of (_myself_ v)\n\nwhen I receive [all done! v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (54) y: (-27)\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@Sprite1\n\nwhen backdrop switches to [rapid fire v]\nhide\nwait (1) seconds\nrepeat until <not <(backdrop [name v]) = [rapid fire]>>\n go to x: (0) y: (180)\n point towards (player v)\n show\n repeat until <<<touching (player v)?> or <touching color (#006622)?>> or <touching color (#cccccc)?>>\n move (13) steps\n end\n hide\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [all done! v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [6]> then\n turn left (4) degrees\n go to x: (0) y: (-73)\n set size to (150) %\n go to [front v] layer\n show\n else\n if <(backdrop [name v]) = [7]> then\n turn left (4) degrees\n go to x: (0) y: (-75)\n set size to (150) %\n go to [front v] layer\n show\n else\n if <(backdrop [name v]) = [8]> then\n turn left (8) degrees\n go to x: (0) y: (-75)\n set size to (150) %\n go to [front v] layer\n show\n else\n hide\n end\n end\n end\nend\n\nwhen backdrop switches to [lose v]\nhide\n\n@costume1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | Finally, After a Long work, I made this game. Choose your player between @griffpatch, @theChAOTiC, @Kevin_Eleven_1234, @Will_Wam, and @Ceebee. They each have different lives! Then use arrow keys or WASD to move. R to restart. Don't lose your lives! Love and Favorite if you enjoyed! Thanks. FIXED BUGS\n\nAnother one? With who? Comment!!!! |
☆Star Wars Platformer☆ | @Stage\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [#?]> then\nend\n\nwhen flag clicked\nforever\n set volume to (50) %\n play sound [Star Wars Main Theme \(Full\) v] until done\nend\n\n@BB-8 (main sprite)\n\nwhen I receive [message1 v]\ngo to x: (-242) y: (-110)\nswitch costume to (bb-8 v)\nforever\n set rotation style [left-right v]\n show\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#00ff55)?> then\n change y by (1)\n if <touching color (#0aff5b)?> then\n change y by (1)\n if <touching color (#0aff5b)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#00ff55)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00ff55)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#00ffff)?> then\n go to x: (-242) y: (-110)\n wait (0.0000005) seconds\n switch backdrop to (next backdrop v)\n end\n if <touching (kylo ren lightsaber v)?> then\n broadcast (message1 v)\n broadcast (dead v)\n change [death v] by (1)\n end\n set size to (20) %\n if <touching color (#ff0000)?> then\n broadcast (message1 v)\n broadcast (dead v)\n change [death v] by (1)\n end\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [death v] to [0]\nswitch backdrop to (backdrop1 v)\nbroadcast (message1 v)\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\nrepeat (9)\n next costume\n wait (0.005) seconds\nend\nbroadcast (message1 v)\n\nset [☁ record deaths v] to [25]\n\nwhen [r v] key pressed\ngo to x: (-242) y: (-110)\n\nset [☁ record deaths v] to [23]\n\n@Kylo Ren Lightsaber\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen I receive [lightsaber action v]\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-31) y: (-108)\nLight saber action\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume1 v)\nhide\nstop [other scripts in sprite v]\nbroadcast (Lightsaber duplication v)\n\nwhen I receive [lightsaber duplication v]\nshow\nforever\n set size to (pick random (50) to (150)) %\n turn right (pick random (0) to (360)) degrees\n wait (.25) seconds\n set size to (pick random (50) to (150)) %\n turn left (pick random (0) to (360)) degrees\n wait (.25) seconds\nend\n\nwhen I receive [lightsaber stop v]\nstop [other scripts in sprite v]\n\ndefine Light saber action\nforever\n set size to (pick random (1) to (100)) %\n turn right (pick random (0) to (360)) degrees\n wait (.25) seconds\n set size to (pick random (1) to (100)) %\n turn left (pick random (0) to (360)) degrees\n wait (.25) seconds\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [dead v]\nplay sound [explosion v] until done\n\nwhen backdrop switches to [backdrop13 v]\nset size to (40) %\npoint in direction (90)\ngo to x: (-21) y: (-121)\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@pop up\n\nwhen flag clicked\nforever\n if <<<(current [month v]) = [5]> and <(current [date v]) = [4]>> and <([backdrop # v] of [_stage_ v]) = [2]>> then\n go to x: (11) y: (13)\n switch costume to (may 4th v)\n show\n else\n hide\n end\n if <<(backdrop [number v]) = [1]> and <(Death) < (☁ Record Deaths)>> then\n switch costume to (highscore v)\n go to x: (3) y: (90)\n set [☁ record deaths v] to (Death)\n repeat until <not <(backdrop [number v]) = [1]>>\n show\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide variable [death v]\nhide variable [☁ record deaths v]\nshow\nwait (pick random (1) to (5)) seconds\nrepeat (20)\n change [brightness v] effect by (5)\n wait (0.00000000005) seconds\nend\nshow variable [☁ record deaths v]\nshow variable [death v]\nclear graphic effects\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (3) y: (1)\nend\n\n | :*:・゚★,。・:*:・゚☆。・:*:・゚★,。・:*:・゚☆。・:*:・★,。・☆。・:*:・★,。\nHappy May the 4th\n:*:・゚★,。・:*:・゚☆。・:*:・゚★,。・:*:・゚☆。・:*:・★,。・☆。・:*:・★,。Arrow and WASD for movement.\nJumping in this is different in this game.\nPress R to restart level\nRed is bad\nGreen is the ground\nAll levels are possible\nThere is 15 levels right now\n:*:・゚★,。・:*:・゚☆。・:*:・゚★,。・:*:・゚☆。・:*:・★,。・☆。・:*:・★,。\nI will add 5 more levels as promised ASAP\nUpdate: Now 2 more levels for me to make\n:*:・゚★,。・:*:・゚☆。・:*:・゚★,。・:*:・゚☆。・:*:・★,。・☆。・:*:・★,。 |
Not your normal platformer. | @Stage\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-215) y: (-156)\nset [level v] to [1]\nset [gravity? v] to [normal]\nset [y speed v] to [0]\nset [x speed v] to [0]\nhide variable [☁ high score. v]\nhide variable [score v]\nset [deaths v] to [0]\nset [time v] to [0]\nhide variable [deaths v]\nhide variable [time v]\nforever\n if <(gravity?) = [normal]> then\n change [x speed v] by ((x speed) * (-0.3))\n change [y speed v] by (-1)\n change y by (y speed)\n walk (x speed) (direction)\n touching ground? <(y speed) > [0]> <(y speed) < [0]>\n if <not <touching color (#00ff55)?>> then\n if <key (right arrow v) pressed?> then\n change [x speed v] by (3)\n if <(x speed) = [18]> then\n set [x speed v] to [15]\n end\n end\n if <key (left arrow v) pressed?> then\n change [x speed v] by (-3)\n if <(x speed) = [-18]> then\n set [x speed v] to [-15]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <(jumping?) = [0]> then\n change [y speed v] by (10)\n set [jumping? v] to [1]\n end\n end\n end\n if <(gravity?) = [upsidedown]> then\n change [y speed v] by (1)\n change [x speed v] by ((x speed) * (-0.3))\n change y by (y speed)\n walk (x speed) (direction)\n touching ground? <(y speed) > [0]> <(y speed) < [0]>\n if <not <touching color (#00ff55)?>> then\n if <key (right arrow v) pressed?> then\n change [x speed v] by (3)\n if <(x speed) = [18]> then\n set [x speed v] to [15]\n end\n end\n if <key (left arrow v) pressed?> then\n change [x speed v] by (-3)\n if <(x speed) = [-18]> then\n set [x speed v] to [-15]\n end\n end\n end\n if <key (down arrow v) pressed?> then\n if <(jumping?) = [0]> then\n change [y speed v] by (-10)\n set [jumping? v] to [1]\n end\n end\n end\n if <touching color (#ff0000)?> then\n set [x speed v] to [0]\n set [gravity? v] to [normal]\n set [y speed v] to [0]\n go to x: (-221) y: (-153)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set [gravity? v] to [normal]\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n set [gravity? v] to [upsidedown]\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\nend\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n if <(level) = [15]> then\n stop [other scripts in sprite v]\n set [score v] to ((time) * ((deaths) + (1)))\n if <<(score) < (☁ High score.)> and <not <(username) = [smileyguy13]>>> then\n set [☁ high score. v] to (score)\n end\n show variable [score v]\n show variable [☁ high score. v]\n show variable [deaths v]\n show variable [time v]\n stop [all v]\n end\n if <not <(level) = [15]>> then\n set [gravity? v] to [normal]\n set [x speed v] to [0]\n set [y speed v] to [0]\n go to x: (-221) y: (-153)\n broadcast (next v)\n end\n end\n if <key (r v) pressed?> then\n go to x: (-215) y: (-156)\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff00bf)?> then\n repeat until <not <touching color (#ff00bf)?>>\n set [gravity? v] to [normal]\n end\n end\n if <touching color (#003fff)?> then\n repeat until <not <touching color (#003fff)?>>\n set [gravity? v] to [upsidedown]\n end\n end\nend\n\ndefine walk (speed) (direction)\nif <(direction) = [90]> then\n change x by (speed)\nend\nif <(direction) = [-90]> then\n change x by ((speed) * (-1))\nend\nif <(gravity?) = [normal]> then\n repeat until <<(slope) = [8]> or <not <touching color (#000000)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change y by ((0) - (slope))\n if <(direction) = [90]> then\n change x by ((speed) * (-1))\n end\n if <(direction) = [-90]> then\n change x by (speed)\n end\n end\n set [slope v] to [0]\nend\nif <(gravity?) = [upsidedown]> then\n repeat until <<(slope) = [-8]> or <not <touching color (#000000)?>>>\n change [slope v] by (-1)\n change y by (-1)\n end\n if <(slope) = [-8]> then\n change y by ((0) - (slope))\n if <(direction) = [90]> then\n change x by ((speed) * (-1))\n end\n if <(direction) = [-90]> then\n change x by (speed)\n end\n end\n set [slope v] to [0]\nend\n\ndefine touching ground? <up?> <down?>\nif <(gravity?) = [normal]> then\n if <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [y speed v] to [0]\n set [jumping? v] to [0]\n end\n end\n end\nend\nif <(gravity?) = [upsidedown]> then\n if <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n if <down?> then\n change y by (1)\n else\n change y by (-1)\n set [y speed v] to [0]\n set [jumping? v] to [0]\n end\n end\n end\nend\n\n@levels\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (lv1 v)\n\n | All instructions in game.\n |
Llama Platformer v 1.0 Alpha | @Stage\n\nwhen flag clicked\nbroadcast (Turn Page v)\nforever\n play sound [Coin Falling v] until done\nend\n\n@Improved2\n\nwhen I receive [turn page v]\nif <(Title) > [0]> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-186]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <key (down arrow v) pressed?> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <>\nGet Touching <not >\nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\nif <touching (hurt v)?> then\n Reset Level\nend\nif <(x position) > [235]> then\n change [level v] by (1)\n Reset Level\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (146) y: (200)\ngo to x: (-202) y: (97)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nset [jump key v] to [1]\n\nset [falling? v] to [6]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@hurt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n | |
Alpaca Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky2 v)\nforever\n if <(level) = [11]> then\n switch backdrop to (light v)\n end\nend\n\n@Alpaca\n\nwhen flag clicked\nset [level v] to [1]\nset [full v] to [0]\nset [slope v] to [0]\ngo to x: (-200) y: (50)\npoint in direction (-90)\nset rotation style [left-right v]\nwait (1.5) seconds\nforever\n if <(WALL) > [1]> then\n change [wall v] by (-1)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n move (-4) steps\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n move (-4) steps\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling) < [3]>> then\n set [y speed v] to [11]\n end\n if <<(y speed) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [y speed v] by (-1)\n else\n change [y speed v] by (-2)\n end\n change y by (y speed)\n Go to bottom <>\n if <touching (sprite1 v)?> then\n change y by (1)\n set [y speed v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (alpaca v)\nset [deaths v] to [0]\nwait (1.3) seconds\nshow\n\nwhen flag clicked\nset size to (40) %\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (level2 v)\n change [level v] by (1)\n go to x: (-200) y: (-100)\n end\nend\n\ndefine Go to bottom <up>\nchange [falling v] by (1)\nrepeat until <not <touching (sprite1 v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [y speed v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<key (up arrow v) pressed?> and <[3] > ([abs v] of (speed) )>> then\n if <(wall jump) = [0]> then\n set [x speed v] to ((-1.2) * (speed))\n set [y speed v] to [11]\n set [falling v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [x speed v] to [0]\n end\nend\nif <(Full) > [4.1]> then\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (sprite1 v)?>>>\nchange y by (1)\nchange [slope v] by (1)\n\nwhen flag clicked\nforever\n if <<touching (sprite3 v)?> or <<touching (sprite4 v)?> or <<touching (sprite5 v)?> or <touching (sprite6 v)?>>>> then\n go to x: (-200) y: (-82)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n go to x: (-200) y: (-82)\n change [deaths v] by (1)\n point in direction (-90)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen I receive [level2 v]\nnext costume\n\nwhen flag clicked\nrepeat until <(level) = [6]>\n if <(level) = [6]> then\n repeat (1)\n change [deaths v] by (-1)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (0.3) seconds\nrepeat (40)\n change [ghost v] effect by (3)\nend\n\n@clouds\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n wait (pick random (1) to (6)) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (100) layers\ngo to x: (290) y: (pick random (-50) to (146))\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (3))\nshow\nglide (pick random (10) to (15)) secs to x: (-275) y: (y position)\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen flag clicked\nforever\n if <not <(username) = [MaxLovesDogs]>> then\n play sound [one_0.mp3 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-5)\nforever\n if <(level) = [10]> then\n wait (1) seconds\n show\n wait (1) seconds\n hide\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (100) y: (-5)\nforever\n if <(level) = [10]> then\n wait (1) seconds\n show\n wait (1) seconds\n hide\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (200) y: (-5)\nforever\n if <(level) = [10]> then\n wait (1) seconds\n show\n wait (1) seconds\n hide\n else\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (300) y: (-5)\nforever\n if <(level) = [10]> then\n wait (1) seconds\n show\n wait (1) seconds\n hide\n end\nend\n\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n show\n end\nend\n\n@copy (save) me\n\nwhen flag clicked\nhide\nset [posx v] to [167]\nset [posy v] to [161]\nset [my number v] to [0]\nset [numbercount v] to [0]\nset [numbercounttotal v] to [4]\nswitch costume to (0 v)\ngo to x: (PosX) y: (PosY)\nshow\nforever\n repeat ((numberCountTotal) - (1))\n create clone of (_myself_ v)\n end\n if <(letter (length of (Number)) of (Number)) = [0]> then\n switch costume to (0 v)\n else\n if <(letter (length of (Number)) of (Number)) = [1]> then\n switch costume to (1 v)\n else\n if <(letter (length of (Number)) of (Number)) = [2]> then\n switch costume to (2 v)\n else\n if <(letter (length of (Number)) of (Number)) = [3]> then\n switch costume to (3 v)\n else\n if <(letter (length of (Number)) of (Number)) = [4]> then\n switch costume to (4 v)\n else\n if <(letter (length of (Number)) of (Number)) = [5]> then\n switch costume to (5 v)\n else\n if <(letter (length of (Number)) of (Number)) = [6]> then\n switch costume to (6 v)\n else\n if <(letter (length of (Number)) of (Number)) = [7]> then\n switch costume to (7 v)\n else\n if <(letter (length of (Number)) of (Number)) = [8]> then\n switch costume to (8 v)\n else\n if <(letter (length of (Number)) of (Number)) = [9]> then\n switch costume to (9 v)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nhide\nchange [numbercount v] by (1)\nset [my number v] to (numberCount)\ngo to x: (PosX) y: (PosY)\nchange x by (((17) * (numberCount)) * (-1))\nforever\n if <(length of (Number)) > (my number)> then\n show\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [0]> then\n switch costume to (0 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [1]> then\n switch costume to (1 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [2]> then\n switch costume to (2 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [3]> then\n switch costume to (3 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [4]> then\n switch costume to (4 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [5]> then\n switch costume to (5 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [6]> then\n switch costume to (6 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [7]> then\n switch costume to (7 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [8]> then\n switch costume to (8 v)\n else\n if <(letter ((length of (Number)) - (my number)) of (Number)) = [9]> then\n switch costume to (9 v)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [number v] to (Deaths)\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n go to x: (140) y: (141)\n set size to (75) %\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n if <(level) = [4]> then\n show\n switch costume to (costume4 v)\n go to x: (0) y: (-104)\n wait (0.1) seconds\n go to [front v] layer\n end\n if <(level) = [5]> then\n show\n switch costume to (costume5 v)\n go to x: (0) y: (-40)\n wait (0.1) seconds\n go to [front v] layer\n end\n if <(level) = [6]> then\n show\n switch costume to (costume6 v)\n go to x: (0) y: (-62)\n go to [front v] layer\n end\n if <(level) = [7]> then\n show\n switch costume to (costume7 v)\n go to x: (0) y: (-160)\n go to [front v] layer\n end\n if <(level) = [8]> then\n show\n switch costume to (costume8 v)\n go to x: (-20) y: (-132)\n go to [front v] layer\n end\n if <(level) = [9]> then\n show\n switch costume to (costume9 v)\n go to x: (0) y: (-90)\n go to [front v] layer\n end\n if <(level) > [9]> then\n hide\n end\nend\n\n | Use arrows or WASD to move\nGo up against a wall to climb it.\nPress Flag twice\n\n3.01: Now works with Scratch 3.0!\n\nIf this gets 3,500 views by March, I'll make a llama platformer!\nLlama Platformer: https://scratch.mit.edu/projects/204700386/\nJust so you know my project didn't get on the front page. That was a very similar project.\n\nGuys go check out this project: https://scratch.mit.edu/projects/250067346/ |
Hidden way, the kidnapping - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(nextlevel) = [5]> then\n switch backdrop to (backdrop2 v)\n end\n if <(nextlevel) = [6]> then\n switch backdrop to (backdrop1 v)\n end\n if <(nextlevel) = [7]> then\n switch backdrop to (backdrop1 v)\n end\n if <(nextlevel) = [8]> then\n switch backdrop to (backdrop1 v)\n end\n if <(nextlevel) = [9]> then\n switch backdrop to (backdrop1 v)\n end\n if <(nextlevel) = [10]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@BEN\n\nwhen flag clicked\nset size to (300) %\n\nwhen flag clicked\nset [health v] to [10]\nset [runspeed v] to [5]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [takeoffspeed v] to [12]\nset [nextlevel v] to [1]\n\ndefine gravity\nchange y by (fallspeed)\nif <<touching (platform v)?> or <touching (elevator v)?>> then\n change y by ((0) - (fallspeed))\n set [fallspeed v] to [0]\nelse\n if <touching (sprite4 v)?> then\n set [fallspeed v] to ((takeoffspeed) * (2))\n change y by (fallspeed)\n end\n change [fallspeed v] by (gravity)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nwait (0.1) seconds\nrepeat (5)\n change size by (-20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine jump control\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <<touching (platform v)?> or <touching (elevator v)?>> then\n set [fallspeed v] to (takeoffspeed)\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nswitch costume to (costume5 v)\nshow\n\ndefine run controls\nif <key (right arrow v) pressed?> then\n turn right (0) degrees\n switch costume to (costume5 v)\n change x by (runspeed)\n if <<touching (platform v)?> or <touching (elevator v)?>> then\n change x by ((0) - (runspeed))\n end\nend\nif <key (left arrow v) pressed?> then\n turn left (0) degrees\n switch costume to (costume2 v)\n change x by ((0) - (runspeed))\n if <<touching (platform v)?> or <touching (elevator v)?>> then\n change x by (runspeed)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume4 v)\ngo to x: ([x position v] of [start v]) y: ([y position v] of [start v])\npoint in direction (90)\nforever\n point in direction (90)\n if <touching (portal v)?> then\n change [nextlevel v] by (1)\n set [health v] to [10]\n go to (start v)\n end\n if <touching (pendulum v)?> then\n change [health v] by (-1)\n repeat (10)\n turn right (36) degrees\n change [ghost v] effect by (10)\n end\n clear graphic effects\n go to x: (-200) y: (-150)\n end\n if <(nextlevel) = [13]> then\n set size to (1000) %\n go to x: (-146) y: (-130)\n end\n if <(health) = [0]> then\n repeat (10)\n turn right (36) degrees\n change [ghost v] effect by (10)\n end\n clear graphic effects\n go to x: (-200) y: (-150)\n wait (0.1) seconds\n if <(nextlevel) > [0]> then\n change [nextlevel v] by (-1)\n go to (start v)\n set [health v] to [10]\n end\n if <(nextlevel) = [0]> then\n go to (start v)\n set [health v] to [10]\n end\n end\nend\n\nwhen I receive [story v]\nset [nextlevel v] to [1]\nif <(nextlevel) = [1]> then\n say [Nooo!] for (1) seconds\n forever\n jump control\n run controls\n gravity\n end\nelse\n forever\n jump control\n run controls\n gravity\n end\nend\n\nwhen I receive [message1 v]\nplay sound [recording1 v] until done\nwait (0.001) seconds\n\ndefine clone controls\nif <key (right arrow v) pressed?> then\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\nif <key (left arrow v) pressed?> then\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\nif <key (up arrow v) pressed?> then\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n change [health v] by (-0.5)\n go to x: (-200) y: (-150)\n clear graphic effects\n end\nend\n\nwait (0.001) seconds\nturn right (60) degrees\n\n@platform\n\nwhen flag clicked\nclear graphic effects\nhide\nswitch costume to (costume1 v)\nset size to (1000) %\ngo to x: (0) y: (-140)\nforever\n if <(nextlevel) = [1]> then\n switch costume to (costume1 v)\n end\n if <(nextlevel) = [2]> then\n switch costume to (costume2 v)\n end\n if <(nextlevel) = [3]> then\n switch costume to (costume3 v)\n end\n if <(nextlevel) = [4]> then\n switch costume to (costume4 v)\n end\n if <(nextlevel) = [5]> then\n switch costume to (costume5 v)\n end\n if <(nextlevel) = [6]> then\n switch costume to (costume6 v)\n end\n if <(nextlevel) = [7]> then\n switch costume to (costume7 v)\n end\n if <(nextlevel) = [8]> then\n switch costume to (costume8 v)\n end\n if <(nextlevel) = [9]> then\n switch costume to (costume9 v)\n end\n if <(nextlevel) = [10]> then\n switch costume to (costume10 v)\n end\n if <(nextlevel) = [11]> then\n switch costume to (costume11 v)\n end\n if <(nextlevel) = [12]> then\n switch costume to (costume12 v)\n end\n if <(nextlevel) = [13]> then\n switch costume to (costume13 v)\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-140)\nset size to (1000) %\nset [nextlevel v] to [1]\nswitch costume to (costume13 v)\nforever\n if <(nextlevel) = [1]> then\n show\n switch costume to (costume13 v)\n end\n if <(nextlevel) = [2]> then\n show\n switch costume to (costume2 v)\n end\n if <(nextlevel) = [3]> then\n show\n switch costume to (costume1 v)\n end\n if <(nextlevel) = [4]> then\n show\n switch costume to (costume3 v)\n end\n if <(nextlevel) = [5]> then\n show\n switch costume to (costume4 v)\n end\n if <(nextlevel) = [6]> then\n hide\n end\n if <(nextlevel) = [7]> then\n show\n switch costume to (costume7 v)\n end\n if <(nextlevel) = [8]> then\n show\n switch costume to (costume8 v)\n end\n if <(nextlevel) = [9]> then\n show\n switch costume to (costume9 v)\n end\n if <(nextlevel) = [10]> then\n show\n switch costume to (costume10 v)\n end\n if <(nextlevel) = [11]> then\n show\n switch costume to (costume11 v)\n end\n if <(nextlevel) = [12]> then\n hide\n switch costume to (costume12 v)\n end\n if <(nextlevel) = [12]> then\n hide\n switch costume to (costume12 v)\n end\nend\n\n@portal\n\nwhen flag clicked\ngo [backward v] (2) layers\ngo to x: (238) y: (-129)\nshow\nset size to (400) %\nforever\n if <(nextlevel) = [13]> then\n wait (1) seconds\n stop [all v]\n end\n wait (1) seconds\nend\n\nset [nextlevel v] to [8]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume10 v)\ngo to x: (204) y: (146)\nset size to (300) %\nforever\n if <(health) = [9]> then\n switch costume to (costume9 v)\n end\n if <(health) = [8]> then\n switch costume to (costume8 v)\n end\n if <(health) = [7]> then\n switch costume to (costume7 v)\n end\n if <(health) = [6]> then\n switch costume to (costume6 v)\n end\n if <(health) = [5]> then\n switch costume to (costume5 v)\n end\n if <(health) = [4]> then\n switch costume to (costume4 v)\n end\n if <(health) = [3]> then\n switch costume to (costume3 v)\n end\n if <(health) = [2]> then\n switch costume to (costume2 v)\n end\n if <(health) = [1]> then\n switch costume to (costume1 v)\n end\n if <(health) = [10]> then\n switch costume to (costume10 v)\n end\n if <(health) = [0]> then\n switch costume to (costume11 v)\n end\n if <(nextlevel) = [13]> then\n hide\n end\nend\n\n@pendulum\n\nwhen flag clicked\ngo [backward v] (1) layers\nhide\nforever\n if <(nextlevel) = [2]> then\n hide\n end\n if <(nextlevel) = [3]> then\n hide\n end\n if <(nextlevel) = [4]> then\n hide\n end\n if <(nextlevel) = [5]> then\n hide\n end\n if <(nextlevel) = [6]> then\n switch costume to (costume2 v)\n go to x: (-8) y: (-41)\n point in direction (90)\n show\n set size to (600) %\n repeat until <not <(nextlevel) = [6]>>\n turn right (5) degrees\n end\n hide\n end\n if <(nextlevel) = [7]> then\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n go to x: (-8) y: (-100)\n point in direction (90)\n show\n set size to (300) %\n repeat until <not <(nextlevel) = [7]>>\n change size by (-20)\n glide (1) secs to x: (5) y: (140)\n glide (0.5) secs to x: (5) y: (-162)\n change size by (20)\n end\n hide\n end\n if <(nextlevel) = [8]> then\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n go to x: (-8) y: (-100)\n point in direction (90)\n show\n set size to (220) %\n repeat until <not <(nextlevel) = [8]>>\n go to x: (149) y: (-140)\n turn right (15) degrees\n end\n hide\n end\n if <(nextlevel) = [9]> then\n switch costume to (costume4 v)\n go to x: (-3) y: (23)\n point in direction (90)\n show\n set size to (200) %\n repeat until <not <(nextlevel) = [9]>>\n repeat (10)\n turn right (20) degrees\n change y by (5)\n change x by (-1)\n change size by (10)\n end\n repeat (10)\n turn right (20) degrees\n change y by (-5)\n change x by (1)\n change size by (-10)\n end\n end\n hide\n end\n if <(nextlevel) = [10]> then\n hide\n end\n if <(nextlevel) = [11]> then\n point in direction (90)\n show\n switch costume to (costume11 v)\n set size to (900) %\n go to x: (-3) y: (-143)\n create clone of (_myself_ v)\n repeat until <not <(nextlevel) = [11]>>\n glide (1) secs to x: (pick random (240) to (-145)) y: (-140)\n end\n end\n if <(nextlevel) = [12]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\nif <(nextlevel) = [7]> then\n set size to (300) %\n switch costume to (costume3 v)\n go to x: (107) y: (-100)\n point in direction (90)\n repeat until <not <(nextlevel) = [7]>>\n change size by (-20)\n glide (0.8) secs to x: (107) y: (140)\n glide (0.5) secs to x: (107) y: (-162)\n change size by (20)\n end\n delete this clone\nend\nif <(nextlevel) = [8]> then\n set size to (250) %\n switch costume to (costume4 v)\n go to x: (107) y: (-100)\n point in direction (90)\n repeat until <not <(nextlevel) = [8]>>\n go to x: (-8) y: (-140)\n turn right (10) degrees\n end\n delete this clone\nend\n\ncreate clone of (_myself_ v)\n\nturn right (5) degrees\n\nglide (1) secs to x: (-3) y: (0)\nchange y by (10)\nwait (0.01) seconds\ncreate clone of (sprite2 v)\nglide (1) secs to x: (-3) y: (63)\n\nturn right (10) degrees\nchange size by (-40)\nchange size by (-10)\n\nwhen I start as a clone\nif <(nextlevel) = [11]> then\n point in direction (90)\n show\n switch costume to (costume11 v)\n set size to (900) %\n go to x: (-3) y: (-140)\n repeat until <not <(nextlevel) = [11]>>\n glide (1) secs to x: (pick random (240) to (-145)) y: (-140)\n end\n delete this clone\nend\nif <(nextlevel) = [2]> then\n hide\n delete this clone\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to (pendulum v)\n if <(nextlevel) = [2]> then\n hide\n end\n if <(nextlevel) = [3]> then\n hide\n end\n if <(nextlevel) = [4]> then\n hide\n end\n if <(nextlevel) = [6]> then\n switch costume to (costume2 v)\n go to x: (-8) y: (-41)\n point in direction (90)\n show\n set size to (600) %\n repeat until <not <(nextlevel) = [6]>>\n turn right (5) degrees\n create clone of (sprite2 v)\n end\n hide\n end\n if <(nextlevel) = [7]> then\n hide\n end\n if <(nextlevel) = [8]> then\n hide\n end\n if <(nextlevel) = [9]> then\n switch costume to (costume4 v)\n go to x: (-3) y: (23)\n point in direction (90)\n show\n set size to (200) %\n repeat until <not <(nextlevel) = [9]>>\n hide\n end\n hide\n end\n if <(nextlevel) = [10]> then\n hide\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nforever\n if <(nextlevel) = [6]> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n repeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n if <(nextlevel) = [7]> then\n hide\n delete this clone\n end\n if <(nextlevel) = [8]> then\n hide\n delete this clone\n end\n if <(nextlevel) = [9]> then\n switch costume to (costume4 v)\n wait (0.1) seconds\n repeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nglide (1) secs to x: (-3) y: (63)\nturn right (100) degrees\ncreate clone of (sprite2 v)\nglide (1) secs to x: (-3) y: (0)\n\n@Sprite5\n\nwhen flag clicked\nset [nextlevel v] to [1]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nset size to (110) %\ngo [backward v] (0) layers\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change size by (20)\n wait (0.1) seconds\n change size by (-20)\n repeat (10)\n turn right (36) degrees\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n broadcast (start v)\n hide\n end\nend\n\n@start\n\nwhen I start as a clone\nwait (0.1) seconds\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nshow\ngo [backward v] (2) layers\nforever\n go to x: (-222) y: (-155)\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\n@THRON\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (70) y: (-89)\nset size to (300) %\nsay [i have your family catch me if you can!] for (2) seconds\nrepeat (20)\n point in direction (90)\n change x by (pick random (1) to (5))\n go to x: (70) y: (-89)\n change y by (pick random (1) to (5))\n turn right (pick random (-5) to (5)) degrees\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (story v)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nshow\nforever\n if <(nextlevel) = [1]> then\n hide\n end\n if <(nextlevel) = [2]> then\n go to x: (17) y: (-30)\n switch costume to (costume1 v)\n show\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\n end\n if <(nextlevel) = [3]> then\n go to x: (16) y: (11)\n switch costume to (costume2 v)\n repeat (10)\n change [brightness v] effect by (5)\n end\n repeat (10)\n change [brightness v] effect by (-5)\n end\n end\n if <(nextlevel) > [3]> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset size to (pick random (50) to (100)) %\nswitch costume to (costume1 v)\ngo to x: (pick random (238) to (-238)) y: (140)\nshow\nset [brightness v] effect to (pick random (1) to (10))\npoint in direction (180)\nforever\n change y by (-10)\n if <<touching color (#000000)?> or <touching color (#7f7f7f)?>> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nhide\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Sprite8\n\nwhen flag clicked\nhide\nset [☁ famous scratcher ding v] to [0]\nset [fms scrtchr dng v] to [0]\nif <<(username) = [Noroz]> or <<(username) = [pickledorf]> or <<(username) = [griffpatch]> or <<(username) = [Will_Wam]> or <<(username) = [kevin_eleven_1234]> or <<(username) = [toadfanschool]> or <<(username) = [darklava]> or <<(username) = [thechaotic]> or <<(username) = [auron]> or <<(username) = [agentquirt]> or <<(username) = [world_languages]> or <<(username) = [fuzzie-weasel]> or <<(username) = []> or <<(username) = [tntsquirrel]> or <<(username) = [wazzotv]> or <<(username) = [hobson-tv]> or <<(username) = [turbokitten]> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or <<(username) = []> or >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> then\n change [fms scrtchr dng v] by (1)\n broadcast (message1 v)\nend\n\nwhen I receive [message1 v]\nset [☁ famous scratcher ding v] to ((☁ famous scratcher ding) + (1))\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n if <(nextlevel) = [12]> then\n set size to (400) %\n go to x: (0) y: (-50)\n show\n end\nend\n\n | smack that love/like button! yeaaahhh!\nThe first level is possible contrary to popular belief\nI beat in less than 10 sec after not touching the game for over a year. It was meant to be challenging so please do not expect an easy first level.\nHappy way finding!\narrow keys \nwhite is death or is it :-)\nnumber on top right is health, reach 0 and you go back a level :-(\n--------------------------------------------------------------------------------------------\n1.7 added level 10 and fixed rain clone lag\n--------------------------------------------------------------------------------------------\n1.6 added die sound and fixed health\n--------------------------------------------------------------------------------------------\n1.5 added health system\n--------------------------------------------------------------------------------------------\n1.4 added hints\n--------------------------------------------------------------------------------------------\n1.3 fixed clone trail glitch\n--------------------------------------------------------------------------------------------\n1.2 added story line, and originalized,? player sprite\n--------------------------------------------------------------------------------------------\n1.1 added final level\n--------------------------------------------------------------------------------------------\n1.0 added swinging hammer |
STICKMAN PAKOUR! or "The Box" | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [introdone v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Vexento - Arcade v] until done\nend\n\nwhen I receive [end v]\nswitch backdrop to (backdrop3 v)\nforever\n play sound [TheFatRat - Monody \(Remix for Rolling Sky\).mp3 v] until done\nend\n\nstop [other scripts in stage v]\n\n@Border\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [introdone v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Ground\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [introdone v]\nshow\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [num. parts 2 v] to [10]\nrepeat ((Num. parts 2) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [engine_tick v]\ngo [backward v] (1) layers\nset [scrollx v] to ((ScrollX) + (ALL SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [introdone v]\nshow\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [num. parts 2 v] to [5]\nrepeat ((Num. parts 2) - (1))\n go [backward v] (999) layers\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Player2\n\ndefine None\nswitch costume to (hitbox v)\nchange [playery v] by (-1)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [playerx v] by (-1.2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [playerx v] by (1.2)\nend\nset [playerx v] to ((PLayerX) * (0.9))\nif <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\nend\nif <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\nend\nif <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\nend\nif <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((PLayerX) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playery v] to [15]\n if <([abs v] of (PLayerX) ) = (PLayerX)> then\n set [playerx v] to [-10]\n else\n set [playerx v] to [10]\n end\n else\n set [playerx v] to [0]\n end\nend\nchange y by (PLayerY)\nif <touching (ground v)?> then\n change y by ((PLayerY) - ((PLayerY) * (2)))\n set [playery v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [playery v] to [15]\nend\nchange y by (1)\nset x to (0)\nset [all sprite v] to (PLayerX)\nif <<<touching (_edge_ v)?> and <[-10] > (y position)>> or <key (r v) pressed?>> then\n switch costume to (stand v)\n wait until <not <key (r v) pressed?>>\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all sprite v] to [-300]\n point in direction (90)\n set y to (180)\nend\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(y vel) > [1]> then\n switch costume to (jump v)\nend\nif <(y vel) < [-3]> then\n switch costume to (fall v)\nend\nif <touching color (#00ff55)?> then\n hide\n broadcast (End v)\n stop [other scripts in sprite v]\n stop [this script v]\nend\nbroadcast (Engine_Tick v)\n\nif <touching color (#ff0000)?> then\n broadcast (Engine_Tick v)\n switch costume to (stand v)\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all sprite v] to [-300]\n point in direction (90)\n set y to (80)\nend\n\nwhen I receive [introdone v]\nshow\npoint in direction (90)\ngo to x: (0) y: (180)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (67) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n platform physics (10) (-1) (0.7) (2)\nend\n\nwhen I receive [introdone v]\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\n\n@TIME\n\nwhen flag clicked\nhide variable [time: v]\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [introdone v]\nreset timer\nshow variable [time: v]\nforever\n set [time: v] to (timer)\nend\n\n@Intro\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nstop all sounds\nset size to (30) %\npoint in direction (90)\ngo to x: (0) y: (-180)\nGlide (0) (0) (1)\nset [turn v] to [0]\nset [logo v] to [0]\nrepeat (5)\n repeat (25)\n point in direction (((([cos v] of (Turn) ) + ([cos v] of (timer) )) * (3)) + (85))\n change y by ([cos v] of (Turn) )\n change [turn v] by (5)\n end\n repeat (2)\n start sound [sizzle v]\n change size by (10)\n end\n repeat (2)\n change size by (-10)\n end\nend\nstart sound [explosion v]\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n turn right (2) degrees\nend\nset [logo v] to [1]\nbroadcast (pop v)\n\ndefine None\nrepeat (50)\n change x by (((x) - (x position)) * ((speed) / (5)))\n change y by (((y) - (y position)) * ((speed) / (5)))\nend\n\nwhen flag clicked\nforever\n if <(IsDone?) = [0]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [pop v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [introdone v]\nhide\nstop [other scripts in sprite v]\n\n@Particles\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [pop v]\nrepeat (20)\n create clone of (_myself_ v)\nend\nwait (((letter (1) of (size)) * (2)) + ((letter (1) of (size)) / ((letter (1) of (size)) * (2)))) seconds\nbroadcast (IntroDone v)\n\nwhen I start as a clone\nset [turn v] to (pick random (2) to (15))\nset rotation style [all around v]\npoint in direction (pick random (-179) to (180))\nforever\n turn right (turn) degrees\nend\n\nwhen I start as a clone\npop\n\ndefine pop\nset size to (200) %\nswitch costume to (pick random (1) to (3))\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [yv v] to (pick random (-1) to (30))\nset [xv v] to (pick random (-20) to (20))\ngo to (intro v)\nrepeat until <touching (_edge_ v)?>\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-1)\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\nend\ndelete this clone\n\nwhen I receive [introdone v]\nhide\nstop [other scripts in sprite v]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nset size to (200) %\ngo to x: (0) y: (-30)\npoint in direction (90)\nshow\nforever\n repeat (5)\n repeat (25)\n point in direction (((([cos v] of (Turn) ) + ([cos v] of (timer) )) * (3)) + (85))\n change y by ([cos v] of (Turn) )\n change [turn v] by (5)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n | Welcome to STICKMAN PAKOUR!\n A Scrolling PLATFORMER\n======================STORY========================\nYou have been kidnapped and placed in a test: "The Box". You must Complete this to win back your freedom. Good Luck!\n===================INSTRUCTIONS!====================\nUse Arrow Keys to move!\nOh by the way TIMES TICKING!!!\nPost your time in the comments |
A Basic Platformer | @Stage\n\n@Player\n\nwhen I receive [start epic platformer v]\nforever\n wait (0.5) seconds\n play sound [The Chain Smokers: Don't Let Me Down v] until done\nend\n\nwhen I receive [start epic platformer v]\nshow\nswitch costume to (righty v)\ngo to x: (-235) y: (-50)\nswitch backdrop to (lvl 1 v)\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\n\nwhen I receive [die player v]\ngo to x: (-235) y: (-50)\nchange [deaths v] by (1)\nset [y v] to [0]\n\nwhen flag clicked\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (righty v)\n change [x v] by (0.5)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (lefty v)\n change [x v] by (-0.5)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#663b00)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#663b00)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#663b00)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#663b00)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#663b00)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#663b00)?> or <touching color (#00cc44)?>> then\n change y by (1)\n if <<touching color (#663b00)?> or <touching color (#00cc44)?>> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <<touching color (#663b00)?> or <touching color (#00cc44)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching color (#663b00)?> or <touching color (#00cc44)?>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [8]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n go to x: (-235) y: (-50)\n change [deaths v] by (1)\n set [y v] to [0]\n end\n if <[215] < (x position)> then\n switch backdrop to (next backdrop v)\n go to x: (-235) y: (-50)\n end\n if <touching color (#ffff00)?> then\n set [y v] to [15]\n end\n if <touching color (#003fff)?> then\n change x by (150)\n set [y v] to [0]\n end\n if <(y position) < [-175]> then\n go to x: (-235) y: (-50)\n change [deaths v] by (1)\n set [y v] to [0]\n end\n if <touching color (#00ff55)?> then\n switch backdrop to (next backdrop v)\n end\n if <touching (cookie v)?> then\n broadcast (COOKIE GO BYE v)\n end\n if <touching color (#009999)?> then\n change y by ([abs v] of ((x) + (1)) )\n end\n if <touching color (#009999)?> then\n set [y v] to [2.24]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5.14]\n end\nend\n\n@Death Sprite\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-10)\n\nwhen backdrop switches to [you win! v]\nshow\nif <(Deaths) = [0]> then\n switch costume to (death 0 v)\nend\nif <(Deaths) = [1]> then\n switch costume to (death 1 v)\nend\nif <(Deaths) = [2]> then\n switch costume to (death 2 v)\nend\nif <(Deaths) = [3]> then\n switch costume to (death 3 v)\nend\nif <(Deaths) = [4]> then\n switch costume to (death 4 v)\nend\nif <(Deaths) = [5]> then\n switch costume to (death 5 v)\nend\nif <(Deaths) = [6]> then\n switch costume to (death 6 v)\nend\nif <(Deaths) = [7]> then\n switch costume to (death 7 v)\nend\nif <(Deaths) = [8]> then\n switch costume to (death 8 v)\nend\nif <(Deaths) = [9]> then\n switch costume to (death 9 v)\nend\nif <(Deaths) = [10]> then\n switch costume to (death 10 v)\nend\nif <(Deaths) = [11]> then\n switch costume to (death 11 v)\nend\nif <(Deaths) = [12]> then\n switch costume to (death 12 v)\nend\nif <(Deaths) = [13]> then\n switch costume to (death 13 v)\nend\nif <(Deaths) = [14]> then\n switch costume to (death 14 v)\nend\nif <(Deaths) = [15]> then\n switch costume to (death 15 v)\nend\nif <(Deaths) = [16]> then\n switch costume to (death 16 v)\nend\nif <(Deaths) = [17]> then\n switch costume to (death 17 v)\nend\nif <(Deaths) = [18]> then\n switch costume to (death 18 v)\nend\nif <(Deaths) = [19]> then\n switch costume to (death 19 v)\nend\nif <(Deaths) = [20]> then\n switch costume to (death 20 v)\nend\nif <(Deaths) = [21]> then\n switch costume to (death 21 v)\nend\nif <(Deaths) = [22]> then\n switch costume to (death 22 v)\nend\nif <(Deaths) = [23]> then\n switch costume to (death 23 v)\nend\nif <(Deaths) = [24]> then\n switch costume to (death 24 v)\nend\nif <(Deaths) = [25]> then\n switch costume to (death 25 v)\nend\nif <(Deaths) = [26]> then\n switch costume to (death 26 v)\nend\nif <(Deaths) = [27]> then\n switch costume to (death 27 v)\nend\nif <(Deaths) = [28]> then\n switch costume to (death 28 v)\nend\nif <(Deaths) = [29]> then\n switch costume to (death 29 v)\nend\nif <(Deaths) = [30]> then\n switch costume to (death 30 v)\nend\nif <(Deaths) > [30]> then\n switch costume to (death 31 v)\nend\n\n@jetpack\n\nwhen I receive [drop v]\nwait (1) seconds\ngo to [front v] layer\n\nwhen I receive [drop v]\nwait (1) seconds\nbroadcast (BASS v)\nwait (1) seconds\nbroadcast (BASS v)\nwait (1.7) seconds\nbroadcast (BASS v)\nwait (1) seconds\nbroadcast (BASS v)\nwait (1) seconds\nbroadcast (BASS v)\nwait (1.7) seconds\nbroadcast (BASS v)\nwait (0.5) seconds\nbroadcast (BASS v)\nwait (1) seconds\nbroadcast (BASS v)\n\nwhen I receive [bericht1 v]\nswitch costume to (jetpack-2 v)\nwait (3) seconds\nswitch costume to (jetpack-4 v)\nrepeat (22)\n change x by (2)\n wait (0.05) seconds\n change x by (-2)\n wait (0.05) seconds\nend\nwait (1.3) seconds\nswitch costume to (jetpack-5 v)\nrepeat (18)\n change x by (3)\n wait (0.05) seconds\n change x by (-3)\n wait (0.05) seconds\nend\nwait (1) seconds\nswitch costume to (jetpack-6 v)\nrepeat (7)\n change x by (4)\n wait (0.05) seconds\n change x by (-4)\n wait (0.05) seconds\nend\nwait (0.5) seconds\nswitch costume to (jetpack- v)\nrepeat (30)\n change x by (5)\n wait (0.05) seconds\n change x by (-5)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 v)\ngo [backward v] (2) layers\nswitch costume to (jetpack-3 v)\ngo to x: (5) y: (5)\nplay sound [Sci Fi FX - The Most Incredible SCI Fi FX Sound Effects Library.mp3 v] until done\nbroadcast (DROP v)\nstart sound [TOP 15 INTRO SONGS DROPS - 12 \(Songs in desc.\).mp2 v]\n\nwhen I receive [start epic platformer v]\nstop all sounds\nhide\n\nwhen I receive [bass v]\nchange size by (20)\nrepeat (5)\n change size by (-4)\nend\n\nwhen I receive [drop v]\nwait (1) seconds\nrepeat (100)\n switch costume to (lit2 v)\n wait (0.01) seconds\n switch costume to (lit v)\n wait (0.01) seconds\n switch costume to (max v)\n wait (0.01) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nbroadcast (Start Epic Platformer v)\nhide\n\n@Launcher 2\n\nwhen flag clicked\nswitch costume to (jetpack-3 v)\ngo to x: (67) y: (-4)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (1) seconds\nglide (1) secs to x: (252) y: (-4)\n\nwhen I receive [bericht1 v]\nswitch costume to (jetpack-2 v)\n\nwhen I receive [drop v]\nwait (1) seconds\nglide (0.2) secs to x: (300) y: (-4)\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\nclear graphic effects\n\nwhen I receive [start dumb tutorial v]\nhide\n\n@Launcher 1\n\nwhen flag clicked\nswitch costume to (jetpack-3 v)\ngo to x: (-71) y: (-4)\nshow\ngo to [front v] layer\nwait (1) seconds\nglide (1) secs to x: (-278) y: (-4)\nbroadcast (bericht1 v)\n\nwhen I receive [bericht1 v]\nswitch costume to (jetpack-2 v)\n\nwhen I receive [drop v]\nwait (1) seconds\nglide (0.2) secs to x: (-300) y: (-4)\nrepeat (10)\n change [ghost v] effect by (25)\nend\nhide\nclear graphic effects\n\nwhen I receive [start dumb tutorial v]\nhide\n\nwhen I receive [start dumb tutorial v]\nhide\n\nwhen I receive [start dumb tutorial v]\nhide\n\n@Cookie\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [you win! v]\nswitch costume to (cookie v)\nshow\n\nwhen backdrop switches to [you win! v]\nif <touching (player v)?> then\n switch costume to (yum! v)\nend\n\nwhen I receive [cookie go bye v]\nswitch costume to (yum! v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Shooter\n\nwhen I start as a clone\nshow\nswitch costume to (blob thingy v)\npoint towards (player v)\nforever\n move (6) steps\n if <<touching color (#00cc44)?> or <touching (_edge_ v)?>> then\n delete this clone\n end\n if <touching (player v)?> then\n broadcast (Death v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [You Win!]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [You Win!]> then\n hide\n end\nend\n\nwhen I receive [green mutating chemical v]\nswitch costume to (green mutating chemical v)\nshow\ngo to x: (170) y: (145)\nforever\n create clone of (_myself_ v)\n wait (0.7) seconds\nend\n\nwhen backdrop switches to [lvl 13 v]\nshow\ngo to x: (215) y: (150)\nforever\n create clone of (_myself_ v)\n wait (0.9) seconds\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 2]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 3]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 4]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 5]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 6]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 7]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 8]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 9]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 10]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 11]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(backdrop [name v]) = [lvl 12]> then\n delete this clone\n end\nend\n\nwhen backdrop switches to [lvl 15 v]\nshow\ngo to x: (215) y: (150)\nforever\n create clone of (_myself_ v)\n wait (10) seconds\nend\n\nwhen backdrop switches to [lvl 14 v]\nshow\ngo to x: (215) y: (150)\nforever\n create clone of (_myself_ v)\n wait (1.5) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (thing v)\nhide\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (DIE PLAYER v)\n hide\n end\nend\n\n | |
Light Knight | @Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (start v)\nwait (3) seconds\nforever\n play sound [Fight v] until done\nend\n\nwhen I receive [win2 v]\nstop [other scripts in stage v]\nset volume to (90) %\nforever\n play sound [The Future Retro v] until done\nend\n\nwhen I receive [start v]\nswitch backdrop to (wall v)\nstop [other scripts in stage v]\nforever\n play sound [Adventure2 v] until done\nend\n\nwhen I receive [win1 v]\nset volume to (10) %\n\nwhen I receive [win2 v]\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\npoint in direction (90)\nforever\n go to (sense v)\nend\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\nforever\n if <(Move?) = [yes]> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (space v)\nshow\nforever\n if <(clone) = [1]> then\n go to (sense v)\n show\n else\n set [clone v] to [0]\n delete this clone\n end\nend\n\nwhen flag clicked\nset [clone v] to [0]\nforever\n if <(Level:) = [28]> then\n if <<(x position) < [108]> and <(x position) > [-38]>> then\n if <[items: v] contains [bean]?> then\n set [clone v] to [1]\n create clone of (_myself_ v)\n wait until <not <<(Level:) = [28]> and <<[items: v] contains [bean]?> and <<(x position) < [108]> and <(x position) > [-38]>>>>>\n set [clone v] to [0]\n end\n end\n end\n if <touching (character v)?> then\n if <(Move?) = [yes]> then\n set [clone v] to [1]\n create clone of (_myself_ v)\n wait until <not <<(Move?) = [yes]> and <touching (character v)?>>>\n set [clone v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [28]> then\n if <(clone) = [1]> then\n if <key (space v) pressed?> then\n broadcast (plant bean v)\n stop [this script v]\n end\n end\n end\nend\n\n@Sense\n\nchange y by (1)\n\nwhen flag clicked\nhide\ngo to x: (-160) y: (-113)\n\nwait (0.2) seconds\n\nchange y by (5)\n\nset [move? v] to [yes]\n\nset [xv v] to ((Xv) * (-1))\n\nif <(Level:) = ([costume # v] of [land v])> then\nend\n\nwhen [up arrow v] key pressed\n\nwhen flag clicked\nforever\n if <touching (obstacles v)?> then\n go to (player spawn v)\n set [yv v] to [0]\n end\n if <touching (obstacles2 v)?> then\n go to (player spawn v)\n set [yv v] to [0]\n end\nend\n\nset [move? v] to [no]\n\nwhen I receive [start v]\nset [move? v] to [yes]\ngo to x: (-160) y: (-112)\nshow\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <not <touching (ladder v)?>> then\n change [yv v] by (-1)\n end\n if <(Move?) = [yes]> then\n if <key (right arrow v) pressed?> then\n change [xv v] by (4)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-4)\n end\n change x by (Xv)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change x by ((Xv) * (-1))\n change x by (1)\n change y by (-6)\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n if <touching (key/door v)?> then\n change x by ((Xv) * (-1))\n end\n set [xv v] to ((Xv) * (0.4))\n end\n change y by (Yv)\n if <touching (land v)?> then\n if <([costume # v] of [land v]) = (Level:)> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n end\n change y by (-1)\n if <(Move?) = [yes]> then\n if <key (up arrow v) pressed?> then\n if <not <touching (ladder v)?>> then\n if <touching (land v)?> then\n change y by (1)\n if <not <touching (land v)?>> then\n set [yv v] to [15]\n end\n end\n end\n end\n end\n if <touching (ladder v)?> then\n if <key (up arrow v) pressed?> then\n change y by (5)\n if <touching (land v)?> then\n change y by (-5)\n end\n set [yv v] to [15]\n end\n end\n if <key (down arrow v) pressed?> then\n if <touching (ladder v)?> then\n change y by (-5)\n if <touching (land v)?> then\n change y by (5)\n end\n end\n end\n if <touching (ladder v)?> then\n set [yv v] to [0]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [33]> then\n set [move? v] to [no]\n stop [other scripts in sprite v]\n go to x: (-160) y: (-114)\n glide (1) secs to x: (0) y: (-114)\n wait (1) seconds\n broadcast (win1 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (next v)\n change [level: v] by (1)\n go to x: (-210) y: (y position)\n wait until <([costume # v] of [land v]) = (Level:)>\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-241]> then\n if <(Level:) > [1]> then\n broadcast (back v)\n change [level: v] by (-1)\n go to x: (210) y: (y position)\n wait until <([costume # v] of [land v]) = (Level:)>\n end\n end\nend\n\nrepeat (5)\nend\n\nbroadcast (next v)\nchange [level: v] by (1)\ngo to x: (-210) y: (y position)\nwait until <([costume # v] of [land v]) = (Level:)>\n\nbroadcast (back v)\nchange [level: v] by (-1)\ngo to x: (210) y: (y position)\nwait until <([costume # v] of [land v]) = (Level:)>\n\n@Player Spawn\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\ngo to (player v)\nset x to (-245)\nset x to (-190)\nwait until <touching (land v)?>\n\nwhen I receive [back v]\ngo to (player v)\nwait (0.1) seconds\nset x to (245)\nset x to (190)\nwait until <touching (land v)?>\n\nwhen flag clicked\nforever\n repeat until <touching (land v)?>\n change y by (-1)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\n@Land\n\nwhen flag clicked\nset [level: v] to [0]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nset [elevation: v] to [1]\nset [level: v] to [1]\nshow\nforever\n switch costume to (Level:)\n if <not <(Level:) = (costume [number v])>> then\n switch costume to (Level:)\n end\nend\n\n@Dark\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to (player v)\n switch costume to (2 v)\n if <<(costume [number v]) = [1]> and <(size) < [200]>> then\n set size to (200) %\n switch costume to (4 v)\n end\nend\n\nwhen I receive [win2 v]\nstop [other scripts in sprite v]\nforever\n switch costume to (3 v)\n set [ghost v] effect to (99)\n go to x: (0) y: (0)\nend\n\nwhen I receive [next v]\ngo to x: (-210) y: (y position)\ngo to (player v)\n\nwhen I receive [back v]\ngo to (player v)\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [start v]\nshow\n\ngo to x: (210) y: (y position)\n\nwait until \n\nif <not <([costume # v] of [land v]) = (Level:)>> then\nend\n\nwhen flag clicked\n\nbroadcast (next v)\nchange [level: v] by (1)\n\nset [brightness v] effect to (0)\n\nwait until <([costume # v] of [land v]) = (Level:)>\ngo to x: (-210) y: (y position)\nset [brightness v] effect to (0)\n\nwhen flag clicked\n\nswitch costume to (3 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nswitch costume to (3 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nforever\n if <(x position) > [240]> then\n end\nend\n\nforever\n if <(x position) < [-241]> then\n end\nend\n\ngo to (player v)\n\n@Play\n\nwhen flag clicked\ngo to x: (38) y: (-76)\nshow\nset [ghost v] effect to (100)\nrepeat until <key (space v) pressed?>\n repeat (20)\n change [ghost v] effect by (-5)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (Start v)\n stop [this script v]\n end\nend\n\n@Key/Door\n\nwhen flag clicked\nforever\n hide\n if <(Level:) = [6]> then\n if <[errands: v] contains [key1]?> then\n if <not <[items: v] contains [key1]?>> then\n switch costume to (key v)\n go to x: (-185) y: (73)\n show\n if <touching (player v)?> then\n hide\n add [key1] to [items: v]\n end\n end\n end\n end\n if <(Level:) = [15]> then\n if <[errands: v] contains [key2]?> then\n if <not <[items: v] contains [key2]?>> then\n switch costume to (key v)\n go to x: (-126) y: (136)\n show\n if <touching (player v)?> then\n hide\n add [key2] to [items: v]\n end\n end\n end\n end\n if <(Level:) = [29]> then\n if <[errands: v] contains [key3]?> then\n if <not <[items: v] contains [key3]?>> then\n switch costume to (big key v)\n go to x: (-126) y: (-60)\n show\n if <touching (player v)?> then\n hide\n add [key3] to [items: v]\n end\n end\n end\n end\n if <(Level:) = [9]> then\n show\n switch costume to (gate v)\n if <[items: v] contains [gate1]?> then\n wait (1) seconds\n go to x: (150) y: (200)\n end\n end\n if <(Level:) = [20]> then\n show\n switch costume to (gate v)\n if <[items: v] contains [gate2]?> then\n wait (1) seconds\n go to x: (150) y: (200)\n end\n end\n if <(Level:) = [32]> then\n show\n switch costume to (big gate v)\n if <[items: v] contains [gate3]?> then\n wait (1) seconds\n go to x: (150) y: (200)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [9]> then\n if <not <[items: v] contains [gate1]?>> then\n go to x: (150) y: (15)\n end\n if <[items: v] contains [gate1]?> then\n glide (0.5) secs to x: (150) y: (200)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [20]> then\n if <not <[items: v] contains [gate2]?>> then\n go to x: (150) y: (15)\n end\n if <[items: v] contains [gate2]?> then\n glide (0.5) secs to x: (150) y: (200)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level:) = [32]> then\n if <not <[items: v] contains [gate3]?>> then\n go to x: (150) y: (15)\n end\n if <[items: v] contains [gate3]?> then\n glide (0.5) secs to x: (150) y: (200)\n stop [this script v]\n end\n end\nend\n\nwait until <([costume # v] of [land v]) = (Level:)>\n\n@Obstacles\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ndelete (all) of [levels with obstacles v]\n\nwhen I receive [start v]\nswitch costume to ((1) - (1))\n\nwhen I receive [back v]\nif <[levels with obstacles v] contains ((Level:) - (-1))?> then\n switch costume to ((costume [number v]) - (1))\nend\nforever\n hide\n if <[levels with obstacles v] contains (Level:)?> then\n go to x: (0) y: (0)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nif <not <[levels with obstacles v] contains (Level:)?>> then\n repeat (10)\n hide\n end\nend\n\nwhen I receive [start v]\nadd [3] to [levels with obstacles v]\nadd [4] to [levels with obstacles v]\nadd [7] to [levels with obstacles v]\nadd [8] to [levels with obstacles v]\nadd [11] to [levels with obstacles v]\nadd [14] to [levels with obstacles v]\nadd [15] to [levels with obstacles v]\nadd [18] to [levels with obstacles v]\nadd [21] to [levels with obstacles v]\nadd [22] to [levels with obstacles v]\nadd [24] to [levels with obstacles v]\nadd [27] to [levels with obstacles v]\nadd [29] to [levels with obstacles v]\nadd [30] to [levels with obstacles v]\n\nwhen I receive [next v]\nif <not <[levels with obstacles v] contains (Level:)?>> then\n repeat (10)\n hide\n end\nend\n\nwhen I receive [next v]\nif <[levels with obstacles v] contains (Level:)?> then\n next costume\nend\nforever\n hide\n if <[levels with obstacles v] contains (Level:)?> then\n go to x: (0) y: (0)\n show\n stop [this script v]\n end\nend\n\n@Obstacles2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n hide\n if <(Level:) = [13]> then\n set size to (80) %\n show\n set y to (-100)\n end\n if <(Level:) = [17]> then\n set size to (100) %\n show\n set y to (10)\n end\n if <(Level:) = [23]> then\n set size to (100) %\n show\n set y to (150)\n end\n if <(Level:) = [25]> then\n set size to (100) %\n set y to (37)\n show\n end\n if <(Level:) = [30]> then\n set size to (100) %\n switch costume to (spiky boi2 v)\n set y to (85)\n clear graphic effects\n show\n end\nend\n\ndefine spike ball\nif <not <(Level:) = [30]>> then\n switch costume to (spiky boi v)\nend\ngo to x: (120) y: (y position)\nrepeat (52)\n turn right (-5) degrees\n change x by (-5)\nend\nrepeat (52)\n turn right (5) degrees\n change x by (5)\nend\n\nwhen I receive [start v]\nspike ball\nforever\n if <(Level:) = [13]> then\n spike ball\n end\n if <(Level:) = [17]> then\n spike ball\n go to x: (120) y: (y position)\n end\n if <(Level:) = [23]> then\n swing thing\n end\n if <(Level:) = [25]> then\n throw\n end\n if <(Level:) = [30]> then\n spike ball\n go to x: (120) y: (y position)\n end\n clear graphic effects\nend\n\ndefine throw\nset [ghost v] effect to (0)\nswitch costume to (throwy boi v)\ngo to x: (-85) y: (y position)\nshow\nrepeat (15)\n turn right (15) degrees\n change x by (10)\nend\nhide\ngo to x: (-85) y: (y position)\nset [ghost v] effect to (100)\nwait (0.5) seconds\n\nwhen I receive [next v]\nforever\n if <(Level:) = [30]> then\n go to x: (x position) y: (y position)\n end\nend\n\ndefine swing thing\nswitch costume to (swingyboi v)\npoint in direction (90)\nset x to (0)\nrepeat (30)\n turn right (3) degrees\nend\nrepeat (60)\n turn left (3) degrees\nend\nrepeat (30)\n turn right (3) degrees\nend\n\nif <(Level:) = [30]> then\n repeat (52)\n turn right (-5) degrees\n change x by (-5)\n end\n repeat (52)\n turn right (5) degrees\n change x by (5)\n end\n go to x: (120) y: (y position)\nend\n\n@Ladder\n\nwhen flag clicked\nrepeat (10)\n hide\nend\nforever\n if <(Level:) = [3]> then\n switch costume to (ladder-long v)\n show\n go to x: (-132) y: (18)\n end\n if <(Level:) = [6]> then\n switch costume to (ladder-long v)\n show\n go to x: (0) y: (18)\n end\n if <(Level:) = [14]> then\n switch costume to (ladder-jumpy v)\n show\n go to x: (0) y: (18)\n end\n if <(Level:) = [16]> then\n switch costume to (ladder-small v)\n go to x: (-120) y: (114)\n show\n end\n if <(Level:) = [26]> then\n switch costume to (ladder-long v)\n go to x: (-51) y: (17)\n show\n end\n if <(Level:) = [28]> then\n if <[items: v] contains [beanstalk1]?> then\n go to x: (37) y: (10)\n show\n end\n end\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [next v]\nhide\n\nwhen I receive [plant bean v]\ndelete (last) of [items: v]\nswitch costume to (magic bean v)\nshow\ngo to x: (32) y: (-108)\nwait (1) seconds\nswitch costume to (beanstalk v)\ngo to x: (37) y: (-282)\nglide (1) secs to x: (37) y: (10)\nadd [beanstalk1] to [items: v]\n\n@Springboard\n\nwhen I receive [back v]\nhide\n\nwhen I start as a clone\nchange [springboards v] by (1)\nshow\nif <(Level:) = [5]> then\n go to x: (83) y: (-103)\nend\nif <(Level:) = [24]> then\n go to x: (180) y: (-103)\nend\nforever\n if <(Yv) < [0]> then\n if <touching (sense v)?> then\n Bounce Costumes\n end\n end\n if <not <[levels v] contains (Level:)?>> then\n change [springboards v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [next v]\nhide\n\nwhen flag clicked\nset [springboards v] to [0]\nhide\nforever\n if <(Level:) = [5]> then\n go to x: (-83) y: (-103)\n show\n if <(Springboards) = [0]> then\n create clone of (_myself_ v)\n wait until <(Springboards) = [0]>\n end\n end\n if <(Level:) = [10]> then\n go to x: (-70) y: (-103)\n show\n end\n if <(Level:) = [12]> then\n go to x: (60) y: (-103)\n show\n end\n if <(Level:) = [22]> then\n go to x: (200) y: (-103)\n show\n end\n if <(Level:) = [24]> then\n go to x: (-180) y: (-103)\n show\n if <(Springboards) = [0]> then\n create clone of (_myself_ v)\n wait until <(Springboards) = [0]>\n end\n end\n if <(Level:) = [25]> then\n go to x: (0) y: (-103)\n show\n end\n if <(Level:) = [31]> then\n go to x: (0) y: (-103)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Yv) < [0]> then\n if <touching (sense v)?> then\n Bounce Costumes\n end\n end\nend\n\ndefine Bounce Costumes\nset [yv v] to [20]\nswitch costume to (3 v)\nwait (0.1) seconds\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (1 v)\nwait (0.1) seconds\n\nwhen flag clicked\ndelete (all) of [levels v]\nadd [5] to [levels v]\nadd [24] to [levels v]\n\n@Quest Items\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n hide\n if <(Level:) = [10]> then\n if <not <[items: v] contains [orb1]?>> then\n go to x: (126) y: (-91)\n switch costume to (luxium orb v)\n show\n if <touching (player v)?> then\n add [orb1] to [items: v]\n end\n end\n end\n if <(Level:) = [21]> then\n if <not <[items: v] contains [orb2]?>> then\n go to x: (0) y: (-91)\n switch costume to (luxium orb v)\n show\n if <touching (player v)?> then\n add [orb2] to [items: v]\n end\n end\n end\n if <(Level:) = [25]> then\n if <not <[items: v] contains [bean]?>> then\n switch costume to (magic bean v)\n go to x: (198) y: (-18)\n show\n if <touching (player v)?> then\n add [bean] to [items: v]\n end\n end\n end\n if <(Level:) = [31]> then\n if <not <[items: v] contains [orb3]?>> then\n go to x: (135) y: (100)\n switch costume to (luxium orb v)\n show\n if <touching (player v)?> then\n add [orb3] to [items: v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[items: v] contains [bean]?> then\n if <not <(item (last) of [items: v]) = [bean]>> then\n delete ((length of [errands: v]) - (2)) of [items: v]\n add [bean] to [items: v]\n end\n end\nend\n\nwhen I receive [win1 v]\nstop [other scripts in sprite v]\nset [clone id v] to [0]\nrepeat (3)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n wait (1) seconds\nend\nbroadcast (win2 v)\n\nwhen I start as a clone\nswitch costume to (luxium orb v)\nclear graphic effects\nshow\ngo to x: (0) y: (-98)\nglide (0.5) secs to x: (-83) y: (-39)\nif <(clone ID) = [3]> then\n stop [this script v]\nend\nglide (0.5) secs to x: (0) y: (18)\nif <(clone ID) = [2]> then\n stop [this script v]\nend\nglide (0.5) secs to x: (83) y: (-39)\nif <(clone ID) = [1]> then\n stop [this script v]\nend\n\nadd [orb1] to [items: v]\nadd [orb2] to [items: v]\nadd [orb3] to [items: v]\n\n@Effect\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nforever\n if <[items: v] contains [orb1]?> then\n wait (0.5) seconds\n switch costume to (orb 1/3 v)\n show\n go to x: (0) y: (209)\n glide (0.5) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (209)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <[items: v] contains [key1]?> then\n wait (0.5) seconds\n switch costume to (key v)\n show\n go to x: (0) y: (209)\n glide (0.5) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (209)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <[items: v] contains [key2]?> then\n wait (0.5) seconds\n switch costume to (key v)\n show\n go to x: (0) y: (209)\n glide (0.5) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (209)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <[items: v] contains [bean]?> then\n wait (0.5) seconds\n switch costume to (bean v)\n show\n go to x: (0) y: (209)\n glide (0.5) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (209)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <[items: v] contains [orb2]?> then\n wait (0.5) seconds\n switch costume to (orb 2/3 v)\n show\n go to x: (0) y: (209)\n glide (0.5) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (209)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <[items: v] contains [orb3]?> then\n wait (0.5) seconds\n switch costume to (orb 3/3 v)\n show\n go to x: (0) y: (209)\n glide (0.5) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (209)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <[items: v] contains [key3]?> then\n wait (0.5) seconds\n switch costume to (big key v)\n show\n go to x: (0) y: (209)\n glide (0.5) secs to x: (0) y: (0)\n wait (1) seconds\n glide (0.5) secs to x: (0) y: (209)\n hide\n stop [this script v]\n end\nend\n\n@Character\n\nwhen flag clicked\nset [clone? v] to [0]\nhide\ndelete (all) of [items: v]\ndelete (all) of [errands: v]\n\ngo [backward v] (20) layers\n\nwhen I receive [start v]\nswitch costume to (knight-captain v)\npoint in direction (-90)\nshow\nset [move? v] to [no]\ngo to x: (150) y: (-111)\nwait (0.4) seconds\nglide (1) secs to x: (-35) y: (-111)\nsay [Welcome to the Castle!] for (2) seconds\nsay [Dark forces have covered this place in shadow.] for (3) seconds\nsay [To bring back the light, you must find the three orbs of Luxium.] for (3) seconds\nsay [Use \[<\], \[>\], \[^\] to move and \[SPACE\] to talk or interact.] for (3) seconds\nsay [Best of luck to you, Light Knight!] for (2) seconds\npoint in direction (90)\nglide (1) secs to x: (150) y: (-111)\nset [move? v] to [yes]\nforever\n hide\n if <(Level:) = [9]> then\n switch costume to (knight-guard v)\n point in direction (-90)\n go to x: (34) y: (-111)\n show\n if <touching (player v)?> then\n if <key (space v) pressed?> then\n set [move? v] to [no]\n if <not <[items: v] contains [key1]?>> then\n say [You must find the key.] for (2) seconds\n say [Perhaps it lies in an earlier level...] for (3) seconds\n if <not <[errands: v] contains [key1]?>> then\n add [key1] to [errands: v]\n end\n end\n if <[items: v] contains [key1]?> then\n if <not <[items: v] contains [gate1]?>> then\n say [I shall open the gate now.] for (2) seconds\n add [gate1] to [items: v]\n end\n if <[items: v] contains [gate1]?> then\n say [Good luck.] for (2) seconds\n end\n end\n set [move? v] to [yes]\n end\n end\n end\n if <(Level:) = [20]> then\n switch costume to (knight-guard v)\n point in direction (-90)\n go to x: (34) y: (-111)\n show\n if <touching (player v)?> then\n if <key (space v) pressed?> then\n set [move? v] to [no]\n if <not <[items: v] contains [key2]?>> then\n say [You must find the key.] for (2) seconds\n if <not <[errands: v] contains [key2]?>> then\n add [key2] to [errands: v]\n end\n end\n if <[items: v] contains [key2]?> then\n if <not <[items: v] contains [gate2]?>> then\n say [I shall open the gate now.] for (2) seconds\n add [gate2] to [items: v]\n end\n if <[items: v] contains [gate2]?> then\n say [Good luck.] for (2) seconds\n end\n end\n set [move? v] to [yes]\n end\n end\n end\n if <(Level:) = [32]> then\n switch costume to (knight-guard2 v)\n point in direction (-90)\n go to x: (34) y: (-111)\n show\n if <touching (player v)?> then\n if <key (space v) pressed?> then\n set [move? v] to [no]\n if <not <[items: v] contains [key3]?>> then\n say [You must find the master key.] for (2) seconds\n if <<<not <[items: v] contains [orb3]?>> and <not <[items: v] contains [orb2]?>>> and <not <[items: v] contains [orb1]?>>> then\n say [Also, it appears you still have orbs to collect.] for (2) seconds\n end\n if <not <[errands: v] contains [key3]?>> then\n add [key3] to [errands: v]\n end\n end\n if <[items: v] contains [key3]?> then\n if <not <[items: v] contains [gate3]?>> then\n if <<<not <[items: v] contains [orb3]?>> and <not <[items: v] contains [orb2]?>>> and <not <[items: v] contains [orb1]?>>> then\n say [It appears you still have orbs to collect.] for (2) seconds\n end\n if <<<[items: v] contains [orb2]?> and <[items: v] contains [orb3]?>> and <[items: v] contains [orb1]?>> then\n say [I shall open the master gate now.] for (2) seconds\n add [gate3] to [items: v]\n end\n end\n if <[items: v] contains [gate3]?> then\n say [Well done.] for (2) seconds\n end\n end\n set [move? v] to [yes]\n end\n end\n end\nend\n\n@Logo\n\nwhen flag clicked\nbroadcast (logo v)\n\nwhen I receive [logo v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (backdrop3 v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (2) seconds\nhide\n\nwhen I receive [win2 v]\nset size to (100) %\nswitch costume to (u win v)\nshow\ngo to x: (0) y: (200)\nglide (1) secs to x: (0) y: (0)\n\nwhen I start as a clone\nswitch costume to (backdrop4 v)\ngo to [front v] layer\nshow\nset size to (10) %\nrepeat (10)\n change size by (10)\nend\nrepeat (5)\n change size by (-5)\nend\nrepeat (5)\n change size by (7)\nend\nrepeat (2)\n change size by (-4)\nend\nwait (1) seconds\ndelete this clone\n\n | Instructions are in the game.\n\nArrow keys to move, SPACE to speak. Talk to characters to trigger events.\n\nWhat do you guys think of the character and concept? If you like it, I can probably make Light Knight 2... |
Bouncy's Quest (OLD) - [Platformer] | @Stage\n\nwhen I receive [go guy! v]\nswitch backdrop to (in the game v)\n\nwhen I receive [go guy! v]\nshow variable [level v]\nforever\n if <(Level) = [15]> then\n switch backdrop to (in the game2 v)\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [26]> then\n switch backdrop to (boss v)\n hide variable [level v]\n end\nend\n\nwhen flag clicked\nstop all sounds\nstart sound [In Game v]\nrepeat until <(Level) = [26]>\n play sound [In Game v] until done\nend\nstop all sounds\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [26]> then\n stop all sounds\n start sound [Boss v]\n repeat until <(Level) = [27]>\n play sound [Boss v] until done\n end\n stop all sounds\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [26]> then\n show variable [boss heath v]\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nhide variable [boss heath v]\nswitch backdrop to (title v)\n\n@guy\n\nwhen I receive [go guy! v]\nwait (0.06) seconds\nshow\nforever\n change y by (Y-Velocity)\n if <<touching color (#666666)?> or <touching color (#802020)?>> then\n set [y-velocity v] to [6]\n else\n change [y-velocity v] by (-0.4)\n end\nend\n\nwhen I receive [go guy! v]\nwait (0.06) seconds\nshow\nforever\n if <touching color (#7f00ff)?> then\n set [y-velocity v] to [15]\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-209) y: (-119)\n\nwhen I receive [go guy! v]\nforever\n if <touching (fall repelent v)?> then\n go to x: (-209) y: (-119)\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <touching (boss v)?> then\n go to x: (-209) y: (-119)\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <touching (enemy v)?> then\n go to x: (-209) y: (-119)\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <touching color (#990000)?> then\n go to x: (-209) y: (-119)\n end\n if <touching color (#c3c3c3)?> then\n go to x: (-209) y: (-119)\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [5]> then\n change [lives v] by (3)\n broadcast (extra v)\n stop [this script v]\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [15]> then\n change [lives v] by (3)\n broadcast (extra v)\n stop [this script v]\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [10]> then\n change [lives v] by (3)\n broadcast (extra v)\n stop [this script v]\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [20]> then\n change [lives v] by (3)\n broadcast (extra v)\n stop [this script v]\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [25]> then\n change [lives v] by (3)\n broadcast (extra v)\n stop [this script v]\n end\nend\n\nwhen I receive [go guy! v]\nwait (0.06) seconds\nshow\nforever\n if <touching color (#cc99ff)?> then\n set [y-velocity v] to [-15]\n end\nend\n\nwhen I receive [boss dead v]\nforever\n if <(Level) = [27]> then\n hide\n stop [all v]\n end\nend\n\nwhen I receive [go guy! v]\nwait (0.3) seconds\nshow\nforever\n if <<key (right arrow v) pressed?> and <not <touching color (#b2bdb7)?>>> then\n point in direction (90)\n change x by (4)\n end\n if <<key (left arrow v) pressed?> and <not <touching color (#88918c)?>>> then\n point in direction (-90)\n change x by (-4)\n end\nend\n\nwhen flag clicked\ngo to x: (-209) y: (-119)\nset [pause v] to [no]\nshow variable [level v]\nhide\n\n@Play\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (10)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (go guy! v)\nhide\n\n@Map\n\nwhen I receive [go guy! v]\nshow variable [level v]\nset [level v] to [1]\nwait (0.02) seconds\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nhide variable [level v]\nset [level v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (lvl1 v)\nhide\n\n@Enemy\n\nwhen flag clicked\ngo to x: (138) y: (-106)\nhide\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [9]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [go guy! v]\nforever\n repeat (50)\n change x by (-4)\n end\n repeat (50)\n change x by (4)\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [12]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [17]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [18]> then\n hide\n end\nend\n\n@Next level\n\nwhen flag clicked\nset [ghost v] effect to (1e+49)\nhide\n\nwhen I receive [go guy! v]\nshow\nforever\n if <touching (guy v)?> then\n broadcast (next level v)\n end\nend\n\n@Fall Repelent\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (657587666666666600)\n\nwhen I receive [go guy! v]\nshow\n\n@crusher\n\nwhen flag clicked\nhide\ngo to x: (125) y: (5)\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\nwhen I receive [go guy! v]\nforever\n repeat (30)\n change y by (-4)\n end\n repeat (30)\n change y by (4)\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [7]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [4]> then\n show\n end\nend\n\n@crusher2\n\nwhen flag clicked\nhide\ngo to x: (62) y: (-90)\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [15]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\nwhen I receive [go guy! v]\nforever\n repeat (30)\n change x by (-4)\n end\n repeat (30)\n change x by (4)\n end\nend\n\n@Gun\n\nwhen flag clicked\nhide\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [10]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Bolt\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [8]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen I receive [go guy! v]\nforever\n repeat (40)\n change y by (-10)\n end\n go to x: (162) y: (86)\nend\n\nwhen flag clicked\ngo to x: (162) y: (86)\nhide\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [10]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\n@bomb\n\nwhen flag clicked\ngo to x: (-173) y: (-123)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [go guy! v]\nforever\n if <touching (guy v)?> then\n repeat (30)\n go to (guy v)\n end\n switch costume to (costume2 v)\n wait (3) seconds\n switch costume to (costume1 v)\n go to x: (-173) y: (-123)\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [18]> then\n show\n end\n if <(Level) = [21]> then\n hide\n end\nend\n\n@light bomb\n\nwhen I receive [boss time v]\nshow\n\nwhen I receive [boss time v]\nforever\n if <touching (guy v)?> then\n repeat (40)\n go to (guy v)\n end\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume1 v)\n go to x: (116) y: (-122)\n end\nend\n\nwhen flag clicked\ngo to x: (116) y: (-122)\nswitch costume to (costume1 v)\nhide\n\n@Boss\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [26]> then\n show\n end\nend\n\nwhen I receive [go guy! v]\nforever\n if <(Level) = [27]> then\n hide\n end\nend\n\nwhen I receive [boss time v]\nforever\n point in direction (-90)\n repeat (80)\n change x by (-5)\n end\n wait (0.3) seconds\n point in direction (90)\n repeat (80)\n change x by (5)\n end\n wait (0.3) seconds\nend\n\nwhen I receive [boss time v]\nforever\n wait (pick random (1) to (2)) seconds\n repeat (20)\n change y by (5)\n end\n wait (0.002) seconds\n repeat (20)\n change y by (-5)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [boss heath v] to [10]\npoint in direction (-90)\ngo to x: (173) y: (-66)\nhide\n\nwhen I receive [boss time v]\nforever\n if <touching color (#99ffff)?> then\n change [boss heath v] by (-1)\n switch costume to (costume2 v)\n wait (0.3) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n end\nend\n\nwhen I receive [boss time v]\nforever\n if <(Boss Heath) = [0]> then\n say [NOOOO!!!] for (2) seconds\n broadcast (boss dead v)\n switch costume to (costume3 v)\n wait (0.2) seconds\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [go guy! v]\nwait until <(Level) = [26]>\nwait (1) seconds\nbroadcast (boss time v)\n\n@Boss Lock\n\nwhen flag clicked\nhide\n\nwhen I receive [boss dead v]\nhide\n\nwhen I receive [go guy! v]\nwait until <(Level) = [26]>\nshow\n\n | *This is an old project (Shared in 2014)*\n\n-- Controls --\n----------------\nArrow Keys to Move\n\n-- Story --\nBouncy must go through a lab and save his friend while scientists known as TKS plan to use his friend for a test subject in another dimension. |
Windows Platformer (V 1.1) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [dab v] to [0]\nset volume to (100) %\n\nwhen I receive [start v]\nwait (3) seconds\nswitch backdrop to (bg1 v)\n\nwhen I receive [introover v]\nswitch backdrop to (costume1 v)\nrepeat until <(dab) = [1]>\n play sound [Inside In.mp3 v] until done\nend\n\nwhen I receive [done v]\nset [dab v] to [1]\nstop all sounds\nrepeat until <(dab) = [0]>\n play sound [Rush v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [page v] to [0]\nhide\n\nwhen I receive [message2 v]\ngo to x: (-183) y: (-80)\n\nwhen I receive [message1 v]\ngo to x: (-183) y: (-80)\n\nwhen I receive [char v]\ngo to x: (0) y: (38)\nset size to (500) %\nshow\n\nwhen I receive [start v]\nset [page v] to [1]\nwait (3) seconds\ngo to x: (-183) y: (-80)\nset size to (80) %\nshow\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-0.7)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching (platform v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [10]\n end\n end\n if <key (r v) pressed?> then\n go to x: (-183) y: (-30)\n end\n if <touching (rd v)?> then\n go to x: (-183) y: (-30)\n end\nend\n\nwhen this sprite clicked\nif <(page) = [0]> then\n next costume\nend\n\nwhen I receive [start v]\nhide\nwait (3) seconds\nshow\nforever\n if <not <touching (platform v)?>> then\n change y by (1.5)\n end\nend\n\nwhen I receive [done v]\nhide\n\n@Platform\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nwait (3) seconds\nshow\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [done v]\nhide\n\n@Win\n\nwhen flag clicked\ngo to x: (-2) y: (0)\nset [ghost v] effect to (95)\nforever\n if <touching (player v)?> then\n broadcast (message1 v)\n end\nend\n\n@Lose\n\nwhen flag clicked\ngo to x: (2) y: (-5)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (message2 v)\n end\nend\n\n@Start\n\nwhen flag clicked\nset volume to (100) %\nstart sound [PokemonScratchIntro.mp3 v]\nset [dis v] to [0]\nset [costume v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (logo \(1\) v)\nset size to (1) %\nhide\nrepeat (3)\n change [costume v] by (1)\n create clone of (_myself_ v)\n wait (0.9) seconds\nend\nwait (0.1) seconds\nshow\nrepeat (22)\n change size by (5)\n turn left (16.36) degrees\nend\nstart sound [coin v]\nset [dis v] to [1]\nwait (0.25) seconds\nrepeat (22)\n change size by (-5)\n turn left (-16.36) degrees\nend\nhide\nwait (0.25) seconds\nstop all sounds\nbroadcast (introover v)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (-180)\nif <(costume) = [1]> then\n set size to (130) %\n switch costume to (stuff v)\n glide (0.85) secs to x: (0) y: (65)\n start sound [gun_laser v]\n wait (2.25) seconds\n delete this clone\nelse\n if <(costume) = [2]> then\n set size to (130) %\n switch costume to (stuff 2 v)\n glide (0.85) secs to x: (0) y: (0)\n start sound [gun_laser v]\n wait (1.5) seconds\n delete this clone\n else\n if <(costume) = [3]> then\n set size to (130) %\n switch costume to (stuff 3 v)\n glide (0.85) secs to x: (0) y: (-60)\n start sound [gun_laser v]\n wait (0.75) seconds\n delete this clone\n end\n end\nend\n\n@logo\n\nwhen flag clicked\nhide\ngo to x: (0) y: (50)\nset [d v] to [0]\npoint in direction (90)\n\nwhen I receive [introover v]\nshow\nforever\n change [d v] by (8)\n turn left ([cos v] of (d) ) degrees\n change size by ([cos v] of (d) )\nend\n\nwhen I receive [char v]\nhide\n\n@Computer\n\nwhen flag clicked\ngo to x: (-2) y: (3)\nhide\nclear graphic effects\nset size to (100) %\n\nwhen I receive [start v]\nshow\nrepeat (100)\n change size by (10)\nend\nhide\n\n@button\n\nwhen flag clicked\nset [sad v] to [0]\ngo to x: (2) y: (-136)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(sad) = [0]> then\n broadcast (char v)\n change [sad v] by (1)\nelse\n if <(sad) = [1]> then\n broadcast (Start v)\n end\nend\n\nwhen I receive [introover v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Nothin\n\nwhen I receive [start v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nhide\n\n@Rd\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nwait (3) seconds\nforever\n if <([costume name v] of [platform v]) = ([costume name v] of [rd v])> then\n show\n else\n hide\n next costume\n end\nend\n\n@item\n\nwhen flag clicked\ngo to x: (194) y: (-98)\nhide\n\nwhen I receive [start v]\nwait until <([costume # v] of [platform v]) = [11]>\nshow\nset [c v] to [0]\nforever\n change [c v] by (5)\n change [brightness v] effect by ([cos v] of (c) )\n if <touching (player v)?> then\n broadcast (Done v)\n hide\n end\nend\n\n@Done\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [done v]\nshow\npoint in direction (90)\nset [d v] to [0]\nforever\n change [d v] by (7)\n turn left ([cos v] of (d) ) degrees\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (44)\nhide\n\nwhen I receive [done v]\nshow\n\n@Cover\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n | ~Windows Platformer~\nIts not multiplayer if you want to know. Its just a normal 1 player platformer. Its not too hard. I'm working on a hard and long one.\nJust use arrow keys or WASD to move. find the missing folder to complete the game. |
Evolution I - Prehistoric Age (V 1.2) | @Stage\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\n\nwhen I receive [introdone v]\nset volume to (50) %\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [introdone v]\nswitch backdrop to (blue sky v)\nforever\n if <([costume # v] of [ground v]) = [9]> then\n switch backdrop to (underground v)\n else\n if <([costume # v] of [ground v]) = [11]> then\n switch backdrop to (pond v)\n else\n if <([costume # v] of [ground v]) = [12]> then\n switch backdrop to (sea v)\n else\n if <([costume # v] of [ground v]) = [18]> then\n switch backdrop to (blue sky v)\n else\n if <([costume # v] of [ground v]) = [19]> then\n switch backdrop to (mountains v)\n else\n if <([costume # v] of [ground v]) = [29]> then\n switch backdrop to (dino time v)\n else\n if <([costume # v] of [ground v]) = [35]> then\n switch backdrop to (dino ded v)\n else\n if <([costume # v] of [ground v]) = [36]> then\n switch backdrop to (snow mountains v)\n else\n if <([costume # v] of [ground v]) = [36]> then\n switch backdrop to (snow mountains v)\n else\n if <([costume # v] of [ground v]) = [42]> then\n switch backdrop to (blue sky v)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (bacteria v)\nhide\nset size to (60) %\n\nwhen flag clicked\nforever\n if <not <touching (ground v)?>> then\n change y by (1.5)\n end\n if <touching (next v)?> then\n broadcast (next v)\n end\n if <not <([costume # v] of [ground v]) = [22]>> then\n if <touching (lost 1 v)?> then\n go to x: (-183) y: (-80)\n end\n else\n if <touching (lost 1 v)?> then\n broadcast (next v)\n end\n end\n if <touching (lost 2 v)?> then\n go to x: (-183) y: (-80)\n end\nend\n\nwhen I receive [lizard v]\nswitch costume to (lizard v)\n\nwhen I receive [fish v]\nswitch costume to (fish v)\n\nwhen I receive [next v]\ngo to x: (-183) y: (-80)\n\nwhen I receive [bird v]\nswitch costume to (bird v)\n\nwhen I receive [dino v]\nswitch costume to (dino v)\n\nwhen I receive [mammoth v]\nswitch costume to (mammoth v)\n\nwhen I receive [monkey v]\nswitch costume to (monkey v)\n\nwhen I receive [message1 v]\nshow\ngo to x: (-183) y: (-80)\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-0.7)\n point in direction (-90)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching (ground v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [10]\n end\n end\n if <key (r v) pressed?> then\n go to x: (-183) y: (-80)\n end\nend\n\nwhen I receive [human v]\ngo to x: (-183) y: (-80)\nhide\n\nwhen I receive [female v]\nswitch costume to (woman v)\nshow\n\nwhen I receive [male v]\nswitch costume to (man v)\nshow\n\nwhen I receive [worm v]\nswitch costume to (worm v)\n\nwhen I receive [end v]\nhide\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [end v]\nhide\n\n@Chats\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [7]> then\n broadcast (worm v)\nelse\n if <(costume [number v]) = [12]> then\n broadcast (fish v)\n else\n if <(costume [number v]) = [18]> then\n broadcast (lizard v)\n else\n if <(costume [number v]) = [24]> then\n broadcast (bird v)\n else\n if <(costume [number v]) = [29]> then\n broadcast (Dino v)\n else\n if <(costume [number v]) = [36]> then\n broadcast (mammoth v)\n else\n if <(costume [number v]) = [42]> then\n broadcast (monkey v)\n else\n if <(costume [number v]) = [47]> then\n broadcast (human v)\n else\n if <(costume [number v]) = [1]> then\n hide\n broadcast (end v)\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [message1 v]\nshow\n\n@next\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@lost 1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@lost 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <([costume # v] of [ground v]) = [7]> then\n show\n switch costume to (costume1 v)\n go to [front v] layer\n else\n if <([costume # v] of [ground v]) = [12]> then\n show\n switch costume to (costume12 v)\n go [backward v] (8) layers\n else\n if <([costume # v] of [ground v]) = [14]> then\n show\n switch costume to (costume2 v)\n go [backward v] (8) layers\n else\n if <([costume # v] of [ground v]) = [17]> then\n show\n switch costume to (costume3 v)\n go [backward v] (8) layers\n else\n if <([costume # v] of [ground v]) = [20]> then\n show\n switch costume to (costume4 v)\n go to [front v] layer\n else\n if <([costume # v] of [ground v]) = [21]> then\n show\n switch costume to (costume5 v)\n go to [front v] layer\n else\n if <([costume # v] of [ground v]) = [23]> then\n show\n switch costume to (costume6 v)\n go to [front v] layer\n else\n if <([costume # v] of [ground v]) = [27]> then\n show\n switch costume to (costume7 v)\n go to [front v] layer\n else\n if <([costume # v] of [ground v]) = [31]> then\n show\n switch costume to (costume8 v)\n go to [front v] layer\n else\n if <([costume # v] of [ground v]) = [32]> then\n show\n switch costume to (costume9 v)\n go to [front v] layer\n else\n if <([costume # v] of [ground v]) = [33]> then\n show\n switch costume to (costume10 v)\n go to [front v] layer\n else\n if <([costume # v] of [ground v]) = [34]> then\n show\n switch costume to (costume11 v)\n go to [front v] layer\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Choice1\n\nwhen flag clicked\nhide\ngo to x: (113) y: (0)\nset size to (200) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [human v]\nshow\n\nwhen this sprite clicked\nbroadcast (male v)\nhide\n\nwhen I receive [female v]\nhide\n\n@Choice2\n\nwhen flag clicked\nhide\ngo to x: (-113) y: (0)\nset size to (200) %\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [human v]\nshow\n\nwhen this sprite clicked\nbroadcast (female v)\nhide\n\nwhen I receive [male v]\nhide\n\n@Logo Part 1\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [introdone v]\ngo to x: (0) y: (30)\nshow\nset size to (100) %\nset [c v] to [0]\nforever\n change [c v] by (8)\n change size by ([cos v] of (c) )\nend\n\nwhen flag clicked\nhide\n\n@Logo part 2\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [introdone v]\nset size to (90) %\ngo to x: (0) y: (-60)\nshow\npoint in direction (90)\nset [d v] to [0]\nforever\n change [d v] by (8)\n turn right ([cos v] of (d) ) degrees\nend\n\nwhen flag clicked\nhide\n\n@press\n\nwhen [space v] key pressed\nbroadcast (message1 v)\nhide\n\nwhen I receive [introdone v]\ngo to x: (0) y: (-150)\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\n\n@cover\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@Start\n\nwhen flag clicked\nset volume to (100) %\nstart sound [PokemonScratchIntro.mp3 v]\nset [dis v] to [0]\nset [costume v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (logo \(1\) v)\nset size to (1) %\nhide\nrepeat (3)\n change [costume v] by (1)\n create clone of (_myself_ v)\n wait (0.9) seconds\nend\nwait (0.1) seconds\nshow\nrepeat (22)\n change size by (5)\n turn left (16.36) degrees\nend\nstart sound [coin v]\nset [dis v] to [1]\nwait (0.25) seconds\nrepeat (22)\n change size by (-5)\n turn left (-16.36) degrees\nend\nhide\nwait (0.25) seconds\nstop all sounds\nbroadcast (introdone v)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (-180)\nif <(costume) = [1]> then\n set size to (130) %\n switch costume to (stuff v)\n glide (0.85) secs to x: (0) y: (65)\n start sound [gun_laser v]\n wait (2.25) seconds\n delete this clone\nelse\n if <(costume) = [2]> then\n set size to (130) %\n switch costume to (stuff 2 v)\n glide (0.85) secs to x: (0) y: (0)\n start sound [gun_laser v]\n wait (1.5) seconds\n delete this clone\n else\n if <(costume) = [3]> then\n set size to (130) %\n switch costume to (stuff 3 v)\n glide (0.85) secs to x: (0) y: (-60)\n start sound [gun_laser v]\n wait (0.75) seconds\n delete this clone\n end\n end\nend\n\n@next lol\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [end v]\nshow\nwait (2.5) seconds\nhide\n\n | ~Evolution I - Prehistoric Age~\nThis is an easy platformer. also its not scientifically accurate i just made it for fun. controls are the normal ones, arrow keys or WASD. hope you guys enjoy it.\n\n~WOW! Featured?\nIts not everyday i get 3000 messages. Wow. Thank you all. 5,600<3?\n85,000 Views? OMG! 6,000 Favs? WOW.\nThank you, everyone who made this possible. |
Dash(aka your generic platformer) | @Stage\n\n@ground\n\nwhen flag clicked\nshow variable [level v]\ngo [backward v] (11) layers\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [level switch v]\nnext costume\n\nwhen I receive [level up! v]\nchange [level v] by (1)\nswitch costume to (level)\nif <(level) = [19]> then\n hide variable [level v]\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Cloud\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (1.4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo [backward v] (100) layers\nshow\nforever\n switch costume to (pick random (1) to (4))\n go to x: (-240) y: (pick random (-63) to (150))\n set [ghost v] effect to (pick random (50) to (90))\n forever\n change x by ((costume [number v]) * (0.5))\n if <(x position) > [240]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n play sound [Lady Bad Luck v] until done\nend\n\n@player\n\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\n\ndefine handle ground <moving up>\nswitch costume to (hitbox v)\nrepeat until <not <<touching color (#009933)?> or <touching color (#663b00)?>>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [yv v] to [0]\nend\nswitch costume to (hitbox v)\nset rotation style [left-right v]\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n walk (-6)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n walk (6)\nend\nif <<<touching (death v)?> or <touching color (#ff0000)?>> and <not <touching (sprite2 v)?>>> then\n go to x: (-197) y: (-49)\n change [hp v] by (-1)\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(in air) < [8]>> then\n set [yv v] to [12]\nend\nif <touching color (#ff00bf)?> then\n set [yv v] to [29]\nend\n\ndefine walk (steps)\nswitch costume to (hitbox v)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<touching color (#009933)?> or <touching color (#663b00)?>>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nswitch costume to (hitbox v)\n\nstart sound [boing v]\n\nstart sound [plunge v]\n\nset size to (190) %\n\nswitch costume to (hitbox v)\n\n\n\nwhen I receive [game over v]\nstop [all v]\n\nwait (1) seconds\n\nwhen flag clicked\n\ngo to x: (-197) y: (-49)\nset [hp v] to [5]\nforever\n change [yv v] by (-2)\n change y by (Yv)\n change [in air v] by (1)\n handle ground <(Yv) > [0]>\nend\n\nwhen flag clicked\ngo to x: (-197) y: (-49)\nset size to (600) %\nset [hp v] to [5]\nset [yv v] to [0]\nset rotation style [left-right v]\ngo to x: (-188) y: (-96)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(x position) > [238]> then\n go to x: (-188) y: (-96)\n switch backdrop to (next backdrop v)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<<touching color (#ff0000)?> or <(y position) < [-170]>> and <not <touching (sprite2 v)?>>> then\n go to x: (-212) y: (56)\n change [hp v] by (-1)\n change [no. of deaths v] by (1)\n end\n if <(y position) < [-170]> then\n set [yv v] to [0]\n go to x: (-197) y: (-49)\n end\n if <touching color (#ff00bf)?> then\n set [yv v] to [16]\n end\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (r v) pressed?> then\n go to x: (-197) y: (-49)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <(x position) > [238]> then\n broadcast (level switch v)\n broadcast (level up! v)\n go to x: (-197) y: (-49)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#009933)?> or <touching color (#663b00)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n start sound [laser1 v]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [your time v] to [0]\nhide variable [your time v]\nset [no. of deaths v] to [0]\nhide variable [no. of deaths v]\nforever\n if <(level) = [19]> then\n show variable [no. of deaths v]\n show variable [your time v]\n else\n hide variable [your time v]\n hide variable [no. of deaths v]\n end\n if <(level) = [19]> then\n set [your time v] to (Your time)\n else\n change [your time v] by (0.1)\n wait (0.1) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [15]> then\n show\n repeat until <not <(level) = [15]>>\n turn left (5) degrees\n end\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nset size to (150) %\nforever\n if <(HP) = [5]> then\n switch costume to (costume1 v)\n end\n if <(HP) = [4]> then\n switch costume to (costume2 v)\n end\n if <(HP) = [3]> then\n switch costume to (costume3 v)\n end\n if <(HP) = [2]> then\n switch costume to (costume4 v)\n end\n if <(HP) = [1]> then\n switch costume to (costume5 v)\n end\n if <(HP) = [0]> then\n broadcast (GAME OVER v)\n end\nend\n\n | ----------------------------------PLEASE READ------------------------------------\nHi guys! this is a different kind of platformer that I normally make, it's a slope detection platformer, so enjoy\nthe graphics are hand drawn\n\ni have no idea what to do next\n\nInstructions:\narrow keys to move\navoid pits and lava\nPink is bouncy\n------------------------------------------------------------------------------------------\nliked it? then don't forget to love,fave or follow!\n\n*getting ready for 100 views; changing the code*\n\n** pls note that the changes will happen sooner or later\n\n |
3 Player Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (super duper ultra easy v)\nforever\n play sound [Sleep Away v] until done\nend\n\nwhen I receive [levelup3 v]\nnext backdrop\n\n@Player 1\n\nwhen I receive [levelup v]\nset size to (60) %\nhide\ngo to x: (-160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen [space v] key pressed\nset size to (60) %\ngo to x: (-160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [dead v]\nset size to (60) %\n\nwhen I receive [go v]\nshow\nerase all\npen up\nset [x v] to [0]\ngo to x: (-160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nreset timer\nforever\n if <touching (end v)?> then\n change [green score v] by (1)\n if <(backdrop [name v]) = [Backdrop30]> then\n broadcast (ending v)\n else\n if <(backdrop [name v]) = [Backdrop31]> then\n switch backdrop to (backdrop32 v)\n else\n set [levup v] to [1]\n broadcast (levelup v) and wait\n end\n end\n end\n if <touching color (#99b3ff)?> then\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (down arrow v) pressed?> then\n if <touching color (#000000)?> then\n underground glitch\n else\n change [yv v] by (-1)\n end\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (1)\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <<touching color (#ff0000)?> or <touching (fireball v)?>> then\n if <(costume [number v]) = [2]> then\n clear graphic effects\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (-160) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n change [dead? v] by (1)\n wait (1) seconds\n set [dead? v] to [0]\n end\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-2)\n if <touching color (#99b3ff)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <key (up arrow v) pressed?> then\n change y by (yv)\n set [yv v] to [9]\n end\n if <key (down arrow v) pressed?> then\n if <touching color (#000000)?> then\n change [yv v] by (3)\n else\n change [yv v] by (-1)\n end\n end\n end\n end\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching color (#000008)?> then\n change y by (-6)\n if <not <touching color (#000008)?>> then\n change y by ((-1) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n if <<(costume [number v]) = [2]> and <touching color (#ff0000)?>> then\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (-160) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<key (up arrow v) pressed?> and <touching color (#000008)?>> then\n set [yv v] to [9]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [12]\n end\n if <touching color (#ff9999)?> then\n if <<(backdrop [name v]) = [Expert]> or <<(backdrop [name v]) = [Hard Expert]> or <<(backdrop [name v]) = [Medium Expert]> or <<(backdrop [name v]) = [Very Hard]> or <(backdrop [name v]) = [Starter]>>>>> then\n set size to (30) %\n end\n end\n if <touching color (#0033cc)?> then\n if <not <(backdrop [name v]) = [Starter]>> then\n set size to (60) %\n end\n end\n end\nend\n\ndefine underground glitch\nset [yv v] to [3]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [green score v] to [0]\nhide variable [time v]\nswitch backdrop to (backdrop1 v)\nhide\nset [startx v] to [-206]\nset size to (60) %\n\nwhen I receive [levelup v]\nswitch backdrop to (next backdrop v)\ngo to x: (-160) y: (-136)\n\nwhen I receive [levelup2 v]\nset size to (60) %\nhide\ngo to x: (-160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [levelup3 v]\nset size to (60) %\nhide\ngo to x: (-160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [levelup2 v]\ngo to x: (-160) y: (-136)\n\nwhen I receive [levelup3 v]\ngo to x: (-160) y: (-136)\n\n@Player 2\n\nwhen I receive [levelup v]\nset size to (60) %\nhide\ngo to x: (0) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [dead v]\nset size to (60) %\n\nwhen I receive [go v]\nset [red score v] to [0]\nshow\nerase all\npen up\nset [x v] to [0]\ngo to x: (0) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nreset timer\nforever\n if <touching (end v)?> then\n change [red score v] by (1)\n if <(backdrop [name v]) = [Backdrop30]> then\n broadcast (ending v)\n else\n if <(backdrop [name v]) = [Backdrop31]> then\n switch backdrop to (backdrop32 v)\n else\n set [levup v] to [1]\n broadcast (levelup2 v) and wait\n end\n end\n end\n if <touching color (#99b3ff)?> then\n if <key (a v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (d v) pressed?> then\n change [xv v] by (1)\n end\n if <key (s v) pressed?> then\n if <touching color (#000000)?> then\n underground glitch\n else\n change [yv v] by (-1)\n end\n end\n if <key (w v) pressed?> then\n change [yv v] by (1)\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <<touching color (#ff0000)?> or <touching (fireball v)?>> then\n if <(costume [number v]) = [2]> then\n clear graphic effects\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (0) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n change [dead? v] by (1)\n wait (1) seconds\n set [dead? v] to [0]\n end\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-2)\n if <touching color (#99b3ff)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <key (d v) pressed?> then\n change y by (yv)\n set [yv v] to [9]\n end\n if <key (s v) pressed?> then\n if <touching color (#000000)?> then\n change [yv v] by (3)\n else\n change [yv v] by (-1)\n end\n end\n end\n end\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching color (#000008)?> then\n change y by (-6)\n if <not <touching color (#000008)?>> then\n change y by ((-1) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n if <<(costume [number v]) = [2]> and <touching color (#ff0000)?>> then\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (0) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n if <key (a v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (d v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<key (w v) pressed?> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<key (w v) pressed?> and <touching color (#000008)?>> then\n set [yv v] to [9]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [12]\n end\n if <touching color (#ff9999)?> then\n if <<(backdrop [name v]) = [Expert]> or <<(backdrop [name v]) = [Hard Expert]> or <<(backdrop [name v]) = [Medium Expert]> or <<(backdrop [name v]) = [Very Hard]> or <(backdrop [name v]) = [Starter]>>>>> then\n set size to (30) %\n end\n end\n if <touching color (#0033cc)?> then\n set size to (60) %\n end\n end\nend\n\ndefine underground glitch\nset [yv v] to [3]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide variable [time v]\nswitch backdrop to (backdrop1 v)\nhide\nset [startx v] to [-206]\nset size to (60) %\n\nwhen I receive [levelup3 v]\ngo to x: (0) y: (-136)\n\nwhen I receive [levelup2 v]\nswitch backdrop to (next backdrop v)\ngo to x: (0) y: (-136)\n\nwhen I receive [levelup v]\ngo to x: (0) y: (-136)\n\nwhen I receive [levelup2 v]\nset size to (60) %\nhide\ngo to x: (0) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [levelup3 v]\nset size to (60) %\nhide\ngo to x: (0) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen [space v] key pressed\nset size to (60) %\ngo to x: (0) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [2nd bot active v2 v]\nset [bot active? v] to [1]\nstop [other scripts in sprite v]\nforever\n set [randomizer v] to (pick random (1) to (5))\n if <touching (end v)?> then\n change [blue score v] by (1)\n if <(backdrop [name v]) = [Backdrop30]> then\n broadcast (ending v)\n else\n if <(backdrop [name v]) = [Backdrop31]> then\n switch backdrop to (backdrop32 v)\n else\n set [levup v] to [1]\n broadcast (levelup3 v) and wait\n end\n end\n end\n if <touching color (#99b3ff)?> then\n if <(randomizer) = [1]> then\n change [xv v] by (-15)\n end\n if <(randomizer) = [2]> then\n change [xv v] by (15)\n end\n if <(randomizer) = [3]> then\n if <touching color (#000000)?> then\n underground glitch\n else\n change [yv v] by (-15)\n end\n end\n if <(randomizer) = [4]> then\n change [yv v] by (15)\n end\n set [xv v] to ((xv) * (1))\n set [yv v] to ((yv) * (1))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <touching color (#ff0000)?> then\n if <(costume [number v]) = [2]> then\n clear graphic effects\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (0) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n change [dead? v] by (1)\n wait (1) seconds\n set [dead? v] to [0]\n end\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-3)\n if <touching color (#99b3ff)?> then\n change y by (3)\n change y by ((-1) * (yv))\n if <(randomizer) = [4]> then\n change y by (yv)\n set [yv v] to [11]\n end\n if <(randomizer) = [3]> then\n if <touching color (#000000)?> then\n change [yv v] by (8)\n else\n change [yv v] by (-2)\n end\n end\n end\n end\n if <touching color (#000008)?> then\n change y by (-3)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (3)\n end\n if <touching color (#000008)?> then\n change y by (-7)\n if <not <touching color (#000008)?>> then\n change y by ((-2) * (yv))\n set [yv v] to ((-2) * (yv))\n end\n change y by (7)\n end\n else\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n if <<(costume [number v]) = [2]> and <touching color (#ff0000)?>> then\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (0) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n if <(randomizer) = [1]> then\n change [xv v] by (-15)\n end\n if <(randomizer) = [2]> then\n change [xv v] by (15)\n end\n set [xv v] to ((xv) * (1))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-3)\n if <touching color (#000008)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<(randomizer) = [4]> and <not <(xv) = [0]>>> then\n set [yv v] to [20]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-11))\n else\n set [xv v] to [0]\n end\n end\n change y by (3)\n end\n change y by (-4)\n if <<(randomizer) = [4]> and <touching color (#000008)?>> then\n set [yv v] to [13]\n end\n change y by (4)\n if <(yv) > [-15]> then\n change [yv v] by (-1)\n end\n if <(yv) < [3]> then\n change y by (-3)\n if <not <touching color (#000008)?>> then\n change y by (-2)\n end\n change y by (3)\n end\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-3)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-4]\n end\n change y by (3)\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [10]\n end\n if <touching color (#ff9999)?> then\n if <<(backdrop [name v]) = [Expert]> or <<(backdrop [name v]) = [Hard Expert]> or <<(backdrop [name v]) = [Medium Expert]> or <<(backdrop [name v]) = [Very Hard]> or <(backdrop [name v]) = [Starter]>>>>> then\n set size to (30) %\n end\n end\n if <touching color (#0033cc)?> then\n set size to (60) %\n end\n end\nend\n\nwhen [p v] key pressed\nbroadcast (2nd bot active V2 v)\n\nwhen [1 v] key pressed\nif <(bot active?) = [1]> then\n set size to (60) %\n go to x: (0) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n change [levup v] by (1)\n stop [this script v]\nelse\nend\n\n@Player 3\n\nwhen I receive [levelup v]\nset size to (60) %\nhide\ngo to x: (160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [dead v]\nset size to (60) %\n\nwhen I receive [go v]\nset [blue score v] to [0]\nshow\nerase all\npen up\nset [x v] to [0]\ngo to x: (160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nreset timer\nforever\n if <touching (end v)?> then\n change [blue score v] by (1)\n if <(backdrop [name v]) = [Backdrop30]> then\n broadcast (ending v)\n else\n if <(backdrop [name v]) = [Backdrop31]> then\n switch backdrop to (backdrop32 v)\n else\n set [levup v] to [1]\n broadcast (levelup3 v) and wait\n end\n end\n end\n if <touching color (#99b3ff)?> then\n if <key (j v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (l v) pressed?> then\n change [xv v] by (1)\n end\n if <key (k v) pressed?> then\n if <touching color (#000000)?> then\n underground glitch\n else\n change [yv v] by (-1)\n end\n end\n if <key (i v) pressed?> then\n change [yv v] by (1)\n end\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <<touching color (#ff0000)?> or <touching (fireball v)?>> then\n if <(costume [number v]) = [2]> then\n clear graphic effects\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (160) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n change [dead? v] by (1)\n wait (1) seconds\n set [dead? v] to [0]\n end\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-2)\n if <touching color (#99b3ff)?> then\n change y by (2)\n change y by ((-1) * (yv))\n if <key (i v) pressed?> then\n change y by (yv)\n set [yv v] to [9]\n end\n if <key (k v) pressed?> then\n if <touching color (#000000)?> then\n change [yv v] by (3)\n else\n change [yv v] by (-1)\n end\n end\n end\n end\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (2)\n end\n if <touching color (#000008)?> then\n change y by (-6)\n if <not <touching color (#000008)?>> then\n change y by ((-1) * (yv))\n set [yv v] to ((-1) * (yv))\n end\n change y by (6)\n end\n else\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n if <<(costume [number v]) = [2]> and <touching color (#ff0000)?>> then\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (160) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n if <key (j v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (l v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<key (i v) pressed?> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [xv v] to [0]\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<key (i v) pressed?> and <touching color (#000008)?>> then\n set [yv v] to [9]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n if <(yv) < [3]> then\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n end\n change y by (2)\n end\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [12]\n end\n if <touching color (#ff9999)?> then\n if <<(backdrop [name v]) = [Expert]> or <<(backdrop [name v]) = [Hard Expert]> or <<(backdrop [name v]) = [Medium Expert]> or <<(backdrop [name v]) = [Very Hard]> or <(backdrop [name v]) = [Starter]>>>>> then\n set size to (30) %\n end\n end\n if <touching color (#0033cc)?> then\n set size to (60) %\n end\n end\nend\n\ndefine underground glitch\nset [yv v] to [3]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide variable [time v]\nswitch backdrop to (backdrop1 v)\nhide\nset [startx v] to [-206]\nset size to (60) %\n\nwhen I receive [levelup v]\ngo to x: (160) y: (-136)\n\nwhen I receive [levelup3 v]\nset size to (60) %\nhide\ngo to x: (160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen [space v] key pressed\nset size to (60) %\ngo to x: (160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [levelup2 v]\nset size to (60) %\nhide\ngo to x: (160) y: (-136)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nchange [levup v] by (1)\nstop [this script v]\n\nwhen I receive [levelup2 v]\ngo to x: (160) y: (-136)\n\nwhen [o v] key pressed\nbroadcast (bot activate V2 v)\n\nwhen I receive [levelup3 v]\ngo to x: (160) y: (-136)\n\nwhen I receive [bot activate v2 v]\nset [bot active? v] to [1]\nstop [other scripts in sprite v]\nforever\n set [randomizer v] to (pick random (1) to (5))\n if <touching (end v)?> then\n change [blue score v] by (1)\n if <(backdrop [name v]) = [Backdrop30]> then\n broadcast (ending v)\n else\n if <(backdrop [name v]) = [Backdrop31]> then\n switch backdrop to (backdrop32 v)\n else\n set [levup v] to [1]\n broadcast (levelup3 v) and wait\n end\n end\n end\n if <touching color (#99b3ff)?> then\n if <(randomizer) = [1]> then\n change [xv v] by (-15)\n end\n if <(randomizer) = [2]> then\n change [xv v] by (15)\n end\n if <(randomizer) = [3]> then\n if <touching color (#000000)?> then\n underground glitch\n else\n change [yv v] by (-15)\n end\n end\n if <(randomizer) = [4]> then\n change [yv v] by (15)\n end\n set [xv v] to ((xv) * (1))\n set [yv v] to ((yv) * (1))\n change [yv v] by (((yv) / (15)) + (0.1))\n if <touching color (#ff0000)?> then\n if <(costume [number v]) = [2]> then\n clear graphic effects\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (160) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n change [dead? v] by (1)\n wait (1) seconds\n set [dead? v] to [0]\n end\n end\n change x by (xv)\n change y by (yv)\n if <not <touching color (#99b3ff)?>> then\n change y by (-3)\n if <touching color (#99b3ff)?> then\n change y by (3)\n change y by ((-1) * (yv))\n if <(randomizer) = [4]> then\n change y by (yv)\n set [yv v] to [11]\n end\n if <(randomizer) = [3]> then\n if <touching color (#000000)?> then\n change [yv v] by (8)\n else\n change [yv v] by (-2)\n end\n end\n end\n end\n if <touching color (#000008)?> then\n change y by (-3)\n if <touching color (#000008)?> then\n change x by ((-1) * (xv))\n set [xv v] to ((-1) * (xv))\n end\n change y by (3)\n end\n if <touching color (#000008)?> then\n change y by (-7)\n if <not <touching color (#000008)?>> then\n change y by ((-2) * (yv))\n set [yv v] to ((-2) * (yv))\n end\n change y by (7)\n end\n else\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n if <<(costume [number v]) = [2]> and <touching color (#ff0000)?>> then\n else\n broadcast (dead v) and wait\n set [x v] to [0]\n go to x: (160) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n if <(randomizer) = [1]> then\n change [xv v] by (-15)\n end\n if <(randomizer) = [2]> then\n change [xv v] by (15)\n end\n set [xv v] to ((xv) * (1))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-3)\n if <touching color (#000008)?> then\n change x by ((-1) * ((xv) + ((xv) / (([abs v] of (xv) ) + (0.0001)))))\n if <<(randomizer) = [4]> and <not <(xv) = [0]>>> then\n set [yv v] to [20]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-11))\n else\n set [xv v] to [0]\n end\n end\n change y by (3)\n end\n change y by (-4)\n if <<(randomizer) = [4]> and <touching color (#000008)?>> then\n set [yv v] to [13]\n end\n change y by (4)\n if <(yv) > [-15]> then\n change [yv v] by (-1)\n end\n if <(yv) < [3]> then\n change y by (-3)\n if <not <touching color (#000008)?>> then\n change y by (-2)\n end\n change y by (3)\n end\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-3)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-4]\n end\n change y by (3)\n end\n if <touching color (#ffff00)?> then\n set [yv v] to [10]\n end\n if <touching color (#ff9999)?> then\n if <<(backdrop [name v]) = [Expert]> or <<(backdrop [name v]) = [Hard Expert]> or <<(backdrop [name v]) = [Medium Expert]> or <<(backdrop [name v]) = [Very Hard]> or <(backdrop [name v]) = [Starter]>>>>> then\n set size to (30) %\n end\n end\n if <touching color (#0033cc)?> then\n set size to (60) %\n end\n end\nend\n\nwhen [0 v] key pressed\nif <(bot active?) = [1]> then\n set size to (60) %\n go to x: (160) y: (-136)\n set [xv v] to [0]\n set [yv v] to [0]\n change [levup v] by (1)\n stop [this script v]\nelse\nend\n\n@end\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [go v]\ngo to x: (0) y: (0)\nshow\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [backdrop33 v]\nhide\n\nwhen I receive [boss beaten v]\nshow\n\nwhen backdrop switches to [backdrop34 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [green score v] to [0]\nset [red score v] to [0]\nset [blue score v] to [0]\nforever\n if <(blue score) = [10]> then\n show\n switch costume to (costume3 v)\n end\n if <(red score) = [10]> then\n show\n switch costume to (costume2 v)\n end\n if <(green score) = [10]> then\n show\n switch costume to (costume1 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [go v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (go v)\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nhide\n\n | WASD to move Red.\nArrow Keys to move Green.\nIJKL to move Blue. \nSpace to restart everyone if you are stuck.\nAs the game progresses, it gets harder. (except for the last few levels)\nFirst to 10 wins! (If you want to play every level, spread the points evenly to see every level)\nPress O to activate blue bot mode (glitchy, if gets out of area, press 0 to put it back to start)\nPress P to activate red bot mode (glitchy also, if gets out of area, press 1) |
The Gauntlet (Scrolling Platformer) | @Stage\n\nwhen I receive [step 1 v]\nswitch backdrop to (backdrop2 v)\nwait (1.1) seconds\nbroadcast (step 2 v)\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Rolling Sky Soundtrack level 10 \(X\) \(HQ\) \[Now level Castle in the Sky\] \(320 kbps\).mp3 v] until done\nend\n\nwhen I receive [game! v]\nstop [other scripts in sprite v]\n\n@Ground\n\ndefine move (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<not <touching (hitbox v)?>> or <(slope) = [8]>>\n change y by (-1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by (slope)\n set [x v] to [0]\nend\n\ndefine touching hitbox?\nchange [falling v] by (1)\nrepeat until <not <touching (hitbox v)?>>\n change y by (-1)\n set [y v] to [0]\n set [falling v] to [0]\nend\n\nwhen I receive [start v]\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-55)\nforever\n Ground Movement\nend\n\ndefine Ground Movement\nforever\n if <(yes/no) = [yes]> then\n change y by (y)\n set [x v] to ((x) * (0.9))\n change [y v] by (1)\n touching hitbox?\n if <key (right arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [0]\n end\n change [x v] by (-0.75)\n else\n if <key (left arrow v) pressed?> then\n if <(x) < [0]> then\n set [x v] to [0]\n end\n change [x v] by (0.75)\n else\n set [x v] to [0]\n end\n end\n if <<(x) > [0.5]> or <(x) < [-0.5]>> then\n move (x)\n end\n if <<key (up arrow v) pressed?> and <(Falling) < [3]>> then\n set [y v] to [-11]\n end\n end\nend\n\nwhen I receive [die v]\nset [health v] to [8]\nif <(Checkpoint) = [1]> then\n go to x: (0) y: (-70)\nend\nif <(Checkpoint) = [2]> then\n go to x: (-1961) y: (-480)\nend\nif <(Checkpoint) = [3]> then\n go to x: (-28) y: (-880)\n switch costume to (costume4 v)\nend\n\nwhen I receive [checkpoint v]\nswitch costume to (costume3 v)\nset [health v] to [8]\n\nwhen I receive [checkpoint 2 v]\nswitch costume to (costume4 v)\nset [health v] to [8]\n\nwhen I receive [start v]\nset size to (100) %\nswitch costume to (costume1 v)\nset size to (1000) %\nswitch costume to (costume2 v)\n\nwhen I receive [checkpoint 2 v]\nwait until <<[-237] > (x position)> and <(y position) < [-863]>>\nswitch costume to (costume5 v)\n\nwhen I receive [start v]\nwait until <<[-310] > (x position)> and <(costume [number v]) = [5]>>\nbroadcast (boss time v)\n\nwhen I receive [done liners v]\nwait until <[-200] < (x position)>\nwait until <<[-237] > (x position)> and <(y position) < [-863]>>\nswitch costume to (costume5 v)\n\nwhen I receive [done liners v]\nwait until <[-200] < (x position)>\nwait until <<[-310] > (x position)> and <(costume [number v]) = [5]>>\nbroadcast (boss time v)\n\nwhen flag clicked\nset [falling v] to [6]\nset [yes/no v] to [yes]\nhide\n\nwhen I receive [start v]\nforever\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n set [x v] to [0]\n end\nend\n\n@Hitbox\n\nwhen I receive [start v]\nforever\n if <touching (spikes v)?> then\n set [damage v] to (Health)\n set [health v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (hitbox v)\nset size to (20) %\nset [ghost v] effect to (100)\ngo to (player v)\n\n@Player\n\ndefine Set Costume\nif <(Touching) = [1]> then\n switch costume to (stand v)\nelse\n if <(Falling) < [3]> then\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (stand v)\n else\n if <(costume [number v]) > [5]> then\n switch costume to (runloop-0 v)\n else\n next costume\n end\n end\n else\n if <(y) < [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\npoint in direction (90)\nset size to (20) %\nswitch costume to (hitbox v)\ngo to x: (0) y: (-62)\ngo [backward v] (1000) layers\nforever\n if <(yes/no) = [yes]> then\n Set Costume\n end\nend\n\nwhen I receive [die v]\npoint in direction (90)\n\nwhen I receive [start v]\nwait until <(yes/no) = [no]>\nswitch costume to (stand v)\npoint in direction (90)\n\nwhen I receive [done liners v]\nwait (1) seconds\nwait until <(yes/no) = [no]>\nswitch costume to (stand v)\npoint in direction (90)\n\n@Health Bar\n\nwhen I receive [start v]\nset [health v] to [8]\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <(Health) = [8]> then\n switch costume to (costume1 v)\n end\n if <(Health) = [7]> then\n switch costume to (costume2 v)\n end\n if <(Health) = [6]> then\n switch costume to (costume3 v)\n end\n if <(Health) = [5]> then\n switch costume to (costume4 v)\n end\n if <(Health) = [4]> then\n switch costume to (costume5 v)\n end\n if <(Health) = [3]> then\n switch costume to (costume6 v)\n end\n if <(Health) = [2]> then\n switch costume to (costume7 v)\n end\n if <(Health) = [1]> then\n switch costume to (costume8 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Health) < [1]> then\n broadcast (die v)\n set [health v] to [8]\n end\nend\n\nwhen I receive [game! v]\nhide\n\n@Turret 1\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n if <touching (hitbox v)?> then\n change [health v] by (-1)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(#) = [2]> or <(#) = [4]>> or <(#) = [6]>> then\n change x by (x)\n change y by (y)\n end\nend\n\nwhen I start as a clone\nif <<<(#) = [1]> or <(#) = [3]>> or <(#) = [5]>> then\n point towards (player v)\n switch costume to (costume3 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n delete this clone\nend\nif <<<(#) = [2]> or <(#) = [4]>> or <(#) = [6]>> then\n point towards (player v)\n switch costume to (costume4 v)\n repeat until <<<touching (hitbox v)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n move (10) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nrepeat (5)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <<<(x position) > [278]> or <(x position) < [-278]>> or <<(y position) > [189]> or <(y position) < [-189]>>> then\n delete this clone\n else\n set [# v] to [0]\n repeat (3)\n repeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\n end\n wait (0.3) seconds\n end\n wait (2) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (([x position v] of [ground v]) + (450)) y: (([y position v] of [ground v]) + (-80))\nend\n\nwhen I receive [die v]\nwait (0.03) seconds\nrepeat (5)\n delete this clone\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nforever\n point towards (player v)\n if <<<(x position) > [278]> or <(x position) < [-278]>> or <<(y position) > [189]> or <(y position) < [-191]>>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n if <([x position v] of [player v]) > (x position)> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Turret 2\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n if <touching (hitbox v)?> then\n change [health v] by (-1)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(#) = [2]> or <(#) = [4]>> or <(#) = [6]>> then\n change x by (x)\n change y by (y)\n end\nend\n\nwhen I start as a clone\nif <<<(#) = [1]> or <(#) = [3]>> or <(#) = [5]>> then\n point towards (player v)\n switch costume to (costume3 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n delete this clone\nend\nif <<<(#) = [2]> or <(#) = [4]>> or <(#) = [6]>> then\n point towards (player v)\n switch costume to (costume4 v)\n repeat until <<<touching (hitbox v)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n move (10) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <<<(x position) > [277]> or <(x position) < [-277]>> or <<(y position) > [189]> or <(y position) < [-189]>>> then\n delete this clone\n else\n set [# v] to [0]\n repeat (3)\n repeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\n end\n wait (0.3) seconds\n end\n wait (2) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <([x position v] of [player v]) > (x position)> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nrepeat (5)\n delete this clone\nend\n\nwhen I receive [die v]\nwait (0.03) seconds\nrepeat (5)\n delete this clone\nend\n\nwhen I receive [start v]\nforever\n go to x: (([x position v] of [ground v]) + (1575)) y: (([y position v] of [ground v]) + (-37))\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nforever\n point towards (player v)\n if <<<(x position) > [277]> or <(x position) < [-277]>> or <<(y position) > [189]> or <(y position) < [-191]>>> then\n hide\n else\n show\n end\nend\n\n@Grenade Turret\n\nwhen I start as a clone\nset size to (140) %\nif <(#) = [2]> then\n switch costume to (costume7 v)\n move (49) steps\n change y by (5)\n go [backward v] (1) layers\n set [y v] to [0]\n show\n set size to (250) %\n point in direction ([direction v] of [grenade turret v])\n repeat until <<<touching (hitbox v)?> or <touching (_edge_ v)?>> or <touching (ground v)?>>\n move (7) steps\n change [y v] by (-0.4)\n change y by (Y)\n end\n if <<touching (hitbox v)?> or <touching (ground v)?>> then\n set size to (250) %\n point in direction (90)\n turn right (pick random (-10) to (10)) degrees\n switch costume to (costume3 v)\n wait (0.03) seconds\n if <touching (hitbox v)?> then\n change [health v] by (-3)\n end\n repeat (3)\n change size by (17)\n change [ghost v] effect by (10)\n next costume\n end\n wait (0.03) seconds\n end\n delete this clone\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(#) = [1]> then\n point in direction ([direction v] of [grenade turret v])\n switch costume to (costume7 v)\n wait (0.03) seconds\n switch costume to (costume8 v)\n wait (0.03) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(#) = [2]> then\n forever\n change x by (x)\n change y by (y)\n end\nend\n\nwhen I start as a clone\nif <(#) = [2]> then\n set rotation style [all around v]\n switch costume to (costume9 v)\n repeat until <<touching (hitbox v)?> or <touching (ground v)?>>\n set size to (60) %\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n set [turn v] to ((distance to [hitbox v]) / (3))\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n if <<<(x position) > [236]> or <(x position) < [-236]>> or <<(y position) > [173]> or <(y position) < [-173]>>> then\n else\n set [# v] to [0]\n repeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\n end\n wait (0.8) seconds\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nforever\n if <<<(x position) > [236]> or <(x position) < [-236]>> or <<(y position) > [173]> or <(y position) < [-173]>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nforever\n point towards (player v)\n if <([x position v] of [player v]) > ([x position v] of [grenade turret v])> then\n turn left ((turn) - ((distance to [hitbox v]) / (7))) degrees\n else\n turn right ((turn) - ((distance to [hitbox v]) / (7))) degrees\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (([x position v] of [ground v]) + (1700)) y: (([y position v] of [ground v]) + (405))\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > ([x position v] of [hitbox v])> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [die v]\nrepeat (5)\n delete this clone\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <<<(y position) > [59]> or <(y position) < [-59]>> or <<(x position) > [-472]> or <(x position) < [-1338]>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: ([x position v] of [ground v]) y: ([y position v] of [ground v])\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nset size to (1000) %\nswitch costume to (costume2 v)\n\n@Checkpoint\n\nwhen flag clicked\nset [checkpoint v] to [1]\nset [# v] to [0]\nhide\n\nwhen I receive [start v]\nrepeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(#) = [1]> then\n forever\n if <<<(x position) > [226]> or <(x position) < [-226]>> or <<(y position) > [166]> or <(y position) < [-166]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [2]> then\n forever\n if <<<(x position) > [226]> or <(x position) < [-226]>> or <<(y position) > [166]> or <(y position) < [-166]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nwait until <touching (hitbox v)?>\nrepeat (4)\n next costume\nend\nif <(Checkpoint) = [1]> then\n broadcast (Checkpoint v)\nend\nif <(Checkpoint) = [2]> then\n broadcast (Checkpoint 2 v)\nend\nchange [checkpoint v] by (1)\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(#) = [1]> then\n forever\n point in direction (90)\n go to x: (([x position v] of [ground v]) + (1960)) y: (([y position v] of [ground v]) + (410))\n end\nend\nif <(#) = [2]> then\n forever\n point in direction (-90)\n go to x: (([x position v] of [ground v]) + (30)) y: (([y position v] of [ground v]) + (809))\n end\nend\n\n@Lasers\n\nwhen I start as a clone\nif <(#) = [1]> then\n forever\n go to x: (([x position v] of [ground v]) + (1115)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [2]> then\n forever\n go to x: (([x position v] of [ground v]) + (1015)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [3]> then\n forever\n go to x: (([x position v] of [ground v]) + (915)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [4]> then\n forever\n go to x: (([x position v] of [ground v]) + (815)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [5]> then\n forever\n go to x: (([x position v] of [ground v]) + (715)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [6]> then\n forever\n go to x: (([x position v] of [ground v]) + (615)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [7]> then\n forever\n go to x: (([x position v] of [ground v]) + (515)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [8]> then\n forever\n go to x: (([x position v] of [ground v]) + (415)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [9]> then\n forever\n go to x: (([x position v] of [ground v]) + (315)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [10]> then\n forever\n go to x: (([x position v] of [ground v]) + (215)) y: (([y position v] of [ground v]) + (665))\n if <<<(x position) > [238]> or <(x position) < [-238]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nforever\n wait (0.8) seconds\n repeat (30)\n if <(costume [number v]) = [4]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [die v]\nwait (0.3) seconds\nset [# v] to [0]\nMake\n\nwhen I receive [die v]\nrepeat (10)\n delete this clone\nend\n\nwhen I receive [start v]\nset [# v] to [0]\nMake\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) > [1]> and <touching (hitbox v)?>> then\n set [health v] to [0]\n end\nend\n\ndefine Make\nrepeat (10)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\n@Tesla Bombs\n\nwhen I start as a clone\nif <(#) = [1]> then\n forever\n go to x: (([x position v] of [ground v]) + (1188)) y: (([y position v] of [ground v]) + (-86))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [2]> then\n forever\n go to x: (([x position v] of [ground v]) + (1248)) y: (([y position v] of [ground v]) + (-86))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [3]> then\n forever\n go to x: (([x position v] of [ground v]) + (1306)) y: (([y position v] of [ground v]) + (-86))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [4]> then\n forever\n go to x: (([x position v] of [ground v]) + (1364)) y: (([y position v] of [ground v]) + (-86))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [5]> then\n forever\n go to x: (([x position v] of [ground v]) + (1422)) y: (([y position v] of [ground v]) + (-86))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [6]> then\n forever\n go to x: (([x position v] of [ground v]) + (1480)) y: (([y position v] of [ground v]) + (-86))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [7]> then\n forever\n go to x: (([x position v] of [ground v]) + (1538)) y: (([y position v] of [ground v]) + (-86))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [8]> then\n delete this clone\nend\nif <(#) = [9]> then\n delete this clone\nend\nif <(#) = [10]> then\n delete this clone\nend\nif <(#) = [11]> then\n delete this clone\nend\nif <(#) = [12]> then\n forever\n go to x: (([x position v] of [ground v]) + (37)) y: (([y position v] of [ground v]) + (564))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [13]> then\n forever\n go to x: (([x position v] of [ground v]) + (-2)) y: (([y position v] of [ground v]) + (603))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [14]> then\n forever\n go to x: (([x position v] of [ground v]) + (-43)) y: (([y position v] of [ground v]) + (642))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\nif <(#) = [15]> then\n forever\n go to x: (([x position v] of [ground v]) + (-83)) y: (([y position v] of [ground v]) + (684))\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nwait until <touching (hitbox v)?>\nswitch costume to (costume2 v)\ngo [backward v] (1) layers\nwait (0.1) seconds\nswitch costume to (costume3 v)\nif <touching (hitbox v)?> then\n change [health v] by (-3)\nend\nrepeat (4)\n next costume\n change size by (17)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nrun\n\nwhen I receive [die v]\nset [# v] to [0]\nrepeat (15)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nrepeat (15)\n delete this clone\nend\n\ndefine run\nset [# v] to [0]\nrepeat (15)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\n@Tesla Coils\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (150) %\npoint in direction (90)\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nset [# v] to [0]\nrepeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(#) = [1]> then\n set [coil 1 health v] to [4]\n forever\n go to x: (([x position v] of [ground v]) + (470)) y: (([y position v] of [ground v]) + (825))\n end\nend\nif <(#) = [2]> then\n set [coil 2 health v] to [4]\n forever\n go to x: (([x position v] of [ground v]) + (1070)) y: (([y position v] of [ground v]) + (825))\n end\nend\n\ndefine run\nrepeat (pick random (2) to (5))\n set [flash x v] to (x position)\n set [flash y v] to (y position)\n create clone of (flashes v)\nend\n\nwhen I start as a clone\nforever\n if <<<(x position) > [220]> or <(x position) < [-220]>> or <<(y position) > [166]> or <(y position) < [-166]>>> then\n hide\n else\n show\n if <(#) = [1]> then\n if <(Coil 1 Health) > [0]> then\n if <(costume [number v]) = [10]> then\n switch costume to (costume1 v)\n else\n next costume\n end\n wait (0.07) seconds\n else\n switch costume to (costume11 v)\n end\n end\n if <(#) = [2]> then\n if <(Coil 2 Health) > [0]> then\n if <(costume [number v]) = [10]> then\n switch costume to (costume1 v)\n else\n next costume\n end\n wait (0.07) seconds\n else\n switch costume to (costume11 v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(#) = [1]> then\n forever\n if <touching (missle v)?> then\n change [coil 1 health v] by (-1)\n wait (1) seconds\n end\n end\nend\nif <(#) = [2]> then\n forever\n if <touching (missle v)?> then\n change [coil 2 health v] by (-1)\n wait (1) seconds\n end\n end\nend\n\n@Boss\n\nwhen I receive [boss time v]\nforever\n if <(x position) < (([x position v] of [hitbox v]) - (15))> then\n point in direction (100)\n else\n if <(x position) > (([x position v] of [hitbox v]) + (15))> then\n point in direction (80)\n else\n point in direction (90)\n end\n end\nend\n\nwhen I receive [boss time v]\nset [boss x v] to [450]\nset [boss y v] to [1100]\nforever\n go to x: (([x position v] of [ground v]) + (Boss X)) y: (([y position v] of [ground v]) + (Boss Y))\nend\n\nwhen I receive [boss time v]\nforever\n if <<<(x position) > [235]> or <(x position) < [-235]>> or <<(y position) > [172]> or <(y position) < [-172]>>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (200)\nhide\n\nwhen I receive [boss time v]\nset [yes/no v] to [no]\nrepeat (50)\n change [boss y v] by (-3)\nend\nwait (0.7) seconds\nbroadcast (one liners v)\n\nwhen I receive [done liners v]\nwait (0.3) seconds\nset [y v] to [0]\nset [x v] to [0]\nset [yes/no v] to [yes]\n\ndefine Missle\ncreate clone of (missle v)\nwait (2) seconds\n\ndefine Ninjas\nrepeat until <(y position) > [188]>\n if <(Health) > [0]> then\n change [boss y v] by (4)\n end\nend\nbroadcast (ninjas v)\nwait (10) seconds\nrepeat (18)\n if <(Health) > [0]> then\n change [boss y v] by (-4)\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\nset [boss x v] to [450]\nset [boss y v] to [1100]\nrepeat (7)\n delete this clone\nend\n\nwhen I receive [boss time v]\nset size to (20) %\nforever\n if <(x position) < ([x position v] of [hitbox v])> then\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n else\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n end\nend\n\ndefine Sound\nbroadcast (go v)\nwait (1) seconds\nrepeat (6)\n wait (0.7) seconds\n create clone of (sound waves v)\nend\nwait (1) seconds\nset [show? v] to [no]\nbroadcast (hide v)\n\nwhen I receive [done liners v]\nwait (1) seconds\nrepeat until <(Health) < [1]>\n if <<<(pick random (1) to (3)) = [3]> and <<([x position v] of [ground v]) < [-425]> and <([x position v] of [ground v]) > [-1120]>>> and <not <(Last Done) = [Ninjas]>>> then\n Ninjas\n set [last done v] to [Ninjas]\n wait (pick random (3) to (4)) seconds\n else\n if <<(distance to [hitbox v]) > [165]> and <<(pick random (1) to (3)) = [3]> and <not <(Last Done) = [Sound]>>>> then\n Sound\n set [last done v] to [Sound]\n wait (pick random (3) to (4)) seconds\n else\n Missle\n wait (pick random (3) to (4)) seconds\n end\n end\nend\n\nwhen I receive [done liners v]\nwait (0.5) seconds\nforever\n if <(distance to [hitbox v]) > [220]> then\n if <([x position v] of [hitbox v]) > (x position)> then\n change [boss x v] by (5)\n else\n change [boss x v] by (-5)\n end\n end\nend\n\nwhen I receive [done liners v]\nwait until <<(Coil 1 Health) < [1]> and <(Coil 2 Health) < [1]>>\nstop [other scripts in sprite v]\nhide\nbroadcast (Its Over v)\n\n@Text\n\nwhen I receive [one liners v]\nset [slide# v] to [1]\ngo to x: (-124) y: (-131)\nshow\nforever\n go to [front v] layer\n if <(Slide#) = [1]> then\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.3) seconds\n end\n if <(Slide#) = [2]> then\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume4 v)\n wait (0.3) seconds\n end\n if <(Slide#) = [3]> then\n switch costume to (costume5 v)\n wait (0.5) seconds\n switch costume to (costume6 v)\n wait (0.3) seconds\n end\n if <(Slide#) > [3]> then\n hide\n broadcast (done liners v)\n set [yes/no v] to [yes]\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (-124) y: (-131)\nhide\n\nwhen I receive [one liners v]\nwait (0.05) seconds\nforever\n if <key (space v) pressed?> then\n change [slide# v] by (1)\n wait (1) seconds\n end\nend\n\n@Missle\n\nwhen I start as a clone\nforever\n if <<<(x position) > [235]> or <(x position) < [-235]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nforever\n change x by (x)\n change y by (y)\nend\n\nwhen I start as a clone\nset [exploded? v] to [no]\nset size to (100) %\nswitch costume to (costume1 v)\nif <([x position v] of [hitbox v]) < ([x position v] of [boss v])> then\n point in direction (-90)\n go to (boss v)\n change y by (-30)\n repeat (7)\n change y by (-5)\n turn left (pick random (2) to (4)) degrees\n end\nelse\n point in direction (90)\n go to (boss v)\n change y by (-30)\n repeat (7)\n change y by (-5)\n turn right (pick random (2) to (4)) degrees\n end\nend\nswitch costume to (costume2 v)\nrepeat until <<touching (tesla coils v)?> or <touching (hitbox v)?>>\n point towards (hitbox v)\n move (6) steps\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\nend\nif <touching (hitbox v)?> then\n change [health v] by (-3)\nend\nset [exploded? v] to [yes]\nset size to (200) %\nswitch costume to (costume4 v)\nwait (0.03) seconds\nrepeat (3)\n next costume\nend\nwait (0.03) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Health Bar2\n\nwhen I receive [start v]\nset [# v] to [0]\nrepeat (2)\n change [# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(#) = [1]> then\n forever\n if <(Coil 1 Health) = [4]> then\n switch costume to (costume1 v)\n end\n if <(Coil 1 Health) = [3]> then\n switch costume to (costume2 v)\n end\n if <(Coil 1 Health) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Coil 1 Health) = [1]> then\n switch costume to (costume4 v)\n end\n if <(Coil 1 Health) = [0]> then\n switch costume to (costume5 v)\n end\n end\nend\n\nwhen I start as a clone\nset size to (60) %\nshow\nif <(#) = [1]> then\n forever\n go to x: (([x position v] of [ground v]) + (460)) y: (([y position v] of [ground v]) + (855))\n end\nend\nif <(#) = [2]> then\n forever\n go to x: (([x position v] of [ground v]) + (1060)) y: (([y position v] of [ground v]) + (855))\n end\nend\n\nwhen I start as a clone\nif <(#) = [2]> then\n forever\n if <(Coil 2 Health) = [4]> then\n switch costume to (costume1 v)\n end\n if <(Coil 2 Health) = [3]> then\n switch costume to (costume2 v)\n end\n if <(Coil 2 Health) = [2]> then\n switch costume to (costume3 v)\n end\n if <(Coil 2 Health) = [1]> then\n switch costume to (costume4 v)\n end\n if <(Coil 2 Health) = [0]> then\n switch costume to (costume5 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(distance to [hitbox v]) > [160]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [done liners v]\nwait until <[-200] < ([x position v] of [ground v])>\nset [coil 1 health v] to [4]\nset [coil 2 health v] to [4]\n\n@Mount\n\nwhen I receive [go v]\nshow\nswitch costume to (costume1 v)\nwait (0.05) seconds\nrepeat (5)\n next costume\n wait (0.05) seconds\nend\nset [show? v] to [yes]\nbroadcast (Time v)\n\nwhen I receive [go v]\nset rotation style [left-right v]\nset size to (20) %\nforever\n if <(x position) > ([x position v] of [hitbox v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\nend\n\nwhen I receive [go v]\nforever\n if <(x position) > ([x position v] of [hitbox v])> then\n go to x: (([x position v] of [ground v]) + ((Boss X) + (8))) y: (([y position v] of [ground v]) + (Boss Y))\n else\n go to x: (([x position v] of [ground v]) + ((Boss X) + (-3))) y: (([y position v] of [ground v]) + (Boss Y))\n end\nend\n\nwhen I receive [go v]\nset rotation style [left-right v]\nforever\n if <([costume # v] of [boss v]) > [2]> then\n go to x: (([x position v] of [ground v]) + ((Boss X) - (-3))) y: (([y position v] of [ground v]) + (Boss Y))\n point in direction (-90)\n else\n go to x: (([x position v] of [ground v]) + ((Boss X) + (-3))) y: (([y position v] of [ground v]) + (Boss Y))\n point in direction (90)\n end\nend\n\nwhen I receive [hide v]\nset [show? v] to [no]\nhide\n\nwhen I receive [go v]\nforever\n if <(Show?) = [yes]> then\n if <<<(x position) > [233]> or <(x position) < [-233]>> or <<(y position) > [174]> or <(y position) < [-174]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nset [show? v] to [no]\nhide\n\n@Gun\n\nwhen I receive [time 2 v]\nset size to (80) %\nforever\n point towards (hitbox v)\nend\n\nwhen I receive [time v]\nforever\n if <([costume # v] of [boss v]) > [2]> then\n go to x: (([x position v] of [ground v]) + ((Boss X) - (-3))) y: (([y position v] of [ground v]) + ((Boss Y) + (32)))\n else\n go to x: (([x position v] of [ground v]) + ((Boss X) + (0))) y: (([y position v] of [ground v]) + ((Boss Y) + (32)))\n end\nend\n\nwhen I receive [time v]\nshow\nswitch costume to (costume1 v)\nwait (0.05) seconds\nrepeat (2)\n next costume\n wait (0.05) seconds\nend\nbroadcast (Time 2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nset [show? v] to [no]\nhide\n\nwhen I receive [time 2 v]\nforever\n if <(Show?) = [yes]> then\n if <<<(x position) > [233]> or <(x position) < [-233]>> or <<(y position) > [174]> or <(y position) < [-174]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [die v]\nhide\n\n@Sound Waves\n\nwhen I start as a clone\ngo [backward v] (1) layers\nshow\nset size to (100) %\ngo to (gun v)\npoint towards (hitbox v)\nmove (35) steps\nrepeat until <<touching (hitbox v)?> or <<touching (ground v)?> or <touching (_edge_ v)?>>>\n move (10) steps\n change size by (5)\nend\nif <touching (hitbox v)?> then\n change [health v] by (-2)\nelse\n repeat (3)\n move (10) steps\n change size by (5)\n end\nend\nset [hit v] to [yes]\ndelete this clone\n\nwhen I start as a clone\nforever\n change x by (x)\n change y by (y)\nend\n\nwhen flag clicked\nhide\n\n@Ninjas\n\nwhen flag clicked\nset [show? v] to [no]\nhide\n\nwhen I receive [start v]\nforever\n if <(Show?) = [yes]> then\n if <<<(x position) > [220]> or <(x position) < [-220]>> or <<(y position) > [174]> or <(y position) < [-174]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [ninjas v]\nset rotation style [left-right v]\nif <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\nelse\n point in direction (-90)\nend\nset [show? v] to [yes]\nshow\nswitch costume to (stand v)\nwait (0.03) seconds\nrepeat (27)\n next costume\nend\nwait (0.5) seconds\nrepeat (6)\n next costume\nend\nbroadcast (ninjago v)\nwait (1) seconds\nrepeat (7)\n wait (0.4) seconds\n if <([x position v] of [ground v]) < [-200]> then\n create clone of (effects v)\n create clone of (bullets v)\n end\nend\nwait (0.5) seconds\nbroadcast (done v)\nrepeat (24)\n next costume\nend\nset [show? v] to [no]\nhide\n\nbroadcast (ninjas v)\n\nwhen I receive [ninjas v]\nset [x v] to (([x position v] of [ground v]) - (120))\nforever\n go to x: (([x position v] of [ground v]) - (X)) y: (([y position v] of [ground v]) + (975))\nend\n\nwhen I receive [die v]\nset [show? v] to [no]\nhide\n\nif <([x position v] of [ground v]) < [-100]> then\nend\n\n@Ninja Arm\n\nwhen flag clicked\nhide\nset size to (90) %\n\nwhen flag clicked\nforever\n if <([x position v] of [hitbox v]) > (x position)> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [ninjago v]\nset [show? v] to [yes]\nshow\n\nwhen I receive [ninjago v]\nforever\n point towards (hitbox v)\nend\n\nwhen I receive [done v]\nset [show? v] to [no]\nhide\n\nwhen I receive [ninjago v]\nforever\n if <(Show?) = [yes]> then\n if <<<(x position) > [233]> or <(x position) < [-233]>> or <<(y position) > [174]> or <(y position) < [-174]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [ninjago v]\nforever\n if <([x position v] of [hitbox v]) < ([x position v] of [ninjas v])> then\n go to x: ((([x position v] of [ground v]) - (X)) - (-13)) y: (([y position v] of [ground v]) + (825))\n else\n go to x: ((([x position v] of [ground v]) - (X)) - (-13)) y: (([y position v] of [ground v]) + (825))\n end\nend\n\nwhen I receive [die v]\nset [show? v] to [no]\nhide\n\n@Effects\n\nwhen I start as a clone\nset size to (75) %\ngo to (ninja arm v)\npoint towards (hitbox v)\nmove (6) steps\nshow\nswitch costume to (costume1 v)\nwait (0.03) seconds\nswitch costume to (costume2 v)\nwait (0.03) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<<(x position) > [233]> or <(x position) < [-233]>> or <<(y position) > [174]> or <(y position) < [-174]>>> then\n delete this clone\nelse\n show\nend\n\nset [coil 1 health v] to [1]\nset [coil 2 health v] to [1]\n\n@Bullets\n\nwhen I start as a clone\ngo to (ninja arm v)\npoint towards (hitbox v)\nshow\nrepeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (hitbox v)?>>>\n move (8) steps\nend\nif <touching (hitbox v)?> then\n change [health v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n change x by (x)\n change y by (y)\nend\n\nwhen I receive [die v]\ndelete\n\ndefine delete\nrepeat (10)\n delete this clone\nend\n\n@Ninjas2\n\nwhen flag clicked\nset [show? v] to [no]\nhide\n\nwhen I receive [start v]\nforever\n if <(Show?) = [yes]> then\n if <<<(x position) > [220]> or <(x position) < [-220]>> or <<(y position) > [174]> or <(y position) < [-174]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [ninjas v]\nset [x2 v] to (([x position v] of [ground v]) - (-120))\nforever\n go to x: (([x position v] of [ground v]) - (X2)) y: (([y position v] of [ground v]) + (975))\nend\n\nwhen I receive [ninjas v]\nwait (1) seconds\nset rotation style [left-right v]\nif <([x position v] of [hitbox v]) < (x position)> then\n point in direction (90)\nelse\n point in direction (90)\nend\nset [show? v] to [yes]\nshow\nswitch costume to (stand v)\nwait (0.03) seconds\nrepeat (27)\n next costume\nend\nwait (0.5) seconds\nrepeat (6)\n next costume\nend\nbroadcast (ninjago2 v)\nwait (1) seconds\nrepeat (7)\n wait (0.4) seconds\n if <([x position v] of [ground v]) < [-200]> then\n create clone of (effects2 v)\n create clone of (bullets2 v)\n end\nend\nwait (0.5) seconds\nbroadcast (done2 v)\nrepeat (24)\n next costume\nend\nset [show? v] to [no]\nhide\n\nwhen I receive [die v]\nset [show? v] to [no]\nhide\n\n@Ninja Arm2\n\nwhen flag clicked\nhide\nset size to (90) %\n\nwhen flag clicked\nforever\n if <([x position v] of [hitbox v]) > (x position)> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [ninjago2 v]\nset [show? v] to [yes]\nshow\n\nwhen I receive [ninjago v]\nforever\n point towards (hitbox v)\nend\n\nwhen I receive [done2 v]\nset [show? v] to [no]\nhide\n\nwhen I receive [ninjago v]\nforever\n if <(Show?) = [yes]> then\n if <<<(x position) > [233]> or <(x position) < [-233]>> or <<(y position) > [174]> or <(y position) < [-174]>>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [ninjago v]\nforever\n if <([x position v] of [hitbox v]) < ([x position v] of [ninjas v])> then\n go to x: ((([x position v] of [ground v]) - (X2)) - (13)) y: (([y position v] of [ground v]) + (825))\n else\n go to x: ((([x position v] of [ground v]) - (X2)) - (-13)) y: (([y position v] of [ground v]) + (825))\n end\nend\n\nwhen I receive [die v]\nset [show? v] to [no]\nhide\n\n@Effects2\n\nwhen I start as a clone\nset size to (75) %\ngo to (ninja arm2 v)\npoint towards (hitbox v)\nmove (6) steps\nshow\nswitch costume to (costume1 v)\nwait (0.03) seconds\nswitch costume to (costume2 v)\nwait (0.03) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<<(x position) > [233]> or <(x position) < [-233]>> or <<(y position) > [174]> or <(y position) < [-174]>>> then\n delete this clone\nelse\n show\nend\n\n@Bullets2\n\nwhen I start as a clone\ngo to (ninja arm2 v)\npoint towards (hitbox v)\nshow\nrepeat until <<touching (ground v)?> or <<touching (_edge_ v)?> or <touching (hitbox v)?>>>\n move (8) steps\nend\nif <touching (hitbox v)?> then\n change [health v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n change x by (x)\n change y by (y)\nend\n\nwhen I receive [die v]\nDelete\n\ndefine Delete\nrepeat (10)\n delete this clone\nend\n\n@Thumbnaill\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [thumbnail v]\ngo to x: (-4) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Bounce Pad\n\nwhen I receive [start v]\nforever\n go to x: (([x position v] of [ground v]) + (2100)) y: (([y position v] of [ground v]) + (-84))\n if <<<(x position) > [235]> or <(x position) < [-235]>> or <<(y position) > [175]> or <(y position) < [-175]>>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n set [y v] to [1]\n repeat (5)\n change [y v] by (-7)\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\n@Explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [its over v]\nset [yes/no v] to [no]\nset size to (pick random (350) to (500)) %\nchange x by (pick random (-75) to (75))\nchange y by (pick random (-75) to (75))\nshow\ngo to (boss v)\nswitch costume to (costume4 v)\nrepeat (3)\n wait (0.03) seconds\n next costume\nend\nwait (0.03) seconds\nhide\nwait (0.03) seconds\nset size to (pick random (550) to (700)) %\nchange x by (pick random (-75) to (75))\nchange y by (pick random (-75) to (75))\nshow\ngo to (boss v)\nswitch costume to (costume4 v)\nrepeat (3)\n wait (0.03) seconds\n next costume\nend\nwait (0.03) seconds\nhide\nwait (1.5) seconds\nbroadcast (Game! v)\n\n@Win Slide\n\nwhen I receive [game! v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nset x to (0)\nset y to (250)\nrepeat until <(y position) < [1]>\n change y by (down speed)\n change [down speed v] by (-1)\nend\n\nwhen flag clicked\nset [down speed v] to [-3]\nhide\n\nbroadcast (Game! v)\n\nwhen I receive [game! v]\nforever\n play sound [QUxWh9C230R8E0vk3AcSe26IrtoiqNyZuw0kBtQw.mp3 v] until done\nend\n\n@Twist\n\nwhen flag clicked\nhide\n\nwhen I receive [game! v]\ngo to x: (-203) y: (-48)\nswitch costume to (knobbyenchantedcheetah-size_restricted-0 v)\nshow\ngo to [front v] layer\nforever\n if <(costume [number v]) > [49]> then\n switch costume to (knobbyenchantedcheetah-size_restricted-0 v)\n else\n next costume\n wait (0.034) seconds\n end\nend\n\n@Viper\n\nwhen flag clicked\nshow\nclear graphic effects\nswitch costume to (nothing v)\nset size to (120) %\ngo to x: (10) y: (10)\nswitch costume to (costume1 v)\nrepeat (2)\n wait (0.1) seconds\n create clone of (_myself_ v)\n next costume\nend\nset [fisheye v] effect to (5)\nrepeat (2)\n wait (0.1) seconds\n next costume\nend\nwait (0.1) seconds\nhide\nbroadcast (step 1 v)\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (25)\nwait (0.3) seconds\ndelete this clone\n\n@Logo\n\ndefine Draw\ngo to x: (10) y: (-46)\nset pen color to (#ffffff)\npen down\npoint in direction (0)\nmove (63) steps\npen up\ngo to x: (10) y: (-46)\npoint in direction (37.5)\npen down\nmove (79) steps\npen up\ngo to x: (-60) y: (-15)\npen down\npoint in direction (90)\nmove (60) steps\npoint in direction (0)\nmove (30) steps\npoint in direction (-90)\nmove (30) steps\npoint in direction (45)\nmove (45) steps\npoint in direction (-90)\nmove (60) steps\npoint in direction (180)\nmove (40) steps\npen up\ngo to x: (15) y: (-51)\nset pen color to (#dddede)\npen down\npoint in direction (0)\nmove (63) steps\npen up\ngo to x: (15) y: (-51)\npoint in direction (37.5)\npen down\nmove (79) steps\npen up\ngo to x: (-55) y: (-20)\npen down\npoint in direction (90)\nmove (60) steps\npoint in direction (0)\nmove (30) steps\npoint in direction (-90)\nmove (30) steps\npoint in direction (45)\nmove (45) steps\npoint in direction (-90)\nmove (60) steps\npoint in direction (180)\nmove (40) steps\n\nwhen I receive [step 2 v]\nerase all\npen up\nset pen size to (15)\nset [ghost v] effect to (100)\nDraw\npen up\nset pen color to (#9c9ea2)\ngo to x: (240) y: (-50)\npen down\npoint in direction (-95)\nrepeat until <<(x position) < [-179]> and <(x position) < [0]>>\n move (60) steps\nend\npen up\ngo to x: (-240) y: (50)\npoint in direction (85)\npen down\nrepeat until <<(x position) > [179]> and <(x position) > [0]>>\n move (60) steps\nend\nwait (1) seconds\nerase all\nbroadcast (start v)\n\nwhen flag clicked\nerase all\npen up\nset pen size to (15)\n\n | Arrow keys to move. Dodge bullets, mines, lasers, and spikes to reach the boss. Use the heat-seeking missile the boss fires to blow up the Tesla coils to take down their health and win the game!\nI don't think it's that hard but comment if you beat the whole thing! |
Space Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Kosmicheskaya_muzyka_Trek_2_\(mp3co.co\).mp3 v] until done\nend\n\n@Platform1\n\n@Platform2\n\n@Enemy\n\n@Planet1\n\n@Planet2\n\n@Planet4\n\n@Planet5\n\n@Planet6\n\n@Player\n\ndefine Box2D_TOUCH_WORLD OBJECT_ID [] <>\nchange [falling v] by (1)\nrepeat until <not <touching ((id) v)?>>\n if <boolean1> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [vy v] to [0]\nend\n\ndefine None\nif <(FALLING) < [1]> then\n set [vy v] to (speed)\n change y by (VY)\nend\n\ndefine None\nif <not <(dir) = []>> then\n point in direction (dir)\nend\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(SLOPE) = (maxslope)> or <not <touching ((id) v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(SLOPE) = (maxslope)> then\n change x by ((0) - (speed))\n change y by ((0) - (SLOPE))\nend\n\nwhen flag clicked\nforever\n set [enemycount v] to [1]\n set [enemyname v] to []\n repeat (10)\n set [enemyname v] to (join [Enemy] (EnemyCount))\n if <touching ((EnemyName) v)?> then\n if <(Level) = [1]> then\n go to x: (130) y: (-134)\n end\n if <(Level) = [2]> then\n go to x: (130) y: (-134)\n end\n if <(Level) = [3]> then\n go to x: (-170) y: (101)\n end\n if <(Level) = [4]> then\n go to x: (-81) y: (95)\n end\n if <(Level) = [5]> then\n go to x: (0) y: (0)\n end\n end\n change [enemycount v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cell v)?> then\n change [level v] by (1)\n if <(Level) = [1]> then\n go to x: (130) y: (-134)\n end\n if <(Level) = [2]> then\n go to x: (130) y: (-134)\n end\n if <(Level) = [3]> then\n go to x: (-170) y: (101)\n end\n if <(Level) = [4]> then\n go to x: (-81) y: (95)\n end\n if <(Level) = [5]> then\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen flag clicked\nset [teleport v] to [0]\nforever\n if <(round (y position)) < [-176]> then\n if <(Level) = [1]> then\n go to x: (130) y: (-77)\n end\n if <(Level) = [2]> then\n go to x: (130) y: (-77)\n end\n if <(Level) = [3]> then\n go to x: (-170) y: (101)\n end\n if <(Level) = [4]> then\n go to x: (-81) y: (95)\n end\n if <(Level) = [5]> then\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nBox2D_init SET X: (130) SET Y: (-60)\nset [speed v] to [6]\npoint in direction (90)\nforever\n if <(round (y position)) > [-176]> then\n if <(FALLING) < [1]> then\n switch costume to (костюм1 v)\n end\n Box2D_GRAVITY SPEED: (-1)\n Box2D_TOUCH_WORLD OBJECT_ID [Level] <(VY) > [0]>\n if <key (right arrow v) pressed?> then\n Box2D_SLOPE_MOVE SPEED: (Speed) DIRECTION: (direction) WALL: [Level] MAX_SLOPE (7)\n turn right (10) degrees\n end\n if <key (left arrow v) pressed?> then\n Box2D_SLOPE_MOVE SPEED: ((-1) * (Speed)) DIRECTION: (direction) WALL: [Level] MAX_SLOPE (7)\n turn left (10) degrees\n end\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (костюм2 v)\n Box2D_JUMP SPEED: (13)\n end\n end\nend\n\ndefine None\ngo to x: (x) y: (y)\nset [vy v] to [0]\nset [falling v] to [0]\nset [slope v] to [0]\nset [dx v] to [0]\nset [dy v] to [0]\nset [vx v] to [0]\nset [vy v] to [0]\nhide variable [vy v]\nhide variable [falling v]\nhide variable [slope v]\nhide variable [dx v]\nhide variable [dy v]\nhide variable [vx v]\nhide variable [vy v]\n\ndefine None\nchange [vy v] by (speed)\nchange y by (VY)\n\n@Planet3\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo [backward v] (1232) layers\nforever\n switch costume to (Level)\nend\n\n@Cell\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n show\n go to x: (189) y: (112)\n end\n if <(Level) = [2]> then\n show\n go to x: (-178) y: (101)\n end\n if <(Level) = [3]> then\n show\n go to x: (168) y: (-131)\n end\n if <(Level) = [4]> then\n show\n go to x: (132) y: (-114)\n end\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Enemy2\n\nwhen flag clicked\ngo to x: (76) y: (21)\nforever\n if <(Level) = [2]> then\n show\n glide (1) secs to x: (38) y: (18)\n glide (1) secs to x: (76) y: (18)\n else\n if <(Level) = [3]> then\n show\n glide (1) secs to x: (96) y: (-25)\n glide (1) secs to x: (208) y: (-24)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(Level) = [2]> or <(Level) = [3]>>> then\n hide\n end\nend\n\n@Enemy3\n\nwhen flag clicked\ngo to x: (76) y: (21)\nforever\n if <(Level) = [3]> then\n show\n glide (1) secs to x: (-182) y: (-20)\n glide (1) secs to x: (-49) y: (-23)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [3]>> then\n hide\n end\nend\n\n@Enemy4\n\nwhen flag clicked\ngo to x: (76) y: (21)\nforever\n if <(Level) = [2]> then\n show\n glide (1) secs to x: (38) y: (18)\n glide (1) secs to x: (76) y: (18)\n else\n if <(Level) = [4]> then\n show\n glide (1) secs to x: (42) y: (-43)\n glide (1) secs to x: (-2) y: (-43)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(Level) = [2]> or <(Level) = [4]>>> then\n hide\n end\nend\n\n@Enemy5\n\nwhen flag clicked\ngo to x: (-2) y: (-41)\nforever\n if <(Level) = [4]> then\n show\n glide (1) secs to x: (-1) y: (-137)\n glide (1) secs to x: (38) y: (-137)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [4]>> then\n hide\n end\nend\n\n@End\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Спрайт1\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\n | Hello! It is a space platformer!\nUse arrow keys for control player!\nPlease like and favorite my projects.\nLikes 61/15\nFavorites 43/15\n\nIM WORKING ON UPDATE!!!!!!!\n15 likes and 15 favorites = 10 new levels |
The Adventures of Kaby | @Stage\n\nwhen I receive [trat v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [dhsfgjkdgh v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [fallen v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\n\nwhen flag clicked\nbroadcast (Start v)\nbroadcast (Setup v)\nset [boss health v] to [3]\nset [lives v] to [3]\nhide variable [lives v]\nhide variable [boss health v]\n\n@Ground\n\nwhen I receive [startbegin v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [ttrtttr v]\nnext costume\n\nwhen I receive [fallen v]\nstop all sounds\nswitch costume to (costume16 v)\n\nwhen I receive [crackground v]\nstop all sounds\nstart sound [Ice Cracking Sound effect.mp3 v]\nswitch costume to (costume14 v)\nwait (1) seconds\nswitch costume to (costume15 v)\n\nwhen I receive [boss2 v]\nswitch costume to (costume11 v)\n\nwhen I receive [boss2beaten v]\nnext costume\nbroadcast (move v)\n\nwhen I receive [shake v]\nstart sound [Earth Rumble Sound Effect.mp3 v]\nwait (2) seconds\nbroadcast (crackground v)\n\nwhen I receive [begin v]\nswitch costume to (costume2 v)\nwait until <(Next stage) = [1]>\nswitch costume to (costume3 v)\nwait until <(Next stage) = [2]>\nswitch costume to (costume4 v)\nwait until <(Next stage) = [3]>\nswitch costume to (costume5 v)\nwait until <(Next stage) = [4]>\nnext costume\nwait until <(Next stage) = [5]>\nswitch costume to (costume7 v)\nwait until <(Next stage) = [6]>\nnext costume\nwait until <(Next stage) = [7]>\nnext costume\nwait until <(Next stage) = [8]>\nnext costume\nwait until <(Next stage) = [9]>\nnext costume\n\n@Sprite1\n\ndefine Jump Control\nif <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n change y by (-1)\n if <<touching (ground2 v)?> or <touching (ground v)?>> then\n set [fallspeed v] to (TakeOffSpeed)\n end\n change y by (1)\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nset [next stage v] to [0]\nbroadcast (kk v)\ngo to x: (-200) y: (-58)\nforever\n if <touching (sprite4 v)?> then\n go to x: (-200) y: (-58)\n change [next stage v] by (1)\n end\n if <touching (ground3 v)?> then\n change x by (-10)\n end\n if <touching (sprite3 v)?> then\n go to x: (-200) y: (-58)\n end\n if <touching (sprite9 v)?> then\n go to x: (-200) y: (-58)\n end\n if <touching (sprite10 v)?> then\n go to x: (-200) y: (-58)\n end\n if <touching (sprite11 v)?> then\n go to x: (-200) y: (-58)\n end\n if <touching (sprite12 v)?> then\n go to x: (-200) y: (-58)\n end\n if <touching (sprite23 v)?> then\n broadcast (fallen v)\n stop [other scripts in sprite v]\n go to x: (-23) y: (-89)\n end\n if <touching (sprite8 v)?> then\n go to x: (-200) y: (-58)\n end\n if <touching (sprite24 v)?> then\n go to x: (-200) y: (-58)\n end\nend\n\nwhen I receive [fire ball v]\npoint towards (ghost2 v)\nglide (1) secs to x: (83) y: (-42)\ngo to x: (-211) y: (-91)\n\nwhen I receive [setup v]\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nset [runspeed v] to [5]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [takeoffspeed v] to [12]\n\nwhen I receive [startbegin v]\nforever\n if <<(Boss Health) = [0]> or <(Boss Health) < [0]>> then\n broadcast (cvbvc v)\n stop [this script v]\n end\nend\n\nwhen I receive [move v]\ngo to x: (-200) y: (-58)\n\nwhen I receive [boss2 v]\nforever\n if <<(Boss Health) = [0]> or <(Boss Health) < [0]>> then\n broadcast (cvbvc v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss2beaten v]\ngo to x: (-211) y: (-91)\n\nwhen I receive [boss2beaten v]\ngo to x: (-200) y: (-58)\n\nwhen I receive [ttrtttr v]\nset [ghgjhgdjdfhjghd v] to [2]\n\nwhen I receive [middle v]\ngo to x: (0) y: (-100)\nforever\n Run Controls\n Jump Control\n if <(ghgjhgdjdfhjghd) = [2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-211) y: (-91)\n\nwhen I receive [startbegin v]\nshow\ngo to x: (-211) y: (-91)\nforever\n Simulate Gravity\nend\n\nwhen flag clicked\nset [ghgjhgdjdfhjghd v] to [0]\n\ndefine Simulate Gravity\nchange y by (FallSpeed)\nif <<touching (ground2 v)?> or <touching (ground v)?>> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (ground2 v)?> or <touching (ground v)?>>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\ndefine Run Controls\nif <key (right arrow v) pressed?> then\n change x by (RunSpeed)\n if <<touching (ground2 v)?> or <touching (ground v)?>> then\n change x by ((0) - (RunSpeed))\n end\nend\nif <key (left arrow v) pressed?> then\n change x by ((0) - (RunSpeed))\n if <<touching (ground2 v)?> or <touching (ground v)?>> then\n change x by (RunSpeed)\n end\nend\n\n@Abby\n\nwhen I receive [wait v]\nhide\n\nwhen I receive [fire ball v]\nwait until <(ggg) = [1]>\nhide\nwait (1) seconds\nshow\n\nwhen I receive [boss1 v]\nwait until <(ggg) = [1]>\nhide\nwait (6) seconds\nshow\n\nwhen I receive [continue v]\nwait until <(ggg) = [1]>\nshow\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nset [rrr v] to [0]\nset [kll v] to [0]\nset [ggg v] to [0]\nset [hhh v] to [0]\n\nwhen I receive [startbegin v]\nhide\ngo to (sprite1 v)\nswitch costume to (idle v)\nset [walking v] to [1]\nset size to (150) %\nwait until <(ggg) = [1]>\nshow\nforever\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n point in direction (90)\n switch costume to (Walking)\n change [walking v] by (1)\n end\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n switch costume to (Walking)\n change [walking v] by (1)\n end\n if <<(Walking) = [19]> or <(Walking) > [19]>> then\n set [walking v] to [1]\n end\n if <<touching (ground v)?> and <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (idle v)\n end\n if <<(Lives) = [0]> or <(Lives) < [0]>> then\n broadcast (GameOver v)\n hide\n end\n if <(ghgjhgdjdfhjghd) = [2]> then\n switch costume to (idle v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to (sprite1 v)\nend\n\nwhen I receive [go v]\nhide\n\n@Sprite2\n\nwhen I receive [yellow v]\nswitch costume to (costume4 v)\nwait (3) seconds\nbroadcast (egg v)\nswitch costume to (costume8 v)\nwait (3) seconds\nbroadcast (break v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (middle v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (name v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (begin v)\nforever\n play sound [Upbeat Ukulele Background Music - That Positive Feeling by Alumo.mp3 v] until done\n if <(ghgjhgdjdfhjghd) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [pink v]\nswitch costume to (costume5 v)\nwait (3) seconds\nbroadcast (egg v)\nswitch costume to (costume8 v)\nwait (3) seconds\nbroadcast (break v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (middle v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (name v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (begin v)\nforever\n play sound [Upbeat Ukulele Background Music - That Positive Feeling by Alumo.mp3 v] until done\n if <(ghgjhgdjdfhjghd) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [kk v]\nnext costume\nwait until <(Next stage) = [1]>\nnext costume\nwait until <(Next stage) = [2]>\nnext costume\nwait until <(Next stage) = [3]>\nnext costume\nwait until <(Next stage) = [4]>\nnext costume\nwait until <(Next stage) = [5]>\nnext costume\nwait until <(Next stage) = [6]>\nnext costume\nwait until <(Next stage) = [7]>\nnext costume\nwait until <(Next stage) = [8]>\nnext costume\nwait until <(Next stage) = [9]>\nnext costume\nwait until <(Next stage) = [10]>\nnext costume\nbroadcast (sfdghafd v)\nwait (3) seconds\nnext costume\nbroadcast (boss2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (20)\nswitch costume to (costume1 v)\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (k v)\nnext costume\n\nwhen I receive [blue v]\nswitch costume to (costume6 v)\nwait (3) seconds\nbroadcast (egg v)\nswitch costume to (costume8 v)\nwait (3) seconds\nbroadcast (break v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (middle v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (name v)\nnext costume\nwait (3) seconds\nnext costume\nwait (3) seconds\nbroadcast (begin v)\nforever\n play sound [Upbeat Ukulele Background Music - That Positive Feeling by Alumo.mp3 v] until done\n if <(ghgjhgdjdfhjghd) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [boss2beaten v]\nhide variable [boss health v]\nhide variable [lives v]\nnext costume\nwait (3) seconds\nset [ghgjhgdjdfhjghd v] to [2]\nnext costume\nbroadcast (ttrtttr v)\nwait (3) seconds\nnext costume\nbroadcast (shake v)\n\nwhen I receive [fallen v]\nforever\n set volume to (1) %\n play sound [cave v] until done\nend\n\nwhen I receive [fallen v]\nrepeat until <(ghgjhgdjdfhjghd) = [0]>\n next costume\n wait (3) seconds\n next costume\n wait (3) seconds\n set [ghgjhgdjdfhjghd v] to [0]\nend\nbroadcast (go v)\n\nwhen I receive [go v]\nstop [other scripts in sprite v]\nforever\n set volume to (1) %\n play sound [Upbeat Ukulele Background Music - That Positive Feeling by Alumo.mp3 v] until done\nend\n\n@Button2\n\nwhen I receive [k v]\nshow\nset [w v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (200) %\n if <(w) = [1]> then\n start sound [Untitled7 v]\n change [w v] by (1)\n end\n else\n set size to (190) %\n set [w v] to [1]\n end\nend\n\nwhen this sprite clicked\nbroadcast (Pink v)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [blue v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [yellow v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\ngo to x: (-156) y: (-11)\nhide\n\n@Button3\n\nwhen I receive [k v]\nshow\nset [g v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (200) %\n if <(g) = [1]> then\n start sound [Untitled7 v]\n change [g v] by (1)\n end\n else\n set size to (190) %\n set [g v] to [1]\n end\nend\n\nwhen this sprite clicked\nbroadcast (Blue v)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [pink v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [yellow v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\ngo to x: (1) y: (-11)\nhide\n\n@Button4\n\nwhen I receive [k v]\nshow\nset [l v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (200) %\n if <(l) = [1]> then\n start sound [Untitled7 v]\n change [l v] by (1)\n end\n else\n set size to (190) %\n set [l v] to [1]\n end\nend\n\nwhen this sprite clicked\nbroadcast (Yellow v)\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [blue v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [pink v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [startbegin v]\ngo to x: (156) y: (-11)\nhide\n\nwhen flag clicked\nhide\n\n@Ball-Soccer\n\nwhen I receive [egg v]\nshow\n\nwhen I receive [pink v]\nswitch costume to (ball-soccer2 v)\nwait (6) seconds\nswitch costume to (ball-soccer6 v)\nstart sound [Egg cracking sound effect.mp3 v]\nwait (1) seconds\nswitch costume to (ball-soccer11 v)\nwait (1) seconds\nhide\nchange [ggg v] by (1)\nbroadcast (show v)\n\nwhen I receive [blue v]\nswitch costume to (ball-soccer3 v)\nwait (6) seconds\nswitch costume to (ball-soccer7 v)\nstart sound [Egg cracking sound effect.mp3 v]\nwait (1) seconds\nswitch costume to (ball-soccer9 v)\nwait (1) seconds\nhide\nchange [hhh v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\ngo to x: (-211) y: (-104)\nhide\n\nwhen I receive [yellow v]\nswitch costume to (ball-soccer13 v)\nwait (6) seconds\nswitch costume to (ball-soccer14 v)\nstart sound [Egg cracking sound effect.mp3 v]\nwait (1) seconds\nswitch costume to (ball-soccer15 v)\nwait (1) seconds\nhide\nchange [rrr v] by (1)\n\n@Ball-Soccer4\n\nwhen flag clicked\nhide\n\nwhen I receive [egg v]\nshow\n\nwhen I receive [break v]\nswitch costume to (ball-soccer5 v)\nwait (1) seconds\nswitch costume to (ball-soccer12 v)\nwait (1) seconds\nswitch costume to (dinosaur1-c v)\nset size to (40) %\n\nwhen I receive [middle v]\nhide\n\nwhen I receive [startbegin v]\nset size to (100) %\ngo to x: (89) y: (-104)\nhide\nswitch costume to (ball-soccer v)\n\n@Ball-Soccer3\n\nwhen I receive [egg v]\nshow\n\nwhen I receive [break v]\nswitch costume to (ball-soccer5 v)\nwait (1) seconds\nswitch costume to (ball-soccer12 v)\nwait (1) seconds\nswitch costume to (dinosaur1-c v)\nset size to (40) %\n\nwhen I receive [middle v]\nhide\n\nwhen I receive [startbegin v]\nset size to (100) %\ngo to x: (-11) y: (-104)\nhide\nswitch costume to (ball-soccer v)\n\nwhen flag clicked\nhide\n\n@Ball-Soccer5\n\nwhen I receive [egg v]\nshow\n\nwhen I receive [break v]\nswitch costume to (ball-soccer5 v)\nwait (1) seconds\nswitch costume to (ball-soccer12 v)\nwait (1) seconds\nswitch costume to (dinosaur1-c v)\nset size to (40) %\n\nwhen I receive [middle v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nset size to (100) %\ngo to x: (189) y: (-104)\nhide\nswitch costume to (ball-soccer v)\n\n@Ball-Soccer2\n\nwhen I receive [break v]\nswitch costume to (ball-soccer5 v)\nwait (1) seconds\nswitch costume to (ball-soccer12 v)\nwait (1) seconds\nswitch costume to (dinosaur1-c2 v)\nset size to (40) %\n\nwhen I receive [egg v]\nshow\n\nwhen I receive [middle v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nset size to (100) %\ngo to x: (-111) y: (-104)\nhide\nswitch costume to (ball-soccer v)\n\n@Abby4\n\nwhen I receive [boss1 v]\nwait until <(hhh) = [1]>\nhide\nwait (9) seconds\nshow\n\nwhen I receive [continue v]\nwait until <(hhh) = [1]>\nshow\n\nwhen I receive [wait v]\nhide\n\nwhen I receive [fire ball v]\nwait until <(hhh) = [1]>\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nhide\nwait until <(hhh) = [1]>\nshow\nswitch costume to (idle v)\nset [walking v] to [1]\nset size to (150) %\nforever\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n point in direction (90)\n switch costume to (Walking)\n change [walking v] by (1)\n end\n if <<(Lives) = [0]> or <(Lives) < [0]>> then\n broadcast (GameOver v)\n hide\n end\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n switch costume to (Walking)\n change [walking v] by (1)\n end\n if <<(Walking) = [19]> or <(Walking) > [19]>> then\n set [walking v] to [1]\n end\n if <<touching (ground v)?> and <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (idle v)\n end\n if <(ghgjhgdjdfhjghd) = [2]> then\n switch costume to (idle v)\n stop [this script v]\n end\nend\n\nwhen I receive [boss1 v]\nwait until <(hhh) = [1]>\nhide\nwait (3) seconds\nshow\n\nwhen flag clicked\nforever\n go to (sprite1 v)\nend\n\nwhen I receive [go v]\nhide\n\n@Sprite3\n\nwhen I receive [begin v]\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nshow\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [boss2beaten v]\nhide\n\n@Sprite4\n\nwhen I receive [begin v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [boss2 v]\nhide\n\nwhen I receive [boss2beaten v]\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nshow\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [boss2beaten v]\nhide\n\n@Ground2\n\nwhen I receive [startbegin v]\nset [next stage v] to [0]\ngo to x: (56) y: (-105)\nhide\nwait until <(Next stage) = [2]>\nshow\nrepeat until <(Next stage) = [3]>\n glide (1) secs to x: (66) y: (-105)\n glide (1) secs to x: (190) y: (-105)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Ground3\n\nwhen this sprite clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\ngo to x: (0) y: (0)\nhide\nwait until <(Next stage) = [3]>\nswitch costume to (costume1 v)\nshow\nwait until <(Next stage) = [4]>\nswitch costume to (costume2 v)\nshow\nwait until <(Next stage) = [5]>\nswitch costume to (costume3 v)\nshow\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (continue v)\nhide\n\nwhen I receive [startbegin v]\ngo to x: (0) y: (0)\nhide\nwait until <(Next stage) = [3]>\ngo to [front v] layer\nbroadcast (wait v)\nshow\n\nwhen flag clicked\nhide\n\n@Abby2\n\nwhen I receive [wait v]\nhide\n\nwhen I receive [boss1 v]\nwait until <(rrr) = [1]>\nhide\nwait (9) seconds\nshow\n\nwhen I receive [fire ball v]\nwait until <(rrr) = [1]>\nhide\nwait (1) seconds\nshow\n\nwhen I receive [continue v]\nwait until <(rrr) = [1]>\nshow\n\nwhen I receive [boss1 v]\nwait until <(rrr) = [1]>\nhide\nwait (3) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nhide\ngo to (sprite1 v)\nswitch costume to (idle v)\nwait until <(rrr) = [1]>\nshow\nset [walking v] to [1]\nset size to (150) %\nforever\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n point in direction (90)\n switch costume to (Walking)\n change [walking v] by (1)\n end\n if <<(Lives) = [0]> or <(Lives) < [0]>> then\n broadcast (GameOver v)\n hide\n end\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n switch costume to (Walking)\n change [walking v] by (1)\n end\n if <<(Walking) = [19]> or <(Walking) > [19]>> then\n set [walking v] to [1]\n end\n if <<touching (ground v)?> and <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (idle v)\n end\n if <(ghgjhgdjdfhjghd) = [2]> then\n switch costume to (idle v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [rrr v] to [0]\nset [kll v] to [0]\nset [ggg v] to [0]\nset [hhh v] to [0]\n\nwhen flag clicked\nforever\n go to (sprite1 v)\nend\n\nwhen I receive [go v]\nhide\n\n@Fire Ball\n\nwhen I receive [blue v]\nswitch costume to (boost2 v)\n\nwhen I receive [yellow v]\nswitch costume to (boost3 v)\n\nwhen I receive [fire ball v]\nshow\nwait (1) seconds\nhide\n\nwhen I receive [clone v]\nshow\nforever\n set rotation style [left-right v]\n go to (sprite1 v)\n point in direction (-90)\n if <touching (ghost2 v)?> then\n hide\n change [boss health v] by (-1)\n end\nend\n\nwhen I receive [boss1beaten v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (ghost2 v)?> then\n change [boss health v] by (-1)\n hide\n end\nend\n\nwhen I receive [startbegin v]\nset size to (150) %\nhide\nforever\n set rotation style [left-right v]\n go to (sprite1 v)\n point in direction (-90)\n if <touching (ghost2 v)?> then\n change [boss health v] by (-1)\n hide\n end\nend\n\nwhen I receive [pink v]\nswitch costume to (boost v)\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [gameover v]\nshow\ngo to [front v] layer\nstart sound [bell toll v]\nstop [all v]\n\nwhen I receive [ttrtttr v]\nstop [other scripts in sprite v]\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [boss2beaten v]\nhide\n\nwhen I receive [boss2beaten v]\nhide\n\n@Sprite9\n\nwhen I receive [sfdghafd v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nhide\nwait until <(Next stage) = [9]>\nshow\n\n@Sprite10\n\nwhen I receive [sfdghafd v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nhide\nwait until <(Next stage) = [9]>\nshow\n\n@Sprite11\n\nwhen I receive [sfdghafd v]\nhide\n\nwhen I receive [startbegin v]\nhide\nwait until <(Next stage) = [9]>\nshow\n\nwhen flag clicked\nhide\n\n@Sprite12\n\nwhen I receive [sfdghafd v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nhide\nwait until <(Next stage) = [9]>\nshow\n\n@Parrot2\n\nwhen I receive [boss2 v]\nshow variable [boss health v]\nshow variable [lives v]\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n show\n point in direction (90)\n glide (3) secs to x: (199) y: (106)\n start sound [squawk v]\n point in direction (-90)\n set [sdfg v] to [3]\n broadcast (fall v)\n wait until <(sdfg) = [1]>\n glide (3) secs to x: (-125) y: (106)\n start sound [squawk v]\n point in direction (90)\n broadcast (fall2 v)\n wait until <(sdfg) = [2]>\nend\n\nwhen I receive [boss2beaten v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [fall2 v]\nbroadcast (fall v)\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\nset [sdfg v] to [0]\nhide\ngo to x: (-125) y: (106)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen I receive [cvbvc v]\nstart sound [squawk v]\nglide (1) secs to x: (199) y: (106)\nhide\nbroadcast (boss2beaten v)\n\n@Sprite13\n\ndefine Simulate Gravity\nchange y by (FallSpeed)\nif <<touching (ground2 v)?> or <touching (ground v)?>> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (ground2 v)?> or <touching (ground v)?>>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\nwhen I receive [start v]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\n\nwhen I receive [fall v]\nset [gravity v] to [-1]\nshow\nforever\n Simulate Gravity\n if <touching (sprite18 v)?> then\n go to x: (pick random (87) to (20)) y: (150)\n hide\n set [gravity v] to [0]\n end\n if <touching (sprite1 v)?> then\n change [lives v] by (-1)\n hide\n go to x: (pick random (87) to (20)) y: (150)\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [startbegin v]\ngo to x: (pick random (87) to (20)) y: (150)\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\n\nwhen I receive [fall v]\nset [gravity v] to [-1]\nshow\nforever\n Simulate Gravity\n if <touching (sprite18 v)?> then\n go to x: (pick random (-87) to (-20)) y: (150)\n hide\n set [gravity v] to [0]\n end\n if <touching (sprite1 v)?> then\n change [lives v] by (-1)\n hide\n go to x: (pick random (-87) to (-20)) y: (150)\n set [gravity v] to [0]\n end\nend\n\ndefine Simulate Gravity\nchange y by (FallSpeed)\nif <<touching (ground2 v)?> or <touching (ground v)?>> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (ground2 v)?> or <touching (ground v)?>>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\nwhen I receive [startbegin v]\ngo to x: (pick random (-87) to (-20)) y: (150)\n\n@Sprite16\n\nwhen flag clicked\nhide\n\ndefine Simulate Gravity\nchange y by (FallSpeed)\nif <<touching (ground2 v)?> or <touching (ground v)?>> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (ground2 v)?> or <touching (ground v)?>>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\nwhen I receive [start v]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\n\nwhen I receive [fall v]\nset [gravity v] to [-1]\nshow\nforever\n Simulate Gravity\n if <touching (sprite18 v)?> then\n go to x: (pick random (213) to (131)) y: (150)\n hide\n set [gravity v] to [0]\n end\n if <touching (sprite1 v)?> then\n change [lives v] by (-1)\n hide\n go to x: (pick random (213) to (131)) y: (150)\n set [gravity v] to [0]\n end\nend\n\nwhen I receive [startbegin v]\ngo to x: (pick random (213) to (131)) y: (150)\n\n@Sprite17\n\nwhen I receive [start v]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\n\nwhen I receive [fall v]\nset [gravity v] to [-1]\nshow\nforever\n Simulate Gravity\n if <touching (sprite18 v)?> then\n go to x: (pick random (-213) to (-131)) y: (150)\n hide\n set [gravity v] to [0]\n end\n if <touching (sprite1 v)?> then\n change [lives v] by (-1)\n hide\n go to x: (pick random (-213) to (-131)) y: (150)\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Simulate Gravity\nchange y by (FallSpeed)\nif <<touching (ground2 v)?> or <touching (ground v)?>> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (ground2 v)?> or <touching (ground v)?>>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\nwhen I receive [startbegin v]\ngo to x: (pick random (-213) to (-131)) y: (150)\n\n@Sprite8\n\nwhen I receive [sfdghafd v]\nhide\n\nwhen I receive [startbegin v]\nhide\nwait until <(Next stage) = [9]>\nshow\n\nwhen flag clicked\nhide\n\n@Sprite18\n\nwhen I receive [startbegin v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss2beaten v]\nhide\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I receive [fall2 v]\nset [gravity v] to [-1]\nshow\nforever\n Simulate Gravity\n if <touching (sprite18 v)?> then\n go to x: (pick random (218) to (-146)) y: (150)\n hide\n set [gravity v] to [0]\n end\n if <touching (sprite1 v)?> then\n glide (1) secs to x: (x) y: (y)\n change [boss health v] by (-1)\n hide\n go to x: (pick random (218) to (-146)) y: (150)\n end\nend\n\ndefine Simulate Gravity\nchange y by (FallSpeed)\nif <<touching (ground2 v)?> or <touching (ground v)?>> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (ground2 v)?> or <touching (ground v)?>>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\nwhen I receive [startbegin v]\ngo to x: (pick random (218) to (-146)) y: (150)\n\nwhen I receive [start v]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\n\n@Baseball\n\nwhen flag clicked\nhide\n\nwhen I receive [sdfg1 v]\nset [sdfg v] to [1]\n\nwhen I receive [fall v]\nwait (1) seconds\nbroadcast (sdfg1 v)\n\n@Sprite20\n\nwhen I receive [rewtw v]\nhide\n\nwhen I receive [dhsfgjkdgh v]\ngo to x: (0) y: (75)\nshow\nset size to (100) %\nset [c v] to [0]\nforever\n change [c v] by (8)\n change size by ([cos v] of (c) )\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set volume to (1) %\n play sound [Upbeat and Happy Background Music For Videos.mp3 v] until done\nend\n\nwhen I receive [begin v]\nstop all sounds\nstop [other scripts in sprite v]\n\n@Sprite21\n\nwhen I receive [dhsfgjkdgh v]\ngo to x: (0) y: (-150)\nhide\nwait (1) seconds\nshow\nforever\n if <key (space v) pressed?> then\n broadcast (rewtw v)\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [rewtw v]\nstop [other scripts in sprite v]\n\n@Sprite22\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [starttttt v]\nbroadcast (trat v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nwait (0.1) seconds\nset [ghost v] effect to (90)\nwait (0.1) seconds\nset [ghost v] effect to (80)\nwait (0.1) seconds\nset [ghost v] effect to (70)\nwait (0.1) seconds\nset [ghost v] effect to (60)\nwait (0.1) seconds\nset [ghost v] effect to (50)\nwait (0.1) seconds\nset [ghost v] effect to (40)\nwait (0.1) seconds\nset [ghost v] effect to (30)\nwait (0.1) seconds\nset [ghost v] effect to (20)\nwait (0.1) seconds\nset [ghost v] effect to (10)\nwait (0.1) seconds\nset [ghost v] effect to (0)\nwait (3) seconds\nset [ghost v] effect to (10)\nwait (0.1) seconds\nset [ghost v] effect to (20)\nwait (0.1) seconds\nset [ghost v] effect to (30)\nwait (0.1) seconds\nset [ghost v] effect to (40)\nwait (0.1) seconds\nset [ghost v] effect to (50)\nwait (0.1) seconds\nset [ghost v] effect to (60)\nwait (0.1) seconds\nset [ghost v] effect to (70)\nwait (0.1) seconds\nset [ghost v] effect to (80)\nwait (0.1) seconds\nset [ghost v] effect to (90)\nwait (0.1) seconds\nset [ghost v] effect to (100)\nhide\nbroadcast (dhsfgjkdgh v)\n\n@Baseball2\n\nwhen flag clicked\nhide\n\nwhen I receive [fall v]\nif <(sdfg) = [1]> then\n set [sdfg v] to [2]\nend\n\n@Sprite19\n\nwhen I receive [rewtw v]\nbroadcast (startbegin v)\nhide\n\nwhen I receive [dhsfgjkdgh v]\nset size to (90) %\ngo to x: (0) y: (-60)\nshow\npoint in direction (90)\nset [d v] to [0]\nforever\n change [d v] by (8)\n turn right ([cos v] of (d) ) degrees\nend\n\nwhen flag clicked\nhide\n\n@Sprite23\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [boss2beaten v]\nshow\nset [ghost v] effect to (100)\n\n@Sprite24\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [boss2beaten v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [fallen v]\nhide\n\n@Sprite25\n\nwhen I receive [go v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@andre2\n\nwhen flag clicked\nset volume to (100) %\nset [dis v] to [0]\nset [costume v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (andre v)\nset size to (1) %\nhide\nwait (0.1) seconds\nshow\nrepeat (22)\n change size by (3)\n turn left (16.36) degrees\nend\nset [dis v] to [1]\nwait (0.25) seconds\nrepeat (22)\n change size by (-5)\n turn left (-16.36) degrees\nend\nhide\nwait (0.25) seconds\nbroadcast (starttttt v)\n\n | Part 2 is officially out to play! https://scratch.mit.edu/projects/209120155/\n\nPress the Right and Left arrow keys to move.\n\nPress Space or Up Arrow to jump.\n\nThe original project was made in my ALT account called 0407299. |
Climb Out of The Hole | @Stage\n\nwhen flag clicked\nset [can-wall-jump v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start-game v]\nswitch backdrop to (backdrop6 v)\nwait until <key (space v) pressed?>\nswitch backdrop to (backdrop5 v)\n\n@Sprite1\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (0) y: (100)\nwait (2) seconds\nthink [Where Am I?] for (3) seconds\nwait (2) seconds\nthink [I guess I have to head up...] for (4) seconds\n\nwhen I receive [change-back v]\ngo to x: (-136) y: (-144)\nswitch backdrop to (next backdrop v)\n\nwhen backdrop switches to [backdrop3 v]\nthink [That green moss looks bouncy...] for (5) seconds\n\nwhen I receive [reset v]\ngo to x: (-136) y: (-144)\n\nwhen backdrop switches to [backdrop17 v]\nforever\n if <<key (space v) pressed?> and <<(direction) = [90]> and <touching color (#666666)?>>> then\n point in direction (-90)\n set [y-vel v] to [10]\n change [x-vel v] by (-3)\n end\n if <<key (space v) pressed?> and <<(direction) = [-90]> and <touching color (#666666)?>>> then\n point in direction (90)\n set [y-vel v] to [10]\n change [x-vel v] by (3)\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nset [can-wall-jump v] to [1]\n\nwhen backdrop switches to [backdrop5 v]\nset rotation style [left-right v]\nset [y-vel v] to [0]\nset [x-vel v] to [0]\nhide variable [y-vel v]\nhide variable [x-vel v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x-vel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x-vel v] by (-1)\n end\n set [x-vel v] to ((X-vel) * (0.9))\n change x by (X-vel)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change y by (1)\n if <touching color (#666666)?> then\n change x by ((X-vel) * (-1))\n change y by (-5)\n if <(can-wall-jump) = [1]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X-vel) > [0]> then\n set [x-vel v] to [-15]\n else\n set [x-vel v] to [15]\n end\n set [y-vel v] to [10]\n else\n set [x-vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (100)\nhide\nforever\n if <<touching (_edge_ v)?> and <<(y position) < [0 ]> and <not <(y position) > [0]>>>> then\n broadcast (reset v)\n end\n if <<touching (_edge_ v)?> and <<(y position) > [0]> and <not <(y position) < [0 ]>>>> then\n broadcast (change-back v)\n wait until <not <touching (_edge_ v)?>>\n end\n if <key (r v) pressed?> then\n broadcast (reset v)\n end\n if <key (0 v) pressed?> then\n broadcast (change-back v)\n wait until <not <key (0 v) pressed?>>\n end\n if <touching color (#ae06f4)?> then\n broadcast (reset v)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nforever\n change [y-vel v] by (-1)\n change y by (Y-vel)\n if <touching color (#666666)?> then\n change y by ((Y-vel) * (-1))\n set [y-vel v] to [0]\n end\n change y by (-1)\n if <touching color (#00ff55)?> then\n set [y-vel v] to [16]\n else\n if <touching color (#666666)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y-vel v] to [16]\n end\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nsay [I'm free!!!!!] for (3) seconds\nswitch backdrop to (next backdrop v)\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nforever\n if <touching color (#ff00bf)?> then\n broadcast (open-wall v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (30)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (15)\n wait until <not <touching (mouse-pointer v)?>>\n change size by (-15)\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (start-game v)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (140)\nshow\n\nwhen I receive [start-game v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop12 v]\nshow\nset size to (100) %\ngo to x: (139) y: (-90)\nforever\n repeat until <<touching color (#666666)?> and <not <touching (sprite1 v)?>>>\n change x by (3)\n end\n move (-3) steps\n repeat until <<touching color (#666666)?> and <not <touching (sprite1 v)?>>>\n change x by (-3)\n end\n move (3) steps\nend\n\nwhen backdrop switches to [backdrop18 v]\n\nwhen backdrop switches to [backdrop13 v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\ngo to x: (-140) y: (0)\nforever\n repeat until <<touching color (#666666)?> and <not <touching (sprite1 v)?>>>\n change x by (3)\n end\n move (-3) steps\n repeat until <<touching color (#666666)?> and <not <touching (sprite1 v)?>>>\n change x by (-3)\n end\n move (3) steps\nend\n\nwhen backdrop switches to [backdrop13 v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (-120)\nforever\n repeat until <touching (_edge_ v)?>\n change y by (3)\n end\n change y by (-3)\n repeat until <touching (_edge_ v)?>\n change y by (-3)\n end\n change y by (3)\nend\n\nwhen backdrop switches to [backdrop14 v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen flag clicked\nhide\nhide\ngo to x: (-11) y: (-88)\ngo [backward v] (6) layers\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop15 v]\nhide\nswitch costume to (costume2 v)\ngo to x: (46) y: (54)\n\nwhen I receive [open-wall v]\nshow\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (0.1) seconds\nhide\n\nshow\n\n | Gray box has been fixed after the horrors of scratch 2.0! \n\nThe story is in the game\n\nUse the arrow keys or WAD to move\n\nPress R to restart a level\n\nPress 0 to skip a level\n\nGreen moss makes you bounce\n\nYou can only wall jump after a certain level |
Kirby - Pyxelstar Ultra (Beta V0.03) | @Stage\n\nwhen flag clicked\nset volume to (80) %\nforever\n play sound [Float_Islands_-_Kirby_Super_Star\[Mp3Converter.net\].mp3 v] until done\nend\n\n@Control\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (-72)\n\ndefine Simulate Gravity\nchange y by (FallSpeed)\nif <<touching (_edge_ v)?> or <touching (aelox's terrain generator v)?>> then\n if <(FallSpeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (_edge_ v)?> or <touching (aelox's terrain generator v)?>>>\n if <<touching color (#4e415a)?> or <touching (gordo v)?>> then\n broadcast (Death v)\n end\n if <touching (kracko attack v)?> then\n broadcast (Restart v)\n end\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n if <<touching color (#4e415a)?> or <touching (gordo v)?>> then\n broadcast (Death v)\n end\n if <touching (kracko attack v)?> then\n broadcast (Restart v)\n end\n change [fallspeed v] by (Gravity)\nend\n\ndefine Jump Control\nif <<key (up arrow v) pressed?> or <key (up arrow v) pressed?>> then\n change y by (-1)\n if <<touching (_edge_ v)?> or <touching (aelox's terrain generator v)?>> then\n set [fallspeed v] to (TakeOffSpeed)\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nrepeat until <(x position) > [220]>\n change x by (3)\nend\n\nwhen flag clicked\nset [runspeed v] to [3]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [takeoffspeed v] to [9.3]\n\nwhen I receive [start v]\nwait (2) seconds\nforever\n if <(Loading?) = [True]> then\n else\n Run Controls\n Jump Control\n Simulate Gravity\n end\nend\n\nwhen I receive [loadcheck v]\nwait (2) seconds\ngo to x: (kx) y: (ky)\n\ndefine Run Controls\nif <key (right arrow v) pressed?> then\n change x by (RunSpeed)\n if <<touching (aelox's terrain generator v)?> or <touching (_edge_ v)?>> then\n change x by ((0) - (RunSpeed))\n end\nend\nif <key (left arrow v) pressed?> then\n change x by ((0) - (RunSpeed))\n if <<touching (aelox's terrain generator v)?> or <touching (_edge_ v)?>> then\n change x by (RunSpeed)\n end\nend\n\nwhen I receive [death v]\ngo to x: (kx) y: (ky)\n\nwhen I receive [start v]\nwait (4) seconds\ngo to x: (kx) y: (ky)\n\n@Aelox's Terrain Generator\n\ndefine generate [] by [] platform\nshow\nset y to (y)\nset x to (x)\nif <<(x) = [2]> and <(y) = [1]>> then\n point in direction (90)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n move (24) steps\n switch costume to (costume7 v)\n create clone of (_myself_ v)\n move (24) steps\nelse\n point in direction (90)\n repeat (x)\n if <(pick random (1) to (2)) = [2]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n create clone of (_myself_ v)\n move (24) steps\n end\nend\nchange y by (-24)\nchange x by ((-24) * (x))\nif <<(y) > [2]> or <(y) = [2]>> then\n repeat ((y) - (1))\n repeat (x)\n if <(pick random (1) to (5)) = [5]> then\n switch costume to (costume5 v)\n else\n if <(pick random (1) to (10)) = [4]> then\n switch costume to (costume6 v)\n else\n switch costume to (costume4 v)\n end\n end\n create clone of (_myself_ v)\n move (24) steps\n end\n change y by (-24)\n change x by ((-24) * (x))\n end\nelse\n repeat (x)\n move (24) steps\n end\nend\nhide\n\nwhen flag clicked\ngo to x: (-228) y: (168)\n\nwhen I start as a clone\nwait until <(clear?) = [true]>\ndelete this clone\n\nwhen flag clicked\nset [y v] to [0]\nset [x v] to [0]\nset [y v] to ((168) - ((24) * (11)))\nset [x v] to ((-228) + ((24) * (0)))\ngenerate [21] by [4] platform\nset [y v] to ((168) - ((24) * (9)))\nset [x v] to ((-228) + ((24) * (2)))\ngenerate [2] by [1] platform\nset [y v] to ((168) - ((24) * (9)))\nset [x v] to ((-228) + ((24) * (16)))\ngenerate [2] by [1] platform\nbroadcast (MenuLoadDone v)\n\ndefine generate [] spikes\nshow\nset y to (y)\nset x to (x)\npoint in direction (90)\nrepeat (x)\n switch costume to (spikes1 v)\n create clone of (_myself_ v)\n move (24) steps\nend\n\nwhen I receive [nextlvl v]\nset [loading? v] to [True]\nbroadcast (LoadCheck v)\nwait (2) seconds\nset [clear? v] to [True]\nwait (1) seconds\nset [clear? v] to [False]\nif <(LVL) = [2]> then\n LVL2\nelse\n if <(LVL) = [3]> then\n LVL3\n else\n if <(LVL) = [4]> then\n LVL4\n else\n if <(LVL) = [5]> then\n set [kx v] to [-220]\n set [ky v] to [-70]\n LVL5\n else\n end\n end\n end\nend\n\ndefine None\nset [gordoatt v] to (att)\nset [gx v] to ((-228) + ((24) * (x)))\nset [gy v] to ((168) - ((24) * (y)))\nbroadcast (SPWNgordo v) and wait\n\nwhen I receive [start v]\nset [stars need v] to [1]\nwait (2) seconds\nset [clear? v] to [True]\nwait (1) seconds\nset [clear? v] to [False]\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (0)))\ngenerate [5] by [3] platform\nset [y v] to ((168) - ((24) * (14)))\nset [x v] to ((-228) + ((24) * (5)))\ngenerate [2] spikes\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (7)))\ngenerate [5] by [3] platform\nset [y v] to ((168) - ((24) * (14)))\nset [x v] to ((-228) + ((24) * (12)))\ngenerate [4] spikes\nset [y v] to ((168) - ((24) * (10)))\nset [x v] to ((-228) + ((24) * (13)))\ngenerate [2] by [1] platform\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (16)))\ngenerate [3] by [5] platform\nset y: (12) x: (19)\ngenerate [1] by [3] platform\nset [kx v] to [-220]\nset [ky v] to [-80]\nDone\n\ndefine LVL2\nset [stars need v] to [1]\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (0)))\ngenerate [3] by [3] platform\nset [y v] to ((168) - ((24) * (14)))\nset [x v] to ((-228) + ((24) * (3)))\ngenerate [2] spikes\nset [y v] to ((168) - ((24) * (13)))\nset [x v] to ((-228) + ((24) * (5)))\ngenerate [3] by [2] platform\nset [y v] to ((168) - ((24) * (14)))\nset [x v] to ((-228) + ((24) * (8)))\ngenerate [12] spikes\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (9)))\ngenerate [2] by [1] platform\nset [y v] to ((168) - ((24) * (11)))\nset [x v] to ((-228) + ((24) * (13)))\ngenerate [2] by [1] platform\nSpawn Gordo | ATT (2) | (15) (10)\nset [y v] to ((168) - ((24) * (11)))\nset [x v] to ((-228) + ((24) * (18)))\ngenerate [2] by [1] platform\nset [y v] to ((168) - ((24) * (13)))\nset [x v] to ((-228) + ((24) * (16)))\ngenerate [1] by [1] platform\nDone\n\ndefine LVL5\nset [y v] to ((168) - ((24) * (11)))\nset [x v] to ((-228) + ((24) * (0)))\ngenerate [21] by [4] platform\nset [y v] to ((168) - ((24) * (9)))\nset [x v] to ((-228) + ((24) * (2)))\ngenerate [2] by [1] platform\nset [y v] to ((168) - ((24) * (9)))\nset [x v] to ((-228) + ((24) * (16)))\ngenerate [2] by [1] platform\nset [loading? v] to [False]\nbroadcast (LoadCheck v)\nbroadcast (BossStart v)\n\ndefine LVL3\nset y: (12) x: (0)\ngenerate [3] by [3] platform\nset y: (10) x: (4)\ngenerate [2] by [1] platform\nset y: (14) x: (3)\ngenerate [17] spikes\nset y: (11) x: (8)\ngenerate [2] by [1] platform\nset y: (10) x: (12)\ngenerate [2] by [1] platform\nSpawn Gordo | ATT (1) | (7) (11)\nset y: (11) x: (16)\ngenerate [4] by [1] platform\nSpawn Gordo | ATT (1) | (10) (12)\nset [loading? v] to [False]\nbroadcast (LoadCheck v)\n\ndefine None\nset [y v] to ((168) - ((24) * (y)))\nset [x v] to ((-228) + ((24) * (x)))\n\ndefine LVL4\nset [stars need v] to [1]\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (0)))\ngenerate [3] by [3] platform\nset [y v] to ((168) - ((24) * (14)))\nset [x v] to ((-228) + ((24) * (3)))\ngenerate [3] spikes\nSpawn Gordo | ATT (1) | (4) (12)\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (6)))\ngenerate [2] by [3] platform\nset [y v] to ((168) - ((24) * (14)))\nset [x v] to ((-228) + ((24) * (8)))\ngenerate [3] spikes\nSpawn Gordo | ATT (1) | (9) (12)\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (11)))\ngenerate [2] by [3] platform\nset [y v] to ((168) - ((24) * (14)))\nset [x v] to ((-228) + ((24) * (13)))\ngenerate [3] spikes\nset [y v] to ((168) - ((24) * (12)))\nset [x v] to ((-228) + ((24) * (16)))\ngenerate [3] by [3] platform\nSpawn Gordo | ATT (1) | (14) (12)\nset [loading? v] to [False]\nbroadcast (LoadCheck v)\n\ndefine Done\nset [loading? v] to [False]\nbroadcast (LoadCheck v)\n\n@Kirby Logo\n\nwhen flag clicked\ngo to [front v] layer\nshow\nrepeat until <(Loading?) = [True]>\n wait (0.03) seconds\n next costume\nend\nswitch costume to (kirby-logo-new v)\n\nwhen I receive [loadcheck v]\nif <(Loading?) = [True]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n set [ghost v] effect to (0)\n wait (1) seconds\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\n@Intro Kirby\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Loading?) = [True]> then\n wait (0.03) seconds\n next costume\n go to [front v] layer\n end\nend\n\nwhen I receive [loadcheck v]\ngo to [front v] layer\nif <(Loading?) = [True]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n set [ghost v] effect to (0)\n wait (1) seconds\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\n@Cloud\n\nwhen flag clicked\nset [nographics v] to [False]\nhide\nset [ghost v] effect to (50)\nforever\n if <(NoGraphics) = [True]> then\n else\n wait (4) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (pick random (100) to (200)) %\nset [spd v] to (pick random (0.3) to (1))\nshow\nif <(pick random (1) to (2)) = [2]> then\n go to x: (-250) y: (pick random (80) to (150))\n point in direction (90)\n repeat until <not <touching (_edge_ v)?>>\n move (spd) steps\n end\n repeat until <touching (_edge_ v)?>\n move (spd) steps\n end\nelse\n go to x: (250) y: (pick random (80) to (150))\n point in direction (-90)\n repeat until <not <touching (_edge_ v)?>>\n move (spd) steps\n end\n repeat until <touching (_edge_ v)?>\n move (spd) steps\n end\nend\nrepeat (5)\n change [ghost v] effect by (10)\n move (1) steps\nend\ndelete this clone\n\nwhen I receive [bossstart v]\nset [nographics v] to [True]\n\n@Butterfly\n\nwhen I start as a clone\nshow\nforever\n point in direction (pick random (180) to (-180))\n repeat (30)\n move (0.5) steps\n end\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait until <(clear?) = [true]>\ndelete this clone\n\nwhen I receive [nextlvl v]\nwait (3.1) seconds\nif <(NoGraphics) = [True]> then\nelse\n repeat (pick random (2) to (5))\n go to x: (pick random (-200) to (200)) y: (pick random (-70) to (50))\n set [color v] effect to (pick random (-20) to (20))\n set size to (pick random (90) to (110)) %\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [start v]\nwait (3.1) seconds\nrepeat (pick random (2) to (5))\n go to x: (pick random (-200) to (200)) y: (pick random (-70) to (50))\n set [color v] effect to (pick random (-20) to (20))\n set size to (pick random (90) to (110)) %\n create clone of (_myself_ v)\nend\n\n@Pyxelstar Ultra\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nwait (2) seconds\nhide\n\n@Press Space\n\nwhen flag clicked\nset [loading? v] to [False]\nset size to (50) %\nhide\n\nwhen I receive [menuloaddone v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [cos v] to [0]\nrepeat until <(Loading?) = [True]>\n change [cos v] by (9)\n change size by ([cos v] of (cos) )\nend\n\nwhen I receive [menuloaddone v]\nwait until <key (space v) pressed?>\nbroadcast (Start v)\nrepeat (10)\n change [ghost v] effect by (25)\nend\nset [loading? v] to [True]\nhide\n\n@Loading Level\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [loadcheck v]\nif <(Loading?) = [True]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n set [ghost v] effect to (0)\n wait (1) seconds\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\n@Loading Backdrop\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [loadcheck v]\nif <(Loading?) = [True]> then\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n set [ghost v] effect to (0)\n wait (1) seconds\n show\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwait (0.1) seconds\n\n@Kirby\n\ndefine Animate\nset [rest? v] to [True]\nif <key (right arrow v) pressed?> then\n set [rest? v] to [False]\n repeat until <not <key (right arrow v) pressed?>>\n point in direction (90)\n if <(Jump?) = [Y]> then\n repeat until <(Jump?) = [N]>\n switch costume to (kirby jump1 v)\n end\n else\n if <(costume) > [9]> then\n set [costume v] to [1]\n end\n change [costume v] by (1)\n switch costume to (join [kirby walk] (costume))\n wait (0.05) seconds\n end\n end\nend\nset [rest? v] to [False]\nif <key (left arrow v) pressed?> then\n set [rest? v] to [False]\n repeat until <not <key (left arrow v) pressed?>>\n point in direction (-90)\n if <(Jump?) = [Y]> then\n repeat until <(Jump?) = [N]>\n switch costume to (kirby jump1 v)\n end\n else\n if <(costume) > [9]> then\n set [costume v] to [1]\n end\n change [costume v] by (1)\n switch costume to (join [kirby walk] (costume))\n wait (0.05) seconds\n end\n end\n switch costume to (kirby_walk\[1\]6 v)\nend\nset [rest? v] to [True]\n\nwhen I receive [start v]\nset [startani v] to [Yes]\nrepeat until <(x position) > [220]>\n point in direction (90)\n if <(costume) > [9]> then\n set [costume v] to [1]\n end\n change [costume v] by (1)\n switch costume to (join [kirby walk] (costume))\n wait (0.05) seconds\nend\nset [startani v] to [No]\n\nwhen flag clicked\nset [startani v] to [No]\nset [jump? v] to [N]\nswitch costume to (kirby idle1 v)\n\nwhen I receive [start v]\nrepeat until <touching (_edge_ v)?>\n set [rest? v] to [False]\nend\n\nwhen flag clicked\nforever\n go to (control v)\nend\n\nwhen [up arrow v] key pressed\nwait (0.01) seconds\nrepeat until <touching (aelox's terrain generator v)?>\n set [jump? v] to [Y]\nend\nwait until <not <key (up arrow v) pressed?>>\nset [jump? v] to [N]\n\ndefine Idle\nif <<not <key (right arrow v) pressed?>> or <not <key (up arrow v) pressed?>>> then\n if <(Rest?) = [False]> then\n stop [this script v]\n end\n switch costume to (kirby idle1 v)\nelse\n stop [this script v]\nend\n\nwhen I receive [start v]\nforever\n Animate\nend\n\nwhen [up arrow v] key pressed\nset volume to (20) %\nplay sound [Kirby - Jump1 v] until done\nset volume to (100) %\nwait until <not <key (up arrow v) pressed?>>\n\nwhen I receive [start v]\nforever\n if <(startani) = [No]> then\n Idle\n else\n end\nend\n\nwhen I receive [death v]\nset volume to (20) %\nplay sound [Kirby - DamageFl2 v] until done\nset volume to (100) %\n\n@Star\n\nwhen flag clicked\nset [stars v] to [0]\nhide\ngo to x: (-228) y: (168)\nforever\n repeat (5)\n change y by (0.5)\n wait (0.01) seconds\n end\n repeat (5)\n change y by (-0.5)\n wait (0.01) seconds\n end\nend\n\nwhen I receive [start v]\nwait (2) seconds\ngo to x: ((-228) + ((24) * (13.5))) y: ((168) - ((24) * (9)))\nchange y by (1)\nshow\n\nwhen I receive [start v]\nforever\n if <touching (kirby v)?> then\n broadcast (StarGet v)\n end\n wait until <not <touching (kirby v)?>>\nend\n\nwhen I receive [starget v]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (2)\nend\nhide\n\nwhen I receive [starget v]\nchange [stars v] by (1)\nif <(Stars) = (Stars Need)> then\n set [starscheck v] to [True]\nelse\n set [starscheck v] to [False]\nend\n\nwhen I receive [nextlvl v]\nset [stars v] to [0]\nwait (2) seconds\nif <(LVL) = [2]> then\n set [ghost v] effect to (0)\n go to x: (156) y: (-120)\n show\nelse\n if <(LVL) = [3]> then\n set [ghost v] effect to (0)\n go to x: ((-228) + ((24) * (9))) y: ((168) - ((24) * (9)))\n show\n else\n if <(LVL) = [4]> then\n else\n if <(LVL) = [5]> then\n else\n end\n end\n end\nend\n\n@Menu Cover\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nwait (2) seconds\nhide\n\n@Collision\n\nwhen flag clicked\nset [lvl v] to [1]\nhide\nchange [ghost v] effect by (100)\nshow\n\nwhen I receive [start v]\nwait (10) seconds\nforever\n if <<touching (kirby v)?> and <(StarsCheck) = [True]>> then\n change [lvl v] by (1)\n broadcast (nextlvl v)\n wait until <not <touching (kirby v)?>>\n end\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [2]> then\n set [kx v] to [-220]\n set [ky v] to [-80]\nelse\n if <(LVL) = [3]> then\nend\n\n@Thumbnail\n\nshow\n\nwhen flag clicked\nhide\n\n@Backdrop\n\nwhen flag clicked\nforever\n next costume\n wait (0.13) seconds\nend\n\n@Gordo\n\nwhen flag clicked\nhide\n\nwhen I receive [spwngordo v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\ndefine Set 1\nshow\nrepeat until <(clear?) = [True]>\n repeat ((2) * (24))\n change y by (1)\n end\n repeat ((2) * (24))\n change y by (-1)\n end\nend\n\ndefine Set 2\nshow\nrepeat until <(clear?) = [True]>\n repeat ((2) * (24))\n change x by (1)\n end\n repeat ((2) * (24))\n change x by (-1)\n end\nend\n\nwhen I start as a clone\nwait until <(clear?) = [True]>\ndelete this clone\n\nwhen I start as a clone\nif <(GordoATT) = [1]> then\n Set 1\nelse\n if <(GordoATT) = [2]> then\n Set 2\n else\n if <(GordoATT) = [3]> then\n else\n if <(GordoATT) = [4]> then\n else\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (gx) y: (gy)\n\n@Kracko Cloud\n\nwhen flag clicked\ngo to x: (0) y: (100)\nhide\n\ndefine Move\nif <(x position) < [-200]> then\n point in direction (90)\n repeat (10)\n move (1) steps\n end\n repeat (20)\n move (0.5) steps\n end\nend\nif <(x position) > [200]> then\n point in direction (90)\n repeat (10)\n move (1) steps\n end\n repeat (20)\n move (0.5) steps\n end\nend\nif <(y position) < [0]> then\n point in direction (0)\n repeat (10)\n move (1) steps\n end\n repeat (20)\n move (0.5) steps\n end\nelse\n point in direction (pick random (-180) to (180))\n repeat (10)\n move (1) steps\n end\n repeat (20)\n move (0.5) steps\n end\nend\n\nwhen I receive [bossstart v]\nshow\nrepeat until <(clear?) = [True]>\n Move\nend\nhide\n\nset [lvl v] to [5]\nbroadcast (NextLVL v)\n\n@Kracko Eye\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine Look At Kirby\npoint towards (kirby v)\nif <<(direction) < [-80]> and <(direction) > [-180]>> then\n switch costume to (leftb v)\nend\nif <<(direction) > [-80]> and <(direction) > [170]>> then\n switch costume to (bottom v)\nend\nif <<(direction) > [90]> and <(direction) < [170]>> then\n switch costume to (rightb v)\nend\n\nwhen I receive [bossstart v]\nshow\nrepeat until <(clear?) = [True]>\n Look At Kirby\n go to (kracko cloud v)\nend\nhide\n\n@Kracko Attack\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [bossstart v]\nif <(clone?) = [N]> then\n repeat until <(clear?) = [True]>\n wait (5) seconds\n go to (kracko cloud v)\n point towards (kirby v)\n set [direction v] to (direction)\n change [direction v] by (40)\n repeat (5)\n set [clone? v] to [Y]\n create clone of (_myself_ v)\n change [direction v] by (-20)\n end\n end\n set [clone? v] to [N]\nend\n\nwhen I start as a clone\nshow\npoint in direction (Direction)\nrepeat until <<<touching (aelox's terrain generator v)?> or <touching (_edge_ v)?>> or <touching (kirby v)?>>\n move (2) steps\nend\ndelete this clone\n\nwhen I receive [restart v]\nif <(clone?) = [N]> then\n set [lvl v] to [2]\n broadcast (NextLVL v)\nend\n\n | |
Captain America Platformer | @Stage\n\nwhen flag clicked\nset [ghost v] effect to (40)\nwait (2) seconds\nforever\n play sound [Captain America The Winter Soldier Main Theme.mp3 v] until done\nend\n\n@Captain America\n\nwhen flag clicked\nhide\nwait (9) seconds\nset [color v] effect to (0)\ngo to x: (-220) y: (100)\nset size to (40) %\nswitch costume to (costume2 v)\nshow\nforever\n Action\nend\n\nwhen I receive [message1 v]\ngo to x: (-220) y: (100)\n\nwhen I receive [costume2 v]\nswitch costume to (costume2 v)\nset [t/f v] to [0]\n\ndefine Action\nset rotation style [left-right v]\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [ballx v] by (1.1)\nelse\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [ballx v] by (-1.1)\n end\nend\nif <(T/F) = [0]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume3 v)\nend\nset [ballx v] to ((BallX) * (0.87))\nchange x by (BallX)\nif <<touching (level v)?> or <touching (door v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (door v)?>> then\n change x by ((BallX) * (-1))\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <(BallY) > [0]> then\n set [ballx v] to [-5]\n else\n set [ballx v] to [5]\n end\n set [bally v] to [10]\n else\n set [bally v] to [0]\n end\nend\nchange [bally v] by (-1)\nchange y by (BallY)\nif <<touching (level v)?> or <touching (door v)?>> then\n change y by ((BallY) * (-1))\n set [bally v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> or <touching (door v)?>> then\n if <key (up arrow v) pressed?> then\n set [bally v] to [15]\n end\nend\nchange y by (1)\n\ndefine Fight\nif <key (space v) pressed?> then\n switch costume to (costume3 v)\n set [t/f v] to [1]\nend\n\nif <(T/F) = [0]> then\n switch costume to (costume4 v)\nelse\n switch costume to (costume5 v)\nend\n\nwhen I receive [oh-snap! v]\ngo to x: (-220) y: (100)\nbroadcast (Restart v)\n\nwhen I receive [danger v]\nif <(Shoot) = [1]> then\n if <touching (bullet v)?> then\n go to x: (-220) y: (100)\n broadcast (Restart v)\n end\nend\nif <(Shoot2) = [1]> then\n if <touching (bullet2 v)?> then\n go to x: (-220) y: (100)\n broadcast (Restart v)\n end\nend\nif <(Shoot3) = [1]> then\n if <touching (bullet3 v)?> then\n go to x: (-220) y: (100)\n broadcast (Restart v)\n end\nend\nif <(Shoot4) = [1]> then\n if <touching (bullet4 v)?> then\n go to x: (-220) y: (100)\n broadcast (Restart v)\n end\nend\nif <(Shoot5) = [1]> then\n if <touching (bullet5 v)?> then\n go to x: (-220) y: (100)\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n Fight\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-160]> then\n go to x: (-220) y: (100)\n broadcast (Restart v)\n end\n if <touching (red skull v)?> then\n go to x: (-220) y: (100)\n broadcast (Restart v)\n end\nend\n\nif <(distance to [bullet4 v]) < [30]> then\n go to x: (-220) y: (100)\n broadcast (Restart v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n if <(Level) < [25]> then\n broadcast (NewScene v)\n go to x: (-220) y: (100)\n else\n broadcast (stay v)\n end\n end\nend\n\n@Sprite3\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (150)\nshow\nforever\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change y by (-5)\n end\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [t/f v] to [1]\nforever\n if <(t/f) = [1]> then\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (l v) pressed?> then\n wait until <not <key (l v) pressed?>>\n if <(t/f) = [1]> then\n set [t/f v] to [0]\n else\n set [t/f v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <key (l v) pressed?> then\n delete this clone\n end\nend\n\n@Shield\n\ndefine Shield\nshow\npoint towards (target v)\nrepeat until <<touching (level v)?> or <<(x position) > [230]> or <<(y position) > [170]> or <(T/F) = [0]>>>>\n move (15) steps\n next costume\n create clone of (_myself_ v)\n if <(distance to [red skull v]) < [20]> then\n repeat until <not <(distance to [red skull v]) < [20]>>\n move (15) steps\n end\n change [red skull life v] by (-1)\n end\n hide\nend\nbroadcast (Costume2 v)\n\nwhen flag clicked\nhide\nset size to (17) %\ngo to (captain america v)\nforever\n go to (captain america v)\n if <(T/F) = [0]> then\n go to (captain america v)\n else\n Shield\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [stop! v]\nset [t/f v] to [0]\nif <(T/F) = [0]> then\n go to (captain america v)\nelse\n Shield\nend\n\nwhen I receive [restart v]\nhide\nset size to (20) %\ngo to (captain america v)\nforever\n go to (captain america v)\n if <(T/F) = [0]> then\n go to (captain america v)\n else\n Shield\n end\nend\n\n@Hydra\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to x: (-220) y: (100)\nset size to (40) %\nhide\nswitch costume to (costume2 v)\nset [shoot v] to [0]\nset [var1 v] to [0]\nforever\n if <(Level) = [7]> then\n go to x: (225) y: (50)\n set [shoot v] to [1]\n show\n set [var1 v] to [1]\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [7]>\n end\n end\n if <(Level) = [8]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [10]> then\n go to x: (224) y: (15)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [10]>\n end\n end\n if <(Level) = [11]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [12]> then\n go to x: (223) y: (40)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [12]>\n end\n end\n if <(Level) = [13]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [14]> then\n go to x: (226) y: (6)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [14]>\n end\n end\n if <(Level) = [15]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [18]> then\n go to x: (219) y: (58)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [18]>\n end\n end\n if <(Level) = [19]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [20]> then\n go to x: (217) y: (90)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [20]>\n end\n end\n if <(Level) = [21]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [25]> then\n go to x: (180) y: (-146)\n set [hit v] to [0]\n set [var1 v] to [1]\n set [shoot v] to [1]\n switch costume to (costume2 v)\n show\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [25]>\n end\n end\nend\n\nwhen I receive [restart v]\nset [var1 v] to [0]\nforever\n if <(Level) = [7]> then\n go to x: (225) y: (50)\n set [shoot v] to [1]\n show\n set [var1 v] to [1]\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [7]>\n end\n end\n if <(Level) = [8]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [10]> then\n go to x: (224) y: (15)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [10]>\n end\n end\n if <(Level) = [11]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [12]> then\n go to x: (223) y: (40)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [12]>\n end\n end\n if <(Level) = [13]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [14]> then\n go to x: (226) y: (6)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [14]>\n end\n end\n if <(Level) = [15]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [18]> then\n go to x: (219) y: (58)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [18]>\n end\n end\n if <(Level) = [19]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [20]> then\n go to x: (217) y: (90)\n set [shoot v] to [1]\n set [var1 v] to [1]\n show\n set [hit v] to [0]\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [20]>\n end\n end\n if <(Level) = [21]> then\n hide\n set [var1 v] to [0]\n end\n if <(Level) = [25]> then\n go to x: (180) y: (-146)\n set [hit v] to [0]\n set [var1 v] to [1]\n set [shoot v] to [1]\n switch costume to (costume2 v)\n show\n if <touching (shield v)?> then\n hide\n set [hit v] to [1]\n set [var1 v] to [0]\n set [shoot v] to [0]\n wait until <(Level) > [25]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shoot) = []> or <<(Shoot2) = []> or <<(Shoot3) = []> or <<(Shoot4) = []> or <(Shoot5) = []>>>>> then\n broadcast (Danger v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (target v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Hydra2\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to x: (-220) y: (100)\nset size to (40) %\nswitch costume to (costume2 v)\nhide\nset [var2 v] to [0]\nforever\n if <(Level) = [10]> then\n go to x: (120) y: (15)\n set [hit2 v] to [0]\n set [var2 v] to [1]\n set [shoot2 v] to [1]\n show\n if <touching (shield v)?> then\n hide\n set [hit2 v] to [1]\n set [var2 v] to [0]\n set [shoot2 v] to [0]\n wait until <(Level) > [10]>\n end\n end\n if <(Level) = [11]> then\n hide\n set [var2 v] to [0]\n end\n if <(Level) = [18]> then\n go to x: (-214) y: (-66)\n set [hit2 v] to [0]\n set [var2 v] to [1]\n set [shoot2 v] to [1]\n switch costume to (costume3 v)\n show\n if <touching (shield v)?> then\n hide\n set [hit2 v] to [1]\n set [var2 v] to [0]\n set [shoot2 v] to [0]\n wait until <(Level) > [18]>\n end\n end\n if <(Level) = [19]> then\n hide\n set [var2 v] to [0]\n end\n if <(Level) = [20]> then\n show\n go to x: (222) y: (-88)\n set [hit2 v] to [0]\n set [var2 v] to [1]\n set [shoot2 v] to [1]\n switch costume to (costume2 v)\n if <touching (shield v)?> then\n hide\n set [hit2 v] to [1]\n set [var2 v] to [0]\n set [shoot2 v] to [0]\n wait until <(Level) > [20]>\n end\n end\n if <(Level) = [21]> then\n hide\n set [var2 v] to [0]\n end\n if <(Level) = [25]> then\n go to x: (169) y: (105)\n set [hit2 v] to [0]\n set [var2 v] to [1]\n set [shoot2 v] to [1]\n switch costume to (costume2 v)\n show\n if <touching (shield v)?> then\n hide\n set [hit2 v] to [1]\n set [var2 v] to [0]\n set [shoot2 v] to [0]\n wait until <(Level) > [25]>\n end\n end\nend\n\nwhen I receive [restart v]\nset [var2 v] to [0]\nforever\n if <(Level) = [10]> then\n go to x: (120) y: (15)\n set [hit2 v] to [0]\n set [var2 v] to [1]\n set [shoot2 v] to [1]\n show\n if <touching (shield v)?> then\n hide\n set [hit2 v] to [1]\n set [var2 v] to [0]\n set [shoot2 v] to [0]\n wait until <(Level) > [10]>\n end\n end\n if <(Level) = [11]> then\n hide\n set [var2 v] to [0]\n end\n if <(Level) = [18]> then\n go to x: (-214) y: (-66)\n set [hit2 v] to [0]\n set [var2 v] to [1]\n set [shoot2 v] to [1]\n switch costume to (costume3 v)\n show\n if <touching (shield v)?> then\n hide\n set [hit2 v] to [1]\n set [var2 v] to [0]\n set [shoot2 v] to [0]\n wait until <(Level) > [18]>\n end\n end\n if <(Level) = [19]> then\n hide\n set [var2 v] to [0]\n end\n if <(Level) = [20]> then\n show\n go to x: (222) y: (-88)\n set [hit2 v] to [0]\n set [var2 v] to [1]\n set [shoot2 v] to [1]\n switch costume to (costume2 v)\n if <touching (shield v)?> then\n hide\n set [hit2 v] to [1]\n set [var2 v] to [0]\n set [shoot2 v] to [0]\n wait until <(Level) > [20]>\n end\n end\n if <(Level) = [20]> then\n hide\n set [var2 v] to [0]\n end\n if <(Level) = [25]> then\n go to x: (169) y: (105)\n set [hit2 v] to [0]\n set [var2 v] to [1]\n set [shoot2 v] to [1]\n switch costume to (costume2 v)\n show\n if <touching (shield v)?> then\n hide\n set [hit2 v] to [1]\n set [var2 v] to [0]\n set [shoot2 v] to [0]\n wait until <(Level) > [25]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (target v)?> then\n switch costume to (costume4 v)\n else\n if <(Level) = [18]> then\n if <touching (target v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume3 v)\n end\n else\n switch costume to (costume2 v)\n end\n end\nend\n\n@Bullet\n\nwhen flag clicked\nset size to (20) %\ngo to (rifle v)\nhide\nforever\n go to (rifle v)\n hide\n if <<(Level) = [7]> or <<(Level) = [10]> or <<(Level) = [12]> or <<(Level) = [14]> or <<(Level) = [18]> or <<(Level) = [20]> or <(Level) = [25]>>>>>>> then\n go to (rifle v)\n hide\n if <(Shoot) = [1]> then\n go to (rifle v)\n Shoot\n else\n point towards (rifle v)\n hide\n end\n if <(Hit) = [1]> then\n hide\n end\n if <touching (rifle v)?> then\n show\n else\n hide\n end\n else\n go to (rifle v)\n hide\n end\nend\n\ndefine Shoot\nwait (0.001) seconds\ngo to (rifle v)\nhide\nwait (pick random (0.5) to (1)) seconds\nif <(Shoot) = [0]> then\n hide\n go to (rifle v)\nelse\n if <(Hit) = [0]> then\n hide\n go to (rifle v)\n else\n go to (rifle v)\n show\n start sound [Pistol Gunshot 2 v]\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [20]> or <<touching (captain america v)?> or <<touching (level v)?> or <touching (_edge_ v)?>>>>\n move (8) steps\n broadcast (Danger v)\n end\n go to (rifle v)\n hide\n end\n show\n start sound [Pistol Gunshot 2 v]\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [20]> or <<touching (captain america v)?> or <<touching (level v)?> or <touching (_edge_ v)?>>>>\n move (8) steps\n broadcast (Danger v)\n end\n go to (rifle v)\n hide\nend\n\nwhen I receive [restart v]\nforever\n go to (rifle v)\n hide\n if <<(Level) = [7]> or <<(Level) = [10]> or <<(Level) = [12]> or <<(Level) = [14]> or <<(Level) = [18]> or <<(Level) = [20]> or <(Level) = [25]>>>>>>> then\n go to (rifle v)\n hide\n if <(Shoot) = [1]> then\n go to (rifle v)\n Shoot\n else\n point towards (rifle v)\n hide\n end\n if <(Hit) = [1]> then\n hide\n end\n if <touching (rifle v)?> then\n show\n else\n hide\n end\n else\n go to (rifle v)\n hide\n end\nend\n\nwhen I receive [nope v]\ngo to (rifle v)\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n hide\n go to (rifle v)\n end\nend\n\n@Bullet2\n\nwhen flag clicked\ngo to (rifle2 v)\nset size to (20) %\nhide\nforever\n go to (rifle2 v)\n hide\n if <<(Level) = [10]> or <<(Level) = [18]> or <<(Level) = [20]> or <(Level) = [25]>>>> then\n hide\n if <(Shoot2) = [1]> then\n Shoot\n else\n go to (rifle2 v)\n hide\n end\n if <(Hit2) = [1]> then\n hide\n end\n go to (rifle2 v)\n else\n hide\n end\nend\n\nwhen I receive [restart v]\nforever\n go to (rifle2 v)\n hide\n if <<(Level) = [10]> or <<(Level) = [18]> or <<(Level) = [20]> or <(Level) = [25]>>>> then\n hide\n if <(Shoot2) = [1]> then\n Shoot\n else\n go to (rifle2 v)\n hide\n end\n if <(Hit2) = [1]> then\n hide\n end\n go to (rifle2 v)\n else\n hide\n end\nend\n\nwhen I receive [nope2 v]\ngo to (rifle2 v)\n\nwait (0.1) seconds\n\ndefine Shoot\nwait (0.001) seconds\ngo to (rifle2 v)\nhide\nwait (pick random (0.5) to (1)) seconds\nif <(Shoot2) = [0]> then\n hide\n go to (rifle2 v)\nelse\n if <(Hit2) = [0]> then\n hide\n go to (rifle2 v)\n else\n go to (rifle2 v)\n show\n start sound [Pistol Gunshot 2 v]\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [20]> or <<touching (captain america v)?> or <<touching (level v)?> or <touching (_edge_ v)?>>>>\n move (8) steps\n broadcast (Danger v)\n end\n go to (rifle2 v)\n hide\n end\n show\n start sound [Pistol Gunshot 2 v]\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [20]> or <<touching (captain america v)?> or <<touching (level v)?> or <touching (_edge_ v)?>>>>\n move (8) steps\n broadcast (Danger v)\n end\n go to (rifle2 v)\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n hide\n go to (rifle2 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (2) seconds\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Rifle\n\nwhen flag clicked\nset size to (18) %\ngo to (hydra v)\nforever\n go to [front v] layer\n go to (hydra v)\n point towards (captain america v)\n if <<(Level) = [7]> or <<(Level) = [10]> or <<(Level) = [12]> or <<(Level) = [14]> or <<<(Level) = [18]> or <(Level) = [20]>> or <(Level) = [25]>>>>>> then\n show\n if <(Hit) = [1]> then\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [restart v]\nforever\n go to [front v] layer\n go to (hydra v)\n point towards (captain america v)\n if <<(Level) = [7]> or <<(Level) = [10]> or <<(Level) = [12]> or <<(Level) = [14]> or <<<(Level) = [18]> or <(Level) = [20]>> or <(Level) = [25]>>>>>> then\n show\n if <(Hit) = [1]> then\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [shoot v] to [0]\n end\nend\n\n@Rifle2\n\nwhen flag clicked\nset size to (18) %\ngo to (hydra2 v)\nforever\n go to (hydra2 v)\n point towards (captain america v)\n if <<(Level) = [10]> or <<(Level) = [18]> or <<(Level) = [20]> or <(Level) = [25]>>>> then\n show\n if <(Hit2) = [1]> then\n hide\n end\n else\n hide\n end\n if <(Level) = [18]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [restart v]\nforever\n go to (hydra2 v)\n point towards (captain america v)\n if <<(Level) = [10]> or <<(Level) = [18]> or <<(Level) = [20]> or <(Level) = [25]>>>> then\n show\n if <(Hit2) = [1]> then\n hide\n end\n else\n hide\n end\n if <(Level) = [18]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [shoot2 v] to [0]\n end\nend\n\n@Cover\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nwait (2) seconds\nhide\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide variable [level v]\nset [level v] to [0]\nwait (9) seconds\nforever\n set [level v] to (costume [number v])\n if <(Red Skull Life) < [1]> then\n switch costume to (costume26 v)\n broadcast (26 v)\n end\n if <(Level) = [26]> then\n broadcast (26 v)\n end\n if <touching (shield v)?> then\n broadcast (stop! v)\n end\n if <touching (bullet v)?> then\n broadcast (nope v)\n else\n if <touching (bullet2 v)?> then\n broadcast (nope2 v)\n else\n if <touching (bullet3 v)?> then\n broadcast (nope3 v)\n else\n if <touching (bullet4 v)?> then\n broadcast (nope4 v)\n else\n if <touching (bullet5 v)?> then\n broadcast (nope5 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [stay v]\nswitch costume to (costume25 v)\n\nwhen I receive [newscene v]\nif <(Level) < [25]> then\n next costume\nelse\n if <(Red Skull Life) > [0]> then\n next costume\n else\n switch costume to (costume25 v)\n end\nend\n\nwhen flag clicked\n\nforever\n if <<(Hit) = [1]> and <<(Hit2) = [1]> and <<(Hit3) = [1]> and <(Hit4) = [1]>>>> then\n switch costume to (costume27 v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [26]> then\n show\n else\n hide\n end\nend\n\n@Red Skull\n\nwhen flag clicked\nset [color v] effect to (0)\nset size to (40) %\nswitch costume to (costume2 v)\nhide\nset [red skull life v] to [3]\nset [var5 v] to [0]\nforever\n if <(Level) = [25]> then\n show\n if <(Hit4) = [0]> then\n go to x: (-192) y: (-146)\n end\n else\n hide\n set [red skull life v] to [3]\n end\n if <(Level) = [25]> then\n if <<(Hit) = [1]> and <<(Hit2) = [1]> and <<(Hit3) = [1]> and <(Hit4) = [1]>>>> then\n switch costume to (costume3 v)\n set [var5 v] to [1]\n if <(pick random (1) to (4)) = [1]> then\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\n go to x: (183) y: (105)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(pick random (1) to (4)) = [2]> then\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\n go to x: (17) y: (-36)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(pick random (1) to (4)) = [3]> then\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\n go to x: (194) y: (8)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(pick random (1) to (4)) = [3]> then\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\n go to x: (184) y: (-146)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\nend\n\nif then\nelse\nend\n\nwhen I receive [26 v]\nhide\n\nset [y/n v] to [0]\n\nwhen flag clicked\nforever\n if <(Red Skull Life) = [0]> then\n set [var5 v] to [0]\n end\nend\n\nset [var5 v] to [0]\n\nwhen I receive [restart v]\nset [red skull life v] to [3]\nset [var5 v] to [0]\nswitch costume to (costume2 v)\nforever\n if <(Level) = [25]> then\n show\n if <(Hit4) = [0]> then\n go to x: (-192) y: (-146)\n end\n else\n hide\n set [red skull life v] to [3]\n end\n if <(Level) = [25]> then\n if <<(Hit) = [1]> and <<(Hit2) = [1]> and <<(Hit3) = [1]> and <(Hit4) = [1]>>>> then\n switch costume to (costume3 v)\n set [var5 v] to [1]\n if <(pick random (1) to (4)) = [1]> then\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\n go to x: (183) y: (105)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(pick random (1) to (4)) = [2]> then\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\n go to x: (17) y: (-36)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(pick random (1) to (4)) = [3]> then\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\n go to x: (194) y: (8)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(pick random (1) to (4)) = [3]> then\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\n go to x: (184) y: (-146)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nif then\nelse\nend\n\n@Rifle3\n\nwhen flag clicked\nset size to (18) %\ngo to (hydra3 v)\nforever\n go to (hydra3 v)\n point towards (captain america v)\n if <(Level) = [25]> then\n show\n if <(Hit3) = [1]> then\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [restart v]\nforever\n go to (hydra3 v)\n point towards (captain america v)\n if <(Level) = [25]> then\n show\n if <(Hit3) = [1]> then\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [shoot3 v] to [0]\n end\nend\n\n@Hydra3\n\nwhen flag clicked\nset [color v] effect to (0)\ngo to x: (208) y: (8)\nset size to (40) %\nswitch costume to (costume2 v)\nhide\nset [var3 v] to [0]\nforever\n if <(Level) = [25]> then\n set [hit3 v] to [0]\n set [var3 v] to [1]\n set [shoot3 v] to [1]\n show\n if <touching (shield v)?> then\n hide\n set [hit3 v] to [1]\n set [var3 v] to [0]\n set [shoot3 v] to [0]\n wait until <(Level) > [100]>\n end\n else\n hide\n set [shoot3 v] to [0]\n end\nend\n\nwhen I receive [restart v]\nset [var3 v] to [0]\nforever\n if <(Level) = [25]> then\n set [hit3 v] to [0]\n set [var3 v] to [1]\n set [shoot3 v] to [1]\n show\n if <touching (shield v)?> then\n hide\n set [hit3 v] to [1]\n set [var3 v] to [0]\n set [shoot3 v] to [0]\n wait until <(Level) > [100]>\n end\n else\n hide\n set [shoot3 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (target v)?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Hydra4\n\nwhen flag clicked\nset [color v] effect to (0)\nset size to (40) %\nswitch costume to (costume2 v)\ngo to x: (15) y: (-36)\nhide\nset [var4 v] to [0]\nforever\n if <(Level) = [25]> then\n set [hit4 v] to [0]\n set [var4 v] to [1]\n set [shoot4 v] to [1]\n show\n if <touching (shield v)?> then\n hide\n set [hit4 v] to [1]\n set [var4 v] to [0]\n set [shoot4 v] to [0]\n wait until <(Level) > [100]>\n end\n else\n hide\n set [shoot4 v] to [0]\n end\nend\n\nwhen I receive [restart v]\nset [var4 v] to [0]\nforever\n if <(Level) = [25]> then\n set [hit4 v] to [0]\n set [var4 v] to [1]\n set [shoot4 v] to [1]\n show\n if <touching (shield v)?> then\n hide\n set [hit4 v] to [1]\n set [var4 v] to [0]\n set [shoot4 v] to [0]\n wait until <(Level) > [100]>\n end\n else\n hide\n set [shoot4 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (target v)?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Bullet3\n\nwhen flag clicked\ngo to (rifle3 v)\nset size to (20) %\nhide\nforever\n go to (rifle3 v)\n hide\n if <(Level) = [25]> then\n hide\n if <(Shoot3) = [1]> then\n Shoot\n else\n go to (rifle3 v)\n hide\n end\n if <(Hit3) = [1]> then\n hide\n end\n go to (rifle3 v)\n else\n hide\n end\nend\n\ndefine Shoot\nwait (0.001) seconds\ngo to (rifle3 v)\nhide\nwait (pick random (0.5) to (1)) seconds\nif <(Shoot3) = [0]> then\n hide\n go to (rifle3 v)\nelse\n if <(Hit3) = [0]> then\n hide\n go to (rifle3 v)\n else\n go to (rifle3 v)\n show\n start sound [Pistol Gunshot 2 v]\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [20]> or <<touching (captain america v)?> or <<(distance to [level v]) < [10]> or <touching (_edge_ v)?>>>>\n move (8) steps\n end\n go to (rifle3 v)\n hide\n end\n show\n start sound [Pistol Gunshot 2 v]\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [20]> or <<touching (captain america v)?> or <<(distance to [level v]) < [10]> or <touching (_edge_ v)?>>>>\n move (8) steps\n end\n go to (rifle3 v)\n hide\nend\n\nwhen I receive [restart v]\nforever\n go to (rifle3 v)\n hide\n if <(Level) = [25]> then\n hide\n if <(Shoot3) = [1]> then\n Shoot\n else\n go to (rifle3 v)\n hide\n end\n if <(Hit3) = [1]> then\n hide\n end\n go to (rifle3 v)\n else\n hide\n end\nend\n\nwhen I receive [nope3 v]\nShoot\n\nbroadcast (Danger4 v)\n\npoint towards (captain america v)\n\nshow\n\nbroadcast (Danger4 v)\n\ngo to (rifle3 v)\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n hide\n go to (rifle3 v)\n end\nend\n\n@Bullet4\n\nwhen flag clicked\ngo to (rifle4 v)\nset size to (20) %\nhide\nforever\n go to (rifle4 v)\n hide\n if <(Level) = [25]> then\n hide\n if <(Shoot4) = [1]> then\n Shoot\n else\n go to (rifle4 v)\n hide\n end\n if <(Hit4) = [1]> then\n hide\n end\n go to (rifle4 v)\n else\n hide\n end\nend\n\ndefine Shoot\nwait (0.001) seconds\ngo to (rifle4 v)\nhide\nwait (pick random (0.5) to (1)) seconds\nif <(Shoot4) = [0]> then\n hide\n go to (rifle4 v)\nelse\n if <(Hit4) = [0]> then\n hide\n go to (rifle4 v)\n else\n go to (rifle4 v)\n show\n start sound [Pistol Gunshot 2 v]\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [20]> or <<touching (captain america v)?> or <<(distance to [level v]) < [10]> or <touching (_edge_ v)?>>>>\n move (8) steps\n broadcast (Danger4 v)\n end\n go to (rifle4 v)\n hide\n end\n show\n start sound [Pistol Gunshot 2 v]\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [20]> or <<touching (captain america v)?> or <<(distance to [level v]) < [10]> or <touching (_edge_ v)?>>>>\n move (8) steps\n broadcast (Danger4 v)\n end\n go to (rifle4 v)\n hide\nend\n\nwhen I receive [restart v]\nforever\n go to (rifle4 v)\n hide\n if <(Level) = [25]> then\n hide\n if <(Shoot4) = [1]> then\n Shoot\n else\n go to (rifle4 v)\n hide\n end\n if <(Hit4) = [1]> then\n hide\n end\n go to (rifle4 v)\n else\n hide\n end\nend\n\nwhen I receive [nope4 v]\ngo to (rifle4 v)\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n hide\n go to (rifle4 v)\n end\nend\n\n@Rifle4\n\nwhen flag clicked\nset size to (18) %\ngo to (hydra2 v)\nforever\n go to [front v] layer\n go to (hydra4 v)\n point towards (captain america v)\n if <(Level) = [25]> then\n show\n if <(Hit4) = [1]> then\n hide\n end\n else\n hide\n end\nend\n\nif <(Level) = [18]> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume2 v)\nend\n\nwhen I receive [restart v]\ngo to [front v] layer\ngo to (hydra4 v)\npoint towards (captain america v)\nif <(Level) = [25]> then\n show\n if <(Hit4) = [1]> then\n hide\n end\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [shoot4 v] to [0]\n end\nend\n\n@Door\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [22]> then\n show\n else\n hide\n end\n if <touching (shield v)?> then\n repeat (5)\n next costume\n end\n wait until <(Level) > [22]>\n end\nend\n\nwait (0.001) seconds\n\n@Rifle5\n\nwhen flag clicked\nset size to (18) %\ngo to (hydra v)\nset [shoot5 v] to [0]\nforever\n if <<(Level) = [25]> and <(Red Skull Life) > [0]>> then\n go to [front v] layer\n go to (red skull v)\n point towards (captain america v)\n show\n if <<(Hit) = [1]> and <<(Hit2) = [1]> and <<(Hit3) = [1]> and <(Hit4) = [1]>>>> then\n set [shoot5 v] to [1]\n end\n else\n hide\n set [shoot5 v] to [0]\n end\nend\n\nwhen I receive [restart v]\nforever\nend\n\ngo to [front v] layer\ngo to (red skull v)\npoint towards (captain america v)\n\nif <(Hit) = [1]> then\n hide\nend\n\nwhen I receive [restart v]\nset [shoot5 v] to [0]\nif <<(Level) = [25]> and <(Red Skull Life) > [0]>> then\n go to [front v] layer\n go to (red skull v)\n point towards (captain america v)\n show\n if <<(Hit) = [1]> and <<(Hit2) = [1]> and <<(Hit3) = [1]> and <(Hit4) = [1]>>>> then\n set [shoot5 v] to [1]\n end\nelse\n hide\n set [shoot5 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [shoot5 v] to [0]\n end\nend\n\n@Bullet5\n\nwhen flag clicked\ngo to (rifle5 v)\nset size to (20) %\nhide\nforever\n if <(Shoot5) = [1]> then\n wait (0.5) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\ndefine Shoot\ngo to (rifle5 v)\nshow\nstart sound [Pistol Gunshot 2 v]\npoint towards (captain america v)\nforever\n repeat until <(distance to [shield v]) < [20]>\n move (8) steps\n broadcast (Danger4 v)\n if <touching (captain america v)?> then\n broadcast (Oh-Snap! v)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nShoot\n\nforever\n go to (rifle4 v)\n hide\n if <(Level) = [25]> then\n go to (rifle5 v)\n hide\n if <(Shoot4) = [0]> then\n hide\n go to (rifle5 v)\n else\n if <(Hit4) = [0]> then\n hide\n go to (rifle5 v)\n else\n end\n show\n point towards (captain america v)\n repeat until <<(distance to [shield v]) < [10]> or <<(distance to [captain america v]) < [10]> or <<(distance to [level v]) < [10]> or <touching (_edge_ v)?>>>>\n move (15) steps\n broadcast (Danger4 v)\n end\n go to (rifle5 v)\n hide\n end\n hide\n if <(Shoot4) = [1]> then\n Shoot\n else\n go to (rifle4 v)\n hide\n end\n if <(Hit4) = [1]> then\n hide\n end\n go to (rifle4 v)\n else\n hide\n end\nend\n\nwait (0.1) seconds\n\nwhen I receive [nope5 v]\ndelete this clone\n\ngo to (rifle4 v)\nhide\nif <(Level) = [25]> then\n hide\n if <(Shoot4) = [1]> then\n else\n go to (rifle4 v)\n hide\n end\n if <(Hit4) = [1]> then\n hide\n end\n go to (rifle4 v)\nelse\n hide\nend\n\nwhen I receive [26 v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n hide\n go to (rifle5 v)\n end\nend\n\n@Target\n\nwhen flag clicked\nset size to (35) %\nhide\ngo to x: (0) y: (0)\nwait (7) seconds\nshow\ngo to [front v] layer\nforever\n if <key (w v) pressed?> then\n change y by (12)\n set [ghost v] effect to (0)\n else\n if <key (s v) pressed?> then\n change y by (-12)\n set [ghost v] effect to (0)\n end\n end\n if <key (d v) pressed?> then\n change x by (12)\n set [ghost v] effect to (0)\n else\n if <key (a v) pressed?> then\n change x by (-12)\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (hydra v)?> or <<touching (hydra2 v)?> or <<touching (hydra3 v)?> or <<touching (hydra4 v)?> or <touching (red skull v)?>>>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<not <key (w v) pressed?>> and <<not <key (s v) pressed?>> and <<not <key (d v) pressed?>> and <<not <key (a v) pressed?>> and <<not <touching (hydra v)?>> and <<not <touching (hydra2 v)?>> and <<not <touching (sprite3 v)?>> and <<not <touching (hydra4 v)?>> and <not <touching (red skull v)?>>>>>>>>>> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(var5) = [1]> then\n if <(distance to [red skull v]) < [70]> then\n go to (red skull v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(var1) = [1]> then\n if <(distance to [hydra v]) < [70]> then\n go to (hydra v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(var3) = [1]> then\n if <(distance to [hydra3 v]) < [70]> then\n go to (hydra3 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(var4) = [1]> then\n if <(distance to [hydra4 v]) < [70]> then\n go to (hydra4 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(var2) = [1]> then\n if <(distance to [hydra2 v]) < [70]> then\n go to (hydra2 v)\n end\n end\nend\n\n | Arrow keys. All Levels Are Possible. \nYou can use W A S and D to aim and the Space to throw your shield. \nYou must throw your shield and hit the Hydra soldiers to kill them. \nYou must hit Red Skull three times to kill him. \nThrow your shield at doors to bust them open. \nL to reduce lag. \n\n\n \n |
fortnite platformer | @Stage\n\nwhen I receive [next backdrop v]\nnext backdrop\nhide variable [stopwatch v]\n\nwhen backdrop switches to [love and favourite v]\nforever\n hide variable [deaths v]\n hide variable [level difficulty v]\n hide variable [level v]\n hide variable [stopwatch v]\n hide variable [☁ highscore v]\nend\n\nwhen backdrop switches to [backdrop13 v]\nforever\n hide variable [stopwatch v]\n hide variable [level v]\n hide variable [level difficulty v]\n hide variable [deaths v]\n hide variable [☁ highscore v]\n set [level v] to [1]\n set [level difficulty v] to [2]\n set [deaths v] to [0]\n set [stopwatch v] to [0]\nend\n\nwhen backdrop switches to [backdrop2 v]\nforever\n show variable [deaths v]\n show variable [level v]\n show variable [level difficulty v]\n show variable [stopwatch v]\nend\n\n@Sprite1\n\ndefine Put on ground\nrepeat until <not <touching color (#000000)?>>\n change y by (1)\nend\nset [jump speed v] to [0]\nset [on ground? v] to [1]\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> then\n broadcast (next backdrop v)\n end\nend\n\nwhen backdrop switches to [backdrop4 v]\nset [level difficulty v] to [8]\ngo to x: (-92) y: (-53)\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (-220) y: (-92)\nset [level difficulty v] to [10]\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (-213) y: (-45)\nset [level difficulty v] to [7]\n\nwhen backdrop switches to [backdrop3 v]\nset [level difficulty v] to [1]\ngo to x: (-132) y: (-90)\n\nwhen backdrop switches to [backdrop5 v]\nset [level difficulty v] to [8]\ngo to x: (-67) y: (-68)\n\nwhen backdrop switches to [backdrop11 v]\nset [level difficulty v] to [2]\ngo to x: (-198) y: (-71)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (138) y: (-149)\nset [level difficulty v] to [1]\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-116) y: (-90)\nset [level difficulty v] to [6]\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (移動4 v)\n wait (0.1) seconds\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (移動3 v)\n wait (0.1) seconds\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (移動2 v)\n wait (0.1) seconds\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (移動 v)\n wait (0.1) seconds\n end\n end\n end\n else\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n switch costume to (ジャンプ v)\n else\n switch costume to (立つ3 v)\n end\n end\nend\n\nwhen flag clicked\nMain Script\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Grid]> then\n hide variable [level difficulty v]\n hide variable [level v]\n hide\n stop [all v]\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nset [level difficulty v] to [1]\ngo to x: (-141) y: (-87)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-70) y: (-127)\nset [level difficulty v] to [5]\n\nwhen backdrop switches to [backdrop1 v]\nset [level difficulty v] to [1]\ngo to x: (-76) y: (-108)\n\nwhen flag clicked\nif <(backdrop [name v]) = [Grid]> then\n hide list [scores v]\n add (join (username) (join [ Score:] (Stopwatch))) to [scores v]\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop1]>> then\n go to x: (-76) y: (-108)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop2]>> then\n go to x: (-127) y: (-85)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop3]>> then\n go to x: (-132) y: (-90)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop4]>> then\n go to x: (-92) y: (-53)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop5]>> then\n go to x: (-67) y: (-68)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop6]>> then\n go to x: (-116) y: (-90)\n end\n if <<touching color (#dddede)?> and <(backdrop [name v]) = [backdrop7]>> then\n go to x: (138) y: (-149)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop8]>> then\n go to x: (-116) y: (-20)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop9]>> then\n go to x: (-213) y: (-45)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop10]>> then\n go to x: (-220) y: (-92)\n end\n if <<touching color (#ff0000)?> and <(backdrop [name v]) = [backdrop11]>> then\n go to x: (-198) y: (-71)\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\ndefine Main Script\nshow\nswitch backdrop to (backdrop1 v)\nset [run speed v] to [0]\nset [jump speed v] to [0]\nset [on ground? v] to [0]\ngo to x: (-36.7) y: (-115.4)\nrepeat until <touching color (#00cccc)?>\n forever\n change x by (Run Speed)\n change y by (Jump Speed)\n change [jump speed v] by (-1)\n if <<touching color (#000000)?> and <(Jump Speed) < [0]>> then\n Put on ground\n end\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> and <(On Ground?) = [1]>> then\n set [on ground? v] to [0]\n set [jump speed v] to [12]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [run speed v] by (-2)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [run speed v] by (2)\n end\n set [run speed v] to ((Run Speed) * (0.7))\n end\nend\n\nwhen flag clicked\nrepeat until <not <(backdrop [name v]) = [Grid]>>\n if <(backdrop [name v]) = [Grid]> then\n hide variable [level v]\n hide variable [level difficulty v]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Grid]> then\n if <(Stopwatch) < (☁ Highscore)> then\n set [score v] to (☁ Highscore)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [Grid]> and <(Stopwatch) < (☁ Highscore)>> then\n set [☁ highscore v] to (Stopwatch)\n end\nend\n\nwhen I receive [show stickman v]\nshow\n\nwhen flag clicked\nif <(backdrop [name v]) = [backdrop13]> then\n go to (random position v)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [stopwatch v] to [0]\nforever\n wait (1) seconds\n change [stopwatch v] by (1)\nend\n\nwhen I receive [stop stopwatch v]\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\n\nwhen flag clicked\nforever\n if <(On/Off) = [On]> then\n hide variable [level difficulty v]\n hide variable [level v]\n hide variable [deaths v]\n hide variable [stopwatch v]\n end\nend\n\nwhen I receive [next backdrop v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [3]> or <<(backdrop [number v]) = [4]> or <<(backdrop [number v]) = [5]> or <<(backdrop [number v]) = [6]> or <<(backdrop [number v]) = [7]> or <(backdrop [number v]) = <<(backdrop [number v]) = [8]> or <<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [10]>>>>>>>>>>> then\n forever\n show variable [level v]\n show variable [level difficulty v]\n show variable [deaths v]\n show variable [stopwatch v]\n end\n end\nend\n\n@Sprite4\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (185)\nswitch costume to (i am a square v)\nglide (3) secs to x: (x position) y: (-155)\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n set [level v] to [1]\n forever\n if <(backdrop [name v]) = [Grid]> then\n hide variable [level v]\n hide variable [level difficulty v]\n hide variable [deaths v]\n broadcast (stop stopwatch v) and wait\n end\n end\nend\n\n@Sprite5\n\nwhen this sprite clicked\nswitch backdrop to (backdrop13 v)\nbroadcast (Show Play Button v)\n\n@Sprite6\n\nwhen this sprite clicked\nbroadcast (SHOW STICKMAN v)\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [show play button v]\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop8]> then\n forever\n show variable [level v]\n show variable [level difficulty v]\n show variable [deaths v]\n show variable [stopwatch v]\n end\n end\nend\n\nwhen this sprite clicked\nforever\n show variable [level v]\n show variable [level difficulty v]\n show variable [deaths v]\n show variable [stopwatch v]\nend\n\n | Use Up Arrow and left and right arrows. Do not touch \nthe red\nI recommend playing in full screen. You are so cool that you can jump backwards, and while in the air (only if you dropped, not jumped into the air and THEN jumped AGAIN).\n\nALL LEVELS ARE POSSIBLE\n\nTry to beat my high-score! It's 31 seconds and 1 death.\n\nComment down your time! The lower time you get the better.\n\nI don't think I will update this anymore, so check out my newer projects. \n1 Year later: Why don't I add a bunch of code including a new level, a menu, and more stuff?\n\n |
Jedi Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Star Wars - Cantina Song2 v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) > [8]> then\n set [slip v] to [.92]\n else\n set [slip v] to [.88]\n end\nend\n\n@Player\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (costume3 v)\ngo [backward v] (16) layers\nshow\nset [level v] to [1]\ngo to x: (-220) y: (-112)\nset size to (78) %\npoint in direction (90)\nset [slip v] to [.9]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume3 v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (slip))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [13]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n if <([costume # v] of [ground v]) < [17]> then\n go to x: (-182) y: (-80)\n broadcast (level complete v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n switch costume to (costume3 v)\n set size to (78) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-220) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<touching (sprite3 v)?> or <touching (spikes v)?>> or <(y position) < [-176]>> or <touching (sprite4 v)?>> or <touching (sprite5 v)?>> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n switch costume to (costume3 v)\n set size to (78) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-220) y: (-120)\n broadcast (dead v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#00cc44)?> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n switch costume to (costume3 v)\n set size to (78) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to x: (-220) y: (-120)\n broadcast (dead v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (-3.1)\n\nwhen I receive [level complete v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nset size to (200) %\npoint in direction (90)\nforever\n go to [front v] layer\n hide\n if <([costume # v] of [ground v]) = [2]> then\n point in direction (90)\n show\n go to x: (13) y: (-137)\n end\n if <([costume # v] of [ground v]) = [4]> then\n point in direction (0)\n show\n go to x: (26) y: (59)\n end\n if <([costume # v] of [ground v]) = [5]> then\n point in direction (90)\n show\n go to x: (-60) y: (63)\n end\n if <([costume # v] of [ground v]) = [11]> then\n point in direction (0)\n show\n go to x: (-118) y: (-188)\n end\n if <([costume # v] of [ground v]) = [12]> then\n point in direction (90)\n show\n go to x: (140) y: (-158)\n end\n if <([costume # v] of [ground v]) = [14]> then\n point in direction (90)\n show\n go to x: (140) y: (-162)\n end\n if <([costume # v] of [ground v]) = [16]> then\n point in direction (90)\n show\n go to x: (140) y: (-164)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n hide\n if <([costume # v] of [ground v]) = [3]> then\n point in direction (90)\n show\n go to x: (184) y: (-70)\n end\n if <([costume # v] of [ground v]) = [4]> then\n point in direction (0)\n show\n go to x: (-36) y: (-70)\n end\n if <([costume # v] of [ground v]) = [5]> then\n point in direction (-90)\n show\n go to x: (62) y: (-50)\n end\n if <([costume # v] of [ground v]) = [9]> then\n point in direction (90)\n show\n go to x: (101) y: (-39)\n end\n if <([costume # v] of [ground v]) = [11]> then\n point in direction (0)\n show\n go to x: (142) y: (-157)\n end\n if <([costume # v] of [ground v]) = [12]> then\n point in direction (90)\n show\n go to x: (20) y: (-158)\n end\n if <([costume # v] of [ground v]) = [14]> then\n point in direction (90)\n show\n go to x: (20) y: (-162)\n end\n if <([costume # v] of [ground v]) = [16]> then\n point in direction (90)\n show\n go to x: (20) y: (26)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nset size to (200) %\nforever\n hide\n if <([costume # v] of [ground v]) = [3]> then\n go to x: (8) y: (-32)\n point in direction (90)\n show\n end\nend\n\nwhen flag clicked\nforever\n repeat until <([costume # v] of [ground v]) = [4]>\n glide (0.65) secs to x: (62) y: (-32)\n glide (0.65) secs to x: (8) y: (-32)\n end\n hide\nend\n\n@Lightsaber\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (200) %\nforever\n hide\n if <key (space v) pressed?> then\n show\n if <([costume # v] of [player v]) = [2]> then\n repeat (24)\n turn right (15) degrees\n end\n else\n repeat (24)\n turn right (-15) degrees\n end\n end\n hide\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n play sound [lightsaber on v] until done\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [player v]) = [2]> then\n go to x: (([x position v] of [player v]) + (10)) y: (([y position v] of [player v]) + (12))\n else\n go to x: (([x position v] of [player v]) + (-10)) y: (([y position v] of [player v]) + (12))\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n set [brightness v] effect to (10)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n switch costume to (costume1 v)\n if <([costume # v] of [ground v]) = [9]> then\n show\n else\n hide\n end\n go to x: (174) y: (-135)\n set size to (190) %\nend\n\nwhen I start as a clone\nforever\n if <touching (lightsaber v)?> then\n point in direction (90)\n switch costume to (costume3 v)\n end\nend\n\nwhen I start as a clone\nif <([costume # v] of [ground v]) = [9]> then\n switch costume to (costume2 v)\n point in direction (-90)\n repeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <<touching (ground v)?> or <touching (spikes v)?>>>>\n move (8) steps\n end\n delete this clone\nelse\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <<<touching color (#ff0000)?> or <touching color (#01db0f)?>> or <touching (lightsaber v)?>> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen I start as a clone\nset size to (180) %\nforever\n if <<touching color (#ff0000)?> or <touching color (#01db0f)?>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [9]> then\n create clone of (_myself_ v)\n wait (1.5) seconds\n else\n delete this clone\n end\nend\n\n@Bounce\n\nwhen flag clicked\nforever\n hide\n if <([costume # v] of [ground v]) = [14]> then\n point in direction (90)\n show\n go to x: (-95) y: (-162)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n hide\n if <([costume # v] of [ground v]) = [2]> then\n point in direction (90)\n show\n go to x: (138) y: (-78)\n switch costume to (costume2 v)\n set size to (110) %\n end\n if <([costume # v] of [ground v]) = [3]> then\n point in direction (90)\n show\n go to x: (230) y: (129)\n switch costume to (costume1 v)\n set size to (140) %\n end\n if <([costume # v] of [ground v]) = [4]> then\n switch costume to (costume2 v)\n set size to (110) %\n point in direction (90)\n show\n go to x: (90) y: (-162)\n end\n if <([costume # v] of [ground v]) = [5]> then\n point in direction (90)\n show\n go to x: (-90) y: (-162)\n switch costume to (costume2 v)\n set size to (110) %\n end\n if <([costume # v] of [ground v]) = [6]> then\n point in direction (90)\n show\n go to x: (-109) y: (-134)\n switch costume to (costume1 v)\n set size to (150) %\n end\n if <([costume # v] of [ground v]) = [9]> then\n point in direction (0)\n go to x: (66) y: (-70)\n show\n switch costume to (costume1 v)\n set size to (140) %\n end\n if <([costume # v] of [ground v]) = [12]> then\n point in direction (90)\n show\n go to x: (-144) y: (80)\n switch costume to (costume1 v)\n set size to (150) %\n end\n if <([costume # v] of [ground v]) = [13]> then\n point in direction (90)\n show\n go to x: (140) y: (-141)\n switch costume to (costume1 v)\n set size to (200) %\n end\n if <([costume # v] of [ground v]) = [14]> then\n point in direction (0)\n go to x: (-61) y: (0)\n show\n switch costume to (costume2 v)\n set size to (110) %\n end\n if <([costume # v] of [ground v]) = [16]> then\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (-61) y: (-166)\n show\n switch costume to (costume2 v)\n set size to (140) %\n end\nend\n\nwhen I start as a clone\ndelete this clone\n\n@Sprite7\n\nwhen I receive [start v]\nshow\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (-3)\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Sprite8\n\nwhen flag clicked\nset size to (300) %\nshow\ngo to [front v] layer\nset size to (0) %\nrepeat (15)\n change size by (30)\nend\nrepeat (7)\n change size by (-6)\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (start v)\n repeat (50)\n change [brightness v] effect by (2)\n end\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (8)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-8)\n end\n end\nend\n\nwhen flag clicked\nwait (0.2) seconds\nforever\n go to x: ((mouse x) / (45)) y: (((mouse y) / (45)) - (100))\nend\n\n | -------------------------------------------------------------------------------------------------------\nJedi Platformer 2: https://scratch.mit.edu/projects/219996985\n-------------------------------------------------------------------------------------------------------\n--Press space to swing the lightsaber\n--Use arrow keys or WASD |
MIRRФЯЯIM | @Stage\n\nwhen flag clicked\nset [mutemusic? v] to [0]\nset volume to (100) %\nforever\n play sound [Disasterpeace - Forgotten v] until done\nend\n\nwhen I receive [fadeinmusic v]\nif <not <<(MuteMusic?) = [1]> and <(volume) = [0]>>> then\n repeat (20)\n change volume by (5)\n end\nend\n\nwhen I receive [fadeoutmusic v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n broadcast (FadeOutMusic v)\n set [mutemusic? v] to [1]\nelse\n broadcast (FadeInMusic v)\n set [mutemusic? v] to [0]\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nset [game end v] to [7]\ngo to [front v] layer\ngo [backward v] (100) layers\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Sensor\n\nwhen I receive [gamebegins v]\nshow\ngo to [front v] layer\ngo [backward v] (100) layers\nset [ghost v] effect to (100)\npoint in direction (90)\nset [movement speed v] to [0.8]\nset [movement speed \(in air\) v] to [0.1]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [gravity v] to [-0.2]\nset [velocity multiplier v] to [0.96]\nset [velocity multiplier \(land\) v] to [0.6]\nset [jumped? v] to [0]\nset [jump height v] to [6]\nset [run-jump multiplier v] to [0.1]\nset [player dead? v] to [0]\nset [touching ghost? v] to [0]\nset [got key? v] to [0]\nset [pass key? v] to [0]\nif <(Level) = [1]> then\n go to x: (-24) y: (-60)\nend\nif <(Level) = [2]> then\n go to x: (-40) y: (-16)\nend\nif <(Level) = [3]> then\n go to x: (-216) y: (76)\nend\nif <(Level) = [4]> then\n point in direction (-90)\n go to x: (-104) y: (132)\nend\nif <(Level) = [5]> then\n go to x: (-104) y: (78)\nend\nif <(Level) = [6]> then\n point in direction (-90)\n go to x: (-8) y: (162)\nend\nif <(Level) = (Game End)> then\n go to x: (-24) y: (-60)\nend\nforever\n switch costume to (idle v)\n set [moving? v] to [0]\n set [x collision? v] to [0]\n set [y collision? v] to [0]\n change x by (Xvelocity)\n if <touching (level v)?> then\n set [x collision? v] to [1]\n end\n if <(X collision?) = [1]> then\n change y by ([abs v] of ((Xvelocity) / (2)) )\n if <touching (level v)?> then\n change y by ([abs v] of ((Xvelocity) / (2)) )\n if <touching (level v)?> then\n change y by ([abs v] of ((Xvelocity) / (2)) )\n if <touching (level v)?> then\n change y by ([abs v] of ((Xvelocity) / (2)) )\n if <touching (level v)?> then\n change y by (((0) - ([abs v] of ((Xvelocity) / (2)) )) * (4))\n change x by ((0) - (Xvelocity))\n set [xvelocity v] to [0]\n end\n else\n change y by ((0) - ([abs v] of ((Xvelocity) / (2)) ))\n end\n else\n change y by ((0) - ([abs v] of ((Xvelocity) / (2)) ))\n end\n else\n change y by ((0) - ([abs v] of ((Xvelocity) / (2)) ))\n end\n end\n change y by (Yvelocity)\n if <touching (level v)?> then\n set [y collision? v] to [1]\n end\n if <(Y collision?) = [1]> then\n set [xvelocity v] to ((Xvelocity) * (Velocity Multiplier \(Land\)))\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> and <(Yvelocity) < [0]>> then\n set [yvelocity v] to ((Jump Height) * ((1) + (([abs v] of (Xvelocity) ) * (Run-Jump Multiplier))))\n set [jumped? v] to [1]\n start sound [jump v]\n else\n if <(Yvelocity) < [0]> then\n set [jumped? v] to [0]\n end\n change y by ((0) - (Yvelocity))\n set [yvelocity v] to [0]\n end\n end\n if <<<(Jumped?) = [1]> and <not <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>>> and <(Yvelocity) > [0]>> then\n set [yvelocity v] to ((Yvelocity) * (0.6))\n end\n if <<<touching (die v)?> or <(Touching Ghost?) = [1]>> or <touching (wall-left v)?>> then\n broadcast (fadeoutmusic v)\n switch costume to (dead v)\n start sound [death v]\n repeat (20)\n if <(Level) = (Game End)> then\n set [player dead? v] to [0]\n else\n set [player dead? v] to [1]\n end\n set [yvelocity v] to [5]\n repeat (60)\n change [yvelocity v] by (Gravity)\n change y by (Yvelocity)\n change [ghost v] effect by (2)\n end\n broadcast (fadetonewlevel v)\n repeat (11)\n change [yvelocity v] by (Gravity)\n change y by (Yvelocity)\n end\n stop [this script v]\n end\n if <<touching (grave v)?> and <<(x position) > [-10]> and <(Got Key?) = [1]>>> then\n set [pass key? v] to [1]\n end\n if <<touching (door v)?> and <(Pass Key?) = [1]>> then\n broadcast (fadetonewlevel v)\n stop [this script v]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [moving? v] to [1]\n point in direction (-90)\n if <(Y collision?) = [1]> then\n change [xvelocity v] by ((0) - (Movement Speed))\n else\n change [xvelocity v] by ((0) - (Movement Speed \(In air\)))\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [moving? v] to [1]\n point in direction (90)\n if <(Y collision?) = [1]> then\n change [xvelocity v] by (Movement Speed)\n else\n change [xvelocity v] by (Movement Speed \(In air\))\n end\n else\n set [playermovementanimation v] to [0]\n if <(Jumped?) = [1]> then\n switch costume to (jump v)\n else\n switch costume to (idle v)\n end\n end\n end\n if <(Moving?) = [1]> then\n if <(Jumped?) = [1]> then\n switch costume to (jump v)\n else\n if <(Y collision?) = [1]> then\n change [playermovementanimation v] by (([abs v] of (Xvelocity) ) * (1))\n if <(Playermovementanimation) < [10]> then\n switch costume to (run1 v)\n else\n if <(Playermovementanimation) < [20]> then\n switch costume to (run2 v)\n else\n if <(Playermovementanimation) < [30]> then\n switch costume to (run3 v)\n else\n if <(Playermovementanimation) < [40]> then\n switch costume to (run2 v)\n else\n change [playermovementanimation v] by (-40)\n switch costume to (run1 v)\n end\n end\n end\n end\n else\n switch costume to (idle v)\n end\n end\n end\n set [xvelocity v] to ((Xvelocity) * (Velocity Multiplier))\n set [yvelocity v] to ((Yvelocity) * (Velocity Multiplier))\n change [yvelocity v] by (Gravity)\nend\n\nwhen I receive [gamebegins v]\nforever\n if <(Got Key?) = [1]> then\n start sound [clong v]\n stop [this script v]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (fadeoutmusic v)\nrepeat (20)\nif <(Level) = (Game End)> then\n set [player dead? v] to [0]\nelse\n set [player dead? v] to [1]\nend\nbroadcast (fadetonewlevel v)\nstop [this script v]\n\n@Main Man\n\nwhen I receive [gamebegins v]\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nforever\n set x to ([x position v] of [sensor v])\n set y to ([y position v] of [sensor v])\n if <([direction v] of [sensor v]) = [90]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <([costume # v] of [sensor v]) = [1]> then\n switch costume to (idle v)\n end\n if <([costume # v] of [sensor v]) = [2]> then\n switch costume to (run1 v)\n end\n if <([costume # v] of [sensor v]) = [3]> then\n switch costume to (run2 v)\n end\n if <([costume # v] of [sensor v]) = [4]> then\n switch costume to (run3 v)\n end\n if <([costume # v] of [sensor v]) = [5]> then\n switch costume to (jump v)\n end\n if <([costume # v] of [sensor v]) = [6]> then\n switch costume to (dead v)\n end\n if <(Player Dead?) = [1]> then\n change [ghost v] effect by (2)\n end\nend\n\n@Mirror Man\n\nwhen I receive [gamebegins v]\nshow\ngo to [front v] layer\nset size to (50) %\ngo [backward v] (1) layers\nset [ghost v] effect to (75)\nforever\n set x to (([x position v] of [main man v]) * (-1))\n set y to ([y position v] of [main man v])\n if <([direction v] of [main man v]) = [90]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <([costume # v] of [main man v]) = [1]> then\n switch costume to (idle v)\n end\n if <([costume # v] of [main man v]) = [2]> then\n switch costume to (run1 v)\n end\n if <([costume # v] of [main man v]) = [3]> then\n switch costume to (run2 v)\n end\n if <([costume # v] of [main man v]) = [4]> then\n switch costume to (run3 v)\n end\n if <([costume # v] of [main man v]) = [5]> then\n switch costume to (jump v)\n end\n if <([costume # v] of [main man v]) = [6]> then\n switch costume to (dead v)\n end\n if <<touching (key v)?> and <not <(Player Dead?) = [1]>>> then\n set [got key? v] to [1]\n end\n if <touching (ghost v)?> then\n set [touching ghost? v] to [1]\n end\n if <(Player Dead?) = [1]> then\n change [ghost v] effect by (0.5)\n end\nend\n\n@Ghost\n\nwhen I receive [gamebegins v]\nhide\ngo to [front v] layer\nset size to (25) %\ngo [backward v] (1) layers\nset [ghost v] effect to (75)\nif <<(Level) = [4]> or <(Level) = [6]>> then\n show\n go to x: ((0) - ([x position v] of [grave v])) y: ([y position v] of [grave v])\nelse\n hide\nend\nforever\n point towards (mirror man v)\n switch costume to (1 v)\n if <(x position) > ([x position v] of [mirror man v])> then\n if <([direction v] of [mirror man v]) = [90]> then\n switch costume to (2 v)\n set [ghost speed v] to [.5]\n move (Ghost Speed) steps\n else\n switch costume to (1 v)\n set [ghost speed v] to [0]\n end\n else\n if <([direction v] of [mirror man v]) = [-90]> then\n switch costume to (2 v)\n set [ghost speed v] to [.5]\n move (Ghost Speed) steps\n else\n switch costume to (1 v)\n set [ghost speed v] to [0]\n end\n end\n if <(Player Dead?) = [1]> then\n change [ghost v] effect by (0.5)\n end\nend\n\n@Key\n\nwhen I receive [gamebegins v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\nif <(Level) = [1]> then\n go to x: (120) y: (-80)\nend\nif <(Level) = [2]> then\n go to x: (104) y: (-20)\nend\nif <(Level) = [3]> then\n go to x: (10) y: (172)\nend\nif <(Level) = [4]> then\n go to x: (168) y: (-144)\nend\nif <(Level) = [5]> then\n go to x: (104) y: (0)\nend\nif <(Level) = [6]> then\n go to x: (92) y: (66)\nend\nif <(Level) = (Game End)> then\n hide\nend\nforever\n if <(Got Key?) = [1]> then\n if <([direction v] of [mirror man v]) = [-90]> then\n set x to (([x position v] of [mirror man v]) + (12))\n else\n set x to (([x position v] of [mirror man v]) - (12))\n end\n set y to (([y position v] of [mirror man v]) + (4))\n end\n if <(Pass Key?) = [1]> then\n switch costume to (key v)\n set size to (100) %\n if <([direction v] of [main man v]) = [90]> then\n set x to (([x position v] of [main man v]) + (12))\n else\n set x to (([x position v] of [main man v]) - (12))\n end\n set y to (([y position v] of [main man v]) + (4))\n else\n if <not <touching (door v)?>> then\n switch costume to (key blurred v)\n set size to (50) %\n end\n end\n if <<(Player Dead?) = [1]> and <<(Got Key?) = [1]> or <(Pass Key?) = [1]>>> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nwait until <<(Level) = [1]> and <<(Got Key?) = [0]> and <(Pass Key?) = [0]>>>\nwait (5) seconds\nthink [Use your reflection to find the secret key...]\nwait until <not <<(Level) = [1]> and <<(Got Key?) = [0]> and <(Pass Key?) = [0]>>>>\nthink []\n\nwhen I receive [gamebegins v]\nforever\n if <<<touching (mirror man v)?> and <(Got Key?) = [1]>> and <(Pass Key?) = [0]>> then\n start sound [clong v]\n stop [this script v]\n end\nend\n\n@Grave\n\nwhen I receive [gamebegins v]\nshow\ngo to [front v] layer\ngo [backward v] (100) layers\nif <(Level) = [1]> then\n go to x: (-8) y: (-66)\nend\nif <(Level) = [2]> then\n go to x: (-8) y: (62)\nend\nif <(Level) = [3]> then\n go to x: (-8) y: (-162)\nend\nif <(Level) = [4]> then\n go to x: (-8) y: (126)\nend\nif <(Level) = [5]> then\n go to x: (-8) y: (-98)\nend\nif <(Level) = [6]> then\n go to x: (-8) y: (62)\nend\nif <(Level) = (Game End)> then\n go to x: (-8) y: (-66)\nend\n\nwhen flag clicked\nwait until <<(Level) = [1]> and <<(Got Key?) = [1]> and <(Pass Key?) = [0]>>>\nwait (5) seconds\nthink [Pass the key through the mirror at the grave...]\nwait until <not <<(Level) = [1]> and <<(Got Key?) = [1]> and <(Pass Key?) = [0]>>>>\nthink []\n\nwhen I receive [gamebegins v]\nforever\n if <<touching (main man v)?> and <(Pass Key?) = [1]>> then\n start sound [clink v]\n stop [this script v]\n end\nend\n\n@Door\n\nwhen I receive [gamebegins v]\nshow\nset size to (50) %\ngo to [front v] layer\ngo [backward v] (100) layers\nif <(Level) = [1]> then\n go to x: (-216) y: (-44)\nend\nif <(Level) = [2]> then\n go to x: (-56) y: (-12)\nend\nif <(Level) = [3]> then\n go to x: (-232) y: (84)\nend\nif <(Level) = [4]> then\n go to x: (-88) y: (132)\nend\nif <(Level) = [5]> then\n go to x: (-152) y: (-92)\nend\nif <(Level) = [6]> then\n go to x: (-120) y: (-156)\nend\nif <(Level) = (Game End)> then\n hide\nend\n\nwhen flag clicked\nwait until <<(Level) = [1]> and <(Pass Key?) = [1]>>\nwait (5) seconds\nthink [Unlock the door...]\nwait until <not <<(Level) = [1]> and <(Pass Key?) = [1]>>>\nthink []\n\nwhen I receive [gamebegins v]\nforever\n if <<<touching (key v)?> or <touching (main man v)?>> and <(Pass Key?) = [1]>> then\n start sound [door open v]\n stop [this script v]\n end\nend\n\n@Die\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (60) layers\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go [backward v] (1) layers\nend\n\n@Fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nrepeat (20)\nend\nbroadcast (GameBegins v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\nset size to (0) %\nforever\n go to [front v] layer\nend\n\nwhen I receive [fadetonewlevel v]\nset [got key? v] to [0]\nset [pass key? v] to [0]\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (20)\nend\nif <(Player Dead?) = [0]> then\n if <(Level) = (Game End)> then\n set [level v] to [1]\n else\n change [level v] by (1)\n end\nend\nbroadcast (GameBegins v)\nbroadcast (FadeInMusic v)\nrepeat (1)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\nset size to (0) %\n\n@Spotlight\n\nwhen I receive [gamebegins v]\nhide\nset size to (200) %\nif <(Level) = [5]> then\n forever\n go to [front v] layer\n show\n go to x: ([x position v] of [sensor v]) y: ([y position v] of [sensor v])\n end\nelse\n hide\nend\n\n@Cover R\n\nwhen I receive [gamebegins v]\nhide\nset size to (200) %\nif <(Level) = [5]> then\n forever\n go to [front v] layer\n if <(x position) > ((240) * (2))> then\n hide\n else\n show\n end\n go to x: (([x position v] of [main man v]) + ((240) * (2))) y: (0)\n end\nelse\n hide\nend\n\n@Cover L\n\nwhen I receive [gamebegins v]\nhide\nset size to (200) %\nif <(Level) = [5]> then\n forever\n go to [front v] layer\n if <(x position) < ((-240) * (2))> then\n hide\n else\n show\n end\n go to x: (([x position v] of [main man v]) - ((240) * (2))) y: (0)\n end\nelse\n hide\nend\n\n@Cover T\n\nwhen I receive [gamebegins v]\nhide\nset size to (200) %\nif <(Level) = [5]> then\n forever\n go to [front v] layer\n if <(y position) > ((180) * (2))> then\n hide\n else\n show\n end\n go to x: (0) y: (([y position v] of [main man v]) + ((180) * (2)))\n end\nelse\n hide\nend\n\n@Cover B\n\nwhen I receive [gamebegins v]\nhide\nset size to (200) %\nif <(Level) = [5]> then\n forever\n go to [front v] layer\n if <(y position) < ((-180) * (2))> then\n hide\n else\n show\n end\n go to x: (0) y: (([y position v] of [main man v]) - ((180) * (2)))\n end\nelse\n hide\nend\n\n@wall-left\n\nwhen I receive [gamebegins v]\nhide\nif <(Level) = [6]> then\n go to x: (-224) y: (0)\n forever\n go to [front v] layer\n show\n if <(x position) = [0]> then\n stop [this script v]\n else\n wait (3.5) seconds\n start sound [rumble v]\n repeat (7)\n wait (0.05) seconds\n change x by (1)\n wait (0.05) seconds\n change x by (-1)\n end\n change x by (16)\n end\n end\nelse\n hide\nend\n\n@wall-right\n\nwhen I receive [gamebegins v]\nhide\nif <(Level) = [6]> then\n go to x: (224) y: (0)\n forever\n go to [front v] layer\n show\n if <(x position) = [0]> then\n stop [this script v]\n else\n wait (3.5) seconds\n repeat (7)\n wait (0.05) seconds\n change x by (-1)\n wait (0.05) seconds\n change x by (1)\n end\n change x by (-16)\n end\n end\nelse\n hide\nend\n\n | GAMEPLAY: Welcome to MIRRФЯЯIM... A mirror-based puzzle platformer. Navigate the levels by jumping around on the platforms. Use your reflection to find the secret key. Pass the key through the mirror at the grave. Unlock the door to get to the next level.\n\nCONTROLS:\n[A] & [D] / Left & Right Arrows = Move\n[W] / [Up Arrow] / [Space] = Jump\n[M] = Music On/Off\n[R] = Restart Level |
2-player platformer | @Stage\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [16]> then\n show variable [p1 deaths v]\n show variable [p2 deaths v]\n else\n hide variable [p1 deaths v]\n hide variable [p2 deaths v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [SONIC_FORCES_FIST_BUMP_FULL_VERSION_ANIMATED_LYRIC_60_fps\[Youtubeamp3.net\].mp3 v] until done\nend\n\n@,\n\nwhen flag clicked\nswitch costume to (gray enemy v)\nswitch backdrop to (backdrop1 v)\ngo to x: (-206) y: (-134)\nhide variable [p1 deaths v]\nset [p1 deaths v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n set [yv v] to [0]\n broadcast (message1 v)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set [ghost v] effect to (0)\n change [p1 deaths v] by (1)\n go to x: (-206) y: (-134)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-206) y: (-133)\nswitch backdrop to (next backdrop v)\nchange [level v] by (1)\n\nwhen [left arrow v] key pressed\nswitch costume to (gray enemy2 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (gray enemy v)\n\n@.\n\nwhen flag clicked\nswitch costume to (orange enemy v)\nswitch backdrop to (backdrop1 v)\ngo to x: (-225) y: (-131)\nhide variable [p2 deaths v]\nset [p2 deaths v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (d v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (a v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (w v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (w v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n set [yv v] to [0]\n broadcast (message1 v)\n end\n if <touching color (#003fff)?> then\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (w v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-225) y: (-130)\n set [ghost v] effect to (0)\n change [p2 deaths v] by (1)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-225) y: (-130)\n\nwhen [a v] key pressed\nswitch costume to (orange enemy2 v)\n\nwhen [d v] key pressed\nswitch costume to (orange enemy v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n | help the two ninja complete their training.\n\nControl p1 (green) with the arrow keys\n\nControl p2 (purple) with W S A D |
The Very Strange Platformer | @Stage\n\nwhen flag clicked\nwait (0.001) seconds\nstop all sounds\nset [song v] to [1]\nwait until <(Level) = [2]>\nstop all sounds\nset [song v] to [2]\nwait until <(Level) = [5]>\nstop all sounds\nset [song v] to [3]\nwait until <(Level) = [6]>\nstop all sounds\nset [song v] to [2]\nwait until <(Level) = [7]>\nstop all sounds\nset [song v] to [4]\nwait until <(Level) = [10]>\nstop all sounds\nset [song v] to [5]\nwait until <(Level) = [11]>\nstop all sounds\nset [song v] to [6]\nwait until <(Level) = [12]>\nstop all sounds\nset [song v] to [7]\nwait until <(Level) = [13]>\nstop all sounds\nset [song v] to [6]\nwait until <(Level) = [14]>\nstop all sounds\nset [song v] to [8]\nwait until <(Level) = [15]>\nstop all sounds\nset [song v] to [6]\nwait until <(Level) = [17]>\nstop all sounds\nset [song v] to [9]\nwait until <(Level) = [19]>\nstop all sounds\nset [song v] to [0]\nwait until <(Level) = [20]>\nstop all sounds\nset [song v] to [10]\nwait until <(19 cutscene) = [0]>\nstop all sounds\nset [song v] to [2]\nwait until <(Level) = [21]>\nstop all sounds\nset [song v] to [1]\n\nwhen flag clicked\nforever\n if <(Song) = [1]> then\n play sound [eggs v] until done\n end\n if <(Song) = [2]> then\n play sound [purple people ea v] until done\n end\n if <(Song) = [3]> then\n play sound [Rock and Roll McDonalds v] until done\n end\n if <(Song) = [4]> then\n play sound [Donald Trump Bing Bong Mario.mp3 v] until done\n end\n if <(Song) = [5]> then\n play sound [Donald Trump - The Bing Bong Song REMIX.mp3 v] until done\n end\n if <(Song) = [6]> then\n play sound [Mario 64 remix v] until done\n end\n if <(Song) = [7]> then\n play sound [Nyan Cat v] until done\n end\n if <(Song) = [8]> then\n play sound [im in space v] until done\n play sound [Super Mario Galaxy Music- Super Mario Galaxy Theme.mp3 v] until done\n end\n if <(Song) = [9]> then\n play sound [Undertale OST- 084 - Amalgam - from YouTube.mp3 v] until done\n end\n if <(Song) = [10]> then\n play sound [Cuphead OST - 50 - Chief Evil Officer v] until done\n end\nend\n\n@Me\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-200) y: (0)\nset size to (30) %\nset [level v] to [1]\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(19 cutscene) = [0]> then\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching (ground v)?> or <<touching (hourhand v)?> or <touching (minutehand v)?>>> or <touching (fake floor v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <<touching (hourhand v)?> or <touching (minutehand v)?>>> or <touching (fake floor v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <<touching (hourhand v)?> or <touching (minutehand v)?>>> or <touching (fake floor v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <<touching (hourhand v)?> or <touching (minutehand v)?>>> or <touching (fake floor v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <<touching (hourhand v)?> or <touching (minutehand v)?>>> or <touching (fake floor v)?>> then\n change y by (1)\n if <<<touching (ground v)?> or <<touching (hourhand v)?> or <touching (minutehand v)?>>> or <touching (fake floor v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<<touching (ground v)?> or <<touching (hourhand v)?> or <touching (minutehand v)?>>> or <touching (fake floor v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching (ground v)?> or <<touching (hourhand v)?> or <touching (minutehand v)?>>> or <touching (fake floor v)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bad v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n go to x: (-200) y: (0)\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(19 cutscene) = [0]> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(19 cutscene) = [0]> then\n if <(fanwithastache) = [0]> then\n if <(Level) = [13]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n else\n switch costume to (costume4 v)\n end\n else\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n else\n switch costume to (costume1 v)\n end\n end\n else\n switch costume to (fanwithastache v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <touching (moneys v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n if <touching (gross head v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n if <touching (the wall v)?> then\n reset timer\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\n end\nend\n\nwhen flag clicked\nset [fanwithastache v] to [0]\nwait until <key (f v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (n v) pressed?>\nwait until <key (w v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (t v) pressed?>\nwait until <key (h v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (s v) pressed?>\nwait until <key (t v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (c v) pressed?>\nwait until <key (h v) pressed?>\nwait until <key (e v) pressed?>\nset [fanwithastache v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n if <touching (secondhand v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n if <touching (spacecore v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n if <<touching (monster v)?> or <touching (monster2 v)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n if <touching (spewn v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n if <touching (cannonball v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-200) y: (0)\n start sound [OOF v]\n end\n end\nend\n\nwhen flag clicked\nset [19 cutscene v] to [0]\nwait (0.01) seconds\nwait until <<(Level) = [19]> and <(x position) > [0]>>\nset [19 cutscene v] to [1]\ngo to x: (0) y: (-73)\nwait (1) seconds\nbroadcast (begone fake floor v)\nstart sound [Whiz v]\nglide (0.5) secs to x: (0) y: (-180)\ngo to x: (0) y: (180)\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n if <<touching (saxophone v)?> or <<touching (myoozik v)?> or <touching (horn v)?>>> then\n reset timer\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (0) y: (180)\n start sound [OOF v]\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (7) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Bad\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Background\n\nwhen flag clicked\ngo [backward v] (9999) layers\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Goal\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n set size to (50) %\n if <(Level) = [1]> then\n go to x: (170) y: (-20)\n end\n if <(Level) = [2]> then\n go to x: (170) y: (-20)\n end\n if <(Level) = [3]> then\n go to x: (170) y: (100)\n end\n if <(Level) = [4]> then\n go to x: (200) y: (-130)\n end\n if <(Level) = [5]> then\n go to x: (197) y: (-120)\n end\n if <(Level) = [6]> then\n go to x: (210) y: (90)\n end\n if <(Level) = [7]> then\n go to x: (207) y: (-70)\n end\n if <(Level) = [8]> then\n go to x: (-200) y: (140)\n end\n if <(Level) = [9]> then\n go to x: (134) y: (45)\n end\n if <(Level) = [10]> then\n go to x: (0) y: (20)\n if <(10portal) = [1]> then\n show\n else\n hide\n end\n end\n if <(Level) = [11]> then\n go to x: (200) y: (-130)\n end\n if <(Level) = [12]> then\n go to x: (200) y: (-70)\n end\n if <(Level) = [13]> then\n go to x: (200) y: (-30)\n end\n if <(Level) = [14]> then\n go to x: (-200) y: (140)\n end\n if <(Level) = [15]> then\n go to x: (197) y: (-35)\n end\n if <(Level) = [16]> then\n go to x: (210) y: (-20)\n end\n if <(Level) = [17]> then\n go to x: (210) y: (-50)\n end\n if <(Level) = [18]> then\n go to x: (210) y: (-40)\n end\n if <(Level) = [19]> then\n go to x: (0) y: (-100)\n end\n if <(Level) = [20]> then\n hide\n go to x: (0) y: (35)\n if <(20portal) = [0]> then\n hide\n else\n show\n end\n end\n if <(Level) = [21]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch costume to (purple portal v)\n else\n if <(Level) = [19]> then\n switch costume to (linelolol v)\n else\n if <(Level) = [20]> then\n switch costume to (green v)\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [20]> and <(pUrPlEtImEr) < [120]>> then\n set [20portal v] to [0]\n end\n if <<(Level) = [20]> and <[120] < (pUrPlEtImEr)>> then\n set [20portal v] to [1]\n end\nend\n\n@Moneys\n\nwhen flag clicked\nset size to (50) %\npoint in direction (180)\ngo to x: (0) y: (0)\nhide\nforever\n if <(Level) = [7]> then\n wait (0.6) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nif <not <(Level) = [7]>> then\n hide\nend\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (1.5) secs to x: (x position) y: (-180)\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = [7]>> then\n hide\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(19 cutscene) = [1]> then\n hide\n else\n show\n end\nend\n\n@Trumpet\n\nwhen flag clicked\nhide\nset size to (35) %\ngo to x: (50) y: (-160)\nforever\n point towards (me v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@Gross head\n\nwhen flag clicked\nset size to (15) %\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2)) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (pick random (1) to (3))\ngo to x: (50) y: (-150)\npoint towards (me v)\nrepeat until <<touching (_edge_ v)?> or <touching (me v)?>>\n move (5) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = [8]>> then\n hide\n end\nend\n\n@THE WALL\n\nwhen flag clicked\nset [10portal v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (arrow v)\nhide\nwait (1) seconds\nwait until <(Level) = [10]>\nbroadcast (wallstart v)\nreset timer\nwait until <(timer) > [60]>\nset [10portal v] to [1]\n\nwhen I receive [herecomesdawall v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(walldirection) = [1]> then\n go to x: (-240) y: (0)\n switch costume to (pick random (1) to (3))\n glide (3) secs to x: (240) y: (0)\nend\nif <(walldirection) = [2]> then\n go to x: (0) y: (-180)\n switch costume to (pick random (4) to (6))\n glide (3) secs to x: (0) y: (180)\nend\nif <(walldirection) = [3]> then\n go to x: (240) y: (0)\n switch costume to (pick random (1) to (3))\n glide (3) secs to x: (-240) y: (0)\nend\nif <(walldirection) = [4]> then\n go to x: (0) y: (180)\n switch costume to (pick random (4) to (6))\n glide (3) secs to x: (0) y: (-180)\nend\nhide\n\nwhen flag clicked\nforever\n if <<not <(Level) = [10]>> or <(10portal) = [1]>> then\n hide\n end\nend\n\n@pointy\n\nwhen flag clicked\nhide\n\nwhen I receive [wallstart v]\ngo to [front v] layer\nrepeat until <(10portal) = [1]>\n wait (1) seconds\n set [walldirection v] to (pick random (1) to (4))\n if <(walldirection) = [1]> then\n switch costume to (right v)\n end\n if <(walldirection) = [2]> then\n switch costume to (up v)\n end\n if <(walldirection) = [3]> then\n switch costume to (left v)\n end\n if <(walldirection) = [4]> then\n switch costume to (down v)\n end\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n set [ghost v] effect to (0)\n wait (1) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [ghost v] effect to (100)\n broadcast (HERECOMESDAWALL v) and wait\nend\n\nwhen flag clicked\nforever\n if <<not <(Level) = [10]>> or <(10portal) = [1]>> then\n hide\n end\nend\n\n@trumpgross1\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n go to x: (pick random (-10) to (10)) y: (pick random (-40) to (-30))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n if <(10portal) = [0]> then\n show\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n if <(10portal) = [0]> then\n show variable [timer v]\n else\n hide variable [timer v]\n end\n else\n hide variable [timer v]\n end\nend\n\n@NOTHING TO SEE HERE\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nshow\nforever\n go to [front v] layer\n go to x: (pick random (-240) to (240)) y: (pick random (-180) to (180))\n set size to (pick random (50) to (150)) %\n point in direction (pick random (0) to (180))\n play sound [recording1 v] until done\nend\n\n@hourhand\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n turn right (0.3) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@minutehand\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n turn right (1) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@secondhand\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@spacecore\n\nwhen flag clicked\nset size to (20) %\nhide\nforever\n if <(Level) = [14]> then\n go to [front v] layer\n show\n set [spacething v] to (pick random (1) to (4))\n if <(spacething) = [1]> then\n go to x: (pick random (-240) to (240)) y: (180)\n glide (3) secs to x: (pick random (-240) to (240)) y: (-180)\n end\n if <(spacething) = [2]> then\n go to x: (pick random (-240) to (240)) y: (-180)\n glide (3) secs to x: (pick random (-240) to (240)) y: (180)\n end\n if <(spacething) = [3]> then\n go to x: (-240) y: (pick random (-180) to (180))\n glide (3) secs to x: (240) y: (pick random (-180) to (180))\n end\n if <(spacething) = [4]> then\n go to x: (240) y: (pick random (-180) to (180))\n glide (3) secs to x: (-240) y: (pick random (-180) to (180))\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [14]>> then\n hide\n end\nend\n\n@mOnStEr\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n go to [front v] layer\n show\n switch costume to (costume1 v)\n go to x: (-90) y: (-245)\n wait (1) seconds\n glide (1) secs to x: (-90) y: (-80)\n switch costume to (chomp v)\n wait (1) seconds\n glide (2) secs to x: (-90) y: (-245)\n go to x: (5) y: (-245)\n switch costume to (costume1 v)\n wait (1) seconds\n glide (1) secs to x: (5) y: (-80)\n switch costume to (chomp v)\n wait (1) seconds\n glide (2) secs to x: (5) y: (-245)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n show\n else\n hide\n end\nend\n\n@mOnStEr2\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n go to [front v] layer\n show\n switch costume to (costume1 v)\n go to x: (110) y: (-245)\n wait (1) seconds\n glide (1) secs to x: (110) y: (-80)\n switch costume to (chomp v)\n wait (1) seconds\n glide (2) secs to x: (110) y: (-245)\n go to x: (200) y: (-245)\n switch costume to (costume1 v)\n wait (1) seconds\n glide (1) secs to x: (200) y: (-80)\n switch costume to (chomp v)\n wait (1) seconds\n glide (2) secs to x: (200) y: (-245)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n show\n else\n hide\n end\nend\n\n@spewn\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [16]> then\n go to [front v] layer\n show\n point in direction (171)\n go to x: (303) y: (-83)\n glide (0.5) secs to x: (259) y: (-95)\n point in direction (180)\n glide (1) secs to x: (116) y: (-116)\n point in direction (-175)\n glide (1) secs to x: (-48) y: (-106)\n point in direction (-166)\n glide (1) secs to x: (-324) y: (-38)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [16]>> then\n hide\n end\nend\n\n@Cannonball\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n go to x: (19) y: (92)\n glide (0.15) secs to x: (-12) y: (71)\n glide (0.3) secs to x: (-27) y: (20)\n glide (0.45) secs to x: (-46) y: (-44)\n glide (0.8) secs to x: (-60) y: (-235)\n else\n hide\n end\nend\n\n@Fake floor\n\nwhen flag clicked\nhide\nwait until <(Level) = [19]>\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [19]>> then\n hide\n end\nend\n\nwhen I receive [begone fake floor v]\nhide\nstart sound [recording1 v]\n\n@Cutscene\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait (0.01) seconds\nwait until <(Level) = [20]>\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat until <(costume [number v]) = [12]>\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n next costume\nend\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nhide\nbroadcast (BOSS BATTLE START!!!1!!111!!!!!!1!!! v)\nset [19 cutscene v] to [0]\n\n@PPE\n\nwhen flag clicked\nset [20portal v] to [0]\ngo to x: (-15) y: (-30)\nhide\ngo to [front v] layer\ngo [backward v] (15) layers\nforever\n glide (1) secs to x: (-15) y: (30)\n glide (1) secs to x: (-15) y: (-30)\nend\n\nwhen flag clicked\nhide variable [purpletimer v]\nforever\n next costume\nend\n\nwhen I receive [boss battle start!!!1!!111!!!!!!1!!! v]\nshow\nshow variable [purpletimer v]\nreset timer\nforever\n set [purpletimer v] to (timer)\nend\n\nwhen I receive [boss battle start!!!1!!111!!!!!!1!!! v]\nwait (1) seconds\nbroadcast (ATTAC v)\n\nwhen I receive [attac v]\nif <<(Level) = [20]> and <(20portal) = [0]>> then\n set [ppe attac v] to (pick random (1) to (6))\n if <(PPE attac) = [1]> then\n broadcast (Saxophone left v)\n end\n if <(PPE attac) = [2]> then\n broadcast (Saxophone right v)\n end\n if <(PPE attac) = [3]> then\n broadcast (Horns up v)\n end\n if <(PPE attac) = [4]> then\n broadcast (Horns down v)\n end\n if <(PPE attac) = [5]> then\n broadcast (Horns left v)\n end\n if <(PPE attac) = [6]> then\n broadcast (Horns right v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [20]> and <(pUrPlEtImEr) < [120]>> then\n show\n show variable [purpletimer v]\n end\n if <<(Level) = [20]> and <[120] < (pUrPlEtImEr)>> then\n hide\n hide variable [purpletimer v]\n end\n if <<not <(Level) = [20]>> or <(19 cutscene) = [1]>> then\n hide\n hide variable [purpletimer v]\n end\nend\n\n@Saxophone\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [saxophone left v]\nset size to (50) %\ngo to x: (-270) y: (0)\nswitch costume to (left v)\nwait (1) seconds\nshow\nglide (1) secs to x: (-180) y: (0)\nwait (10) seconds\nglide (1) secs to x: (-270) y: (0)\nbroadcast (ATTAC v)\nhide\n\nset [ppe attac v] to [1]\nbroadcast (Saxophone left v)\n\nwhen I receive [saxophone right v]\nset size to (50) %\ngo to x: (270) y: (0)\nswitch costume to (right v)\nwait (1) seconds\nshow\nglide (1) secs to x: (180) y: (0)\nwait (10) seconds\nglide (1) secs to x: (270) y: (0)\nbroadcast (ATTAC v)\nhide\n\nset [ppe attac v] to [2]\nbroadcast (Saxophone right v)\n\nwhen flag clicked\nforever\n if <<not <(Level) = [20]>> or <not <(20portal) = [0]>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<not <(Level) = [20]>> or <not <(20portal) = [0]>>> then\n hide\n end\nend\n\n@Horn\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [horns down v]\nswitch costume to (down v)\nwait (2) seconds\nrepeat (15)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nwait (3) seconds\nbroadcast (ATTAC v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(PPE attac) = [3]> then\n go to x: (pick random (-240) to (240)) y: (-180)\n glide (3) secs to x: (x position) y: (180)\n delete this clone\nend\nif <(PPE attac) = [4]> then\n go to x: (pick random (-240) to (240)) y: (180)\n glide (3) secs to x: (x position) y: (-180)\n delete this clone\nend\nif <(PPE attac) = [5]> then\n go to x: (240) y: (pick random (-180) to (180))\n glide (3) secs to x: (-240) y: (y position)\n delete this clone\nend\nif <(PPE attac) = [6]> then\n go to x: (-240) y: (pick random (-180) to (180))\n glide (3) secs to x: (240) y: (y position)\n delete this clone\nend\n\nwhen I receive [horns up v]\nswitch costume to (up v)\nwait (2) seconds\nrepeat (15)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nwait (3) seconds\nbroadcast (ATTAC v)\n\nwhen I receive [horns left v]\nswitch costume to (left v)\nwait (2) seconds\nrepeat (15)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nwait (3) seconds\nbroadcast (ATTAC v)\n\nwhen I receive [horns right v]\nswitch costume to (right v)\nwait (2) seconds\nrepeat (15)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nwait (3) seconds\nbroadcast (ATTAC v)\n\nset [ppe attac v] to [3]\nbroadcast (Horns up v)\n\nset [ppe attac v] to [4]\nbroadcast (Horns down v)\n\nset [ppe attac v] to [5]\nbroadcast (Horns left v)\n\nset [ppe attac v] to [6]\nbroadcast (Horns right v)\n\nwhen flag clicked\nforever\n if <<not <(Level) = [20]>> or <not <(20portal) = [0]>>> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<not <(Level) = [20]>> or <not <(20portal) = [0]>>> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n set size to (75) %\nend\n\n@Warning\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nwait until <(Level) = [20]>\nshow\n\nwhen I receive [saxophone left v]\nswitch costume to (saxophone left v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [saxophone right v]\nswitch costume to (saxophone right v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [horns up v]\nswitch costume to (horn up v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [horns right v]\nswitch costume to (horn right v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [horns left v]\nswitch costume to (horn left v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [horns down v]\nswitch costume to (horn down v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <<not <(Level) = [20]>> or <not <(20portal) = [0]>>> then\n hide\n else\n show\n end\nend\n\n@Myoozik\n\nwhen flag clicked\nhide\n\nwhen I receive [saxophone left v]\nwait (3) seconds\nrepeat (30)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (pick random (1) to (3))\nif <(PPE attac) = [1]> then\n go to x: (-135) y: (6)\n point in direction (pick random (0) to (180))\n repeat until <touching (_edge_ v)?>\n move (5) steps\n end\n delete this clone\nend\nif <(PPE attac) = [2]> then\n go to x: (135) y: (6)\n point in direction (pick random (0) to (-180))\n repeat until <touching (_edge_ v)?>\n move (5) steps\n end\n delete this clone\nend\n\nwhen I receive [saxophone right v]\nwait (3) seconds\nrepeat (30)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <<not <(Level) = [20]>> or <not <(20portal) = [0]>>> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<not <(Level) = [20]>> or <not <(20portal) = [0]>>> then\n hide\n end\nend\n\n@Fingernail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n | Use the arrow keys to move, and up to jump. Press r to restart the level.\nPlease tell me about any glitches you find in the comments.\n\nCheck out some of my other projects:\n- The Cheat Code: https://scratch.mit.edu/projects/410876878/\n- Scratch 3.0 = Illuminati: https://scratch.mit.edu/projects/288948306/\n- Star Wars With Note Blocks: https://scratch.mit.edu/projects/238538002/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nfanwithastache |
Pixel Parkour | @Stage\n\nwhen I receive [game complete! v]\nswitch backdrop to (backdrop11 v)\n\n@Player\n\nwhen flag clicked\nforever\n if <(x position) = [253]> then\n broadcast (level 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 2 v]\nswitch backdrop to (backdrop2 v)\ngo to x: (-186) y: (-146)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-186) y: (-146)\n end\n if <(x position) = [253]> then\n broadcast (level 3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 3 v]\nswitch backdrop to (backdrop3 v)\ngo to x: (-186) y: (-146)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-186) y: (-146)\n end\n if <(x position) = [253]> then\n broadcast (level 4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 4 v]\ngo to x: (-186) y: (-146)\nswitch backdrop to (backdrop4 v)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-186) y: (-146)\n end\n if <(x position) = [253]> then\n broadcast (level 5 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 5 v]\nswitch backdrop to (backdrop5 v)\ngo to x: (-186) y: (-146)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-186) y: (-146)\n end\n if <(x position) = [253]> then\n broadcast (level 6 v)\n stop [this script v]\n end\n if <touching color (#00ff55)?> then\n go to x: (120) y: (-141)\n end\nend\n\nwhen I receive [level 6 v]\nswitch backdrop to (backdrop6 v)\ngo to x: (-186) y: (-146)\nforever\n if <(x position) = [253]> then\n broadcast (level 7 v)\n stop [this script v]\n end\n if <touching color (#00ff55)?> then\n go to x: (-197) y: (95)\n end\nend\n\nwhen I receive [level 7 v]\nswitch backdrop to (backdrop7 v)\ngo to x: (-186) y: (-146)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-186) y: (-146)\n end\n if <(x position) = [253]> then\n broadcast (level 8 v)\n stop [this script v]\n end\n if <touching color (#00ff55)?> then\n go to x: (120) y: (-141)\n end\nend\n\nwhen I receive [level 8 v]\nswitch backdrop to (backdrop8 v)\ngo to x: (-186) y: (-153)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-186) y: (-146)\n end\n if <(x position) = [253]> then\n broadcast (level 9 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 9 v]\nswitch backdrop to (backdrop9 v)\ngo to x: (-186) y: (-146)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-186) y: (-146)\n end\n if <(x position) = [-228]> then\n broadcast (level 10 v)\n stop [this script v]\n end\n if <touching color (#00ff55)?> then\n go to x: (120) y: (-141)\n end\nend\n\nwhen I receive [level 10 v]\nswitch backdrop to (backdrop10 v)\nforever\n if <(x position) = [-228]> then\n broadcast (game complete! v)\n stop [this script v]\n end\nend\n\nwhen I receive [game complete! v]\nhide\n\nwhen flag clicked\nswitch backdrop to (party v)\nshow\ngo to x: (-186) y: (91)\nswitch backdrop to (backdrop1 v)\nset [yv v] to [0]\nset [xv v] to [0]\nswitch costume to (costume1 v)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((Yv) * (1))\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nhide\nwait (4) seconds\n\nchange x by ((Xv) * (-1))\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n | Welcome To Pixel Parkour! \nInstructions: Wall Jump: Touch A Wall And Jump While Pressing The Button In the Direction Of The Wall.\n Left Key Moves Left. Right Key Moves Right. And Up Arrow Jumps\nThe Second Game Is Out!: https://scratch.mit.edu/projects/211614275\nThe Third Game is Out!: https://scratch.mit.edu/projects/211871807/\nThe Forth Game Is Out!: https://scratch.mit.edu/projects/214333558 |
Pixel Parkour 2 | @Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (party v)\nhide\nwait (4) seconds\nswitch backdrop to (backdrop1 v)\ngo to x: (-197) y: (-131)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (r v)\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (r v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (l v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by ((Yv) * (1))\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-197) y: (96)\n end\n if <(x position) = [235]> then\n broadcast (level 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 3 v]\ngo to x: (-218) y: (-134)\nswitch backdrop to (backdrop3 v)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-134)\n end\n if <(x position) = [235]> then\n broadcast (level 4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 4 v]\ngo to x: (-218) y: (-134)\nswitch backdrop to (backdrop4 v)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-218) y: (-134)\n end\n if <(x position) = [235]> then\n broadcast (level 5 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 5 v]\nswitch backdrop to (backdrop5 v)\ngo to x: (-206) y: (-186)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-206) y: (-186)\n end\n if <(x position) = [235]> then\n broadcast (level 6 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 6 v]\nswitch backdrop to (backdrop6 v)\ngo to x: (-219) y: (-142)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-219) y: (-142)\n end\n if <(x position) = [235]> then\n broadcast (level 7 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 8 v]\nswitch backdrop to (backdrop8 v)\ngo to x: (-206) y: (-156)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-206) y: (-156)\n end\n if <(x position) = [235]> then\n broadcast (level 9 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 7 v]\nswitch backdrop to (backdrop7 v)\ngo to x: (-210) y: (-143)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (-143)\n end\n if <(x position) = [235]> then\n broadcast (level 8 v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 9 v]\nswitch backdrop to (backdrop9 v)\ngo to x: (-223) y: (-120)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-223) y: (-120)\n end\n if <(x position) = [235]> then\n broadcast (game complete! v)\n stop [this script v]\n end\nend\n\nwhen I receive [game complete! v]\nswitch backdrop to (backdrop10 v)\nhide\n\nwhen I receive [level 2 v]\ngo to x: (-197) y: (-150)\nswitch backdrop to (backdrop2 v)\nforever\n if <touching color (#ff0000)?> then\n go to x: (-197) y: (-150)\n end\n if <(x position) = [235]> then\n broadcast (level 3 v)\n stop [this script v]\n end\nend\n\n@ThumbNail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n | Welcome To Pixel Parkour 2! \nInstructions: Wall Jump: Touch A Wall And Jump While Pressing The Button In the Direction Of The Wall.\nLeft Key Moves Left. Right Key Moves Right. And Up Arrow Jumps\n |
Pusheen Platformer | @Stage\n\nwhen I receive [message1 v]\nnext backdrop\nbroadcast (2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nif <(backdrop [number v]) = [6]> then\n broadcast (3 v)\nend\n\nwhen backdrop switches to [backdrop10 v]\nstop [all v]\n\n@Angel\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n set y to (speed y)\n if <touching color (#99ffbb)?> then\n set [speed y v] to [0]\n change y by (1)\n end\n forever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\n end\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#99ffbb)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(falling) < [3]>> then\n set [speed y v] to [12]\n if <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling) < [3]>> then\n set [speed y v] to [14]\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk (-90) (-4)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk (90) (4)\n end\nend\n\ndefine touch ground <>\nchange [falling v] by (1)\nrepeat until <not <touching color (#99ffbb)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [2 v]\ngo to x: (-160) y: (-128)\n\nwhen flag clicked\ngo to x: (-160) y: (-128)\nforever\n if <touching (evil pusheen boss v)?> then\n go to x: (-160) y: (-128)\n end\n if <touching color (#ff0000)?> then\n go to x: (-160) y: (-128)\n end\n if <touching (unicorn boost v)?> then\n set [speed y v] to [22]\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (pu v)\n\nwhen flag clicked\nswitch costume to (pusheen v)\n\n@Rose\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\nstop [all v]\n\n@Unicorn Boost\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nrepeat (20)\n go to x: (-82) y: (-158)\n show\nend\n\nwhen I receive [2 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nrepeat (20)\n go to x: (-82) y: (-158)\n show\nend\n\n@Evil Pusheen Boss\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (187) y: (-128)\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\nstop [all v]\n\nwhen backdrop switches to [backdrop11 v]\nshow\nforever\n move (7) steps\n if on edge, bounce\nend\n\n@Sprite108\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ghost v] effect to (50)\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nrepeat (30)\n change x by (-1)\n change y by (-1)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\n@스프라이트 1\n\nwhen flag clicked\nforever\n hide\nend\n\n | ❤Arrow keys (the rest is in the game)\n\n❤Sry for the bad art and glitches and that it's a bit easy.\n\n❤Hope you have fun! |
Egg Quest | @Stage\n\nwhen flag clicked\nswitch backdrop to (night_2 v)\n\nwhen I receive [opening v]\nif <(SpeedRunMode?) = [0]> then\n set volume to (100) %\n start sound [Compass.mp3 v]\nend\n\nset [level v] to [2]\nbroadcast (newLevel v)\nbroadcast (start v)\n\nwhen I receive [title v]\n\nwhen I receive [start v]\nwait until <(Level) = [10]>\nrepeat (100)\n change volume by (-1)\nend\nstop all sounds\n\nwhen I receive [opening v]\nset [level v] to [1]\n\nwhen [m v] key pressed\nif <(username) = [-RipeMangoes-]> then\n broadcast (key v)\nend\n\nbroadcast (title v)\n\nwhen I receive [start v]\nif <(SpeedRunMode?) = [0]> then\n stop all sounds\n switch backdrop to (day v)\n set [brightness v] effect to (-70)\n repeat (7)\n change [brightness v] effect by (10)\n end\n repeat until <(Level) = [10]>\n play sound [Home.mp3 v] until done\n end\n wait until <(Level) = [12]>\n switch backdrop to (night_2 v)\n wait until <(Level) = [12]>\n set volume to (100) %\n repeat until <(Level) = [21]>\n play sound [Beacon.mp3 v] until done\n end\nend\n\nset [brightness v] effect to (5)\n\nwhen I receive [start v]\nwait until <(Level) = [21]>\nrepeat (50)\n change volume by (-5)\nend\nstop all sounds\n\nset [played? v] to [0]\n\nwhen I receive [boss ded v]\nrepeat (50)\n change volume by (-5)\nend\nstop all sounds\n\nforever\nend\n\nwhen I receive [bossbattle v]\nset volume to (100) %\nrepeat until <<(BossHp) = [0]> or <(BossHp) = [85]>>\n play sound [Glitch.mp3 v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(SpeedRunMode?) = [1]> then\n switch backdrop to (sunset v)\n play sound [Glitch.mp3 v] until done\n set volume to (100) %\n end\nend\n\nwhen flag clicked\n\nwhen [f v] key pressed\nif <(username) = [-RipeMangoes-]> then\n broadcast (newLevel v)\n set [level v] to [21]\nend\n\nwhen [g v] key pressed\nif <(username) = [-RipeMangoes-]> then\n broadcast (newLevel v)\n set [level v] to [12]\nend\n\nset [level v] to [10]\n\nset volume to (100) %\n\nset volume to (0) %\n\nwhen [k v] key pressed\nif <(username) = [-RipeMangoes-]> then\n broadcast (newLevel v)\n set [level v] to [10]\nend\n\nwhen [n v] key pressed\nif <(username) = [-RipeMangoes-]> then\n set [bosshp v] to [0]\nend\n\nwhen [e v] key pressed\nif <(username) = [-RipeMangoes-]> then\n set [time v] to [1000]\nend\n\n@Hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (200) %\nhide\ngo to x: (-200) y: (-108)\nbroadcast (levelstart v)\n\ndefine varReset\nset [d v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [jump v] to [0]\ngo to x: (-200) y: (-108)\n\nwhen I receive [opening v]\npoint in direction (90)\nset [speed v] to [2]\nshow\nforever\n if <(Level) > [1]> then\n if <(Bunny) = [0]> then\n switch costume to (man v)\n set [jump height v] to [5]\n end\n if <(Bunny) = [1]> then\n switch costume to (bunny v)\n set [jump height v] to [10]\n end\n else\n set [jump height v] to [0]\n end\nend\n\nwhen I receive [levelstart v]\nvarReset\nforever\n Physics\nend\n\nwhen I receive [newlevel v]\nset [read? v] to [0]\nif <(Level) = [12]> then\n set x to (-185)\n change y by (10)\nelse\n if <(Level) = [14]> then\n set y to (-68)\n else\n if <(Level) = [16]> then\n set y to (-120)\n set x to (-180)\n else\n set x to (-200)\n end\n end\nend\nif <(Level) > [2]> then\n set [walk? v] to [0]\n set [bunny v] to [1]\nend\n\nwhen I receive [sign v]\nrepeat until <key (z v) pressed?>\n set [speed v] to [0]\n set [jump height v] to [0]\nend\nset [speed v] to [2]\n\ndefine goUp\nrepeat until <not <<touching (ground v)?> or <touching (platform v)?>>>\n change y by (1)\nend\n\nwhen I receive [opening v]\nswitch costume to (man v)\npoint in direction (90)\nset [bunny v] to [0]\nset [walk? v] to [1]\nset [speed v] to [0]\nbroadcast (levelstart v)\ngo to x: (-237) y: (-6)\nshow\nrepeat (120)\n change x by (2)\nend\nset [walk? v] to [0]\nwait (3) seconds\nset [walk? v] to [2]\nset [yvel v] to [3]\nrepeat (15)\n change x by (8)\nend\nset [walk? v] to [0]\nrepeat (5)\n change x by (1)\nend\nrepeat (5)\n change x by (0.5)\n create clone of (player v)\nend\nrepeat (5)\n change x by (0.2)\n create clone of (player v)\nend\nwait (3.5) seconds\nreset timer\nset [walk? v] to [3]\nset [speed v] to [2]\nwait until <(x position) > [233]>\nbroadcast (newlevel v)\nbroadcast (start v)\nif <(SpeedRunMode?) = [1]> then\n broadcast (speedrun v)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [start v]\nforever\n if <(Level) = [23]> then\n stop [this script v]\n end\n if <(y position) < [-160]> then\n broadcast (die v)\n wait (5) seconds\n end\n if <touching (water v)?> then\n wait (0.2) seconds\n broadcast (die v)\n wait (5) seconds\n end\n if <touching (explosion v)?> then\n if <(Deadly?) = [1]> then\n broadcast (die v)\n wait (5) seconds\n end\n end\n if <touching (dart v)?> then\n broadcast (die v)\n wait (5) seconds\n end\n if <key (r v) pressed?> then\n broadcast (die v)\n wait (5) seconds\n end\n if <(Squished?) = [1]> then\n broadcast (die v)\n wait (5) seconds\n end\n if <touching (enemy v)?> then\n broadcast (die v)\n wait (5) seconds\n end\n if <touching (boulder v)?> then\n wait (0.1) seconds\n broadcast (die v)\n wait (5) seconds\n end\n if <touching (spikesblock v)?> then\n wait (0.1) seconds\n broadcast (die v)\n wait (5) seconds\n end\nend\n\ndefine goDown\nrepeat until <not <<touching (ground v)?> or <touching (platform v)?>>>\n change y by (-1)\nend\nchange y by (-1)\n\nbroadcast (levelstart v)\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change y by (1)\n end\nend\n\nwhen I receive [die v]\nwait (3) seconds\nvarReset\n\ndefine Physics\nchange y by (yVel)\nchange y by (-1)\nif <<touching (ground v)?> or <touching (platform v)?>> then\n if <(yVel) < [.1]> then\n set [ycollision v] to [1]\n set [xglide v] to [0]\n set [yvel v] to [0]\n if <[0] = (Double Jump)> then\n set [jump v] to (Jump Height)\n else\n set [jump v] to [2]\n end\n goUp\n else\n set [yvel v] to [0]\n set [jump v] to [0]\n goDown\n end\nelse\n set [ycollision v] to [0]\n change [yvel v] by ((0) - (Gravity))\nend\nif <not <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n set [spacepressed v] to [0]\nend\nif <<[0] < (jump)> and <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n if <[0] = (Double Jump)> then\n if <(Jump Height) = (jump)> then\n set [yvel v] to (Jump Height)\n start sound [jump v]\n end\n change [jump v] by (-1)\n change [yvel v] by (((Gravity) / (4)) * (3))\n else\n if <[0] = (spacepressed)> then\n set [yvel v] to (Jump Height)\n change [jump v] by (-1)\n set [spacepressed v] to [1]\n end\n end\nelse\n if <[0] = (Double Jump)> then\n set [jump v] to [0]\n end\nend\nif <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (Speed)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by ((0) - (Speed))\n end\nelse\n set [xvel v] to ((0.75) * (xVel))\nend\nset [xvel v] to ((0.7) * (xVel))\nchange x by (xVel)\nif <<touching (ground v)?> or <touching (platform v)?>> then\n change x by ((0) - (xVel))\n set [xvel v] to [0]\n if <not <(round (xVel)) = [0]>> then\n if <[0] < (xVel)> then\n change x by (1)\n if <<touching (ground v)?> or <touching (platform v)?>> then\n change x by (-1)\n else\n change x by (1)\n if <<touching (ground v)?> or <touching (platform v)?>> then\n change x by (-1)\n else\n change x by (1)\n if <<touching (ground v)?> or <touching (platform v)?>> then\n change x by (-1)\n end\n end\n end\n else\n change x by (-1)\n if <<touching (ground v)?> or <touching (platform v)?>> then\n change x by (1)\n else\n change x by (-1)\n if <<touching (ground v)?> or <touching (platform v)?>> then\n change x by (1)\n else\n change x by (-1)\n if <<touching (ground v)?> or <touching (platform v)?>> then\n change x by (1)\n end\n end\n end\n end\n end\nend\nif <<(xVel) < [.5]> and <[-.5] < (xVel)>> then\n set [xvel v] to [0]\nend\nset [j v] to [0]\nbroadcast (render v)\n\nwhen I receive [start v]\nforever\n if <(Bunny) = [0]> then\n switch costume to (man v)\n end\n if <(Bunny) = [1]> then\n switch costume to (bunny v)\n if <[21] > (Level)> then\n if <(Level) > [3]> then\n if <(Open?) = [0]> then\n if <key (x v) pressed?> then\n if <(Bunnies?) = [0]> then\n create clone of (bunny v)\n change [bunnies? v] by (1)\n end\n start sound [jump v]\n set [bunny v] to [0]\n set [walk? v] to [3]\n wait (0.01) seconds\n set [yvel v] to [12]\n end\n end\n end\n end\n end\nend\n\nbroadcast (levelstart v)\n\nset [speed v] to [2]\nset [bunny v] to [1]\nset [yvel v] to [0]\nset y to (100)\n\nwhen I receive [boss ded v]\nwait (3) seconds\ncreate clone of (bunny v)\nstart sound [jump v]\nset [bunny v] to [0]\nset [walk? v] to [3]\nwait (0.01) seconds\nset [yvel v] to [12]\n\nwhen I receive [enterdoor v]\n\nif then\n\nwhen [m v] key pressed\nif <(username) = [-RipeMangoes-]> then\n go to (portal v)\nend\n\nwhen [p v] key pressed\n\nbroadcast (die v)\nchange [level v] by (-1)\n\nif <(Carrots?) = (CarrotsNeeded?)> then\n if <touching (portal v)?> then\n set [jump height v] to [0]\n start sound [jump v]\n end\nend\nif <(Carrots?) = (CarrotsNeeded?)> then\n if <touching (portal v)?> then\n set [jump height v] to [0]\n start sound [jump v]\n end\nend\n\nchange [bunnies? v] by (1)\n\n@Player\n\nwhen I receive [opening v]\npoint in direction (90)\nforever\n go to (hitbox v)\n if <<(Walk?) = [3]> or <(Bunny) = [1]>> then\n point in direction ([direction v] of [hitbox v])\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Bunny) = [1]> then\n if <(ycollision) = [1]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n if <(costume [number v]) > [7]> then\n start sound [step v]\n start sound (pick random (1) to (2))\n switch costume to (walk1 v)\n end\n else\n if <key (down arrow v) pressed?> then\n switch costume to (crouch v)\n else\n switch costume to (idle v)\n end\n end\n else\n repeat (3)\n if <(Bunny) = [0]> then\n switch costume to (walk_1 v)\n else\n switch costume to (walk3 v)\n end\n end\n wait until <(ycollision) = [1]>\n start sound [footstep2 v]\n start sound [landing v]\n switch costume to (walk2 v)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [opening v]\ngo to x: (-237) y: (-6)\nswitch costume to (walk_1 v)\ngo to [front v] layer\nshow\nforever\n if <<(costume [number v]) = [10]> or <(costume [number v]) = [13]>> then\n start sound (pick random (1) to (2))\n start sound [step v]\n end\n if <(Bunny) = [0]> then\n if <(Walk?) = [1]> then\n if <(ycollision) = [1]> then\n next costume\n if <(costume [number v]) > [14]> then\n switch costume to (walk_1 v)\n end\n wait (0.05) seconds\n else\n repeat (3)\n if <(Bunny) = [0]> then\n switch costume to (walk_1 v)\n else\n switch costume to (walk3 v)\n end\n end\n wait until <(ycollision) = [1]>\n start sound [landing v]\n switch costume to (walk_2 v)\n wait (0.05) seconds\n switch costume to (walk_3 v)\n wait (0.05) seconds\n end\n end\n if <(Walk?) = [0]> then\n switch costume to (humanidle v)\n end\n if <(Walk?) = [2]> then\n next costume\n if <(costume [number v]) > [14]> then\n switch costume to (walk_1 v)\n end\n end\n if <(Walk?) = [3]> then\n if <(ycollision) = [1]> then\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n if <(costume [number v]) > [14]> then\n switch costume to (walk_1 v)\n end\n wait (0.05) seconds\n else\n switch costume to (humanidle v)\n end\n else\n repeat (3)\n if <(Bunny) = [0]> then\n switch costume to (walk_1 v)\n else\n switch costume to (walk3 v)\n end\n end\n wait until <(ycollision) = [1]>\n start sound [landing v]\n switch costume to (walk_2 v)\n wait (0.05) seconds\n switch costume to (walk_3 v)\n wait (0.05) seconds\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen I start as a clone\nswitch costume to (pick random (15) to (17))\ngo to [front v] layer\nrepeat (50)\n change x by (pick random (0.5) to (1))\n change y by (pick random (0.5) to (0.2))\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [enterdoor v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\nend\nhide\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [die v]\nhide\nwait (3) seconds\nshow\n\nwhen I receive [opening v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [newlevel v]\nwait (0.5) seconds\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [newlevel v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nshow\nforever\n if <(Chase?) = [1]> then\n next costume\n if <(costume [number v]) > [5]> then\n switch costume to (run_1 v)\n end\n wait (0.05) seconds\n else\n switch costume to (idle v)\n end\nend\n\nwhen I start as a clone\nforever\n if <[185] > (distance to [hitbox v])> then\n set [chase? v] to [1]\n if <(direction) > [1]> then\n change x by (2.85)\n else\n change x by (-2.85)\n end\n else\n set [chase? v] to [0]\n end\n if <touching (turn v)?> then\n if <(direction) > [1]> then\n change x by (-3)\n else\n change x by (3)\n end\n else\n point towards (hitbox v)\n end\nend\n\nwhen I receive [die v]\nwait (2) seconds\ndelete this clone\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [18]> then\n go to x: (137) y: (98)\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n go to x: (-2) y: (-130)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <[-160] > (y position)> then\n broadcast (enemyDead v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [enemygrav v] to [0]\nforever\n change y by (EnemyGrav)\n if <touching (ground v)?> then\n set [enemygrav v] to [0.1]\n change y by (1)\n else\n change [enemygrav v] by (-0.2)\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nset [level v] to [2]\ngo to x: (0) y: (0)\n\nwhen I receive [opening v]\nshow\n\n@Tiles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [opening v]\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\n\nset [level v] to [12]\n\n@Tutorial\n\nwhen I receive [opening v]\nwait (11) seconds\nset [ghost v] effect to (100)\nset [tut v] to [1]\nshow\nwait (1) seconds\nset [anim? v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (right arrow v) pressed?>\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\nwait until <(Level) = [3]>\nset [tut v] to [2]\nshow\nwait (0.2) seconds\nset [anim? v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (up arrow v) pressed?>\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\nwait until <(Level) = [3]>\n\nwhen I receive [opening v]\nforever\n point in direction ([direction v] of [hitbox v])\n go to (player v)\n change x by (12)\n change y by (35)\n if <touching (ground v)?> then\n move (-15) steps\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [opening v]\nset [anim? v] to [0]\nforever\n if <(anim?) = [1]> then\n if <(Tut) = [1]> then\n switch costume to (move/1 v)\n wait (0.5) seconds\n switch costume to (move/2 v)\n wait (0.5) seconds\n switch costume to (move/3 v)\n wait (0.5) seconds\n switch costume to (move/4 v)\n wait (0.5) seconds\n end\n if <(Tut) = [2]> then\n switch costume to (jump/1 v)\n wait (0.5) seconds\n switch costume to (jump/2 v)\n wait (0.5) seconds\n end\n if <(Tut) = [3]> then\n switch costume to (enter v)\n wait (0.5) seconds\n switch costume to (enter2 v)\n wait (0.5) seconds\n end\n if <(Tut) = [5]> then\n switch costume to (bomb v)\n wait (0.5) seconds\n switch costume to (bomb2 v)\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [key v]\nif <(Level) = [2]> then\n wait until <[-89] > ([x position v] of [player v])>\n set [tut v] to [3]\n set [ghost v] effect to (100)\n wait (0.02) seconds\n set [anim? v] to [1]\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <key (up arrow v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [anim? v] to [0]\n hide\nend\nif <(Level) = [3]> then\n wait until <<([x position v] of [player v]) > [180]> and <[-50] > ([y position v] of [player v])>>\n set [tut v] to [3]\n set [ghost v] effect to (100)\n wait (0.01) seconds\n set [anim? v] to [1]\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <key (up arrow v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [anim? v] to [0]\n hide\nend\n\nwhen I receive [enterdoor v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\n\nwhen I receive [bigdoor v]\nset [tut v] to [3]\nset [ghost v] effect to (100)\nwait (0.01) seconds\nset [anim? v] to [1]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (z v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\n\nwhen I receive [z v]\nif <(read?) = [0]> then\n set [tut v] to [3]\n set [ghost v] effect to (100)\n wait (0.01) seconds\n set [anim? v] to [1]\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n if <key (z v) pressed?> then\n set [read? v] to [1]\n end\n wait until <<(touch) = [0]> or <key (z v) pressed?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [anim? v] to [0]\n hide\nend\n\nwhen I receive [bombs v]\nset [tut v] to [5]\nset [ghost v] effect to (100)\nwait (0.01) seconds\nset [anim? v] to [1]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<<([x position v] of [player v]) > [-10]> and <[15] > ([x position v] of [player v])>> and <<key (down arrow v) pressed?> and <key (z v) pressed?>>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [anim? v] to [0]\nhide\n\n@Egg\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [carrotfloat v] to (pick random (5) to (-5))\nswitch costume to (pick random (2) to (12))\nshow\nforever\n change y by ([cos v] of (CarrotFloat) )\n change [carrotfloat v] by (6)\n if <(Level) > [3]> then\n if <touching (player v)?> then\n start sound [Collect v]\n change [carrots? v] by (1)\n repeat (20)\n change [brightness v] effect by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n else\n if <(Bunny) = [1]> then\n if <touching (player v)?> then\n start sound [Collect v]\n change [carrots? v] by (1)\n repeat (20)\n change [brightness v] effect by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [key v]\nif <not <(Level) = [7]>> then\n start sound [Gate v]\n start sound [Open v]\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nwait (0.05) seconds\nwait until <(Carrots?) = (CarrotsNeeded?)>\nbroadcast (key v)\n\nwhen I receive [newlevel v]\nswitch costume to (blank v)\nset [carrots? v] to [0]\nwait (0.01) seconds\nif <(Level) = [2]> then\n go to x: (204) y: (-87)\n create clone of (_myself_ v)\n set [carrotsneeded? v] to [1]\nend\nif <(Level) = [3]> then\n go to x: (214) y: (163)\n create clone of (_myself_ v)\n set [carrotsneeded? v] to [1]\nend\nif <(Level) = [4]> then\n set [carrotsneeded? v] to [3]\n go to x: (214) y: (-113)\n create clone of (_myself_ v)\n go to x: (99) y: (-43)\n create clone of (_myself_ v)\n go to x: (214) y: (33)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n set [carrotsneeded? v] to [2]\n go to x: (39) y: (-65)\n create clone of (_myself_ v)\n go to x: (49) y: (113)\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n set [carrotsneeded? v] to [3]\n go to x: (-127) y: (3)\n create clone of (_myself_ v)\n go to x: (98) y: (0)\n create clone of (_myself_ v)\n go to x: (197) y: (3)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n set [carrotsneeded? v] to [0]\nend\nif <(Level) = [8]> then\n set [carrotsneeded? v] to [2]\n go to x: (210) y: (54)\n create clone of (_myself_ v)\n go to x: (-5) y: (-61)\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n set [carrotsneeded? v] to [4]\n go to x: (175) y: (-137)\n create clone of (_myself_ v)\n go to x: (45) y: (-29)\n create clone of (_myself_ v)\n go to x: (173) y: (47)\n create clone of (_myself_ v)\n go to x: (20) y: (-129)\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n go to x: (0) y: (-65)\n switch costume to (doorway v)\n set [ghost v] effect to (75)\n show\n delete this clone\nend\nif <(Level) = [11]> then\n set [ghost v] effect to (0)\n hide\nend\nif <(Level) = [12]> then\n set [carrotsneeded? v] to [0]\n set [ghost v] effect to (0)\n hide\nend\nif <(Level) = [13]> then\n set [carrotsneeded? v] to [2]\n go to x: (217) y: (99)\n create clone of (_myself_ v)\n go to x: (16) y: (127)\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n set [carrotsneeded? v] to [3]\n go to x: (-61) y: (160)\n create clone of (_myself_ v)\n go to x: (208) y: (104)\n create clone of (_myself_ v)\n go to x: (218) y: (-54)\n create clone of (_myself_ v)\nend\nif <(Level) = [15]> then\n set [carrotsneeded? v] to [3]\n go to x: (176) y: (-92)\n create clone of (_myself_ v)\n go to x: (132) y: (130)\n create clone of (_myself_ v)\n go to x: (-128) y: (73)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set [carrotsneeded? v] to [2]\n go to x: (-17) y: (133)\n create clone of (_myself_ v)\n go to x: (169) y: (91)\n create clone of (_myself_ v)\nend\nif <(Level) = [17]> then\n set [carrotsneeded? v] to [1]\n go to x: (-56) y: (-4)\n create clone of (_myself_ v)\nend\nif <(Level) = [18]> then\n set [carrotsneeded? v] to [1]\n go to x: (-27) y: (86)\n create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n set [carrotsneeded? v] to [3]\n go to x: (7) y: (53)\n create clone of (_myself_ v)\n go to x: (72) y: (129)\n create clone of (_myself_ v)\n go to x: (-58) y: (160)\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n set [carrotsneeded? v] to [3]\n go to x: (63) y: (-133)\n create clone of (_myself_ v)\n go to x: (-65) y: (-131)\n create clone of (_myself_ v)\n go to x: (0) y: (60)\n create clone of (_myself_ v)\nend\n\n@Egg2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (11))\npoint towards (egg v)\nshow\ngo to (player v)\nrepeat until <touching (egg v)?>\n point towards (egg v)\n move (EggVel) steps\n change [eggvel v] by (0.3)\nend\nrepeat (2)\n point towards (egg v)\n move (EggVel) steps\n change [eggvel v] by (0.3)\nend\nchange [allcarots v] by (1)\nstart sound [Collect v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [newlevel v]\nif <(Level) = [10]> then\n set [allcarots v] to [0]\n wait until <(AllCarots) = [15]>\n broadcast (bigDoor v)\nend\n\nwhen I receive [exit v]\nrepeat (15)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen [c v] key pressed\nif <(username) = [-RipeMangoes-]> then\n delete this clone\nend\n\n@EndEgg\n\nwhen I receive [opening v]\nset [carrotfloat v] to [0]\ngo to x: (216) y: (-84)\nshow\nwait (0.1) seconds\nrepeat until <([x position v] of [player v]) > [95]>\n change y by ([cos v] of (CarrotFloat) )\n change [carrotfloat v] by (6)\nend\nrepeat (5)\n change y by (0.5)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (5)\nend\nrepeat (5)\n change y by (7)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (12)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [opening v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [boss ded v]\nwait (3.5) seconds\ngo to x: (0) y: (182)\nshow\nglide (10) secs to x: (0) y: (50)\nset [carrotfloat v] to [0]\nrepeat (12)\n change y by ([cos v] of (CarrotFloat) )\n change [carrotfloat v] by (6)\nend\nrepeat until <touching (player v)?>\n change y by ([cos v] of (CarrotFloat) )\n change [carrotfloat v] by (6)\nend\nstart sound [DoorOpen v]\nstart sound [Collect v]\nrepeat (50)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n change y by (0.5)\nend\nbroadcast (end v)\nhide\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [key v]\nswitch costume to (blank v)\nwait (0.02) seconds\nrepeat (8)\n next costume\n wait (0.02) seconds\nend\nforever\n if <(Bunny) = [1]> then\n if <touching (player v)?> then\n if <[20] > (distance to [hitbox v])> then\n if <key (z v) pressed?> then\n broadcast (enterDoor v)\n wait (2) seconds\n broadcast (newLevel v)\n change [level v] by (1)\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [fade v] to [0]\nset [shake v] to [0]\nset [brightness v] effect to (0)\nforever\n change [brightness v] effect by ([cos v] of (fade) )\n change x by ([sin v] of (shake) )\n change [shake v] by (25)\n change [fade v] by (-3)\nend\n\nwhen I receive [newlevel v]\nswitch costume to (blank v)\nshow\nwait (0.01) seconds\nif <(Level) = [2]> then\n go to x: (-122) y: (-92)\nend\nif <(Level) = [3]> then\n go to x: (203) y: (-92)\nend\nif <(Level) = [4]> then\n go to x: (-143) y: (4)\nend\nif <(Level) = [5]> then\n go to x: (208) y: (-92)\nend\nif <(Level) = [6]> then\n go to x: (-211) y: (4)\nend\nif <(Level) = [7]> then\n go to x: (210) y: (-92)\nend\nif <(Level) = [8]> then\n go to x: (210) y: (-60)\nend\nif <(Level) = [9]> then\n go to x: (-210) y: (-144)\nend\nif <(Level) = [10]> then\n hide\nend\nif <(Level) = [12]> then\n go to x: (170) y: (-92)\n show\nend\nif <(Level) = [13]> then\n go to x: (-217) y: (100)\nend\nif <(Level) = [14]> then\n go to x: (-127) y: (-60)\nend\nif <(Level) = [15]> then\n go to x: (-70) y: (-124)\nend\nif <(Level) = [16]> then\n go to x: (-73) y: (-124)\nend\nif <(Level) = [17]> then\n go to x: (77) y: (-22)\nend\nif <(Level) = [18]> then\n go to x: (217) y: (100)\nend\nif <(Level) = [19]> then\n go to x: (188) y: (-60)\nend\nif <(Level) = [20]> then\n go to x: (170) y: (-28)\nend\nif <(Level) = [21]> then\n hide\nend\n\n@Bunny\n\nwhen I start as a clone\nforever\n change y by (jump?)\n change [jump? v] by (-0.3)\n if <<touching (platform v)?> or <touching (ground v)?>> then\n if <(move?) = [2]> then\n else\n set [jump? v] to [1]\n end\n end\nend\n\nwhen I receive [start v]\ngo to x: (74) y: (-100)\nwait (0.01) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nchange y by (-15)\nif <(Level) > [3]> then\n go to (hitbox v)\nend\nwait (2) seconds\nforever\n if <touching (player v)?> then\n set [bunny v] to [1]\n start sound [hop on v]\n set [bunnies? v] to [0]\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [bunnies? v] to [1]\nset [jump? v] to [0]\nset [move? v] to [0]\nswitch costume to (1 v)\nset rotation style [left-right v]\nshow\nforever\n set [move? v] to [0]\n wait (pick random (0.2) to (3)) seconds\n set [move? v] to (pick random (1) to (5))\n if <(move?) = [1]> then\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (pick random (1) to (2)) seconds\n switch costume to (4 v)\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\n end\n if <(move?) = [2]> then\n wait (0.02) seconds\n start sound [jump v]\n set [jump? v] to [3.5]\n wait (0.1) seconds\n end\n if <(move?) = [3]> then\n end\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nturn left (90) degrees\n\nwhen I receive [newlevel v]\nset [bunnies? v] to [0]\n\n@Transition\n\nwhen I receive [enterdoor v]\nswitch costume to (close_1 v)\ngo to [front v] layer\ngo to (portal v)\nwait (1) seconds\nshow\ncreate clone of (_myself_ v)\nrepeat (4)\n next costume\nend\nwait (3) seconds\ngo to (player v)\nrepeat (3)\n next costume\nend\nhide\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nswitch costume to (loading... v)\nset size to (200) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n switch costume to (loading... v)\n wait (1) seconds\n switch costume to (loading...2 v)\n wait (1) seconds\n switch costume to (loading...3 v)\n wait (1) seconds\nend\n\nwhen I receive [die v]\nwait (1.25) seconds\nswitch costume to (close_1 v)\ngo to [front v] layer\ngo to (player v)\nshow\ncreate clone of (_myself_ v)\nrepeat (4)\n next costume\nend\nwait (3) seconds\nbroadcast (newLevel v)\ngo to (player v)\nrepeat (3)\n next costume\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n wait (0.01) seconds\nend\n\n@brightness\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nset [brightness v] to [0]\nshow\nforever\n set [ghost v] effect to (Brightness)\nend\n\nwhen I receive [flash v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nstart sound [Flash v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [end v]\nwait (3) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nforever\n stop all sounds\nend\n\nbroadcast (end v)\n\n@Sign\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo [backward v] (25) layers\nshow\nforever\n if <touching (hitbox v)?> then\n if <key (z v) pressed?> then\n wait until <not <key (z v) pressed?>>\n set [signimage v] to (Sign)\n broadcast (Sign v)\n wait (1) seconds\n wait until <key (z v) pressed?>\n wait until <not <key (z v) pressed?>>\n broadcast (closeSign v)\n end\n end\nend\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [4]> then\n go to x: (30) y: (-140)\n set [sign v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [open? v] to [0]\nset [touch v] to [0]\nforever\n if <(Level) = [4]> then\n if <touching (hitbox v)?> then\n set [touch v] to [1]\n broadcast (z v)\n wait until <not <touching (hitbox v)?>>\n set [touch v] to [0]\n end\n end\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@intro\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (slime v)\nwait (0.3) seconds\nswitch costume to (slime2 v)\nwait (6) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (2) seconds\nbroadcast (title v)\ndelete this clone\n\nwhen I receive [intro v]\nset volume to (100) %\nstart sound [Vicetone - United We Dance v]\nset size to (200) %\ngo to x: (0) y: (191)\nshow\nrepeat (5)\n change y by (-13)\nend\nrepeat (5)\n change y by (-10)\nend\nrepeat (5)\n change y by (-7)\nend\nrepeat (5)\n change y by (-5)\nend\nrepeat (5)\n change y by (-3)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\nstart sound [samer v]\nstart sound [slide v]\nstart sound [smear v]\nrepeat (9)\n change x by (-7)\nend\nrepeat (5)\n change x by (-5)\nend\nrepeat (5)\n change x by (-3)\nend\nrepeat (3)\n change x by (-1)\nend\nrepeat (5)\n change x by (-0.5)\nend\nrepeat until <touching (_edge_ v)?>\n change [icongrav v] by (-0.5)\n turn right (iconGrav) degrees\nend\nrepeat (10)\n change [icongrav v] by (-0.5)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [intro v]\nset [icongrav v] to [0]\nforever\n change y by (iconGrav)\nend\n\nwhen I receive [intro v]\npoint in direction (90)\nswitch costume to (logo2 v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@HappyEaster\n\nwhen I receive [happyeaster v]\ngo to x: (12) y: (-177)\nset [ghost v] effect to (0)\nshow\nrepeat (5)\n change y by (5)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (5)\n change y by (0.5)\nend\nrepeat (5)\n change y by (0.3)\nend\ncreate clone of (_myself_ v)\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (title v)\n\nwhen flag clicked\nhide\nif <<(username) = [kevin_eleven_1234]> or > then\n switch costume to (kevin v)\n broadcast (happyeaster v)\nelse\n if <(username) = [ProbabIy_Not]> then\n switch costume to (prob v)\n broadcast (happyeaster v)\n else\n if <(username) = [PixelPark]> then\n switch costume to (pixel v)\n broadcast (happyeaster v)\n else\n if <(username) = [hcps-richde]> then\n switch costume to (hcps v)\n broadcast (happyeaster v)\n else\n if <(Played?) = [0]> then\n broadcast (poke v)\n else\n broadcast (title v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to x: (12) y: (-128)\n switch costume to (robot v)\n repeat (7)\n change y by (3)\n end\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (0.5)\n end\n repeat (5)\n change y by (0.3)\n end\n wait (2) seconds\n repeat (5)\n change y by (-0.1)\n end\n repeat (5)\n change y by (-0.3)\n end\n repeat (5)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-1)\n end\n repeat (5)\n change y by (-3)\n end\n repeat (5)\n change y by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n go to x: (12) y: (-128)\n switch costume to (kevin... v)\n repeat (1)\n change y by (5)\n end\n repeat (7)\n change y by (3)\n end\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (0.5)\n end\n repeat (5)\n change y by (0.3)\n end\n switch costume to (kevin...3 v)\n play sound [shock v] until done\n switch costume to (kevin... v)\n wait (0) seconds\n switch costume to (kevin...2 v)\n play sound [noo v] until done\n switch costume to (kevin... v)\n wait (0.5) seconds\n repeat (5)\n change y by (-0.1)\n end\n repeat (5)\n change y by (-0.3)\n end\n repeat (5)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-1)\n end\n repeat (5)\n change y by (-3)\n end\n repeat (5)\n change y by (-5)\n end\n delete this clone\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [6]> then\n go to x: (-113) y: (-45)\n create clone of (_myself_ v)\n wait (0.06) seconds\n go to x: (97) y: (-45)\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n go to x: (-3) y: (-115)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (water v)\nset [wave v] to [0]\ngo [backward v] (42069) layers\nshow\nforever\n change [wave v] by (4)\n change y by ([cos v] of (Wave) )\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@SignTut\n\nwhen I receive [sign v]\nset [open? v] to [1]\nswitch costume to (sign v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-150)\ncreate clone of (_myself_ v)\nset size to (400) %\ngo to [front v] layer\nshow\nrepeat (5)\n change y by (10)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change y by (7)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change y by (5)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change y by (3)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (5)\n change y by (0.5)\nend\n\nwhen I start as a clone\nwait (0.01) seconds\ngo to [front v] layer\nif <(SignImage) = [1]> then\n change x by (-50)\n forever\n go to [front v] layer\n switch costume to (hop off/1 v)\n wait (2) seconds\n repeat (16)\n next costume\n wait (0.01) seconds\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (hop off/1 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (-150)\nset size to (200) %\nshow\nrepeat (5)\n change y by (10)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change y by (7)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change y by (5)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change y by (3)\n change [ghost v] effect by (-5)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (5)\n change y by (0.5)\nend\nwait until <key (z v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [closesign v]\nset [open? v] to [0]\nrepeat (5)\n change y by (0.5)\nend\nrepeat (5)\n change y by (0.3)\nend\nrepeat (5)\n change y by (-0.1)\nend\n\nwhen I receive [closesign v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [platformgrav v] to [0]\nshow\nif <(PlatformType) = [1]> then\n switch costume to (wood v)\n forever\n if <(Bunny) = [1]> then\n if <touching (head v)?> then\n change [platformgrav v] by (-0.4)\n else\n if <touching (water v)?> then\n change [platformgrav v] by (0.5)\n set [platformgrav v] to [.5]\n end\n end\n else\n if <touching (water v)?> then\n change [platformgrav v] by (0.5)\n set [platformgrav v] to [.5]\n end\n end\n change [platformgrav v] by (-0.1)\n change y by (PlatformGrav)\n end\nend\nif <(PlatformType) = [2]> then\n switch costume to (crumble v)\n go [backward v] (25000) layers\n forever\n if <touching (explosion v)?> then\n repeat (4)\n next costume\n wait (0.01) seconds\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [6]> then\n set [platformtype v] to [1]\n go to x: (-125) y: (-19)\n create clone of (_myself_ v)\n go to x: (100) y: (-10)\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n set [platformtype v] to [2]\n go to x: (160) y: (-100)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change x by (32)\n create clone of (_myself_ v)\n change x by (32)\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n set [platformtype v] to [1]\n go to x: (-5) y: (-80)\n create clone of (_myself_ v)\n set [platformtype v] to [2]\n go to x: (105) y: (-68)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n set [platformtype v] to [2]\n go to x: (-45) y: (-152)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n change y by (32)\n create clone of (_myself_ v)\n set [platformtype v] to [3]\n set [platformx v] to [120]\n set [platformy v] to [-125]\n set [platformx2 v] to [120]\n set [platformy2 v] to [-65]\n broadcast (elevator v)\n set [px v] to (PlatformX)\n set [py v] to (PlatformY)\n set [px2 v] to (PlatformX2)\n set [py2 v] to (PlatformY2)\n create clone of (_myself_ v)\nend\nif <(Level) = [13]> then\n set [platformtype v] to [4]\n set [platformx v] to [-149]\n set [platformy v] to [35]\n set [platformy2 v] to [35]\n set [platformx2 v] to [149]\n broadcast (elevator v)\n set [px v] to (PlatformX)\n set [py v] to (PlatformY)\n set [px2 v] to (PlatformX2)\n set [py2 v] to (PlatformY2)\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n set [platformtype v] to [3]\n set [platformx v] to [20]\n set [platformy v] to [-54]\n set [platformy2 v] to [136]\n set [platformx2 v] to [20]\n broadcast (elevator v)\n set [px v] to (PlatformX)\n set [py v] to (PlatformY)\n set [px2 v] to (PlatformX2)\n set [py2 v] to (PlatformY2)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set [platformtype v] to [2]\n go to x: (65) y: (56)\n create clone of (_myself_ v)\nend\nif <(Level) = [18]> then\n set [platformtype v] to [4]\n set [platformx v] to [-110]\n set [platformy v] to [45]\n set [platformy2 v] to [45]\n set [platformx2 v] to [45]\n broadcast (elevator v)\n set [px v] to (PlatformX)\n set [py v] to (PlatformY)\n set [px2 v] to (PlatformX2)\n set [py2 v] to (PlatformY2)\n create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nerase all\ndelete this clone\n\nwhen I receive [newlevel v]\nerase all\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(PlatformType) = [3]> then\n if <(GoingUp?) = [1]> then\n point in direction (90)\n wait (0.05) seconds\n turn right (pick random (-3) to (3)) degrees\n wait (0.05) seconds\n else\n point in direction (90)\n end\n end\n if <(PlatformType) = [4]> then\n if <(GoingUp?) = [1]> then\n point in direction (90)\n wait (0.05) seconds\n turn right (pick random (-3) to (3)) degrees\n wait (0.05) seconds\n else\n point in direction (90)\n end\n end\nend\n\nwhen I start as a clone\nif <(PlatformType) = [3]> then\n switch costume to (elevator v)\n go [backward v] (25000) layers\n show\n set [goingup? v] to [0]\n go to x: (Px) y: (Py)\n forever\n set [goingup? v] to [1]\n start sound [Gears_1 v]\n start sound [Gears_3 v]\n start sound [Gears_2 v]\n glide (4) secs to x: (Px2) y: (Py2)\n change y by (5)\n repeat (5)\n change y by (1)\n end\n repeat (5)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-0.3)\n end\n set [goingup? v] to [0]\n wait (2) seconds\n set [goingup? v] to [1]\n start sound [Gears_1 v]\n start sound [Gears_3 v]\n start sound [Gears_2 v]\n glide (4) secs to x: (Px) y: (Py)\n change y by (-8)\n repeat (5)\n change y by (-1)\n end\n repeat (5)\n change y by (0.5)\n end\n repeat (5)\n change y by (0.3)\n end\n set [goingup? v] to [0]\n wait (2) seconds\n end\nend\nif <(PlatformType) = [4]> then\n switch costume to (elevator v)\n go [backward v] (25000) layers\n show\n set [goingup? v] to [0]\n go to x: (Px) y: (Py)\n forever\n go [backward v] (250) layers\n set [goingup? v] to [1]\n start sound [Gears_2 v]\n start sound [Gears_3 v]\n start sound [Gears_1 v]\n glide (5) secs to x: (Px2) y: (Py2)\n set [goingup? v] to [0]\n wait (2) seconds\n set [goingup? v] to [1]\n start sound [Gears_1 v]\n start sound [Gears_3 v]\n start sound [Gears_2 v]\n glide (5) secs to x: (Px) y: (Py)\n set [goingup? v] to [0]\n wait (2) seconds\n end\nend\n\nbroadcast (die v)\n\nchange x by (10)\n\nwhen I start as a clone\nforever\n if <<(PlatformType) = [3]> or <(PlatformType) = [4]>> then\n if <(GoingUp?) = [1]> then\n play sound (pick random (1) to (2)) until done\n wait (pick random (0.05) to (1)) seconds\n else\n point in direction (90)\n end\n end\nend\n\nwhen I receive [end v]\n\nif <(Level) = [21]> then\n set [platformtype v] to [3]\n set [platformx v] to [124]\n set [platformy v] to [-71]\n set [platformx2 v] to [124]\n set [platformy2 v] to [-25]\n broadcast (elevator v)\n set [px v] to (PlatformX)\n set [py v] to (PlatformY)\n set [px2 v] to (PlatformX2)\n set [py2 v] to (PlatformY2)\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [platformx v] to [-124]\n set [platformy v] to [-71]\n set [platformx2 v] to [-124]\n set [platformy2 v] to [-25]\n broadcast (elevator v)\n set [px v] to (PlatformX)\n set [py v] to (PlatformY)\n set [px2 v] to (PlatformX2)\n set [py2 v] to (PlatformY2)\n create clone of (_myself_ v)\nend\n\nhide\n\nwait (3) seconds\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (50)\nend\nwait (5) seconds\ndelete this clone\n\n@DartTrap\n\nwhen I start as a clone\nshow\nforever\n if <[125] > (distance to [hitbox v])> then\n set [dartx v] to (x position)\n set [darty v] to (y position)\n set [dartdir v] to (direction)\n create clone of (dart v)\n wait until <not <[125] > (distance to [hitbox v])>>\n if <(Level) = [19]> then\n wait (5) seconds\n else\n wait (3) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nswitch costume to (blank v)\nwait (0.05) seconds\nif <(Level) = [14]> then\n set [dart v] to [0]\n point in direction (-90)\n go to x: (126) y: (-68)\n create clone of (_myself_ v)\nend\nif <(Level) = [16]> then\n set [dart v] to [0]\n point in direction (-90)\n go to x: (94) y: (-132)\n create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n set [dart v] to [0]\n point in direction (-90)\n go to x: (130) y: (-68)\n create clone of (_myself_ v)\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@Head\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (player v)\n if <[20] > (Level)> then\n if <(ycollision) = [1]> then\n if <touching (platform v)?> then\n set [squished? v] to [1]\n else\n set [squished? v] to [0]\n end\n else\n set [squished? v] to [0]\n end\n if <(Bunny) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n end\nend\n\n@Death\n\nwhen I receive [die v]\nif <(Level) > [2]> then\n start sound [die v]\n start sound [oof v]\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen I start as a clone\nif <not <(Level) > [2]>> then\n delete this clone\nend\n\nwhen I start as a clone\ngo to (player v)\nchange y by (25)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (7))\nshow\npoint in direction (90)\nturn right (pick random (0) to (360)) degrees\nset [yv v] to (pick random (5) to (9))\nset [xv v] to (pick random (-20) to (20))\nrepeat until <touching (_edge_ v)?>\n set [xv v] to ((xv) * (0.9))\n change [yv v] by (-0.5)\n turn right (15) degrees\n change y by (yv)\n change x by (xv)\nend\ndelete this clone\n\nwhen I receive [start v]\nset volume to (100) %\nwait until <(Level) > [10]>\nset volume to (85) %\n\nbroadcast (die v)\n\n@Bomb\n\nwhen I start as a clone\nswitch costume to (black v)\ngo [backward v] (2500) layers\nset [bomb? v] to [1]\ngo to (pipe v)\nshow\nwait until <<touching (hitbox v)?> and <<key (down arrow v) pressed?> and <key (z v) pressed?>>>\nwait until <not <<key (down arrow v) pressed?> and <key (z v) pressed?>>>\nset [holdbomb? v] to [1]\nrepeat (1)\n wait (2) seconds\n switch costume to (red v)\n wait (0.1) seconds\n switch costume to (black v)\nend\nwait (0.7) seconds\nswitch costume to (red v)\nwait (0.1) seconds\nswitch costume to (black v)\nwait (0.3) seconds\nswitch costume to (red v)\nwait (0.1) seconds\nswitch costume to (black v)\nwait (0.1) seconds\nswitch costume to (red v)\nwait (0.1) seconds\nswitch costume to (black v)\nwait (0.1) seconds\nswitch costume to (red v)\nwait (0.05) seconds\nrepeat (10)\n switch costume to (black v)\n wait (0.05) seconds\n switch costume to (red v)\n wait (0.05) seconds\nend\nswitch costume to (explode v)\nwait (0.07) seconds\nbroadcast (explode v)\nstart sound [Bomb_1 v]\nset [bomb? v] to [0]\nset [explodey v] to (y position)\nset [explodex v] to (x position)\ndelete this clone\n\nwhen I receive [explode v]\nrepeat (4)\n create clone of (explosion v)\n create clone of (explosion v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (0.3) seconds\ngo to [front v] layer\n\nwhen I receive [die v]\nset [bomb? v] to [0]\ndelete this clone\n\nwhen I receive [newlevel v]\nset [bomb? v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (waterfall v)?> then\n forever\n wait (0.25) seconds\n switch costume to (explode v)\n wait (0.07) seconds\n broadcast (explode v)\n start sound [Bomb_1 v]\n set [bomb? v] to [0]\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nwait until <(HoldBomb?) = [1]>\nforever\n create clone of (fire v)\nend\n\nwhen I start as a clone\nwait (0.2) seconds\nforever\n set [explodey v] to (y position)\n set [explodex v] to (x position)\nend\n\nwhen I start as a clone\nset [holdbomb? v] to [0]\nset [bombgrav v] to [4]\nforever\n if <(HoldBomb?) = [0]> then\n change y by (bombGrav)\n if <<touching (platform v)?> or <touching (ground v)?>> then\n set [bombgrav v] to [0.1]\n change y by (1)\n else\n change [bombgrav v] by (-0.2)\n end\n else\n go to (hitbox v)\n if <<key (down arrow v) pressed?> and <key (z v) pressed?>> then\n set [holdbomb? v] to [0]\n change y by (-10)\n end\n end\nend\n\n@WaterFall\n\nwhen I start as a clone\nset [ghost v] effect to (25)\nshow\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [8]> then\n go to x: (-5) y: (16)\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n go to x: (0) y: (8)\n create clone of (_myself_ v)\nend\n\n@Explosion\n\nwhen I start as a clone\nswitch costume to (1 v)\nwait (0.01) seconds\nchange x by (pick random (-25) to (25))\nchange y by (pick random (-25) to (25))\nshow\nset [deadly? v] to [1]\nwait (0.05) seconds\nrepeat (5)\n next costume\nend\nset [deadly? v] to [0]\nwait (1) seconds\nrepeat (5)\n next costume\n wait (0.2) seconds\nend\n\nwhen I start as a clone\ngo to x: (explodeX) y: (explodeY)\nset [brightness v] effect to (3)\ngo to [front v] layer\nrepeat (10)\n change y by (pick random (0.5) to (0.2))\nend\nrepeat (50)\n change y by (pick random (0.5) to (0.2))\n change x by (pick random (0.5) to (-0.5))\n change [brightness v] effect by (-0.5)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n@Pipe\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nhide\nif <(Level) = [7]> then\n go to x: (-2) y: (-102)\n show\nend\nif <(Level) = [8]> then\n go to x: (-118) y: (-72)\n show\nend\nif <(Level) = [9]> then\n go to x: (-124) y: (-154)\n show\nend\nif <(Level) = [16]> then\n go to x: (166) y: (-134)\n show\nend\n\nwhen I receive [start v]\nset [bomb? v] to [0]\nforever\n if <<<(Level) = [7]> or <(Level) = [8]>> or <<(Level) = [16]> or <(Level) = [9]>>> then\n if <[50] > (distance to [hitbox v])> then\n set [bomb? v] to [1]\n create clone of (bomb v)\n wait until <(Bomb?) = [0]>\n end\n end\nend\n\nwhen I receive [left v]\ngo to x: (-178) y: (-100)\nshow\nglide (2) secs to x: (-178) y: (-70)\nwait until <[50] > (distance to [hitbox v])>\nset [bomb? v] to [1]\ncreate clone of (bomb v)\nwait until <(Hurt?) = [0]>\nglide (2) secs to x: (-178) y: (-100)\nhide\n\nwhen I receive [right v]\ngo to x: (178) y: (-100)\nshow\nglide (2) secs to x: (178) y: (-70)\nwait until <[50] > (distance to [hitbox v])>\nset [bomb? v] to [1]\ncreate clone of (bomb v)\nwait until <(Bomb?) = [0]>\nglide (2) secs to x: (178) y: (-100)\nhide\n\nwhen I receive [newlevel v]\nwait (0.01) seconds\nif <(Level) = [7]> then\n go to x: (-2) y: (-102)\n show\n wait until <[25] > (distance to [hitbox v])>\n broadcast (Bombs v)\nend\n\n@Pen\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [elevator v]\nswitch costume to (costume3 v)\nwait (0.1) seconds\npen up\nhide\nset pen size to (8)\nset pen color to (#6d5f49)\ngo to x: (PlatformX2) y: (PlatformY2)\npen down\ngo to x: (PlatformX) y: (PlatformY)\nset pen size to (2)\nset pen color to (#3d3c26)\npen down\ngo to x: (PlatformX2) y: (PlatformY2)\ngo to x: (PlatformX) y: (PlatformY)\npen up\n\nwhen flag clicked\npen up\n\nset [platformx v] to [124]\nset [platformy v] to [-71]\nset [platformx2 v] to [124]\nset [platformy2 v] to [-25]\n\n@WorldDoor\n\nwhen I receive [bigdoor v]\nswitch costume to (closed v)\nstart sound [Open v]\nchange [level v] by (1)\nstart sound [DoorOpen v]\nwait (0.05) seconds\ncreate clone of (_myself_ v)\nrepeat (2)\n go [backward v] (25) layers\n next costume\nend\nnext costume\nwait (0.2) seconds\nwait until <key (z v) pressed?>\nbroadcast (enterDoor v)\nwait (2) seconds\nchange [level v] by (1)\nbroadcast (newLevel v)\nwait (1) seconds\ngo to x: (-150) y: (-100)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nwait until <(Level) = [10]>\nswitch costume to (closed v)\ngo to x: (0) y: (-100)\nshow\nwait until <[100] > (distance to [player v])>\nbroadcast (exit v)\n\nwhen I start as a clone\nswitch costume to (flash v)\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [newlevel v]\nhide\n\n@Fire\n\nwhen I start as a clone\ngo to x: (explodeX) y: (explodeY)\nchange x by (pick random (-2) to (2))\nchange y by (7)\nset size to (200) %\ngo to [front v] layer\nshow\nrepeat (10)\n change x by (pick random (-0.2) to (0.2))\n change [ghost v] effect by (2)\n change y by (0.7)\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (1 v)\nwait (0.1) seconds\nswitch costume to (2 v)\nwait (0.1) seconds\nswitch costume to (3 v)\nwait (0.05) seconds\nswitch costume to (4 v)\n\n@Clouds\n\nwhen I receive [opening v]\ngo [backward v] (25000000000000000) layers\nwait until <(Level) = [12]>\nshow\nset [cloudvel v] to [0]\nset [ghost v] effect to (15)\nset x to (0)\nset y to (-110)\nforever\n change y by ([cos v] of (CloudVel) )\n change [cloudvel v] by (2)\nend\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (40)\n\n@Leaves\n\nwhen I start as a clone\ngo to x: (pick random (236) to (-236)) y: (158)\npoint in direction (90)\nshow\nset [leafrot v] to [0]\nrepeat until <touching (_edge_ v)?>\n move (0.2) steps\n change [leafrot v] by (3)\n turn left ([cos v] of (LeafRot) ) degrees\n change y by (-0.5)\nend\ndelete this clone\n\nwhen I receive [opening v]\nwait until <(Level) = [12]>\nforever\n create clone of (_myself_ v)\n wait (pick random (0.2) to (5)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@Dart\n\nwhen I start as a clone\ngo to x: (DartX) y: (DartY)\npoint in direction (DartDir)\nstart sound [dart v]\nset [dartgrav v] to [1]\nset [dartvel v] to [2]\nshow\nrepeat until <<touching (player v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n change [dartvel v] by (1)\n change [dartgrav v] by (-0.2)\n move (DartVel) steps\n change y by (DartGrav)\nend\nrepeat (1)\n change [dartvel v] by (1)\n change [dartgrav v] by (-0.5)\n move (DartVel) steps\n change y by (DartGrav)\nend\nwait (0.05) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n next costume\n wait (0.02) seconds\nend\n\nwhen flag clicked\nforever\n go to x: (DartX) y: (DartY)\nend\n\nwhen I start as a clone\nforever\n if <(direction) = [90]> then\n turn left (DartVel) degrees\n end\n if <(direction) = [-90]> then\n turn right (DartVel) degrees\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (die v)\n delete this clone\n end\nend\n\n@reset\n\nwhen I receive [start v]\nwait until <(Level) = [3]>\nset [ghost v] effect to (100)\nwait (4) seconds\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (4) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nhide\n\n@SpikeTrap\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n show\n wait until <(distance to [hitbox v]) < [30]>\n start sound [spike2 v]\n start sound [spike v]\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n wait (2) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\n wait until <[60] < (distance to [hitbox v])>\n wait (2) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (die v)\n stop [this script v]\n end\nend\n\nwhen I receive [newlevel v]\nwait (0.05) seconds\nif <(Level) = [17]> then\n go to x: (-86) y: (-94)\n create clone of (_myself_ v)\n go to x: (-55) y: (-94)\n create clone of (_myself_ v)\n go to x: (-22) y: (-94)\n create clone of (_myself_ v)\n go to x: (10) y: (-94)\n create clone of (_myself_ v)\n go to x: (42) y: (-94)\n create clone of (_myself_ v)\n go to x: (74) y: (-94)\n create clone of (_myself_ v)\n go to x: (106) y: (-94)\n create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n go to x: (-25) y: (-66)\n create clone of (_myself_ v)\n go to x: (41) y: (-66)\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n go to x: (-30) y: (58)\n create clone of (_myself_ v)\n go to x: (0) y: (58)\n create clone of (_myself_ v)\n go to x: (32) y: (58)\n create clone of (_myself_ v)\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\n@Turn\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (100)\nend\n\nwhen I receive [newlevel v]\ndelete this clone\n\nwhen I receive [newlevel v]\nswitch costume to (costume1 v)\nwait (0.05) seconds\nif <(Level) = [18]> then\n go to x: (-138) y: (60)\n create clone of (_myself_ v)\n go to x: (80) y: (60)\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n go to x: (85) y: (-60)\n create clone of (_myself_ v)\n go to x: (-85) y: (-60)\n create clone of (_myself_ v)\nend\nif <(Level) = [21]> then\n switch costume to (costume2 v)\n go to x: (1) y: (-10)\n create clone of (_myself_ v)\nend\n\n@TitleScreen\n\nwhen I receive [flash v]\ngo to x: (0) y: (-111)\ngo to [front v] layer\nswitch costume to (play v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (116)\nswitch costume to (title v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n if <(costume [number v]) = [2]> then\n broadcast (play v)\n start sound [press v]\n start sound [press2 v]\n start sound [press3 v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n if <(costume [number v]) = [3]> then\n broadcast (settings v)\n start sound [press v]\n start sound [press2 v]\n start sound [press3 v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset size to (200) %\nset [speedrunmode? v] to [0]\nhide\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n start sound [key v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [settings v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nwhen I receive [play v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nwhen I receive [flash v]\nwait until <key (s v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nwait until <key (p v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nwait until <key (e v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nwait until <not <key (e v) pressed?>>\nwait until <key (e v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nwait until <not <key (e v) pressed?>>\nwait until <key (d v) pressed?>\nstart sound [key v]\nstart sound [press2 v]\nset [speedrunmode? v] to [1]\nstop all sounds\nstart sound [DoorOpen v]\nstart sound [Open v]\n\nstart sound [key v]\nstart sound [press2 v]\n\ngo to x: (0) y: (-141)\ngo to [front v] layer\nswitch costume to (settings v)\ncreate clone of (_myself_ v)\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nshow\n\nhide\n\n@Cutscene\n\nwhen I start as a clone\nshow\nif <(type?) = [1]> then\n switch costume to (costume1 v)\n set size to (800) %\n switch costume to (black v)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(type?) = [2]> then\n go to x: (0) y: (115)\n forever\n switch costume to (egg_1 v)\n wait (0.05) seconds\n repeat (5)\n next costume\n wait (0.05) seconds\n end\n end\nend\nif <(type?) = [5]> then\n go to x: (0) y: (115)\n forever\n switch costume to (egg_1 v)\n wait (0.05) seconds\n repeat (5)\n next costume\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [cutscene v]\nset [type? v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nset size to (200) %\nwait (0.01) seconds\nwait (0.3) seconds\nset [type? v] to [2]\ncreate clone of (_myself_ v)\nwait (6) seconds\nset [type? v] to [3]\ncreate clone of (_myself_ v)\nset [type? v] to [4]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [title v] to [1]\ngo to x: (0) y: (0)\nhide\n\nset [played? v] to [0]\n\nwhen I receive [play v]\nreset timer\nset [title v] to [0]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nwait (1.5) seconds\nbroadcast (opening v)\ndelete this clone\n\nwhen I start as a clone\nif <(type?) = [5]> then\n set [hover v] to [50]\n go to x: (0) y: (0)\n forever\n change y by ([cos v] of (hover) )\n change [hover v] by (-3)\n end\nend\nif <(type?) = [2]> then\n glide (4) secs to x: (0) y: (0)\n set [hover v] to [50]\n forever\n change y by ([cos v] of (hover) )\n change [hover v] by (-3)\n end\nend\nif <(type?) = [3]> then\n go [backward v] (2555) layers\n switch costume to (idol_1 v)\n go to x: (0) y: (-250)\n glide (7) secs to x: (0) y: (-5)\n repeat (7)\n change y by (1)\n end\n repeat (5)\n change y by (0.5)\n end\n repeat (5)\n change y by (0.3)\n end\nend\nif <(type?) = [4]> then\n switch costume to (explorer v)\n go to x: (74) y: (-193)\n glide (7.5) secs to x: (74) y: (-24)\n broadcast (Flash v)\nend\nif <(type?) = [7]> then\n switch costume to (explorer v)\n go to x: (74) y: (-24)\n broadcast (Flash v)\nend\nif <(type?) = [5]> then\n switch costume to (egg_1 v)\n go to x: (0) y: (0)\n go to [front v] layer\nend\nif <(type?) = [6]> then\n go [backward v] (2555) layers\n switch costume to (idol_1 v)\n go to x: (0) y: (-5)\nend\n\nwhen I receive [flash v]\nset volume to (100) %\nplay sound [Spelunky OST - Cave.mp3 v] until done\n\nwhen I receive [play v]\nset volume to (100) %\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [title v]\nif <[1] > (Played?)> then\n broadcast (cutscene v)\n set [played? v] to [1]\nelse\n set [type? v] to [1]\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n set size to (200) %\n set [type? v] to [5]\n create clone of (_myself_ v)\n set [type? v] to [6]\n create clone of (_myself_ v)\n set [type? v] to [7]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(title) = [0]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\nend\n\nwhen I receive [settings v]\nset [title v] to [0]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nwhen I receive [settings v]\nrepeat (50)\n change volume by (-2)\nend\n\n@Boss\n\nwhen I receive [boss v]\nset [hurt? v] to [0]\ngo to x: (0) y: (17)\nswitch costume to (shell v)\nshow\nwait (3) seconds\nrepeat (4)\n next costume\n wait (0.05) seconds\nend\nwait (2) seconds\nset [bosshp v] to [4]\nbroadcast (bossBattle v)\nset [attack? v] to (pick random (1) to (3))\nbroadcast (attack v)\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nset [bossgrav v] to [0]\nforever\n change y by (BossGrav)\n point towards (player v)\n if <touching (ground v)?> then\n set [bossgrav v] to [0.1]\n change y by (1)\n else\n change [bossgrav v] by (-0.2)\n end\nend\n\nwhen I receive [attack v]\nif <(BossHp) > [0]> then\n if <(Attack?) = [0]> then\n switch costume to (out_1 v)\n wait (0.05) seconds\n switch costume to (shell v)\n set [turns v] to [0]\n set [hurt? v] to [1]\n if <(lorR) = [1]> then\n broadcast (right v)\n end\n if <(lorR) = [2]> then\n broadcast (left v)\n end\n wait until <touching (explosion v)?>\n set [hurt? v] to [0]\n start sound [Hit v]\n change [bosshp v] by (-1)\n switch costume to (shell v)\n set [bossgrav v] to [5]\n show\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n switch costume to (anger_2 v)\n set [lorr v] to (pick random (1) to (2))\n wait until <touching (turn v)?>\n start sound [Hit v]\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n switch costume to (anger_2 v)\n wait (1) seconds\n set [attack? v] to (pick random (1) to (3))\n broadcast (attack v)\n end\n if <[3] > (Turns)> then\n change [turns v] by (1)\n if <(Attack?) = [1]> then\n repeat (pick random (3) to (4))\n switch costume to (jump_1 v)\n wait (0.05) seconds\n set [bossgrav v] to [5]\n switch costume to (jump_2 v)\n wait (0.1) seconds\n wait until <touching (turn v)?>\n start sound [Stomp v]\n start sound [Hit v]\n set [playerorrandom? v] to [5]\n create clone of (boulder v)\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n switch costume to (anger_2 v)\n wait (1) seconds\n end\n set [attack? v] to (pick random (2) to (3))\n broadcast (attack v)\n end\n if <(Attack?) = [2]> then\n repeat (3)\n switch costume to (fly_1 v)\n wait (0.05) seconds\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n set [bossgrav v] to [4]\n wait (0.1) seconds\n switch costume to (fly_1 v)\n wait (0.7) seconds\n end\n switch costume to (jump_2 v)\n wait (0.1) seconds\n wait until <touching (turn v)?>\n start sound [Stomp v]\n start sound [Hit v]\n set [playerorrandom? v] to [1]\n create clone of (boulder v)\n create clone of (boulder v)\n create clone of (boulder v)\n create clone of (boulder v)\n create clone of (boulder v)\n create clone of (boulder v)\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n switch costume to (anger_2 v)\n wait (1) seconds\n set [attack? v] to (pick random (1) to (3))\n broadcast (attack v)\n end\n if <(Attack?) = [3]> then\n switch costume to (jump_1 v)\n wait (0.05) seconds\n set [bossgrav v] to [5]\n switch costume to (jump_2 v)\n wait (0.1) seconds\n wait until <touching (turn v)?>\n start sound [Stomp v]\n start sound [Hit v]\n broadcast (smash v)\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n switch costume to (anger_2 v)\n wait (3) seconds\n set [attack? v] to (pick random (1) to (2))\n broadcast (attack v)\n end\n else\n set [attack? v] to [0]\n broadcast (attack v)\n end\nelse\n broadcast (boss ded v)\n change [☁ beatthegame? v] by (1)\n repeat (50)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [newlevel v]\nif <(Level) = [21]> then\n go to x: (0) y: (17)\n switch costume to (shell v)\n show\n wait (2) seconds\n set [turns v] to [0]\n broadcast (boss v)\nend\n\nwhen I receive [die v]\nif <(Level) = [21]> then\n set [bosshp v] to [85]\n stop all sounds\n stop [other scripts in sprite v]\nend\n\n@Boulder\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n change y by (BoulderGrav)\n change [bouldergrav v] by (-0.2)\nend\n\nwhen I start as a clone\nshow\nif <(playerorrandom?) = [1]> then\n go to x: (pick random (175) to (-175)) y: (200)\nelse\n set x to ([x position v] of [hitbox v])\n set y to (200)\nend\nswitch costume to (1 v)\nset [bouldergrav v] to [0]\nrepeat until <touching (ground v)?>\n turn right (15) degrees\nend\nstart sound [Smack v]\nstart sound [Hit v]\nset [bouldergrav v] to [5]\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\nwait (0.2) seconds\nrepeat (5)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\n@fin\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (62)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nwait (1.5) seconds\nchange [level v] by (1)\nbroadcast (congrats! v)\n\n@score\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (200) %\ngo to x: (0) y: (160)\n\nwhen I receive [smack v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [digit v] to (clones)\nshow\ngo to [front v] layer\nforever\n go to x: ((((clones) - (1)) * (-8)) + ((16) * ((digit) - (1)))) y: (3)\n switch costume to ((letter (digit) of (Time)) + (1))\n set [ghost v] effect to (30)\n clear graphic effects\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [speedrun v]\nset [clones v] to [0]\nset [time v] to [0]\nwait (0.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-10)\nend\nswitch costume to (0 v)\nclear graphic effects\ncreate clone of (_myself_ v)\nhide\nwait (0.25) seconds\nrepeat until <(alive?) = [0]>\n wait until <<(alive?) = [0]> or <(length of (Time)) > (clones)>>\n if <(alive?) = [1]> then\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\nend\n\nwhen flag clicked\n\nwhen I receive [speedrun v]\n\nwhen I receive [congrats! v]\nset [end? v] to [1]\nif <(SpeedRunMode?) = [0]> then\n set [clones v] to [0]\n wait (0.5) seconds\n set [ghost v] effect to (100)\n show\n repeat (7)\n change [ghost v] effect by (-10)\n end\n switch costume to (0 v)\n clear graphic effects\n create clone of (_myself_ v)\n hide\n wait (0.25) seconds\n repeat until <(alive?) = [0]>\n wait until <<(alive?) = [0]> or <(length of (Time)) > (clones)>>\n if <(alive?) = [1]> then\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\n end\nend\n\nwhen I receive [start v]\nset [end? v] to [0]\nforever\n if <(End?) = [0]> then\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\n@SpikesBlock\n\nwhen I receive [smash v]\nforever\n change y by (BoulderGrav)\n change [bouldergrav v] by (-0.15)\nend\n\nwhen I receive [smash v]\nif <<([x position v] of [hitbox v]) > [124]> or <[-124] > ([x position v] of [hitbox v])>> then\n set [blockspot v] to (pick random (2) to (1))\n if <([x position v] of [hitbox v]) > [124]> then\n switch costume to (side v)\n repeat (25)\n set [bouldergrav v] to [0]\n go to x: (-1) y: (281)\n end\n set [ghost v] effect to (0)\n switch costume to (right v)\n show\n set [bouldergrav v] to [0]\n repeat until <touching (ground v)?>\n end\n start sound [Smack v]\n start sound [Hit v]\n set [bouldergrav v] to [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n if <[-124] > ([x position v] of [hitbox v])> then\n switch costume to (side2 v)\n repeat (25)\n set [bouldergrav v] to [0]\n go to x: (-1) y: (281)\n end\n set [ghost v] effect to (0)\n switch costume to (right v)\n show\n set [bouldergrav v] to [0]\n repeat until <touching (ground v)?>\n end\n start sound [Smack v]\n start sound [Hit v]\n set [bouldergrav v] to [5]\n repeat (7)\n change [ghost v] effect by (12)\n end\n hide\n end\nelse\n switch costume to (top v)\n repeat (25)\n set [bouldergrav v] to [0]\n go to x: (-1) y: (281)\n end\n set [ghost v] effect to (0)\n show\n set [bouldergrav v] to [0]\n repeat until <touching (ground v)?>\n end\n start sound [Smack v]\n start sound [Hit v]\n set [bouldergrav v] to [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\n@hi-Score\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (200) %\ngo to x: (0) y: (160)\n\nwhen I receive [smack v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nchange [digit v] by (1)\nset [digit v] to (clones?)\nshow\ngo to [front v] layer\nforever\n go to x: ((((clones?) - (1)) * (-8)) + ((16) * ((digit) - (1)))) y: (-30)\n switch costume to ((letter (digit) of (High-Score)) + (1))\n set [ghost v] effect to (30)\n clear graphic effects\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [congrats! v]\nset [clones? v] to [0]\nif <(High-Score) > (Time)> then\n if <not <(username) = [-RipeMangoes-]>> then\n set [high-score v] to (Time)\n end\nend\nwait (0.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n change [ghost v] effect by (-10)\nend\nswitch costume to (0 v)\nclear graphic effects\ncreate clone of (_myself_ v)\nhide\nwait (0.25) seconds\nrepeat until <(alive?) = [0]>\n wait until <<(alive?) = [0]> or <(length of (High-Score)) > (clones?)>>\n if <(alive?) = [1]> then\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\nend\n\nwhen flag clicked\n\nset [high-score v] to [450]\n\n@text\n\nwhen I receive [congrats! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nhide\n\n@poke\n\nwhen flag clicked\nhide\nforever\n turn right (rot) degrees\n set [rot v] to ((rot) * (0.9))\nend\n\nwhen I receive [poke v]\nswitch costume to (costume1 v)\npoint in direction (-90)\nchange [rot v] by (18)\nshow\nwait (2) seconds\nswitch costume to (costume2 v)\nstart sound [Collect v]\nstart sound [Open v]\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (intro v)\n\nrepeat (10)\n turn right (50) degrees\nend\nrepeat (10)\n turn right (35) degrees\nend\nrepeat (10)\n turn right (15) degrees\nend\nrepeat (10)\n turn right (5) degrees\nend\n\n | \n\n\n |
Marshmallow's Mission- A Platformer | @Stage\n\nwhen flag clicked\nset [haspressedspacekey v] to [no]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nforever\n set [level v] to (backdrop [number v])\nend\n\nwhen [space v] key pressed\nif <(HasPressedSpaceKey) = [Yes]> then\n set [haspressedspacekey v] to [no]\n show variable [how many times i have been dipped in hot sauce: v]\nelse\n set [haspressedspacekey v] to [yes]\n hide variable [how many times i have been dipped in hot sauce: v]\nend\n\nwhen I receive [game has started v]\nswitch backdrop to (backdrop12 v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n wait (5) seconds\n next backdrop\n broadcast (Animation v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Begin) = [no]> then\n show\n else\n hide\n end\nend\n\n@Player\n\nwhen flag clicked\nset [toasted v] to [no]\nswitch costume to (costume1 v)\ngo to x: (-215) y: (-40)\nhide\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [how many times i have been dipped in hot sauce: v] to [0]\n\nwhen flag clicked\nforever\n if <(Begin) = [yes]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n go to x: (-215) y: (-40)\n broadcast (Next v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#e6e6e6)?> then\n set [yv v] to [20]\n end\n if <touching color (#ff5a10)?> then\n go to x: (-215) y: (-40)\n change [how many times i have been dipped in hot sauce: v] by (1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#91d872)?> then\n change y by (1)\n if <touching color (#91d872)?> then\n change y by (1)\n if <touching color (#91d872)?> then\n change y by (1)\n if <touching color (#91d872)?> then\n change y by (1)\n if <touching color (#91d872)?> then\n change y by (1)\n if <touching color (#91d872)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-4]\n else\n set [xv v] to [4]\n end\n set [yv v] to [9]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#91d872)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#91d872)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [game has started v]\nswitch costume to (costume2 v)\nrepeat until <(Toasted) = [yes]>\n go to (mouse-pointer v)\nend\n\nwhen I receive [game has started v]\nrepeat (10)\n change [color v] effect by (2)\n change [brightness v] effect by (-0.3)\n wait (0.3) seconds\nend\nset [toasted v] to [yes]\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n wait (5) seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Yes Button\n\nwhen this sprite clicked\nhide\nset [begin v] to [yes]\n\nwhen flag clicked\nset [begin v] to [no]\nshow\ngo to x: (-38) y: (-69)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (25) %\n else\n set size to (20) %\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (220) y: (-95)\nhide\n\nwhen flag clicked\nforever\n if <(Begin) = [yes]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n forever\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [11]> or <(Level) = [12]>> then\n hide\n go to x: (300) y: (300)\n end\nend\n\n@Animation\n\nwhen I receive [animation v]\nshow\nglide (1) secs to x: (25) y: (-86)\nrepeat (4)\n wait (0.35) seconds\n next costume\nend\ngo to x: (145) y: (22)\nwait (0.4) seconds\nnext costume\nwait (0.4) seconds\nnext costume\nwait (0.4) seconds\nnext costume\nwait (0.4) seconds\nsay [Wow! Look at me! I am a smore, just like I always wanted to be!] for (2) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-111) y: (-79)\nhide\n\n | ~Thank you so much for curating me, @natsd! You are what a model scratcher should be- kind, caring, and an *awesome* friend. Congrats on being curator! <3~\n\n*MUST PRESS GREEN FLAG TWICE!*\n\nHey guys! I have had so much fun making this, and I hope you have fun playing it! You use the arrow keys to move, and you just follow the directions. You have to get to the spark at the end of each level. Also, if you want to see how many times you have touched the hot sauce, just press space (press space again to hide it). Also, every level IS possible, though some are very difficult. At the end of the platformer, if you wait 5 seconds, there with be a super quick animation. |
Glide ~A Platformer~ | @Stage\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n play sound [Kevin MacLeod _ Pixelland.mp3 v] until done\nend\n\n@Sprite1\n\nwhen backdrop switches to [backdrop10 v]\nshow variable [ded peoples v]\n\nwhen flag clicked\nshow\ngo to x: (-210) y: (-141)\nswitch backdrop to (backdrop1 v)\nset rotation style [left-right v]\nset size to (15) %\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [v1 v] to [1]\nset [ded peoples v] to [0]\nhide variable [ded peoples v]\nforever\n change [v1 v] by (([abs v] of (xvel) ) / (2))\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by (-1)\n end\n set [xvel v] to ((xvel) * (0.88))\n change x by (xvel)\n change y by (yvel)\n change x by ((0) - (xvel))\n if <not <touching color (#ff9400)?>> then\n change [yvel v] by (-1)\n end\n change x by (xvel)\n if <touching color (#ff9400)?> then\n change y by ((yvel) * (-1))\n if <touching color (#ff9400)?> then\n change y by (yvel)\n change x by ((xvel) * (-1))\n if <touching color (#ff9400)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\n set [xvel v] to [0]\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n end\n end\n end\n end\n end\n change y by (1)\n else\n set [xvel v] to [0]\n end\n else\n set [yvel v] to [0]\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n if <not <touching color (#ff9400)?>> then\n change y by (-1)\n end\n end\n end\n end\n end\n change y by (1)\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#ff9400)?>> then\n set [yvel v] to [14]\n end\n change y by (1)\n if <touching color (#ff9400)?> then\n change y by (2)\n if <touching color (#ff9400)?> then\n change y by (2)\n if <touching color (#ff9400)?> then\n change y by (2)\n if <touching color (#ff9400)?> then\n change y by (-6)\n change x by ((0) - (xvel))\n set [xvel v] to [0]\n end\n end\n end\n end\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (-141)\n change [ded peoples v] by (1)\n end\n if <touching (sensor v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-210) y: (-141)\n end\n if <key (space v) pressed?> then\n set [yvel v] to [-3]\n end\n if <<touching color (#00ffff)?> or <touching color (#666666)?>> then\n set [yvel v] to [22]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (y v) pressed?> and <key (u v) pressed?>> then\n end\nend\n\nwhen flag clicked\nforever\n if <<key (n v) pressed?> and <key (m v) pressed?>> then\n if <not <touching color (#ff0000)?>> then\n switch costume to (costume2 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\n@sensor\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\ngo to x: (304) y: (49)\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (350) y: (16)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume2 v)\ngo to x: (53) y: (44)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume1 v)\ngo to x: (305) y: (31)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (317) y: (171)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (314) y: (65)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (311) y: (-87)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen I receive [game start v]\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (-177) y: (36)\nforever\n glide (1) secs to x: (127) y: (36)\n wait (0.03) seconds\n glide (0.3) secs to x: (127) y: (156)\n wait (0.03) seconds\n glide (1) secs to x: (-177) y: (156)\n wait (0.03) seconds\n glide (0.3) secs to x: (-177) y: (36)\nend\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n | Use arrow keys to move and space key to glide.\nDon't touch red\n\nMy Record: 0 deaths :) |
Dragon Platformer | @Stage\n\nwhen I receive [message1 v]\nswitch backdrop to (next backdrop v) and wait\n\nwhen I receive [wanna go back? v]\nswitch backdrop to (previous backdrop v) and wait\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-150) y: (-46)\nset [scrollx v] to [0]\nhide variable [scrollx v]\nhide variable [gravity v]\nforever\n if <key (right arrow v) pressed?> then\n change [scrollx v] by (-3)\n move (10) steps\n end\n if <key (left arrow v) pressed?> then\n change [scrollx v] by (3)\n move (-10) steps\n end\n if <<<touching color (#663b00)?> or <touching color (#99ffff)?>> or <touching color (#ffffcc)?>> then\n set [gravity v] to [0]\n else\n change [gravity v] by (-0.4)\n end\n if <key (up arrow v) pressed?> then\n if <<<touching color (#663b00)?> or <touching color (#99ffff)?>> or <touching color (#ffffcc)?>> then\n set [gravity v] to [6]\n end\n end\n change y by (Gravity)\n if <<<touching color (#ff0000)?> or <touching color (#ffff99)?>> or <touching (evilsprite v)?>> then\n set [scrollx v] to [0]\n go to x: (-150) y: (-46)\n end\n if <touching (go forward v)?> then\n broadcast (message1 v)\n end\n if <touching (go back v)?> then\n broadcast (wanna go back? v)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-150) y: (-46)\n\nwhen I receive [wanna go back? v]\ngo to x: (150) y: (-46)\n\nwhen flag clicked\nforever\n play sound [medieval1 v] until done\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n switch costume to (costume1 v)\n wait (0.25) seconds\n switch costume to (costume2 v)\n wait (0.25) seconds\nend\n\n@go forward\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\n@go back\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@EvIlSpRiTe\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Move with the arrow keys and such. Not WASD. Just arrow keys. Avoid red. And the darker sandy color. Get to the other side. If you feel like it go back to the previous level. And whatever you do, don't fall in pits.\nPlease report any glitches!\n\nWhatever you do, DON'T USE TURBO MODE! |
Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\nforever\n play sound [The Worlds Hardest Game Theme Song.mp3 v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\nbroadcast (Normal size v) and wait\n\nwhen I receive [start v]\nswitch backdrop to (level 1 v)\n\n@Character\n\nwhen flag clicked\nset size to (100) %\nhide\nhide variable [level v]\nset [level v] to [0]\nhide variable [deaths v]\ngo to x: (-240) y: (180)\nset [god mode v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching color (#00ffff)?> then\n change size by (10)\n end\n if <touching color (#ffff00)?> then\n change size by (-1)\n end\n if <touching color (#003fff)?> then\n set [y v] to [18]\n end\n if <touching color (#00ff55)?> then\n broadcast (next level v)\n end\n if <touching color (#ff0000)?> then\n if <(God mode) = [0]> then\n set size to (100) %\n set [x v] to [0]\n go to x: (-240) y: (180)\n set [y v] to [0]\n change [deaths v] by (1)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#006622)?> then\n switch backdrop to (punishment v)\n go to x: (-240) y: (180)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-240) y: (180)\n\nwhen I receive [normal size v]\nset size to (100) %\n\nwhen I receive [start v]\nshow variable [deaths v]\nset [deaths v] to [0]\nshow\nforever\n if <key (m v) pressed?> then\n ask [What is the secret code?] and wait\n if <(answer) = [plzIWannaCheat]> then\n set [cheated v] to [1]\n say [Vaild code.] for (2) seconds\n if <(God mode) = [0]> then\n set [god mode v] to [1]\n hide variable [deaths v]\n else\n set [god mode v] to [0]\n show variable [deaths v]\n end\n else\n say [Invaild Code] for (2) seconds\n end\n end\n if <key (space v) pressed?> then\n if <<not <(backdrop [name v]) = [Ending]>> and <(God mode) = [1]>> then\n broadcast (next level v)\n end\n end\nend\n\n@Play button\n\nwhen this sprite clicked\nhide\nbroadcast (Start v)\n\nwhen flag clicked\nhide\ngo to x: (-240) y: (25)\nshow\nglide (1) secs to x: (-17) y: (25)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\n@Light\n\nwhen I start as a clone\ngo to x: (pick random (200) to (-200)) y: (-145)\nset [velocity v] to (pick random (6) to (11))\nshow\nswitch costume to (bright v)\nwait (0.01) seconds\nchange y by (velocity)\nswitch costume to (light v)\nrepeat until <<touching (_edge_ v)?> or <(velocity) < [0]>>\n change y by (velocity)\n change [velocity v] by (-0.2)\nend\nswitch costume to (bright v)\nwait (0.02) seconds\nswitch costume to (explode 1 v)\nwait (0.02) seconds\nswitch costume to (explode 2 v)\nwait (0.02) seconds\nswitch costume to (explode 3 v)\nwait (0.02) seconds\nswitch costume to (explode 4 v)\nrepeat (10)\n change y by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <<(backdrop [name v]) = [Ending]> or <(backdrop [name v]) = [Menu]>> then\n wait (0.25) seconds\n create clone of (_myself_ v)\n end\nend\n\n | Instructions in game.\nDemonstration:\nhttps://youtu.be/jYoxMUhNJeQ\nMy other game - Tank and Zombies\nhttps://scratch.mit.edu/projects/212453757/\nMy record: 10 deaths\n |
Impossible Platformer 2 (HARD) | @Stage\n\nwhen flag clicked\nswitch backdrop to (starter v)\n\n@Sprite1\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [lvl:1 v]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (-115)\n end\n if <touching color (#003fff)?> then\n change [yv v] by (23)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (1) y: (-13)\nswitch costume to (darkfalcon v)\n\nwhen I receive [lvl:2 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:1 v]\ngo to x: (-215) y: (-115)\nstart sound [Alan_Walker_-_Spectre_NCS_Release-AOeY-nDp7hI.mp2 v]\nbroadcast (again v)\n\nwhen I receive [lvl:3 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:4 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:5 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:6 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:7 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:8 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:9 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:10 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:12 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:13 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:15 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:16 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:17 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:18 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:19 v]\ngo to x: (-215) y: (-115)\n\nwhen I receive [lvl:21 v]\ngo to x: (-215) y: (-115)\n\nwhen backdrop switches to [lvl:22 v]\nhide\n\nwhen I receive [again v]\nstart sound [Alan_Walker_-_Spectre_NCS_Release-AOeY-nDp7hI.mp2 v]\nwait (227) seconds\nstart sound [Alan_Walker_-_Spectre_NCS_Release-AOeY-nDp7hI.mp2 v]\nwait (227) seconds\nstart sound [Alan_Walker_-_Spectre_NCS_Release-AOeY-nDp7hI.mp2 v]\nwait (227) seconds\nstart sound [Alan_Walker_-_Spectre_NCS_Release-AOeY-nDp7hI.mp2 v]\n\nwhen I receive [lvl:20 v]\nhide\n\nwhen I receive [again 5 v]\nstart sound [Alan_Walker_-_Spectre_NCS_Release-AOeY-nDp7hI.mp2 v]\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-5) y: (-78)\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwhen I receive [lvl:1 v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (65) y: (-10)\n\nwhen I receive [lvl:1 v]\nhide\n\nwhen this sprite clicked\nbroadcast (Next Costume v)\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (-91) y: (-11)\nswitch costume to (costume1 v)\n\nwhen I receive [lvl:1 v]\nhide\n\nwhen I receive [next costume v]\nnext costume\n\n@Sprite5\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [lvl:1 v]\nshow\n\nwhen I receive [lvl:3 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:4 v)\n broadcast (Lvl:4 v)\n end\nend\n\nwhen I receive [lvl:4 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:5 v)\n broadcast (Lvl:5 v)\n end\nend\n\nwhen I receive [lvl:5 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:6 v)\n broadcast (Lvl:6 v)\n end\nend\n\nwhen I receive [lvl:6 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:7 v)\n broadcast (Lvl:7 v)\n end\nend\n\nwhen I receive [lvl:7 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:8 v)\n broadcast (Lvl:8 v)\n end\nend\n\nwhen I receive [lvl:8 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:9 v)\n broadcast (Lvl:9 v)\n end\nend\n\nwhen I receive [lvl:9 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:10 v)\n broadcast (Lvl:10 v)\n end\nend\n\nwhen I receive [lvl:10 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:11 v)\n broadcast (Lvl:11 v)\n end\nend\n\nwhen I receive [lvl:10 v]\ngo to x: (296) y: (85)\n\nwhen I receive [lvl:11 v]\ngo to x: (304) y: (-151)\n\nwhen I receive [start v]\nswitch backdrop to (lvl:1 v)\nbroadcast (Lvl:1 v)\n\nwhen I receive [lvl:1 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:2. v)\n broadcast (Lvl:2 v)\n end\nend\n\nwhen I receive [lvl:2 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:3 v)\n broadcast (Lvl:3 v)\n end\nend\n\nwhen I receive [lvl:11 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:12 v)\n broadcast (Lvl:12 v)\n end\nend\n\nwhen I receive [lvl:12 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:13 v)\n broadcast (Lvl:13 v)\n end\nend\n\nwhen I receive [lvl:13 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:14 v)\n broadcast (Lvl:14 v)\n end\nend\n\nwhen I receive [lvl:14 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:15 v)\n broadcast (Lvl:15 v)\n end\nend\n\nwhen I receive [lvl:13 v]\ngo to x: (306) y: (-10)\n\nwhen I receive [lvl:14 v]\ngo to x: (304) y: (-151)\n\nwhen flag clicked\ngo to x: (304) y: (-151)\n\nwhen I receive [lvl:15 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:16 v)\n broadcast (Lvl:16 v)\n end\nend\n\nwhen I receive [lvl:14 v]\ngo to x: (304) y: (26)\n\nwhen I receive [lvl:15 v]\ngo to x: (304) y: (-151)\n\nwhen I receive [lvl:16 v]\ngo to x: (300) y: (-20)\n\nwhen I receive [lvl:16 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:17 v)\n broadcast (Lvl:17 v)\n end\nend\n\nwhen I receive [lvl:17 v]\ngo to x: (304) y: (-151)\n\nwhen I receive [lvl:17 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:18 v)\n broadcast (Lvl:18 v)\n end\nend\n\nwhen I receive [lvl:18 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:19 v)\n broadcast (Lvl:19 v)\n end\nend\n\nwhen I receive [lvl:19 v]\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:20 v)\n broadcast (Lvl:20 v)\n end\nend\n\nwhen flag clicked\ngo to x: (304) y: (-151)\n\nwhen I receive [lvl:18 v]\ngo to x: (61) y: (-115)\n\nwhen I receive [lvl:19 v]\ngo to x: (304) y: (-151)\n\nwhen I receive [lvl:19 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (305) y: (11)\nswitch costume to (costume2 v)\nforever\n if <touching (sprite1 v)?> then\n switch backdrop to (lvl:21 v)\n broadcast (Lvl:21 v)\n end\nend\n\nwhen I receive [lvl:21 v]\ndelete this clone\n\nwhen backdrop switches to [lvl:22 v]\nhide\n\nwhen backdrop switches to [lvl:20 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (1) seconds\nchange [ghost v] effect by (25)\nwait (0.12) seconds\nchange [ghost v] effect by (50)\nwait (0.12) seconds\nchange [ghost v] effect by (75)\nwait (0.12) seconds\nchange [ghost v] effect by (100)\nwait (0.12) seconds\nhide\nbroadcast (Show v)\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n change [ghost v] effect by (100)\nend\n\n@Giga\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl:21 v]\nask [Riddles: I peak without a mouth and hear without an ears. I have nobody ,but come alive with winds. What am i? \(all small letters\)] and wait\nif <(answer) = [an echo]> then\n stop all sounds\n start sound [cheer v]\n switch backdrop to (lvl:22 v)\nelse\n start sound [screech v]\n switch backdrop to (lvl:20 v)\nend\n\nwhen I receive [lvl:20 v]\nhide\n\nwhen backdrop switches to [lvl:22 v]\nhide\n\nwhen backdrop switches to [lvl:21 v]\nshow\n\n@Sprite8\n\nwhen flag clicked\nplay sound [Elektronomia_-_Sky_High_NCS_Release-TW9d8vYrVFQ.mp3 v] until done\n\nwhen I receive [lvl:1 v]\nstop all sounds\n\n | Part two is out: Read this instructions before you play pls...\nRules:\nUse arrow keys to move and jump the sprite.\nRed is bad.\nBlack is where you land.\nBlue is bouncy.\n\nSrry if it's laggy!!\n\nYou can choose character wherever you want. No cost..\n\nalso if you want to have some your creative ideas of a costume pls go by this link: https://scratch.mit.edu/projects/215601273/\n\nReady! Answer the riddle pls.. you can search google if you want but for more challenging do not search google.. and this is optional...\nand also for all who play this first time pls play the first one in this link:\nPart one: https://scratch.mit.edu/projects/211866994/\npart three will come soon on scratch.. :D\nNow you can start playing... !!\nAlso do not forget to follow me and fave and love my project pls.... :)\n\nLoved by my friend @JakeDaaCake |
Button -a platformer- 1 | @Stage\n\n@player\n\ndefine colors\nif <touching color (#ff9400)?> then\n if <(colors touch?) = [1]> then\n set [colors touch? v] to [0]\n set [open door: orange v] to ((open door: ORANGE) * (-1))\n end\nend\nif <touching color (#003fff)?> then\n if <(colors touch?) = [1]> then\n set [colors touch? v] to [0]\n set [open door: blue v] to ((open door: BLUE) * (-1))\n end\nend\nif <touching color (#7f00ff)?> then\n if <(colors touch?) = [1]> then\n set [colors touch? v] to [0]\n set [open door: purple v] to ((open door: PURPLE) * (-1))\n end\nend\nif <touching color (#00ff55)?> then\n if <(colors touch?) = [1]> then\n set [colors touch? v] to [0]\n set [open door: green v] to ((open door: GREEN) * (-1))\n end\nend\nif <<touching color (#003fff)?> or <<touching color (#ff9400)?> or <<touching color (#7f00ff)?> or <<touching color (#00ff55)?> or >>>> then\n set [colors touch? v] to [0]\nelse\n set [colors touch? v] to [1]\nend\n\nwhen I receive [start:game v]\ngo to x: (-200) y: (-133)\nerase all\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nforever\n show\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n go to [front v] layer\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n point in direction (90)\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n else\n end\n change y by (1)\n if <(x position) > [238]> then\n go to x: (-200) y: (-133)\n change [level v] by (1)\n set [open door: orange v] to [1]\n set [open door: blue v] to [1]\n set [open door: purple v] to [1]\n set [open door: green v] to [1]\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (-133)\n end\n if <<key (r v) pressed?> or <touching color (#ff00bf)?>> then\n go to x: (-200) y: (-133)\n set [open door: orange v] to [1]\n set [open door: blue v] to [1]\n set [open door: purple v] to [1]\n set [open door: green v] to [1]\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [15]\n end\n colors\nend\n\nwhen I receive [start:game v]\nforever\n play sound [funk_warte_terrasound.mp3 v] until done\nend\n\nwhen I receive [start:all v]\nhide\n\nset [yv v] to [0]\nset [level v] to [1]\nforever\n show\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n go to [front v] layer\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n point in direction (90)\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n go to x: (-200) y: (-133)\n change [level v] by (1)\n set [open door: orange v] to [1]\n set [open door: blue v] to [1]\n set [open door: purple v] to [1]\n set [open door: green v] to [1]\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (-133)\n end\n if <<key (r v) pressed?> or <touching color (#ff00bf)?>> then\n go to x: (-200) y: (-133)\n set [open door: orange v] to [1]\n set [open door: blue v] to [1]\n set [open door: purple v] to [1]\n set [open door: green v] to [1]\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [15]\n end\n colors\nend\n\n@ground\n\nwhen I receive [start:game v]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n clear graphic effects\n show\nend\n\nwhen I receive [start:all v]\nhide\n\n@doors\n\ndefine None\nif <(Level) = (?)> then\n point in direction (??)\n go to x: (x) y: (y)\n switch costume to (???)\n if <(???) = [1]> then\n if <(open door: ORANGE) = (????)> then\n show\n go [backward v] (3) layers\n else\n switch costume to (0 v)\n end\n else\n if <(???) = [2]> then\n if <(open door: BLUE) = (????)> then\n show\n go [backward v] (3) layers\n else\n switch costume to (0 v)\n end\n else\n if <(???) = [3]> then\n if <(open door: PURPLE) = (????)> then\n show\n go [backward v] (3) layers\n else\n switch costume to (0 v)\n end\n else\n if <(???) = [4]> then\n if <(open door: GREEN) = (????)> then\n show\n go [backward v] (3) layers\n else\n switch costume to (0 v)\n end\n else\n end\n end\n end\n end\n stamp\nelse\n hide\nend\n\nwhen I receive [start:game v]\nforever\n erase all\n falls level = (4) dann gehe zu (235) (-115) und wechsle zu Kostüm (1) richtung (90) anfang [1]\n falls level = (5) dann gehe zu (235) (-140) und wechsle zu Kostüm (1) richtung (90) anfang [1]\n falls level = (5) dann gehe zu (-15) (20) und wechsle zu Kostüm (2) richtung (90) anfang [1]\n falls level = (6) dann gehe zu (-45) (-73) und wechsle zu Kostüm (2) richtung (0) anfang [1]\n falls level = (6) dann gehe zu (97) (160) und wechsle zu Kostüm (1) richtung (90) anfang [1]\n falls level = (7) dann gehe zu (236) (-110) und wechsle zu Kostüm (1) richtung (90) anfang [1]\n falls level = (7) dann gehe zu (130) (130) und wechsle zu Kostüm (2) richtung (45) anfang [1]\n falls level = (8) dann gehe zu (-45) (-73) und wechsle zu Kostüm (2) richtung (0) anfang [1]\n falls level = (8) dann gehe zu (97) (160) und wechsle zu Kostüm (1) richtung (90) anfang [1]\n falls level = (9) dann gehe zu (-270) (25) und wechsle zu Kostüm (1) richtung (0) anfang [1]\n falls level = (9) dann gehe zu (100) (-130) und wechsle zu Kostüm (3) richtung (90) anfang [1]\n falls level = (9) dann gehe zu (160) (-130) und wechsle zu Kostüm (2) richtung (90) anfang [1]\n falls level = (9) dann gehe zu (60) (60) und wechsle zu Kostüm (4) richtung (-30) anfang [1]\n falls level = (10) dann gehe zu (20) (-40) und wechsle zu Kostüm (1) richtung (90) anfang [-1]\n falls level = (10) dann gehe zu (100) (-40) und wechsle zu Kostüm (2) richtung (90) anfang [-1]\n falls level = (11) dann gehe zu (-100) (-80) und wechsle zu Kostüm (1) richtung (0) anfang [-1]\n falls level = (11) dann gehe zu (-100) (0) und wechsle zu Kostüm (2) richtung (0) anfang [-1]\n falls level = (12) dann gehe zu (233) (-100) und wechsle zu Kostüm (1) richtung (90) anfang [1]\n falls level = (13) dann gehe zu (0) (-20) und wechsle zu Kostüm (1) richtung (0) anfang [-1]\nend\n\nwhen I receive [start:all v]\nhide\n\n@Level\n\nwhen I start as a clone\nforever\n switch costume to (letter (1) of (Level))\n go to x: (Level: x-pos) y: (Level: y-pos)\nend\n\ndefine None\nset [level v] to (score)\nset [level: x-pos v] to (x)\nset [level: y-pos v] to (y)\ngo to x: ((x) + (((length of (score)) - (1)) * (20))) y: (y)\nswitch costume to (letter (length of (score)) of (score))\nshow\nset size to (300) %\nif <(length Level) < (length of (score))> then\n set [length level v] to (length of (score))\n create clone of (_myself_ v)\nend\n\nwhen I receive [start:game v]\nset [length level v] to [1]\nforever\n write (Level) at (-200) (150)\nend\n\nwhen I receive [start:all v]\nhide\n\n@play\n\nwhen I receive [start:menu v]\nwait (0) seconds\nset volume to (100) %\nforever\n play sound [liquid-energy_terrasound_de.mp3 v] until done\nend\n\nwhen I receive [start:all v]\nbroadcast (start:menu v)\n\nwhen flag clicked\nbroadcast (start:all v)\n\nwhen I receive [start:menu v]\nclear graphic effects\nshow\nswitch costume to (kostüm2 v)\nset size to (100) %\nerase all\ngo to x: (0) y: (0)\nstamp\nswitch costume to (kostüm1 v)\ngo to x: (-240) y: (40)\nset size to (90) %\nset [play: speed v] to [13]\nrepeat (50)\n change x by (Play: speed)\n set [play: speed v] to ((Play: speed) * (0.95))\nend\nchange x by (0)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (90) %\n end\nend\nset [play: speed v] to [1]\nrepeat (50)\n change volume by (-2)\n change x by (Play: speed)\n set [play: speed v] to ((Play: speed) * (1.05))\n set size to (90) %\nend\nbroadcast (start:game v)\nhide\nstop [other scripts in sprite v]\n\n | |
Extreme Platformer | @Stage\n\nwhen flag clicked\nhide variable [☁ world record \(most deaths\) v]\nset [deaths v] to [0]\nhide variable [☁ world record \(least deaths\) v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Happy v] until done\nend\n\nwhen I receive [water v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next level v]\nif <(Level) = [76]> then\n switch backdrop to (backdrop3 v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [101]> then\n if <(☁ World Record \(Most Deaths\)) < (Deaths)> then\n set [☁ world record \(most deaths\) v] to (Deaths)\n end\nend\n\nbroadcast (1 v)\n\nwhen I receive [next level v]\nif <(Level) = [101]> then\n if <(Deaths) < (☁ World Record \(Least Deaths\))> then\n set [☁ world record \(least deaths\) v] to (Deaths)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [101]> then\n switch backdrop to (backdrop3 v)\n show variable [deaths v]\n show variable [☁ world record \(most deaths\) v]\n show variable [☁ world record \(least deaths\) v]\nend\n\nset [☁ world record \(least deaths\) v] to []\nset [☁ world record \(most deaths\) v] to []\n\n@Hero\n\nwhen I receive [next level v]\nif <not <[14] < (Level)>> then\n set x to (-230)\nend\n\nwhen I receive [previous level v]\nset x to (230)\n\nwhen I receive [1 v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (Hurt v)\n change [deaths v] by (1)\n play sound [pop v] until done\n wait (1) seconds\n end\nend\n\nwhen I receive [1 v]\nshow\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (Next Level v)\n change [left v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [next level v]\ngo to (go to v)\n\nwhen I receive [1 v]\nshow\ngo to (go to v)\n\nwhen I receive [hurt v]\ngo to (go to v)\n\nwhen flag clicked\nforever\n set size to (400) %\n if <[-180] > (y position)> then\n broadcast (Hurt v)\n change [deaths v] by (1)\n play sound [pop v] until done\n end\nend\n\nwhen I receive [1 v]\nforever\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Walk (90) (4)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Walk (-90) (-4)\n end\nend\n\nwhen I receive [1 v]\nset [fall v] to [0]\nforever\n change [fall v] by (-1)\n change y by (Fall)\n Detection <(Fall) > [0]>\nend\n\nrepeat until \nend\n\nwait (1) seconds\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching color (#999900)?> or <touching color (#000000)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwait until <(Touching Ground) = [1]>\nset [w or up v] to [0]\n\nwhen I receive [1 v]\nforever\n if <(W or UP) = [1]> then\n change y by (2)\n wait until <(W or UP) = [0]>\n end\nend\n\nwhen I receive [1 v]\nset [w or up v] to [0]\nset [level v] to [1]\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(Falling?) < [3]>> then\n set [fall v] to [15]\n set [falling? v] to [6]\n set [touching ground v] to [0]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#437eff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [fall v] to [5]\n else\n set [fall v] to [-0.5]\n end\n end\nend\n\nbroadcast (Next Level v)\n\ndefine Detection <>\nchange [falling? v] by (1)\nrepeat until <not <<touching color (#999900)?> or <touching color (#000000)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [fall v] to [0]\n set [touching ground v] to [1]\nend\n\nwhen I receive [hurt v]\nset [fall v] to [0]\n\nwhen flag clicked\nhide\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nbroadcast (Next Level v)\n\nwhen flag clicked\nwait (1) seconds\nwait until <key (space v) pressed?>\nbroadcast (1 v)\n\n@Go to\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (-134) y: (-91)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n go to x: (-209) y: (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (-230) y: (-58)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (-207) y: (-91)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n go to x: (-209) y: (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n go to x: (-188) y: (-52)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to x: (-215) y: (-47)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (-200) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n go to x: (-200) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (-200) y: (-83)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n go to x: (-200) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n go to x: (-205) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n go to x: (-206) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n go to x: (-206) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n go to x: (-206) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n go to x: (-208) y: (-66)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n go to x: (-208) y: (-66)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n go to x: (-181) y: (-51)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n go to x: (-205) y: (-50)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n go to x: (-205) y: (-64)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n go to x: (-209) y: (-55)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n go to x: (-209) y: (-55)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n go to x: (-209) y: (-76)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n go to x: (-158) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n go to x: (-167) y: (-45)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [26]> then\n go to x: (-199) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [27]> then\n go to x: (-199) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [28]> then\n go to x: (-199) y: (-70)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [29]> then\n go to x: (-232) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [30]> then\n go to x: (-232) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [31]> then\n go to x: (-155) y: (-49)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [32]> then\n go to x: (-155) y: (-49)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [33]> then\n go to x: (-198) y: (-76)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [34]> then\n go to x: (-187) y: (-36)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [35]> then\n go to x: (-198) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [36]> then\n go to x: (-198) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [37]> then\n go to x: (-198) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [38]> then\n go to x: (-198) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [39]> then\n go to x: (-198) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [40]> then\n go to x: (-192) y: (-108)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [41]> then\n go to x: (-192) y: (-84)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [42]> then\n go to x: (-193) y: (146)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [43]> then\n go to x: (-193) y: (146)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [44]> then\n go to x: (-193) y: (146)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [45]> then\n go to x: (-188) y: (-54)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [46]> then\n go to x: (-188) y: (-54)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [47]> then\n go to x: (-143) y: (-38)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [48]> then\n go to x: (-161) y: (132)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [49]> then\n go to x: (-173) y: (27)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [50]> then\n go to x: (-141) y: (28)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [51]> then\n go to x: (-190) y: (-29)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [52]> then\n go to x: (-207) y: (31)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [53]> then\n go to x: (-208) y: (169)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [54]> then\n go to x: (-203) y: (-101)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [55]> then\n go to x: (-209) y: (-85)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [56]> then\n go to x: (-208) y: (-102)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [57]> then\n go to x: (-182) y: (131)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [59]> then\n go to x: (-215) y: (-77)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [58]> then\n go to x: (-204) y: (141)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [60]> then\n go to x: (-204) y: (141)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [61]> then\n go to x: (-210) y: (156)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [62]> then\n go to x: (-181) y: (159)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [63]> then\n go to x: (-181) y: (159)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [64]> then\n go to x: (-181) y: (159)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [65]> then\n go to x: (-193) y: (-59)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [66]> then\n go to x: (-193) y: (-59)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [67]> then\n go to x: (-193) y: (-59)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [68]> then\n go to x: (-193) y: (-59)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [69]> then\n go to x: (-188) y: (138)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [70]> then\n go to x: (-210) y: (40)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [71]> then\n go to x: (-174) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [72]> then\n go to x: (-142) y: (-46)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [73]> then\n go to x: (-168) y: (136)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [74]> then\n go to x: (-174) y: (19)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [75]> then\n go to x: (-179) y: (150)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [76]> then\n go to x: (-212) y: (-109)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [77]> then\n go to x: (-212) y: (-109)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [78]> then\n go to x: (-212) y: (-109)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [78]> then\n go to x: (-212) y: (-109)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [79]> then\n go to x: (-214) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [80]> then\n go to x: (-214) y: (-54)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [81]> then\n go to x: (-217) y: (-39)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [82]> then\n go to x: (-217) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [83]> then\n go to x: (-206) y: (-85)\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [36]> then\n broadcast (Water v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [84]> then\n go to x: (-213) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [85]> then\n go to x: (-213) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [86]> then\n go to x: (-213) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [87]> then\n go to x: (-213) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [88]> then\n go to x: (-213) y: (-69)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [89]> then\n go to x: (-162) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [90]> then\n go to x: (-191) y: (-33)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [91]> then\n go to x: (-183) y: (-84)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [92]> then\n go to x: (-191) y: (-77)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [93]> then\n go to x: (-191) y: (-77)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [94]> then\n go to x: (-191) y: (-77)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [95]> then\n go to x: (-212) y: (-43)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [96]> then\n go to x: (-212) y: (-43)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [97]> then\n go to x: (-198) y: (-28)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [98]> then\n go to x: (-198) y: (-28)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [99]> then\n go to x: (-198) y: (-28)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [100]> then\n go to x: (-229) y: (-43)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [101]> then\n go to x: (-223) y: (-83)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [level v] to [1]\nset [deaths v] to [0]\nhide variable [deaths v]\n\n@Curtain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [1 v]\nglide (1) secs to x: (230) y: (0)\nhide\n\n@Curtain2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [1 v]\nglide (1) secs to x: (-230) y: (0)\nhide\n\n@Title\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen I receive [1 v]\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [101]>\nif <(Level) = [101]> then\n switch costume to (costume2 v)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\nend\n\n | Welcome to Extreme platformer.\nFIRST STEP: FIND A LOT OF EXTRA TIME\nMove: Arrow Keys\nAvoid Red\nGo through the almost endless levels\nshow your own skill! |
"Connected" A 2 Player Platformer | @Stage\n\nwhen I receive [next section v]\nchange [section v] by (1)\nswitch backdrop to (Section)\n\nwhen flag clicked\nset [p1 cooldown v] to [0]\nset [p2 cooldown v] to [0]\nset [section v] to [1]\nswitch backdrop to (Section)\n\n@Player1\n\ndefine Physics+Moving\nif <key (d v) pressed?> then\n change [xv v] by (1)\n next costume\n point in direction (90)\nend\nif <key (a v) pressed?> then\n change [xv v] by (-1)\n next costume\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.75))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-1]\n else\n set [xv v] to [1]\n end\n set [yv v] to [5]\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 color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <key (w v) pressed?> then\n set [yv v] to [10]\n end\nend\nif <key (s v) pressed?> then\n if <(P1 Cooldown) = [0]> then\n broadcast (P1 Ability v)\n point towards (player2 v)\n move ((distance to [player2 v]) / (2)) steps\n end\nend\nchange y by (1)\nif <(y position) < [-170]> then\n Respawn at x: (Enter X) y: (Enter Y)\nend\nif <(x position) > [235]> then\n Respawn at x: (-230) y: (y position)\n broadcast (Next Section v)\n set [enter x v] to (x position)\n set [enter y v] to (y position)\nend\n\ndefine None\ngo to x: (x) y: (y)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nRespawn at x: (-230) y: (-160)\nset [enter x v] to (x position)\nset [enter y v] to (y position)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Physics+Moving\nend\n\nwhen I receive [p1 ability v]\nset [p1 cooldown v] to [10]\nrepeat (10)\n wait (0.25) seconds\n change [p1 cooldown v] by (-1)\nend\n\nwhen I receive [next section v]\nRespawn at x: (-230) y: (-160)\nset [enter x v] to (x position)\nset [enter y v] to (y position)\n\nwhen [r v] key pressed\nRespawn at x: (-230) y: (-160)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Player2\n\ndefine Physics+Moving\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\n next costume\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n next costume\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.75))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change y by (-1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-1]\n else\n set [xv v] to [1]\n end\n set [yv v] to [-5]\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 color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (1)\nif <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [-10]\n end\nend\nif <key (down arrow v) pressed?> then\n if <(P2 Cooldown) = [0]> then\n broadcast (P2 Ability v)\n point towards (player1 v)\n move ((distance to [player1 v]) / (2)) steps\n end\nend\nchange y by (-1)\nif <(y position) > [170]> then\n Respawn at x: (Enter X) y: (Enter Y)\nend\nif <(x position) > [235]> then\n broadcast (Next Section v)\nend\n\ndefine None\ngo to x: (x) y: (y)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nRespawn at x: (-230) y: (160)\nset [enter x v] to (x position)\nset [enter y v] to (y position)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Physics+Moving\nend\n\nwhen I receive [p2 ability v]\nset [p2 cooldown v] to [10]\nrepeat (10)\n wait (0.25) seconds\n change [p2 cooldown v] by (-1)\nend\n\nwhen I receive [next section v]\nRespawn at x: (-230) y: (160)\nset [enter x v] to (x position)\nset [enter y v] to (y position)\n\nwhen [r v] key pressed\nRespawn at x: (-230) y: (160)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@P1\n\nwhen flag clicked\nforever\n go to (player1 v)\nend\n\n@P2\n\nwhen flag clicked\nforever\n go to (player2 v)\nend\n\n@Connection\n\nwhen flag clicked\nerase all\nforever\n erase all\n set pen color to (#b2b2b2)\n set pen size to (3)\n pen up\n go to (player1 v)\n pen down\n go to (player2 v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | For a contest.\nFull game: https://scratch.mit.edu/projects/216061061/\n\nMore cool stuff:\nhttps://scratch.mit.edu/projects/910042742/ |
One Tear - A Platformer | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [second story v]\nbroadcast (game part is over v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (second story2 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (second story3 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (second story4 v)\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nswitch backdrop to (thumbnail v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch backdrop to (storyline p1 v)\nwait (3.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.15) seconds\nend\nclear graphic effects\nnext backdrop\nbroadcast (start v)\n\nwhen backdrop switches to [thumbnail v]\nbroadcast (end v)\nstop [all v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [Vexento - Looking Back v] until done\nend\n\nwhen I receive [start v]\ngo to x: (-207) y: (-103)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n change y by (1)\n end\n if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n change y by (1)\n end\n if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n change y by (1)\n end\n if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n change y by (1)\n end\n if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#663b00)?> or <touching color (#4c0099)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#663b00)?> or <touching color (#4c0099)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#cd0101)?> or <touching color (#7f7f7f)?>> then\n go to x: (-207) y: (-103)\n end\n if <<(x position) = [245]> or <(x position) > [245]>> then\n broadcast (next level v)\n go to x: (-207) y: (-103)\n end\nend\n\nwhen I receive [game part is over v]\nhide\n\n | |
✧ | Chocolate Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (logobackdrop v)\n\nwhen [s v] key pressed\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nplay sound [level2 v] until done\n\nwhen I receive [start v]\nswitch backdrop to (level 1 v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n show\n go to [front v] layer\n wait (1) seconds\n set [ghost v] effect to (300)\n go to x: (0) y: (0)\nend\n\n@Goal\n\nwhen I receive [chocolate v]\nbroadcast (Next Backdrop v)\nforever\n show\n next backdrop\nend\n\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Chocolate\n\nwhen backdrop switches to [level 1 v]\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching color (#995900)?> then\n change y by (1.5)\n if <touching color (#995900)?> then\n change y by (1.5)\n if <touching color (#995900)?> then\n change y by (1.5)\n if <touching color (#995900)?> then\n change y by (1.5)\n if <touching color (#995900)?> then\n change y by (1.5)\n if <touching color (#995900)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching color (#995900)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#995900)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [10]\n end\n end\n if <touching color (#cccccc)?> then\n set [y vel v] to [10]\n end\n if <touching color (#0cd0d0)?> then\n go to x: (-183) y: (-115)\n end\nend\n\nwhen backdrop switches to [end v]\ngo to x: (-22) y: (-65)\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [level 8 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-181) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching (goal v)?> then\n wait (0) seconds\n show\n next backdrop\n go to x: (-183) y: (-115)\n wait until <not <touching (goal v)?>>\n end\n end\nend\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (costume2 v)\ngo to x: (-85) y: (-44)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Mouse Effects\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (11) layers\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (11) layers\nshow\ngo to (mouse-pointer v)\nmove (5) steps\nset size to (35) %\nswitch costume to (pick random (1) to (2))\npoint in direction (pick random (0) to (360))\nrepeat (50)\n move (1) steps\n change size by (-1)\nend\ndelete this clone\n\n@Logo\n\nwhen flag clicked\nset size to (100) %\nhide\nwait (0.0001) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n wait (0.01) seconds\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nrepeat (50)\n wait (0.01) seconds\n change [ghost v] effect by (2)\nend\nbroadcast (start v)\n\n | Hai! This is my first platformer! I'm so proud of how it looks! Be sure to love and fave and maybe even a follow for more platformers!\nArrow keys to move!\nS key to skip a level!\n------------------------------LEVEL HELP----------------------------------\nLevel One - Walk across the table\nLevel Two - Jump over the bowl\nLevel Three - Don't touch the water\nLevel Four - Jump on the cup and over the puddle\nLevel 5 - Find out for yourself! ;) \nLevel 6 - Jump onto the spoon for a boost to get to the other side\nLevel 7 - Jump onto the spoon for a boost onto the cup, and over the puddle\nLevel 8 - Jump onto the bowl, which is on the shelf, and over the water\nLevel 9 - Get away from the ketchup rain\nLevel 10 - JUMP!\nEnd - Nice work! You made it back to the fridge!\n\n |