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Regenerate - A Platformer | @Stage\n\n@platformer\n\nwhen flag clicked\nset [anticheat v] to [1]\nset [anti-lag v] to [-1]\nset size to (50) %\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-230]\nset [startpointy v] to [-133]\nset [deaths v] to [0]\nhide variable [level v]\nset size to (50) %\nswitch backdrop to (intro v)\nhide\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nforever\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (3)\n set rotation style [left-right v]\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-3)\n set rotation style [left-right v]\n end\n set [xv v] to ((Xv) * (0.7))\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 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 [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n create clone of (_myself_ v)\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <[225] < (x position)> then\n broadcast (message1 v)\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <touching color (#ff9400)?> then\n start sound [boing v]\n set [yv v] to [24]\n end\n if <(Level) > [50]> then\n hide variable [level v]\n end\nend\n\nwhen [r v] key pressed\nchange [deaths v] by (1)\ngo to x: (startpointx) y: (startpointy)\ndelete this clone\n\nwhen [space v] key pressed\nif <key (space v) pressed?> then\n if <(EHEE) = [0]> then\n show variable [deaths v]\n set [ehee v] to [1]\n stop [this script v]\n end\n if <(EHEE) = [1]> then\n hide variable [deaths v]\n set [ehee v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume2 v)\n\nwhen flag clicked\nrepeat (15)\n wait until <(backdrop [number v]) = (anticheat)>\n set [anticheat v] to ((anticheat) + (1))\nend\nsay [This is a precaution for people who just look inside and skip levels. If you are here, type: Regenerate. Do NOT type "If you know what I mean".]\n\nstop [all v]\n\n | Use arrow keys to move.\nWhen you die, you create a block that you can use to get over the red. \nPress r to restart a level and reset the blocks. |
warrior cats platformer | @Stage\n\nwhen flag clicked\nplay sound [TheFatRat - Windfall v] until done\nwait (1) seconds\nplay sound [TheFatRat - Unity v] until done\n\nwhen stage clicked\nbroadcast (cheating! v)\n\n@ \n\nwhen flag clicked\nshow\nif on edge, bounce\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]\ngo to x: (-156) y: (-77)\npoint in direction (90)\nwait (2) seconds\ngo to (mouse-pointer v)\ngo to (sprite4 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 (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 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 (#fffe15)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-203) y: (-100)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#61ffac)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#465dff)?> 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 (#ac0000)?> 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: (-171) y: (-63)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n if <(level) < [101]> then\n if <(backdrop [name v]) = [backdrop101]> then\n if <(backdrop [name v]) = [backdrop103]> then\n end\nend\n\nwhen this sprite clicked\nbroadcast (cheating! v)\n\nwhen backdrop switches to [backdrop28 v]\nhide\n\nwhen [h v] key pressed\nhide variable [level v]\n\nwhen [s v] key pressed\nshow variable [level v]\n\n@Sprite2\n\nwhen I receive [cheating! v]\nshow\nswitch costume to (costume3 v)\nset [cheat: v] to (username)\nstop [all v]\n\nwhen flag clicked\nhide\nhide variable [sho v]\nhide variable [cheat: v]\nwait (0.5) seconds\nif <(username) = (CHEAT:)> then\n switch costume to (costume4 v)\n show\n set [cheat: v] to (username)\n stop [all v]\nend\n\nwhen I receive [cheating! v]\nwait (300) seconds\nset [cheat: v] to [0]\n\nwhen flag clicked\nforever\n if <(username) = [Puffin43]> then\n set [cheat: v] to [0]\n stop [other scripts in sprite v]\n end\n if <(username) = [Harpseal3121]> then\n set [cheat: v] to [0]\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop27 v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\nask [whats the password?] and wait\nif <(answer) = [527]> then\n say [enter!] for (2) seconds\n hide\n switch backdrop to (backdrop28 v)\nelse\n say [WRONG!] for (2) seconds\n say [I'll ask 1 more time...] for (2) seconds\n ask [what is the password?] and wait\n if <(answer) = [527]> then\n say [enter!] for (2) seconds\n hide\n switch backdrop to (backdrop28 v)\n else\n say [INTRUDER ALERT!] for (2) seconds\n switch costume to (costume2 v)\n stop [all v]\n end\nend\n\n | ayyyyyy hello\n\nIMPORTANT, PLEASE READ! \nYup, the cheat detector is glitchy, sorry! The reason I turned the comments off is because people kept yelling at me about it, despite the fact that i had addressed the issues several times in the instructions/notes&credits. if the game locks you out, then just wait 5 minutes. it isn't that long. i'm sure you can find other ways to spend your time. I'm sorry if you had a genuine question or comment about the game, but i just find all the rude comments so frustrating, especially since i already addressed the issue. Also, please don't go to my profile to complain, that's just stupid.\n\nHOW TO PLAY \n- arrow keys!\n- press 'h' to hide the levels, and 's' to show again.\n- otherwise self-explanatory.\n\nI haven't made a platformer in ages, and i forgot how much fun they are to make!\nnote: all levels are possible! i have tested them!\n\n\nWARNING: cheating is not allowed!!\nalso, don't post that you won if you didn't. i will know... |
Grey - a platformer | @Stage\n\nwhen flag clicked\nset [ghost v] effect to (75)\n\n@player :D\n\nwhen flag clicked\ngo to x: (214) y: (115)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume4 v)\nshow\ngo to x: (-177) y: (12)\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 switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume4 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> 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 <(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 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?> and <touching (ground v)?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n change y by (1)\n if <touching (dies v)?> then\n start sound [Crunch v]\n change [deaths v] by (1)\n change [☁ total deaths v] by (1)\n go to x: (-177) y: (12)\n end\n if <(x position) > [223]> then\n broadcast (nxtlvl v)\n go to x: (-217) y: (-20)\n end\nend\n\nwhen [c v] key pressed\nnext costume\n\nwhen flag clicked\nset [deaths v] to [0]\nshow variable [deaths v]\nshow variable [☁ total deaths v]\nforever\n play sound [TheFatRat - Epic \[Jackpot EP Track 2\].mp3 v] until done\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\n\nwhen I receive [nxtlvl v]\nnext costume\nchange [level v] by (1)\n\n@text\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\nwhen I receive [nxtlvl v]\nnext costume\n\n@Sprite1\n\nwhen I start as a clone\ngo to [front v] layer\ngo [forward v] (5) layers\ngo to x: (240) y: (0)\npoint in direction (180)\nset rotation style [all around v]\nchange y by (pick random (-240) to (240))\nswitch costume to (5 v)\nshow\nset [ghost v] effect to (50)\nset size to (pick random (5) to (100)) %\nrepeat (40)\n turn right (4) degrees\n change x by ((size) * (-0.1))\nend\nrepeat until <touching (_edge_ v)?>\n turn right (4) degrees\n change x by ((size) * (-0.1))\nend\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\nend\n\n@dies\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [nxtlvl v]\nnext costume\n\n@level\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (5)\n turn right (5) degrees\n end\n repeat (5)\n turn right (3) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\n repeat (5)\n turn right (-1) degrees\n end\n repeat (5)\n turn right (-3) degrees\n end\n repeat (5)\n turn right (-5) degrees\n end\n repeat (5)\n turn right (-5) degrees\n end\n repeat (5)\n turn right (-3) degrees\n end\n repeat (5)\n turn right (-1) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\n repeat (5)\n turn right (3) degrees\n end\n repeat (5)\n turn right (5) degrees\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (200) y: (144)\nrepeat until <(Level) = [13]>\n switch costume to (Level)\nend\nif <(Level) = [13]> then\n hide\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | Hello! Instructions in game....not mobile friendly yet \nSTORY: You are a square who is on an adventure in a grey world.\nPress the heart and the star for less lag.\nSPAM DAT GREEN FLAG!!!!\nAND....GO FOLLOW @SOPHII-!!!!!!!!!!! >:D\n~all levels are possible~ |
99% Pen Random Platformer 2.4 | @Stage\n\nwhen flag clicked\nforever\n play sound [1-10 Skyloft v] until done\nend\n\n@Level\n\ndefine draw bouncy stuff\npen down\nset pen color to (#b200ff)\nchange x by (30)\n\ndefine draw straight ground section\npen down\nset pen color to (#000000)\nchange x by (30)\n\ndefine draw wall\npen down\nset pen color to (#000000)\nchange y by (30)\n\ndefine draw straight lava section\npen down\nset pen color to (#ff0000)\nchange x by (30)\n\ndefine draw lava wall\npen down\nset pen color to (#ff0000)\nchange y by (30)\n\ndefine draw lava drop\npen down\nset pen color to (#ff0000)\nchange y by (-30)\n\ndefine draw drop\npen down\nset pen color to (#000000)\nchange y by (-30)\n\nwhen I receive [setup v]\ndelete all of [data v]\nshow list [data v]\nadd [] to [data v]\nadd [] to [data v]\npen down\nset pen size to (5)\nset [draw v] to ((30) * (pick random (-3) to (2)))\ngo to x: (-200) y: (Height)\nerase all\ndraw straight ground section\nrepeat until <(x position) = [190]>\n set [draw v] to (letter (pick random (1) to (16)) of [0123456789$~%@#*])\n replace item (1) of [data v] with (join (item (1) of [data v]) (draw))\n if <(draw) = [*]> then\n draw mud w/out floor underneath\n end\n if <(draw) = [@]> then\n draw bouncy stuff\n end\n if <<(draw) = [1]> or <(draw) = [7]>> then\n draw drop\n end\n if <(draw) = [2]> then\n draw lava drop\n end\n if <<(draw) = [3]> and <not <(y position) = [150]>>> then\n draw lava wall\n end\n if <<<(draw) = [4]> or <(draw) = [8]>> and <not <(y position) = [150]>>> then\n draw wall\n end\n if <<(draw) = [5]> or <<(draw) = [9]> or <(draw) = [0]>>> then\n draw straight ground section\n end\n if <(draw) = [6]> then\n draw straight lava section\n end\n if <(draw) = [$]> then\n draw horizontal gap\n end\n if <<(draw) = [~]> and <not <(y position) = [150]>>> then\n draw up gap\n end\n if <(draw) = [%]> then\n draw down gap\n end\n if <(draw) = [#]> then\n draw mud w/floor underneath\n end\nend\nset [portal y v] to (y position)\nif <(y position) > [-150]> then\n pen up\n go to x: (-200) y: (-180)\n draw straight ground section\n repeat until <(x position) = [190]>\n set [draw v] to (letter (pick random (1) to (15)) of [0123456789$~@#*])\n replace item (2) of [data v] with (join (item (2) of [data v]) (draw))\n if <(draw) = [*]> then\n draw mud w/out floor underneath\n end\n if <(draw) = [#]> then\n draw mud w/floor underneath\n end\n if <(draw) = [@]> then\n draw bouncy stuff\n end\n if <<(draw) = [1]> or <(draw) = [0]>> then\n draw drop\n end\n if <(draw) = [2]> then\n draw lava drop\n end\n if <<(draw) = [3]> and <not <(y position) = [150]>>> then\n draw lava wall\n end\n if <<(draw) = [4]> and <not <(y position) = [150]>>> then\n draw wall\n end\n if <<(draw) = [5]> or <<(draw) = [$]> or <(draw) = [~]>>> then\n draw straight ground section\n end\n if <(draw) = [6]> then\n draw straight lava section\n end\n if <(draw) = [7]> then\n draw horizontal gap\n end\n if <<(draw) = [8]> and <not <(y position) = [150]>>> then\n draw up gap\n end\n if <(draw) = [9]> then\n draw down gap\n end\n end\n set [portal y v] to (y position)\nend\n\nwhen flag clicked\nforever\n broadcast (setup v) and wait\n broadcast (start v)\n wait until <([x position v] of [player v]) > [175]>\n stop [other scripts in sprite v]\n wait (0.1) seconds\nend\n\ndefine draw horizontal gap\npen up\nchange x by (30)\n\ndefine draw up gap\npen up\nchange y by (30)\n\ndefine draw down gap\npen up\nchange y by (-30)\n\nwhen [d v] key pressed\nhide list [data v]\nwait until <not <key (d v) pressed?>>\nwait until <key (d v) pressed?>\nwait until <not <key (d v) pressed?>>\nshow list [data v]\n\nwhen [l v] key pressed\nhide\nask [Enter first piece of level code:] and wait\nset [i v] to [0]\ndelete all of [data v]\nshow list [data v]\nadd [] to [data v]\nadd [] to [data v]\nset [draw v] to ((30) * (pick random (-3) to (2)))\ngo to x: (-200) y: (Height)\nerase all\ndraw straight ground section\nrepeat (length of (answer))\n change [i v] by (1)\n set [draw v] to (letter (i) of (answer))\n replace item (1) of [data v] with (join (item (1) of [data v]) (draw))\n if <(draw) = [*]> then\n draw mud w/out floor underneath\n end\n if <(draw) = [#]> then\n draw mud w/floor underneath\n end\n if <(draw) = [@]> then\n draw bouncy stuff\n end\n if <<(draw) = [1]> or <(draw) = [7]>> then\n draw drop\n end\n if <(draw) = [2]> then\n draw lava drop\n end\n if <<(draw) = [3]> and <not <(y position) = [150]>>> then\n draw lava wall\n end\n if <<<(draw) = [4]> or <(draw) = [8]>> and <not <(y position) = [150]>>> then\n draw wall\n end\n if <<(draw) = [5]> or <<(draw) = [9]> or <(draw) = [0]>>> then\n draw straight ground section\n end\n if <(draw) = [6]> then\n draw straight lava section\n end\n if <(draw) = [$]> then\n draw horizontal gap\n end\n if <<(draw) = [~]> and <not <(y position) = [150]>>> then\n draw up gap\n end\n if <(draw) = [%]> then\n draw down gap\n end\nend\nset [i v] to [0]\nask [Enter second piece of level code:] and wait\npen up\ngo to x: (-200) y: (-180)\ndraw straight ground section\nrepeat (length of (answer))\n change [i v] by (1)\n set [draw v] to (letter (i) of (answer))\n replace item (2) of [data v] with (join (item (2) of [data v]) (draw))\n if <(draw) = [*]> then\n draw mud w/out floor underneath\n end\n if <(draw) = [#]> then\n draw mud w/floor underneath\n end\n if <(draw) = [@]> then\n draw bouncy stuff\n end\n if <<(draw) = [1]> or <(draw) = [7]>> then\n draw drop\n end\n if <(draw) = [2]> then\n draw lava drop\n end\n if <<(draw) = [3]> and <not <(y position) = [150]>>> then\n draw lava wall\n end\n if <<<(draw) = [4]> or <(draw) = [8]>> and <not <(y position) = [150]>>> then\n draw wall\n end\n if <<(draw) = [5]> or <<(draw) = [9]> or <(draw) = [0]>>> then\n draw straight ground section\n end\n if <(draw) = [6]> then\n draw straight lava section\n end\n if <(draw) = [$]> then\n draw horizontal gap\n end\n if <<(draw) = [~]> and <not <(y position) = [150]>>> then\n draw up gap\n end\n if <(draw) = [%]> then\n draw down gap\n end\nend\nbroadcast (start v)\n\nask [Enter second piece of level code:] and wait\n\ndefine draw mud w/floor underneath\npen up\nchange y by (5)\npen down\nset pen color to (#bf6b00)\nchange x by (30)\npen up\nchange x by (-30)\nchange y by (-5)\npen down\nset pen color to (#000000)\nchange x by (30)\n\ndefine draw mud w/out floor underneath\npen down\nset pen color to (#bf6b00)\nchange x by (30)\n\n@Player\n\nwhen I receive [start v]\nset [walk frame v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [weight v] to [1]\nset [jump speed v] to [11]\nset [speed v] to [0.85]\nset [touching portal? v] to [0]\nrepeat until <(x position) > [235]>\n physics\n if <<<(y position) < [-169]> and <not <touching color (#b200ff)?>>> or <touching color (#ff0000)?>> then\n set x to (-185)\n set y to ((30) + (Height))\n broadcast (start v)\n end\n if <touching color (#b200ff)?> then\n set [yv v] to [14]\n end\n if <touching color (#bf6b00)?> then\n set [yv v] to ((Yv) / (2))\n set [xv v] to ((Xv) / (2))\n end\nend\n\ndefine physics\ngravity\nif <not <touching color (#bf6b00)?>> then\n jump\nend\nwalk\n\ndefine gravity\nset size to (100) %\nswitch costume to (costume1 v)\nchange [yv v] by ((0) - (Weight))\nchange y by (Yv)\nset [reverse step v] to [0]\nif <touching color (#000000)?> then\n if <(Yv) < [0]> then\n set [reverse step v] to [1]\n else\n set [reverse step v] to [-1]\n end\n set [yv v] to [0]\n repeat until <not <touching color (#000000)?>>\n change y by (Reverse Step)\n end\nend\nsmoothen stand\n\ndefine jump\nswitch costume to (costume1 v)\nset size to (100) %\nchange y by (-8)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to (Jump Speed)\nend\nchange y by (8)\n\ndefine walk\nset size to (100) %\nswitch costume to (costume1 v)\nset rotation style [left-right v]\nif <key (right arrow v) pressed?> then\n change [xv v] by (Speed)\n change [walk frame v] by (0.5)\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by ((0) - (Speed))\n change [walk frame v] by (0.5)\n point in direction (-90)\nend\nchange x by (Xv)\nchange y by (1)\nif <touching color (#000000)?> then\n change x by ((0) - (Xv))\n if <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching color (#000000)?> then\n set [xv v] to [0]\n else\n set [xv v] to ((direction) / (-9))\n set [yv v] to (Jump Speed)\n end\n else\n set [xv v] to [0]\n end\nend\nset [xv v] to ((Xv) / (1.15))\n\ndefine smoothen stand\nchange y by (-1)\nif <touching color (#000000)?> then\n set [yv v] to [0]\nend\nchange y by (1)\n\nwhen I receive [setup v]\nstop [other scripts in sprite v]\nset x to (-185)\nset y to ((30) + (Height))\n\nwhen [l v] key pressed\nstop [other scripts in sprite v]\nset x to (-185)\nset y to ((30) + (Height))\n\n | Get to the right side of the screen to continue.\nPress the D key to get your level's data, and the L key to enter a code.\nThe forum for level codes is here: https://scratch.mit.edu/discuss/topic/344431/\nIf you press L, the game will ask you for the first part of the level code. When this happens, enter the first item in the Data list. Once you have done this, press the blue check mark button. Wait for the game to draw the top of the level; after it has finished it will ask for the second part of the level's code. Now enter the second item in the Data list. This will re-draw the level you are currently on. To make a new level, or to enter someone else's code, enter the different code in the box when it asks for the code. |
Notebook: A Platformer | @Stage\n\n@platformer\n\nwhen flag clicked\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-165]\nset [startpointy v] to [-133]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nswitch backdrop to (backdrop1 v)\nshow variable [level v]\nshow\nset size to (50) %\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nforever\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (3)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-3)\n end\n set [xv v] to ((Xv) * (0.7))\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 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 [17]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n set [level v] to [1]\n switch backdrop to (backdrop1 v)\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <[220] < (x position)> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <touching color (#ff00d8)?> then\n set [yv v] to [24]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n else\n set [yv v] to [-1.5]\n end\n end\n if <touching color (#844a01)?> then\n change [level v] by (1)\n switch backdrop to (backdrop34 v)\n go to x: (startpointx) y: (startpointy)\n end\n if <(level) > [50]> then\n hide variable [level v]\n end\nend\n\nwhen [r v] key pressed\nif <(level) = [34]> then\n switch backdrop to (backdrop37 v)\n go to x: (startpointx) y: (startpointy)\nelse\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\nend\n\nwhen [space v] key pressed\nif <key (space v) pressed?> then\n if <(EHEE) = [0]> then\n show variable [deaths v]\n set [ehee v] to [1]\n stop [this script v]\n end\n if <(EHEE) = [1]> then\n hide variable [deaths v]\n set [ehee v] to [0]\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait until <(backdrop [number v]) = [20]>\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nnext costume\nwait (2) seconds\nnext costume\ngo to [front v] layer\nstop [all v]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (-20)\ngo to [front v] layer\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\n\n | Use arrow keys to move.\nThe other instructions are inside the game.\nEnjoy! |
Aqua. A Monochromatic Platformer. | @Stage\n\n@Sprite1\n\nwhen I receive [now!!! v]\nif <touching (sprite3 v)?> then\n broadcast (NEXT UP PLEEEEZE v)\nend\n\nwhen flag clicked\nhide\nset [☁ user v] to (username)\n\nwhen I receive [now please v]\nshow\nset size to (75) %\nswitch costume to (costume1 v)\nswitch backdrop to (stripes v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-215) y: (-57)\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\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 (#00ffca)?> then\n change y by (1)\n if <touching color (#00ffca)?> then\n change y by (1)\n if <touching color (#00ffca)?> then\n change y by (1)\n if <touching color (#00ffca)?> then\n change y by (1)\n if <touching color (#00ffca)?> then\n change y by (1)\n if <touching color (#00ffca)?> 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 (#00ffca)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00ffca)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n if <touching color (#006453)?> then\n go to x: (-215) y: (-57)\n end\n if <touching color (#009a7b)?> then\n broadcast (message1 v)\n go to x: (-215) y: (-57)\n end\n if <key (space v) pressed?> then\n go to x: (-215) y: (-57)\n end\n change y by (1)\nend\n\n@Grounds\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [hihi v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [now please v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [hihi v]\nshow\nwait (4) seconds\nbroadcast (now please v)\nhide\n\nwhen I receive [now please v]\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [hihi v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-53) y: (8)\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nswitch costume to (costume2 v)\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\n@Sprite6\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n next costume\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (hihi v)\nstop all sounds\n\ngo to [front v] layer\n\nwhen flag clicked\nplay sound [Cool, crazy music \(good for crazy people stereotypes\) v] until done\n\n@Sprite3\n\nwhen I receive [now please v]\nstart sound [boundless v]\nswitch costume to (costume1 v)\nwait (1) seconds\n\nwhen this sprite clicked\nset volume to (0) %\nnext costume\nif <(costume [number v]) = [1]> then\n set volume to (100) %\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume1 v)\n\n | ~~~~~~ᴀQᴜᴀ. ᴀ ᴍᴏɴᴏᴄʜʀᴏᴍᴀᴛɪᴄ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ.~~~~~~~\n~~~~~~~~~~~~~~ʙʏ @ᴍᴋᴜᴍʏᴋᴏᴠᴀ~~~~~~~~~~~~~~~\nWelcome to Aqua, the first* platformer that is fully aqua!\nꜰᴇᴀᴛᴜʀᴇꜱ~\n~ Smooth movement, no sharp falls\n~ Fully aqua, no white, green, black or blue\n~ Easy & enjoyable, doesn't cause stress if you can't \n finish a level.\nɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ~\n~ Use arrow keys to move\n~ To restart a level, press space\n~ Reach the right side to next level\n~ Have fun! \n\n*I gave myself too much credit! it isnt the first... |
Red (For SDS) Story Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (red v)\nforever\n play sound [Faded v] until done\nend\n\n@Ground\n\nwhen flag clicked\nrepeat until <(Level) = [9]>\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-224) y: (0)\nset [level v] to [1]\nset [sy v] to [0]\nset [falling v] to [10]\nforever\n change [sy v] by (-1)\n change y by (SY)\n Touch Ground <(SY) > [0]>\n if <key (up arrow v) pressed?> then\n if <<(Jump Key) = [0]> and <(Falling) < [3]>> then\n set [sy v] to [14]\n set [falling v] to [5]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <key (left arrow v) pressed?> then\n Walk [-4]\n end\n if <key (right arrow v) pressed?> then\n Walk [4]\n end\n if <<(y position) < [-180]> or <touching color (#d2cccc)?>> then\n go to x: (-269) y: (0)\n set [sy v] to [0]\n end\n if <[219] < (x position)> then\n go to x: (-269) y: (0)\n change [level v] by (1)\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground 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 [sy v] to [0]\nend\n\ndefine Walk (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground 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@Thumb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Special Ground\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\n if <(costume [number v]) = [9]> then\n broadcast (message1 v)\n end\nend\n\n@Special Ground2\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nhide\n\n | in game Yay got in SDS \nI fixed the end glitch |
Realms - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Realms Main Theme v] until done\nend\n\n@pen\n\ndefine Add Rectangle (x) (y) (width) (height) (tyoe) (realm)\nadd (x) to [level xs v]\nadd (y) to [level ys v]\nadd (width) to [level widths v]\nadd (height) to [level heights v]\nadd (tyoe) to [level types v]\nadd (realm) to [level realms v]\n\ndefine Go To (x) (y) <ground?>\nif <(bg?) = [0]> then\n go to x: (x) y: (y)\nelse\n set pen (transparency v) to (35)\n go to x: (((x) + (xdepth)) * (0.9)) y: (((y) + (ydepth)) * (0.9))\nend\n\ndefine Draw Thumbnail Image\nset pen size to (5)\nset pen color to (#ffffff)\npen up\nerase all\ngo to x: (-200) y: (-100)\npen down\ngo to x: (-200) y: (-50)\nrepeat (400)\n change x by (1)\n set y to ((([sin v] of ((x position) * (5)) ) * (5)) - (55))\nend\npen up\ngo to x: (-200) y: (-100)\npen down\nrepeat (400)\n change x by (1)\n set y to ((([sin v] of ((x position) * (5)) ) * (5)) - (105))\nend\nchange y by (50)\npen up\nset pen color to (#ff8800)\ngo to x: (-25) y: (([sin v] of ((-20) * (5)) ) * (5))\npen down\nrepeat (50)\n change x by (1)\n set y to (([sin v] of ((x position) * (5)) ) * (5))\nend\nchange y by (-50)\nrepeat (50)\n change x by (-1)\n set y to ((([sin v] of ((x position) * (5)) ) * (5)) - (50))\nend\nchange y by (50)\n\ndefine Go To (World 1)\n\ndefine Draw Level #\npen up\nset pen color to (#b7b7b7)\nset pen size to (5)\nset [#1 v] to (letter (1) of (Level))\nset [#2 v] to (letter (2) of (Level))\nif <(#1) = [1]> then\n go to x: (-200) y: (170)\n pen down\n change y by (-60)\nend\nif <(#1) = [2]> then\n go to x: (-230) y: (170)\n pen down\n change x by (30)\n change y by (-30)\n change x by (-30)\n change y by (-30)\n change x by (30)\nend\nif <(#1) = [3]> then\n go to x: (-230) y: (170)\n pen down\n change x by (30)\n change y by (-30)\n change x by (-30)\n change x by (30)\n change y by (-30)\n change x by (-30)\nend\nif <(#1) = [4]> then\n go to x: (-230) y: (170)\n pen down\n change y by (-30)\n change x by (30)\n change y by (30)\n change y by (-60)\nend\nif <(#1) = [5]> then\n go to x: (-200) y: (170)\n pen down\n change x by (-30)\n change y by (-30)\n change x by (30)\n change y by (-30)\n change x by (-30)\nend\nif <(#1) = [6]> then\n go to x: (-200) y: (170)\n pen down\n change x by (-30)\n change y by (-60)\n change x by (30)\n change y by (30)\n change x by (-30)\nend\nif <(#1) = [7]> then\n go to x: (-230) y: (170)\n pen down\n change x by (30)\n change y by (-60)\nend\nif <(#1) = [8]> then\n go to x: (-230) y: (140)\n pen down\n change y by (30)\n change x by (30)\n change y by (-60)\n change x by (-30)\n change y by (30)\n change x by (30)\nend\nif <(#1) = [9]> then\n go to x: (-200) y: (140)\n pen down\n change x by (-30)\n change y by (30)\n change x by (30)\n change y by (-60)\nend\nif <(#1) = [0]> then\n go to x: (-230) y: (170)\n pen down\n change x by (30)\n change y by (-60)\n change x by (-30)\n change y by (60)\nend\nDraw Level #2\n\ndefine Draw Level #2\npen up\nif <(#2) = [1]> then\n go to x: (-160) y: (170)\n pen down\n change y by (-60)\nend\nif <(#2) = [2]> then\n go to x: (-190) y: (170)\n pen down\n change x by (30)\n change y by (-30)\n change x by (-30)\n change y by (-30)\n change x by (30)\nend\nif <(#2) = [3]> then\n go to x: (-190) y: (170)\n pen down\n change x by (30)\n change y by (-30)\n change x by (-30)\n change x by (30)\n change y by (-30)\n change x by (-30)\nend\nif <(#2) = [4]> then\n go to x: (-190) y: (170)\n pen down\n change y by (-30)\n change x by (30)\n change y by (30)\n change y by (-60)\nend\nif <(#2) = [5]> then\n go to x: (-160) y: (170)\n pen down\n change x by (-30)\n change y by (-30)\n change x by (30)\n change y by (-30)\n change x by (-30)\nend\nif <(#2) = [6]> then\n go to x: (-160) y: (170)\n pen down\n change x by (-30)\n change y by (-60)\n change x by (30)\n change y by (30)\n change x by (-30)\nend\nif <(#2) = [7]> then\n go to x: (-190) y: (170)\n pen down\n change x by (30)\n change y by (-60)\nend\nif <(#2) = [8]> then\n go to x: (-190) y: (140)\n pen down\n change y by (30)\n change x by (30)\n change y by (-60)\n change x by (-30)\n change y by (30)\n change x by (30)\nend\nif <(#2) = [9]> then\n go to x: (-160) y: (140)\n pen down\n change x by (-30)\n change y by (30)\n change x by (30)\n change y by (-60)\nend\nif <(#2) = [0]> then\n go to x: (-190) y: (170)\n pen down\n change x by (30)\n change y by (-60)\n change x by (-30)\n change y by (60)\nend\n\ndefine Create Level\ndelete (all) of [level xs v]\ndelete (all) of [level ys v]\ndelete (all) of [level widths v]\ndelete (all) of [level heights v]\ndelete (all) of [level types v]\ndelete all of [level realms v]\nif <(Level) = [10]> then\n Add Rectangle (-150) (-50) (50) (25) (2) [2]\n Add Rectangle (-100) (-50) (275) (25) (1) [0]\n Add Rectangle (175) (-50) (50) (25) (2) [2]\n Add Rectangle (-100) (50) (25) (100) (2) [1]\n Add Rectangle (-75) (50) (25) (25) (2) [1]\n Add Rectangle (-75) (88) (25) (25) (2) [1]\n Add Rectangle (-75) (125) (25) (25) (2) [1]\n Add Rectangle (-25) (50) (25) (100) (1) [1]\n Add Rectangle (0) (100) (25) (25) (5) [1]\n Add Rectangle (25) (75) (25) (25) (5) [1]\n Add Rectangle (50) (50) (25) (100) (1) [1]\n Add Rectangle (100) (50) (25) (100) (3) [1]\n Add Rectangle (125) (50) (25) (25) (3) [1]\n Add Rectangle (125) (125) (25) (25) (3) [1]\n Add Rectangle (150) (75) (25) (50) (3) [1]\nend\nif <(Level) = [9]> then\n Add Rectangle (-275) (-200) (25) (150) (1) [2]\n Add Rectangle (0) (-200) (50) (25) (2) [0]\n Add Rectangle (50) (-200) (50) (25) (1) [0]\n Add Rectangle (-250) (-200) (250) (25) (1) [0]\n Add Rectangle (75) (-100) (150) (25) (1) [0]\n Add Rectangle (125) (-75) (25) (75) (3) [2]\n Add Rectangle (275) (-100) (375) (25) (1) [0]\n Add Rectangle (250) (-200) (25) (100) (5) [0]\n Add Rectangle (150) (-225) (400) (25) (1) [0]\n Add Rectangle (150) (-200) (25) (100) (1) [0]\n Add Rectangle (275) (-200) (25) (25) (1) [2]\n Add Rectangle (600) (-75) (25) (200) (5) [0]\n Add Rectangle (650) (-100) (25) (300) (1) [0]\n Add Rectangle (575) (-75) (25) (100) (1) [0]\n Add Rectangle (550) (25) (50) (50) (5) [0]\n Add Rectangle (400) (-25) (25) (500) (1) [0]\n Add Rectangle (450) (-200) (50) (25) (3) [2]\n Add Rectangle (650) (-200) (50) (25) (1) [0]\n Add Rectangle (350) (0) (50) (25) (1) [0]\n Add Rectangle (-50) (-50) (50) (25) (1) [0]\n Add Rectangle (-325) (-200) (50) (25) (4) [0]\n Add Rectangle (-75) (-50) (25) (150) (3) [0]\n Add Rectangle (750) (-200) (25) (250) (2) [0]\nend\nif <(Level) = [8]> then\n Add Rectangle (-450) (-200) (500) (25) (5) [0]\n Add Rectangle (-50) (-50) (100) (25) (1) [0]\n Add Rectangle (200) (40) (200) (25) (1) [2]\n Add Rectangle (400) (40) (50) (25) (2) [2]\n Add Rectangle (600) (100) (200) (25) (1) [1]\n Add Rectangle (800) (100) (50) (25) (2) [1]\n Add Rectangle (0) (250) (800) (25) (1) [0]\n Add Rectangle (-200) (250) (200) (25) (5) [0]\n Add Rectangle (-225) (0) (25) (400) (3) [0]\n Add Rectangle (-500) (-200) (50) (25) (4) [0]\nend\nif <(Level) = [7]> then\n Add Rectangle (-50) (-50) (100) (25) (1) [0]\n Add Rectangle (50) (-50) (25) (100) (3) [2]\n Add Rectangle (75) (-50) (100) (25) (1) [2]\n Add Rectangle (175) (-50) (50) (25) (2) [0]\n Add Rectangle (225) (100) (50) (25) (1) [0]\n Add Rectangle (300) (100) (50) (25) (1) [0]\n Add Rectangle (350) (100) (100) (30) (3) [1]\n Add Rectangle (450) (100) (50) (25) (1) [0]\n Add Rectangle (500) (100) (50) (25) (1) [0]\n Add Rectangle (550) (100) (100) (30) (3) [2]\n Add Rectangle (650) (100) (50) (25) (1) [0]\n Add Rectangle (750) (-150) (25) (400) (1) [0]\n Add Rectangle (675) (-200) (25) (300) (1) [0]\n Add Rectangle (675) (-225) (150) (25) (1) [0]\n Add Rectangle (700) (100) (50) (25) (5) [0]\n Add Rectangle (775) (-125) (50) (25) (4) [0]\nend\nif <(Level) = [6]> then\n Add Rectangle (-50) (-50) (1000) (25) (1) [0]\n Add Rectangle (50) (0) (50) (50) (5) [0]\n Add Rectangle (50) (100) (50) (25) (1) [2]\n Add Rectangle (100) (0) (50) (50) (1) [2]\n Add Rectangle (200) (-25) (50) (25) (1) [2]\n Add Rectangle (300) (50) (50) (100) (1) [2]\n Add Rectangle (400) (100) (50) (25) (1) [2]\n Add Rectangle (450) (0) (50) (50) (1) [2]\n Add Rectangle (600) (25) (50) (100) (1) [2]\n Add Rectangle (950) (-50) (50) (150) (1) [0]\n Add Rectangle (1000) (50) (50) (50) (4) [0]\nend\nif <(Level) = [5]> then\n Add Rectangle (-50) (-50) (100) (25) (1) [0]\n Add Rectangle (50) (-25) (200) (25) (5) [2]\n Add Rectangle (250) (-50) (600) (25) (1) [0]\n Add Rectangle (700) (75) (50) (25) (5) [0]\n Add Rectangle (600) (-25) (50) (25) (5) [0]\n Add Rectangle (850) (-50) (50) (100) (1) [0]\n Add Rectangle (851) (50) (49) (25) (3) [0]\n Add Rectangle (900) (-50) (50) (200) (1) [2]\n Add Rectangle (1000) (-50) (50) (300) (1) [0]\n Add Rectangle (1000) (250) (50) (25) (4) [0]\nend\nif <(Level) = [4]> then\n Add Rectangle (-50) (-50) (100) (25) (1) [0]\n Add Rectangle (-50) (-25) (25) (250) (1) [0]\n Add Rectangle (-25) (25) (50) (25) (5) [2]\n Add Rectangle (25) (-25) (25) (75) (1) [0]\n Add Rectangle (50) (25) (300) (25) (1) [0]\n Add Rectangle (275) (50) (75) (25) (5) [2]\n Add Rectangle (400) (25) (25) (250) (1) [0]\n Add Rectangle (350) (25) (50) (25) (4) [0]\nend\nif <(Level) = [3]> then\n Add Rectangle (-50) (-50) (500) (25) (1) [1]\n Add Rectangle (50) (-25) (50) (50) (5) [1]\n Add Rectangle (200) (-25) (25) (150) (1) [1]\n Add Rectangle (350) (-25) (50) (50) (4) [1]\nend\nif <(Level) = [2]> then\n Add Rectangle (-50) (-50) (150) (25) (1) [0]\n Add Rectangle (100) (-50) (25) (75) (3) [2]\n Add Rectangle (125) (-50) (75) (25) (1) [0]\n Add Rectangle (200) (-50) (50) (25) (2) [2]\n Add Rectangle (250) (-50) (25) (100) (3) [0]\n Add Rectangle (275) (25) (100) (25) (1) [0]\n Add Rectangle (375) (25) (25) (100) (4) [2]\nend\nif <(Level) = [1]> then\n Add Rectangle (-50) (-50) (100) (25) (1) [0]\n Add Rectangle (50) (-50) (25) (50) (3) [0]\n Add Rectangle (75) (-50) (125) (25) (1) [0]\n Add Rectangle (200) (-50) (50) (25) (2) [0]\n Add Rectangle (250) (-50) (100) (175) (1) [0]\n Add Rectangle (425) (100) (150) (25) (1) [2]\n Add Rectangle (650) (100) (100) (25) (1) [0]\n Add Rectangle (675) (200) (50) (25) (4) [0]\nend\n\nrepeat until \n\nchange [x position v] by (-1)\n\nrepeat until \n\nchange [y position v] by (() - (round (y position)))\n\nset [y position v] to [0]\n\nadd [1] to [touching v]\n\nwhen flag clicked\nset [xdepth v] to [50]\nset [ydepth v] to [50]\nset [level v] to [1]\nif <(username) = [04tmoody]> then\n set [level v] to [1]\nend\nCreate Level\nset [xv v] to [0]\nset [yv v] to [0]\nset [x position v] to [0]\nset [y position v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nforever\n set [detection v] to [0]\n set [xdepth v] to ((Scroll X) / (10))\n set [ydepth v] to ((50) - ((Scroll Y) / (2)))\n Draw\n Update\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [20]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change [x position v] by (Xv)\n set [detection v] to [x]\n Update\n set [detection v] to [0]\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [x position v] by ((Xv) * (-1))\n change [y position v] by (-5)\n \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 Update\n change [yv v] by (-1)\n change [y position v] by (Yv)\n set [detection v] to [y]\n Update\n set [detection v] to [0]\n if <[touching v] contains [1]?> then\n change [y position v] by ((Yv) * (-1))\n set [yv v] to [0]\n end\n Update\n change [y position v] by (-1)\n Update\n if <[touching v] contains [1]?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [20]>>> then\n set [yv v] to [15]\n end\n end\n Update\n if <[touching v] contains [2]?> then\n set [yv v] to [20]\n end\n Update\n if <<[touching v] contains [3]?> or <(Scroll Y) > [500]>> then\n reset timer\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n Create Level\n end\n if <<<[touching v] contains [4]?> or <key (s v) pressed?>> or <<(touching_skip) = [1]> and <mouse down?>>> then\n wait until <<not <key (s v) pressed?>> and <not <mouse down?>>>\n reset timer\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n change [level v] by (1)\n Create Level\n end\n if <<(Level) > [1]> and <key (b v) pressed?>> then\n wait until <not <key (b v) pressed?>>\n reset timer\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n change [level v] by (-1)\n Create Level\n end\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n reset timer\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n Create Level\n end\n Update\n change [y position v] by (1)\n Scrolling\nend\n\ndefine Go To (x) (y) with shift\nGo To ((x) + (Scroll X)) ((y) + (Scroll Y)) \n\ndefine Scrolling\nchange [scroll x v] by (() - (x position))\nchange [x position v] by (() - (x position))\nchange [scroll y v] by (() - (y position))\nchange [y position v] by (() - (y position))\n\nwhen flag clicked\nhide\nforever\n set [detection v] to [0]\n Update\nend\n\ndefine Update\ndelete (all) of [touching v]\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<(x position) < (((item (i) of [level xs v]) + (Scroll X)) + (item (i) of [level widths v]))> and <((x position) + (20)) > ((item (i) of [level xs v]) + (Scroll X))>> and <<(y position) < (((item (i) of [level ys v]) + (Scroll Y)) + (item (i) of [level heights v]))> and <((y position) + (20)) > ((item (i) of [level ys v]) + (Scroll Y))>>> then\n if <not <[touching v] contains (item (i) of [level types v])?>> then\n add (item (i) of [level types v]) to [touching v]\n if <(item (i) of [level types v]) = [5]> then\n if <(detection) = [x]> then\n replace item (i) of [level xs v] with ((item (i) of [level xs v]) + (x position))\n set [j v] to [0]\n repeat (length of [level xs v])\n change [j v] by (1)\n if <not <(j) = (i)>> then\n if <<<(item (j) of [level xs v]) < ((item (i) of [level xs v]) + (item (i) of [level widths v]))> and <((item (j) of [level xs v]) + (item (j) of [level widths v])) > (item (i) of [level xs v])>> and <<(item (j) of [level ys v]) < ((item (i) of [level ys v]) + (item (i) of [level heights v]))> and <((item (j) of [level ys v]) + (item (j) of [level heights v])) > (item (i) of [level ys v])>>> then\n replace item (i) of [level xs v] with ((item (i) of [level xs v]) - (x position))\n add [1] to [touching v]\n end\n end\n end\n else\n if <(detection) = [y]> then\n replace item (i) of [level ys v] with ((item (i) of [level ys v]) + (y position))\n set [j v] to [0]\n repeat (length of [level xs v])\n change [j v] by (1)\n if <not <(j) = (i)>> then\n if <<<(item (j) of [level xs v]) < ((item (i) of [level xs v]) + (item (i) of [level widths v]))> and <((item (j) of [level xs v]) + (item (j) of [level widths v])) > (item (i) of [level xs v])>> and <<(item (j) of [level ys v]) < ((item (i) of [level ys v]) + (item (i) of [level heights v]))> and <((item (j) of [level ys v]) + (item (j) of [level heights v])) > (item (i) of [level ys v])>>> then\n replace item (i) of [level ys v] with ((item (i) of [level ys v]) - (round (y position)))\n add [1] to [touching v]\n end\n end\n end\n else\n add [1] to [touching v]\n end\n end\n end\n end\n end\nend\nset [touching_skip v] to [0]\nif <<<(mouse x) > [200]> and <(mouse x) < [230]>> and <<(mouse y) > [-170]> and <(mouse y) < [-140]>>> then\n set [touching_skip v] to [1]\nend\n\ndefine Draw\npen up\nerase all\nset pen size to (5)\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<((Scroll Y) + (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))) > [-180]> and <((Scroll Y) + ((item (i) of [level ys v]) + (5))) < [240]>> and <<((Scroll X) + (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5))) > [-240]> and <((Scroll X) + ((item (i) of [level xs v]) + (5))) < [240]>>> then\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5)) with shift\n set pen color to (#000000)\n if <(item (i) of [level types v]) = [2]> then\n set pen color to (#e228c9)\n end\n if <(item (i) of [level types v]) = [1]> then\n set pen color to (#009623)\n end\n if <(item (i) of [level types v]) = [3]> then\n set pen color to (#cb0f0f)\n end\n if <(item (i) of [level types v]) = [4]> then\n set pen color to (#ffaa18)\n end\n if <(item (i) of [level types v]) = [5]> then\n set pen color to (#8c5b00)\n end\n if <not <(item (i) of [level realms v]) = [2]>> then\n set [bg? v] to [0]\n pen down\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) ((item (i) of [level ys v]) + (5)) with shift\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5)) with shift\n Go To ((item (i) of [level xs v]) + (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5)) with shift\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5)) with shift\n pen up\n end\n if <not <(item (i) of [level realms v]) = [1]>> then\n set [bg? v] to [1]\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5)) with shift\n pen down\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) ((item (i) of [level ys v]) + (5)) with shift\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5)) with shift\n Go To ((item (i) of [level xs v]) + (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5)) with shift\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5)) with shift\n pen up\n end\n set [bg? v] to [0]\n end\nend\nset pen color to (#1b00ff)\nGo To (x position) (y position) <>\npen down\nGo To (x position) ((y position) + (20)) <>\nGo To ((x position) + (20)) ((y position) + (20)) <>\nGo To ((x position) + (20)) (y position) <>\nGo To (x position) (y position) <>\npen up\nset [bg? v] to [0]\nset pen color to (#ab00a5)\nif <(touching_skip) = [1]> then\n set pen color to (#ff00bb)\nend\ngo to x: (200) y: (-140)\npen down\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\nchange y by (30)\npen up\nset pen size to (3)\ngo to x: (220) y: (-150)\npen down\nchange x by (-10)\nchange y by (-5)\nchange x by (10)\nchange y by (-5)\nchange x by (-10)\nDraw Level #\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [show thumbnail v]\n\nwhen [space v] key pressed\nif <(username) = [04tmoody]> then\n show\n erase all\n stop [all v]\nend\n\n | In this world, there are 2 realms.\n\nYou are in one realm physically, but can interact with both. The realms may look similar, but there are a few small differences. If something appears in the 2nd realm, you can still interact with it, even if it doesn't appear in the 1st realm. Good Luck!\n\nRed - Kills\nPink - Bouncy\nBrown - Boxes\nYellow - Goal\n\nMusic from Mario Galaxy\nCoding 100% by me\n100% possible\n100% pen\n\nComment if you beat it. |
blue. 2 - A Platformer v1.0.3 | @Stage\n\nwhen flag clicked\nswitch backdrop to (blank v)\n\nwhen I receive [start v]\nswitch backdrop to (background v)\n\n@Player\n\nwhen I receive [next level v]\ngo to x: (-202) y: (-85)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\ndefine Side Collsion\nif <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <touching color (#4a86e8)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nhide\n\nhide\n\ndefine Death Check\nif <touching color (#345ea2)?> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\nend\n\nwhen [r v] key pressed\nset size to (65) %\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\nwhen I receive [start v]\nshow\nforever\n play sound [TheFatRat & Anna Yvette & Laura Brehm - Chosen v] until done\nend\n\nwhen I receive [start v]\nset size to (65) %\nswitch costume to (roundedright v)\nforever\n if <(Mute?) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n if <touching color (#00ff0c)?> then\n set size to (25) %\n end\nend\n\nwhen I receive [start v]\nforever\n Death Check\n if <key (m v) pressed?> then\n change [mute? v] by (1)\n if <(Mute?) = [2]> then\n set [mute? v] to [0]\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#80aaef)?> then\n wait (0.01) seconds\n change [change in y v] by (20)\n play sound [Jump v] until done\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n Side Collsion\n Gravity\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player v)\n change [change in x v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player v)\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n if <[235] < (x position)> then\n if <(Level) = [9]> then\n if <(Colors collected?) = [True]> then\n set size to (50) %\n change [level v] by (1)\n broadcast (next level v)\n end\n else\n set size to (50) %\n change [level v] by (1)\n broadcast (next level v)\n end\n end\n if <(y position) = [-179]> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [17]>> then\n next costume\nend\n\nchange [level v] by (1)\n\n@Logo\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nplay sound [Connect v] until done\nwait (1.5) seconds\nhide\nbroadcast (Start v)\n\n@Tutorial\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [9]>> then\n if <<not <(costume [number v]) = [7]>> and <not <(costume [number v]) = [8]>>> then\n next costume\n else\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n switch costume to (8 v)\n show\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [16]> then\n switch costume to (9 v)\n show\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Figur1\n\nwhen flag clicked\nhide\nset size to (30) %\n\nwhen I receive [start v]\nset [colors collected? v] to [False]\nwait until <(Level) = [9]>\nshow\nwait until <touching (player v)?>\nset [colors collected? v] to [True]\nhide\n\n | English:\nPLAY PART 1 FIRST: https://scratch.mit.edu/projects/292349722\n---\nThis is the sequel to Part 1 of the "blue." series.\nControls:\nUse WAD or the arrow keys to control the Player (on mobile: tap on the screen ant the player will move in this direction).\nUse R to restart the level.\nUse M to mute/unmute the music.\nAll instructions are in game.\nAll levels are possible!\nHave fun!\n----------\nDeutsch/German:\nSPIELE TEIL 1 ZUERST: https://scratch.mit.edu/projects/292349722\n---\nBenutze WAD um den Spieler zu steuern(Auf mobilen Geräten: Tippe auf den Bildschirm und du bewegst dich in diese Richtung).\nBenutze M um die Musik an- und auszuschalten.\nBenutze R um das Level zurückzusetzen.\nJedes Level ist schaffbar.\nViel Spaß!\nDieses Spiel habe ich annlasslich des SDS "Monochromatic" entwickelt. |
First -| Platformer - Game |- V1.2.5 | @Stage\n\nwhen flag clicked\nforever\n play sound [659165water2 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\n\nwhen I receive [platformer play go v]\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [7]> then\n repeat (7)\n wait (1) seconds\n if <(menu) = [1]> then\n switch backdrop to (arrière plan1 v)\n stop [this script v]\n end\n end\n set [menu v] to [1]\n switch backdrop to (arrière plan1 v)\n stop [this script v]\n end\n if <(menu) = [1]> then\n switch backdrop to (arrière plan1 v)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer play go v]\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\nswitch backdrop to (1 v)\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <key (right 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)\n if <touching color (#747474)?> then\n change y by (1)\n if <touching color (#747474)?> then\n change y by (1)\n if <touching color (#747474)?> then\n change y by (1)\n if <touching color (#747474)?> then\n change y by (1)\n if <touching color (#747474)?> then\n change y by (1)\n end\n end\n end\n end\n end\n if <touching color (#747474)?> 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 [y v] to [0]\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#747474)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#747474)?> 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 <(x position) > [236]> then\n next backdrop\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#000000)?> then\n start sound [Crunch v]\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [platformer play go v]\nforever\n create clone of (_myself_ v)\n if <(menu) = [1]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nset size to (100) %\nrepeat (10)\n change size by (-7.5)\nend\ndelete this clone\n\n@Sprite6\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [menu v] to [2]\n broadcast (Game play go v)\n hide\n delete this clone\n end\n change size by (((230) - (size)) / (5))\n set [brightness v] effect to (15)\n else\n change size by (((300) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n if <(menu) = [2]> then\n delete this clone\n end\nend\n\ndelete this clone\n\ndefine 1\nset [menu v] to [1]\nset size to (300) %\ngo to x: (-120) y: (100)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to x: (120) y: (-100)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [menu v] to [2]\n broadcast (Platformer play go v)\n hide\n stop [this script v]\n end\n change size by (((230) - (size)) / (5))\n set [brightness v] effect to (15)\n else\n change size by (((300) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n if <(menu) = [2]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nbroadcast (Ap.In v)\n\nwhen I receive [ap.in v]\nforever\n wait until <not <(menu) = [2]>>\n wait (1) seconds\n 1\nend\n\n@Sprite5\n\nwhen flag clicked\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [game play go v]\nhide\npoint in direction (-90)\nforever\n wait (pick random (0.2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [game play go v]\nhide\nforever\n if <(menu) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (245) y: (pick random (-180) to (180))\nSmooth Glide x: (-240) y: (y position) speed: (6)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(menu) = [1]> then\n delete this clone\n end\nend\n\n@Sprite4\n\nwhen I receive [game play go v]\nhide\nforever\n if <(menu) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-230) to (230)) y: (180)\nSmooth Glide x: (x position) y: (-180) speed: (6)\ndelete this clone\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [game play go v]\npoint in direction (180)\nhide\nforever\n wait (pick random (0.2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(menu) = [1]> then\n delete this clone\n end\nend\n\n@Sprite3\n\nwhen I receive [game play go v]\nhide\nforever\n if <(menu) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [game play go v]\npoint in direction (0)\nhide\nforever\n wait (pick random (0.2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(menu) = [1]> then\n delete this clone\n end\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-230) to (230)) y: (-180)\nSmooth Glide x: (x position) y: (180) speed: (6)\ndelete this clone\n\n@Sprite7\n\nwhen I start as a clone\nshow\ngo to x: (-245) y: (pick random (-180) to (180))\nSmooth Glide x: (240) y: (y position) speed: (6)\ndelete this clone\n\nwhen flag clicked\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [game play go v]\nhide\nforever\n wait (pick random (0.2) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [game play go v]\nhide\nforever\n if <(menu) = [1]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(menu) = [1]> then\n delete this clone\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nset [menu v] to [1]\nset [death v] to [0]\nhide\n\nbroadcast (Ap.In v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nshow\nset size to (100) %\nrepeat (10)\n change size by (-7.5)\nend\ndelete this clone\n\nwhen I receive [game play go v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset size to (100) %\nshow\nset [death v] to [0]\nset [speed v] to [15]\nforever\n if <(Death) = [0]> then\n change y by (((mouse y) - (y position)) / (Speed))\n change x by (((mouse x) - (x position)) / (Speed))\n point in direction ((90) + ((mouse x) / (Speed)))\n else\n if <(Death) = [1]> then\n hide\n stop [other scripts in sprite v]\n wait (1) seconds\n set [menu v] to [1]\n stop [this script v]\n end\n end\n if <(menu) = [1]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [game play go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [game play go v]\nforever\n if <<<touching (sprite3 v)?> or <touching (sprite5 v)?>> or <<touching (sprite4 v)?> or <touching (sprite7 v)?>>> then\n set [death v] to [1]\n end\nend\n\nwait (1) seconds\n\nif then\nelse\nend\n\n@Sprite9\n\nwhen flag clicked\nhide variable [score v]\nhide\n\nwhen I receive [game play go v]\nset [score v] to [0]\nshow variable [score v]\nforever\n set [toucher v] to [0]\n create clone of (_myself_ v)\n wait until <(Toucher) = [1]>\nend\n\nwhen I start as a clone\ngo to (random position v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (sprite8 v)?> then\n change [toucher v] by (1)\n change [score v] by (1)\n delete this clone\n end\n if <(menu) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [game play go v]\nforever\n if <(menu) = [1]> then\n hide variable [score v]\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Sprite10\n\nwhen I receive [game play go v]\nset [mode? v] to [game]\nif <(mode?) = [game]> then\n go to x: (0) y: (-140)\nelse\n go to x: (190) y: (140)\nend\n\nwhen I receive [platformer play go v]\nset [mode? v] to [platformer]\nif <(mode?) = [game]> then\n go to x: (0) y: (-140)\nelse\n go to x: (190) y: (140)\nend\n\nwhen flag clicked\nhide\nbroadcast (Ap.In v)\n\nwhen I receive [ap.in v]\nset [mode? v] to [0]\nforever\n wait until <not <(menu) = [1]>>\n 1\nend\n\ndefine 1\nset size to (25) %\nswitch costume to (costume1 v)\nif <(mode?) = [game]> then\n go to x: (0) y: (-140)\nelse\n go to x: (190) y: (140)\nend\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n stop [other scripts in sprite v]\n set [menu v] to [1]\n set [mode? v] to [0]\n hide\n stop [this script v]\n end\n change size by (((115) - (size)) / (5))\n set [brightness v] effect to (15)\n else\n change size by (((150) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n if <(menu) = [1]> then\n hide\n stop [this script v]\n end\nend\n\ndelete this clone\n\n@Sprite11\n\ndefine Glide to(x (x) ,y (y) ) Speed (speed)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\n\nwhen I receive [glide v]\n\nwhen flag clicked\nset [menu v] to [1]\nhide\nforever\n if <(menu) = [2]> then\n go to x: (0) y: (-344)\n hide\n clear graphic effects\n wait until <(menu) = [1]>\n go to [front v] layer\n show\n Glide to(x [0] ,y [0] ) Speed [5]\n wait (0.5) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n end\nend\n\n | Hi, welcome in First -the Platformer/Game- \nFirst: the 1st part of the series "Podium"\n2nd part: https://scratch.mit.edu/projects/293691984/\nPodium studio: https://scratch.mit.edu/studios/15807299/\nA game by @Thom1sl\nPlatformer:\nInstructions in the game!\nThere are 15 originals easy levels.\nGame:\nInstructions:\n-Use the mouse to move the player \n-Avoid the Spikes\n-Get the coins\n-Enjoy!! ;D\n\n |
Corruption [Platformer] | @Stage\n\nwhen I receive [message1 v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [message1 v]\nif <(booper) = [1]> then\n switch backdrop to (blue sky 2 v)\nend\nstop [this script v]\n\nwhen I receive [outro v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro is done v]\nswitch backdrop to (blue sky 2 v)\n\n@Bob the Blob\n\nwhen I receive [die v]\ncreate clone of (_myself_ v)\ngo to x: (-206) y: (-128)\nplay sound [Crunch v] until done\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (goal v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [start 2 v]\nshow\nif <<(Title) > [0]> and <(Full) < [12]>> 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) < [-189]> then\n Reset Level\n end\n if <(Improved2: wall jump) > [0]> then\n change [improved2: 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?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\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?> or <key (w 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 [improved2: 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 (w v) pressed?> or <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 (s v) pressed?> or <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?> or <key (w 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 <up?>\nGet Touching \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 <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (ground v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-206) y: (-128)\nreset timer\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 [improved2: wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(booper) = [1]> then\n stop all sounds\n play sound [Shingeki no Kyojin - attack音D \(OST\) \(1\) v] until done\n end\nend\n\nwhen I start as a clone\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [message1 v]\ngo to x: (-206) y: (-128)\nplay sound [Crash Beatbox v] until done\n\nwhen I receive [message1 v]\nhide\nrepeat (50)\n change [brightness v] effect by (2)\nend\nnext costume\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nshow\n\nwhen flag clicked\nforever\n if <(booper) = [3]> then\n stop all sounds\n play sound [tobuuu v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(booper) = [2]> then\n stop all sounds\n play sound [--__----__- v] until done\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(Level) = [25]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [not too late v]\n\n@ground\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [h-i-a-t-i-h v]\nshow\n\nwhen I receive [start 2 v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\nforever\n if <(booper) = [2]> then\n set [ghost v] effect to (pick random (1) to (50))\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [message1 v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nnext costume\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen flag clicked\nforever\n if <<(Level) > [10]> and <(Level) < [20]>> then\n set [booper v] to [2]\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@goal\n\nwhen flag clicked\nset [booper v] to [1]\nhide\nset size to (60) %\ngo to x: (205) y: (-73)\npoint in direction (90)\n\nwhen I receive [start 2 v]\nshow\n\nwhen I receive [m2 v]\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (-1)\n wait (0.01) seconds\nend\n\nwhen I receive [message1 v]\n\nbroadcast (m2 v)\n\nwhen flag clicked\nforever\n if <(booper) = [2]> 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 <(booper) = [2]> then\n repeat (10)\n change [pixelate v] effect by (5)\n end\n repeat (10)\n change [pixelate v] effect by (-5)\n end\n else\n change [color v] effect by (1)\n end\nend\n\nwhen I receive [message1 v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nhide\nset [ghost v] effect to (100)\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nset [ghost v] effect to (100)\nhide\n\n\n\nwhen I receive [end 1 v]\nhide\nstop [other scripts in sprite v]\n\n@Danger\n\nwhen I receive [start 2 v]\nshow\n\nwhen flag clicked\nset size to (100) %\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start 2 v]\nshow\ngo to x: (0) y: (-106)\nset [booper v] to [1]\nforever\n if <(Level) = [1]> then\n set [booper v] to [1]\n end\n if <(Level) = [2]> then\n show\n repeat (10)\n change x by (5)\n wait (0.01) seconds\n end\n repeat (10)\n change x by (-5)\n wait (0.01) seconds\n end\n end\n if <(Level) = [3]> then\n repeat (10)\n change x by (5)\n wait (0.01) seconds\n end\n repeat (10)\n change x by (-5)\n wait (0.01) seconds\n end\n end\n if <(Level) = [4]> then\n repeat (10)\n change x by (5)\n change y by (-5)\n wait (0.01) seconds\n end\n repeat (10)\n change x by (-5)\n change y by (-5)\n wait (0.01) seconds\n end\n repeat (10)\n change x by (5)\n change y by (5)\n wait (0.01) seconds\n end\n repeat (10)\n change x by (-5)\n change y by (5)\n wait (0.01) seconds\n end\n end\nend\n\nwhen I receive [start 2 v]\nforever\n if <(Level) = [5]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [8]> then\n switch costume to (x4 v)\n repeat (10)\n change x by (5)\n wait (0.01) seconds\n end\n repeat (10)\n change x by (-5)\n wait (0.01) seconds\n end\n end\n if <(Level) = [9]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [12]> then\n switch costume to (x5 v)\n go to x: (35) y: (-106)\n repeat (10)\n change x by (5)\n wait (0.01) seconds\n end\n repeat (10)\n change x by (-5)\n wait (0.01) seconds\n end\n if <(Level) = [13]> then\n switch costume to (x6 v)\n repeat (10)\n change y by (5)\n wait (0.01) seconds\n end\n repeat (10)\n change y by (-5)\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [message1 v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nnext costume\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [start 2 v]\nforever\n if <(Level) = [14]> then\n switch costume to (x7 v)\n end\n if <(Level) = [15]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [16]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [17]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [18]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [19]> then\n switch costume to (x8 v)\n repeat (10)\n change x by (5)\n wait (0.01) seconds\n end\n repeat (10)\n change x by (-5)\n wait (0.01) seconds\n end\n end\n if <(Level) = [20]> then\n switch costume to (costume1 v)\n set [booper v] to [3]\n end\n if <(Level) = [21]> then\n switch costume to (x9 v)\n repeat (10)\n change x by (1)\n wait (0.01) seconds\n change size by (10)\n end\n repeat (10)\n change x by (-1)\n wait (0.01) seconds\n change size by (-10)\n end\n end\n if <(Level) = [22]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [23]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [24]> then\n set [booper v] to [4]\n switch costume to (x10 v)\n end\n if <(Level) = [25]> then\n broadcast (end 1 v)\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nbroadcast (outro v)\n\nwhen I receive [not too late v]\nsay [Do you think I can change?] for (4) seconds\nsay [Ok then.] for (3) seconds\nsay (join [Thank you ] (join (username) [ for making me a good person again.])) for (6) seconds\nbroadcast (end v)\nbroadcast (outro v)\n\n@Intro 2\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [intro is done v]\nshow\nforever\n clear graphic effects\n switch costume to (costume3 v)\n start sound [Crunch v]\n repeat (3)\n start sound [Crunch v]\n next costume\n wait (3) seconds\n end\n broadcast (start v)\n hide\n stop [this script v]\nend\n\n@Start\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nset [open? v] to [no]\nset [size velocity v] to [0]\nset size to (100) %\nrepeat until <(Open?) = [yes]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (2)\n if <mouse down?> then\n set [ghost v] effect to (0)\n set [open? v] to [yes]\n repeat (2)\n change [ghost v] effect by (12)\n set [size velocity v] to (((size velocity) * (0.8)) + (((250) - (size)) * (0.2)))\n change size by (size velocity)\n end\n broadcast (start 2 v)\n repeat (25)\n change [ghost v] effect by (12)\n set [size velocity v] to (((size velocity) * (0.8)) + (((250) - (size)) * (0.2)))\n change size by (size velocity)\n end\n else\n set [size velocity v] to (((size velocity) * (0.8)) + (((130) - (size)) * (0.2)))\n change size by (size velocity)\n set [ghost v] effect to (0)\n end\n else\n set [brightness v] effect to (0)\n set [size velocity v] to (((size velocity) * (0.8)) + (((100) - (size)) * (0.2)))\n change size by (size velocity)\n set [ghost v] effect to (0)\n end\nend\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Logo\n\nwhen flag clicked\nhide\nset size to (0) %\nchange [size change v] by (4)\nrepeat until <[100] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((100) - (size)) / (4))\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (19)\n point in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nend\n\nwhen I receive [start v]\nshow\nforever\n point in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nend\n\nwhen I receive [start v]\nset size to (0) %\nchange [size change v] by (4)\nrepeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1000) - (size)) / (4))\nend\n\nwhen I receive [start 2 v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen I receive [start 2 v]\nshow\ngo to x: (0) y: (0)\nset [booper v] to [1]\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [message1 v]\nwait (6) seconds\nbroadcast (m2 v)\n\nwhen flag clicked\nforever\n if <(booper) = [2]> then\n repeat (10)\n change [pixelate v] effect by (5)\n end\n repeat (10)\n change [pixelate v] effect by (-5)\n end\n else\n repeat (10)\n change [pixelate v] effect by (0.5)\n end\n repeat (10)\n change [pixelate v] effect by (-0.5)\n end\n end\nend\n\nwhen I receive [message1 v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nnext costume\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <<<(booper) = [2]> or <(booper) = [3]>> or <(booper) = [4]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [message1 v]\nrepeat (50)\n change [brightness v] effect by (2)\nend\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen flag clicked\nforever\n if <(booper) = [3]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nset [mosaic v] effect to (50)\nforever\n if <(booper) = [3]> then\n change [color v] effect by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(booper) = [2]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(booper) = [4]> then\n switch costume to (costume3 v)\n set [color v] effect to (0)\n set [mosaic v] effect to (0)\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (999)\n go to [front v] layer\nend\n\n@Evil + good bob\n\nwhen flag clicked\nhide\nhide\nhide\nforever\n if <(Level) = [25]> then\n show\n say [YOU!!] for (3) seconds\n say [LISTEN!!] for (3) seconds\n say [YOU CAN CHANGE!!] for (3) seconds\n say [UNDO THIS CORRUPTION!! YOU CAN BE GOOD AGAIN!!] for (5) seconds\n broadcast (not too late v)\n stop [this script v]\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nset size to (40) %\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nrepeat (4)\n set [ghost v] effect to (100)\n set size to (10) %\n repeat (20)\n change size by (5)\n change [ghost v] effect by (-10)\n end\n next costume\nend\nswitch costume to (costume5 v)\nbroadcast (outro 2 v)\n\nwhen I receive [outro v]\nforever\n play sound [kira-new-world-ncs-release v] until done\nend\n\nwhen I receive [outro 2 v]\nshow\nforever\n point in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nend\n\nwhen I receive [outro 2 v]\nshow\nset size to (0) %\nchange [size change v] by (4)\nrepeat until <[100] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((100) - (size)) / (4))\nend\n\n@Screen Shot 2019-10-09 at 6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Intro is done v)\n\n | -Can you undo the corruption and save the world?-\n\n -In Corruption, your job is to find the corrupter-\n\n Click the flag two times\n\n -Controls are (ASWD) or arrow keys-\n\nThis took forever plz can we get front page?? |
Prism - A Platformer | @Stage\n\ndefine color\nif <(level) = [1]> then\n set [color v] effect to (0)\nend\nif <(level) = [2]> then\n set [color v] effect to (10)\nend\nif <(level) = [3]> then\n set [color v] effect to (30)\nend\nif <(level) = [4]> then\n set [color v] effect to (40)\nend\nif <(level) = [5]> then\n set [color v] effect to (50)\nend\nif <(level) = [6]> then\n set [color v] effect to (60)\nend\nif <(level) = [7]> then\n set [color v] effect to (80)\nend\nif <(level) = [8]> then\n set [color v] effect to (100)\nend\nif <(level) = [9]> then\n set [color v] effect to (120)\nend\nif <(level) = [10]> then\n set [color v] effect to (160)\nend\n\nwhen flag clicked\nforever\n color\nend\n\n@Bob\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [y-velocity v]\nhide variable [x-velocity v]\nhide variable [level v]\n\nwhen I receive [showtime v]\nshow\nset [x-velocity v] to [0]\nset [y-velocity v] to [0]\nset [deaths v] to [0]\nforever\n change [y-velocity v] by (-0.7)\n if <key (right arrow v) pressed?> then\n change [x-velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x-velocity v] by (-1)\n end\n set [x-velocity v] to ((X-Velocity) * (0.9))\n change x by (X-Velocity)\n if <touching (naughty guys v)?> then\n change [deaths v] by (1)\n set [x-velocity v] to [0]\n set [y-velocity v] to [0]\n broadcast (showtime v)\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 (1)\n if <touching (level v)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y-velocity v] to [10]\n if <(X-Velocity) > [0]> then\n set [x-velocity v] to [-10]\n else\n set [x-velocity v] to [10]\n end\n else\n change x by ((X-Velocity) * (-1))\n set [x-velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y-Velocity)\n if <touching (naughty guys v)?> then\n set [x-velocity v] to [0]\n set [y-velocity v] to [0]\n change [deaths v] by (1)\n broadcast (showtime v)\n end\n if <touching (level v)?> then\n change y by ((Y-Velocity) * (-1))\n set [y-velocity v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y-velocity v] to [10]\n end\n change y by (1)\n if <(x position) > [220]> then\n change [level v] by (1)\n broadcast (showtime v)\n end\n if <touching (bouncy boys v)?> then\n change [y-velocity v] by (22)\n end\n if <touching (prism v)?> then\n set [level v] to [11]\n broadcast (showtime v)\n end\n if <touching (sprite1 v)?> then\n switch backdrop to (backdrop3 v)\n end\n if <(y position) < [-150]> then\n broadcast (showtime v)\n end\nend\n\nwhen I receive [showtime v]\nif <(level) = [1]> then\n switch costume to (costume1 v)\n go to x: (-200) y: (-109)\nend\nif <(level) = [2]> then\n go to x: (-200) y: (-93)\nend\nif <(level) = [3]> then\n go to x: (-200) y: (-87)\nend\nif <(level) = [4]> then\n go to x: (-200) y: (-88)\nend\nif <(level) = [5]> then\n go to x: (-212) y: (-89)\nend\nif <(level) = [6]> then\n go to x: (-200) y: (-102)\nend\nif <(level) = [7]> then\n go to x: (-215) y: (-118)\nend\nif <(level) = [8]> then\n go to x: (-200) y: (-109)\nend\nif <(level) = [9]> then\n go to x: (-210) y: (-98)\nend\nif <(level) = [10]> then\n go to x: (-195) y: (127)\nend\nif <(level) = [11]> then\n go to x: (-200) y: (-99)\n switch backdrop to (backdrop1 v)\n switch costume to (costume2 v)\nend\n\nwhen I receive [fred v]\nforever\n play sound [Fantasy v] until done\nend\n\ncreate clone of (_myself_ v)\n\n@Level\n\ndefine color\nif <(level) = [1]> then\n set [color v] effect to (0)\nend\nif <(level) = [2]> then\n set [color v] effect to (10)\nend\nif <(level) = [3]> then\n set [color v] effect to (30)\nend\nif <(level) = [4]> then\n set [color v] effect to (40)\nend\nif <(level) = [5]> then\n set [color v] effect to (50)\nend\nif <(level) = [6]> then\n set [color v] effect to (60)\nend\nif <(level) = [7]> then\n set [color v] effect to (60)\nend\nif <(level) = [8]> then\n set [color v] effect to (90)\nend\nif <(level) = [9]> then\n set [color v] effect to (120)\nend\nif <(level) = [10]> then\n set [color v] effect to (160)\nend\n\nwhen I receive [showtime v]\nshow\nforever\n color\nend\n\nwhen I receive [showtime v]\nswitch costume to (level)\n\nwhen flag clicked\nhide\n\nif <[] = [1]> then\nif <(level) = [2]> then\n switch costume to (costume1 v)\nend\nif <(level) = [3]> then\n switch costume to (costume3 v)\nend\nif <(level) = [4]> then\n switch costume to (costume4 v)\nend\nif <(level) = [5]> then\n switch costume to (costume5 v)\nend\nif <(level) = [6]> then\n switch costume to (costume6 v)\nend\nif <(level) = [7]> then\n switch costume to (costume7 v)\nend\nif <(level) = [8]> then\n switch costume to (costume8 v)\nend\nif <(level) = [9]> then\n switch costume to (costume9 v)\nend\nif <(level) = [10]> then\n switch costume to (costume10 v)\nend\nif <(level) = [11]> then\n switch backdrop to (backdrop1 v)\n switch costume to (costume11 v)\nend\n\n@Naughty Guys\n\nwhen I receive [showtime v]\nshow\nif <(level) = [1]> then\n switch costume to (costume1 v)\nend\nif <(level) = [2]> then\n switch costume to (costume6 v)\n go to x: (25) y: (-112)\nend\nif <(level) = [3]> then\n switch costume to (costume7 v)\n go to x: (42) y: (-40)\nend\nif <(level) = [4]> then\n switch costume to (costume8 v)\n go to x: (185) y: (-43)\nend\nif <(level) = [5]> then\n switch costume to (costume1 v)\n go to x: (34) y: (-43)\nend\nif <(level) = [6]> then\n switch costume to (costume10 v)\nend\nif <(level) = [7]> then\n switch costume to (costume5 v)\nend\nif <(level) = [8]> then\n switch costume to (costume2 v)\n go to x: (157) y: (-20)\nend\nif <(level) = [9]> then\n switch costume to (costume3 v)\n go to x: (-15) y: (-4)\nend\nif <(level) = [10]> then\n switch costume to (costume4 v)\n go to x: (63) y: (60)\nend\nif <(level) = [11]> then\n hide\nend\n\n@Prism\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n show\n go to x: (304) y: (-73)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n show\n end\nend\n\n@Bouncy Boys\n\nwhen I receive [showtime v]\nhide\nif <(level) = [6]> then\n show\n switch costume to (costume1 v)\nend\nif <(level) = [8]> then\n show\n switch costume to (costume2 v)\nend\nif <(level) = [9]> then\n show\n switch costume to (costume3 v)\nend\n\n@level number\n\ndefine color\nif <(level) = [1]> then\n set [color v] effect to (0)\nend\nif <(level) = [2]> then\n set [color v] effect to (10)\nend\nif <(level) = [3]> then\n set [color v] effect to (30)\nend\nif <(level) = [4]> then\n set [color v] effect to (40)\nend\nif <(level) = [5]> then\n set [color v] effect to (50)\nend\nif <(level) = [6]> then\n set [color v] effect to (60)\nend\nif <(level) = [7]> then\n set [color v] effect to (60)\nend\nif <(level) = [8]> then\n set [color v] effect to (90)\nend\nif <(level) = [9]> then\n set [color v] effect to (120)\nend\nif <(level) = [10]> then\n set [color v] effect to (160)\nend\n\nwhen I receive [showtime v]\nshow\nif <(level) = [1]> then\n switch costume to (costume1 v)\nend\nif <(level) = [2]> then\n switch costume to (costume2 v)\nend\nif <(level) = [3]> then\n switch costume to (costume3 v)\nend\nif <(level) = [4]> then\n switch costume to (costume4 v)\nend\nif <(level) = [5]> then\n switch costume to (costume5 v)\nend\nif <(level) = [6]> then\n switch costume to (costume6 v)\nend\nif <(level) = [7]> then\n switch costume to (costume7 v)\nend\nif <(level) = [8]> then\n switch costume to (costume8 v)\nend\nif <(level) = [9]> then\n switch costume to (costume9 v)\nend\nif <(level) = [10]> then\n switch costume to (costume10 v)\nend\nif <(level) = [11]> then\n switch costume to (costume11 v)\nend\n\nwhen flag clicked\nhide\nforever\n color\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n forever\n change [ghost v] effect by (5)\n wait (.025) seconds\n end\nend\n\nwhen flag clicked\nwait (2) seconds\nbroadcast (showtime v)\nbroadcast (fred v)\nhide\n\n | Use Arrow keys to move\nLove #100 gets a follow\nTry the prequel! https://scratch.mit.edu/projects/301607399/\n\nYou are a little beam of light trying to get to a prism and make yourself colorful. If you touch the darkness spikes you get sucked backward. Grey will give you a boost.\n\n |
Green(a platformer) | @Stage\n\nwhen flag clicked\nwait (3) seconds\nforever\n play sound [bensound-adventure2 v] until done\nend\n\[email protected]\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\ngo to x: (-219) y: (-90)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\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 color (#00e723)?> then\n change y by (1)\n if <touching color (#00e723)?> then\n change y by (1)\n if <touching color (#00e723)?> then\n change y by (1)\n if <touching color (#00e723)?> then\n change y by (1)\n if <touching color (#00e723)?> then\n change y by (1)\n if <touching color (#00e723)?> then\n change y by (1)\n if <touching color (#00e723)?> 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 color (#00e723)?> 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 (#00e723)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching ( v)?> then\n broadcast (new level v)\n end\n if <touching color (#00c51e)?> then\n go to x: (-219) y: (-90)\n end\n if <<(x position) > [230]> or <(x position) = [230]>> then\n broadcast (new level v)\n go to x: (-219) y: (-90)\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (15)\n turn left (15) degrees\n change [color v] effect by (.5)\n change [ghost v] effect by (7)\n change size by (-7)\nend\ndelete this clone\n\n@levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [new level v]\nif <(costume [number v]) = [7]> then\n\n\n\n@level name\n\nwhen flag clicked\nwait (3) seconds\nshow\ngo to x: (-167) y: (143)\ngo to [front v] layer\nswitch costume to (level 1 v)\nforever\n if <(costume [number v]) = [7]> then\n hide\n end\nend\n\nwhen I receive [new level v]\nnext costume\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (10000)\n\n@intro\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (1 v)\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\nwait (2.5) seconds\nrepeat (15)\n change [ghost v] effect by (3)\nend\nhide\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (0) %\nrepeat (50)\n change size by (size2)\n set [size2 v] to (((size2) * (0.7)) + (((100) - (size)) / (6)))\nend\nrepeat (20)\n change size by (-5)\nend\ndelete this clone\n\n | Arrow keys to move.\n\nDark green is bad.\n\nEvery level is possible |
Billiards (a platformer) (a contest entry) | @Stage\n\nwhen flag clicked\nset [.i v] to [0]\nforever\n change [.i v] by (0.04)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nplay sound [Casino Intro v] until done\nforever\n play sound [Casino Loop v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Platform (jump height) (gravity) (friction) (speed) (wjx) (wjy)\nswitch costume to (idle v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((speed) * (-1))\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) < [-8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\n end\n if <touching (level v)?> then\n change y by (Slope)\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(([abs v] of (XV) ) / (XV)) = [1]> then\n set [xv v] to [0]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [yv v] to (wjy)\n set [xv v] to ((wjx) * (-1))\n end\n else\n if <(([abs v] of (XV) ) / (XV)) = [-1]> then\n set [xv v] to [0]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [yv v] to (wjy)\n set [xv v] to (wjx)\n end\n end\n end\n end\n end\nend\nchange [yv v] by (gravity)\nchange y by (YV)\nif <<touching (level v)?> or <touching (pool balls v)?>> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <<touching (level v)?> or <touching (pool balls v)?>> then\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n end\n if <<(([abs v] of (YV) ) / (YV)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nend\n\ndefine Death\nset [xv v] to [-10]\nset [yv v] to [18]\nstart sound [Whiz v]\nrepeat until <touching (_edge_ v)?>\n change x by (XV)\n change [yv v] by (-1)\n change y by (YV)\nend\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-199) y: (-62)\n\nwhen I receive [goal! v]\nGLIDE ([x position v] of [portal v]) ([y position v] of [portal v])\nhide\n\ndefine GLIDE (x) (y)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (2))\n change y by (((y) - (y position)) / (2))\nend\n\nwhen I receive [bounce v]\nset [yv v] to [20]\n\nwhen I receive [clak v]\nwait (0.02) seconds\nset [xv v] to ((XV) * (-0.8))\n\nwhen I receive [spawn sticks v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-199) y: (-62)\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nshow\nbroadcast (spawn sticks v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-199) y: (-62)\nset [level v] to [1]\nforever\n Platform [14] [-1] [0.8] [2] [20] [15]\n if <key (r v) pressed?> then\n broadcast (spawn sticks v)\n end\n if <<touching (_edge_ v)?> and <(y position) < [-175]>> then\n broadcast (spawn sticks v)\n end\n if <touching (spikes v)?> then\n switch costume to (death v)\n Death\n broadcast (spawn sticks v)\n end\n if <<touching (portal v)?> and <(pockets left) = [0]>> then\n broadcast (goal! v) and wait\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-199) y: (-62)\n change [level v] by (1)\n broadcast (spawn sticks v)\n end\n if <touching (pool balls v)?> then\n broadcast (CLAK v) and wait\n end\n if <touching (pockets v)?> then\n set [touching pool ball? v] to [0]\n broadcast (Touching pool ball? v) and wait\n if <(touching pool ball?) = [0]> then\n start sound [404743__owlstorm__retro-video-game-sfx-fail v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (spawn sticks v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-199) y: (-62)\n clear graphic effects\n end\n end\nend\n\ngo to x: (x position) y: (180)\n\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [skip v]\nstart sound [440269__mendihola__poof-3-varying-degrees-of-intensity v]\nwait (0.05) seconds\nhide\nchange [level v] by (1)\nbroadcast (spawn sticks v)\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to ((Level) + (1))\nend\n\nwhen I receive [start v]\nshow\n\n@spikes\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to ((Level) + (1))\nend\n\nwhen I receive [start v]\nshow\n\n@Portal\n\nwhen flag clicked\nhide\nswitch costume to (portal v)\nset size to (100) %\ndelete all of [portal x v]\ndelete all of [portal y v]\ndelete all of [show? v]\nadd [187] to [portal x v]\nadd [-105] to [portal y v]\nadd [216] to [portal x v]\nadd [-103] to [portal y v]\nadd [193] to [portal x v]\nadd [-111] to [portal y v]\nadd [-48] to [portal x v]\nadd [-111] to [portal y v]\nadd [201] to [portal x v]\nadd [-110] to [portal y v]\nadd [181] to [portal x v]\nadd [-106] to [portal y v]\nadd [205] to [portal x v]\nadd [-107] to [portal y v]\nadd [201] to [portal x v]\nadd [-109] to [portal y v]\nadd [203] to [portal x v]\nadd [-109] to [portal y v]\nadd [195] to [portal x v]\nadd [-105] to [portal y v]\nadd [195] to [portal x v]\nadd [-104] to [portal y v]\nadd [201] to [portal x v]\nadd [-106] to [portal y v]\nadd [204] to [portal x v]\nadd [-106] to [portal y v]\nadd [211] to [portal x v]\nadd [-110] to [portal y v]\nforever\n go to x: (item (Level) of [portal x v]) y: ((item (Level) of [portal y v]) + (([cos v] of ((.i) * (150)) ) * (4)))\nend\n\nif <(item (Level) of [show? v]) = [1]> then\n\nwhen I receive [goal! v]\nstart sound [440269__mendihola__poof-3-varying-degrees-of-intensity v]\nparticle\nwait (1) seconds\n\ndefine particle\nrepeat (24)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (particle v)\npoint in direction (pick random (0) to (360))\nset size to (pick random (75) to (150)) %\nset [speed v] to (pick random (4) to (8))\nforever\n move (Speed) steps\n change size by (-4)\n if <(size) < [55]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(pockets left) = [0]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-50)\n end\nend\n\nwhen I receive [goal! v]\nif <(Level) = [14]> then\n broadcast (Win! v)\nend\n\nwhen I receive [start v]\nshow\n\n@cue stick\n\ndefine spawn stick (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n start sound [432592__coral-island-studios__billiards3 v]\n broadcast (bounce v)\n set [speed v] to [30]\n repeat (2)\n change y by (Speed)\n end\n set [speed v] to [-4]\n repeat (15)\n change y by (Speed)\n end\n set [speed v] to [0]\n end\n if <touching (pool balls v)?> then\n start sound [432592__coral-island-studios__billiards3 v]\n broadcast (pool ball bounce v)\n set [speed v] to [30]\n repeat (2)\n change y by (Speed)\n end\n set [speed v] to [-4]\n repeat (15)\n change y by (Speed)\n end\n set [speed v] to [0]\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [spawn sticks v]\nrepeat (1)\n delete this clone\nend\nif <(Level) = [2]> then\n spawn stick [-79] [-188]\nend\nif <(Level) = [4]> then\n spawn stick [75] [-160]\nend\nif <(Level) = [5]> then\n spawn stick [0] [-150]\nend\nif <(Level) = [6]> then\n spawn stick [-136] [-140]\nend\nif <(Level) = [7]> then\n spawn stick [-62] [-109]\n spawn stick [88] [-112]\nend\nif <(Level) = [10]> then\n spawn stick [29] [-115]\n spawn stick [-115] [19]\nend\nif <(Level) = [11]> then\n spawn stick [77] [-114]\nend\nif <(Level) = [12]> then\n spawn stick [9] [-103]\n spawn stick [-158] [-112]\nend\nif <(Level) = [14]> then\n spawn stick [-80] [-109]\n spawn stick [90] [-112]\nend\n\n@Pool balls\n\ndefine Physics\nchange [yv v] by (-1)\nchange y by (YV)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n end\n set [yv v] to ((YV) * (-0.6))\nend\nset [xv v] to ((XV) * (0.9))\nchange x by (XV)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n end\n set [xv v] to ((XV) * (-1))\nend\n\nwhen I receive [clak v]\nif <<touching (player v)?> and <(death animation?) = [0]>> then\n start sound [443052__amberdemeillon__pool-table-break v]\n set [xv v] to (([xv v] of [player v]) * (1.5))\nend\n\nwhen flag clicked\nhide\n\ndefine spawn ball (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (5))\nforever\n set [death animation? v] to [0]\n show\n Physics\n if <touching (spikes v)?> then\n start sound [Whiz v]\n set [death animation? v] to [1]\n Death\n broadcast (spawn sticks v)\n end\nend\n\nwhen I receive [spawn sticks v]\nrepeat (1)\n delete this clone\nend\nif <(Level) = [3]> then\n spawn ball [56] [23]\nend\nif <(Level) = [4]> then\n spawn ball [-34] [141]\nend\nif <(Level) = [5]> then\n spawn ball [-23] [-89]\nend\nif <(Level) = [6]> then\n spawn ball [-78] [18]\n spawn ball [31] [19]\nend\nif <(Level) = [7]> then\n spawn ball [195] [-107]\nend\nif <(Level) = [8]> then\n spawn ball [75] [-119]\nend\nif <(Level) = [9]> then\n spawn ball [-84] [-119]\n spawn ball [87] [22]\nend\nif <(Level) = [10]> then\n spawn ball [-84] [-119]\n spawn ball [-7] [59]\nend\nif <(Level) = [11]> then\n spawn ball [-65] [-51]\n spawn ball [-140] [-117]\n spawn ball [-95] [36]\n spawn ball [155] [-118]\nend\nif <(Level) = [12]> then\n spawn ball [-57] [20]\nend\nif <(Level) = [13]> then\n spawn ball [52] [-121]\n spawn ball [-96] [-121]\n spawn ball [-54] [42]\nend\nif <(Level) = [14]> then\n spawn ball [82] [113]\nend\n\ndefine Death\nset [xv v] to [-10]\nset [yv v] to [18]\nstart sound [Whiz v]\nrepeat until <touching (_edge_ v)?>\n change x by (XV)\n change [yv v] by (-1)\n change y by (YV)\nend\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-199) y: (-62)\n\nwhen I receive [pool ball bounce v]\nif <touching (cue stick v)?> then\n set [yv v] to [20]\n set [xv v] to ((XV) * (1.5))\nend\n\ngo to x: (-7) y: (59)\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\n\n@pockets\n\ndefine spawn pockets (x) (y)\nchange [current pockets v] by (1)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [spawn sticks v]\nrepeat (1)\n delete this clone\nend\ngo to [back v] layer\nset [pockets left v] to [0]\nset [current pockets v] to [0]\nif <(Level) = [3]> then\n spawn pockets [55] [-110]\nend\nif <(Level) = [4]> then\n spawn pockets [126] [-116]\nend\nif <(Level) = [5]> then\n spawn pockets [204] [-44]\nend\nif <(Level) = [6]> then\n spawn pockets [-30] [-112]\n spawn pockets [82] [-112]\nend\nif <(Level) = [7]> then\n spawn pockets [81] [62]\nend\nif <(Level) = [8]> then\n spawn pockets [-57] [-116]\nend\nif <(Level) = [9]> then\n spawn pockets [92] [-115]\n spawn pockets [206] [25]\nend\nif <(Level) = [10]> then\n spawn pockets [-156] [5]\n spawn pockets [131] [-3]\nend\nif <(Level) = [11]> then\n spawn pockets [143] [-114]\n spawn pockets [75] [28]\n spawn pockets [9] [-115]\n spawn pockets [-100] [-116]\nend\nif <(Level) = [12]> then\n spawn pockets [85] [21]\nend\nif <(Level) = [13]> then\n spawn pockets [117] [-114]\n spawn pockets [-147] [-114]\n spawn pockets [-42] [-114]\nend\nif <(Level) = [14]> then\n spawn pockets [9] [-114]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [y v] to (y position)\nforever\n show\n go to x: (x position) y: ((Y) + (([cos v] of ((.i) * (150)) ) * (4)))\nend\n\nwhen I start as a clone\nforever\n if <touching (pool balls v)?> then\n set [brightness v] effect to ((25) + (([cos v] of ((timer) * (150)) ) * (4)))\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [touching ball? v]\nif <touching (pool balls v)?> then\n change [pockets left v] by (-1)\nend\n\nrepeat (1)\n delete this clone\nend\n\nwhen I receive [start v]\nforever\n set [pockets left v] to (current pockets)\n broadcast (touching ball? v) and wait\nend\n\nwhen I receive [touching pool ball? v]\nif <touching (player v)?> then\n if <touching (pool balls v)?> then\n set [touching pool ball? v] to [1]\n end\nend\n\nchange [pockets left v] by (-1)\n\n@You win!\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [win! v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@intro\n\nwhen I start as a clone\nshow\nif <(Clone ability) = [0]> then\n switch costume to (costume2 v)\n go to [front v] layer\n point in direction (-90)\n go to x: (-1000) y: (0)\n set size to (0) %\n repeat (30)\n change size by (((100) - (size)) / (3))\n set [spring v] to ((Spring) * (0.7))\n change x by (Spring)\n change [spring v] by (((0) - (x position)) / (7))\n turn right (((90) - (direction)) / (4)) degrees\n end\n repeat (6)\n change size by (((500) - (size)) / (5))\n change x by (((0) - (x position)) / (5))\n end\n repeat (2)\n change size by (((0) - (size)) / (1.1))\n end\n delete this clone\nend\nif <(Clone ability) = [1]> then\n switch costume to (pick random (3) to (6))\n go to [front v] layer\n point in direction (pick random (180) to (-180))\n go to x: (0) y: (0)\n set size to (100) %\n repeat until <touching (_edge_ v)?>\n move (25) steps\n end\n delete this clone\nend\n\ndefine None\nrepeat ([ceiling v] of ((#) / (2)) )\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nshow\nset [clone ability v] to [0]\nstart sound [399904__mrthenoronha__shining-8-bit \(1\) v]\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\npoint in direction (-90)\ngo to x: (1000) y: (0)\nset size to (0) %\nrepeat (30)\n set [spring v] to ((Spring) * (0.7))\n change x by (Spring)\n change [spring v] by (((0) - (x position)) / (7))\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((100) - (size)) / (3))\nend\nset [clone ability v] to [1]\nshow\nrepeat (6)\n change size by (((500) - (size)) / (5))\n change x by (((0) - (x position)) / (5))\nend\nstart sound [273587__n-audioman__mag-explosion v]\nstart sound [162792__timgormly__8-bit-explosion1 v]\nrepeat (2)\n change size by (((0) - (size)) / (1.1))\nend\nhide\nclones (65)\nwait (0.5) seconds\nstart sound [level complete v]\nbroadcast (start v)\n\n@Particle\n\nwhen I start as a clone\nshow\ngo to (player v)\nswitch costume to (particle v)\npoint in direction (pick random (0) to (360))\nset size to (pick random (75) to (150)) %\nset [speed v] to (pick random (4) to (8))\nforever\n move (Speed) steps\n change size by (-4)\n if <(size) < [55]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@warning\n\ndefine Smooth glide to X: (x) Y: (y) Smoothness: (smoothness)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((x) - (x position)) / (smoothness))\n change y by (((y) - (y position)) / (smoothness))\nend\n\nwhen flag clicked\nset [shown? v] to [0]\ngo to x: (0) y: (-100)\nhide\n\nwhen I receive [spawn sticks v]\nif <<(Shown?) = [0]> and <(Level) = [12]>> then\n switch costume to (costume1 v)\n set [shown? v] to [1]\n show\n go to [front v] layer\n Smooth glide to X: (0) Y: (0) Smoothness: (2)\n wait (2) seconds\n Smooth glide to X: (0) Y: (-75) Smoothness: (3)\n hide\nend\n\nwhen I receive [can't skip v]\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\nSmooth glide to X: (0) Y: (0) Smoothness: (2)\nwait (2) seconds\nSmooth glide to X: (0) Y: (-75) Smoothness: (3)\nhide\n\n@Restart animation\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\ndefine particle\nrepeat (24)\n create clone of (particle v)\nend\n\nwhen I receive [skip v]\nparticle\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n if <key (e v) pressed?> then\n if <key (q v) pressed?> then\n reset timer\n repeat until <<(timer) > [2]> or <not <<key (e v) pressed?> and <key (q v) pressed?>>>>\n go to [back v] layer\n change [ghost v] effect by (-3)\n start sound [186669__fordps3__computer-boop \(1\) v]\n change [pitch v] effect by (2)\n end\n if <(timer) > [2]> then\n if <(Level) = [14]> then\n start sound [101355__timbre__remix-of-54047-guitarguy1985-buzzer-variants-3 v]\n set [pitch v] effect to (0)\n set [ghost v] effect to (100)\n broadcast (can't skip v) and wait\n else\n broadcast (skip v) and wait\n end\n end\n set [pitch v] effect to (0)\n set [ghost v] effect to (100)\n wait until <not <<key (e v) pressed?> and <key (q v) pressed?>>>\n end\n end\n set [pitch v] effect to (0)\n set [ghost v] effect to (100)\nend\n\n | ANSWER THIS QUESTION! https://strawpoll.com/shbcxbs2\n\nI guessing @262015 likes platformers... \nand it's been awhile since I've made one...\nSO I MADE A PLATFORMER!!!!\n\nthis is for @262015 's game contest!\n \nuse the WASD key to move,\navoid the red pointy things,\ncomplete the game,\nyou should know by now...\n\ntouch the cue stick to bounce up!\nget those pool balls to all the pockets...\n\nIDK, try figuring it out...\n\n#Games #platformer #pool #billiards #cue #arrow #keys #mandrewschoon #TAGZ #FOR #LIFE |
Infinite Ink drop! -platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@title screen1\n\nwhen flag clicked\npen up\nerase all\ngo to x: (234) y: (0)\nwait (1) seconds\nshow\nset pen size to (100)\nset pen color to (#bd5abc)\npen down\nrepeat until <touching (_edge_ v)?>\n move (-10) steps\n change pen size by (4)\nend\nhide\n\nforever\n\nrepeat (10)\n\nwait (1) seconds\n\nwhen I receive [!gamestart v]\nerase all\nhide\n\n@title screen2\n\nwhen I receive [!gamestart v]\nhide\n\nwhen flag clicked\nshow\n\n@start button\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait (3) seconds\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (!Gamestart v)\n\n@levels\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [!gamestart v]\nshow\n\nwhen I receive [next v]\nnext costume\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [!gamestart v]\nshow\nbroadcast (controls v)\n\ngo to x: (160) y: (-40)\n\nwhen I receive [controls v]\nswitch costume to (costume1 v)\ngo to [front v] layer\npoint in direction (-90)\ngo to x: (-180) y: (-20)\nrepeat (10)\n set size to (110) %\n change size by (-1)\n change [ghost v] effect by (-10)\nend\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d 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)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (2)\n if <touching (levels v)?> then\n change y by (2)\n if <touching (levels v)?> then\n change y by (-4)\n change x by ((x) * (-1.1))\n if <<key (up arrow v) pressed?> or <key (w 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 end\n end\n end\n end\n change y by (y)\n if <touching (levels 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 (levels v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n if <key (r v) pressed?> then\n broadcast (reset v)\n end\n if <touching color (#9966ff)?> then\n broadcast (next v)\n wait until <not <touching color (#9966ff)?>>\n end\nend\n\nwhen I receive [next v]\ngo to x: (-180) y: (-40)\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\n\nwhen I receive [!gamestart v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen [t v] key pressed\nhide variable [time v]\n\nwhen [y v] key pressed\nshow variable [time v]\n\nwhen I receive [!gamestart v]\nshow variable [time v]\n\n@ink\n\nwhen flag clicked\nset [ink on screen: v] to [0]\ngo to [back v] layer\nhide\ndelete this clone\n\nwhen I receive [!gamestart v]\nset [ink on screen: v] to [0]\nhide\ndelete this clone\n\nwhen I receive [next v]\nset [ink on screen: v] to [0]\nhide\ndelete this clone\n\nwhen [space v] key pressed\n\nif <(ink on screen:) < [3]> then\nend\n\nwhen I start as a clone\npoint in direction (pick random (1) to (360))\ngo to (mouse-pointer v)\nshow\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n change [ink on screen: v] by (1)\n create clone of (_myself_ v)\n wait (.5) seconds\n end\nend\n\n@goal\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n if <(level) = [1]> then\n go to x: (196) y: (-80)\n end\n if <(level) = [2]> then\n go to x: (205) y: (157)\n end\n if <(level) = [4]> then\n go to x: (-205) y: (140)\n end\n if <(level) = [5]> then\n go to x: (-225) y: (140)\n end\n if <(level) = [6]> then\n go to x: (-100) y: (25)\n end\n if <(level) = [7]> then\n hide\n end\nend\n\nwhen I receive [next v]\nchange [level v] by (1)\n\nwhen I receive [!gamestart v]\nshow\n\n | JoZaB138 made the original project.\narrows OR wasd to move\npoint with your mouse and press space to drop ink \n\nUse your ink to find your way through all the levels! some levels have hints as to where you should drop ink next! |
Gone... ( a scrolling platformer ) | @Stage\n\n@Player\n\nwhen flag clicked\nset [checkpoint 1 v] to [false]\nset [cp pos v] to [0]\nset [cp pos y v] to [0]\nbroadcast (Start v) and wait\nbroadcast (PlayGame v) and wait\n\nwhen I receive [playgame v]\nset [level v] to [1]\nforever\n broadcast (Reset v)\n broadcast (Setup v)\n GameOn\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine GameOn\nset [x v] to (CP POS)\nset [y v] to (CP POS Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [jump boost v] to [false]\nset [super speed v] to [false]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (150) %\nshow\n\ndefine Tick\nif <not <("z") = [yee]>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n ChangeLayer X By [-8]\n point in direction (-90)\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n ChangeLayer X By [8]\n point in direction (90)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\nend\nif <(JUMP BOOST) = [valid]> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <key (z v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(in air) < [4]> then\n set [sy v] to [25]\n end\n end\nend\nif <(SUPER SPEED) = [valid]> then\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <key (z v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n ChangeLayer X By [15]\n end\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <key (z v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n ChangeLayer X By [-15]\n end\nend\nif <(LEVEL) = [1]> then\n if <(Checkpoint 1) = [true]> then\n set [cp pos v] to [925]\n set [cp pos y v] to [60]\n end\nelse\n set [cp pos y v] to [20]\n if <(LEVEL) = [3]> then\n if <(Checkpoint 1) = [true]> then\n set [cp pos v] to [1985]\n set [cp pos y v] to [30]\n end\n else\n if <(LEVEL) = [4]> then\n if <(Checkpoint 1) = [true]> then\n set [cp pos v] to [1048]\n set [cp pos y v] to [60]\n end\n else\n if <(LEVEL) = [6]> then\n if <(Checkpoint 1) = [true]> then\n set [cp pos v] to [2052]\n set [cp pos y v] to [224]\n end\n end\n end\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nPosition\nset [scroll x v] to (x)\nchange [scroll y v] by (round ((((y) - (SCROLL Y)) / (7)) - (-8)))\nPosition\nif <(y) < [-150]> then\n set [exit v] to [die]\nend\n\nif <(LIGHT BEAM) = [true]> then\n\ndefine Change Player Y By (sy)\nchange [in air v] by (1)\nchange [y v] by (sy)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine ChangeLayer X By (sx)\nchange [x v] by (sx)\nPosition\nrepeat (8)\n if <touching (platforms v)?> then\n change [y v] by (1)\n Position\n end\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\nend\nchange [y v] by (-8)\nrepeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\nend\n\ndefine Game - Die\nset [exit v] to []\nif <not <(LEVEL) = [10]>> then\n start sound [uuhhh v]\nend\n\nwhen I receive [start v]\nhide\n\nwait (1) seconds\n\ndefine Game - Win\nstart sound [DJ Airhorn Sound Effect.mp3 v]\nset [checkpoint 1 v] to [false]\nset [cp pos v] to [0]\nset [cp pos y v] to [20]\ngo to (exit portal v)\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (500)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\npoint towards (exit portal v)\nchange size by (-1)\nchange [ghost v] effect by (2)\nturn right (3) degrees\nmove ((distance to [run particle v]) / (400)) steps\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\nwhen I receive [skip v]\nGame - Win\n\nif <(Checkpoint 1) = [true]> then\n set [cp pos v] to [2052]\n set [cp pos y v] to [224]\nend\n\nwhen I receive [introcomplete v]\nshow\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (platform1 v)\nif <(LEVEL) = [1]> then\n Clone to x, y: [360] [0]\n Clone to x, y: [260] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [0] [-250]\n Clone to x, y: [170] [80]\n Clone to x, y: [190] [80]\n Clone to x, y: [190] [80]\n Clone to x, y: [190 ] [80]\n Clone to x, y: [190] [80]\n Clone to x, y: [-190] [80]\n Clone to x, y: [190] [60]\n Clone to x, y: [190] [150]\n Clone to x, y: [190] [150]\n Clone to x, y: [190] [150]\n Clone to x, y: [150] [-50]\n Clone to x, y: [150] [-50]\n Clone to x, y: [150] [-50]\n Clone to x, y: [150] [-50]\n Clone to x, y: [150] [-50]\n Clone to x, y: [150] [-50]\n Clone to x, y: [150] [-50]\n Clone to x, y: [200] [-50]\n Clone to x, y: [190] [-40]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 pl v)\n Clone to x, y: [165] [10]\n Clone to x, y: [265] [-5]\n Clone to x, y: [265] [-45]\n Clone to x, y: [400] [-80]\n Clone to x, y: [200] [80]\n Clone to x, y: [200] [80]\n Clone to x, y: [200] [0]\n Clone to x, y: [200] [0]\n Clone to x, y: [200] [0]\n Clone to x, y: [200] [80]\n Clone to x, y: [200] [80]\n Clone to x, y: [-200] [80]\n Clone to x, y: [200] [80]\n Clone to x, y: [200] [80]\n Clone to x, y: [0] [200]\n Clone to x, y: [200] [200]\n Clone to x, y: [150] [-80]\n Clone to x, y: [150] [-80]\n Clone to x, y: [150] [-80]\n Clone to x, y: [150] [-80]\n Clone to x, y: [150] [-80]\n Clone to x, y: [150] [90]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 pl1 v)\n Clone to x, y: [200] [0]\n Clone to x, y: [200] [0]\n Clone to x, y: [200] [-80]\n Clone to x, y: [200] [80]\n Clone to x, y: [0] [80]\n Clone to x, y: [0] [80]\n Clone to x, y: [0] [80]\n Clone to x, y: [200] [65]\n Clone to x, y: [200] [-65]\n Clone to x, y: [200] [-65]\n Clone to x, y: [200] [-65]\n Clone to x, y: [200] [-65]\n Clone to x, y: [200] [-50]\n Clone to x, y: [150] [50]\n Clone to x, y: [150] [50]\n Clone to x, y: [170] [0]\n Clone to x, y: [170] [20]\n Clone to x, y: [150] [60]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 pl1 v)\n Clone to x, y: [250] [0]\n Clone to x, y: [300] [0]\n Clone to x, y: [300] [0]\n Clone to x, y: [200] [50]\n Clone to x, y: [130] [80]\n Clone to x, y: [-300] [0]\n Clone to x, y: [-150] [80]\n Clone to x, y: [600] [0]\n Clone to x, y: [150] [80]\n Clone to x, y: [-900] [0]\n Clone to x, y: [150] [80]\n Clone to x, y: [600] [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 pl1 v)\n Clone to x, y: [200] [0]\n Clone to x, y: [250] [0]\n Clone to x, y: [350] [0]\n Clone to x, y: [200] [0]\n Clone to x, y: [400] [0]\n Clone to x, y: [600] [0]\n Clone to x, y: [400] [0]\n Clone to x, y: [400] [0]\n Clone to x, y: [400] [0]\n Clone to x, y: [400] [50]\n Clone to x, y: [400] [50]\n Clone to x, y: [400] [50]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 pl1 v)\n Clone to x, y: [380] [50]\n Clone to x, y: [380] [20]\n Clone to x, y: [200] [20]\n Clone to x, y: [170] [20]\n Clone to x, y: [170] [20]\n Clone to x, y: [170] [20]\n Clone to x, y: [0] [90]\n Clone to x, y: [0] [90]\n Clone to x, y: [0] [90]\n Clone to x, y: [0] [90]\n Clone to x, y: [70] [70]\n Clone to x, y: [180] [0]\n Clone to x, y: [180] [0]\n Clone to x, y: [0] [-90]\n Clone to x, y: [0] [-90]\n Clone to x, y: [0] [-90]\n Clone to x, y: [0] [-90]\n Clone to x, y: [150] [0]\n Clone to x, y: [150] [0]\n Clone to x, y: [150] [75]\n Clone to x, y: [150] [75]\n Clone to x, y: [150] [75]\n Clone to x, y: [150] [0]\n Clone to x, y: [150] [75]\n Clone to x, y: [150] [0]\n Clone to x, y: [150] [75]\n Clone to x, y: [150] [0]\n Clone to x, y: [150] [75]\n Clone to x, y: [-150] [75]\n Clone to x, y: [150] [75]\n Clone to x, y: [-150] [75]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 pl1 v)\n Clone to x, y: [180] [75]\n Clone to x, y: [180] [75]\n Clone to x, y: [200] [75]\n Clone to x, y: [200] [-75]\n Clone to x, y: [200] [0]\n Clone to x, y: [240] [0]\n Clone to x, y: [240] [0]\n Clone to x, y: [120] [80]\n Clone to x, y: [-120] [80]\n Clone to x, y: [120] [80]\n Clone to x, y: [-120] [80]\n Clone to x, y: [120] [80]\n Clone to x, y: [-120] [80]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 8 pl1 v)\n Clone to x, y: [220] [0]\n Clone to x, y: [200] [0]\n Clone to x, y: [200] [0]\n Clone to x, y: [200] [0]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [-150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [-150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [-150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [-150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [-150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [-150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n Clone to x, y: [150] [70]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 9 pl1 v)\n Clone to x, y: [220] [0]\n Clone to x, y: [350] [0]\n Clone to x, y: [350] [0]\n Clone to x, y: [350] [0]\n Clone to x, y: [220] [0]\n Clone to x, y: [350] [0]\n Clone to x, y: [220] [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [playgame v]\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [playgame v]\nshow\n\ndefine Clone to x, y: (x) (y)\ncreate clone of (_myself_ v)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\n\nClone to x, y: [200] [0]\n\nClone to x, y: [240] [90]\n\n@Checkpoint 1\n\nwhen I receive [setup v]\nshow\nif <(LEVEL) = [1]> then\n set [x v] to [925]\n set [y v] to [35]\n switch costume to (checkpoint 1 false v)\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [5000]\n set [y v] to [0]\n switch costume to (checkpoint 1 false v)\n else\n if <(LEVEL) = [3]> then\n set [x v] to [1986]\n set [y v] to [25]\n switch costume to (checkpoint 1 false v)\n else\n if <(LEVEL) = [4]> then\n set [x v] to [1048]\n set [y v] to [75]\n switch costume to (checkpoint 1 false v)\n else\n if <(LEVEL) = [5]> then\n set [x v] to [10000]\n set [y v] to [10000]\n switch costume to (checkpoint 1 false v)\n else\n if <(LEVEL) = [6]> then\n set [x v] to [2054]\n set [y v] to [250]\n switch costume to (checkpoint 1 false v)\n else\n if <(LEVEL) = [7]> then\n set [x v] to [100000]\n set [y v] to [100000]\n switch costume to (checkpoint 1 false v)\n else\n if <(LEVEL) = [8]> then\n set [x v] to [10000]\n set [y v] to [10000]\n switch costume to (checkpoint 1 false v)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [playgame v]\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n switch costume to (checkpoint 1 true v)\n set [checkpoint 1 v] to [true]\nend\n\nif then\n start sound [freeze v]\nend\n\nswitch costume to (checkpoint 1 true v)\nset [checkpoint 1 v] to [true]\n\nhide\n\nset size to (75) %\n\nhide\n\n@Mega Jump Powerup\n\nwhen I receive [playgame v]\nshow\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nshow\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(JUMP BOOST) = [false]> then\n if <touching (player v)?> then\n start sound [freeze v]\n set [jump boost v] to [valid]\n end\nend\nif <(JUMP BOOST) = [valid]> then\n hide\nend\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n set [x v] to [1900]\n set [y v] to [530]\nelse\n set [x v] to [50000]\n set [y v] to [50000]\nend\n\n@Exit Portal\n\nwhen I receive [setup v]\nswitch costume to (exit open v)\nif <(LEVEL) = [1]> then\n set [x v] to [3870]\n set [y v] to [560]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [3785]\n set [y v] to [580]\n else\n if <(LEVEL) = [3]> then\n set [x v] to [2790]\n set [y v] to [220]\n else\n if <(LEVEL) = [4]> then\n set [x v] to [1329]\n set [y v] to [410]\n else\n if <(LEVEL) = [5]> then\n set [x v] to [4540]\n set [y v] to [200]\n else\n if <(LEVEL) = [6]> then\n set [x v] to [3405]\n set [y v] to [940]\n else\n if <(LEVEL) = [7]> then\n set [x v] to [1432]\n set [y v] to [680]\n else\n if <(LEVEL) = [8]> then\n set [x v] to [3080]\n set [y v] to [1930]\n else\n if <(LEVEL) = [9]> then\n set [x v] to [2096]\n set [y v] to [40]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [playgame v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nif then\nend\n\n@CUTSCENE\n\nwhen I receive [tick v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\ngo to x: (0) y: (-58)\nif <(LEVEL) = [10]> then\n repeat (50)\n show\n go to [front v] layer\n change [ghost v] effect by (-2)\n end\n wait (2) seconds\n switch costume to (costume3 v)\nend\n\n@Thumbnail\n\nwhen I receive [tick v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Super SPEEEEED Powerup\n\nshow\n\nwhen flag clicked\n\nwhen I receive [playgame v]\nshow\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(LEVEL) = [5]> then\n show\n if <(SUPER SPEED) = [valid]> then\n hide\n end\n if <(SUPER SPEED) = [false]> then\n if <touching (player v)?> then\n start sound [freeze v]\n set [super speed v] to [valid]\n end\n end\nelse\n set [super speed v] to [false]\n hide\nend\nif <(LEVEL) = [1]> then\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [super speed v] to [false]\nif <(LEVEL) = [5]> then\n show\n set [x v] to [200]\n set [y v] to [30]\nend\nif <(LEVEL) = [1]> then\n hide\nend\n\n\n\n@Skip Level\n\nwhen I receive [tick v]\nshow\ngo to x: (-190) y: (-140)\nif <not <(LEVEL) = [10]>> then\n if <touching (mouse-pointer v)?> then\n set size to (140) %\n if <mouse down?> then\n wait (.2) seconds\n broadcast (SKIP v)\n end\n else\n set size to (130) %\n point in direction (90)\n end\nend\n\npoint in direction (95)\n\nset size to (140) %\npoint in direction (95)\n\nset size to (130) %\npoint in direction (90)\n\n@End\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen I receive [tick v]\n\nrepeat (50)\n go to [front v] layer\nend\n\nshow\ngo to [front v] layer\n\nwait (4) seconds\n\nwhen I receive [setup v]\nhide\nif <(LEVEL) = [10]> then\n wait (4) seconds\n repeat (50)\n show\n change [ghost v] effect by (-2)\n go to [front v] layer\n end\n wait (3) seconds\n stop [all v]\nend\n\n@Fader\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (IntroComplete v) and wait\n\n | Hey! This is my new Scrolling Platformer!\nArrow Keys or WASD to move, other instructions are in game. \nlol do not mind the dank meme sounds :)\nLoved by @griffpatch, @pianomanj, @Brad-Games, @StevenTheSquare, and @Za-Chary\n\nYESSS NOW MOBILE COMPATIBLE!\n\nAll levels are possible. :)\nDont Rage... |
Green - a Platformer | @Stage\n\n@PLAYER\n\nwhen backdrop switches to [01 v]\nshow\ngo to x: (-207) y: (-81)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#006900)?> then\n go to x: (-207) y: (-81)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1.2)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1.2)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <<touching color (#000008)?> or <touching color (#2dcb00)?>> then\n change y by (-2)\n if <<touching color (#000008)?> or <touching color (#2dcb00)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#2dcb00)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#2dcb00)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#2dcb00)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#2dcb00)?>> then\n change y by (1)\n if <<touching color (#000008)?> or <touching color (#2dcb00)?>> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <<touching color (#000008)?> or <touching color (#2dcb00)?>> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#2dcb00)?>> then\n change y by (-1)\n if <not <touching color (#2dcb00)?>> then\n change y by (-1)\n if <not <touching color (#2dcb00)?>> then\n change y by (-1)\n if <not <touching color (#2dcb00)?>> then\n change y by (-1)\n if <not <touching color (#2dcb00)?>> then\n change y by (-1)\n if <not <touching color (#2dcb00)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#2dcb00)?> then\n change y by (-2)\n if <touching color (#2dcb00)?> 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 (gold v)?> then\n go to x: (-207) y: (-81)\n next backdrop\n end\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (intro v)\nforever\n play sound [funkyelement v] until done\nend\n\n@GOLD\n\nwhen backdrop switches to [end v]\nhide\nstop [this script v]\n\nwhen backdrop switches to [01 v]\nshow\n\nwhen flag clicked\nhide\n\nclear graphic effects\n\n@THUMBNAIL\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nrepeat (60)\n change [ghost v] effect by (-3)\nend\nwait (2) seconds\nrepeat (60)\n change [ghost v] effect by (3)\nend\n\n@BUTTON\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n change size by (((120) - (size)) / (3))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n switch backdrop to (01 v)\n hide\n stop [this script v]\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\n@TITLE\n\nwhen backdrop switches to [01 v]\nhide\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\nforever\n set y to ((0) + (([cos v] of (((timer) - (1)) * (400)) ) * (3)))\nend\n\nset y to (-1)\n\nset x to (0)\n\nset size to ((100) + (([cos v] of (((timer) - (20)) * (400)) ) * (3))) %\n\n@Sprite1\n\nwhen backdrop switches to [01 v]\nshow variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\n\nwhen backdrop switches to [end v]\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nhide variable [☁ world record v]\n\nwhen backdrop switches to [end v]\nif <(time) < (☁ World Record)> then\n forever\n set [☁ world record v] to (time)\n end\nend\n\nwhen backdrop switches to [01 v]\nshow variable [☁ world record v]\n\n@Level\n\n | Arrow keys to move pretty simple.\n |
Green Spring a platformer | @Stage\n\nwhen I receive [game start v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (capture v)\n\nwhen I receive [game start v]\nforever\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [game start v]\ngo to x: (-214) y: (115)\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 (-2)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (2)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#3cb34b)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#3cb34b)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#3cb34b)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#3cb34b)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#3cb34b)?> or <touching color (#663b00)?>>> 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 <(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 change y by (y)\n if <<touching color (#000000)?> or <<touching color (#3cb34b)?> or <touching color (#663b00)?>>> 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 (#3cb34b)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#81ff57)?> then\n go to x: (-217) y: (-20)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nif <<(x position) > [222]> and <(backdrop [name v]) = []>> then\n broadcast (stopp v)\n stop [all v]\nend\n\nwhen backdrop switches to [backdrop11 v]\nforever\n set size to (30) %\nend\n\nwhen backdrop switches to [backdrop12 v]\nforever\n set size to (100) %\nend\n\nwhen flag clicked\nset size to (100) %\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n broadcast (game start v)\n stop [this script v]\n end\nend\n\nwhen I receive [game start v]\nforever\n play sound [Video Game 1 v] until done\nend\n\nforever\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nset [time v] to [0]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n | Any key to start arrow keys to move don't touch light green. WARNING ALL LEVELS HARD AND POSSIBLE \nalso new levels are coming. ALSO i'm gonna make a game for every season so if you want to see those follow me |
Wind - A platformer (100 Followers Special) v1.1.2 | @Stage\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nforever\n play sound [Alan Walker x David Whistle - Routine v] until done\nend\n\nwhen I receive [fade in v]\nrepeat (50)\n wait (0.024) seconds\n change [brightness v] effect by (2)\nend\nbroadcast (go for launch v)\n\n@Animation(wind)\n\nwhen flag clicked\nerase all\nhide\ngo to [back v] layer\n\nwhen I start as a clone\nchange [entity count v] by (1)\nset [tick-time v] to [0]\npoint in direction (90)\nset pen color to (#ffffff)\ngo to x: (-240) y: (pick random (-135) to (135))\nset [step amount v] to (pick random (2) to (20))\nset [mult-fact v] to (pick random (-4.9) to (4.9))\npen down\nrepeat until <<<(x position) > [239]> or <([abs v] of (y position) ) > [135]>> or <(tick-time) > [500]>>\n move (step amount) steps\n turn left (turn amount) degrees\n set [turn amount v] to ((mult-fact) * ([sin v] of ((y position) + (x position)) ))\n change [tick-time v] by (1)\nend\npen up\nchange [entity count v] by (-1)\ndelete this clone\n\nwait (1) seconds\n\nwhen I receive [start v]\nset [entity count v] to [0]\nforever\n if <(entity count) < [20]> then\n create clone of (_myself_ v)\n end\n wait (0.3) seconds\nend\n\n@Logo\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-30)\nplay sound [Connect v] until done\nwait (1.5) seconds\nhide\nbroadcast (Start v)\n\n@Ground\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [start v]\nshow\nswitch costume to (2 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [14]>> then\n next costume\nend\n\n@Player\n\nwhen I receive [next level v]\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\ndefine Side Collsion\nif <touching color (#5ce11e)?> then\n change y by (1)\n if <touching color (#5ce11e)?> then\n change y by (1)\n if <touching color (#5ce11e)?> then\n change y by (1)\n if <touching color (#5ce11e)?> then\n change y by (1)\n if <touching color (#5ce11e)?> then\n change y by (1)\n if <touching color (#5ce11e)?> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [1]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <touching color (#5ce11e)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nhide\n\ndefine Death Check\nif <touching color (#e60000)?> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\nend\n\nwhen [r v] key pressed\nset size to (50) %\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nset size to (50) %\nforever\n if <(Mute?) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n if <touching color (#00ff0c)?> then\n set size to (25) %\n end\nend\n\nwhen I receive [start v]\nforever\n Death Check\n if <key (m v) pressed?> then\n change [mute? v] by (1)\n if <(Mute?) = [2]> then\n set [mute? v] to [0]\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#ffff00)?> then\n wait (0.01) seconds\n change [change in y v] by (20)\n play sound [Jump v] until done\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n Side Collsion\n Gravity\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player v)\n change [change in x v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player v)\n if <[0] < (Change in x)> then\n change [change in x v] by (-0.8)\n end\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n if <[235] < (x position)> then\n set size to (50) %\n broadcast (next level v)\n end\n if <(y position) = [-179]> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\n end\n change [change in x v] by (0.8)\nend\n\nwhen this sprite clicked\nset size to (50) %\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <<touching color (#00a5b8)?> or <touching color (#ba4a4a)?>> then\n set [change in x v] to [0]\n stop [other scripts in sprite v]\n repeat (100)\n change size by (-1)\n end\n stop [all v]\n end\n end\nend\n\nwhen this sprite clicked\nif <<touching color (#00a5b8)?> or <touching color (#ba4a4a)?>> then\n stop [other scripts in sprite v]\n set [change in x v] to [0]\n repeat (100)\n change size by (-1)\n end\n stop [all v]\nend\n\n@Overlay(Wind)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (sunset v)\nhide\n\nwhen I receive [start v]\nforever\n stamp\nend\n\ndefine fade to next\nset [ghost v] effect to (80)\nnext costume\nwait (0.5) seconds\nrepeat (35)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n wait (30) seconds\n fade to next\nend\n\nwhen I receive [start v]\nerase all\nset [brightness v] effect to (-100)\nset [ghost v] effect to (45)\nshow\nrepeat (50)\n wait (0.024) seconds\n change [brightness v] effect by (2)\nend\nbroadcast (go for launch v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Tutorial\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [14]>> then\n next costume\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\n\n | W I N D - A P L A T F O R M E R | B Y @SMILINGOUIDO\n-------------------------------------------------------------------------\nIt's so windy... You can't move backward and your'e going to move faster... And faster... Can you reach your home?\nTip: Press A/Left arrow when a new level starts to stand still and R to reset an Level if you got stuck.\n---\nUse W/up arrow to jump(On mobile: Tap over the player).\nUse D to speed up(On mobile: Tap behind the player).\nUse A to slow down(On mobile: Tap before the player).\nUse R to restart the level(On mobile: Tap on the Player).\nUse M to mute/unmute the music.\nUse the skip button to skip an Level.\nAll instructions are in game.\nAll levels are possible!\nHave fun! |
Yellow (A Story Platformer) | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Faded v] until done\nend\n\nwhen I receive [inside castle v]\nswitch backdrop to (backdrop2 v)\n\n@Thumb\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Intro\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (backing v)\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (pic v)\nset size to (50) %\npoint in direction (90)\nwait (0.50) seconds\nrepeat until <[-100] > (x position)>\n change x by (-10)\nend\nswitch costume to (full name v)\nwait (3) seconds\nbroadcast (Start v)\nstop all sounds\ndelete this clone\n\nwhen I receive [start v]\nhide\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\n@Special Stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) = [10]> then\n broadcast (Inside castle v)\n end\n if <(Level) = [11]> then\n broadcast (Animation v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground 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 [my variable v] to [0]\nend\n\ndefine Walk (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (ground 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 I receive [start v]\nshow\ngo to x: (-224) y: (0)\nset [level v] to [1]\nset [my variable v] to [0]\nset [falling v] to [10]\nforever\n change [my variable v] by (-1)\n change y by (my variable)\n Touch Ground <(my variable) > [0]>\n if <key (up arrow v) pressed?> then\n if <<(Jump Key) = [0]> and <(Falling) < [3]>> then\n set [my variable v] to [14]\n set [falling v] to [5]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <key (left arrow v) pressed?> then\n Walk [-4]\n set [direction v] to [Left]\n end\n if <key (right arrow v) pressed?> then\n Walk [4]\n set [direction v] to [Right]\n end\n if <<(y position) < [-180]> or <touching color (#d2cccc)?>> then\n go to x: (-269) y: (-136)\n set [my variable v] to [0]\n end\n if <[219] < (x position)> then\n go to x: (-222) y: (-136)\n change [level v] by (1)\n end\n if <touching color (#ffea00)?> then\n set [my variable v] to [20]\n end\n if <touching color (#fff9b1)?> then\n if <(Direction) = [Right]> then\n Walk [10]\n else\n Walk [-10]\n end\n end\nend\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nshow\ngo to [front v] layer\nrepeat (14)\n next costume\n wait (1) seconds\nend\n\n | OK I KNOW THE SPACE BAR GLITCH DOES NOT WORK AND IT IT IS DRIVING ME CRAZY AAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHH\nTen Minutes later I think i fixed it |
A Green Platformer | @Stage\n\nwhen flag clicked\n\nwhen I receive [secret levels v]\nswitch backdrop to (backdrop33 v)\n\n@platformer\n\nwhen flag clicked\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-165]\nset [startpointy v] to [-100]\nset [deaths v] to [0]\nswitch backdrop to (intro v)\nswitch backdrop to (backdrop1 v)\nshow variable [level v]\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nforever\n change [yv v] by (-1)\n if <key (right arrow v) pressed?> then\n change [xv v] by (3)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-3)\n end\n set [xv v] to ((Xv) * (0.7))\n change x by (Xv)\n if <touching color (#00c742)?> then\n change y by (1)\n if <touching color (#00c742)?> then\n change y by (1)\n if <touching color (#00c742)?> then\n change y by (1)\n if <touching color (#00c742)?> then\n change y by (1)\n if <touching color (#00c742)?> then\n change y by (1)\n if <touching color (#00c742)?> 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 <touching color (#00c742)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#00c742)?> 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 (#007326)?> then\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <touching color (#85ffae)?> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <touching color (#004a19)?> then\n set [yv v] to [24]\n end\n if <touching color (#88c79d)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n else\n set [yv v] to [-1.5]\n end\n end\n if <touching color (#844a01)?> then\n change [level v] by (1)\n switch backdrop to (backdrop34 v)\n go to x: (startpointx) y: (startpointy)\n end\n if <(LEVEL) > [50]> then\n hide variable [level v]\n end\nend\n\nwhen [r v] key pressed\nif <(LEVEL) = [34]> then\n switch backdrop to (backdrop37 v)\n go to x: (startpointx) y: (startpointy)\nelse\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\nend\n\nwhen [space v] key pressed\nif <key (space v) pressed?> then\n if <(EHEE) = [0]> then\n show variable [deaths v]\n set [ehee v] to [1]\n stop [this script v]\n end\n if <(EHEE) = [1]> then\n hide variable [deaths v]\n set [ehee v] to [0]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [31]> then\n if <(DEATHS) = [0]> then\n say [Good job! You found the secret!] for (2) seconds\n broadcast (Secret Levels v)\n go to x: (startpointx) y: (startpointy)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [13]> then\n repeat until <(backdrop [number v]) = [14]>\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (-21) y: (161)\nrepeat (170)\n change y by (-2)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [13]> then\n repeat until <(backdrop [number v]) = [14]>\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (150) y: (-161)\nrepeat (170)\n change y by (2)\nend\ndelete this clone\n\n | no one found the secret levels!\n\A GREEN PLATFORMER: 30 levels!\nUse arrow keys to move! Press r to restart.\nGreen is lava.\nGreen is bouncy.\nGreen is the portal.\nGreen is not confusing at all...\n |
Glitched, A Platformer With Twists | @Stage\n\nwhen flag clicked\nset [your time v] to [0]\nswitch backdrop to (backdrop1 v)\nclear graphic effects\n\nwhen backdrop switches to [backdrop10 v]\nchange [pixelate v] effect by (25)\nchange [fisheye v] effect by (10)\n\nwhen backdrop switches to [backdrop11 v]\nchange [fisheye v] effect by (25)\n\nwhen backdrop switches to [backdrop12 v]\nchange [whirl v] effect by (25)\n\nwhen backdrop switches to [backdrop13 v]\nchange [fisheye v] effect by (100)\nchange [whirl v] effect by (-100)\nchange [pixelate v] effect by (100)\n\nwhen backdrop switches to [backdrop14 v]\nchange [mosaic v] effect by (5)\n\nwhen backdrop switches to [backdrop15 v]\nclear graphic effects\nwait until <key (any v) pressed?>\nwait (0.5) seconds\nclear graphic effects\nrepeat (7)\n change [pixelate v] effect by (10)\n change [fisheye v] effect by (10)\n change [whirl v] effect by (10)\nend\nrepeat until <not <(backdrop [number v]) = [15]>>\n repeat (14)\n change [pixelate v] effect by (-10)\n change [fisheye v] effect by (-10)\n change [whirl v] effect by (-10)\n end\n repeat (14)\n change [pixelate v] effect by (10)\n change [fisheye v] effect by (10)\n change [whirl v] effect by (10)\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nclear graphic effects\n\nwhen backdrop switches to [backdrop20 v]\nclear graphic effects\nwait until <key (any v) pressed?>\nwait (0.5) seconds\nclear graphic effects\nrepeat until <not <(backdrop [number v]) = [20]>>\n repeat (10)\n change [color v] effect by (2)\n end\nend\n\nwhen I receive [start v]\nset [cheat? v] to [0]\nreset timer\nrepeat until <<key (space v) pressed?> or <(backdrop [number v]) = [20]>>\n set [your time v] to (timer)\nend\nif <key (space v) pressed?> then\n set [your time v] to [Cheater!]\n set [cheat? v] to [1]\nend\nwait until <(backdrop [number v]) = [20]>\nif <(cheat?) = [0]> then\n if <(Your Time) < (☁ Fastest Time)> then\n set [☁ fastest time v] to (Your Time)\n end\nend\n\nset [☁ fastest time v] to [9999999999]\n\n@Sprite9\n\nchange size by (1)\n\nwhen flag clicked\nerase all\ngo to x: (-200) y: (-100)\nstop [other scripts in sprite v]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (100) %\n\nwhen backdrop switches to [backdrop5 v]\nset size to (40) %\n\nwhen backdrop switches to [backdrop3 v]\nset size to (100) %\n\nerase all\n\nwhen I start as a clone\nwait (7) seconds\nrepeat (20)\n change size by (1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [message1 v]\ndelete this clone\n\nwhen I receive [message1 v]\nset [xv v] to [0]\nset [yv v] to [0]\n\nif <(backdrop [number v]) = [9]> then\n if <touching color (#47a940)?> then\n set [yv v] to [-10]\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nset size to (40) %\n\nwhen [space v] key pressed\nnext backdrop\nerase all\ngo to x: (-200) y: (-100)\nerase all\nif <(backdrop [number v]) = [14]> then\n go to x: (-188) y: (100)\nend\n\nwhen backdrop switches to [backdrop1 v]\nset size to (100) %\n\nwhen backdrop switches to [backdrop14 v]\nset size to (19) %\n\nwhen backdrop switches to [backdrop17 v]\nwait until <key (any v) pressed?>\nwait (0.5) seconds\nrepeat until <not <(backdrop [number v]) = [17]>>\n change size by (0.7)\nend\n\nwhen backdrop switches to [backdrop17 v]\nset size to (19) %\n\nwhen backdrop switches to [backdrop18 v]\nset size to (19) %\n\nif <(backdrop [number v]) = [18]> then\n set size to (19) %\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#00ff6f)?> then\n go to x: (202) y: (87)\n change [yv v] by (10)\n end\n if <touching color (#11ff00)?> then\n broadcast (message1 v)\n next backdrop\n go to x: (-200) y: (-100)\n erase all\n if <(backdrop [number v]) = [14]> then\n go to x: (-188) y: (100)\n end\n end\n if <<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [3]>> then\n change [yv v] by (0.5)\n else\n if <<(backdrop [number v]) = [20]> or <(backdrop [number v]) = [8]>> then\n set [yv v] to ((Yv) * (0.97))\n else\n change [yv v] by (-0.5)\n end\n end\n if <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>> then\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (0.7)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-0.7)\n end\n else\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-0.7)\n end\n end\n if <(backdrop [number v]) = [8]> then\n set [xv v] to ((Xv) * (0.97))\n else\n set [xv v] to ((Xv) * (0.9))\n end\n change x by (Xv)\n if <<touching color (#47a940)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#47a940)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#47a940)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#47a940)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#47a940)?> and <not <touching (sprite3 v)?>>> then\n change y by (1)\n if <<touching color (#47a940)?> and <not <touching (sprite3 v)?>>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00ff55)?>> 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 end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(y position) > [180]> then\n set [yv v] to [-2]\n end\n change y by (Yv)\n if <<(backdrop [number v]) = [4]> or <(backdrop [number v]) = [5]>> then\n if <touching color (#47a940)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [15.5]\n end\n else\n if <touching color (#47a940)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n end\n change y by (-1)\n if <touching (null v)?> then\n change x by (Change)\n end\n if <(backdrop [number v]) = [2]> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00ff55)?>> then\n set [yv v] to [10]\n end\n end\n else\n if <<(backdrop [number v]) = [9]> or <(backdrop [number v]) = [3]>> then\n if <key (up arrow v) pressed?> then\n if <(backdrop [number v]) = [9]> then\n if <touching color (#56ff4a)?> then\n set [yv v] to [-10]\n end\n else\n set [yv v] to [-10]\n end\n end\n else\n if <touching color (#47a940)?> then\n if <key (up arrow v) pressed?> then\n if <not <touching color (#00ff55)?>> then\n set [yv v] to [10]\n end\n end\n end\n end\n end\n if <<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [20]>> then\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.7)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.7)\n end\n end\n if <touching color (#2b6727)?> then\n repeat (20)\n change size by (1)\n change [ghost v] effect by (5)\n end\n if <not <(backdrop [number v]) = [3]>> then\n set size to (100) %\n if <(backdrop [number v]) = [18]> then\n set size to (19) %\n end\n if <(backdrop [number v]) = [19]> then\n set size to (19) %\n end\n else\n set size to (40) %\n end\n set [ghost v] effect to (0)\n if <<<not <(backdrop [number v]) = [8]>> and <not <(backdrop [number v]) = [19]>>> and <not <(backdrop [number v]) = [20]>>> then\n create clone of (_myself_ v)\n end\n go to x: (-188) y: (-100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<touching (_edge_ v)?> and <(backdrop [number v]) = [20]>> then\n if <<(x position) > [210]> or <(x position) < [-210]>> then\n set [xv v] to ((Xv) * (-1))\n end\n if <<(y position) < [-150]> or <(y position) > [150]>> then\n set [yv v] to ((Yv) * (-1))\n end\n end\n if <key (r v) pressed?> then\n if <(backdrop [number v]) = [14]> then\n go to x: (-188) y: (100)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n go to x: (-188) y: (-100)\n if <(backdrop [number v]) = [17]> then\n set size to (19) %\n end\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n change y by (1)\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (19)\n move (5) steps\nend\nrepeat until <<touching (_edge_ v)?> or <<touching color (#47a940)?> or <<touching (sprite9 v)?> or <touching color (#2b6727)?>>>>\n move (5) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (2)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (235) y: (171)\n\nwhen backdrop switches to [backdrop19 v]\nrepeat until <not <(backdrop [number v]) = [19]>>\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [backdrop19 v]\nclear graphic effects\nshow\nrepeat until <not <(backdrop [number v]) = [19]>>\n point towards (sprite9 v)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [19]>\ngo to [front v] layer\nshow\nwait until <not <(backdrop [number v]) = [19]>>\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume20 v)\nclear graphic effects\nforever\n if <not <(costume [number v]) = (backdrop [number v])>> then\n repeat (10)\n change [pixelate v] effect by (10)\n end\n next costume\n repeat (10)\n change [pixelate v] effect by (-10)\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclear graphic effects\nrepeat (100)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (1)\nend\nbroadcast (start v)\n\nset [pixelate v] effect to (55)\n\n | Welcome to Glitched, a platformer that doesn't act like a platformer.\n***********************There IS a BOSS******************\nSpace to skip and R to restart.\n\nYour goal is to get to the light green color despite the "glitches" you face. \n\nAll you need are the arrow keys, the rest changes throughout the levels :) |
Painter Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [go v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\n\n@Sprite2\n\nwhen I receive [go v]\nshow variable [times played v]\nforever\n set [times played v] to [0]\n if <touching color (#666666)?> then\n broadcast (message1 v)\n hide\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [times played v]\nforever\n play sound [techno v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\ngo to x: (-26) y: (-58)\nshow\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.4)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.4)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\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 end\n end\n if <touching color (#ffffff)?> then\n end\n if <touching color (#ffffff)?> 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 change y by (Yv)\n if <touching color (#ffffff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> 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 (sprite6 v)?> then\n change [times played v] by (1)\n go to x: (-26) y: (-58)\n broadcast (Next Level v)\n set size to (100) %\n end\nend\n\n@Sprite1\n\nwhen I receive [go v]\nforever\n if <mouse down?> then\n pen down\n end\n if <not <mouse down?>> then\n pen up\n end\nend\n\nwhen [c v] key pressed\nerase all\n\nwhen I receive [go v]\nset pen size to (3)\nset pen color to (#ffffff)\nerase all\nset [color v] to [0]\ngo to x: (0) y: (0)\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nerase all\n\nwhen I receive [next level v]\nerase all\n\nwhen [space v] key pressed\nset pen color to (#666666)\n\nwhen [w v] key pressed\n\nwhen [w v] key pressed\nset pen color to (#ffffff)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (go v)\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [go v]\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (go v)\nhide\n\nwhen flag clicked\nshow\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [go v]\nshow\n\nwhen I receive [next level v]\ngo to x: (pick random (-100) to (100)) y: (pick random (-100) to (100))\n\n | Draw platforms with your mouse and press c to clear. Don't touch the ground. Never-ending, mindless, and addicting. Perfect combo. Remix to show your creations. Remember to love and favorite!\n |
Another Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [/ v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <touching color (#ce7dff)?> then\n set [yv v] to [20]\n end\n if <touching color (#ffa446)?> then\n set [xv v] to [15]\n end\n if <touching color (#000000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (0)\n end\n if <(y position) < [-180]> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (0)\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n go to x: (-220) y: (0)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-220) y: (0)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\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 set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffe013)?> then\n change y by (1)\n if <touching color (#ffe013)?> then\n change y by (1)\n if <touching color (#ffe013)?> then\n change y by (1)\n if <touching color (#ffe013)?> then\n change y by (1)\n end\n if <touching color (#ffe013)?> then\n change y by (1)\n if <touching color (#ffe013)?> 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]\n else\n set [xv 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 (#ffe013)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffe013)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumb Nail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n | Arrow keys or WAD.\n\nAll 20 levels are 100% possible. |
Dark Hero - A Platformer | @Stage\n\n@player\n\nwhen I receive [boss v]\nset size to (70) %\nstop [other scripts in sprite v]\nbroadcast (clons! v)\nset [y v] to [0]\ngo to x: (0) y: (-110)\nshow\nswitch costume to (costume3 v)\nrepeat (12)\n change [y v] by (1)\n change y by (y)\nend\nrepeat (20)\n change [y v] by (-1)\n change y by (y)\nend\nrepeat until <touching (_edge_ v)?>\n change [y v] by (1)\n change y by (y)\nend\nstop [other scripts in sprite v]\nhide\nbroadcast (win v)\n\nwhen I start as a clone\nset size to (300) %\nswitch costume to (kostium1 v)\nshow\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (12)\n change size by (-20)\nend\ndelete this clone\n\nwhen I receive [clons! v]\nwait (0) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nforever\n go to [front v] layer\nend\n\nbroadcast (boss v)\n\ndelete this clone\n\nwhen flag clicked\nset [wait2 v] to [0]\nset [wait v] to [0]\nforever\n if <touching (teleport v)?> then\n hide\n broadcast (levels v)\n wait (0.3) seconds\n switch costume to (costume3 v)\n go to x: (-200) y: (-110)\n clear graphic effects\n show\n end\nend\n\nwhen [0 v] key pressed\n\nwhen flag clicked\nswitch costume to (costume3 v)\nset size to (70) %\ngo to x: (-200) y: (-110)\nclear graphic effects\nshow\nforever\n if <touching (lights v)?> then\n start sound [Coin v]\n go to x: (-213) y: (-100)\n switch costume to (costume3 v)\n set size to (70) %\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume3 v)\n point in direction (90)\n change [xv v] by (0.7)\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 end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels 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 [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 (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#7337af)?> then\n set [yv v] to [19]\n else\n if <touching (levels v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [13]\n start sound [B Elec Guitar v]\n end\n end\n end\n change y by (1)\n if <touching color (#3f5aaf)?> then\n set [xv v] to [20]\n start sound [chord v]\n end\n if <touching color (#006622)?> then\n go to x: (203) y: (-77)\n start sound [boing v]\n end\nend\n\nwhen [r v] key pressed\nif <not <(wait2) = [1]>> then\n hide\n broadcast (dark v)\n wait (0.3) seconds\n switch costume to (costume3 v)\n go to x: (-200) y: (-110)\n clear graphic effects\n show\n wait until <not <key (n v) pressed?>>\n wait (2) seconds\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> and <key (p v) pressed?>> then\n if <not <(wait) = [1]>> then\n hide\n broadcast (levels v)\n wait (0.3) seconds\n switch costume to (costume3 v)\n go to x: (-200) y: (-110)\n clear graphic effects\n show\n wait until <not <key (n v) pressed?>>\n wait (1) seconds\n end\n end\nend\n\ndefine No (cheating!) Or Else! <hahahahaha>\n\nwhen flag clicked\nforever\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(Yv) < [20]>> then\n change [yv v] by (-5)\n end\nend\n\nset [yv v] to [-10]\n\n@levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (kostium1 v)\ngo to [front v] layer\n\nwhen I receive [levels v]\nwait (0.2) seconds\nnext costume\nif <(costume [number v]) = [22]> then\n set [wait v] to [1]\n set [wait2 v] to [1]\n broadcast (boss v)\nend\n\n@back\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\n@song\n\nwhen flag clicked\nforever\n play sound [Dancing Line - The Earth \(Color Remix\) \(Soundtrack\) v] until done\nend\n\n@2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset rotation style [all around v]\npoint in direction (90)\nset [ghost v] effect to (70)\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nset [sine v] to [0]\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (0.5)) + (90))\nend\n\n@3\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\npoint in direction (90)\nset [ghost v] effect to (80)\nset [brightness v] effect to (10)\nforever\n turn right (2) degrees\nend\n\n@effects\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (0)\nset size to (100) %\nshow\ngo to x: (pick random (230) to (-230)) y: (-180)\nrepeat (10)\n change y by (2)\n change [ghost v] effect by (5)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@effects2\n\nwhen flag clicked\nhide\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-3)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (3)\n change [brightness v] effect by (-10)\nend\ndelete this clone\n\n@lights\n\nwhen flag clicked\nswitch costume to (kostium1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [levels v]\nwait (0.2) seconds\nnext costume\nshow\nset [ghost v] effect to (0)\nset [brightness v] effect to (10)\nforever\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (1) seconds\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\nend\n\n@teleport\n\nwhen flag clicked\ngo to x: (200) y: (-112)\nshow\nset [sine v] to [0]\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (7)) + (80)) %\nend\n\nwhen I receive [boss v]\nhide\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nforever\nend\n\n@black\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [levels v]\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (0.1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [dark v]\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (0.1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\n@Win\n\nwhen I receive [win v]\nshow\nset [ghost v] effect to (100)\nset [brightness v] effect to (10)\nforever\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [back v] layer\nset [color v] effect to (0)\ngo to (teleport v)\nshow\npoint in direction (pick random (0) to (360))\nrepeat (10)\n move (5) steps\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\n@thumbnail\n\nwhen I receive [play on v]\nshow\nwait (1) seconds\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [play on v]\n\n@ELA\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (costume3 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nchange [ghost v] effect by (10)\n\n | WASD or arrow keys to move (NEW: W and down key)\nrestart level - r \nSkip level - hint in instructions somewhere\nGoal: get to the teleporter\nAvoid light!\nAll levels are possible\nYOU WILL NEED A LOT OF PATIENTS TO DO THIS! |
The EASIEST Platformer Ever! (PC or Mobile Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Abundance - KnightKit12 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Play Game Button\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change size by (-2)\n end\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\ngo to x: (128) y: (-180)\n\nwhen [s v] key pressed\nswitch backdrop to (next backdrop v)\ngo to x: (-218) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-218) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nif <not <touching color (#000000)?>> then\n\nwhen backdrop switches to [backdrop21 v]\nhide\nstop [all v]\n\nwhen backdrop switches to [backdrop2 v]\nset rotation style [left-right v]\ngo to x: (-207) y: (-100)\nset [x v] to [0]\nset [y v] to [0]\nshow\nwait (.1) seconds\nforever\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-100)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [228]> then\n next backdrop\n go to x: (-207) y: (-100)\n set [x v] to [0]\n set [y v] to [0]\n end\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 <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <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 (#000000)?> then\n change y by (1)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> 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 change [y v] by (-.6)\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 <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n end\n change y by (1)\nend\n\n | -----The EASIEST Platformer Ever!-----\n\n--Hello everyone! This is a platformer that is super easy (But still playable)! So if you just want to have fun beating a game really quickly, this is it!\nI've had a lot of people say that I make my games pretty hard sometimes, but not this one!! Also, it can also be played on mobile devices! Just tap the screen and the player will follow your finger!!\nALSO: For people who want a hard platformer, I'm going to make another platformer that is called the HARDEST platformer ever! It will be nearly impossible--nearly. It will be beatable. ;)\n--Anyway, hope you enjoy!\n\nInstructions:\n--Arrow Keys to Move--\n--R to Restart Any Level--\n--S to Skip Any Level--\n--FOR MOBILE: Tap the screen and the player will follow your finger!-- |
Warp - A platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@player\n\nwhen I receive [level changing v]\nswitch costume to (costume1 v)\npoint in direction (90)\nset [run speed v] to [0]\nset [jump speed v] to [0]\nset [on ground? v] to [0]\nset y to (item (level:) of [level y v])\nset x to (-222)\nrepeat until <touching color (#33ff00)?>\n change x by (run speed)\n change y by (jump speed)\n change [jump speed v] by (-1)\n if <<touching color (#ff0000)?> or <touching (enemy v)?>> then\n broadcast (death v)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <not <(costume [number v]) = [1]>>> then\n broadcast (attack v)\n end\n if <<<(level:) > [1]> and <(level:) < [20]>> and <key (space v) pressed?>> then\n wait (0.21) seconds\n go to (ghost v)\n set [run speed v] to ((0) - (run speed))\n end\n if <key (p v) pressed?> then\n change [level: v] by (1)\n wait (.05) seconds\n broadcast (level changing v)\n end\n if <touching (power up v)?> then\n switch costume to (([costume # v] of [power up v]) + (1))\n end\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 (w v) pressed?>> and <not <(costume [number v]) = [4]>>> and <(on ground?) = [1]>> then\n set [on ground? v] to [0]\n set [jump speed v] to [12]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(costume [number v]) = [4]>> and <(on ground?) = [1]>> then\n switch costume to (costume1 v)\n set [on ground? v] to [0]\n set [jump speed v] to [19]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [run speed v] by (-2)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [run speed v] by (2)\n end\n if <key (r v) pressed?> then\n broadcast (death v)\n end\n set [run speed v] to ((run speed) * (0.7))\nend\nbroadcast (new level v)\n\nwhen flag clicked\nset [level: v] to [1]\nbroadcast (level changing v)\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 I receive [death v]\nbroadcast (level changing v)\n\nwhen I receive [new level v]\nchange [level: v] by (1)\nbroadcast (level changing v)\n\nwhen flag clicked\nforever\n set [directon v] to (direction)\nend\n\nwhen flag clicked\ndelete all of [level y v]\nrepeat (7)\n add [-148] to [level y v]\nend\nadd [85] to [level y v]\n\nwhen I receive [all good v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (2 v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (3 v) pressed?> then\n switch costume to (costume4 v)\n end\nend\n\n@Stage\n\nwhen flag clicked\nforever\n switch costume to (level:)\nend\n\nchange [level: v] by (-1)\n\n@ghost\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (50)\n if <<(level:) > [1]> and <(level:) < [20]>> then\n show\n else\n hide\n end\n go to x: ((0) - ([x position v] of [player v])) y: ([y position v] of [player v])\n point in direction ((0) - ([direction v] of [player v]))\n switch costume to ([costume # v] of [player v])\nend\n\n@boss\n\nwhen I receive [boss v]\nswitch costume to (costume1 v)\nset [boss hp v] to [5]\nbroadcast (kill clone v)\nshow variable [boss hp v]\ngo to x: (0) y: (50)\nset voice to (tenor v)::tts\nsay [long i have been your shadow, your ghost, but times have changed.]\nspeak [long i have been your shadow, your ghost, but times have changed.]::tts\nwait (1) seconds\nsay [now i will use my shadowy powers to destroy you and all non-shadows!]\nspeak [now i will use my shadowy powers to destroy you and all non-shadows!]::tts\nwait (1) seconds\nsay [and you can not stop me for i can teleport and duplicate and fly and... well that is it.]\nspeak [and you can not stop me for i can teleport and duplicate and fly and,,, well that is it.]::tts\nwait (1) seconds\nsay [on with the battle!] for (2) seconds\nrepeat until <(BOSS HP) = [0]>\n create clone of (_myself_ v)\n go to x: (50) y: (50)\n wait until <touching (attack v)?>\n create clone of (sprite4 v)\n change [boss hp v] by (-1)\n broadcast (kill clone v)\nend\nhide variable [boss hp v]\nplay sound [Screech v] until done\nsay [no!!!!] for (2) seconds\nspeak [nooo!]::tts\npoint in direction (90)\nswitch costume to (costume2 v)\n\nwhen I receive [level changing v]\nif <(level:) = [20]> then\n show\n broadcast (boss v)\nelse\n hide\nend\n\nwhen I start as a clone\ngo to x: (-50) y: (50)\nwait until <touching (attack v)?>\ncreate clone of (sprite4 v)\ndelete this clone\n\nwhen I receive [kill clone v]\ndelete this clone\n\nwhen flag clicked\nhide variable [boss hp v]\nset [boss hp v] to [5]\nforever\n set [boss hp v] to (boss hp)\n set [ghost v] effect to (50)\nend\n\n@attack\n\nwhen I receive [attack v]\nif <not <([costume # v] of [player v]) = [1]>> then\n if <([costume # v] of [player v]) = [2]> then\n switch costume to (costume1 v)\n broadcast (all good v)\n go to (player v)\n show\n repeat until <<<touching (_edge_ v)?> or <touching (stage v)?>> or <touching (ghost v)?>>\n point towards (ghost v)\n move (5) steps\n end\n hide\n stop [this script v]\n end\n if <([costume # v] of [player v]) = [3]> then\n go to (player v)\n repeat (2)\n create clone of (_myself_ v)\n end\n broadcast (all good v)\n end\n if <([costume # v] of [player v]) = [4]> then\n go to (player v)\n broadcast (all good v)\n switch costume to (costume4 v)\n show\n repeat until <<<touching (_edge_ v)?> or <touching (boss v)?>> or <touching (stage v)?>>\n change y by (5)\n end\n hide\n stop [this script v]\n end\nelse\n hide\n stop [this script v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [attack v]\nset [aim v] to [90]\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nshow\nset [aim v] to ((0) - (aim))\npoint in direction (aim)\ngo to (player v)\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (stage v)?>>\n move (5) steps\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level changing v]\nhide\n\nwhen I receive [new level v]\nhide\n\n@power up\n\nwhen I receive [level changing v]\nset [hit this level v] to [1]\n\nwhen flag clicked\nforever\n go to x: (0) y: (-151)\n if <<<(level:) = [14]> or <<(level:) = [15]> or <<<(level:) = [17]> or <(level:) = [18]>> or <(level:) = [20]>>>> and <(hit this level) = [1]>> then\n show\n else\n hide\n end\n if <touching (player v)?> then\n set [hit this level v] to [0]\n end\n if <(level:) = [14]> then\n switch costume to (costume1 v)\n else\n if <(level:) = [15]> then\n switch costume to (costume1 v)\n else\n if <(level:) = [17]> then\n switch costume to (costume2 v)\n else\n if <(level:) = [18]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\n end\nend\n\nwhen I receive [boss v]\nrepeat until <(BOSS HP) = [0]>\n set [hit this level v] to [1]\n wait (pick random (3) to (9)) seconds\nend\n\n@enemy\n\nwhen flag clicked\nforever\n if <<<(level:) = [14]> or <<(level:) = [15]> or <(level:) = [17]>>> and <(hit this level) = [1]>> then\n show\n else\n hide\n end\n if <touching (attack v)?> then\n set [hit this level v] to [0]\n set [enemy? v] to [0]\n end\nend\n\nwhen I receive [level changing v]\nset [hit this level v] to [1]\nset [enemy? v] to [1]\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (50)\n glide (1) secs to x: (0) y: (-150)\nend\n\n@door\n\nwhen flag clicked\nforever\n if <(enemy?) = [1]> then\n if <(costume [number v]) = [26]> then\n switch costume to (playing_with_your_mind_by_fleur555 v)\n else\n next costume\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level:) = [14]> or <<(level:) = [15]> or <(level:) = [17]>>> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (0.1) seconds\nhide variable [boss hp v]\n\nshow\n\n@Sprite4\n\nwhen I start as a clone\nshow\ngo to (boss v)\npoint towards (player v)\nrepeat until <touching (stage v)?>\n move (8) steps\nend\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [level: v] to [20]\n\n | WASD or arrow keys to move.\nS or down to attack (if you have a power up).\nTip: hit up or w to jump high when you have the spring.\nSpace to teleport. |
Bloom - A Platformer | @Stage\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n play sound [Tropics v] until done\nend\n\n@Background for Start\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nset [brightness v] effect to (100)\n\nwhen I receive [game start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [begin v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [game start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n glide (1) secs to x: (0) y: (20)\n glide (1) secs to x: (0) y: (0)\nend\n\n@Play Button\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (110) %\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Game Start v)\nhide\n\nwhen I receive [begin v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\ngo to [front v] layer\n\n@Player\n\nwhen I receive [game start v]\ngo to x: (-209) y: (-87)\nset [x-velocity v] to [0]\nset [y-velocity v] to [0]\nforever\n change [y-velocity v] by (-0.7)\n if <key (right arrow v) pressed?> then\n change [x-velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x-velocity v] by (-1)\n end\n set [x-velocity v] to ((X-Velocity) * (0.85))\n change x by (X-Velocity)\n if <touching color (#4b9c1c)?> then\n change y by (1)\n if <touching color (#4b9c1c)?> then\n change y by (1)\n if <touching color (#4b9c1c)?> then\n change y by (1)\n if <touching color (#4b9c1c)?> then\n change y by (1)\n if <touching color (#4b9c1c)?> then\n change y by (1)\n if <touching color (#4b9c1c)?> then\n change y by (1)\n if <touching color (#4b9c1c)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y-velocity v] to [10]\n if <(X-Velocity) > [0]> then\n set [x-velocity v] to [-10]\n else\n set [x-velocity v] to [10]\n end\n else\n change x by ((X-Velocity) * (-1))\n set [x-velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Y-Velocity)\n if <touching color (#4b9c1c)?> then\n change y by ((Y-Velocity) * (-1))\n set [y-velocity v] to [0]\n end\n change y by (-1)\n if <<touching color (#4b9c1c)?> and <key (up arrow v) pressed?>> then\n set [y-velocity v] to [12]\n end\n change y by (1)\nend\n\nwhen I receive [game start v]\nforever\n if <touching (thingy v)?> then\n go to x: (-209) y: (-87)\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <<touching color (#ff2727)?> or <touching color (#3e8117)?>> then\n go to x: (-209) y: (-87)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <key (r v) pressed?> then\n go to x: (-209) y: (-87)\n end\n if <[-183] = (y position)> then\n go to x: (-209) y: (-87)\n end\nend\n\nset [gravity v] to [-.3]\nset [velocity v] to [0]\nset [bounce count v] to [0]\nforever\n if <touching color (#4b9c1c)?> then\n if <(Bounce Count) < [0]> then\n set [velocity v] to ((Velocity) * (-1))\n set y to ((y position) + (Velocity))\n set [velocity v] to ((Velocity) / (5))\n change [bounce count v] by (0)\n else\n set [velocity v] to [0]\n end\n else\n set [velocity v] to ((Velocity) + (Gravity))\n set y to ((y position) + (Velocity))\n end\n if <key (right arrow v) pressed?> then\n set [horzvelocity v] to [4]\n end\n if <key (left arrow v) pressed?> then\n set [horzvelocity v] to [-4]\n end\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n set [horzvelocity v] to ((HorzVelocity) * (0.7))\n end\n change x by (HorzVelocity)\n if <touching color (#4b9c1c)?> then\n set [bounce count v] to [0]\n set [velocity v] to [7]\n set y to ((y position) + (Velocity))\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Thingy\n\n@Flowers\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen I start as a clone\nset size to (pick random (60) to (100)) %\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n wait (0.2) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nset [ghost v] effect to (50)\ngo to [back v] layer\nshow\ngo to x: (-66) y: (90)\nforever\n glide (25) secs to x: (356) y: (90)\n go to x: (-365) y: (90)\nend\n\n@Intro\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (295)\nglide (1) secs to x: (0) y: (5)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to x: (0) y: (-295)\nglide (1) secs to x: (0) y: (-50)\nset size to (110) %\nwait (0.2) seconds\nset size to (100) %\nwait (1) seconds\nglide (1) secs to x: (295) y: (-50)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Begin v)\n\nwhen I start as a clone\nwait (2.2) seconds\nglide (1) secs to x: (-295) y: (5)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | |
No Control or Event Blocks: Platformer Engine | @Stage\n\n@Sprite1\n\ndefine physics\nswitch backdrop to (l)\nchange [xv v] by (<key (right arrow v) pressed?> * (2))\nchange [xv v] by (<key (left arrow v) pressed?> * (-2))\nset [xv v] to ((xv) * (0.7))\nchange x by (xv)\nset [a v] to <touching color (#000000)?>\nchange x by (() - ((a) * (xv)))\nchange [xv v] by (() - ((a) * (xv)))\nchange [yv v] by (-0.5)\nchange y by (yv)\nset [a v] to <touching color (#000000)?>\nchange y by (() - ((a) * (yv)))\nchange [yv v] by (() - ((a) * (yv)))\nchange y by (-1)\nchange [yv v] by (<<key (up arrow v) pressed?> and <touching color (#000000)?>> * ((10) - (yv)))\nchange y by (1)\nchange [l v] by <(x position) > [240]>\nset [a v] to <<(y position) < [-180]> or <<(x position) > [240]> or <touching color (#ff0000)?>>>\nchange [xv v] by (() - ((a) * (xv)))\nchange [yv v] by (() - ((a) * (yv)))\ngo to x: ((x position) - (((x position) + (130)) * (a))) y: ((y position) - ((y position) * (a)))\nphysics\n\nwhen video motion > (-9999)\nturn video (off v)\nset [xv v] to [0]\nset [yv v] to [0]\nset [l v] to [1]\ngo to x: (-130) y: (0)\nphysics\n\n@Sprite2\n\nwhen video motion > (-9999)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | |
No Variable, Control, or Event Blocks Platformer Engine | @Stage\n\n@Sprite1\n\ndefine physics\nchange tempo by (<key (right arrow v) pressed?> * (2))\nchange tempo by (<key (left arrow v) pressed?> * (-2))\nset tempo to ((((tempo) - (100)) * (.7)) + (100))\nchange x by ((tempo) - (100))\nset size to (100) %\nchange size by <touching color (#000000)?>\nchange x by (() - (<(size) = [101]> * ((tempo) - (100))))\nchange tempo by (() - (<(size) = [101]> * ((tempo) - (100))))\nset size to (100) %\npoint in direction ((direction) - (.5))\nchange y by (direction)\nchange size by <touching color (#000000)?>\nchange y by (() - (<(size) = [101]> * (direction)))\npoint in direction ((direction) - (<(size) = [101]> * (direction)))\nset size to (100) %\nchange y by (-1)\npoint in direction ((direction) + (<<key (up arrow v) pressed?> and <touching color (#000000)?>> * ((10) - (direction))))\nchange y by (1)\nswitch backdrop to ((backdrop [number v]) + <(x position) > [240]>)\nchange size by <<(y position) < [-180]> or <<(x position) > [240]> or <touching color (#ff0000)?>>>\nchange tempo by (() - (<(size) = [101]> * ((tempo) - (100))))\npoint in direction ((direction) - (<(size) = [101]> * (direction)))\ngo to x: ((x position) - (((x position) + (130)) * <(size) = [101]>)) y: ((y position) - ((y position) * <(size) = [101]>))\nset size to (100) %\nphysics\n\nwhen video motion > (-9999)\nturn video (off v)\ngo to x: (-130) y: (0)\npoint in direction (0)\nswitch backdrop to (backdrop1 v)\nset size to (100) %\nphysics\n\n@Sprite2\n\nwhen video motion > (-9999)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | A fully featured platforming engine that doesn't use a single block from any of the variables, control, or events sections of Scratch. Everything you would expect is there: controls, collision, velocity, levels, death, ... |
Unexplored (A Platformer Animation) | @Stage\n\nwhen flag clicked\nswitch backdrop to (mammoth-cave-historic-entrance_jessstryker v)\n\nwhen I receive [platformer start v]\nswitch backdrop to (backdrop1 v)\nset volume to (60) %\nplay sound [Alan Walker - Fade.mp3 v] until done\n\nbroadcast (Platformer start v)\n\nwhen I receive [platformer start v]\n\n\nwhen I receive [platformer start v]\nforever\n if <key (n v) pressed?> then\n next backdrop\n wait (1) seconds\n end\nend\n\n@Sprite2\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer start v]\nshow\n\nwhen I receive [platformer start v]\nset [brightness v] effect to (0)\nswitch backdrop to (backdrop1 v)\nset [xy v] to [0]\nset [yx v] to [0]\ngo to x: (-175) y: (-104)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xy v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xy v] by (-1)\n end\n set [xy v] to ((Xy) * (0.9))\n change x by (Xy)\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 ((Xy) * (-1))\n set y to (-5)\n if <key (up arrow v) pressed?> then\n if <(Xy) > [0]> then\n set [xy v] to [-5]\n else\n set [xy v] to [5]\n end\n set [yx v] to [10]\n else\n set [xy v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yx v] by (-1)\n change y by (Yx)\n if <touching color (#000000)?> then\n change y by ((Yx) * (-1))\n set [yx 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 [yx v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-175) y: (-104)\n end\nend\n\nwhen I receive [platformer start v]\nforever\n if <touching color (#004cff)?> then\n switch backdrop to (next backdrop v)\n go to x: (-175) y: (-104)\n end\nend\n\nwhen I receive [platformer start v]\nforever\n if <touching color (#0549e6)?> then\n broadcast (End v)\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (104) y: (0)\nhide\nforever\n if <(backdrop [number v]) = [11]> then\n show\n glide (0.87) secs to x: (-70) y: (0)\n glide (0.87) secs to x: (150) y: (0)\n end\nend\n\ngo to x: (0) y: (0)\n\ngo to x: (100) y: (0)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) < [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) > [11]> then\n hide\n end\nend\n\n@Sprite3\n\nrepeat until <(costume [number v]) = [8]>\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nrepeat until <(costume [number v]) = [4]>\n next costume\n wait (0.3) seconds\nend\nrepeat until <(costume [number v]) = [7]>\n next costume\n wait (0.1) seconds\nend\nwait (1) seconds\nswitch costume to (costume8 v)\nwait (2) seconds\nrepeat until <(costume [number v]) = [27]>\n next costume\n wait (0.1) seconds\nend\nbroadcast (Platformer start v)\nhide\n\n@Sprite12\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (0) %\n go to [front v] layer\n show\n repeat (10)\n change size by (10)\n end\n forever\n go to x: (0) y: (0)\n change x by (([cos v] of (size) ) * (50))\n point in direction ((([cos v] of (size) ) * (20)) + (90))\n change [size v] by (4)\n end\nend\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n go to [front v] layer\n show\n forever\n point in direction ((([sin v] of (turn) ) + (90)) * (5))\n change x by (([cos v] of (turn) ) * (5))\n change size by (([sin v] of (turn) ) * (5))\n change [turn v] by (5)\n end\nend\nif <(costume [number v]) = [3]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (1000) %\n go to [front v] layer\n show\n wait (0.3) seconds\n repeat (100)\n turn right (5) degrees\n change [brightness v] effect by (1)\n end\n point in direction (90)\nend\nif <(costume [number v]) = [6]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (0) %\n go to [front v] layer\n show\n repeat (20)\n change size by (10)\n end\n repeat (20)\n change size by (-10)\n turn left (10) degrees\n end\n switch costume to (city thing v)\n repeat (20)\n change size by (10)\n turn right (10) degrees\n end\n point in direction (90)\nend\nif <(costume [number v]) = [5]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n go to [front v] layer\n show\nend\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n play sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nstop all sounds\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (dark v)\ncreate clone of (_myself_ v)\nwait (5.3) seconds\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (1.3) seconds\nswitch costume to (me v)\ncreate clone of (_myself_ v)\nswitch costume to (cooltext263705598089584 v)\ncreate clone of (_myself_ v)\n\nbroadcast (End v)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n | Instructions:\nRight arrow for going right\nLeft arrow going left\nUp arrow for going up\nAvoid lava\nJump on the black thingys\nWow! Let's get this top loved! \nAlso this is my first platformer so please don't give hate! I have done some research and other things that can help me along the way. I will probably make another one continuing from this, it will be called something other than Unexplored, maybe like Unexplored 2 with a different character. It will be out sometime soon! |
Mobile Donut Platformer! | @Stage\n\nwhen flag clicked\nforever\n play sound [ v] until done\n play sound [2 v] until done\n play sound [3 v] until done\n play sound [4 v] until done\nend\n\n@Non-Mobile Player\n\nwhen I receive [off mobile v]\npoint in direction (90)\nshow\nforever\n set rotation style [left-right v]\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n if <key (right arrow 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 (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> 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 [-7]\n else\n set [xv v] to [7]\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 (#007d18)?> or <touching color (#7c5300)?>> 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 (#007d18)?> or <touching color (#7c5300)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n go to x: (-200) y: (180)\n broadcast (New Platforms v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (180)\n end\n if <touching color (#ff0000)?> then\n start sound [Oops v]\n go to x: (-200) y: (180)\n end\n if <touching color (#ffab00)?> then\n set [yv v] to [26]\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (180)\n end\nend\n\nwhen flag clicked\nset size to (15) %\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (-200) y: (180)\nhide\n\n@Mobile Player\n\nwhen I receive [mobile v]\npoint in direction (90)\nshow\nforever\n set rotation style [left-right v]\n if <<mouse down?> and <(mouse x) < [100]>> then\n point in direction (-90)\n change [mobile xv v] by (-1)\n end\n if <<mouse down?> and <(mouse x) > [-100]>> then\n point in direction (90)\n change [mobile xv v] by (1)\n end\n set [mobile xv v] to ((Mobile Xv) * (0.9))\n change x by (Mobile Xv)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by (1)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change x by ((Mobile Xv) * (-1))\n change y by (-5)\n if <<mouse down?> and <(mouse y) > [-20]>> then\n if <(Mobile Xv) > [0]> then\n set [mobile xv v] to [-7]\n else\n set [mobile xv v] to [7]\n end\n set [mobile yv v] to [10]\n else\n set [mobile 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 (#007d18)?> or <touching color (#7c5300)?>> then\n if <<mouse down?> and <(mouse y) > [-20]>> then\n set [mobile yv v] to [15]\n end\n end\n change y by (1)\n change [mobile yv v] by (-1)\n change y by (Mobile Yv)\n if <<touching color (#007d18)?> or <touching color (#7c5300)?>> then\n change y by ((Mobile Yv) * (-1))\n set [mobile yv v] to [0]\n end\n hide variable [mobile xv v]\n if <(x position) > [230]> then\n go to x: (-200) y: (180)\n broadcast (New Platforms v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (180)\n end\n if <touching color (#ff0000)?> then\n start sound [Oops v]\n go to x: (-200) y: (180)\n end\n if <touching color (#ffab00)?> then\n set [mobile yv v] to [26]\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (180)\n end\nend\n\nwhen flag clicked\nset size to (20) %\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (-200) y: (180)\nset size to (15) %\nhide\n\n@Mobile = yes\n\nwhen I receive [hu v]\ngo to x: (-80) y: (0)\nset [on mobile? v] to []\nshow\n\nwhen I receive [hu v]\nforever\n if <(On Mobile?) = [no]> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Platforms v)\nbroadcast (Clicked v)\nbroadcast (Mobile v)\nset [on mobile? v] to [yes]\nhide\n\nwhen flag clicked\nhide\n\n@Mobile = no\n\nwhen I receive [hu v]\ngo to x: (115) y: (0)\nset [on mobile? v] to []\nshow\n\nwhen this sprite clicked\nbroadcast (Platforms v)\nbroadcast (Off mobile v)\nbroadcast (Clicked v)\nset [on mobile? v] to [no]\nhide\n\nwhen I receive [hu v]\nforever\n if <(On Mobile?) = [yes]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Mobile Sign\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [mobile v]\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n repeat (10)\n change [ghost v] effect by (15)\n end\n repeat (10)\n change [ghost v] effect by (-15)\n end\nend\nhide\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [platforms v]\nshow\n\nwhen I receive [new platforms v]\nnext costume\nforever\n if <<(costume [number v]) = [20]> or <(costume [number v]) > [20]>> then\n stop [all v]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@TN\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\nrepeat (99)\n change [ghost v] effect by (-1)\nend\nclear graphic effects\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (10)\nend\nbroadcast (S v)\nbroadcast (Hu v)\n\nwhen I receive [done v]\nrepeat (99)\n change [ghost v] effect by (-1)\nend\nclear graphic effects\nforever\n show\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (14) layers\n\nwhen flag clicked\nset [ghost v] effect to (99)\n\n@Sprite2\n\nwhen I start as a clone\nglide (7) secs to x: (pick random (-200) to (300)) y: (-200)\ndelete this clone\n\nwhen flag clicked\nrepeat (40)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [clicked v]\nshow\nset size to (8) %\nclear graphic effects\ngo [forward v] (2) layers\nforever\n hide\n go to x: (pick random (-200) to (250)) y: (pick random (150) to (250))\n wait (.3) seconds\n show\n create clone of (_myself_ v)\nend\n\n@Mobile sign2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [mobile v]\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n repeat (10)\n change [ghost v] effect by (15)\n end\n repeat (10)\n change [ghost v] effect by (-15)\n end\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (intro3 v)\nshow\ngo to [front v] layer\nswitch costume to (intro3 v)\nrepeat (3)\n go to x: (600) y: (28)\n glide (1) secs to x: (28) y: (28)\n wait (2) seconds\n glide (1) secs to x: (-600) y: (28)\n next costume\n go to x: (600) y: (28)\nend\nbroadcast (Done v)\nhide\n\n | I added more levels!!! :D and I will continue to add! Thank you for 2,000+ views!!!!\n\nLOVE - IF YOU LOVED MY GAME! \n\nFAV - IF YOU LOOOOOOVVVEEE DONUTS!\n\nbtw you could also just love and fav for no reason! XD \n\nCOMMENT - SUGGESTIONS! WHAT NEW CHARACTERS YOU WANT TO SEE IN THE FUTURE! WHAT LEVEL YOU ENDED ON! WHAT SHOULD BE THE NAME OF THE GLAZED DONUT CHARACTER! \n\nWelcome To My First Platformer Ever! This Is Re-Created By Me @999000092500 ! Please Tell Me If There Is Any Bugs! When We Get This Project To 1,000 Views I Will Add MORE Levels And MORE Characters!!!!! So PLEASE If You Want MORE Add This Project To All The Studios You Curate! :D \n\nYou Are Free To Remix!!!!!!!!! ONLY!!!!! IF You Give Me (@999000092500) Credit! And You Have To Change Something! Thank you! |
Scrolling Platformer | @Stage\n\n@Player\n\nwhen I receive [play v]\nshow\nforever\n Griffpatch Platforming Engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox 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 Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox 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\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> 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)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\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 <(y position) < [-180]> then\n start sound [fall v]\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\n@Level HITBOX\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\nset [level_x v] to [0]\n\nwhen I receive [setup v]\nFind Costume Number\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to (costume1 v)\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (costume1 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nhide\n\n | When you press the green flag, wait a little for the game to load.\nUse arrow keys to move. Press the up arrow longer to jump higher!\nBEWARE! One death puts you back to the beginning! \nNo checkpoints. |
Drawn platformer | @Stage\n\n@Controller\n\nwhen flag clicked\nbroadcast (Gf v)\n\ndefine Init\ndelete all of [pagesperlevel v]\nadd [3] to [pagesperlevel v]\nadd [4] to [pagesperlevel v]\nadd [2] to [pagesperlevel v]\nadd [3] to [pagesperlevel v]\nadd [3] to [pagesperlevel v]\ndelete all of [text v]\nadd (translate [Welkom, reiziger, in de wereld van utopieën. In deze wereld reis je langs verschillende perfecte werelden, gebaseerd op de meningen van verschillende klassen. Je begint je reis hier, in het Jeroen Bosch-heuvellandschap. ] to (en v)::translate) to [text v]\nadd (translate [Je bent nu aangekomen in het tropische land. Warm hè?] to (en v)::translate) to [text v]\nadd (translate [Welkom in het prachtige sneeuwlandschap!] to (en v)::translate) to [text v]\nadd (translate [Welkom… in de toekomst! Alles gaat hier vanzelf!] to (en v)::translate) to [text v]\nadd (translate [En dan nu… de eetbare wereld, die spreekt voor zich…] to (en v)::translate) to [text v]\n\nwhen I receive [nextlevel v]\nif <(Level) < [5]> then\n change [level v] by (1)\n set [bunnytalk? v] to [1]\n broadcast (PrepareLevel v) and wait\n broadcast (HiboxLoop v)\n broadcast (RocketLand v)\nelse\n broadcast (End v)\nend\n\nadd [2] to [pagesperlevel v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\ndelete all of [pagesperlevel v]\nadd [4] to [pagesperlevel v]\nadd [2] to [pagesperlevel v]\nadd [3] to [pagesperlevel v]\nadd [2] to [pagesperlevel v]\nadd [2] to [pagesperlevel v]\nadd [3] to [pagesperlevel v]\nadd [3] to [pagesperlevel v]\ndelete all of [text v]\nadd [Grasland / Jeroen Bosch 4] to [text v]\nadd [Ideaal dorp 2] to [text v]\nadd [Tropisch 3] to [text v]\nadd [Sneeuw 2] to [text v]\nadd [Onderwater 2] to [text v]\nadd [Futuristisch 3] to [text v]\nadd [Eetwereld 3] to [text v]\n\nwhen I receive [respawn v]\nset [bunnytalk? v] to [0]\nbroadcast (PrepareLevel v) and wait\nbroadcast (HiboxLoop v)\nbroadcast (RocketLand v)\n\nwhen [timer v] > (7)\n\nbroadcast (Gf v)\n\nwhen I receive [gf v]\nset [level v] to [0]\nInit\nbroadcast (Init v) and wait\nbroadcast (NextLevel v)\n\n@Hitbox\n\nforever\n\ngo to x: (-479) y: (0)\n\nwhen I receive [rocketland v]\nif <(i) > [0]> then\n show\nend\n\n\n\nwait (0) seconds\n\n\n\nwait (0.001) seconds\n\nwhen I receive [preparelevel v]\nset [shiftx v] to [0]\nset [i v] to [0]\nset [ii v] to [0]\nrepeat ((Level) - (1))\n change [i v] by (1)\n change [ii v] by (item (i) of [pagesperlevel v])\nend\nset [i v] to [0]\nrepeat (item (Level) of [pagesperlevel v])\n change [i v] by (1)\n create clone of (_myself_ v)\nend\nset [i v] to [0]\n\nwhen I start as a clone\nswitch costume to ((i) + (ii))\ngo to x: (((i) - (1)) * (480)) y: (0)\nshow\n\nwhen I receive [init v]\nhide\n\nwhen I receive [tick v]\ngo to x: ((((i) - (1)) * (480)) + ((ShiftX) * (-1))) y: (0)\n\nwhen I receive [preparelevel v]\ndelete this clone\n\nclear graphic effects\n\nset [ghost v] effect to (100)\ngo to [back v] layer\n\n@Levels\n\nforever\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (0521_04 v)\n\nstop [all v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [preparelevel v]\nset [shiftx v] to [0]\nset [i v] to [0]\nset [ii v] to [0]\nrepeat ((Level) - (1))\n change [i v] by (1)\n change [ii v] by (item (i) of [pagesperlevel v])\nend\nset [i v] to [0]\nrepeat (item (Level) of [pagesperlevel v])\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to ((i) + (ii))\ngo to x: (((i) - (1)) * (480)) y: (0)\nshow\n\nset [ghost v] effect to (100)\n\nwhen I receive [init v]\nhide\n\nwhen I receive [tick v]\ngo to x: ((((i) - (1)) * (480)) + ((ShiftX) * (-1))) y: (0)\n\nwhen I receive [preparelevel v]\ndelete this clone\n\nclear graphic effects\n\n@PlayerHitbox\n\nwhen I receive [init v]\nset rotation style [left-right v]\nhide\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\n\nwhen I receive [preparelevel v]\nhide\nstop [other scripts in sprite v]\nset [x v] to [-180]\nset [y v] to [-80]\n\nwhen I receive [playerloop v]\nshow\nforever\n if <([i v] of [pico v]) = [0]> then\n Tick\n end\n broadcast (Tick v) and wait\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> and <((x) - (ShiftX)) > [-210]>> then\n change [x v] by (-5)\n MoveOutWall [1]\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (5)\n MoveOutWall [-1]\n point in direction (90)\nend\nPos (x) (y)\nchange y by (-2)\nif <<key (up arrow v) pressed?> and <touching (hitbox v)?>> then\n set [yvel v] to [12]\nend\nchange [y v] by (Yvel)\nchange y by (2)\nPos (x) (y)\nif <touching (hitbox v)?> then\n CheckGround\nelse\n if <(Yvel) > [-10]> then\n change [yvel v] by (-1)\n end\nend\nPos (x) (y)\nif <<(x) > ((ShiftX) - (100))> and <(ShiftX) < (((item (Level) of [pagesperlevel v]) - (1)) * (480))>> then\n set [shiftx v] to ((x) + (100))\nend\nif <touching (_edge_ v)?> then\n broadcast (Respawn v)\nend\nif <(x position) > [140]> then\n broadcast (Rocket v)\n hide\n stop [this script v]\nend\n\nchange [level v] by (-1)\n\ndefine Pos (x) (y)\ngo to x: ((x) - (ShiftX)) y: (y)\n\ndefine CheckGround\nrepeat until <not <touching (hitbox v)?>>\n change y by (1)\nend\nset [yvel v] to [0]\nchange y by (-1)\nset [y v] to (y position)\nstop [this script v]\n\ndefine MoveOutWall (x)\nPos (x) (y)\nchange y by (8)\nrepeat (6)\n if <touching (hitbox v)?> then\n change x by (x)\n change [x v] by (x)\n else\n stop [this script v]\n end\nend\nchange y by (-8)\n\nwhen I receive [rocket v]\nstop [other scripts in sprite v]\n\nchange x by (x)\nchange [x v] by (x)\n\nclear graphic effects\n\n@Rocketship\n\nwhen I receive [init v]\nset size to (60) %\nswitch costume to (rocketship-e v)\n\nwhen I receive [tick v]\ngo to x: (((((item (Level) of [pagesperlevel v]) - (1)) * (480)) + ((ShiftX) * (-1))) + (167)) y: (-105)\n\nwhen I receive [rocket v]\nswitch costume to (rocketship-e v)\nwait (0.5) seconds\nswitch costume to (rocketship-e2 v)\nwait (1) seconds\nswitch costume to (rocketship-e3 v)\nwait (1) seconds\nrepeat until <(y position) > [179]>\n change y by (3)\nend\nbroadcast (Init v) and wait\nbroadcast (NextLevel v)\n\nwhen I receive [rocketland v]\ngo to x: (-180) y: (180)\nswitch costume to (rocketship-e3 v)\nrepeat until <(y position) < [-110]>\n change y by (-3)\nend\nwait (0.5) seconds\nswitch costume to (rocketship-e2 v)\nwait (1) seconds\nswitch costume to (rocketship-e v)\nwait (.2) seconds\nbroadcast (PlayerLoop v)\n\nchange [level v] by (1)\n\ngo to x: (0) y: (-105)\n\n@Pico\n\nwhen I receive [init v]\nset rotation style [left-right v]\nset size to (50) %\n\nwhen I receive [rocketland v]\ngo to x: (-110) y: (-100)\npoint in direction (-90)\nswitch costume to (0521_05 v)\nset [i v] to [0]\n\ndefine Say (text) (delay)\nset [i v] to [0]\nset [ii v] to []\nswitch costume to (0521_05 v)\nrepeat (length of (text))\n change [i v] by (1)\n set [ii v] to (join (ii) (letter (i) of (text)))\n say (ii)\n wait (delay) seconds\nend\nwait (0.5) seconds\nswitch costume to (0521_05 v)\nsay []\nset [i v] to [0]\n\nwhen I receive [tick v]\ngo to x: (((ShiftX) * (-1)) + (-110)) y: (-100)\nif <([x v] of [playerhitbox v]) > [-120]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\n\nwhen I receive [hiboxloop v]\nif <(BunnyTalk?) = [1]> then\n wait until <([x v] of [playerhitbox v]) > [-155]>\n set [i v] to [1]\n Say (item (Level) of [text v]) [0.02]\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\n@Cat\n\nwhen I receive [tick v]\nset rotation style [left-right v]\ngo to (playerhitbox v)\npoint in direction ([direction v] of [playerhitbox v])\n\nwhen I receive [preparelevel v]\nhide\n\nwhen I receive [rocket v]\nhide\n\nwhen I receive [rocketland v]\nhide\n\nwhen I receive [init v]\nswitch costume to (0521_03 v)\nhide\n\nwhen I receive [playerloop v]\nshow\n\n | Front page curated by @G0nk :D\nTop loved! Thanks everyone! :D\nI probably can't reply to all of your comments. I try to reply as much as I can. \n-This was for a school project. \n-The text is automaticly translated to English, so the \n translation can sometimes be a bit odd.\n-I made this project with two other people. Everything \n is handdrawn. \n-The theme was Utopia. We got inspiration for the \n drawings by giving two classes on my school a live \n Scratch-Survey.\n-An explanation of how we made it: https://scratch.mit.edu/projects/296368244/#comments-113977819 |
90% Pen Platformer V1.4 | @Stage\n\nwhen flag clicked\nforever\n play sound [Spectre~ By Alan Walker v] until done\nend\n\n@Pen\n\nwhen flag clicked\nset [level v] to [1]\npen up\nhide\nerase all\ngo to x: (-232) y: (-171)\nset pen color to (#48df63)\nset pen size to (50)\npen down\ngo to x: (234) y: (-171)\npen up\ngo to x: (1) y: (-171)\npen down\ngo to x: (1) y: (22)\npen up\nset pen color to (#ff1d00)\ngo to x: (32) y: (-147)\npen down\ngo to x: (137) y: (-147)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <(level) = [2]> then\n Level 2\nelse\n if <(level) = [3]> then\n level 3\n else\n if <(level) = [4]> then\n level 4\n else\n if <(level) = [5]> then\n level 5\n else\n if <(level) = [6]> then\n level 6\n else\n if <(level) = [7]> then\n level 7\n else\n if <(level) = [8]> then\n level 8\n else\n broadcast (done v)\n erase all\n end\n end\n end\n end\n end\n end\nend\n\ndefine Level 2\npen up\nerase all\nset pen color to (#48df63)\ngo to x: (-226) y: (-171)\npen down\ngo to x: (223) y: (-168)\npen up\nset pen color to (#ff1d00)\ngo to x: (-5) y: (-158)\npen down\ngo to x: (-5) y: (-81)\npen up\nset pen color to (#ff1d00)\ngo to x: (172) y: (-158)\npen down\ngo to x: (172) y: (-81)\n\ndefine level 3\npen up\nerase all\nset pen color to (#48df63)\ngo to x: (-226) y: (-171)\npen down\ngo to x: (223) y: (-168)\npen up\nset pen color to (#ff1d00)\ngo to x: (-224) y: (113)\npen down\ngo to x: (224) y: (113)\npen up\nset pen color to (#c728e4)\ngo to x: (-114) y: (-168)\npen down\ngo to x: (-34) y: (-168)\npen up\ngo to x: (94) y: (-168)\npen down\ngo to x: (201) y: (-168)\n\ndefine level 4\npen up\nerase all\nset pen color to (#48df63)\ngo to x: (-226) y: (-171)\npen down\ngo to x: (223) y: (-168)\npen up\ngo to x: (-100) y: (-156)\npen down\ngo to x: (-100) y: (44)\npen up\ngo to x: (51) y: (174)\npen down\nset pen color to (#ff1d00)\ngo to x: (51) y: (-13)\ngo to x: (51) y: (90)\ngo to x: (232) y: (90)\npen up\nset pen color to (#c728e4)\ngo to x: (146) y: (-168)\npen down\ngo to x: (236) y: (-168)\n\ndefine level 5\npen up\nerase all\nset pen color to (#48df63)\ngo to x: (-226) y: (-171)\npen down\ngo to x: (223) y: (-168)\nset pen color to (#ff1d00)\ngo to x: (8) y: (-168)\nset pen color to (#c728e4)\ngo to x: (-75) y: (-168)\npen up\n\ndefine level 6\npen up\nerase all\nset pen color to (#48df63)\ngo to x: (-226) y: (-171)\npen down\ngo to x: (223) y: (-168)\npen up\nset pen color to (#ff1d00)\ngo to x: (-5) y: (-158)\npen down\ngo to x: (-5) y: (-81)\npen up\nset pen color to (#ff1d00)\ngo to x: (172) y: (-158)\npen down\ngo to x: (172) y: (-81)\npen up\ngo to x: (33) y: (-171)\npen down\ngo to x: (134) y: (-171)\npen up\ngo to x: (-9) y: (167)\npen down\ngo to x: (-9) y: (121)\npen up\nset pen color to (#c728e4)\ngo to x: (68) y: (-61)\npen down\ngo to x: (93) y: (-61)\npen up\n\ndefine level 7\npen up\nerase all\nset pen color to (#48df63)\ngo to x: (-226) y: (-171)\npen down\ngo to x: (223) y: (-168)\nset pen color to (#ff1d00)\ngo to x: (220) y: (44)\npen up\ngo to x: (35) y: (-89)\nset pen color to (#c728e4)\npen down\nchange x by (10)\npen up\n\ndefine level 8\npen up\nerase all\nset pen color to (#48df63)\ngo to x: (-226) y: (-171)\npen down\ngo to x: (223) y: (-168)\npen up\nset pen color to (#ff1d00)\ngo to x: (-45) y: (161)\npen down\ngo to x: (-45) y: (95)\npen up\ngo to x: (-45) y: (-80)\npen down\ngo to x: (-45) y: (-156)\npen up\nset pen color to (#ff1d00)\ngo to x: (135) y: (161)\npen down\ngo to x: (135) y: (95)\npen up\ngo to x: (135) y: (-80)\npen down\ngo to x: (135) y: (-156)\npen up\ngo to x: (204) y: (-160)\nset pen color to (#c728e4)\npen down\nchange x by (10)\n\n@Player\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nshow\ngo to x: (-177) y: (12)\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 (#48df63)?> then\n change y by (1)\n end\n if <touching color (#48df63)?> then\n change y by (1)\n end\n if <touching color (#48df63)?> then\n change y by (1)\n end\n if <touching color (#48df63)?> then\n change y by (1)\n end\n if <touching color (#48df63)?> 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 <(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 change y by (y)\n if <touching color (#48df63)?> 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 (#48df63)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff1d00)?> then\n change [deaths v] by (1)\n go to x: (-177) y: (12)\n end\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#c628e4)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [done v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | Use arrow keys to move! Like a typical platformer red is bad and purple is bouncy!\n\nOnly 8 levels (for now)\n\n |
Grey-scale - A platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Flying-in-stuff v] until done\nend\n\n@Player\n\nwhen I receive [begin platformer 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 [8]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\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 I receive [sorry! v]\ngo to x: (-192) y: (-39)\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 broadcast (begin platformer v)\nend\n\nwhen flag clicked\nswitch costume to (right v)\nswitch backdrop to (backdrop1 v)\nshow\npoint in direction (90)\nset size to (70) %\ngo to x: (0) y: (-50)\nbroadcast (begin platformer v)\n\n@THUMBNAIL\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\nend\n\n | 1000 VIEWS THANK YOU GUYS SO MUCH!\nALL LEVELS ARE POSSIBLE!\n The winner of the name competition was @Mrcakeyman89 with the name Ash. Well done!\nThere is a glitch to make him jump really high.The first one to get it was @97Scratch Go check them out!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYou wasted 5 seconds of your life scrolling down. Hit the follow button to get those 5 seconds back! |
Rainbow: A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (mainscreen v)\n\nwhen flag clicked\nhide variable [lives v]\nhide variable [level v]\nforever\n if <(Level) = [15]> then\n switch backdrop to (dark land background v)\n end\n if <(Level) = [16]> then\n switch backdrop to (dark land backdrop no words v)\n end\nend\n\nwhen I receive [win v]\nswitch backdrop to (background v)\n\nwhen I receive [intro done v]\nswitch backdrop to (mainscreen v)\nwait (2) seconds\nswitch backdrop to (background v)\nshow variable [level v]\nshow variable [lives v]\nforever\n play sound [501 \(race\) v] until done\nend\n\n@Rainbow Block\n\ndefine Jump Control\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (platforms v)?> then\n set [fallspeed v] to (TakeOffSpeed)\n end\n change y by (1)\nend\n\ndefine Controls\nif <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change x by (RunSpeed)\n if <touching (platforms v)?> then\n change x by ((0) - (RunSpeed))\n end\nend\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change x by ((0) - (RunSpeed))\n if <touching (platforms v)?> then\n change x by (RunSpeed)\n end\nend\n\nwhen flag clicked\ngo to x: (-106) y: (-100)\nset [lives v] to [3]\nhide variable [level v]\nset [takeoffspeed v] to [12]\nset [runspeed v] to [5]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [level v] to [1]\nforever\n Jump Control\n Simulate Gravity\n Controls\nend\n\nwhen flag clicked\nchange [ghost v] effect by (25)\nforever\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nhide\n\ndefine Simulate Gravity\nchange y by (FallSpeed)\nif <touching (platforms 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 (platforms v)?>>\n change y by (ReverseStep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (Gravity)\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-106) y: (-100)\n broadcast (Next Level v)\n change [level v] by (1)\n play sound [Teleport2 v] until done\n end\n if <touching (spikes!!! v)?> then\n go to x: (-108) y: (-134)\n change [lives v] by (-1)\n play sound [Oops v] until done\n end\n if <touching (bouncy platform v)?> then\n start sound [Big Boing v]\n change y by (200)\n end\n if <touching (many bouncy platforms v)?> then\n start sound [Big Boing v]\n change y by (200)\n end\n if <key (r v) pressed?> then\n go to x: (-106) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(Lives) < [1]> then\n switch backdrop to (dark land backdrop no words v)\n play sound [Lose v] until done\n broadcast (DED v)\n stop [this script v]\n end\nend\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\nchange [level v] by (1)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [intro done v]\nwait (2) seconds\nshow\n\nwhen I receive [bb start v]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [outro v]\nhide\n\n@Platforms\n\nwhen flag clicked\nchange [ghost v] effect by (25)\nswitch costume to (level 1 v)\nforever\n go to x: (0) y: (0)\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (DARK BLOCK TIME v)\n speak [There are dangerous spikes in this wild land.]::tts\n stop [this script v]\n end\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (BOSS BATTLE v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n speak [Ooh, bouncy! And more health!]::tts\n stop [this script v]\n end\nend\n\nwhen I receive [intro done v]\nwait (2) seconds\nshow\nset voice to (giant v)::tts\nspeak [Use the arrow keys to navigate the rainbow platformer.]::tts\n\nwhen I receive [bb start v]\nhide\n\nwhen I receive [outro v]\nhide\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [15]> then\n go to x: (30) y: (113)\n end\n if <(Level) = [19]> then\n go to x: (215) y: (-112)\n end\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen I receive [intro done v]\nchange [ghost v] effect by (25)\nset size to (20) %\nwait (2) seconds\nswitch costume to (costume1 v)\nshow\ngo to x: (206) y: (-105)\nforever\n turn right (5) degrees\n change [color v] effect by (5)\nend\n\nwhen I receive [outro v]\nhide\n\n@SPIKES!!!\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [dark block time v]\nshow\nforever\n if <(Level) = [5]> then\n go to x: (36) y: (28)\n end\n if <(Level) = [6]> then\n go to x: (-23) y: (19)\n end\n if <(Level) = [7]> then\n switch costume to (costume2 v)\n go to x: (24) y: (14)\n end\n if <(Level) = [8]> then\n go to x: (-4) y: (124)\n switch costume to (costume3 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume2 v)\n go to x: (-67) y: (19)\n end\n if <(Level) = [10]> then\n go to x: (116) y: (26)\n end\n if <(Level) = [11]> then\n switch costume to (costume4 v)\n go to x: (-67) y: (-124)\n end\n if <(Level) = [12]> then\n switch costume to (costume1 v)\n go to x: (-23) y: (29)\n end\n if <(Level) = [13]> then\n switch costume to (costume5 v)\n go to x: (-147) y: (16)\n create clone of (_myself_ v)\n end\n if <(Level) = [14]> then\n hide\n end\n if <(Level) = [16]> then\n go to x: (-140) y: (113)\n switch costume to (costume6 v)\n show\n end\n if <(Level) = [17]> then\n hide\n end\n if <(Level) = [18]> then\n go to x: (-22) y: (-11)\n switch costume to (costume1 v)\n show\n end\n if <(Level) = [19]> then\n go to x: (-86) y: (-126)\n switch costume to (costume3 v)\n end\n if <(Level) = [20]> then\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (25) y: (16)\nforever\n if <(Level) = [14]> then\n delete this clone\n end\nend\n\nshow\n\nwhen I receive [outro v]\nhide\n\n@Bouncy Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [dark block time v]\nforever\n if <(Level) = [7]> then\n show\n go to x: (25) y: (210)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@SPECIAL FLAG\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [7]> then\n show\n go to x: (58) y: (143)\n wait (1) seconds\n start sound [Teleport v]\n change [lives v] by (2)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n show\n switch costume to (costume2 v)\n go to x: (-26) y: (-141)\n wait (4) seconds\n start sound [Teleport v]\n change [lives v] by (5)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Many bouncy platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [dark block time v]\nforever\n if <(Level) = [8]> then\n go to [front v] layer\n go to x: (30) y: (-89)\n show\n end\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@BOSS\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide variable [boss health v]\nset [boss health v] to [150]\nhide\n\nwhen I receive [boss battle v]\ngo to x: (62) y: (1)\nshow\nshow variable [boss health v]\nsay [I am almost undefeatable!] for (2) seconds\nsay [The only thing that can hurt me is a blue bomb, but I will kill you first.] for (5) seconds\nsay [You better not shoot a bomb at me by pressing space!] for (3) seconds\nsay [Now I will get you!] for (2) seconds\nbroadcast (BB START v)\nforever\n if <touching (bb v)?> then\n change [boss health v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(BOSS HEALTH) < [1]> then\n broadcast (WIN v)\n stop [other scripts in sprite v]\n say [Argh!] for (2) seconds\n say [Oh no.. My power is fading..] for (2) seconds\n say [NOOOO!] for (2) seconds\n go to x: (-8) y: (-17)\n switch costume to (costume2 v)\n wait (2) seconds\n broadcast (WIN SCREEN v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [bb start v]\nforever\n glide (1.60) secs to (rainbow man shooter v)\nend\n\nwhen I receive [outro v]\nhide\n\n@Rainbow man shooter\n\nwhen flag clicked\nhide\nforever\n if <touching (boss v)?> then\n start sound [Oops v]\n change [lives v] by (-1)\n go to (random position v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n change y by (5)\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [bb start v]\nshow\n\nwhen flag clicked\nchange [ghost v] effect by (15)\nforever\n change [color v] effect by (5)\nend\n\nwhen I receive [win screen v]\nhide\n\nwhen I receive [outro v]\nhide\n\n@BB\n\nwhen flag clicked\nhide\n\nwhen I receive [bb start v]\ngo to (rainbow man shooter v)\nshow\nforever\n if <key (space v) pressed?> then\n glide (1) secs to (boss v)\n go to (rainbow man shooter v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [outro v]\nhide\n\n@YOU WIN/LOSE\n\nwhen flag clicked\nhide\n\nwhen I receive [ded v]\nshow\nswitch backdrop to (dark land backdrop no words v)\nswitch costume to (costume1 v)\nwait (2) seconds\nbroadcast (OUTRO v)\nhide\n\nwhen I receive [win screen v]\nshow\nswitch backdrop to (dark land backdrop no words v)\nswitch costume to (costume2 v)\nwait (2) seconds\nbroadcast (OUTRO v)\nhide\n\n@Outro\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\ngo to x: (0) y: (146)\nset size to (120) %\nshow\nstart sound [burning v]\nswitch costume to (cooltext355159441325618 v)\nwait (0.5) seconds\nswitch costume to (cooltext355159528447931 v)\nstart sound [recording1 v]\nset size to (95) %\nwait (0.5) seconds\nbroadcast (GLIDE v)\nstart sound [30-SECONDS-2019-12-29_-_Feeling_The_Best_-_FesliyanStudios v]\nforever\n switch costume to (yee1 v)\n wait (0.09) seconds\n switch costume to (yee2 v)\n wait (0.09) seconds\n switch costume to (yee3 v)\n wait (0.09) seconds\n switch costume to (yee4 v)\n wait (0.09) seconds\n switch costume to (yee5 v)\n wait (0.09) seconds\n switch costume to (yee4 v)\n wait (0.09) seconds\n switch costume to (yee3 v)\n wait (0.09) seconds\n switch costume to (yee2 v)\n wait (0.09) seconds\nend\n\nwhen I receive [glide v]\nforever\n glide (1) secs to x: (-35) y: (19)\n glide (1) secs to x: (11) y: (19)\n glide (1) secs to x: (51) y: (19)\n glide (1) secs to x: (11) y: (19)\nend\n\n@New Intro\n\nwhen flag clicked\nshow\nstart sound [Stinger_3-2020-05-04_-_Silly_Bank_Heist_-_www v]\nswitch costume to (costume1 v)\nrepeat (15)\n wait (0.2) seconds\n next costume\nend\nstart sound [recording1 v]\nwait (3) seconds\nbroadcast (INTRO DONE v)\nhide\n\n | GUYS THANKS SOOOOO MUCH FOR OVER 500 VIEWS AND OVER 50 HEARTS AND STARS!!!!!!\nRAINBOW: A PLATFORMER: Green flag spamming makes it work. Use the arrow keys to move. SPAM R to restart and s to skip. Pressing the heart and star button reduces lag, and it is lucky to follow me. Im gonna say it again: SPAM R IF GLITCH! The rest of the instructions are in the game. Thanks to @MarioBois for the restart and skip ideas. Thanks to @XXX_FIRE_XXX for the trail effect. Thank you to @turtlitherapper, @iloveprogram, and @fire_dragon321 for tips. Good Luck, and PLEASE leave a heart, star, or follow me. Thanks to @Patel_Dev3 for first remix!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n:) :) You found the secret link!\nhttps://scratch.mit.edu/projects/289068891/\nYAY |
Light - Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (ScrollX)) (join [,] ((mouse y) + (ScrollY))))\nshow variable [mouse v]\n\n@Player\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n broadcast (timer v)\n repeat until <(Exit) > []>\n Repeat\n broadcast (Repeat v) and wait\n end\n if <(Exit) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [colletctable? v] to [no]\nset [scrolling done? v] to [no]\nif <(Level) = [2]> then\n set [x v] to [-50]\nelse\n if <(Level) = [5]> then\n set [x v] to [48]\n else\n set [x v] to [0]\n end\nend\nset [y v] to [80]\nset [v y v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (90) %\nset [ghost v] effect to (0)\nshow\n\ndefine Repeat\nbroadcast (Go To Palyer v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Change x [8]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Change x [-8]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(In Air) < [4]> then\n if <not <touching (bouncy stuff v)?>> then\n set [v y v] to [16]\n end\n end\nend\nif <touching (bouncy stuff v)?> then\n set [v y v] to [30]\nend\nchange [v y v] by (-2)\nGravity (V y)\nTouching - Die\nchange [scrollx v] by (round (((x) - (ScrollX)) / (3)))\nif <(ScrollX) < [-90]> then\n set [scrollx v] to [-90]\nend\nCheck - Scrolling\nif <(Scrolling done?) = [yes]> then\n change [scrolly v] by (round (((y) - (ScrollY)) / (10)))\nelse\n set [scrolly v] to (y)\nend\nif <(ScrollY) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(Level) = [5]> then\n if <<(ScrollY) < [10]> and <<(ScrollX) > [38]> and <(ScrollX) < [52]>>> then\n show variable [l1 time v]\n show variable [l2 time v]\n show variable [l3 time v]\n show variable [l4 time v]\n else\n hide variable [l1 time v]\n hide variable [l2 time v]\n hide variable [l3 time v]\n hide variable [l4 time v]\n end\nelse\n hide variable [l1 time v]\n hide variable [l2 time v]\n hide variable [l3 time v]\n hide variable [l4 time v]\nend\n\ndefine Gravity (y speed)\nchange [y v] by (y speed)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(y speed) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [v y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Change x (x speed)\nchange [x v] by (x speed)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(x speed) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.3) seconds\n\ndefine Touching - Die\nif <touching (red v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nbroadcast (Win v)\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (0.5) seconds\n\ndefine Check - Scrolling\nif <(ScrollY) = [0]> then\n set [scrolling done? v] to [yes]\n set [colletctable? v] to [yes]\nend\n\nwhen I receive [timer v]\nwait until <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<<key (a v) pressed?> or <key (d v) pressed?>> or <key (w v) pressed?>>>>>\nreset timer\n\nwhen I receive [win v]\nif <(Level) = [1]> then\n set [l1 time v] to (timer)\nelse\n if <(Level) = [2]> then\n set [l2 time v] to (timer)\n else\n if <(Level) = [3]> then\n set [l3 time v] to (timer)\n else\n if <(Level) = [4]> then\n set [l4 time v] to (timer)\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [380] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [360] y: [50]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [260]\n Clone at x: [450] y: [150]\n Clone at x: [450] y: [150]\n Clone at x: [250] y: [-100]\n Clone at x: [300] y: [-50]\n Clone at x: [170] y: [-170]\n Clone at x: [-150] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [600] y: [350]\n Clone at x: [530] y: [50]\n Clone at x: [360] y: [30]\n Clone at x: [220] y: [100]\n Clone at x: [480] y: [-30]\n Clone at x: [350] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [230] y: [100]\n Clone at x: [-100] y: [400]\n Clone at x: [600] y: [-200]\n Clone at x: [390] y: [380]\n Clone at x: [480] y: [295]\n else\n switch costume to (level 5 1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Red\n\nwhen flag clicked\nshow\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [380] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [360] y: [50]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [260]\n Clone at x: [450] y: [150]\n Clone at x: [450] y: [150]\n Clone at x: [250] y: [-100]\n Clone at x: [300] y: [-50]\n Clone at x: [170] y: [-170]\n Clone at x: [-150] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [600] y: [350]\n Clone at x: [530] y: [50]\n Clone at x: [360] y: [30]\n Clone at x: [220] y: [100]\n Clone at x: [480] y: [-30]\n Clone at x: [350] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [230] y: [100]\n Clone at x: [-100] y: [400]\n Clone at x: [600] y: [-200]\n Clone at x: [390] y: [380]\n Clone at x: [480] y: [295]\n else\n switch costume to (level 5 2 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <not <(Level) = [5]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n if <<(ScrollY) < [10]> and <<(ScrollX) > [38]> and <(ScrollX) < [52]>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Orbs\n\nwhen flag clicked\nshow\nset [counter v] to [1]\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\nif <(Colletctable?) = [yes]> then\n if <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n if <(Collected) = (Collected Max)> then\n broadcast (Open Portal v)\n end\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (dot v)\n Clone at x: [100] y: [0]\n Clone at x: [190] y: [90]\n Clone at x: [430] y: [150]\n Clone at x: [750] y: [-70]\n Clone at x: [1165] y: [-55]\nelse\n if <(Level) = [2]> then\n switch costume to (dot v)\n Clone at x: [393] y: [395]\n Clone at x: [322] y: [147]\n Clone at x: [998] y: [576]\n Clone at x: [1750] y: [544]\n Clone at x: [1717] y: [296]\n else\n if <(Level) = [3]> then\n switch costume to (dot v)\n Clone at x: [282] y: [215]\n Clone at x: [705] y: [620]\n Clone at x: [1813] y: [515]\n Clone at x: [2275] y: [700]\n Clone at x: [2691] y: [650]\n else\n if <(Level) = [4]> then\n switch costume to (dot v)\n Clone at x: [260] y: [107]\n Clone at x: [460] y: [489]\n Clone at x: [1266] y: [505]\n Clone at x: [1557] y: [903]\n Clone at x: [2078] y: [1106]\n else\n repeat (9)\n Clone at x: [-125] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [-100] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [-75] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [-50] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [-25] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [0] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [100] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [125] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [150] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [175] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [200] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n set [counter v] to [1]\n repeat (9)\n Clone at x: [225] y: ((8) * (Counter))\n change [counter v] by (4)\n end\n end\n end\n end\nend\nset [x v] to [-9999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nset [counter v] to [1]\nrepeat (9)\n Clone at x: [75] y: ((8) * (Counter))\n change [counter v] by (4)\nend\n\n@Light\n\nwhen I receive [go to palyer v]\nshow\nset size to (100) %\nset [ghost v] effect to (0)\npoint in direction (90)\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nif <(Exit) > []> then\n repeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n hide\n wait (0.3) seconds\nend\n\nwhen I receive [win v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\n\n@Bouncy Stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [380] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [360] y: [50]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [260]\n Clone at x: [450] y: [150]\n Clone at x: [450] y: [150]\n Clone at x: [250] y: [-100]\n Clone at x: [300] y: [-50]\n Clone at x: [170] y: [-170]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [600] y: [350]\n Clone at x: [530] y: [50]\n Clone at x: [360] y: [30]\n Clone at x: [220] y: [100]\n Clone at x: [480] y: [-30]\n Clone at x: [350] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [470] y: [0]\n Clone at x: [230] y: [100]\n Clone at x: [-100] y: [400]\n Clone at x: [600] y: [-200]\n Clone at x: [390] y: [380]\n Clone at x: [480] y: [295]\n else\n switch costume to (level 5 1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\nwhen I receive [repeat v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (closed v)\n Clone at x: [1630] y: [115]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clone at x: [1535] y: [245]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clone at x: [2838] y: [587]\n else\n if <(Level) = [4]> then\n switch costume to (closed v)\n Clone at x: [2314] y: [1086]\n else\n hide\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <not <(Level) = [5]>> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@Collected\n\nwhen I receive [reset v]\ngo to x: (-215) y: (-165)\nswitch costume to (0 v)\nif <(Level) = [5]> then\n hide\nelse\n show\nend\n\nwhen I receive [go to palyer v]\nif <not <(Level) = [5]>> then\n switch costume to ((Collected) + (1))\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (35) y: (30)\nhide\n\ngo to [front v] layer\ngo [forward v] (99) layers\nset [ghost v] effect to (100)\n\nshow\n\nforever\n\n | Use WAD or the arrow keys to move. Avoid red and collect the orbs to open the portal. Yellow is bouncy. Don't jump from too high up! At the end you have to move the player in the middle of the green area to show your needed time for each levels.\n\n-------You can play in full screen------- |
Platformer Race | @Stage\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nbroadcast (Menu v)\n\nwhen I receive [menu v]\nforever\n if <(Change Color?) = [True]> then\n change [color v] effect by (0.1)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [initialise v]\nset [change color? v] to [True]\n\n@Person\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground 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))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> 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 end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground 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 [initialise v]\ndelete all of [level 1 data v]\nshow list [level save data v]\nset [level v] to [1]\ngo to x: (-197) y: (96)\nhide\n\nwhen I receive [play v]\nwait until <(Go!) = [True]>\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [username v] to (username)\nset [on? v] to [1]\nforever\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]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-3)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (3)\n end\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?> 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 if <(y position) = [-183]> then\n go to x: (-219) y: (-66)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(x position) > [240]> then\n go to x: (-219) y: (-66)\n change [level v] by (1)\n broadcast (Next Level v) and wait\n end\nend\n\ngo to x: (-197) y: (96)\n\nwhen I receive [play v]\ndelete all of [level save data v]\nwait until <(Go!) = [True]>\nforever\n Add Data\nend\n\ndefine Add Data\nadd (Level) to [level save data v]\nadd (join (x position) (join [ ] (y position))) to [level save data v]\nadd (direction) to [level save data v]\n\nwhen I receive [play v]\nforever\n if <(Level) = [10]> then\n stop [other scripts in sprite v]\n Encode Data\n broadcast (Level Data Button v)\n stop [this script v]\n end\nend\n\ndefine Encode Data\nset [save data v] to []\nset [i v] to [1]\nrepeat (length of (Level Save Data))\n set [save data v] to (join (Save Data) (join [ ] (item (I) of [level save data v])))\n change [i v] by (1)\nend\ndelete all of [level save data v]\nadd (Save Data) to [level save data v]\n\nwhen I receive [show data v]\nhide list [level save data v]\n\ngo to x: (-197) y: (96)\n\n@Ground\n\nwhen I receive [initialise v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (level1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Copying Person\n\nwhen I receive [initialise v]\ngo to x: (-197) y: (96)\nhide\n\nwhen I receive [play v]\nif <not <(Level 1 Data) = []>> then\n hide\n set [showing v] to [1]\n set [x v] to [2]\n set [y v] to [3]\n set [costume# v] to [4]\n wait until <(Go!) = [True]>\n repeat ((ISNT) / (3))\n if <([costume # v] of [ground v]) = (item (Showing) of [level 1 data v])> then\n show\n else\n hide\n end\n go to x: (item (X) of [level 1 data v]) y: (item (Y) of [level 1 data v])\n point in direction (item (Costume#) of [level 1 data v])\n change [x v] by (4)\n change [y v] by (4)\n change [showing v] by (4)\n change [costume# v] by (4)\n end\n if <(Win?) = [False]> then\n set [win? v] to [Win Copying]\n end\nend\n\n@Buttons\n\nwhen I receive [initialise v]\nset [go! v] to [False]\nclear graphic effects\nset [clone id v] to [0]\nset size to (150) %\ngo to x: (0) y: (0)\nhide\nset [win? v] to [False]\n\nwhen I receive [menu v]\nrepeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [1]> then\n forever\n switch costume to (play v)\n go to x: (0) y: (50)\n Sensing [2]\n end\nelse\n if <(Clone ID) = [2]> then\n forever\n switch costume to (load v)\n go to x: (0) y: (-10)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n delete all of [raw data v]\n ask [Paste save code here:] and wait\n set [data feed v] to (answer)\n Decode Data\n wait (0.1) seconds\n end\n else\n set [ghost v] effect to (-10)\n end\n end\n end\nend\nif <(Clone ID) = [3]> then\n show\n set size to (0) %\n switch costume to (3 v)\n repeat (10)\n change size by (((100) - (size)) / (3))\n end\n repeat (10)\n change size by (((-100) - (size)) / (3))\n end\n hide\n wait (0.5) seconds\n show\n set size to (0) %\n switch costume to (2 v)\n repeat (10)\n change size by (((100) - (size)) / (3))\n end\n repeat (10)\n change size by (((-100) - (size)) / (3))\n end\n hide\n wait (0.5) seconds\n show\n set size to (0) %\n switch costume to (1 v)\n repeat (10)\n change size by (((100) - (size)) / (3))\n end\n repeat (10)\n change size by (((-100) - (size)) / (3))\n end\n hide\n wait (0.5) seconds\n show\n set size to (0) %\n switch costume to (go! v)\n set [go! v] to [True]\n repeat (10)\n change size by (((100) - (size)) / (3))\n end\n repeat (10)\n change size by (((-100) - (size)) / (3))\n end\n hide\n delete this clone\nend\nif <(Clone ID) = [4]> then\n forever\n go to [front v] layer\n switch costume to (save v)\n go to x: (0) y: (0)\n Button\n end\nelse\n forever\n if <(Clone ID) = [5]> then\n set size to (100) %\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n if <not <(Win?) = [Win Copying]>> then\n set [win? v] to [You Win!]\n switch costume to (you win! v)\n else\n switch costume to (lost! v)\n end\n end\n end\nend\n\ndefine Sensing (which?)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <<mouse down?> and <(which?) = [2]>> then\n broadcast (Play v) and wait\n hide\n end\n else\n set [ghost v] effect to (-10)\n end\nend\n\ndefine Decode Data\ndelete all of [level length v]\ndelete all of [level 1 data v]\ndelete (all) of [level 1 data v]\nset [i v] to [1]\nset [isnt v] to [1]\nset [data v] to []\nadd [] to [level 1 data v]\nrepeat (length of (Data feed))\n set [data v] to (join (DATA) (letter (I) of (Data feed)))\n replace item (ISNT) of [level 1 data v] with (DATA)\n change [i v] by (1)\n if <(length of (round (DATA))) = [7]> then\n say [Invalid Data] for (4) seconds\n stop [this script v]\n end\n if <(letter (I) of (Data feed)) = [ ]> then\n add [] to [level 1 data v]\n set [data v] to []\n change [isnt v] by (1)\n end\nend\n\nwhen I receive [play v]\nstop all sounds\nset [change color? v] to [False]\ndelete this clone\n\nwhen I receive [play v]\nwait (0.1) seconds\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [level data button v]\nset [clone id v] to [4]\ncreate clone of (buttons v)\nset [clone id v] to [5]\ncreate clone of (buttons v)\n\ndefine Button\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (Show Data v) and wait\n hide\n end\nelse\n set [ghost v] effect to (-10)\nend\n\nwhen I receive [menu v]\nrepeat until <(Change Color?) = [False]>\n play sound [March to Deliverance \(from Fire Emblem Echoes Shadows of Valentia\) v] until done\nend\n\nwhen I receive [play v]\nrepeat until <(Clone ID) = [4]>\n play sound [Energy Drink \(Chiptune Inflated Remix\) v] until done\nend\n\n@Thumbnail\n\nwhen I receive [initialise v]\ngo to x: (0) y: (0)\nshow\nhide\n\n | Will someone be able to suggest this to be featured?\n\nArrows keys to move | Press the save button at the end to save your code | Copy (By Triple Clicking) and paste your code into the box that appears | Race yourself or someone else!\nRemember: Paste a save code to race with someone else.\n\nPaste Save Codes Here: https://scratch.mit.edu/discuss/topic/345280/?page=1#post-3482538 |
2 Player Platformer race! | @Stage\n\nwhen flag clicked\nwait (7) seconds\nforever\n play sound [Undertale Ost 087 - Hopes and Dreams v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [22]> then\n broadcast (Red Wins v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [22]> then\n broadcast (Blue Wins v)\n end\nend\n\nwhen I receive [bnext level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (180)\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen I receive [go! v]\ngo to x: (-220) y: (-30)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\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) * (0.9))\n change x by (Xv)\n if <touching color (#ff3232)?> then\n change y by (1)\n if <touching color (#ff3232)?> then\n change y by (1)\n if <touching color (#ff3232)?> then\n change y by (1)\n if <touching color (#ff3232)?> then\n change y by (1)\n end\n if <touching color (#ff3232)?> then\n change y by (1)\n if <touching color (#ff3232)?> 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 change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#ff3232)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ff3232)?> 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 flag clicked\nforever\n if <touching color (#848484)?> then\n change [xv v] by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (-30)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (down arrow v) pressed?>> then\n switch costume to (costume2 v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n broadcast (Next Level v)\n go to x: (-220) y: (-30)\n end\nend\n\n@Sprite5\n\nwhen I receive [go! v]\ngo to x: (-220) y: (150)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\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) * (0.9))\n change x by (Xv)\n if <touching color (#5b91ff)?> then\n change y by (1)\n if <touching color (#5b91ff)?> then\n change y by (1)\n if <touching color (#5b91ff)?> then\n change y by (1)\n if <touching color (#5b91ff)?> then\n change y by (1)\n end\n if <touching color (#5b91ff)?> then\n change y by (1)\n if <touching color (#5b91ff)?> 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 [-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 change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#5b91ff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#5b91ff)?> then\n if <key (w v) pressed?> then\n set [yv v] to [12]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#9a9a9a)?> then\n change [xv v] by (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (s v) pressed?>> then\n switch costume to (costume2 v)\n end\n if <key (s v) pressed?> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#848484)?> then\n change [xv v] by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (150)\n end\nend\n\nwhen flag clicked\ngo to x: (-220) y: (150)\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n broadcast (BNext Level v)\n go to x: (-220) y: (150)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (25)\nswitch costume to (3 v)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (4)\n repeat (50)\n change size by (10)\n end\n next costume\n set size to (100) %\nend\nbroadcast (GO! v)\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [blue wins v]\nshow\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [red wins v]\nshow\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | A two player platformer race! All levels are possible.\nBlue: WASD\nRed: Arrow keys \n\n https://scratch.mit.edu/projects/282118515/\n\n https://scratch.mit.edu/projects/280834968/ |
Space Adventure - a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\n\nwhen I receive [start v]\nwait until <(Level) = [25]>\nswitch backdrop to (last level sky v)\n\n@Player\n\nwhen I receive [start v]\ngo to x: (-220) y: (-70)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nset [deaths v] to [0]\nset [level v] to [1]\nwait (0.5) seconds\nshow\nrepeat until <(Level) = [26]>\n set size to (100) %\n point in direction (90)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\n end\n set [x v] to ((X) * (0.85))\n change x by (X)\n if <touching (ground v)?> then\n change y by (-2)\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 y by (-5)\n change x by ((-1) * (X))\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <not <(X) = [0]>>> then\n set [mode v] to [walljump]\n set [y v] to [8]\n set [x v] to (((X) / ([abs v] of (X) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (ground v)?> then\n if <(Y) = [-3]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (X) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [mode v] to [jump]\n set [y v] to [10]\n end\n end\n if <<<<(Mode) = [jump]> or <(Mode) = [walljump]>> and <(Y) < [0]>> or <<<(Mode) = [run]> or <(Mode) = [skid]>> and <(Y) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(Y) > [-15]> then\n change [y v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n if <<<(y position) < [-150]> or <touching (obstacles v)?>> or <touching (alien v)?>> then\n change [deaths v] by (1)\n go to x: (-220) y: (-70)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (Next Level v)\n go to x: (-220) y: (-95)\n hide\n wait (1) seconds\n go to x: (-220) y: (-70)\n show\n end\n if <touching (jump v)?> then\n set [y v] to [15]\n end\n change y by (1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by ((-1) * (Y))\n set [y v] to [-3]\n end\n change y by (1)\n end\nend\ngo to x: (-220) y: (-95)\nbroadcast (You did it! v)\n\nwhen flag clicked\ngo to x: (200) y: (0)\nhide\nwait (3) seconds\nset size to (200) %\nshow\nrepeat (100)\n change size by (-5)\nend\n\nwhen flag clicked\ngo to x: (200) y: (0)\nhide\nwait (2) seconds\nglide (2) secs to x: (210) y: (-50)\n\nwhen this sprite clicked\nif <(Deaths) = [1]> then\n say (join (Deaths) [ death]) for (1.5) seconds\nelse\n say (join (Deaths) [ deaths]) for (1.5) seconds\nend\n\nwhen [space v] key pressed\nif <(Deaths) = [1]> then\n say (join (Deaths) [ death]) for (1.5) seconds\nelse\n say (join (Deaths) [ deaths]) for (1.5) seconds\nend\n\nwhen I receive [intro 2 v]\nhide\n\nwhen I receive [start v]\nforever\n if <key (s v) pressed?> then\n if <not <(Level) = [26]>> then\n broadcast (Next Level v)\n wait (0.5) seconds\n end\n end\n if <key (r v) pressed?> then\n broadcast (Restart Level v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [restart level v]\nif <not <(Level) = [26]>> then\n go to x: (-220) y: (-70)\n wait (0.5) seconds\nend\n\nwhen [r v] key pressed\nif <not <(Level) = [26]>> then\n go to x: (-220) y: (-70)\n wait (0.5) seconds\nend\n\nwhen I receive [next level v]\ngo to x: (-220) y: (0)\n\n@Ground\n\nwhen I receive [next level v]\nif <not <(Level) = [26]>> then\n wait (0.3) seconds\n next costume\nend\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Obstacles\n\nwhen I receive [next level v]\nif <not <(Level) = [26]>> then\n wait (0.3) seconds\n next costume\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Jump\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nif <not <(Level) = [26]>> then\n wait (0.3) seconds\n next costume\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Alien\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<(Level) = [21]> or <(Level) = [23]>> then\n if <(Level) = [21]> then\n repeat until <(Level) = [22]>\n go to x: (-80) y: (108)\n show\n switch costume to (right v)\n glide (5) secs to x: (140) y: (108)\n switch costume to (left v)\n glide (5) secs to x: (-80) y: (108)\n end\n delete this clone\n end\n if <(Level) = [23]> then\n repeat until <(Level) = [24]>\n go to x: (-150) y: (-95)\n show\n switch costume to (right v)\n glide (5) secs to x: (240) y: (-95)\n switch costume to (left v)\n glide (5) secs to x: (-150) y: (-95)\n end\n delete this clone\n end\n delete this clone\nelse\n delete this clone\nend\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.8) seconds\nif <(Level) = [20]> then\n repeat until <(Level) = [21]>\n go to x: (10) y: (-95)\n show\n switch costume to (left v)\n glide (5) secs to x: (-240) y: (-95)\n switch costume to (right v)\n glide (5) secs to x: (10) y: (-95)\n end\nend\nif <(Level) = [21]> then\n repeat until <(Level) = [22]>\n create clone of (_myself_ v)\n go to x: (160) y: (-95)\n show\n switch costume to (left v)\n glide (5) secs to x: (-160) y: (-95)\n switch costume to (right v)\n glide (5) secs to x: (190) y: (-95)\n end\nend\nif <(Level) = [22]> then\n repeat until <(Level) = [23]>\n go to x: (10) y: (-95)\n show\n switch costume to (right v)\n glide (3) secs to x: (150) y: (-95)\n switch costume to (left v)\n glide (3) secs to x: (10) y: (-95)\n end\nend\nif <(Level) = [23]> then\n repeat until <(Level) = [24]>\n go to x: (-50) y: (-95)\n show\n switch costume to (left v)\n glide (6) secs to x: (-240) y: (-95)\n switch costume to (right v)\n glide (6) secs to x: (-50) y: (-95)\n end\nend\nif <(Level) = [24]> then\n repeat until <(Level) = [25]>\n go to x: (140) y: (-62)\n show\n switch costume to (left v)\n glide (6) secs to x: (-80) y: (-62)\n switch costume to (right v)\n glide (6) secs to x: (140) y: (-62)\n end\nend\nif <(Level) = [25]> then\n repeat until <(Level) = [26]>\n go to x: (50) y: (-115)\n show\n switch costume to (left v)\n glide (3) secs to x: (-140) y: (-115)\n switch costume to (right v)\n glide (3) secs to x: (50) y: (-115)\n end\nend\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\n@Stars\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (100) %\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\ngo to (random position v)\nshow\nrepeat (10)\n change [ghost v] effect by (-7)\n change [brightness v] effect by (10)\n change size by (-1)\nend\nwait (0.4) seconds\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.03)) seconds\nend\n\n@Transition\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nshow\nglide (0.5) secs to x: (1000) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@Rocketship\n\nwhen flag clicked\nplay sound [Space Noise v] until done\nplay sound [Space Noise v] until done\nplay sound [Space Noise v] until done\nplay sound [Space Noise v] until done\n\nwhen flag clicked\nrepeat (40)\n turn right (1) degrees\n change size by (1)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nrepeat (3)\n switch costume to (2 v)\n start sound [Alarm v]\n wait (0.5) seconds\n stop all sounds\n switch costume to (1 v)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (-200) y: (-100)\nset size to (50) %\npoint in direction (135)\nglide (5) secs to x: (300) y: (0)\nstop all sounds\nstart sound [Boom v]\nhide\nwait (0.05) seconds\nbroadcast (Intro 2 v)\n\n@Fire\n\nwhen flag clicked\nswitch costume to (intro v)\nclear graphic effects\nhide\nwait (0.1) seconds\nforever\n create clone of (_myself_ v)\n wait (0.08) seconds\nend\n\nwhen I start as a clone\ngo to (rocketship v)\nwait (0.1) seconds\nshow\nrepeat (10)\n change size by (-3.25)\n change x by (-10)\n change y by (pick random (4) to (-4))\n change [brightness v] effect by (1)\nend\nrepeat (26)\n change size by (-3.25)\n change x by (-10)\n change y by (pick random (4) to (-4))\n change [brightness v] effect by (0.5)\nend\ndelete this clone\n\nwhen I receive [intro 2 v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Intro 2\n\nwhen I receive [intro 2 v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nswitch costume to (2 v)\nwait (0.5) seconds\nswitch costume to (3 v)\nwait (0.5) seconds\nswitch costume to (4 v)\nwait (0.5) seconds\nswitch costume to (5 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\n@Start Button\n\nwhen I receive [intro 2 v]\nwait until <([costume name v] of [intro 2 v]) = [5]>\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nif <mouse down?> then\n start sound [Click v]\n broadcast (Start v)\n hide\nend\n\nwhen I receive [intro 2 v]\nforever\n if <not <mouse down?>> then\n if <touching (mouse-pointer v)?> then\n if <not <(size) = [120]>> then\n repeat until <(size) = [120]>\n change size by (1)\n end\n end\n else\n if <not <(size) = [100]>> then\n repeat until <(size) = [100]>\n change size by (-1)\n end\n end\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(size) = [120]> then\n repeat until <(size) = [100]>\n change size by (-1)\n end\n else\n wait until <(size) = [120]>\n repeat until <(size) = [100]>\n change size by (-1)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Skip / Previous Level\n\nwhen I start as a clone\nswitch costume to (redo v)\ngo to x: (-130) y: (-162)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (1)\n end\n else\n repeat until <(size) = [100]>\n change size by (-1)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(size) = [120]> then\n repeat until <(size) = [100]>\n change size by (-1)\n end\n else\n wait until <(size) = [120]>\n repeat until <(size) = [100]>\n change size by (-1)\n end\n end\n end\nend\n\nwhen I receive [start v]\ngo to x: (-180) y: (-162)\nswitch costume to (skip v)\nshow\ncreate clone of (_myself_ v)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (1)\n end\n else\n repeat until <(size) = [100]>\n change size by (-1)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(size) = [120]> then\n repeat until <(size) = [100]>\n change size by (-1)\n end\n start sound [Click v]\n else\n wait until <(size) = [120]>\n repeat until <(size) = [100]>\n change size by (-1)\n end\n start sound [Click v]\n end\n end\nend\n\nwhen this sprite clicked\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [Skip]> then\n broadcast (Next Level v)\n else\n broadcast (Restart Level v)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sound Button\n\nwhen I receive [start v]\ngo to x: (-230) y: (-162)\nset [sound v] to [On]\nswitch costume to (on v)\nshow\n\nwhen I receive [start v]\nforever\n if <not <<(Sound) = [Off]> and <(costume [name v]) = [Off]>>> then\n play sound [Owl-City-Fireflies-Instrumental-\(Remake-by-Mike-Kalombo\)-for-Spoofers-Parodies-Youtubecovers\[www.savevid.com\]\(1\) v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen [m v] key pressed\nif <(costume [name v]) = [On]> then\n set [sound v] to [Off]\n switch costume to (off v)\n stop all sounds\n wait (0.1) seconds\nelse\n set [sound v] to [On]\n switch costume to (on v)\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (1)\n end\n else\n repeat until <(size) = [100]>\n change size by (-1)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (Sound)\nend\n\nwhen I receive [start v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [On]> then\n set [sound v] to [Off]\n stop all sounds\n switch costume to (off v)\n wait (0.1) seconds\n else\n set [sound v] to [On]\n switch costume to (on v)\n wait (0.1) seconds\n end\n end\nend\n\n@Finished\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nclear graphic effects\nhide\n\nwhen I receive [you did it! v]\nset [ghost v] effect to (100)\nshow\nrepeat (80)\n change [ghost v] effect by (-1)\nend\n\n@Moon/Earth\n\nwhen flag clicked\nswitch costume to (moon v)\nset size to (100) %\nshow\ngo to x: (240) y: (-190)\nglide (3) secs to x: (200) y: (-170)\n\nwhen I receive [start v]\nswitch costume to (earth v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [intro 2 v]\nhide\n\nwhen flag clicked\nrepeat (100)\n change size by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | Oh no! You've crash-landed on the moon. Help the astronaut get back to Earth!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n★ Use arrow or W A D keys to move or click for mobile.\n\n★ Avoid falling in craters, black holes, and touching spikes. Also, beware of aliens...\n\n★ Purple is bouncy\n\n★ Click the Sound Button or the M key to mute / unmute the music.\n\n★ Press the S key or the Skip Button to skip a level\n\n★ Press the R key or the Redo Button to save the astronaut from falling through the mysterious crater\n\nMobile Script: @qucchia\nMusic: Fireflies - Owl City 8bit version\n\nUpdate Log:\n3/31/19 @DANISON loved and faved!\n3/31/19 @Deathstriding loved!\n3/31/19 @Strongdude66 loved!\n4/1/19 Deleted the option to go to the previous level\n4/2/19 @-Imagineer- loved!\n4/2/19 Fixed the finished screen glitch\n4/3/19 Fixed animation glitches\n4/7/19 Removed my logo because of hateful comments\n4/11/19 @ChristianKid5 loved! \n\nTags: #Space #Adventure #Games #Platformer #Mobile |
platformer in the life | @Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-138) y: (-42)\nforever\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 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]\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)?> 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 end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n if <touching color (#2400ff)?> then\n next backdrop\n go to x: (-138) y: (-42)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-138) y: (-42)\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\nsay (join (join [thanks for playing ] (username)) [!])\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\n\n | use arrow keys to move\navoid red\n\nhope you like it |
Purple Cube (Platformer) | @Stage\n\n@Player\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 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\nwait (.1) seconds\nforever\n if <touching color (#ed3b3b)?> then\n go to x: (-207) y: (103)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [228]> then\n next backdrop\n go to x: (-207) y: (103)\n set [x v] to [0]\n set [y v] to [0]\n end\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 <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (1)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <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 (#54ec3c)?> then\n change y by (1)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <mouse down?>> 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 change [y v] by (-.6)\n change y by (y)\n if <touching color (#54ec3c)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#54ec3c)?> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen I receive [play v]\nset size to (100) %\nforever\n if <touching color (#fc6d00)?> then\n set [x v] to [20]\n set [y v] to [15]\n end\n if <touching color (#ff5000)?> then\n set [x v] to [-20]\n set [y v] to [15]\n end\n if <touching color (#ed5f00)?> then\n set [y v] to [17]\n end\nend\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-207) y: (103)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-207) y: (103)\nset [x v] to [0]\nset [y v] to [0]\n\n@Sprite1\n\nwhen I receive [play v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\nforever\n go to x: (13) y: (352)\n repeat (70)\n change y by (-10)\n end\nend\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite2\n\ngo to x: (13) y: (352)\n\nwhen I receive [play v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\ngo to x: (-120) y: (11)\nshow\nforever\n glide (3) secs to x: (210) y: (19)\n glide (3) secs to x: (-120) y: (19)\nend\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite3\n\nwhen I receive [play v]\nhide\n\nwhen backdrop switches to [backdrop21 v]\nshow\nstop [all v]\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (10)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Play v)\nhide\n\n | Arrow keys to move OR click where you want to go. Get through all 20 levels! They are all possible. Press S to skip the level and R to restart. \nPS: Try using the mouse click to move! It's awesome! Also, it's my first time trying it out! ;) |
Platformer Engine! | @Stage\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\ngo to x: (-207) y: (-5)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) = [-176]> then\n go to x: (-207) y: (-5)\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 end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\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 set [x v] to [0]\n end\n end\n change [y v] by (-.5)\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)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching color (#ff1818)?> then\n go to x: (-207) y: (-5)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#ff922c)?> then\n set [y v] to [13]\n end\nend\n\ngo to x: (128) y: (-180)\n\nset [x v] to [5]\n\n\n\n@Splash Screen!\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | Welcome to my platformer engine! You can use this code in your projects. Just throw the code in your backpack and you're ready to go! |
STYGIAN - A mobile platformer | @Stage\n\nwhen flag clicked\nset volume to (20) %\nstop all sounds\nset [level v] to [1]\nforever\n switch backdrop to (Level)\n repeat until <(Level) = [9]>\n Music\n if <(Level) = [9]> then\n stop all sounds\n end\n end\nend\n\ndefine Music\nplay sound [City Lights v] until done\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-198) y: (-142)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [12] [-1] [0.7] [2]\n if <touching (spikes v)?> then\n go to x: (-198) y: (-142)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (flag v)?> then\n change [level v] by (1)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-198) y: (-142)\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [100]>>>> then\n point in direction (90)\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-100]>>>> then\n point in direction (-90)\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X velocity) * (friction))\nchange x by (X velocity)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n change x by ((([abs v] of (X velocity) ) / (X velocity)) * (-1))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Y velocity) ) / (Y velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]> and <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [90]>>>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (me v)\nif <(Y velocity) > [2]> then\n switch costume to (jumping me v)\nend\nif <(Y velocity) < [-3]> then\n switch costume to (falling me v)\nend\nif <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [100]>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-100]>>>>> then\n switch costume to (Walk)\nend\n\nwhen flag clicked\nset [walk v] to [3]\nforever\n change [walk v] by (1)\n if <(Walk) > [6]> then\n set [walk v] to [3]\n end\n wait (0.01) seconds\nend\n\nset [level v] to [10]\n\n@Level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nset [level v] to [9]\n\nwhen I receive [animation v]\ngo to [back v] layer\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nset [level v] to [9]\n\nwhen I receive [animation v]\ngo to [back v] layer\n\n@Flag\n\nwhen flag clicked\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (-196) y: (-9)\n else\n if <(Level) = [2]> then\n go to x: (217) y: (79)\n else\n if <(Level) = [3]> then\n go to x: (-209) y: (138)\n else\n if <(Level) = [4]> then\n go to x: (226) y: (92)\n else\n if <(Level) = [5]> then\n go to x: (-209) y: (138)\n else\n if <(Level) = [6]> then\n go to x: (-210) y: (52)\n else\n if <(Level) = [7]> then\n go to x: (-212) y: (123)\n else\n if <(Level) = [8]> then\n go to x: (204) y: (135)\n else\n if <(Level) = [9]> then\n go to x: (13) y: (-148)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to x: (22) y: (-146)\n\nset [level v] to [9]\n\nwhen I receive [animation v]\ngo to [back v] layer\n\n@background\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nset [level v] to [9]\n\nwhen I receive [animation v]\ngo to [back v] layer\n\n@stuff\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (85)\nrepeat until <(Level) = [10]>\n go to [front v] layer\nend\ngo to [back v] layer\n\nset [level v] to [1]\n\n@level displayer\n\nwhen flag clicked\nforever\n go to x: (0) y: (15)\n switch costume to (Level)\nend\n\n@thanks\n\nwhen flag clicked\nset [level v] to [0]\nhide\ngo to x: (0) y: (0)\nforever\n if <(Level) = [10]> then\n broadcast (Animation v)\n end\nend\n\nwhen I receive [animation v]\nshow\ngo to [front v] layer\n\n@thumbnail\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen flag clicked\nhide\n\n | Use the WASD keys , touch the OUTER SIDES of the screen or the arrow keys to Move.\nTry to get to the flag in each level\n=========================================\nI would REALLY like to go on the front page so if you like this platformer could you please like and favorite? |
Platformer! | @Stage\n\nwhen backdrop switches to [backdrop33 v]\nbroadcast (game over v)\n\n@Sprite1\n\nwhen I receive [game over v]\nhide list [highscores v]\nadd [thing] to [highscores v]\nif <(Your Time) > (☁ Highscore5)> then\n if <(Your Time) > (☁ Highscore4)> then\n if <(Your Time) > (☁ Highscore3)> then\n if <(Your Time) > (☁ Highscore2)> then\n if <(Your Time) > (☁ Highscore1)> then\n replace item (5) of [highscores v] with (item (4) of [highscores v])\n replace item (4) of [highscores v] with (item (3) of [highscores v])\n replace item (3) of [highscores v] with (item (2) of [highscores v])\n replace item (2) of [highscores v] with (item (1) of [highscores v])\n replace item (1) of [highscores v] with (join (username) (Your Time))\n else\n replace item (5) of [highscores v] with (item (4) of [highscores v])\n replace item (4) of [highscores v] with (item (3) of [highscores v])\n replace item (3) of [highscores v] with (item (2) of [highscores v])\n replace item (2) of [highscores v] with (join (username) (Your Time))\n end\n else\n replace item (5) of [highscores v] with (item (4) of [highscores v])\n replace item (4) of [highscores v] with (item (3) of [highscores v])\n replace item (3) of [highscores v] with (join (username) (Your Time))\n end\n else\n replace item (5) of [highscores v] with (item (4) of [highscores v])\n replace item (4) of [highscores v] with (join (username) (Your Time))\n end\n else\n replace item (5) of [highscores v] with (join (username) (Your Time))\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [236]> then\n switch backdrop to (next backdrop v)\n go to x: (-190) y: (-113)\n end\nend\n\nwhen flag clicked\ngo to x: (-138) y: (-42)\nforever\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 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]\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)?> 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 end\n change y by (0.5)\nend\n\nwhen flag clicked\nset size to (25) %\ngo to x: (-209) y: (-140)\nshow\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-209) y: (-140)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-209) y: (-140)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\ngo to x: (-209) y: (-138)\nshow\n\nwhen flag clicked\nset [your time v] to [0]\n\nwhen flag clicked\nshow list [highscores v]\n\n@Sprite2\n\nwhen flag clicked\nswitch backdrop to (backdrop22 v)\ngo to x: (-1) y: (-48)\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen flag clicked\nhide variable [your time v]\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [your time v]\nforever\n wait (1) seconds\n change [your time v] by (1)\n if <(backdrop [number v]) = [33]> then\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide variable [your time v]\nhide\n\nwhen backdrop switches to [backdrop32 v]\ngo to x: (-262) y: (66)\nshow\n\nwhen backdrop switches to [backdrop25 v]\ngo to x: (154) y: (-81)\nshow\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (message1 v)\n hide\n end\nend\n\nwhen I receive [intro finished v]\nshow variable [your time v]\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (185) y: (168)\n\nwhen I receive [message1 v]\nnext costume\n\n@Intro\n\nwhen flag clicked\nhide variable [your time v]\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nwait (1) seconds\nrepeat (38)\n wait (0.025) seconds\n next costume\nend\nwait (1) seconds\nrepeat (16)\n wait (0.025) seconds\n next costume\nend\nwait (1) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (5)\nend\nbroadcast (intro finished v)\n\n | Arrows to move Blu.\nBlack is safe.\nRed is ouchie!\ncollect the coins!\nTwo at the moment even though there are three coin spots!\nplease love and favourite! |
Red (A Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch backdrop to (backdrop2 v)\nclear graphic effects\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [messege3 v]\nwait (2) seconds\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [messege4 v]\nswitch backdrop to (backdrop4 v)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nswitch costume to (costume2 v)\nwait (5) seconds\nswitch costume to (costume3 v)\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [Once, there was color. Now there isn't. You have to go on a mission to get them back. Good luck!]::tts\nbroadcast (message1 v)\nhide\n\nwhen I receive [messege3 v]\nwait (2) seconds\nswitch costume to (costume4 v)\nshow\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [Splendid job out there! You really did well. Next, you will go on a mission to get orange back.]::tts\nspeak [Until then, get some nice, good rest. Farewell.]::tts\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (messege4 v)\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite2\n\nwhen flag clicked\nhide variable [level v]\nhide\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [message2 v]\nnext costume\n\nwhen I receive [messege3 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\ngo to x: (-230) y: (-100)\ngo to [front v] layer\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 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 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?> or <key (w v) pressed?>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (message2 v)\n reset\n end\n if <<<touching color (#bebebe)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n reset\n end\n if <touching (sprite4 v)?> then\n broadcast (messege3 v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\ndefine reset\ngo to x: (-230) y: (-100)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [messege3 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [message1 v]\nforever\n if <(level) = [20]> then\n go to x: (124) y: (71)\n set size to (25) %\n show\n repeat until <touching (sprite2 v)?>\n glide (0.3) secs to x: (124) y: (76)\n glide (0.3) secs to x: (124) y: (71)\n end\n else\n hide\n end\nend\n\n | This game is really easy. \nIt will probably take only a couple of minutes.\n+++++++++++++++++++++++++++++++++++++++++\nArrow keys or WASD to move.\nAvoid spikes and it's color, and falling.\n+++++++++++++++++++++++++++++++++++++++++\nAll 20 levels are possible. \nIf you can, a love and fave would be very appreciated!\nEnjoy! |
Orange (A Platformer) | @Stage\n\nwhen I receive [messege4 v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [messege3 v]\nwait (2) seconds\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch backdrop to (backdrop2 v)\nclear graphic effects\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nswitch costume to (costume2 v)\nwait (5) seconds\nswitch costume to (costume3 v)\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [Welcome back. It is time for part two of your mission. Do your best and get orange back.]::tts\nspeak [This time you have to avoid red too. Good luck!]::tts\nbroadcast (message1 v)\nhide\n\nwhen I receive [messege3 v]\nwait (2) seconds\nswitch costume to (costume4 v)\nshow\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [Splendid job out there! You really did well. Next, you will go on a mission to get yellow back.]::tts\nspeak [Until then, get some nice, good rest. Farewell.]::tts\nwait (3) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (messege4 v)\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite2\n\nwhen I receive [messege3 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [message2 v]\nnext costume\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\nhide variable [level v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\ngo to x: (-230) y: (-100)\ngo to [front v] layer\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 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 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?> or <key (w v) pressed?>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (message2 v)\n reset\n end\n if <<key (r v) pressed?> or <<touching color (#ff0000)?> or <<touching color (#bebebe)?> or <(y position) < [-175]>>>> then\n reset\n end\n if <touching color (#7f7f7f)?> then\n set [yv v] to [20]\n end\n if <touching (sprite4 v)?> then\n broadcast (messege3 v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\ndefine reset\ngo to x: (-230) y: (-100)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [messege3 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [message1 v]\nforever\n if <(level) = [20]> then\n go to x: (124) y: (71)\n set size to (25) %\n show\n repeat until <touching (sprite2 v)?>\n glide (0.3) secs to x: (124) y: (76)\n glide (0.3) secs to x: (124) y: (71)\n end\n else\n hide\n end\nend\n\n | This game is really easy. \nIt will probably take only a couple of minutes.\n+++++++++++++++++++++++++++++++++++++++++\nArrow keys or WASD to move.\nAvoid spikes and lava, and falling.\n+++++++++++++++++++++++++++++++++++++++++\nAll 20 levels are possible. \nIf you can, a love and fave would be very appreciated!\nEnjoy! |
NoControl Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nLoop\n\nset [xv v] to [5]\n\ndefine Loop\nchange [xv v] by <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [xv v] by (() - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nchange y by <touching color (#000000)?>\nchange y by <touching color (#000000)?>\nchange y by <touching color (#000000)?>\nchange y by <touching color (#000000)?>\nchange y by <touching color (#000000)?>\nchange y by <touching color (#000000)?>\nWall Jump <touching color (#000000)?>\nchange [yv v] by (((20) - (Yv)) * <touching color (#faff00)?>)\nchange [yv v] by (-1)\nchange y by (Yv)\nset [i v] to <not <touching color (#000000)?>>\nchange y by (((Yv) * (-1)) * <touching color (#000000)?>)\nset [yv v] to ((Yv) * (i))\nchange y by (-5)\nchange [yv v] by (((15) - (Yv)) * <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>>)\nchange y by (5)\nLoop\n\ndefine Wall Jump <touching black>\nchange x by (<touching black> * ((Xv) * (-1)))\nchange y by (<touching black> * (-6))\nchange [xv v] by (((-8) - (Xv)) * <<touching black> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Xv) > [0]>>>)\nchange [xv v] by (((8) - (Xv)) * <<touching black> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(Xv) > [0]>>>>)\nchange [yv v] by (<touching black> * (<<key (up arrow v) pressed?> or <key (w v) pressed?>> * ((12) - (Yv))))\nset [xv v] to ((Xv) * <not <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <touching black>>>)\n\nwhen flag clicked\nLoop 2\n\ndefine Loop 2\ngo to x: ((x position) + (((0) - (x position)) * <touching color (#d20000)?>)) y: ((y position) + (((0) - (y position)) * <touching color (#d20000)?>))\nLoop 2\n\n | Here is a platformer script made with no control blocks.\n\nThis means I didn't use "Forever", "If", "Wait" or anyother block like that. If you don't believe me, click see inside.\n\nMy entry for NON-CONTROL CHALLENGE!\n\nI might add levels later. |
Super Simple (A Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nswitch backdrop to (backdrop2 v)\nclear graphic effects\nbroadcast (message1 v)\n\nwhen I receive [messege3 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nclear graphic effects\nswitch backdrop to (backdrop1 v)\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [0]\nhide variable [level v]\nhide\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [message2 v]\nnext costume\n\nwhen I receive [messege3 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [20]> then\n go to x: (154) y: (-121)\n set size to (46) %\n show\n else\n hide\n end\nend\n\nwhen I receive [messege3 v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [your time v]\nset [your time v] to [0]\n\nwhen I receive [message1 v]\nshow variable [☁ world record v]\nshow variable [your time v]\nforever\n repeat until <touching (sprite3 v)?>\n wait (1) seconds\n change [your time v] by (1)\n end\n if <(Your Time) < (☁ World Record)> then\n set [☁ world record v] to (Your Time)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to x: (-202) y: (-58)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> 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 (#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 x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> 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 (#ffffff)?> then\n change y by ((Yv) * (-1))\n set [yv 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 <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n if <<<touching color (#ff0000)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n reset\n end\n if <touching color (#c9ff00)?> then\n set [yv v] to [20]\n end\n if <(x position) > [252]> then\n broadcast (message2 v)\n reset\n end\n if <touching (sprite2 v)?> then\n broadcast (messege3 v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n end\nend\n\ndefine reset\ngo to x: (-202) y: (-58)\n\n | This is just another simple platformer I made in my spare time, but I hope you enjoy! \nA love, fave and comment would be very nice!\n-------------------------------------------------------------------------\nArrow keys or WASD to move.\nAvoid red and jump on yellow.\nGet to the right end for the next level.\nIn the final level, touch the green flag to goal!\nThat is it.\nHave fun!\n-------------------------------------------------------------------------\nCheck out my other games too!\nhttps://scratch.mit.edu/studios/4685976/projects/\n |
Dark - A Platformer | @Stage\n\nwhen flag clicked\nrepeat (50)\n start sound [Owl-City-Fireflies-Instrumental-\(Remake-by-Mike-Kalombo\)-for-Spoofers-Parodies-Youtubecovers\[www.savevid.com\]\(1\) v]\nend\n\n@levels\n\ndefine start from (x) (y) go to (x2) (y2)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\n\nwhen flag clicked\nhide variable [levl v]\nforever\n if <(levl) = [1]> then\n pen down\n hide\n set pen color to (#ffffff)\n erase all\n set pen size to (10)\n start from (-240) (-128) go to (240) (-128)\n end\n if <(levl) = [2]> then\n pen down\n erase all\n set pen color to (#ffffff)\n set pen size to (10)\n start from (-240) (-128) go to (-66) (-128)\n start from (-66) (-128) go to (-66) (-100)\n start from (-66) (-100) go to (-66) (50)\n start from (-66) (50) go to (10) (50)\n start from (10) (50) go to (10) (-128)\n start from (10) (-128) go to (240) (-128)\n end\n if <(levl) = [3]> then\n pen down\n erase all\n set pen color to (#ffffff)\n set pen size to (10)\n start from (-240) (-128) go to (-66) (-128)\n start from (-66) (-128) go to (-66) (-100)\n start from (-66) (-100) go to (-66) (50)\n start from (-66) (50) go to (10) (50)\n start from (10) (50) go to (10) (-128)\n set pen color to (#ff0000)\n start from (10) (-128) go to (240) (-128)\n end\n if <(levl) = [4]> then\n pen down\n hide\n set pen color to (#ffffff)\n erase all\n set pen size to (10)\n start from (-240) (-128) go to (240) (-128)\n set pen color to (#ff9400)\n start from (-70) (-128) go to (35) (-128)\n set pen color to (#ff0000)\n start from (35) (-128) go to (90) (43)\n start from (90) (43) go to (134) (43)\n end\n if <(levl) = [5]> then\n pen down\n erase all\n set pen color to (#ffffff)\n set pen size to (10)\n start from (-240) (-128) go to (-10) (-128)\n start from (-10) (-128) go to (30) (-128)\n set pen color to (#ff0000)\n start from (30) (-128) go to (240) (-128)\n end\n if <(levl) = [6]> then\n erase all\n pen down\n set pen color to (#ffffff)\n start from (-240) (-128) go to (-50) (-128)\n start from (-50) (-128) go to (-50) (80)\n start from (237) (80) go to (70) (80)\n start from (70) (80) go to (70) (-30)\n start from (70) (-30) go to (240) (-30)\n start from (240) (-107) go to (70) (-107)\n start from (70) (-107) go to (70) (-180)\n set pen color to (#ff0000)\n start from (-43) (-124) go to (64) (-124)\n end\n if <(levl) = [7]> then\n pen down\n hide\n set pen color to (#ffffff)\n erase all\n set pen size to (10)\n start from (-240) (-128) go to (240) (-128)\n set pen color to (#ff9400)\n start from (-140) (-128) go to (-70) (-128)\n start from (7) (-128) go to (77) (-128)\n start from (152) (-128) go to (240) (-128)\n set pen color to (#ff0000)\n start from (-140) (45) go to (240) (45)\n end\n if <(levl) = [8]> then\n broadcast (message1 v)\n erase all\n end\nend\n\nset pen color to (#ff9400)\n\nset pen color to (#ffffff)\n\nset pen color to (#ff0000)\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [levl v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-216) y: (-86)\nforever\n if <touching color (#ff9400)?> then\n set [yv v] to [20]\n end\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-86)\n end\n if <(x position) > [200]> then\n go to x: (-216) y: (-86)\n change [levl v] by (1)\n end\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 switch costume to (costume2 v)\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 (#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 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 (#ffffff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> 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 [message1 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-151)\nforever\n switch costume to (levl)\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nhide\n\n@Sprite4\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | |
GREEN CUBE (Platformer) | @Stage\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (Setup v)\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\ngo to x: (-211) y: (-91)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\nforever\n Move\nend\n\ndefine Move\nif <key (right arrow v) pressed?> then\n change [x v] by (5)\n switch costume to (costume1 v)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-5)\n switch costume to (costume2 v)\nend\nset [x v] to ((x) * (.6))\nchange x by (x)\nif <<touching color (#347229)?> or <touching color (#805833)?>> then\n change x by ((x) * (-1))\n set [x v] to [0]\nend\nchange [y v] by (-2)\nchange y by (y)\nif <<touching color (#347229)?> or <touching color (#805833)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<touching color (#347229)?> or <touching color (#805833)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [20]\nend\nchange y by (2)\nif <(x position) > [240]> then\n next backdrop\n go to x: (-211) y: (-91)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(y position) = [-178]> then\n go to x: (-211) y: (-91)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching color (#945400)?> then\n set [y v] to [30]\nend\nif <touching color (#575757)?> then\n go to x: (-211) y: (-91)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching color (#119cb6)?> then\n change [y v] by (3)\nend\nif <<touching color (#119cb6)?> and <key (down arrow v) pressed?>> then\n change [y v] by (-2)\nend\n\nwhen [r v] key pressed\ngo to x: (-211) y: (-91)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-211) y: (-91)\nset [x v] to [0]\nset [y v] to [0]\n\n@Sprite3\n\nwhen backdrop switches to [backdrop1 v]\nshow\nset [ghost v] effect to (20)\nforever\n go to x: (pick random (112) to (113)) y: (pick random (-87) to (-89))\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\nset [ghost v] effect to (20)\nstop [other scripts in sprite v]\nforever\n go to x: (pick random (44) to (45)) y: (pick random (107) to (106))\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\nset [ghost v] effect to (20)\nstop [other scripts in sprite v]\nforever\n go to x: (pick random (143) to (144)) y: (pick random (-79) to (-78))\nend\n\ngo to x: (44) y: (107)\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nset [ghost v] effect to (20)\nstop [other scripts in sprite v]\nforever\n go to x: (pick random (-111) to (-112)) y: (pick random (-95) to (-96))\nend\n\ngo to x: (143) y: (-79)\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [backdrop21 v]\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen I receive [setup v]\nhide\n\n@Sprite4\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [play v]\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (Play v)\nhide\n\nwhen I receive [setup v]\nshow\ngo to [front v] layer\nforever\n if <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 | Green Cube (Platformer)\nArrow keys to move. Orange is bouncy. Don't run into the spikes!\nAll levels are possible.\nEnjoy! |
The Cube Platformer (Mobile Broken) | @Stage\n\nwhen I receive [start 4 v]\nset [time v] to [0]\nforever\n if <(Player Moving) = [True]> then\n wait (1) seconds\n change [time v] by (1)\n if <(backdrop [name v]) = [The End]> then\n wait (0.01) seconds\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nif <[username v] contains (username)?> then\n set [sound costume v] to (letter (1) of (item (item # of (username) in [username v]) of [data v]))\n set [sfx costume v] to (letter (3) of (item (item # of (username) in [username v]) of [data v]))\n set [costume colour v] to (item (item # of (username) in [username v]) of [costume colour data v])\nelse\n add [thing] to [data v]\n add [thing] to [costume colour data v]\n add (username) to [username v]\n set [sound costume v] to [1]\n set [sfx costume v] to [1]\nend\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n replace item (item # of (username) in [username v]) of [data v] with (join (sound costume) (join [/] (sfx costume)))\n replace item (item # of (username) in [username v]) of [costume colour data v] with (costume colour)\nend\n\nwhen I receive [start 3 v]\nforever\n if <<(time) < (☁ mobile highscore)> and <(backdrop [name v]) = [The End]>> then\n if <not <[blacklisted v] contains (username)?>> then\n set [☁ mobile highscore v] to (time)\n end\n end\nend\n\nwhen I receive [start 4 v]\nforever\n if <<(time) < (☁ computer highscore)> and <(backdrop [name v]) = [The End]>> then\n if <not <[blacklisted v] contains (username)?>> then\n set [☁ computer highscore v] to (time)\n end\n end\nend\n\nwhen I receive [start 3 v]\nset [time v] to [0]\nforever\n if <(Player Moving) = [True]> then\n wait (1) seconds\n change [time v] by (1)\n if <(backdrop [name v]) = [The End]> then\n wait (0.01) seconds\n stop [this script v]\n end\n end\nend\n\n@Player\n\nwhen I receive [red v]\nset [costume colour v] to [Red]\n\nwhen I receive [orange v]\nset [costume colour v] to [Orange]\n\nwhen I receive [yellow v]\nset [costume colour v] to [Yellow]\n\nwhen I receive [green v]\nset [costume colour v] to [Green]\n\nwhen I receive [lightblue v]\nset [costume colour v] to [LightBlue]\n\nwhen I receive [purple v]\nset [costume colour v] to [Purple]\n\nwhen I receive [start 4 v]\nset size to (100) %\nshow\ngo to x: (-183) y: (-103)\nwait (0.4) seconds\nset [playing v] to [True]\nhide variable [☁ computer highscore v]\nhide variable [time v]\nset [player moving v] to [True]\nforever\n if <(Player Moving) = [True]> then\n change [y v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.6)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.6)\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 y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <key (w 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 (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n change y by (-10)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [9.6]\n end\n change y by (0.5)\n change y by (10)\n end\n if <key (r v) pressed?> then\n go to x: (-182) y: (-105)\n end\n if <touching color (#00f6ff)?> then\n change [x v] by (10)\n end\n if <(x position) > [236]> then\n go to x: (-183) y: (y position)\n next backdrop\n end\nend\n\nwhen I receive [black v]\nset [costume colour v] to [Black]\n\nwhen I receive [menu v]\nset [menu v] to [True]\nswitch backdrop to (menu2 v)\nshow\nset size to (150) %\nforever\n if <<touching color (#63ea00)?> and <(sfx costume) = [1]>> then\n play sound [Boing v] until done\n end\n if <<touching color (#00f6ff)?> and <(sfx costume) = [1]>> then\n play sound [Zoop v] until done\n end\nend\n\nwhen I receive [blue v]\nset [costume colour v] to [Blue]\n\nwhen I receive [pink v]\nset [costume colour v] to [Pink]\n\nwhen I receive [menu v]\nforever\n switch costume to (costume colour)\nend\n\nwhen I receive [menu v]\ngo to x: (-205) y: (200)\nrepeat (20)\n change y by (((-7) - (y position)) * (0.20))\nend\n\nwhen I receive [start 2 v]\nset [player moving v] to [False]\nset [level editor v] to [True]\nwait (0.4) seconds\nswitch backdrop to (menu v)\nforever\n if <<(Player Moving) = [True]> and <(level editor) = [True]>> then\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-0.6)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.6)\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 y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > ((y position) + (60))> and <mouse down?>>>> 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 (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n change y by (-10)\n if <<touching color (#000000)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (60))> and <mouse down?>>>> then\n set [y v] to [9.6]\n end\n change y by (0.5)\n change y by (10)\n end\n if <touching color (#63ea00)?> then\n set [mode v] to [jump]\n set [y v] to [13]\n end\n if <touching color (#ff0000)?> then\n go to x: (spawn x) y: (spawn y)\n end\n if <key (r v) pressed?> then\n go to x: (spawn x) y: (spawn y)\n end\n if <touching (level wall v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-186) y: (y position)\n end\n if <touching color (#00f6ff)?> then\n change [x v] by (10)\n end\nend\n\nwhen flag clicked\nswitch costume to (black v)\nset [y v] to [0]\nset [spawn x v] to [-183]\nset [spawn y v] to [-103]\nforever\n if <<(playing) = [False]> and <(level editor) = [True]>> then\n go to x: (spawn x) y: (spawn y)\n end\nend\n\nwhen I receive [size set v]\nset size to (100) %\n\nwhen I receive [start v]\nhide\nforever\n Touching Colours\nend\n\ndefine Touching Colours\nif <touching color (#ff0000)?> then\n go to x: (-182) y: (-125)\nend\nif <touching color (#63ea00)?> then\n set [mode v] to [jump]\n set [y v] to [13]\nend\n\nwhen I receive [start 3 v]\nset size to (100) %\nshow\ngo to x: (-183) y: (-103)\nwait (0.4) seconds\nset [playing v] to [True]\nhide variable [☁ mobile highscore v]\nhide variable [time v]\nset [player moving v] to [True]\nforever\n if <(Player Moving) = [True]> then\n change [y v] by (-0.5)\n if <<(mouse x) < (x position)> and <mouse down?>> then\n change [x v] by (-0.6)\n end\n if <<(mouse x) > (x position)> and <mouse down?>> then\n change [x v] by (0.6)\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 y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n if <<(mouse y) > ((y position) + (60))> and <mouse down?>> 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 (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n change y by (-10)\n if <<touching color (#000000)?> and <<(mouse y) > ((y position) + (60))> and <mouse down?>>> then\n set [y v] to [9.6]\n end\n change y by (0.5)\n change y by (10)\n end\n end\n if <key (r v) pressed?> then\n go to x: (-182) y: (-105)\n end\n if <touching color (#00f6ff)?> then\n change [x v] by (10)\n end\n if <(x position) > [236]> then\n go to x: (-183) y: (y position)\n next backdrop\n end\nend\n\n@Sound\n\nwhen this sprite clicked\nif <(sound costume) = [1]> then\n switch costume to (sound 2 v)\n set [sound costume v] to [2]\nelse\n switch costume to (sound 1 v)\n set [sound costume v] to [1]\nend\n\nwhen I receive [hj v]\nglide (0.5) secs to x: (-179) y: (90)\n\nwhen I receive [jh v]\nglide (1.2) secs to x: (-179) y: (366)\n\nwhen I receive [hj v]\nrepeat (18)\n change [ghost v] effect by (-7)\nend\n\nwhen I receive [jh v]\nrepeat (18)\n change [ghost v] effect by (7)\nend\n\nwhen I receive [menu v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (25) %\n else\n set size to (22) %\n end\nend\n\nwhen I receive [menu v]\nforever\n switch costume to (sound costume)\nend\n\nwhen I receive [menu v]\nshow\ngo to x: (-179) y: (2550)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [menu v]\nswitch costume to (sound 1 v)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (80) %\n play sound [Background Music v] until done\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [menu v]\nset size to (22) %\nforever\n if <(sound costume) = [1]> then\n set volume to (80) %\n end\n if <(sound costume) = [2]> then\n set volume to (0) %\n end\nend\n\n@SFX Button\n\nwhen this sprite clicked\nif <(sfx costume) = [1]> then\n switch costume to (sound 2 v)\n set [sfx costume v] to [2]\nelse\n switch costume to (sound 1 v)\n set [sfx costume v] to [1]\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (33) %\n else\n set size to (30) %\n end\nend\n\nwhen I receive [hj v]\nglide (0.5) secs to x: (-179) y: (43)\n\nwhen I receive [jh v]\nglide (1.2) secs to x: (-179) y: (366)\n\nwhen I receive [hj v]\nrepeat (18)\n change [ghost v] effect by (-7)\nend\n\nwhen I receive [jh v]\nrepeat (18)\n change [ghost v] effect by (7)\nend\n\nwhen flag clicked\nforever\n switch costume to (sfx costume)\nend\n\nwhen flag clicked\nshow\ngo to x: (-179) y: (2550)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [menu v]\nforever\n go to [front v] layer\nend\n\n@Menu Button\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (63) %\n else\n set size to (60) %\n end\nend\n\nwhen I receive [hj v]\nglide (0.5) secs to x: (-179) y: (-2)\n\nwhen I receive [hj v]\nrepeat (18)\n change [ghost v] effect by (-7)\nend\n\nwhen I receive [jh v]\nglide (1.2) secs to x: (-179) y: (366)\n\nwhen I receive [jh v]\nrepeat (18)\n change [ghost v] effect by (7)\nend\n\nwhen flag clicked\nshow\ngo to x: (-179) y: (2550)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen this sprite clicked\nswitch backdrop to (menu v)\nbroadcast (jh v)\nbroadcast (Menu v)\nset [menu v] to [True]\nset [player moving v] to [False]\n\nwhen flag clicked\nbroadcast (Menu v)\n\nwhen I receive [menu v]\nhide variable [☁ computer highscore v]\nhide variable [time v]\n\nwhen I receive [start v]\nhide variable [☁ computer highscore v]\nhide variable [time v]\n\nwhen I receive [menu v]\nforever\n go to [front v] layer\nend\n\n@Play\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen this sprite clicked\nif <(open / closed) = [False]> then\n switch backdrop to (intro v)\n broadcast (start v)\n hide\nelse\n broadcast (fail or turn off settings v)\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [menu v]\nshow\ngo to x: (-2550) y: (0)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [menu v]\nforever\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n set size to (110) %\n else\n set size to (90) %\n end\nend\n\nwhen I receive [start 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Cube Colour\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Colour v)\n\nwhen I receive [menu v]\nshow\ngo to x: (-2550) y: (-100)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Level Editor\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\ngo to x: (2500) y: (-50)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (start 2 v)\n\nwhen I receive [start 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo [forward v] (99999) layers\n\n@The Cube\n\ndefine logo\nforever\n change [move v] by (8)\n change y by (([sin v] of (move) ) / (2))\n if <touching (mouse-pointer v)?> then\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nshow\nlogo\ngo to x: (-3) y: (49)\n\nwhen I receive [menu v]\nset size to (200) %\nshow\ngo to x: (2500) y: (60)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@MenuFade\n\nwhen I receive [menu v]\nset [ghost v] effect to (45)\nswitch costume to (pick random (1) to (4))\nshow\ngo [backward v] (99999) layers\ngo to x: (0) y: (-5000)\nrepeat (25)\n change y by (((1) - (y position)) * (0.2))\nend\n\nwhen I receive [start 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Menu2\n\nwhen I receive [menu v]\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (5000)\nrepeat (25)\n change y by (((1) - (y position)) * (0.2))\nend\n\nwhen I receive [start 2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Menu\n\nwhen I receive [start v]\nrepeat (25)\n change y by (((-500) - (y position)) * (0.2))\nend\n\nwhen I receive [menu v]\nset [ghost v] effect to (20)\nset [brightness v] effect to (8)\nswitch costume to (pick random (1) to (4))\nshow\ngo [backward v] (99999) layers\ngo to x: (0) y: (-5000)\nrepeat (25)\n change y by (((1) - (y position)) * (0.2))\nend\n\n@Black\n\nwhen I receive [colour v]\nwait (0.1) seconds\nshow\nset size to (100) %\ngo to x: (-41) y: (-150)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (black v)\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [start v]\nset [menu v] to [False]\n\nwhen I receive [hide coulors v]\nhide\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@Red\n\nwhen this sprite clicked\nbroadcast (red v)\n\nwhen flag clicked\nhide\n\nwhen I receive [colour v]\nwait (0.9) seconds\nshow\nset size to (100) %\ngo to x: (91) y: (-135)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [hide coulors v]\nhide\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@Orange\n\nwhen this sprite clicked\nbroadcast (orange v)\n\nwhen flag clicked\nhide\n\nwhen I receive [colour v]\nwait (0.8) seconds\nshow\nset size to (100) %\ngo to x: (75) y: (-135)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [hide coulors v]\nhide\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@Yellow\n\nwhen this sprite clicked\nbroadcast (yellow v)\n\nwhen flag clicked\nhide\n\nwhen I receive [colour v]\nwait (0.7) seconds\nshow\nset size to (100) %\ngo to x: (58) y: (-135)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [hide coulors v]\nhide\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@Green\n\nwhen this sprite clicked\nbroadcast (green v)\n\nwhen I receive [colour v]\nwait (0.6) seconds\nshow\nset size to (100) %\ngo to x: (42) y: (-135)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [hide coulors v]\nhide\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@LighBlue\n\nwhen this sprite clicked\nbroadcast (lightblue v)\n\nwhen I receive [colour v]\nwait (0.5) seconds\nshow\nset size to (100) %\ngo to x: (26) y: (-135)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [hide coulors v]\nhide\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@Blue\n\nwhen this sprite clicked\nbroadcast (blue v)\n\nwhen flag clicked\nhide\n\nwhen I receive [colour v]\nwait (0.4) seconds\nshow\nset size to (100) %\ngo to x: (9) y: (-135)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [hide coulors v]\nhide\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@Purple\n\nwhen this sprite clicked\nbroadcast (purple v)\n\nwhen flag clicked\nhide\n\nwhen I receive [colour v]\nwait (0.3) seconds\nshow\nset size to (100) %\ngo to x: (-8) y: (-135)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [hide coulors v]\nhide\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@Pink\n\nwhen this sprite clicked\nbroadcast (pink v)\n\nwhen flag clicked\nhide\n\nwhen I receive [colour v]\nwait (0.2) seconds\nshow\nset size to (100) %\ngo to x: (-25) y: (-135)\nforever\n change y by (((-125) - (y position)) * (0.20))\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu) = [False]> then\n hide\n end\nend\n\nwhen I receive [hide coulors v]\nhide\n\n\n\nwhen I receive [colour v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-7)\nend\n\n@Highscore\n\nwhen I receive [start v]\nshow\ngo to x: (18) y: (155)\n\nwhen I receive [menu v]\nhide\n\n@Time\n\nwhen I receive [start v]\nshow\ngo to x: (148) y: (157)\n\nwhen I receive [menu v]\nhide\n\n@Moving Block\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 3 v]\nshow\ngo to x: (18) y: (-75)\nforever\n if <(Player Moving) = [True]> then\n glide (2) secs to x: (-72) y: (-75)\n glide (2) secs to x: (111) y: (-75)\n end\nend\n\nwhen backdrop switches to [level 4 v]\nhide\n\n@Setting Button\n\nwhen this sprite clicked\nif <(Delay) = [False]> then\n set [delay v] to [True]\n if <(costume [number v]) = [1]> then\n broadcast (hj v)\n set [open / closed v] to [True]\n switch costume to (setting 2 v)\n set [player moving v] to [False]\n repeat (10)\n turn right (15) degrees\n end\n else\n broadcast (jh v)\n set [open / closed v] to [False]\n switch costume to (settings v)\n set [player moving v] to [True]\n repeat (10)\n turn left (15) degrees\n end\n end\nend\n\nwhen I receive [menu v]\nswitch costume to (settings v)\nset [delay v] to [False]\n\nwhen I receive [hj v]\nwait (0.7) seconds\nset [delay v] to [False]\n\nwhen I receive [jh v]\nwait (0.7) seconds\nset [delay v] to [False]\n\nwhen I receive [menu v]\nset [open / closed v] to [False]\n\nwhen I receive [menu v]\ngo to x: (17) y: (149)\nrepeat (25)\n change x by (((-215) - (x position)) * (0.2))\nend\n\nwhen I receive [start 2 v]\nforever\n if <(playing) = [False]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [menu v]\nshow\n\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Settings Box\n\nwhen I receive [hj v]\nrepeat (12)\n change [ghost v] effect by (-7)\nend\n\nwhen flag clicked\nshow\ngo to x: (-179) y: (2550)\nset [ghost v] effect to (100)\ngo [forward v] (3) layers\n\nwhen I receive [jh v]\nrepeat (18)\n change [ghost v] effect by (7)\nend\n\nwhen I receive [jh v]\nglide (1.2) secs to x: (-179) y: (366)\n\nwhen I receive [hj v]\nglide (0.5) secs to x: (-179) y: (35)\n\n@Numbers\n\nwhen I receive [start v]\nshow\nforever\n if <(time) > [0]> then\n if <(time) > [9]> then\n if <(time) > [99]> then\n switch costume to (letter (3) of (time))\n go to x: (225) y: (154)\n else\n switch costume to (letter (2) of (time))\n go to x: (213) y: (154)\n end\n else\n switch costume to (letter (1) of (time))\n go to x: (202) y: (154)\n end\n else\n switch costume to (0 v)\n go to x: (202) y: (154)\n if <(Menu) = [False]> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [menu v]\nhide\n\n@Numbers2\n\nwhen I receive [start v]\nshow\nforever\n if <(Menu) = [False]> then\n if <(time) > [9]> then\n show\n if <(time) > [99]> then\n switch costume to (letter (2) of (time))\n go to x: (213) y: (154)\n else\n switch costume to (letter (1) of (time))\n go to x: (202) y: (154)\n end\n else\n switch costume to (0 v)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start 2 v]\nhide\n\n@Numbers3\n\nwhen I receive [start v]\nshow\nforever\n if <(Menu) = [False]> then\n if <(time) > [99]> then\n show\n switch costume to (letter (1) of (time))\n else\n switch costume to (0 v)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\n@Moving Circle 1\n\nwhen I receive [start v]\npoint in direction (90)\nif <(Player Moving) = [True]> then\n forever\n turn right (5) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Level 10]> then\n show\n else\n hide\n end\nend\n\n@Moving Circle 2\n\nwhen I receive [start v]\npoint in direction (90)\nif <(Player Moving) = [True]> then\n forever\n turn left (5) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Level 10]> then\n show\n else\n hide\n end\nend\n\n@Moving Circle 3\n\nwhen I receive [start v]\npoint in direction (90)\nif <(Player Moving) = [True]> then\n forever\n turn right (5) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Level 10]> then\n show\n else\n hide\n end\nend\n\n@Numbers4\n\nwhen I receive [start 4 v]\nshow\nforever\n if <(Menu) = [False]> then\n if <(☁ computer highscore) > [0]> then\n if <(☁ computer highscore) > [9]> then\n show\n if <(☁ computer highscore) > [99]> then\n switch costume to (letter (3) of (☁ computer highscore))\n go to x: (122) y: (154)\n else\n switch costume to (letter (2) of (☁ computer highscore))\n go to x: (111) y: (154)\n end\n else\n switch costume to (letter (1) of (☁ computer highscore))\n go to x: (100) y: (154)\n end\n else\n switch costume to (0 v)\n go to x: (100) y: (154)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start 2 v]\nhide\n\n@Numbers5\n\nwhen I receive [start 4 v]\nshow\nforever\n if <(Menu) = [False]> then\n if <(☁ computer highscore) > [9]> then\n show\n if <(☁ computer highscore) > [99]> then\n switch costume to (letter (2) of (☁ computer highscore))\n go to x: (111) y: (154)\n else\n switch costume to (letter (1) of (☁ computer highscore))\n go to x: (100) y: (154)\n end\n else\n switch costume to (0 v)\n go to x: (111) y: (154)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start 2 v]\nhide\n\n@Numbers6\n\nwhen I receive [start 4 v]\nshow\nforever\n if <(Menu) = [False]> then\n if <(☁ computer highscore) > [99]> then\n show\n switch costume to (letter (1) of (☁ computer highscore))\n else\n switch costume to (0 v)\n go to x: (100) y: (154)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\n@Black level \n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (350) %\nswitch costume to (costume1 v)\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\nforever\n if <(backdrop [name v]) = [level 11]> then\n show\n else\n hide\n end\nend\n\n@MakeyBlock\n\nwhen I receive [start 2 v]\nwait (0.1) seconds\nset [menu v] to [False]\nforever\n if <<(playing) = [False]> and <(Menu) = [False]>> then\n go to x: ((round (((mouse x) + (-5)) / (15))) * (15)) y: ((round (((mouse y) + (-5)) / (15))) * (15))\n if <mouse down?> then\n broadcast (stamp v)\n wait (0.001) seconds\n end\n if <key (1 v) pressed?> then\n set [costume makey block v] to [1]\n end\n if <key (2 v) pressed?> then\n set [costume makey block v] to [2]\n end\n if <key (3 v) pressed?> then\n set [costume makey block v] to [3]\n end\n if <key (4 v) pressed?> then\n set [costume makey block v] to [4]\n end\n if <key (5 v) pressed?> then\n set [costume makey block v] to [5]\n end\n if <key (6 v) pressed?> then\n set [costume makey block v] to [6]\n end\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (70)\nset [playing v] to [False]\nerase all\n\nwhen I receive [start 2 v]\nforever\n switch costume to (costume makey block)\nend\n\nwhen [c v] key pressed\nif <(playing) = [False]> then\n erase all\nend\n\nwhen [q v] key pressed\nif <(size) > [50]> then\n change size by (-5)\nend\n\nwhen [e v] key pressed\nif <(size) < [250]> then\n change size by (5)\nend\n\nwhen flag clicked\nset size to (100) %\nset [level editor v] to [False]\nforever\n if <<(playing) = [True]> and <(level editor) = [True]>> then\n show\n else\n hide\n end\nend\n\nwhen [space v] key pressed\nbroadcast (size set v)\nif <(level editor) = [True]> then\n if <(playing) = [False]> then\n set [player moving v] to [True]\n set [playing v] to [True]\n else\n set [player moving v] to [False]\n set [playing v] to [False]\n end\nend\n\nwhen I receive [menu v]\nset [level editor v] to [False]\nset [playing v] to [False]\nerase all\n\n@MakeyBlock2\n\nwhen flag clicked\nset size to (100) %\nerase all\nset [playing v] to [False]\n\nwhen I receive [start 2 v]\nforever\n switch costume to (costume makey block)\n go to (makeyblock v)\n if <<(playing) = [False]> and <(Menu) = [False]>> then\n hide\n else\n hide\n end\nend\n\nwhen I receive [stamp v]\nif <(costume makey block) = [5]> then\n set [spawn x v] to (x position)\n set [spawn y v] to (y position)\nelse\n stamp\nend\n\nwhen [q v] key pressed\nif <(size) > [50]> then\n change size by (-5)\nend\n\nwhen [e v] key pressed\nif <(size) < [250]> then\n change size by (5)\nend\n\n@Black level 2\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (350) %\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(tunnel vision) = [True]> then\n go to (player v)\n show\n else\n hide\n end\nend\n\nwhen [t v] key pressed\nif <(playing) = [False]> then\n if <(tunnel vision) = [True]> then\n set [tunnel vision v] to [False]\n else\n set [tunnel vision v] to [True]\n end\nend\n\nwhen I receive [menu v]\nset [tunnel vision v] to [False]\n\nwhen flag clicked\nforever\n if <<(playing) = [True]> and <(tunnel vision) = [True]>> then\n show\n else\n hide\n end\nend\n\n@Numbers7\n\nwhen I receive [start 3 v]\nshow\nforever\n if <(Menu) = [False]> then\n if <(☁ mobile highscore) > [99]> then\n show\n switch costume to (letter (1) of (☁ mobile highscore))\n else\n switch costume to (0 v)\n go to x: (100) y: (154)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\n@Numbers8\n\nwhen I receive [start 3 v]\nshow\nforever\n if <(Menu) = [False]> then\n if <(☁ mobile highscore) > [9]> then\n show\n if <(☁ mobile highscore) > [99]> then\n switch costume to (letter (2) of (☁ mobile highscore))\n go to x: (111) y: (154)\n else\n switch costume to (letter (1) of (☁ computer highscore))\n go to x: (100) y: (154)\n end\n else\n switch costume to (0 v)\n go to x: (111) y: (154)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start 2 v]\nhide\n\n@Numbers9\n\nwhen I receive [start 3 v]\nshow\nforever\n if <(Menu) = [False]> then\n if <(☁ mobile highscore) > [0]> then\n if <(☁ mobile highscore) > [9]> then\n show\n if <(☁ mobile highscore) > [99]> then\n switch costume to (letter (3) of (☁ mobile highscore))\n go to x: (122) y: (154)\n else\n switch costume to (letter (2) of (☁ mobile highscore))\n go to x: (111) y: (154)\n end\n else\n switch costume to (letter (1) of (☁ mobile highscore))\n go to x: (100) y: (154)\n end\n else\n switch costume to (0 v)\n go to x: (100) y: (154)\n hide\n end\n else\n hide\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start 2 v]\nhide\n\n@Mobile Or Computer?\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start 4 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [start 3 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Computer?\n\nwhen I receive [start v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (6)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (start 4 v)\n\nwhen I receive [start 4 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [start 3 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Mobile?\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (6)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (start 3 v)\n\nwhen I receive [start 3 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [start 4 v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n | To Move:\n- W | A | D\n- Left Arrow | Right Arrow | Up Arrow\n- (Mobile) Taping On The Screen (By NotMieRealName)\n\nTo Restart The Level:\n- R\n-------------------------------------------------------------------------\nLevel Editor Made By NotMieRealName\n\nLevel Editor Controls:\n- E to make the pen bigger and Q to make it smaller\n- T to make a tunnel vision levels\n- Click to place the blocks\n- C to clear all the blocks\n- Space to start the level \n- Also 1 for black | 2 for red | 3 for green | 4 for light blue |\n 5 to make your character spawn point | 6 to delete \n blocks |
Thanos Platformer | @Stage\n\n@Start Screen\n\nwhen I receive [title v]\nhide\n\n@Title\n\nwhen I receive [title v]\nhide\n\n@Start\n\nwhen this sprite clicked\nbroadcast (Title v)\nhide\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99)\n wait (1) seconds\n set [ghost v] effect to (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99)\n wait (1) seconds\n set [ghost v] effect to (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99)\n wait (1) seconds\n set [ghost v] effect to (0)\n wait (1) seconds\nend\n\n@Instructions\n\nwhen I receive [title v]\nshow\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [instructions 2 v]\nhide\n\n@Continue\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99)\n wait (1) seconds\n set [ghost v] effect to (0)\n wait (1) seconds\nend\n\nwhen I receive [title v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Instructions v) and wait\n\nwhen I receive [instructions 2 v]\nhide\n\n@Continue 2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99)\n wait (1) seconds\n set [ghost v] effect to (0)\n wait (1) seconds\nend\n\nwhen this sprite clicked\nbroadcast (Instructions 2 v)\nhide\n\nwhen I receive [title v]\nshow\n\nwhen I receive [instructions v]\nhide\n\n@Thanos\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\n if <key (d v) pressed?> then\n point in direction (90)\n walk [6]\n end\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (stage v)?>> 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\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set y to (10)\n set x to (-200)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-193) y: (-75)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (w v) pressed?> or <key (space v) pressed?>> and <(in air) < [8]>> then\n set [y velocity v] to [12]\n end\nend\n\ndefine handle ground <moving up>\nrepeat until <not <touching (stage v)?>>\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 [y velocity v] to [0]\nend\n\nwhen flag clicked\nforever\n if <touching (stone 1 v)?> then\n start sound [Magic Spell v]\n set [stones v] to [1]\n broadcast (message1 v)\n switch costume to (costume 2 v)\n say [This does put a smile on my face] for (3) seconds\n end\nend\n\nwhen I receive [hitbox v]\ngo to x: (-193) y: (-75)\n\ndefine move (distance)\nchange x by (distance)\nset [slope v] to [0]\nrepeat until <<(slope) > [8]> or <not <touching (stage v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) > [8]> then\n change x by ((0) - (distance))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nforever\n if <touching (stone 2 v)?> then\n start sound [Magic Spell v]\n set [stones v] to [2]\n broadcast (message2 v)\n switch costume to (costume 3 v)\n say [Destiny still arrives] for (3) seconds\n end\nend\n\nwhen I receive [instructions v]\nshow variable [stones v]\nshow\nplay sound [8-Bit Theme v] until done\n\nwhen flag clicked\nforever\n if <touching (torch v)?> then\n broadcast (Torch v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (stone 3 v)?> then\n start sound [Magic Spell v]\n set [stones v] to [3]\n broadcast (message 3 v)\n switch costume to (costume 4 v)\n say [I call that mercy] for (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ice v)?> then\n broadcast (Ice v)\n stop [this script v]\n end\nend\n\nwhen I receive [ice v]\nrepeat (50)\n go to x: (-103) y: (-114)\nend\n\nwhen flag clicked\nforever\n if <touching (beach p1 v)?> then\n broadcast (Beach v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (stone 4 v)?> then\n start sound [Magic Spell v]\n set [stones v] to [4]\n broadcast (message 4 v)\n switch costume to (costume 5 v)\n say [I know what it's like to lose] for (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (stone 5 v)?> then\n start sound [Magic Spell v]\n set [stones v] to [5]\n broadcast (message 5 v)\n switch costume to (costume 6 v)\n say [Perfectly balanced, as all things should be] for (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (stone 6 v)?> then\n start sound [Magic Spell v]\n set [stones v] to [6]\n broadcast (message 6 v)\n switch costume to (costume 7 v)\n say [You should have gone for the head] for (3) seconds\n end\nend\n\nwhen I receive [message 6 v]\nwait (3) seconds\nbroadcast (Endgame v)\n\nwhen I receive [endgame v]\nhide variable [stones v]\nhide\n\nwhen I receive [endgame v]\nstop all sounds\n\nwhen I receive [instructions 2 v]\nshow variable [stones v]\nshow\nplay sound [8-Bit Theme v] until done\n\nwhen I receive [instructions 2 v]\nshow variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [message 6 v]\nforever\n set [time v] to ((Time) - (1))\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk [6]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(in air) < [8]>> then\n set [y velocity v] to [12]\n end\nend\n\n@Hitbox\n\nwhen flag clicked\nforever\n go to (thanos v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Hitbox v) and wait\n end\nend\n\n@Stage\n\nwhen backdrop switches to [backdrop 2 v]\nnext costume\n\nwhen backdrop switches to [backdrop 3 v]\nnext costume\n\nwhen I receive [instructions v]\nshow\n\nwhen backdrop switches to [backdrop 4 v]\nnext costume\n\nwhen backdrop switches to [backdrop 5 v]\nnext costume\n\nwhen backdrop switches to [backdrop 6 v]\nnext costume\n\nwhen backdrop switches to [backdrop 7 v]\nnext costume\n\nwhen backdrop switches to [backdrop 8 v]\nnext costume\n\nwhen backdrop switches to [backdrop 9 v]\nnext costume\n\nwhen backdrop switches to [backdrop 10 v]\nnext costume\n\nwhen backdrop switches to [backdrop 11 v]\nnext costume\n\nwhen backdrop switches to [backdrop 12 v]\nnext costume\n\nwhen I receive [endgame v]\nhide\n\nwhen I receive [instructions 2 v]\nshow\n\n@Next Level\n\nwhen I receive [message1 v]\nshow\n\nwhen flag clicked\nforever\n change [ghost v] effect by (99)\nend\n\nwhen backdrop switches to [backdrop 2 v]\nhide\n\nwhen backdrop switches to [backdrop 4 v]\nhide\n\nwhen I receive [message2 v]\nshow\n\nwhen backdrop switches to [backdrop 5 v]\nhide\n\nwhen I receive [torch v]\nshow\n\nwhen backdrop switches to [backdrop 6 v]\nhide\n\nwhen I receive [message 3 v]\nshow\n\nwhen backdrop switches to [backdrop 7 v]\nhide\n\nwhen I receive [beach v]\nshow\n\nwhen backdrop switches to [backdrop 8 v]\nhide\n\nwhen I receive [message 4 v]\nshow\n\nwhen backdrop switches to [backdrop 10 v]\nhide\n\nwhen I receive [message 5 v]\nshow\n\nwhen backdrop switches to [backdrop 12 v]\nhide\n\n@Stone 1\n\nwhen I receive [message1 v]\nhide\n\nwhen backdrop switches to [backdrop 2 v]\nshow\n\n@Stone 2\n\nwhen backdrop switches to [backdrop 4 v]\nshow\n\nwhen I receive [message2 v]\nhide\n\n@Stone 3\n\nwhen backdrop switches to [backdrop 6 v]\nshow\n\nwhen I receive [message 3 v]\nhide\n\n@Stone 4\n\nwhen backdrop switches to [backdrop 8 v]\nshow\n\nwhen I receive [message 4 v]\nhide\n\n@Stone 5\n\nwhen backdrop switches to [backdrop 10 v]\nshow\n\nwhen I receive [message 5 v]\nhide\n\n@Stone 6\n\nwhen backdrop switches to [backdrop 12 v]\nshow\n\nwhen I receive [message 6 v]\nhide\n\n@Fire\n\nwhen backdrop switches to [backdrop 4 v]\nforever\n show\n wait (2) seconds\n hide\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop 5 v]\nforever\n hide\nend\n\n@Torch\n\nwhen I receive [torch v]\nhide\n\nwhen backdrop switches to [backdrop 5 v]\nshow\n\n@Ice\n\nwhen backdrop switches to [backdrop 6 v]\nshow\n\nwhen I receive [ice v]\nswitch costume to (costume2 v)\nwait (1) seconds\nswitch costume to (costume3 v)\nwait (1) seconds\nhide\n\n@Beach P1\n\nwhen backdrop switches to [backdrop 7 v]\nshow\nset [ghost v] effect to (99)\n\nwhen backdrop switches to [backdrop 8 v]\nhide\n\n@Spin 1\n\nwhen backdrop switches to [backdrop 11 v]\nshow\nforever\n turn left (5) degrees\nend\n\nwhen backdrop switches to [backdrop 12 v]\nhide\n\n@Spin 2\n\nwhen backdrop switches to [backdrop 11 v]\nshow\nforever\n turn left (5) degrees\nend\n\nwhen backdrop switches to [backdrop 12 v]\nhide\n\n@Endgame\n\nwhen I receive [endgame v]\nshow\n\n@Sprite1\n\nwhen I receive [endgame v]\nshow\nwait (2) seconds\nhide\n\n@av1\n\nwhen I receive [endgame v]\nwait (3) seconds\nshow\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1) seconds\nnext costume\nwait (1) seconds\nbroadcast (Endgame 2 v)\nhide\n\n@Sprite2\n\nwhen I receive [endgame 2 v]\nshow\nforever\n set [ghost v] effect to (99)\n wait (1) seconds\n set [ghost v] effect to (0)\n wait (1) seconds\nend\n\n@Sprite3\n\nwhen I receive [endgame 2 v]\nwait (3) seconds\nshow\nwait (3) seconds\nstop [all v]\n\n | Collect all SIX Infinity Stones!\n\n-Arrow keys or WASD to move\n-W, UP arrow or Space to jump\n-Don't fall down holes\n-Don't touch red\n\nTo replay refresh tab\nPost your best time in the comments! |
Red (A Normal Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [messege2 v]\nswitch backdrop to (backdrop2 v)\nwait (5) seconds\nswitch backdrop to (backdrop3 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-212) y: (-81)\nset size to (100) %\ngo to [front v] layer\nshow\nset [deaths v] to [0]\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 change [xv v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ff3333)?> then\n change y by (1)\n if <touching color (#ff3333)?> then\n change y by (1)\n if <touching color (#ff3333)?> then\n change y by (1)\n if <touching color (#ff3333)?> then\n change y by (1)\n if <touching color (#ff3333)?> then\n change y by (1)\n if <touching color (#ff3333)?> 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 color (#ff3333)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ff3333)?> 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 change y by (1)\n if <(x position) > [244]> then\n broadcast (message1 v)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <touching color (#cc0000)?> then\n reset\n end\n if <touching color (#ff1a1a)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [15]\n else\n set [yv v] to [20]\n end\n end\nend\n\ndefine reset\ngo to x: (-212) y: (-81)\n\nwhen I receive [messege2 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n broadcast (messege2 v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n | Thanks a lot for 100 loves!! (somewhere before 12/19)\n**************************************************************\nArrow keys or WASD to move.\nAvoid dark red.\nJump on lighter red (press the down arrow key while you're on it to jump just slightly higher) to jump higher.\nAll 15 levels are possible.\nHave fun!\nCheck out my other games too!\nhttps://scratch.mit.edu/studios/4685976/projects/ |
Lava Escape - A scrolling platformer | @Stage\n\n@Player\n\ndefine Reset\ngo to x: (0) y: (0)\nset [scroll x v] to [0]\nset [vx v] to [6]\nset [vy v] to [0]\nset [alive v] to [0]\n\ndefine Run game\nchange [attempt v] by (1)\nbroadcast (Start v)\nforever\n change y by (Vy)\n change [vy v] by (-1)\n if <touching color (#000000)?> then\n Y collision\n if <(Showtime!) = [true]> then\n if <<key (up arrow v) pressed?> and <(([abs v] of (Vy) ) / (Vy)) = [-1]>> then\n set [vy v] to [15]\n else\n set [vy v] to [0]\n end\n end\n end\nend\n\ndefine Y collision\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by ((([abs v] of (Vy) ) / (Vy)) * (-1))\n end\nend\n\nwhen I receive [ready v]\nX movement\n\ndefine X movement\nforever\n set [showtime! v] to [true]\n if <key (right arrow v) pressed?> then\n set [vx v] to [15]\n X collision\n end\n if <key (left arrow v) pressed?> then\n set [vx v] to [-15]\n X collision\n end\n set [vx v] to ((Vx) / (2))\n change x by (Vx)\n X collision\nend\n\ndefine X collision\nif <touching color (#000000)?> then\n change x by ((0) - (Vx))\n set [vx v] to [0]\nend\n\ndefine Scroll\nforever\n if <(x position) > [0]> then\n change x by ((0) - (Vx))\n change [scroll x v] by (Vx)\n end\n if <(x position) < (Vx)> then\n change x by (10)\n change [scroll x v] by (Vx)\n end\nend\n\nwhen I receive [ready v]\nScroll\n\ndefine Death\nforever\n if <<touching (lava wall v)?> or <touching (lava floor v)?>> then\n set [showtime! v] to [false]\n Reset\n Run game\n end\nend\n\nwhen I receive [start v]\nDeath\n\nwhen flag clicked\nset [attempt v] to [0]\nReset\nRun game\n\n@Ground\n\nwhen I start as a clone\nPosition\n\nwhen I receive [go v]\n\ndefine Create Level\nhide\nset [scroll x v] to [0]\nset [level x v] to [0]\ngo to [front v] layer\nswitch costume to (level 1 v)\nrepeat (11)\n create clone of (_myself_ v)\n next costume\n change [level x v] by (480)\nend\nbroadcast (Start v)\n\ndefine Position\nshow\nforever\n set x to ((Level X) - (Scroll x))\n if <((Level X) - (Scroll x)) = (x position)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nCreate Level\n\n@Lava Wall\n\nwhen I receive [ready v]\nforever\n change [lava x v] by (5)\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-480) y: (0)\nset [lava x v] to [-480]\n\nwhen I receive [ready v]\nforever\n set x to ((Lava x) - (Scroll x))\n if <((Lava x) - (Scroll x)) = (x position)> then\n show\n else\n hide\n end\n if <(Lava x) = [3920]> then\n stop [other scripts in sprite v]\n end\nend\n\n@Lava Floor\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\n\n@Countdown\n\nwhen flag clicked\nset instrument to (2 v)\nset [showtime! v] to [false]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (0) %\nhide\nrepeat (3)\n show\n repeat (20)\n change size by (5)\n end\n play note (72) for (0.25) beats\n repeat (20)\n change size by (-5)\n end\n hide\n next costume\nend\nshow\nrepeat (20)\n change size by (5)\nend\nplay note (84) for (0.25) beats\nrepeat (20)\n change size by (-5)\nend\nhide\nnext costume\nset [showtime! v] to [true]\nbroadcast (Ready v)\n\nwhen I receive [ready v]\nforever\n play sound [Monody+-+Loop v] until done\nend\n\n@Attempt Word\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n set x to ((Level X) - (Scroll x))\nend\n\nwhen flag clicked\nforever\n if <((Level X) - (Scroll x)) = (x position)> then\n show\n else\n hide\n end\nend\n\n@Score\n\nwhen flag clicked\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n set size to (50) %\nend\n\nwhen I start as a clone\nforever\n set x to ((((Level X) - (Scroll x)) - (110)) + ((digits) * (15)))\n set y to (160)\nend\n\nwhen I start as a clone\nforever\n if <((((Level X) - (Scroll x)) - (110)) + ((digits) * (15))) = (x position)> then\n if <(length of (Attempt)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Attempt))\n end\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@Score2\n\nwhen flag clicked\nset [level x v] to [4285]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n set size to (40) %\nend\n\nwhen I start as a clone\nforever\n set x to (((Level X) - (Scroll x)) + ((digits) * (15)))\n set y to (115)\nend\n\nwhen I start as a clone\nforever\n if <(((Level X) - (Scroll x)) + ((digits) * (15))) = (x position)> then\n if <(length of (Attempt)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Attempt))\n end\n else\n hide\n end\nend\n\n | Welcome to Lava Escape! The goal is to outrun the lava and parkour through the obstacles. Just press the green flag to restart if it happens.\nControls:\nArrow keys to move and yeah that's pretty much it XD\nHave fun! |
A Trolled Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n play sound [RICK ROLLED!!!!! v] until done\nend\n\n@DAT BOI\n\nwhen flag clicked\nhide variable [level v]\nhide\nset size to (30) %\nwait (1) seconds\nreset timer\nshow variable [level v]\nshow\ngo to [front v] layer\ngo to x: (-200) y: (-60)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to [front v] layer\nforever\n platform\nend\n\nwhen I receive [die v]\ngo to x: (-200) y: (-60)\n\ndefine platform\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching color (#000000)?> then\n change y by (-2)\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 y by (-5)\n change x by ((-1) * (xv))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching color (#000000)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nswitch costume to (datboiright v)\n\nwhen flag clicked\nhide variable [☁ record time: v]\nhide variable [time: v]\nrepeat until <(level) = [20]>\n set [time: v] to (timer)\nend\nshow variable [time: v]\nshow variable [☁ record time: v]\nif <(Time:) < (☁ Record Time:)> then\n set [☁ record time: v] to (Time:)\nend\n\nwhen flag clicked\nwait (2) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching color (#a300ff)?> then\n set [yv v] to [10]\n end\n if <touching (win v)?> then\n change [level v] by (1)\n broadcast (die v)\n end\n if <touching color (#c157ff)?> then\n set [yv v] to [20]\n end\n if <<touching color (#ff0000)?> or <(y position) < [-194]>> then\n if <not <(level) = [20]>> then\n broadcast (hahaha noob v)\n end\n wait (1) seconds\n broadcast (die v)\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1) seconds\ngo to [front v] layer\nwait until <(level) = [19]>\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nhide\n\nwhen flag clicked\nrepeat (35)\n go to [front v] layer\nend\n\n@win\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@level:\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hahaha noob v]\ngo to [front v] layer\nshow\nswitch costume to (pick random (1) to (7))\nwait (1) seconds\nhide\n\n | left and right keys and A and D keys are to move,\nUp arrow, W, and space bar to jump.\n\ntry to beat each level, some walls you can go through (-:< |
Orange (A Backwards Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [messege2 v]\nswitch backdrop to (backdrop2 v)\nwait (5) seconds\nswitch backdrop to (backdrop3 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-212) y: (-81)\nset size to (100) %\ngo to [front v] layer\nshow\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (0.8)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffac33)?> then\n change y by (1)\n if <touching color (#ffac33)?> then\n change y by (1)\n if <touching color (#ffac33)?> then\n change y by (1)\n if <touching color (#ffac33)?> then\n change y by (1)\n if <touching color (#ffac33)?> then\n change y by (1)\n if <touching color (#ffac33)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (down arrow v) pressed?> or <key (s 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 (#ffac33)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffac33)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [244]> then\n broadcast (message1 v)\n reset\n end\n if <key (r v) pressed?> then\n reset\n end\n if <touching color (#cc7000)?> then\n reset\n end\n if <touching color (#ffa119)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n else\n set [yv v] to [20]\n end\n end\nend\n\ndefine reset\ngo to x: (-212) y: (-81)\n\nwhen I receive [messege2 v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n broadcast (messege2 v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n | WARNING: Opposite controls in game.\nArrow keys or WASD to move.\nAvoid dark orange.\nJump on lighter orange to jump higher.\nAll 15 levels are possible.\nHave fun!\nCheck out my other games too!\nhttps://scratch.mit.edu/studios/4685976/projects/ |
Lava Rising (A platformer game) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [finished intro v]\nswitch backdrop to (backdrop1 v)\n\n@Avoid the lava sprite\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen I receive [restart v]\nchange [health v] by (-10)\nchange [fails v] by (1)\ngo to x: (-213) y: (146)\n\nwhen flag clicked\nset [health v] to [100]\nhide\n\nwhen I receive [finished intro v]\nshow\n\nwhen I receive [finished intro v]\nforever\n if <(y position) < [-170]> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [finished intro v]\ngo to x: (-213) y: (146)\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-2)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\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 y by (-3)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-20]\n else\n set [x v] to [20]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (platform v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [9]\n end\n else\n change [y v] by (-0.4)\n end\nend\n\nwhen I receive [finished intro v]\nforever\n if <(x position) > [220]> then\n go to x: (-213) y: (146)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Health) = [0]> then\n broadcast (game over v)\n wait (0.01) seconds\n stop [all v]\n end\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [finished intro v]\nshow\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [17]>> then\n next costume\nend\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [finished intro v]\nshow\n\nwhen flag clicked\nshow list [people who beat the game v]\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [17]>> then\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n broadcast (hide lava v)\n broadcast (show game finished v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n if <(Fails) < (☁ Least amount of fails)> then\n set [☁ least amount of fails v] to (Fails)\n end\n end\nend\n\nwhen [6 v] key pressed\nhide list [people who beat the game v]\n\nwhen [7 v] key pressed\nshow list [people who beat the game v]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n if <not <[people who beat the game v] contains (username)?>> then\n add (username) to [people who beat the game v]\n end\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (-999)\n\nwhen I receive [finished intro v]\nrepeat until <(Game over?) = [end]>\n change y by (0.096)\nend\n\nwhen flag clicked\nset [game over? v] to [0]\n\nwhen flag clicked\nset [ghost v] effect to (12)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [fails v] to [0]\nhide\n\nwhen I receive [finished intro v]\nshow\n\nwhen I receive [hide lava v]\nswitch costume to (costume2 v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [finished intro v]\nforever\n if <<touching (avoid the lava sprite v)?> and <(costume [number v]) = [1]>> then\n broadcast (restart v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (4) y: (0)\nhide\n\n@intro\n\nwhen flag clicked\ngo to x: (-240) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\nrepeat (45)\n change x by (((0) - (x position)) / (7))\nend\nrepeat (70)\n change [ghost v] effect by (([sin v] of ((timer) * (500)) ) * (5))\nend\nset [ghost v] effect to (0)\nrepeat (45)\n change x by (((200) - (x position)) / (7))\nend\nhide\nbroadcast (Finished intro v)\n\n | The new game is out!!! Play it here: https://scratch.mit.edu/projects/303683447/\n\n✦✦✦✦✦ Lava Rising ✦✦✦✦✦✦✦✦\nFollow @Game_M-A-K-E-R for more...\n150 views, 26 loves and 20 favorites in less than 1 day!!! Thank you so much for all the support! \n\nUse the arrow keys to move, try to get out of the valley fast or the lava will cover you!\nIt is hard but not impossible. This project is still a work in progress. Post any feedback in the comments and I will try to make the changes!\n\nPress 6 to see people who beat the game and 7 to hide the list\n\n@games @platformers @Game_M-A-K-E-R |
Day in the Life of Me (Scrolling Platformer) | @Stage\n\n@EXIT\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nset [exit v] to []\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\nclone at x [689] y [-122]\n\nif <(level) = [4]> then\n\nset [x v] to [-999999]\n\nswitch costume to (open v)\n\nclone at x [5000000000000000000000000000000000000000000000000000000000000000] y [-122]\n\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [name v]) = [OPEN]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nhide variable [mouse v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x [2550] y [84]\nelse\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n if <(level) = [2]> then\n switch costume to (open v)\n clone at x [2179] y [-80]\n else\n end\n else\n switch costume to (open v)\n clone at x [2179] y [-92]\n end\nend\n\nif <(level) = [3]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nshow\n\n@Platforms\n\nclone at x [0] y [300]\nclone at x [360] y [0]\n\nclone at x [450] y [10]\nclone at x [450] y [20]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (level 1 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [0]\nelse\n if <(level) = [2]> then\n switch costume to (level 2 1 v)\n clone at x [450] y [0]\n clone at x [450] y [0]\n clone at x [450] y [10]\n clone at x [450] y [20]\n else\n if <(level) = [3]> then\n switch costume to (level 3 1 v)\n clone at x [450] y [30]\n clone at x [450] y [20]\n clone at x [450] y [30]\n clone at x [450] y [20]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\n@player\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(exit) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(exit) = [win]> then\n game - win\n else\n Game-die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n change player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\ntest-die\nset [scroll x v] to (x)\nif <(scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (scroll y)) / (10)))\nif <(scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n if <touching color (#00fd63)?> then\n broadcast (egg v)\n end\n repeat until <not <touching (platforms v)?>>\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (.5) seconds\n\ndefine test-die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nset [scroll y v] to [0]\n\n@Egg\n\nwhen I receive [egg v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset size to (10) %\nrepeat (100)\n change size by (2)\n change [color v] effect by (5)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nhide\n\n@Sometime\n\nwhen flag clicked\nhide\nforever\n play sound [Sometime v] until done\nend\n\n | https://scratch.mit.edu/projects/302371963/ https://scratch.mit.edu/projects/301116267/ !\nUse arrow keys to move.\nI hope you like this scrolling platformer.\nMade for SDS DAY IN THE LIFE OF...\nGo to my profile for much much more.\nI have like 30 platformers on this account.\n@cool-deo - 1st love\n |
trolling platformer | @Stage\n\n@Player\n\nwhen I receive [play v]\nshow\nforever\n Griffpatch Platforming Engine [5]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level hitbox 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 Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level hitbox 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\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\ndefine Griffpatch Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> 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)\nTouch Ground <(speed y) > [0]>\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\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 <(y position) < [-180]> then\n start sound [Roblox Death Sound Effect v]\n change [☁ all time fails \(new\) v] by (1)\n go to x: (0) y: (0)\n point in direction (90)\n set [scrollx v] to [0]\n set [speed y v] to [0]\nend\nSet Costume\nScrolling Blocks\n\ndefine Reset Player\nshow\nset size to (40) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (100)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scrollx v] to [0]\nhide\n\ndefine Scrolling Blocks\nchange [scrollx v] by (x position)\nset x to (0)\n\nwhen flag clicked\nhide\nbroadcast (Transition In v) and wait\nbroadcast (Delete All Clones v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Quick Scroll\nif <key (right arrow v) pressed?> then\n change [scrollx v] by (100)\nend\nif <key (left arrow v) pressed?> then\n change [scrollx v] by (-100)\nend\n\nQuick Scroll\n\n@Level ART\n\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Level HITBOX\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (ScrollX))\n if <([abs v] of ((Level_X) - (ScrollX)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [delete all clones v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nset [level_x v] to [0]\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (costume1 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (costume17 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@Music\n\nwhen I receive [play bg music v]\nforever\n play sound [recording1 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n | trollllllll\nBTW\nyou will rrage |
Draw! -A Platformer- | @Stage\n\n@Cube drawing\n\nwhen flag clicked\nforever\n next costume\n wait (0.00009) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nstart sound [bensound-elevate v]\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-192) y: (-147)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching color (#000000)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching color (#fd0000)?> then\n go to x: (-192) y: (-145)\n end\n if <touching (arrowsprarrow sprite2 v)?> then\n go to x: (-188) y: (-145)\n next backdrop\n erase all\n end\nend\n\nwhen [1 v] key pressed\nchange volume by (10)\n\nwhen [0 v] key pressed\nchange volume by (-10)\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen [u v] key pressed\nset volume to (100) %\n\nwhen [r v] key pressed\ngo to x: (-192) y: (-147)\n\nwhen [s v] key pressed\ngo to x: (-192) y: (-147)\nnext backdrop\n\n@Floor\n\n@ArrowSprArrow Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nforever\n next costume\n wait (0.009) seconds\nend\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nset pen color to (#000000)\nset pen size to (6)\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n else\n pen up\n end\nend\n\nwhen [space v] key pressed\nerase all\n\n@Sprite2\n\nwhen flag clicked\nswitch backdrop to (backdrop13 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (90) %\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (backdrop15 v)\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n change [ghost v] effect by (100)\n go to x: (0) y: (0)\nend\n\nshow\n\nchange [ghost v] effect by (0)\n\nchange [ghost v] effect by (0)\n\nset [ghost v] effect to (0)\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\n | Arrow keys to move. Hold and move the mouse to draw. Space to erase. 1 to turn up volume and 0 to turn it down. M to mute and U to unmute. R to restart and S to skip. It has been a long time since I made a game so here you go! The point of the game is to draw your own platforms to get to the end. Please report any bugs. Please heart, star and follow! Thanks! |
Being Red 2 - Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [The Cannery v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [level2 v] to [1]\nforever\n if <(level2) = [11]> then\n stop [all v]\n end\nend\n\n@New Style\n\n@Player\n\nwhen flag clicked\nset [scroll v] to [1]\ngo to x: (-175) y: (-122)\npoint in direction (90)\nset [y-velocity v] to [0]\nset [x-velocity v] to [0]\nhide\nbroadcast (start_game v)\n\ndefine Platform (jump/height) (gravity) (friction) (running speed)\nset rotation style [left-right v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x-velocity v] by (running speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x-velocity v] by ((running speed) * (-1))\n point in direction (-90)\nend\nset [x-velocity v] to ((X-Velocity) * (friction))\nchange x by (X-Velocity)\nif <touching (platform v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (platform v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X-Velocity) ) )\n if <touching (platform v)?> then\n repeat (10)\n change x by ((([abs v] of (X-Velocity) ) / (X-Velocity)) * (-1))\n end\n end\n end\n set [x-velocity v] to [0]\n end\nend\nchange y by (Y-Velocity)\nif <touching (platform v)?> then\n repeat ([ceiling v] of ([abs v] of (Y-Velocity) ) )\n if <touching (platform v)?> then\n change y by ((([abs v] of (Y-Velocity) ) / (Y-Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y-Velocity) ) / (Y-Velocity)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n set [y-velocity v] to (jump/height)\n else\n set [y-velocity v] to [0]\n end\nelse\n change [y-velocity v] by (-1)\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-Velocity) > [2]> then\n switch costume to (jump v)\nend\nif <(Y-Velocity) < [-3]> then\n switch costume to (fall v)\nend\nif <(scroll) = [2]> then\n set [x-velocity v] to ((X-Velocity) * (friction))\n switch costume to (idle v)\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 (Walk)\n end\n if <(Y-Velocity) > [2]> then\n switch costume to (jump v)\n end\n if <(Y-Velocity) < [-3]> then\n switch costume to (fall v)\n end\n set rotation style [left-right v]\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\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 (0.1) seconds\nend\n\nwhen I receive [start_game v]\nswitch backdrop to (backdrop1 v)\nshow\nset [scroll v] to [1]\nforever\n Platform (11.5) (-1) (0.7) (3)\nend\n\nwhen flag clicked\nforever\n if <touching (door v)?> then\n go to x: (-175) y: (-109)\n point in direction (90)\n change [level2 v] by (1)\n broadcast (scroll set v)\n set [y-velocity v] to [0]\n set [x-velocity v] to [0]\n end\n if <touching (spikes v)?> then\n if <(scroll) = [1]> then\n go to x: (-175) y: (-109)\n point in direction (90)\n set [y-velocity v] to [0]\n set [x-velocity v] to [0]\n end\n if <(scroll) = [2]> then\n go to x: (0) y: (0)\n point in direction (90)\n set [y-velocity v] to [0]\n set [x-velocity v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n end\nend\n\nwhen I receive [scroll set v]\nif <(level2) = [8]> then\n go to x: (-175) y: (-109)\nend\n\n@Platform\n\nwhen flag clicked\nset [level2 v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (level2)\nend\n\nwhen I receive [start_game v]\nhide\nset [space v] to [2]\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level2 v] to [1]\nset [scroll2 v] to [1]\nforever\n if <(scroll2) = [2]> then\n set size to (156) %\n go to x: (scroll x) y: (scroll y)\n switch costume to (level2)\n else\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (level2)\n end\nend\n\n@Door\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (level2)\nend\n\nwhen I receive [start_game v]\nhide\nset [space v] to [2]\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level2 v] to [1]\nset [scroll2 v] to [1]\nforever\n if <(scroll2) = [2]> then\n go to x: (scroll x) y: (scroll y)\n switch costume to (level2)\n else\n go to x: (0) y: (0)\n switch costume to (level2)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nset [level2 v] to [1]\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level2)\nend\n\nwhen flag clicked\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level2 v] to [1]\nset [scroll v] to [1]\n\nwhen I receive [start_game v]\nhide\nset [space v] to [2]\nshow\nforever\n if <(scroll) = [2]> then\n go to x: (scroll x) y: (scroll y)\n switch costume to (level2)\n else\n go to x: (0) y: (0)\n switch costume to (level2)\n end\nend\n\n@Text/Background\n\nwhen flag clicked\nset [level2 v] to [1]\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level2)\nend\n\nwhen I receive [start_game v]\nhide\nset [space v] to [2]\nshow\nforever\n if <(scroll) = [2]> then\n go to x: (scroll x) y: (scroll y)\n switch costume to (level2)\n else\n go to x: (0) y: (0)\n switch costume to (level2)\n end\nend\n\n | |
3D Platformer | @Stage\n\nwhen flag clicked\nset [start? v] to [0]\nif <not <key (space v) pressed?>> then\n set [start? v] to [1]\nend\nswitch backdrop to (bühnenbild2 v)\nif <(start?) = [1]> then\n switch backdrop to (bühnenbild2 v)\n wait (2) seconds\n play sound [out v] until done\nend\nset [gm? v] to [0]\nforever\n if <(pick random (0) to (1)) = [0]> then\n play sound [music v] until done\n play sound [billy eilish bad guy2 v] until done\n play sound [billy eilish bad guy3 v] until done\n else\n play sound [billy eilish bad guy2 v] until done\n play sound [billy eilish bad guy3 v] until done\n play sound [music v] until done\n end\nend\n\nwhen [g v] key pressed\nif <(gm?) = [0]> then\n set [gm? v] to [1]\nelse\n set [gm? v] to [0]\nend\n\nwhen [f v] key pressed\nif <(backdrop [number v]) = [1]> then\n switch backdrop to (bühnenbild2 v)\nelse\n switch backdrop to (bühnenbild1 v)\nend\n\nwhen flag clicked\nshow list [highscore v]\nhide variable [score v]\nforever\n if <(Level) = ((maxlevels) + (1))> then\n insert (join (username) (join [: ] (Score))) at (1) of [highscore v] \n switch backdrop to (bühnenbild3 v)\n stop [this script v]\n end\nend\n\nhide list [highscore v]\n\n@stift\n\ndefine mache Figur\nset [auf plattform?? v] to [0]\nif <(Level) = [1]> then\n male würfel: [1650] [300] [750] [2050] [350] [1150] TYPE: [3]\n male würfel: [1050] [220] [750] [1450] [270] [1150] TYPE: [1]\n male würfel: [1050] [50] [1200] [1450] [100] [1650] TYPE: [1]\n male würfel: [1050] [-100] [750] [1450] [-50] [1150] TYPE: [1]\n male würfel: [250] [0] [750] [650] [50] [1150] TYPE: [1]\n male würfel: [-200] [0] [300] [200] [50] [700] TYPE: [1]\n male würfel: [-200] [-50] [-200] [200] [0] [200] TYPE: [1]\nelse\n if <(Level) = [2]> then\n male würfel: [-200] [400] [2200] [200] [500] [2600] TYPE: [3]\n male würfel: [-40] [260] [1680] [40] [340] [1760] TYPE: [4]\n male würfel: [-40] [180] [1240] [40] [260] [1320] TYPE: [1]\n male würfel: [-40] [100] [800] [40] [180] [880] TYPE: [1]\n male würfel: [-40] [20] [360] [40] [100] [440] TYPE: [1]\n male würfel: [-200] [-50] [-200] [200] [0] [200] TYPE: [1]\n else\n if <(Level) = [3]> then\n male würfel: [-1550] [480] [600] [-1150] [530] [1000] TYPE: [3]\n male würfel: [-1550] [350] [1250] [-1150] [400] [1650] TYPE: [1]\n male würfel: [-1000] [200] [1250] [-600] [250] [1650] TYPE: (item (2) of [block value v])\n male würfel: [-200] [-150] [1250] [200] [-100] [1650] TYPE: [4]\n male würfel: [-200] [-200] [450] [200] [-150] [1000] TYPE: [1]\n male würfel: [-200] (item (1) of [block value v]) [450] [200] ((item (1) of [block value v]) + (50)) [850] TYPE: [2]\n male würfel: [-200] [-50] [-200] [200] [0] [200] TYPE: [1]\n else\n if <(Level) = [4]> then\n male würfel: [-200] [-100] [-200] [200] [-50] [200] TYPE: [1]\n end\n end\n end\nend\n\ndefine gehe zu (x) (y) (z) mit "shift"\ngo to x: ((view faktor) * (((x) + (kamera x)) / ((z) + (kamera z)))) y: ((view faktor) * (((y) + (kamera y)) / ((z) + (kamera z))))\n\nwhen flag clicked\nset pen size to (2)\nswitch costume to (medium v)\nset size to (100) %\n\ndefine reche auslösung\nset [cosinus y v] to ([cos v] of (rotation Y) )\nset [sinus y v] to ([sin v] of (rotation Y) )\nset [cosinus x v] to ([cos v] of (rotation X) )\nset [sinus x v] to ([sin v] of (rotation X) )\n\ndefine Punkt1 (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Punkt2 (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Bildschirm Punkt1 (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Bildschirm Punkt2 (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine male liene von: (x1) (y1) (z1) zu: (x2) (y2) (z2)\nPunkt1 ((x1) - (kamera x 2)) ((y1) - (kamera y 2)) ((z1) - (kamera z 2))\nPunkt2 ((x2) - (kamera x 2)) ((y2) - (kamera y 2)) ((z2) - (kamera z 2))\nPunkt1 (((z1) * (sinus x)) + ((x1) * (cosinus x))) (y1) (((z1) * (cosinus x)) - ((x1) * (sinus x)))\nPunkt2 (((z2) * (sinus x)) + ((x2) * (cosinus x))) (y2) (((z2) * (cosinus x)) - ((x2) * (sinus x)))\nPunkt1 (x1) (((y1) * (cosinus y)) - ((z1) * (sinus y))) (((y1) * (sinus y)) + ((z1) * (cosinus y)))\nPunkt2 (x2) (((y2) * (cosinus y)) - ((z2) * (sinus y))) (((y2) * (sinus y)) + ((z2) * (cosinus y)))\nif <not <<(z1) < (nähe kamera)> and <(z2) < (nähe kamera)>>> then\n ausschnitt von z\n Bildschirm Punkt1 ((view faktor) * ((x1) / (z1))) ((view faktor) * ((y1) / (z1)))\n Bildschirm Punkt2 ((view faktor) * ((x2) / (z2))) ((view faktor) * ((y2) / (z2)))\n auschnitt von x, y\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine ausschnitt von z\nif <<(z1) < [50]> or <(z2) < [50]>> then\n set [prozent v] to (((nähe kamera) - (z1)) / ((z2) - (z1)))\n if <(z1) < (nähe kamera)> then\n Punkt1 ((x1) + (((x2) - (x1)) * (prozent))) ((y1) + (((y2) - (y1)) * (prozent))) (nähe kamera)\n else\n if <(z2) < (nähe kamera)> then\n Punkt2 ((x1) + (((x2) - (x1)) * (prozent))) ((y1) + (((y2) - (y1)) * (prozent))) (nähe kamera)\n end\n end\nend\n\ndefine auschnitt von x, y\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 Bildschirm Punkt1 [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 Bildschirm Punkt1 ((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 Bildschirm Punkt1 [-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 Bildschirm Punkt1 ((x1) + (((-180) - (y1)) / (m))) [-180]\n end\nend\nif <(x2) > [240]> then\n Bildschirm Punkt2 [240] ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Bildschirm Punkt2 ((x1) + (((180) - (y1)) / (m))) [180]\nend\nif <(x2) < [-240]> then\n Bildschirm Punkt2 [-240] ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Bildschirm Punkt2 ((x1) + (((-180) - (y1)) / (m))) [-180]\nend\n\nwhen flag clicked\nset [tode v] to [0]\nwait (0.1) seconds\nwait until <(start?) = [0]>\nreset timer\nforever\n if <(gm?) = [0]> then\n set [z geschwindigkeit v] to [0]\n set [x geschwindigkeit v] to [0]\n set [speed v] to [1]\n set [maus x zusatz v] to [0]\n set [rot? v] to [0]\n set [rotation y v] to [0]\n set [rotation x v] to [0]\n set [nähe kamera v] to [30]\n set [kamera x v] to [0]\n set [kamera y v] to [90]\n set [kamera z v] to [0]\n set [rotation x geschwindigkeit v] to [0]\n set [rotation y geschwindigkeit v] to [0]\n set [view faktor v] to [300]\n set [level backup v] to (Level)\n repeat until <<(kamera y) < [-250]> or <<not <(Level) = (level backup)>> or <<(gm?) = [1]> or <(rot?) = [1]>>>>\n erase all\n reche auslösung\n mache Figur\n set [x geschwindigkeit v] to ((x geschwindigkeit) * (0.9))\n set [z geschwindigkeit v] to ((z geschwindigkeit) * (0.9))\n change [kamera x v] by (x geschwindigkeit)\n change [kamera z v] by (z geschwindigkeit)\n if <key (w v) pressed?> then\n change [z geschwindigkeit v] by ((1) * ((speed) * (cosinus x)))\n change [x geschwindigkeit v] by ((-1) * ((speed) * (sinus x)))\n end\n if <key (a v) pressed?> then\n change [z geschwindigkeit v] by ((-1) * ((speed) * (sinus x)))\n change [x geschwindigkeit v] by ((-1) * ((speed) * (cosinus x)))\n end\n if <key (s v) pressed?> then\n change [z geschwindigkeit v] by ((-1) * ((speed) * (cosinus x)))\n change [x geschwindigkeit v] by ((1) * ((speed) * (sinus x)))\n end\n if <key (d v) pressed?> then\n change [z geschwindigkeit v] by ((1) * ((speed) * (sinus x)))\n change [x geschwindigkeit v] by ((1) * ((speed) * (cosinus x)))\n end\n if <(maus/pfeil) = [0]> then\n set [rotation y v] to ((0.3) * (mouse y))\n set [rotation x v] to (((-0.3) * (mouse x)) + (maus X zusatz))\n else\n if <key (right arrow v) pressed?> then\n change [rotation x geschwindigkeit v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n change [rotation x geschwindigkeit v] by (1)\n end\n if <key (up arrow v) pressed?> then\n if <(rotation Y) < [20]> then\n change [rotation y geschwindigkeit v] by (1)\n end\n end\n if <key (down arrow v) pressed?> then\n if <[-43] < (rotation Y)> then\n change [rotation y geschwindigkeit v] by (-1)\n end\n end\n set [rotation y geschwindigkeit v] to ((rotation y geschwindigkeit) * (0.8))\n set [rotation x geschwindigkeit v] to ((rotation x geschwindigkeit) * (0.8))\n change [rotation y v] by (rotation y geschwindigkeit)\n change [rotation x v] by (rotation x geschwindigkeit)\n end\n end\n change [tode v] by (1)\n else\n erase all\n mache Figur\n set [x geschwindigkeit v] to ((x geschwindigkeit) * (0.9))\n set [z geschwindigkeit v] to ((z geschwindigkeit) * (0.9))\n set [gm y geschwindigkeit v] to ((gm y geschwindigkeit) * (0.9))\n change [kamera x v] by (x geschwindigkeit)\n change [kamera z v] by (z geschwindigkeit)\n change [kamera y v] by (gm y geschwindigkeit)\n if <key (w v) pressed?> then\n change [z geschwindigkeit v] by ((1) * (((speed) + (1)) * (cosinus x)))\n change [x geschwindigkeit v] by ((-1) * (((speed) + (1)) * (sinus x)))\n end\n if <key (a v) pressed?> then\n change [z geschwindigkeit v] by ((-1) * (((speed) + (1)) * (sinus x)))\n change [x geschwindigkeit v] by ((-1) * (((speed) + (1)) * (cosinus x)))\n end\n if <key (s v) pressed?> then\n change [z geschwindigkeit v] by ((-1) * (((speed) + (1)) * (cosinus x)))\n change [x geschwindigkeit v] by ((1) * (((speed) + (1)) * (sinus x)))\n end\n if <key (d v) pressed?> then\n change [z geschwindigkeit v] by ((1) * (((speed) + (1)) * (sinus x)))\n change [x geschwindigkeit v] by ((1) * (((speed) + (1)) * (cosinus x)))\n end\n if <key (q v) pressed?> then\n change [gm y geschwindigkeit v] by (3)\n end\n if <key (e v) pressed?> then\n change [gm y geschwindigkeit v] by (-3)\n end\n if <(maus/pfeil) = [0]> then\n set [rotation y v] to ((0.3) * (mouse y))\n set [rotation x v] to (((-0.3) * (mouse x)) + (maus X zusatz))\n else\n if <key (right arrow v) pressed?> then\n change [rotation x geschwindigkeit v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n change [rotation x geschwindigkeit v] by (1)\n end\n if <key (up arrow v) pressed?> then\n if <(rotation Y) < [20]> then\n change [rotation y geschwindigkeit v] by (1)\n end\n end\n if <key (down arrow v) pressed?> then\n if <[-43] < (rotation Y)> then\n change [rotation y geschwindigkeit v] by (-1)\n end\n end\n set [rotation y geschwindigkeit v] to ((rotation y geschwindigkeit) * (0.8))\n set [rotation x geschwindigkeit v] to ((rotation x geschwindigkeit) * (0.8))\n change [rotation y v] by (rotation y geschwindigkeit)\n change [rotation x v] by (rotation x geschwindigkeit)\n end\n end\nend\n\ndefine male würfel: (x1) (y1) (z1) (x2) (y2) (z2) TYPE: (t)\nif <(t) = [1]> then\n set pen color to (#1d00ff)\nelse\n if <(t) = [2]> then\n set pen color to (#ff0000)\n else\n if <(t) = [3]> then\n set pen color to (#2aff00)\n else\n if <(t) = [4]> then\n set pen color to (#faff00)\n else\n set pen color to (#ff00d0)\n end\n end\n end\nend\nreche auslösung\n[Vorderseite]\nmale liene von: (x1) (y1) (z1) zu: (x1) (y2) (z1)\nmale liene von: (x1) (y1) (z1) zu: (x2) (y1) (z1)\nmale liene von: (x1) (y2) (z1) zu: (x2) (y2) (z1)\nmale liene von: (x2) (y1) (z1) zu: (x2) (y2) (z1)\n[Rückseite]\nmale liene von: (x1) (y1) (z2) zu: (x1) (y2) (z2)\nmale liene von: (x1) (y1) (z2) zu: (x2) (y1) (z2)\nmale liene von: (x1) (y2) (z2) zu: (x2) (y2) (z2)\nmale liene von: (x2) (y1) (z2) zu: (x2) (y2) (z2)\n[Verbindungslinien]\nmale liene von: (x1) (y1) (z1) zu: (x1) (y1) (z2)\nmale liene von: (x1) (y2) (z1) zu: (x1) (y2) (z2)\nmale liene von: (x2) (y1) (z1) zu: (x2) (y1) (z2)\nmale liene von: (x2) (y2) (z1) zu: (x2) (y2) (z2)\nif <(t) = [2]> then\n if <<<<(kamera y) < ((y2) + (91))> and <(y1) < (kamera y)>> and <<(kamera z) < (z2)> and <(z1) < (kamera z)>>> and <<(x2) > (kamera x)> and <(kamera x) > (x1)>>> then\n set [rot? v] to [1]\n end\nelse\n if <<(t) = [1]> or <(t) = [5]>> then\n if <<<<(kamera y) < ((y2) + (95))> and <((y2) + (75)) < (kamera y)>> and <<(kamera z) < (z2)> and <(z1) < (kamera z)>>> and <<(x2) > (kamera x)> and <(kamera x) > (x1)>>> then\n if <key (space v) pressed?> then\n if <(t) = [1]> then\n set [kamera y geschwindigkeit v] to [25]\n else\n set [kamera y geschwindigkeit v] to [15]\n end\n else\n set [kamera y geschwindigkeit v] to [0]\n set [auf plattform?? v] to [1]\n set [kamera y v] to ((y2) + (94))\n end\n end\n else\n if <(t) = [3]> then\n if <<<<(kamera y) < ((y2) + (95))> and <((y2) + (75)) < (kamera y)>> and <<(kamera z) < (z2)> and <(z1) < (kamera z)>>> and <<(x2) > (kamera x)> and <(kamera x) > (x1)>>> then\n if <key (space v) pressed?> then\n set [kamera y geschwindigkeit v] to [25]\n else\n set [kamera y geschwindigkeit v] to [0]\n set [auf plattform?? v] to [1]\n set [kamera y v] to ((y2) + (94))\n end\n if <(gm?) = [0]> then\n change [score v] by (((5000) - ((round (timer)) * (10))) - ((Tode) * (100)))\n set [tode v] to [0]\n if <(Score) < [1]> then\n set [score v] to [0]\n end\n reset timer\n broadcast (next Level v)\n end\n end\n else\n if <(t) = [4]> then\n if <<<<(kamera y) < ((y2) + (95))> and <((y2) + (75)) < (kamera y)>> and <<(kamera z) < (z2)> and <(z1) < (kamera z)>>> and <<(x2) > (kamera x)> and <(kamera x) > (x1)>>> then\n if <key (space v) pressed?> then\n set [kamera y geschwindigkeit v] to [40]\n else\n set [kamera y geschwindigkeit v] to [0]\n set [auf plattform?? v] to [1]\n set [kamera y v] to ((y2) + (94))\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(gm?) = [0]> then\n if <(auf Plattform??) = [0]> then\n change [kamera y geschwindigkeit v] by (-1)\n change [kamera y v] by (kamera y geschwindigkeit)\n end\n end\n if <(mouse x) < [-225]> then\n change [maus x zusatz v] by (2)\n end\n if <[225] < (mouse x)> then\n change [maus x zusatz v] by (-2)\n end\n if <([abs v] of (rotation X) ) > [360]> then\n set [rotation x v] to [0]\n set [maus x zusatz v] to [0]\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nplay sound [out v] until done\n\ndefine (komentar)\n\nwhen flag clicked\ndelete all of [block value v]\nadd [0] to [block value v]\nforever\n if <(Level) = [3]> then\n set [i v] to [-200]\n repeat until <not <(Level) = [3]>>\n repeat (200)\n replace item (1) of [block value v] with (i)\n change [i v] by (2)\n end\n repeat (200)\n replace item (1) of [block value v] with (i)\n change [i v] by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nwait (0.5) seconds\nadd [0] to [block value v]\nforever\n if <(Level) = [3]> then\n repeat until <not <(Level) = [3]>>\n replace item (2) of [block value v] with [1]\n wait (2.5) seconds\n replace item (2) of [block value v] with [2]\n wait (2.5) seconds\n end\n repeat until <not <(Level) = [4]>>\n replace item (2) of [block value v] with [0]\n wait (1) seconds\n replace item (2) of [block value v] with [1]\n wait (1) seconds\n end\n end\nend\n\n@Intro\n\nwhen I start as a clone\nhide\nset size to (10) %\nwait (2) seconds\nswitch costume to (kostüm5 v)\nshow\nrepeat (8)\n change size by (20)\nend\nrepeat (34)\n change size by (11)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\nhide\nset [start? v] to [0]\nif <not <key (space v) pressed?>> then\n set [start? v] to [1]\nend\ngo to x: (0) y: (0)\nswitch costume to (kostüm2 v)\nset size to (10) %\nclear graphic effects\nif <(start?) = [1]> then\n show\n create clone of (_myself_ v)\n show\n wait (2) seconds\n switch costume to (kostüm1 v)\n repeat (50)\n change size by (10)\n change [color v] effect by (2)\n end\n repeat (9)\n change x by (-9)\n end\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\nset [start? v] to [0]\n\n@Tutorial\n\nwhen flag clicked\nhide variable [level v]\nerase all\ngo to x: (0) y: (0)\nhide\nset [klon tutorial v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.5) seconds\n change [klon tutorial v] by (1)\nend\nwait until <(start?) = [0]>\nshow\nset [rotation x v] to [0]\nset [rotation y v] to [0]\nset [maus/pfeil v] to [1]\nswitch costume to (mouse off v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <(costume [name v]) = [mouse on]> then\n set [maus/pfeil v] to [1]\n switch costume to (mouse off v)\n else\n set [maus/pfeil v] to [0]\n switch costume to (mouse on v)\n end\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n end\nend\n\nwhen I start as a clone\nforever\n if <(klon tutorial) = [1]> then\n hide\n wait until <(start?) = [0]>\n go to x: (0) y: (0)\n show\n switch costume to (look v)\n wait until <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>\n delete this clone\n else\n if <(klon tutorial) = [2]> then\n hide\n wait until <(start?) = [0]>\n go to x: (0) y: (0)\n show\n switch costume to (jump v)\n wait until <key (space v) pressed?>\n delete this clone\n else\n hide\n wait until <(start?) = [0]>\n go to x: (0) y: (0)\n show\n switch costume to (move v)\n wait until <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (s v) pressed?> or <key (d v) pressed?>>>>\n delete this clone\n end\n end\nend\n\n@Figur1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (250) %\nwait (0.1) seconds\nset [level v] to [1]\nset [level backup von levels v] to [0]\nwait until <(start?) = [0]>\nclear graphic effects\nswitch costume to (start v)\nforever\n if <not <(Level) = (Level backup von Levels)>> then\n if <not <(Level) = [5]>> then\n clear graphic effects\n next costume\n show\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n set [level backup von levels v] to (Level)\n wait until <(Level) = (Level backup von Levels)>\n else\n stop [this script v]\n end\n end\nend\n\n@Camera\n\nwhen flag clicked\nset [score v] to [0]\nhide variable [level v]\nerase all\ngo to x: (0) y: (0)\nhide\nset [klon tutorial v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.5) seconds\n change [klon tutorial v] by (1)\nend\nwait until <(start?) = [0]>\nshow\nset [rotation x v] to [0]\nset [rotation y v] to [0]\nset [person v] to [1]\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n if <(costume [name v]) = [1]> then\n set [person v] to [3]\n switch costume to (3 v)\n else\n set [person v] to [1]\n switch costume to (1 v)\n end\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <(person) = [1]> then\n set [kamera x 2 v] to (kamera x)\n set [kamera y 2 v] to (kamera y)\n set [kamera z 2 v] to (kamera z)\n else\n set [kamera x 2 v] to (kamera x)\n set [kamera y 2 v] to (kamera y)\n set [kamera z 2 v] to (kamera z)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@Figur2\n\nwhen flag clicked\nset [maxlevels v] to [3]\nhide\nwait until <not <(Level) = ((maxlevels) + (1))>>\nforever\n if <(Level) = ((maxlevels) + (1))> then\n set [j v] to [0]\n repeat (length of (Score))\n set [@mynumber v] to (j)\n create clone of (_myself_ v)\n change [j v] by (1)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (letter ((length of (Score)) - (@mynumber)) of (Score))\ngo to x: ((-50) + ((25) * ((length of (Score)) - ((@mynumber) + (1))))) y: (15)\nshow\n\n | Tutorial is inside of the game.\n\nPlease ☆ and ♥ this project. It took so much work...\n@3D\n@Platformer |
Epic Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (background1 v)\nforever\n play sound [Gangnam Style v] until done\nend\n\nwhen I receive [next! v]\nif <(backdrop [number v]) = [10]> then\n broadcast (Gangnam v)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nnext backdrop\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (-219) y: (-138)\nset [yvel v] to [0]\nset [xvel v] to [0]\nforever\n change y by (-1)\n if <touching color (#000008)?> then\n set [yvel v] to [1]\n if <key (up arrow v) pressed?> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\n change [yvel v] by (-1)\n if <key (right arrow v) pressed?> then\n next costume\n change [xvel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n next costume\n change [xvel v] by (-1)\n end\n set [xvel v] to ((xvel) * (0.9))\n if <[-16] > (yvel)> then\n set [yvel v] to [-16]\n end\n if <touching color (#ffff00)?> then\n broadcast (next! v)\n hide\n wait (1.5) seconds\n show\n go to x: (-219) y: (-138)\n end\n change x by (xvel)\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((xvel) * (-1))\n set [xvel v] to [0]\n end\n change y by (yvel)\n if <<touching color (#000008)?> and <[0] < (yvel)>> then\n if <touching color (#000008)?> then\n change y by (-1)\n end\n if <touching color (#000008)?> then\n change y by (-1)\n end\n if <touching color (#000008)?> then\n change y by (-1)\n end\n if <touching color (#000008)?> then\n change y by (-1)\n end\n if <touching color (#000008)?> then\n change y by (-1)\n end\n if <touching color (#000008)?> then\n change y by (5)\n change y by ((yvel) * (-1))\n end\n set [yvel v] to [0]\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#ff0000)?> then\n go to x: (-93) y: (-104)\n end\n if <touching color (#ff00bf)?> then\n change [yvel v] by (25)\n change y by (yvel)\n end\nend\n\n@Sprite2\n\nwhen I receive [gangnam v]\nshow\nforever\n turn right (180) degrees\n repeat (3)\n change y by (10)\n wait (0.02) seconds\n end\n wait (0.05) seconds\n turn left (180) degrees\n repeat (3)\n change y by (-10)\n wait (0.02) seconds\n end\n wait (0.05) seconds\n turn left (180) degrees\n repeat (3)\n change y by (10)\n wait (0.02) seconds\n end\n wait (0.05) seconds\n turn left (180) degrees\n repeat (3)\n change y by (-10)\n wait (0.02) seconds\n end\n wait (0.05) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (-55)\nhide\n\nwhen flag clicked\nforever\n repeat (3)\n change x by (3)\n end\n wait (0.1) seconds\n repeat (3)\n change x by (-3)\n end\n wait (0.1) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | Get to the right of the screen, avoid red\n\nArrow keys to move |
[RESHARE] Welcome To Platformers - A Scrolling Platformer | @Stage\n\n@Collectables\n\ndefine show total\nset [collect display v] to (join (COLLECTED) (join [ of ] (COLLECTED MAX)))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(RECORDER) = [play]> then\n switch costume to (dot2 v)\nelse\n switch costume to (dot v)\nend\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: (-100) y: (-100)\nelse\n if <(LEVEL) = [2]> then\n Clone at x: (3000) y: (0)\n else\n if <(LEVEL) = [3]> then\n Clone at x: (0) y: (0)\n Clone at x: (-100) y: (0)\n Clone at x: (-200) y: (0)\n Clone at x: (-200) y: (100)\n Clone at x: (-200) y: (200)\n Clone at x: (-200) y: (300)\n Clone at x: (-200) y: (400)\n Clone at x: (-200) y: (500)\n Clone at x: (-200) y: (600)\n Clone at x: (200) y: (0)\n Clone at x: (200) y: (100)\n Clone at x: (500) y: (300)\n Clone at x: (700) y: (300)\n Clone at x: (700) y: (300)\n Clone at x: (850) y: (300)\n Clone at x: (850) y: (400)\n Clone at x: (850) y: (500)\n Clone at x: (850) y: (600)\n Clone at x: (850) y: (700)\n Clone at x: (850) y: (800)\n Clone at x: (850) y: (900)\n Clone at x: (1000) y: (950)\n Clone at x: (1200) y: (950)\n Clone at x: (1200) y: (950)\n Clone at x: (1600) y: (1000)\n Clone at x: (1700) y: (1050)\n Clone at x: (2000) y: (1000)\n Clone at x: (2100) y: (1150)\n Clone at x: (2200) y: (1150)\n Clone at x: (2300) y: (1150)\n Clone at x: (2400) y: (1150)\n Clone at x: (2500) y: (1150)\n Clone at x: (2600) y: (1150)\n Clone at x: (850) y: (0)\n Clone at x: (850) y: (-50)\n Clone at x: (950) y: (-50)\n Clone at x: (1050) y: (-50)\n Clone at x: (1150) y: (-50)\n Clone at x: (1250) y: (-50)\n Clone at x: (1250) y: (-50)\n Clone at x: (950) y: (150)\n Clone at x: (950) y: (250)\n Clone at x: (1050) y: (250)\n Clone at x: (1150) y: (250)\n Clone at x: (1250) y: (250)\n Clone at x: (1350) y: (250)\n Clone at x: (950) y: (550)\n Clone at x: (950) y: (600)\n Clone at x: (950) y: (650)\n Clone at x: (950) y: (750)\n Clone at x: (950) y: (850)\n end\n end\nend\nset [x v] to [-99999]\nshow total\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) + ((5) * ([sin v] of (((x) + (TICK)) * (10)) ))) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n show total\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\ndefine position (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Danger\n\ndefine New Platform (costume) at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\n\nwhen I receive [post tick v]\nif <(EDITOR) > [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n Drag ((x) - (mouse x)) ((y) - (mouse y)) orig (x) (y)\n end\nend\n\ndefine Drag (ox) (oy) orig (x) (y)\nrepeat until <not <mouse down?>>\n set [x v] to ((ox) + (mouse x))\n set [y v] to ((oy) + (mouse y))\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\nDebug Position [0] [0]\nshow variable [mouse v]\n\ndefine Debug Position (ox) (oy)\nset [mouse v] to (join (costume [name v]) (join [ at x,y: ] (join ((x) - (ox)) (join [, ] ((y) - (oy))))))\n\nNew Platform [Spike1] at x: [2319] y: [954]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [x v] to [-99999]\nif <(LEVEL) = [1]> then\n New Platform [nothing] at x: [0] y: [0]\nelse\n if <(LEVEL) = [2]> then\n New Platform [2 2] at x: [500] y: [23]\n New Platform [Test4] at x: [1000] y: [-5]\n else\n if <(LEVEL) = [3]> then\n New Platform [Spears] at x: [1200] y: [100]\n end\n end\nend\n\n@Enemies\n\ndefine move enemy <clamp?>\nset [x v] to (round ((orig x) + ((move x) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\nset [y v] to (round ((orig y) + ((move y) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\nPosition\nif <clamp?> then\n if <<(visible) > [0]> and <touching (platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Position\nposition at ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Stuck! (x) (y)\nset [distance v] to [2]\nrepeat (12)\n set [angle v] to [0]\n repeat (8)\n set [x v] to ((x) + ((distance) * ([sin v] of (angle) )))\n set [y v] to ((y) + ((distance) * ([cos v] of (angle) )))\n Position\n if <<(visible) > [0]> and <not <touching (platforms v)?>>> then\n stop [this script v]\n end\n change [angle v] by (45)\n end\n change [distance v] by (2)\nend\nset [x v] to (x)\nset [y v] to (y)\nPosition\n\ndefine New Enemy (costume) at x, y: (x) (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\nswitch costume to (costume)\nset [type v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset [orig x v] to (x)\nset [orig y v] to (y)\n\ndefine then glide (time) secs to x: (x) y: (y)\nset [type v] to [2]\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [move x v] to ((x) - (x))\nset [move y v] to ((y) - (y))\nset [div v] to ((30) * (time))\nset [offset v] to [0]\n\ndefine then rotate (time) secs\nset rotation style [all around v]\nset [type v] to [4]\nset [div v] to ((360) / ((time) * (30)))\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [type v] to []\nif <(LEVEL) = [1]> then\nelse\n if <(LEVEL) = [2]> then\nend\n\nNew Enemy [Big Green] at x, y: [159] [40]\nthen glide [2.5] secs to x: [308] y: [40]\nNew Enemy [Big Green] at x, y: [1920] [-75]\nthen glide [3] secs to x: [1741] y: [-75]\n\nwhen I receive [post tick v]\nif <(type) > []> then\n if <<(type) = [2]> or <(type) = [3]>> then\n move enemy <(type) = [2]>\n else\n if <(type) = [4]> then\n point in direction ((TICK) * (div))\n end\n end\n Position\n if <touching (player v)?> then\n set [exit v] to [die]\n end\nend\n\ndefine position at (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [visible v] to [1]\nelse\n hide\n set [visible v] to [0]\nend\n\n@Joystick\n\nwhen flag clicked\nhide\nshow list [share v]\ndelete all of [share v]\nhide variable [user v]\nset [rec tick v] to []\nset [joy timer v] to [1]\nset [joy orig x v] to []\nset size to (130) %\ngo to x: (-174) y: (-116)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (joystick v)\n\nwhen I receive [joystick v]\ntick\n\nwhen I receive [setup v]\ngo to [front v] layer\n\nwhen I receive [reset v]\ngo to [front v] layer\n\ndefine tick\nif <(RECORDER) = [play]> then\n if <(rec tick) > []> then\n if <(item (rec idx) of [recording v]) = (rec tick)> then\n play (item ((rec idx) + (1)) of [recording v])\n end\n change [rec tick v] by (1)\n end\nelse\n if <<mouse down?> and <(EDITOR) < [1]>> then\n if <(Joy Timer) > [-20]> then\n set [ghost v] effect to (50)\n if <(Joy Timer) > [0]> then\n show\n end\n end\n set [joy timer v] to [-20]\n if <(Joy Orig X) = []> then\n set [joy orig x v] to (mouse x)\n set [joy orig y v] to (mouse y)\n go to (mouse-pointer v)\n end\n else\n change [joy timer v] by (1)\n if <(Joy Timer) < [0]> then\n change [ghost v] effect by (20)\n else\n if <(Joy Timer) = [0]> then\n hide\n end\n end\n if <not <(Joy Orig X) = []>> then\n go to x: (Joy Orig X) y: (Joy Orig Y)\n set [joy orig x v] to []\n end\n end\n if <(costume [number v]) = [2]> then\n set [joy x v] to [0]\n set [joy y v] to [0]\n if <mouse down?> then\n go to x: (Joy Orig X) y: (Joy Orig Y)\n point towards (mouse-pointer v)\n set [power v] to (distance to [mouse-pointer v])\n if <(power) > ((size) / (4))> then\n set [power v] to ((size) / (4))\n end\n move (power) steps\n if <(power) > [14]> then\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [joy y v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [joy y v] to [-1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [joy x v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [joy x v] to [-1]\n end\n end\n else\n set [digital dir v] to []\n end\n else\n set [power v] to [0]\n set [digital dir v] to []\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [joy y v] to [1]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [joy y v] to [-1]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [joy x v] to [-1]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [joy x v] to [1]\n end\n end\n if <(RECORDER) = [record]> then\n if <not <<(rec x) = (Joy X)> and <(rec y) = (Joy Y)>>> then\n record\n end\n change [rec tick v] by (1)\n end\nend\n\nwhen I receive [recording - start v]\nset [rec x v] to [0]\nset [rec y v] to [0]\nset [rec tick v] to [0]\nset [rec idx v] to [1]\nset [joy x v] to [0]\nset [joy y v] to [0]\nif <(RECORDER) = [record]> then\n delete all of [recording v]\n hide variable [user v]\nend\n\ndefine record\nadd (rec tick) to [recording v]\nif <(Joy X) > [0]> then\n if <(Joy Y) > [0]> then\n add [9] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [6] to [recording v]\n else\n add [3] to [recording v]\n end\n end\nelse\n if <(Joy X) = [0]> then\n if <(Joy Y) > [0]> then\n add [8] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [5] to [recording v]\n else\n add [2] to [recording v]\n end\n end\n else\n if <(Joy Y) > [0]> then\n add [7] to [recording v]\n else\n if <(Joy Y) = [0]> then\n add [4] to [recording v]\n else\n add [1] to [recording v]\n end\n end\n end\nend\nset [rec x v] to (Joy X)\nset [rec y v] to (Joy Y)\nset [rec tick v] to [0]\n\ndefine play (a)\nif <(a) < [4]> then\n set [joy y v] to [-1]\nelse\n if <(a) < [7]> then\n set [joy y v] to [0]\n else\n set [joy y v] to [1]\n end\nend\nif <((a) mod (3)) = [1]> then\n set [joy x v] to [-1]\nelse\n if <((a) mod (3)) = [2]> then\n set [joy x v] to [0]\n else\n set [joy x v] to [1]\n end\nend\nset [rec tick v] to [0]\nchange [rec idx v] by (2)\n\nset [recorder v] to [record]\n\nset [recorder v] to [play]\n\ndefine Save Recording\nset [encode v] to []\nset [rec idx v] to [1]\nrepeat ((length of [recording v]) / (2))\n set [i v] to (item (rec idx) of [recording v])\n change [rec idx v] by (1)\n repeat until <(i) < [100]>\n set [encode v] to (join (encode) (join [99] (item (rec idx) of [recording v])))\n change [i v] by (-99)\n end\n if <(length of (i)) < [2]> then\n set [encode v] to (join (encode) [0])\n end\n set [encode v] to (join (encode) (join (i) (item (rec idx) of [recording v])))\n change [rec idx v] by (1)\nend\n\nwhen I receive [recording - save v]\nSave Recording\nreplace item ((LEVEL) * (2)) of [saves v] with (encode)\ndelete all of [share v]\nadd [Griffpatch will manually add your recording to the project soon...] to [share v]\nadd (encode) to [share v]\nhide list [share v]\nset [i v] to [1]\nset [rec idx v] to []\nrepeat until <(i) > (length of (encode))>\n if <(length of (rec idx)) = [256]> then\n wait (0.15) seconds\n set [☁ snapshot v] to (rec idx)\n set [rec idx v] to []\n end\n set [rec idx v] to (join (rec idx) (letter (i) of (encode)))\n change [i v] by (1)\nend\nwait (0.15) seconds\nif <(length of (rec idx)) > [0]> then\n set [☁ snapshot v] to (rec idx)\nend\n\ndelete all of [share v]\nadd (encode) to [share v]\nhide list [share v]\n\nwhen I receive [level chosen v]\nshow list [share v]\ndelete all of [share v]\nif <(RECORDER) = [record]> then\n hide variable [user v]\nend\n\ndefine Load Recording\ndelete all of [recording v]\nset [encode v] to (item ((LEVEL) * (2)) of [saves v])\nset [user v] to (join [Recording by ] (item (((LEVEL) * (2)) - (1)) of [saves v]))\nshow variable [user v]\nset [i v] to [1]\nrepeat ((length of (encode)) / (3))\n add ((0) + (join (letter (i) of (encode)) (letter ((i) + (1)) of (encode)))) to [recording v]\n add ((0) + (letter ((i) + (2)) of (encode))) to [recording v]\n change [i v] by (3)\nend\n\nwhen I receive [recording - load v]\ndelete all of [recording v]\nLoad Recording\n\nwhen [z v] key pressed\n\nchange [rec tick v] by (-1)\n\n@Exit\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: (4800) y: (400)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: (3700) y: (1000)\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: (2700) y: (1000)\n else\n switch costume to (closed v)\n Clone at x: (100000000000000000000) y: (-50)\n set [x v] to [-99999]\n end\n end\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\ndefine position (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Player\n\ndefine Show Time\nset [time v] to ((round (time100)) / (100))\nif <(letter ((length of (TIME)) - (1)) of (TIME)) = [.]> then\n set [time v] to (join (TIME) [0])\nelse\n if <not <(letter ((length of (TIME)) - (2)) of (TIME)) = [.]>> then\n set [time v] to (join (TIME) [.00])\n end\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (-90)\ngo to [front v] layer\nset [debug v] to [0]\n\nwhen I receive [play game v]\nset [resettime v] to [0]\nforever\n broadcast (reset v) and wait\n set [tick v] to [0]\n set [time100 v] to (resetTime)\n set [state v] to []\n Game On\n broadcast (setup v) and wait\n broadcast (tick v) and wait\n broadcast (Recording - start v) and wait\n show\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n if <(state) > []> then\n change [time100 v] by (3.33333)\n end\n Show Time\n if <(debug) > [0]> then\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n end\n broadcast (Joystick v)\n broadcast (begin loop v)\n broadcast (pre-tick v)\n broadcast (local tick v)\n broadcast (tick v)\n broadcast (post tick v)\n wait (0) seconds\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (post tick v) and wait\n\ndefine Game On\nset [x v] to [-200]\nset [y v] to [0]\n\n set [x v] to [1656]\n set [y v] to [850]\nend\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [impulse y v] to []\nset size to (100) %\nset [ghost v] effect to (0)\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Tick\nif <(IMPULSE Y) > []> then\n Touching Platform: out (1)\nend\nHandle Platforms (x) (y)\nif <(EXIT) > []> then\n stop [this script v]\nend\nif <(IMPULSE Y) > []> then\n change [sx v] by (IMPULSE X)\n change [sy v] by (IMPULSE Y)\n set [impulse y v] to []\n set [in air v] to [10]\nelse\n if <([joy y v] of [joystick v]) > [0]> then\n if <<(in air) < [2]> or <<(sy) > [8]> and <(in air) < [4]>>> then\n set [sy v] to [15]\n end\n end\nend\nchange [sy v] by (-2)\nif <(sy) < [-24]> then\n set [sy v] to [-24]\nend\nChange Player y by (sy)\nset [sx v] to (((sx) * (0.8)) + ((PLATFORM SX) * (0.2)))\nif <([joy x v] of [joystick v]) < [0]> then\n change [sx v] by (-2)\n set [state v] to [1]\nend\nif <([joy x v] of [joystick v]) > [0]> then\n change [sx v] by (2)\n set [state v] to [1]\nend\nif <([abs v] of ((sx) - (PLATFORM SX)) ) > [1.5]> then\n Change Player x by (round (sx))\nelse\n Change Player x by (round (PLATFORM SX))\nend\nif <(x) < [-230]> then\n set [x v] to [-230]\nend\nPosition\nTest - Die\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\n if <<([joy y v] of [joystick v]) > [0]> and <(in air) > [6]>> then\n change y by (2)\n if <touching (platforms v)?> then\n set [sx v] to [0]\n else\n set [sx v] to (((sx) / ([abs v] of (sx) )) * (-18))\n set [sy v] to [15]\n set [in air v] to [0]\n end\n else\n set [sx v] to [0]\n end\n if <touching color (#5fff03)?> then\n broadcast (animation v)\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nif <touching (platforms v)?> then\n if <touching color (#5fff03)?> then\n broadcast (animation v)\n end\n if <(sy) > [0]> then\n Touching Platform: out (-1)\n else\n Touching Platform: out (1)\n end\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Touching Platform: out (out)\nchange [y v] by (out)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by (out)\n Position\nend\nset [sy v] to [0]\nif <(out) > [0]> then\n set [in air v] to [0]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Game Won v)\n\nwhen I receive [local tick v]\nTick\nScroll Stage\n\nwhen I receive [begin loop v]\nset [platform sx v] to [0]\nset [platform sy v] to [0]\n\ndefine Handle Platforms (x) (y)\nchange [y v] by (PLATFORM SY)\nPosition\nif <touching (platforms v)?> then\n set [distance v] to [1]\n repeat (8)\n set [angle v] to [0]\n repeat (8)\n set [x v] to (round ((x) + ((distance) * ([sin v] of (angle) ))))\n set [y v] to (round ((y) + ((distance) * ([cos v] of (angle) ))))\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n change [angle v] by (45)\n end\n change [distance v] by (1)\n end\n set [x v] to (x)\n set [y v] to (y)\n Position\n set [exit v] to [die]\nend\n\ndefine Scroll Stage\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <((y) - (SCROLL Y)) < [-100]> then\n set [scroll y v] to ((y) + (100))\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nset [editor v] to [1]\n\nset [resettime v] to (time100)\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [game won v]\nstop [other scripts in sprite v]\n\nset [editor v] to [0]\n\nset [recorder v] to [record]\n\n@Platforms\n\ndefine z get direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [p dir v] to [90]\n else\n set [p dir v] to [-90]\n end\nelse\n set [p dir v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [p dir v] by (180)\n else\n if <(dx) < [0]> then\n change [p dir v] by (-180)\n else\n set [p dir v] to [180]\n end\n end\n end\nend\nset [p radius v] to (([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) ) / (2))\n\nwhen I receive [pre-tick v]\nif <(typ) > [0]> then\n if <(typ) = [1]> then\n Type 1 move ((p radius) * ([cos v] of (((TICK) * (p timer)) + (p offset)) ))\n else\n if <(typ) = [2]> then\n if <(p timer) > [0]> then\n change [p timer v] by (-1)\n if <(p timer) = [0]> then\n switch costume to (tramp v)\n end\n else\n position (((x) - (SCROLL X)) - (3)) (((y) - (SCROLL Y)) + (2))\n if <touching (player v)?> then\n position (((x) - (SCROLL X)) + (3)) (((y) - (SCROLL Y)) + (2))\n if <touching (player v)?> then\n switch costume to (extend v)\n set [impulse x v] to ((p radius) * ([sin v] of (p dir) ))\n set [impulse y v] to ((p radius) * ([cos v] of (p dir) ))\n set [p timer v] to (p offset)\n end\n end\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n end\n else\n if <(typ) = [3]> then\n pre-tick Cloud\n end\n end\n end\nend\n\ndefine reposition (x) (y)\nif <(visible) = [1]> then\n position ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (4))\n if <touching (player v)?> then\n set [platform sx v] to ((x) - (x))\n set [platform sy v] to ((y) - (y))\n if <(p offset) < [0]> then\n set [p offset v] to (((0) - ((TICK) * (p timer))) mod (360))\n end\n else\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n set [platform sx v] to ((x) - (x))\n set [platform sy v] to ((y) - (y))\n end\n end\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [post tick v]\nif <(EDITOR) > [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n Drag ((x) - (mouse x)) ((y) - (mouse y)) orig (x) (y)\n end\nend\n\ndefine Drag (ox) (oy) orig (x) (y)\nrepeat until <not <mouse down?>>\n set [x v] to ((ox) + (mouse x))\n set [y v] to ((oy) + (mouse y))\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\nchange [origin x v] by ((x) - (x))\nchange [origin y v] by ((y) - (y))\nif <(typ) = [1]> then\n Debug Position ((p radius) * ([sin v] of (p dir) )) ((p radius) * ([cos v] of (p dir) ))\nelse\n Debug Position [0] [0]\nend\nshow variable [mouse v]\n\ndefine New Platform (costume) at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [origin x v] to (x)\nset [origin y v] to (y)\nset [typ v] to [0]\nset [p timer v] to [0]\nswitch costume to (costume)\n\ndefine Type 1 move (dist)\nif <(p offset) < [0]> then\n reposition (x) (y)\nelse\n reposition ((origin x) - (round ((dist) * ([sin v] of (p dir) )))) ((origin y) - (round ((dist) * ([cos v] of (p dir) ))))\nend\n\ndefine Debug Position (ox) (oy)\nset [mouse v] to (join (costume [name v]) (join [ at x,y: ] (join ((origin x) - (ox)) (join [, ] ((origin y) - (oy))))))\n\ndefine New Glider (costume) start xy: (x) (y) to xy: (x2) (y2) time: (time)\nNew Platform (costume) at x: (x) y: (y)\nset [typ v] to [1]\nz get direction ((x2) - (x)) ((y2) - (y))\nset [p timer v] to ((360) / ((time) * (30)))\nchange [origin x v] by (round ((p radius) * ([sin v] of (p dir) )))\nchange [origin y v] by (round ((p radius) * ([cos v] of (p dir) )))\nset [p offset v] to [0]\n\ndefine New Trampoline xy: (x) (y) power (sy)\nNew Platform [tramp] at x: (x) y: (y)\nset [typ v] to [2]\nset [p dir v] to (dir)\nset [p radius v] to (sy)\nset [p offset v] to [20]\n\nchange [p timer v] by (-1)\n\ndefine pre-tick Cloud\nif <(p timer) > [0]> then\n if <(y) > ((origin y) - (10))> then\n reposition (x) ((y) - (1))\n change [ghost v] effect by (8)\n else\n if <(p timer) = (p offset)> then\n switch costume to (blank v)\n end\n change [p timer v] by (-1)\n if <(p timer) = [0]> then\n switch costume to (p radius)\n if <touching (player v)?> then\n switch costume to (blank v)\n set [p timer v] to [1]\n end\n end\n end\nelse\n position ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (3))\n if <touching (player v)?> then\n set [p timer v] to (p offset)\n else\n if <(y) < (origin y)> then\n reposition (x) ((y) + (1))\n change [ghost v] effect by (-8)\n end\n end\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\ndefine New Temporary Platform (costume) at x: (x) y: (y) wait (seconds)\nNew Platform (costume) at x: (x) y: (y)\nset [typ v] to [3]\nset [p offset v] to (seconds)\nset [p radius v] to (costume [name v])\n\ndefine ... wait for touching\nset [p offset v] to [-1]\n\nNew Platform [1 2] at x: [500] y: [0]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\nset size to (150) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nclear graphic effects\nset [typ v] to [-1]\nset [visible v] to [0]\nset [p timer v] to [0]\nset [visible v] to [1]\nset [x v] to [-99999]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n New Platform [1 1] at x: [0] y: [0]\n New Platform [1 2] at x: [500] y: [0]\n New Platform [1 3] at x: [1000] y: [0]\n New Platform [1 4] at x: [1500] y: [0]\n New Platform [1 5] at x: [2000] y: [0]\n New Platform [1 6] at x: [2500] y: [0]\n New Platform [1 7] at x: [3000] y: [0]\n New Platform [1 8] at x: [3500] y: [300]\n New Platform [1 9] at x: [4000] y: [300]\n New Platform [1 10] at x: [4500] y: [300]\nelse\n if <(LEVEL) = [2]> then\n New Platform [2 1] at x: [0] y: [0]\n New Platform [2 2] at x: [500] y: [0]\n New Platform [2 3] at x: [1000] y: [0]\n New Trampoline xy: [970] [-110] power [30]\n New Platform [2 4] at x: [1500] y: [0]\n New Temporary Platform [cloud] at x: [1500] y: [0] wait [45]\n New Temporary Platform [cloud] at x: [1650] y: [0] wait [45]\n New Temporary Platform [cloud] at x: [1800] y: [0] wait [45]\n New Platform [2 5] at x: [2000 ] y: [0]\n New Glider [Floating Island] start xy: [1900] [-50] to xy: [2100] [-50] time: [2.5]\n New Platform [2 6] at x: [2500] y: [0]\n New Glider [Floating Island] start xy: [2400] [-70] to xy: [3100] [-70] time: [7.5]\n ... wait for touching\n New Platform [2 7] at x: [3000] y: [0]\n New Platform [2 8] at x: [3500] y: [0]\n New Trampoline xy: [3700] [-90] power [70]\n else\n if <(LEVEL) = [3]> then\n New Glider [move] start xy: [-200] [1000] to xy: [-200] [-50] time: [15]\n pre-tick Cloud\n New Temporary Platform [3 1] at x: [0 ] y: [0] wait [20]\n New Platform [3 2] at x: [0 ] y: [0]\n New Glider [3 3] start xy: [100] [100] to xy: [300] [100] time: [3]\n New Glider [3 4] start xy: [100] [60] to xy: [300] [60] time: [2]\n New Glider [3 5] start xy: [100] [20] to xy: [300] [20] time: [1.5]\n New Platform [3 6] at x: [600] y: [300]\n New Platform [3 7] at x: [1000] y: [300]\n New Platform [3 8] at x: [1000] y: [0]\n New Trampoline xy: [1100] [-100] power [70]\n New Platform [3 9] at x: [1200] y: [320]\n New Platform [3 10] at x: [950] y: [550]\n New Glider [3 11] start xy: [1000] [-100] to xy: [1000] [800] time: [10]\n New Platform [3 12] at x: [1200] y: [1000]\n New Platform [3 13] at x: [1600] y: [1000]\n New Platform [3 13] at x: [2000] y: [1000]\n New Platform [3 13] at x: [2400] y: [1000]\n New Glider [move2] start xy: [2400] [1000] to xy: [1600] [1000] time: [20]\n end\n end\nend\n\n@Splash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide variable [collect display v]\nhide variable [time v]\nShow Buttons [Splash]\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n repeat until <touching (mouse-pointer v)?>\n wait (0) seconds\n end\n set [brightness v] effect to (10)\n set size to (110) %\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n set [level v] to (id)\n if <(costume [name v]) = [Playback]> then\n set [recorder v] to [play]\n broadcast (Recording - Load v) and wait\n else\n set [recorder v] to [record]\n end\n broadcast (Level Chosen v)\n end\n wait (0) seconds\n end\n set [brightness v] effect to (0)\n set size to (100) %\nend\n\nwhen I receive [level chosen v]\ndelete this clone\n\ndefine Save High Score\nshow\nif <(RECORDER) = [record]> then\n switch costume to (level complete v)\n if <(TIME) > [5]> then\n if <(LEVEL) = [1]> then\n if <(TIME) < (☁ Best #1)> then\n set [☁ best #1 v] to (TIME)\n switch costume to (best score v)\n broadcast (Recording - Save v) and wait\n end\n else\n if <(LEVEL) = [2]> then\n if <(TIME) < (☁ Best #2)> then\n set [☁ best #2 v] to (TIME)\n switch costume to (best score v)\n broadcast (Recording - Save v) and wait\n end\n else\n if <(LEVEL) = [3]> then\n if <(TIME) < (☁ Best #3)> then\n set [☁ best #3 v] to (TIME)\n switch costume to (best score v)\n broadcast (Recording - Save v) and wait\n end\n end\n end\n end\n end\nelse\n switch costume to (best score v)\nend\n\nwhen I receive [game won v]\nSave High Score\nShow Buttons (costume [name v])\n\ndefine Show Buttons (splash costume)\nClone Buttons\ngo to x: (0) y: (0)\nset [id v] to [0]\nswitch costume to (splash costume)\nset [recorder v] to [record]\nrepeat until <(LEVEL) > []>\n wait (0) seconds\nend\nhide\nbroadcast (green flag v) and wait\nshow variable [collect display v]\nshow variable [time v]\nbroadcast (play game v)\n\nset [☁ best #1 v] to [99.99]\nset [☁ best #2 v] to [99.99]\nset [☁ best #3 v] to [99.99]\n\nhide variable [☁ best #1 v]\nhide variable [☁ best #2 v]\nhide variable [☁ best #3 v]\n\ndefine Clone Buttons\ngo to [front v] layer\nshow\nset [level v] to []\nClone Button [1] x: [-100]\nClone Button [2] x: [30]\nClone Button [3] x: [160]\n\ndefine Clone Button (id) x: (x)\nset [id v] to (id)\nswitch costume to (id)\ngo to x: (x) y: (-130)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide variable [☁ best #1 v]\n hide variable [☁ best #2 v]\n hide variable [☁ best #3 v]\nend\n\n@Back\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo to x: ((((SCROLL X) * (-0.5)) mod (480)) - (240)) y: ((SCROLL Y) * (-0.5))\n\n@Pie Flavor\n\nwhen I receive [animation v]\nif <(piepie) = [0]> then\n show\n go to x: (0) y: (0)\n broadcast (pie sound v)\n set [piepie v] to [1]\nend\n\nwhen flag clicked\nset [piepie v] to [0]\nhide\nswitch costume to (asdf frame 1 v)\n\nwhen I receive [pie sound v]\nstart sound [Pie Flavor v]\nrepeat (134)\n next costume\nend\nwait (1) seconds\nhide\n\n@City Lights2\n\nwhen flag clicked\nhide\nforever\n play sound [City Lights v] until done\nend\n\n | With bug fixes and more.\n------------------------------------------------------------------------\nUse arrow keys to move. You can wall jump.\nSpikes are bad.\nTrampolines let you bounce higher.\nCollect coins.\nPlease report any glitches back to me. \nIt is a new game.\n |
100% Pen Platformer!! (V.Final) | @Stage\n\n@pen\n\ndefine Render\nLevel\nPlayer\n\ndefine Player\npen up\nset pen color to (#ffa930)\nset pen size to (21)\ngo to x: (0) y: (0)\npen down\n\ndefine Level\nif <(Level) = [1]> then\n draw [700] [650] [-50] [60] [5]\n draw [650] [700] [-15] [-60] [5]\n draw [720] [700] [-15] [-60] [5]\n draw [720] [1000] [-500] [-500] [1]\n draw [1000] [1000] [-400] [-500] [2]\n draw [-100] [-100] [-100] [50] [1]\n draw [-100] [200] [-100] [-100] [1]\n draw [200] [100] [-50] [-50] [1]\n draw [100] [100] [-100] [-50] [1]\n draw [200] [200] [-100] [-50] [1]\n draw [400] [300] [3] [3] [1]\n draw [550] [450] [43] [43] [1]\nelse\n if <(Level) = [2]> then\n draw [1412] [1412] [-700] [-800] [2]\n draw [1100] [1212] [-100] [-100] [4]\n draw [-100] [12] [-100] [-100] [1]\n draw [100] [212] [-100] [-100] [1]\n draw [300] [412] [-100] [-100] [1]\n draw [500] [612] [-100] [-100] [1]\n draw [700] [812] [-100] [-100] [1]\n draw [900] [1012] [-100] [-100] [1]\n draw [1100] [1212] [-200] [-200] [1]\n draw [1100] [1212] [-350] [-350] [1]\n draw [1100] [1212] [-500] [-500] [1]\n draw [1100] [1212] [-650] [-650] [1]\n draw [1100] [1412] [-800] [-800] [1]\n else\n if <(Level) = [3]> then\n draw [650] [650] [150] [50] [5]\n draw [630] [650] [100] [50] [5]\n draw [670] [650] [100] [50] [5]\n draw [650] [800] [-100] [-100] [1]\n draw [800] [800] [0] [-100] [2]\n draw [-80] [32] [-100] [-100] [1]\n draw [80] [150] [-280] [-280] [3]\n draw [200] [232] [-50] [-50] [1]\n draw [280] [332] [0] [0] [1]\n draw [380] [432] [50] [50] [1]\n draw [500] [550] [100] [100] [1]\n else\n if <(Level) = [4]> then\n draw [412] [800] [-100] [-100] [6]\n draw [412] [800] [-110] [-110] [1]\n draw [800] [860] [-110] [-80] [3]\n draw [1400] [1600] [-80] [-80] [1]\n draw [1600] [1600] [10] [-80] [2]\n draw [-80] [32] [-100] [-100] [1]\n draw [80] [140] [-100] [-100] [1]\n draw [140] [140] [200] [-100] [1]\n draw [300] [140] [200] [200] [1]\n draw [300] [300] [200] [-100] [1]\n draw [300] [412] [-100] [-100] [1]\n else\n if <(Level) = [5]> then\n draw [-80] [32] [-100] [-100] [1]\n draw [80] [500] [-100] [50] [1]\n draw [500] [500] [-350] [50] [1]\n draw [600] [600] [-300] [100000000000000000000000000000000000] [1]\n draw [600] [650] [-350] [-350] [1]\n draw [700] [750] [-350] [-350] [1]\n draw [800] [850] [-350] [-350] [1]\n draw [900] [950] [-350] [-350] [1]\n draw [1000] [1050] [-350] [-350] [1]\n draw [1150] [1300] [-350] [-350] [1]\n draw [1300] [1300] [-250] [-350] [2]\n else\n if <(Level) = [6]> then\n draw [-80] [300] [-100] [-100] [1]\n draw [300] [300] [80] [-100] [1]\n draw [-80] [-80] [120] [-100] [1]\n draw [-80] [300] [120] [120] [1]\n draw [340] [500] [-100] [-100] [1]\n draw [500] [500] [10] [-100] [2]\n draw [50] [70] [10] [10] [1]\n draw [250] [280] [80] [80] [1]\n draw [120] [190] [40] [40] [1]\n else\n if <(Level) = [7]> then\n draw [-80] [30] [-100] [-100] [1]\n draw [30] [250] [-100] [-500] [1]\n draw [250] [270] [-500] [-500] [3]\n draw [400] [500] [-300] [-300] [1]\n draw [600] [600] [-400] [-400] [3]\n draw [700] [900] [-300] [-300] [6]\n draw [900] [910] [-300] [-280] [4]\n draw [1100] [1500] [-280] [-280] [1]\n draw [1400] [1500] [-280] [-280] [3]\n draw [1400] [1300] [0] [0] [3]\n draw [1200] [1300] [280] [280] [3]\n draw [1200] [1100] [560] [560] [3]\n draw [1180] [1100] [560] [560] [4]\n draw [1200] [1300] [740] [740] [3]\n draw [1400] [1600] [1020] [1020] [1]\n draw [1600] [1600] [1020] [1120] [2]\n else\n if <(Level) = [8]> then\n draw [-80] [30] [-100] [-100] [1]\n draw [-80] [-80] [-100] [-30] [1]\n draw [30] [50] [-100] [-100] [7]\n draw [30] [1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000] [-30] [-30] [4]\n draw [90] [110] [-100] [-100] [1]\n draw [110] [115] [-100] [-100] [7]\n draw [150] [170] [-100] [-100] [1]\n draw [170] [160] [-100] [-100] [7]\n draw [170] [180] [-100] [-100] [3]\n draw [200] [250] [-100] [-100] [7]\n draw [290] [350] [-100] [-100] [7]\n draw [370] [500] [-100] [-100] [1]\n draw [700] [550] [-200] [-200] [1]\n draw [700] [700] [-200] [-100] [2]\n else\n if <(Level) = [9]> then\n draw [-80] [-80] [-100] [100] [4]\n draw [-80] [30] [-100] [-100] [1]\n draw [30] [80] [-100] [-100] [4]\n draw [80] [140] [-100] [-100] [1]\n draw [190] [140] [-100] [-100] [4]\n draw [190] [300] [-100] [-100] [1]\n draw [350] [300] [-200] [-200] [1]\n draw [-80] [400] [-300] [-300] [1]\n draw [140] [0] [-300] [-300] [4]\n draw [-140] [-80] [-400] [-400] [1]\n draw [300] [-80] [-500] [-500] [1]\n draw [120] [120] [-500] [-450] [4]\n draw [50] [50] [-500] [-470] [4]\n draw [300] [300] [-500] [-400] [2]\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Go to x (x) y (y)\nset size to (10000) %\ngo to x: ((xshift) + (x)) y: ((yshift) + (y))\nset size to (100) %\n\ndefine draw (x1) (x2) (y1) (y2) (type)\npen up\nif <(type) = [1]> then\n set pen color to (#2020de)\nelse\n if <(type) = [2]> then\n set pen color to (#1ae803)\n else\n if <(type) = [3]> then\n set pen color to (#434386)\n else\n if <(type) = [4]> then\n set pen color to (#ff0000)\n else\n if <(type) = [5]> then\n set pen color to (#ff00d0)\n else\n if <(type) = [6]> then\n set pen color to (#ffe900)\n else\n if <(type) = [7]> then\n set pen color to (#9800ff)\n end\n end\n end\n end\n end\n end\nend\nset pen size to (8)\nGo to x (x1) y (y1)\npen down\nif <(type) = [1]> then\n set pen color to (#2020de)\nelse\n if <(type) = [2]> then\n set pen color to (#1ae803)\n else\n if <(type) = [3]> then\n set pen color to (#00ffff)\n else\n if <(type) = [4]> then\n set pen color to (#ff0000)\n else\n if <(type) = [5]> then\n set pen color to (#ff00d0)\n else\n if <(type) = [6]> then\n set pen color to (#ffe900)\n else\n if <(type) = [7]> then\n set pen color to (#9800ff)\n end\n end\n end\n end\n end\n end\nend\nGo to x (x2) y (y2)\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nset [yvel v] to [0]\nset [xshift v] to [0]\nset [yshift v] to [0]\nset [xvel v] to [0]\nforever\n erase all\n Render\n if <<<key (f v) pressed?> or <<mouse down?> and <<(mouse y) < [-120]> and <(mouse x) > [120]>>>> and <(Level) < [10]>> then\n change [level v] by (1)\n set [yvel v] to [0]\n set [xshift v] to [0]\n set [yshift v] to [0]\n set [xvel v] to [0]\n wait until <not <<key (f v) pressed?> or <<mouse down?> and <<(mouse y) < [-120]> and <(mouse x) > [120]>>>>>\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n pen up\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n change [yvel v] by (-1)\n set [xvel v] to (((xvel) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> + (<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> * (-1)))) * (0.9))\n change x by (xvel)\n if <<touching color (#1f20de)?> or <touching color (#ffe900)?>> then\n change y by (1)\n if <<touching color (#1f20de)?> or <touching color (#ffe900)?>> then\n change y by (1)\n if <<touching color (#1f20de)?> or <touching color (#ffe900)?>> then\n change y by (1)\n if <<touching color (#1f20de)?> or <touching color (#ffe900)?>> then\n change y by (1)\n if <<touching color (#1f20de)?> or <touching color (#ffe900)?>> then\n change y by (1)\n if <<touching color (#1f20de)?> or <touching color (#ffe900)?>> then\n change y by (-5)\n change x by ((xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [30]>>> then\n start sound [BeepBox-Song \(3\) v]\n set [xvel v] to ((([abs v] of (xvel) ) / (xvel)) * (-10))\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yvel)\n if <<touching color (#1f20de)?> or <touching color (#ffe900)?>> then\n change y by ((0) - (yvel))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<<touching color (#1f20de)?> or <touching color (#ffe900)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [30]>>>>> then\n start sound [BeepBox-Song \(3\) v]\n set [yvel v] to [12]\n end\n if <touching color (#1ae802)?> then\n start sound [BeepBox-Song \(4\) v]\n set [ghost v] effect to (100)\n change [level v] by (1)\n set [xshift v] to [0]\n set [yshift v] to [0]\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <touching color (#ff0000)?> then\n start sound [Crunch v]\n set [xshift v] to [0]\n set [yshift v] to [0]\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <([abs v] of (yvel) ) > [45]> then\n set [xshift v] to [0]\n set [yshift v] to [0]\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <touching color (#00ffff)?> then\n start sound [BeepBox-Song \(5\) v]\n set [yvel v] to [25]\n end\n if <touching color (#ffe900)?> then\n set [xvel v] to [30]\n end\n if <touching color (#9700ff)?> then\n start sound [BeepBox-Song \(3\) v]\n set [yvel v] to [8]\n end\n change y by (1)\n change [xshift v] by ((x position) * (-1))\n change [yshift v] by ((y position) * (-1))\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n play sound [徐梦圆 - color-X 3D~ v] until done\nend\n\ndefine end\ndraw [-80] [300] [-100] [-100] [1]\ndraw [300] [300] [120] [-100] [1]\ndraw [-80] [-80] [120] [-100] [1]\ndraw [-80] [300] [120] [120] [1]\ndraw [40] [70] [80] [80] [5]\ndraw [55] [55] [80] [50] [5]\ndraw [85] [85] [80] [50] [5]\ndraw [85] [110] [65] [65] [5]\ndraw [110] [110] [80] [50] [5]\ndraw [125] [125] [80] [50] [5]\ndraw [125] [145] [80] [80] [5]\ndraw [125] [145] [50] [50] [5]\ndraw [125] [145] [65] [65] [5]\ndraw [40] [70] [30] [30] [5]\ndraw [40] [40] [30] [0] [5]\ndraw [40] [70] [0] [0] [5]\ndraw [40] [70] [15] [15] [5]\ndraw [85] [85] [0] [30] [5]\ndraw [85] [110] [30] [0] [5]\ndraw [110] [110] [0] [30] [5]\ndraw [125] [125] [0] [30] [5]\ndraw [125] [145] [0] [15] [5]\ndraw [125] [145] [30] [15] [5]\ndraw [125] [145] [-90] [-90] [3]\ndraw [30] [50] [-90] [-90] [6]\n\nend\n\n@Nlogo2\n\nwhen flag clicked\nhide\nset size to (185) %\nif <(a) = [1]> then\n pen down\n 反馈\n set [a v] to [0]\nelse\n broadcast (start v)\nend\n\ndefine 背景\nerase all\npen up\nset pen color to (#8a55d7)\nset pen size to (250)\nset pen shade to (30)\ngo to x: (0) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (15)\n change y by (((-180) - (y position)) / (6))\nend\npen up\nset pen shade to (50)\ngo to x: (240) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (15)\n change y by (((-180) - (y position)) / (6))\nend\npen up\nset pen shade to (20)\ngo to x: (-240) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (20)\n change y by (((-180) - (y position)) / (6))\nend\npen up\n\ndefine 角色\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npen up\nset size to (185) %\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\npoint in direction (39)\nif <(id) = [1]> then\n go to x: (-4) y: (18)\n switch costume to (nlogo4 v)\nelse\n if <(id) = [2]> then\n go to x: (-6) y: (-85)\n switch costume to (nlogo3 v)\n end\nend\nif <(id) = [1]> then\n start sound [BeepBox-Song \(1\) v]\nend\nrepeat (20)\n change [ghost v] effect by (-5)\n turn right (((91) - (direction)) / (6)) degrees\nend\nwait (2) seconds\nif <(id) = [1]> then\n start sound [BeepBox-Song \(2\) v]\nend\nrepeat (20)\n change [ghost v] effect by (10)\n turn right (((135) - (direction)) / (6)) degrees\nend\ndelete this clone\n\ngo to x: (0) y: (0)\n\ndefine 反馈\n背景\n角色\nwait (3.5) seconds\n清除\nerase all\n\ndefine 清除\npen up\nset pen color to (#ffffff)\nset pen size to (250)\ngo to x: (-240) y: (180)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((240) - (x position)) / (6))\nend\npen up\ngo to x: (240) y: (0)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((-240) - (x position)) / (6))\nend\npen up\ngo to x: (-240) y: (-189)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((240) - (x position)) / (6))\nend\npen up\nbroadcast (start v)\n\nset [a v] to [1]\n\n@角色1\n\nwhen flag clicked\ngo to x: (0) y: (-4)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | ------------------- 100% PEN PLATFORMER-----------------\nif you think the lvls are too hard you can use F/Top lower right corner to skip!!\nuse ↓ ← →/ ASD /top(left or right) to move.\nuse ↑/ W /top(the up of screen) to jump.\nDON'T FALL!!!!!\nDON'T touch RED!!!\nLight blue can make you jump high!\nYellow will Flip you off or accelerate.(WHAT!?)\nPink is only the tips...\nPurple will make you small jump!\nYOU SHOULD GET TO GREEN WALL!!!\n------------------------------------------------------------------------\nThanks for @MathMathMath 's tutorial and @Fabdino 's help!!!!!!\n------------------------------------------------------------------------\n------------------------------------------------------------------------\nPlease LEAVE A ❤️ ⭐️ AND ➕!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\nThanks for @THE_MOST 's ❤️!\n------------------------------------------------------------------------\n ____ ______\n |____| | ____|\n | | ___\n | | |__ |\n | | __| |\n |__| |___|\n -T_PLAN GAMES-\n------------------------------------------------------------------------\n2019/4/9 V.0.1 First Edition,has 7 lvls. OMG 10+ view \n a day!\n2019/4/21 V.0.2 fix some bugs,add a new lvl! 95+ \n views\n2019/4/27 V.0.3 add a Function can skip lvls! TOP \n LOVED!!!!!!! and 2000+ views!\n2019/4/30 V.0.4 You can skip it on your mobile phone \n now!!!!! wow,300+loves and 230+ \n favorites! 4400+ views!!!\n2019/5/2 V.Final The FINAL Version,add two new \n lvls!!! Also add a new color----purple!\n------------------------------------------------------------------------#game # Art # 100% PEN #ALL #T_PLAN #PLATFORMER #music #I can't writ more!\n#刘知恒\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nn\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\no\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nt\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nh\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ni\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nn\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ng\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nfollow\n\n\n\n\n\n\n\n\n\n@T_PLAN\n\n\n\n\n |
Color Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [bensound-adventure v] until done\nend\n\n@Player\n\nwhen I receive [estop v]\nforever\n hide\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (101)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right 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 (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change y by (1)\n if <touching color (#99aaff)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 (#99aaff)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <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 (#99aaff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level 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: (-200) y: (101)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#ff7f7f)?> 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: (-200) y: ()\n set [ghost v] effect to (0)\n start sound [Oopsy.. v]\n end\n if <touching color (#00ffa5)?> then\n set [yv v] to [20]\n end\n if <touching color (#5342c2)?> then\n set [xv v] to [21]\n end\nend\n\nwhen I receive [play on v]\ngo to x: (-200) y: (101)\ngo to [front v] layer\nshow\n\n@skip\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [estop v]\nhide\n\n@thumbnail\n\nwhen I receive [play on v]\nshow\nwait (1) seconds\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [play on v]\n\n@levels\n\nwhen I receive [next level v]\nnext costume\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n wait (3) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play on v]\nwait (1) seconds\ngo to [back v] layer\nshow\n\n@intro\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-240) y: (0)\nset size to (100) %\npoint in direction (90)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (20)\n turn right (15) degrees\n change size by (-5)\nend\nhide\nbroadcast (play on v)\n\n@intro backdrop\n\nwhen flag clicked\nshow\n\nwhen I receive [play on v]\nhide\n\n@Shadow\n\nwhen I receive [play on v]\nwait (1) seconds\nshow\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [estop v]\nhide\n\n@Sprite1\n\nwhen I receive [play on v]\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [next level v]\ngo to x: (36) y: (28)\nnext costume\nshow\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [estop v]\nhide\n\n | English: Color Platformer! ( I'm working on more levels...) Use arrow keys to navigate or tap on the screen if you are are on mobile! (It's better in full screen)\nAvoid red, green is bouncy.\nFrançais: Color platformer !(je travaille pour plus de niveaux) Utiliser les flèches sur ordi ou sur mobile toucher l'écran(c'est mieux en grand écran) . Éviter le rouge, le vert vous fait rebondir. \n |
DOT DODGE PLATFORMER [mobile version] | @Stage\n\nwhen flag clicked\n\nwhen I receive [delete joystick clones v]\n\n@Joystick Engine\n\ndefine Get Direction From x: (x2) y: (y2) To x: (x) y: (y)\nset [dir v] to (((90) - ([atan v] of (((y) - (y2)) / ((x) - (x2))) )) + (<((x) - (x2)) < [0]> * (180)))\n\ndefine Joystick at x: (x) y: (y) Size: (size)\nbroadcast (Delete Joystick Clones v) and wait\nswitch costume to (joy v)\nset size to (size) %\nshow\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [delete joystick clones v]\nrepeat (5)\n delete this clone\nend\nhide\n\nwhen I start as a clone\nswitch costume to (stick v)\nset size to (([size v] of [joystick engine v]) / (2)) %\nforever\n go to x: ([x position v] of [joystick engine v]) y: ([y position v] of [joystick engine v])\n set [touching? v] to [0]\n wait until <mouse down?>\n if <(GhostEffect) = [20]> then\n set [touching? v] to [1]\n repeat until <not <mouse down?>>\n go to x: (mouse x) y: (mouse y)\n Get Direction From x: ([x position v] of [joystick engine v]) y: ([y position v] of [joystick engine v]) To x: (x position) y: (y position)\n change x by (([sin v] of (Dir) ) * (2))\n change y by (([cos v] of (Dir) ) * (2))\n if <not <touching (joystick engine v)?>> then\n go to x: (([x position v] of [joystick engine v]) + (([sin v] of (Dir) ) * ((size) * (0.3)))) y: (([y position v] of [joystick engine v]) + (([cos v] of (Dir) ) * ((size) * (0.3))))\n end\n change x by ((([sin v] of (Dir) ) * (2)) * (-1))\n change y by ((([cos v] of (Dir) ) * (2)) * (-1))\n Direction -> Controls Script HERE\n end\n end\nend\n\nwhen flag clicked\nJoystick at x: [159] y: [-100] Size: [300]\nforever\n switch costume to (joy v)\n if <<(distance to [mouse-pointer v]) < ((size) / (5))> or <(Touching?) = [1]>> then\n set [ghosteffect v] to [20]\n else\n set [ghosteffect v] to [90]\n end\n set [ghost v] effect to (GhostEffect)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to ((GhostEffect) - (5))\n go to [front v] layer\nend\n\ndefine Direction -> Controls Script HERE\nchange [playerx v] by (([sin v] of (Dir) ) * ((distance to [joystick engine v]) / ((size) / (20))))\nchange [playery v] by (([cos v] of (Dir) ) * ((distance to [joystick engine v]) / ((size) / (20))))\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nhide\n\nwhen I receive [kill game v]\nhide\n\n@Ball\n\nwhen flag clicked\nset [playerx v] to [0]\nset [playery v] to [0]\nforever\n point in direction (90)\n go to x: (PlayerX) y: (PlayerY)\n if on edge, bounce\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\nwhen I receive [done v]\nshow\nforever\n if <<touching (sprite1jjj v)?> or <touching (sprite1jjj2 v)?>> then\n hide variable [☁ hi score v]\n hide variable [☁ score v]\n hide variable [speed v]\n broadcast (Ya huh v)\n broadcast (KILL GAME v)\n hide\n play sound [pacman_death v] until done\n end\nend\n\n@Back Ground\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\nrepeat (10)\n change [ghost v] effect by (-1)\n wait (0.01) seconds\nend\n\n@Sprite1jjj\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nwait (1) seconds\nhide\n\nwhen I receive [done v]\nshow\nswitch costume to (costume2 v)\nset [speed v] to [1]\nset [speed v] to [10]\ngo to x: (20) y: (148)\nglide (speed) secs to x: (7) y: (-133)\nstart sound [8-bit Sound Effect v]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (20) y: (148)\nset [costume v] to (pick random (1) to (6))\nif <(Costume) = [1]> then\n switch costume to (costume1 v)\nelse\n if <(Costume) = [2]> then\n switch costume to (costume2 v)\n else\n if <(Costume) = [3]> then\n switch costume to (costume3 v)\n else\n if <(Costume) = [4]> then\n switch costume to (costume3 v)\n else\n if <(Costume) = [5]> then\n switch costume to (costume5 v)\n else\n if <(Costume) = [6]> then\n switch costume to (costume6 v)\n end\n end\n end\n end\n end\nend\nglide (speed) secs to x: (7) y: (-133)\nchange [☁ score v] by (1)\nplay sound [8-bit Sound Effect v] until done\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [kill game v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\n wait (0.01) seconds\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Loading Screen v)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [loading screen v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nbroadcast (Spin v)\n\nwhen I receive [play v]\nrepeat (100)\n change [ghost v] effect by (1)\n wait (0.01) seconds\nend\nbroadcast (Done v)\n\nwhen I receive [done v]\nforever\n wait (10) seconds\n change [speed v] by (-1)\n change [speed v] by (1)\nend\n\nwhen flag clicked\nset [☁ score v] to [0]\nforever\n if <(☁ Score) > (☁ HI SCORE)> then\n say (join [YOU SET A NEW HI SCORE OF ] (☁ Score)) for (2) seconds\n set [☁ hi score v] to (☁ Score)\n end\nend\n\nwhen I receive [kill game v]\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [done v]\nforever\n if <(Speed) = [10]> then\n set [speed v] to [0.01]\n set [speed v] to [ULTRA MODE!!!]\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nset [song v] to (pick random (0) to (2))\nif <(Song) = [1]> then\n forever\n play sound [A Night Of Dizzy Spells v] until done\n end\nelse\n forever\n play sound [Come and Find Me v] until done\n end\nend\n\nwhen I receive [kill game v]\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\n wait (0.01) seconds\nend\nset [speed v] to [0]\nset [speed v] to [10]\nsay (join [Your score was ] (☁ Score)) for (2) seconds\n\nwhen I receive [kill game v]\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen I receive [loading screen v]\nhide\n\nwhen flag clicked\nhide variable [☁ hi score v]\nhide variable [☁ score v]\nhide variable [speed v]\n\nwhen I receive [done v]\nhide\nshow variable [☁ hi score v]\nshow variable [☁ score v]\nshow variable [speed v]\n\n@Sprite1jjj2\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nwait (1) seconds\nhide\n\nwhen I start as a clone\nshow\ngo to x: (7) y: (-133)\nset [costume v] to (pick random (0) to (6))\nif <(Costume) = [1]> then\n switch costume to (costume1 v)\nelse\n if <(Costume) = [2]> then\n switch costume to (costume2 v)\n else\n if <(Costume) = [3]> then\n switch costume to (costume3 v)\n else\n if <(Costume) = [4]> then\n switch costume to (costume3 v)\n else\n if <(Costume) = [5]> then\n switch costume to (costume5 v)\n else\n if <(Costume) = [6]> then\n switch costume to (costume6 v)\n end\n end\n end\n end\n end\nend\nglide (speed) secs to x: (20) y: (148)\nchange [☁ score v] by (1)\nplay sound [8-bit Sound Effect v] until done\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [kill game v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [speed v] to [1]\nset [speed v] to [10]\nbroadcast (Double v)\nforever\n if <(Speed) = [5]> then\n show\n switch costume to (costume2 v)\n go to x: (7) y: (-133)\n glide (speed) secs to x: (20) y: (148)\n play sound [8-bit Sound Effect v] until done\n hide\n create clone of (_myself_ v)\n end\nend\n\nwhen [space v] key pressed\nset [speed v] to [5]\n\n@Back Ground2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset [color v] effect to (0)\n\nwhen I receive [loading screen v]\nrepeat (100)\n change [ghost v] effect by (1)\n wait (0.01) seconds\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [spin v]\nshow\nforever\n change [color v] effect by (4)\nend\n\nwhen I receive [spin v]\nInstall from server [E35b]\nFrom E35b import game\nwait (0) seconds\nbroadcast (Play v)\nhide\n\ndefine Install from server (e35b)\n\ndefine From E35b import game\n\n@Sprite6\n\nwhen flag clicked\nhide\n\n | WELCOME TO:\nD O T D O D G E!\n\nUse the joystick (see credits) positioned in the lower right corner to manoeuvre the ball out of the way of the obstacles. Careful though the obstacles will pick up speed the longer you survive. |
A Scrolling Platformer, (Marble's adventure) | @Stage\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n repeat (10)\n change volume by (-10)\n wait (0.05) seconds\n end\nelse\n repeat (10)\n change volume by (10)\n wait (0.05) seconds\n end\nend\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Britt_Nicole_-_Headphones_Instrumental-loM1W-C_DVM v] until done\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v)\n broadcast (set-up v)\n game on\n repeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [next level]> then\n next level\n else\n Game - die\n end\nend\n\ndefine game on\nset [in air v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nshow\nset size to (100) %\nset [ghost v] effect to (0)\n\ndefine tick\nif <key (left arrow v) pressed?> then\n Change player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n Change player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player Y by (sy)\ntest - die\nset [scroll x v] to (x)\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [dead]\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game - die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test - die\nif <touching (danger v)?> then\n set [exit v] to [dead]\nend\n\ndefine next level\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n set size to (-1) %\n change [ghost v] effect by (2)\nend\nchange [level v] by (1)\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set-up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [325]\n Clone at x: [350] y: [200]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set-up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [325]\n Clone at x: [350] y: [200]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectibles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (opening v)\n end\n delete this clone\nend\n\nwhen I receive [set-up v]\ngo to [front v] layer\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (doy v)\n Clone at x: [50] y: [0]\n Clone at x: [369] y: [50]\n Clone at x: [624] y: [2]\n Clone at x: [750] y: [51]\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Portal\n\nwhen I receive [green flag v]\nshow variable [collected v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [next level]\nend\n\nwhen I receive [set-up v]\ngo to [front v] layer\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1300] y: [40]\nelse\n if <(LEVEL) = [2]> then\n hide variable [collected v]\n switch costume to (open v)\n Clone at x: [622] y: [655]\n else\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [1700] y: [40]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [opening v]\nswitch costume to (open v)\n\nwhen flag clicked\nforever\n if <<(LEVEL) = [3]> and <touching (player v)?>> then\n broadcast (you won v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\ngo to [front v] layer\nshow\nstop [all v]\n\n@Sprite2\n\nwhen flag clicked\nforever\n hide\nend\n\n | Press arrows to move\nDon't touch red or purple\nCollect orbs, to open portal (only in level 1)\n3 levels\nGo through portal, \npress m to mute music |
Trolled (A Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Risk v] until done\nend\n\nwhen backdrop switches to [backdrop11 v]\nshow variable [☁ global troll count v]\nshow variable [☁ least trolls ever v]\nshow variable [☁ most trolls ever v]\n\nwhen flag clicked\nshow variable [troll count v]\nhide variable [☁ global troll count v]\nhide variable [☁ least trolls ever v]\nhide variable [☁ most trolls ever v]\n\nwhen flag clicked\nshow variable [troll count v]\nforever\n if <(Troll Count) > (☁ Most trolls ever)> then\n set [☁ most trolls ever v] to (Troll Count)\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nif <(Troll Count) < (☁ Least trolls ever)> then\n set [☁ least trolls ever v] to (Troll Count)\nend\n\nhide variable [troll count v]\n\nshow variable [troll count v]\n\n@Player\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nshow\nset size to (100) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((Xv) * (-1.3))\n change x by (Xv)\n set [xv v] to [0]\n change x by ((Xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [troll count v] to [0]\nforever\n if <touching color (#ff0000)?> then\n change [troll count v] by (1)\n Death (x position) (y position)\n end\nend\n\ndefine Death (x) (y)\nchange [☁ global troll count v] by (1)\nbroadcast (Death v)\nhide\nwait (1) seconds\nshow\ngo to x: (x) y: (y)\nglide (0.2) secs to x: (-210) y: (0)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<touching (lvl 1 portal v)?> or <<touching (lvl 2 portal v)?> or <<touching (lvl 3 portal v)?> or <<touching (lvl 4 portal v)?> or <<touching (lvl 5 portal v)?> or <<touching (lvl 6 portal v)?> or <<touching (lvl 7 portal v)?> or <<touching (lvl 8 portal v)?> or <<touching (lvl 9 portal v)?> or <touching (lvl 10 portal v)?>>>>>>>>>> then\n next backdrop\n go to x: (-210) y: (0)\n end\nend\n\n@Particles\n\ndefine Generate Particles\npoint in direction (pick random (0) to (360))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (0)\nshow\nrepeat (pick random (25) to (50))\n move (4) steps\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nrepeat (20)\n change y by (-5)\nend\n\nrepeat (10)\n change y by (-4)\nend\nrepeat (10)\n change y by (-4)\nend\n\nwhen I receive [death v]\ngo to (player v)\nrepeat (10)\n Generate Particles\nend\n\n@Lvl 1 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\n@Lvl 2 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [2]> then\n show\n else\n hide\n end\nend\n\n@Lvl 1 Fake Portal\n\nwhen I receive [you thought v]\nsay [You Thought] for (2) seconds\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\n@Lvl 3 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [3]> then\n show\n else\n hide\n end\nend\n\n@Lvl 4 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [4]> then\n show\n else\n hide\n end\nend\n\n@Lvl 5 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [5]> then\n show\n else\n hide\n end\nend\n\n@Lvl 6 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [6]> then\n show\n else\n hide\n end\nend\n\n@Lvl 7 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [7]> then\n show\n else\n hide\n end\nend\n\n@Lvl 8 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [8]> then\n show\n set [ghost v] effect to (90)\n else\n hide\n end\nend\n\n@Lvl 9 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [9]> then\n show\n else\n hide\n end\nend\n\n@Lvl 10 Portal\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [number v]) = [10]> then\n show\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen [t v] key pressed\nif <(username) = [CosmicLightningLord]> then\n hide variable [troll count v]\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n | Make sure you read all of this----there is level solutions if you need them (which you probably will)\nThanks for all the loves! Will start working on part 2 soon.\nArrow keys to move. You can jump on black. You can also wall jump on black. Don't touch red or you die. Touch light blue to advance to the next level.\nThis game is VERY rage inducing and you WILL get trolled, so that's why i have level solutions.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLEVEL SOLUTIONS: (Don't read unless you're stuck)\nLevel one: Just jump on the words and touch the blue.\nLevel two: Jump on the edges of the black line.\nLevel three: There is a spot in the lava that wont kill you. Go there and jump on the words.\nLevel four: There is a tiny spot you can jump on to reach the portal\nLevel five: Jump into the words instead of the portals.\nLevel six: Jump on the tiny dot on the left side of the screen and jump over the red line.\nLevel seven: You can go through some of the walls to make it to the portal.\nLevel eight: Don't jump through the gap. There is a portal on the floor/lava that is almost invisible. \nLevel nine: You can jump through part of the lava.\nLevel ten: There is a hidden tunnel in the ceiling.\n\n\n\n\n\n\n\n#Platformer #Trolled #Game #Games #Troll #UniquePlatformer #SmoothPlatformer #Platformers\n\n |
Spring Town (A Story Platformer) | @Stage\n\nwhen flag clicked\nhide variable [☁ green flag v]\nchange [☁ green flag v] by (1)\nadd (username) to [green flag v]\nshow list [green flag v]\nclear graphic effects\nset volume to (100) %\nstart sound [Start v]\nswitch backdrop to (color v)\nrepeat (200)\n change [color v] effect by (1)\nend\n\nwhen I receive [a v]\nnext backdrop\n\nwhen I receive [b v]\nswitch backdrop to (space v)\n\nwhen I receive [c v]\nswitch backdrop to (intro v)\nwait (5) seconds\nbroadcast (d v)\n\nwhen I receive [e v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [f v]\nswitch backdrop to (backdrop2 v)\nrepeat (40)\n change volume by (-2.5)\nend\n\nwhen I receive [message1 v]\nset [lag? v] to [0]\nclear sound effects\nset volume to (0) %\nswitch backdrop to (game v)\nstop all sounds\nforever\n play sound [Sector A v] until done\nend\n\nwhen I receive [message1 v]\nwait (0.5) seconds\nrepeat (100)\n change volume by (1)\nend\n\nwhen I receive [shush v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [messege1b v]\nset [lag? v] to [0]\nclear sound effects\nset volume to (0) %\nswitch backdrop to (game2 v)\nstop all sounds\nforever\n play sound [Sector B v] until done\nend\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [sound v]\nset volume to (100) %\n\nwhen I receive [message1d v]\nwait (0.5) seconds\nrepeat (100)\n change volume by (1)\nend\n\nwhen I receive [message1c v]\nset [lag? v] to [0]\nclear sound effects\nset volume to (0) %\nswitch backdrop to (game3 v)\nstop all sounds\nforever\n play sound [Sector C v] until done\nend\n\nwhen I receive [message1c v]\nwait (0.5) seconds\nrepeat (100)\n change volume by (1)\nend\n\nwhen [l v] key pressed\nif <(Lag?) = [0]> then\n set [lag? v] to [1]\nelse\n set [lag? v] to [0]\nend\n\nwhen I receive [message1d v]\nset [lag? v] to [0]\nclear sound effects\nset volume to (0) %\nswitch backdrop to (game4 v)\nstop all sounds\nforever\n play sound [Sector D v] until done\nend\n\nwhen I receive [end v]\nstop all sounds\nswitch backdrop to (end v)\n\nwhen I receive [thank you for playing v]\nwait (3) seconds\nswitch backdrop to (last v)\nforever\n play sound [End v] until done\nend\n\nwhen I receive [message1 v]\nswitch backdrop to (game v)\nclear graphic effects\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nset [lag? v] to [0]\nhide\n\nwhen I receive [message1 v]\ngo to [front v] layer\ngo to x: (-200) y: (-100)\nset size to (140) %\nswitch costume to (costume1 v)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> 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 (#197f00)?> then\n change y by (1)\n if <touching color (#197f00)?> then\n change y by (1)\n if <touching color (#197f00)?> then\n change y by (1)\n if <touching color (#197f00)?> then\n change y by (1)\n if <touching color (#197f00)?> then\n change y by (1)\n if <touching color (#197f00)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-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 (#197f00)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#197f00)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [241]> then\n if <<(level) = [9]> or <<(level) = [10]> or <(level) = [11]>>> then\n broadcast (message3 v)\n bridge\n else\n broadcast (message3 v)\n reset\n end\n end\n if <key (r v) pressed?> then\n if <<(level) = [10]> or <<(level) = [11]> or <(level) = [12]>>> then\n bridge\n else\n reset\n end\n end\n if <<(y position) < [-177]> or <touching color (#ff0000)?>> then\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen I receive [message1 v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n end\nend\n\ndefine bridge\ngo to x: (-200) y: (50)\nset [lag? v] to [1]\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (messege1b v)\nstop [this script v]\n\nwhen I receive [messege1b v]\nwait (2) seconds\nbroadcast (Sector B v)\n\nwhen I receive [next2 v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (message1c v)\nstop [this script v]\n\nwhen I receive [sector b v]\nclear graphic effects\nhide\ngo to [front v] layer\ngo to x: (-200) y: (-100)\nset size to (140) %\nswitch costume to (costume1 v)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1.5)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#eadf97)?> then\n change y by (1)\n if <touching color (#eadf97)?> then\n change y by (1)\n if <touching color (#eadf97)?> then\n change y by (1)\n if <touching color (#eadf97)?> then\n change y by (1)\n if <touching color (#eadf97)?> then\n change y by (1)\n if <touching color (#eadf97)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-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 (#eadf97)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#eadf97)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [241]> then\n if <<(level) = [22]> or <(level) = [23]>> then\n broadcast (message3 v)\n bridge\n else\n broadcast (message3 v)\n reset\n end\n end\n if <key (r v) pressed?> then\n if <<(level) = [23]> or <(level) = [24]>> then\n bridge\n else\n reset\n end\n end\n if <<(y position) < [-177]> or <touching color (#7d0000)?>> then\n if <<(level) = [23]> or <(level) = [24]>> then\n bridge\n else\n reset\n end\n end\nend\n\nwhen I receive [sector b v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [sector c v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [sector c v]\nclear graphic effects\ngo to [front v] layer\ngo to x: (-200) y: (-100)\nset size to (140) %\nswitch costume to (costume1 v)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1.5)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#b2b2b2)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#b2b2b2)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [241]> then\n if <(level) = [35]> then\n broadcast (message3 v)\n higher\n else\n broadcast (message3 v)\n reset\n end\n end\n if <key (r v) pressed?> then\n if <(level) = [36]> then\n higher\n else\n reset\n end\n end\n if <<(y position) < [-177]> or <touching color (#003fff)?>> then\n reset\n end\nend\n\nwhen I receive [message1c v]\nwait (2) seconds\nbroadcast (Sector C v)\n\ndefine higher\ngo to x: (-200) y: (100)\n\nwhen I receive [sector d v]\nclear graphic effects\ngo to [front v] layer\ngo to x: (-200) y: (-100)\nset size to (140) %\nswitch costume to (costume1 v)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-0.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.5)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#4e0000)?> then\n change y by (1)\n if <touching color (#4e0000)?> then\n change y by (1)\n if <touching color (#4e0000)?> then\n change y by (1)\n if <touching color (#4e0000)?> then\n change y by (1)\n if <touching color (#4e0000)?> then\n change y by (1)\n if <touching color (#4e0000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-2.5]\n else\n set [xv v] to [2.5]\n end\n set [yv v] to [8]\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 (#4e0000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#4e0000)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [8]\n end\n end\n change y by (1)\n if <(x position) > [241]> then\n \n broadcast (message3 v)\n higher\n else\n broadcast (message3 v)\n reset\n end\n end\n if <key (r v) pressed?> then\n \n higher\n else\n reset\n end\n end\n if <<(y position) < [-177]> or <touching color (#ffffff)?>> then\n reset\n end\nend\n\nwhen I receive [sector d v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [next3 v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (message1d v)\nstop [this script v]\n\nwhen I receive [message1d v]\nwait (2) seconds\nbroadcast (Sector D v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [this script v]\n\nwhen I receive [message1 v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [sector b v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [sector c v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [sector d v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume3 v)\n end\nend\n\n@Flowers\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (50) %\nshow\ngo to x: (pick random (140) to (-140)) y: (180)\nforever\n point in direction (pick random (-90) to (90))\n glide (3) secs to x: (x position) y: (-180)\n wait (0.2) seconds\n delete this clone\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nforever\n if <(Lag?) = [0]> then\n wait (pick random (0.5) to (0.7)) seconds\n create clone of (_myself_ v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide variable [level v]\nhide\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nset [level v] to [1]\ngo to x: (0) y: (0)\nshow\nforever\n set [level v] to (costume [number v])\n if <(level) = [10]> then\n go to [front v] layer\n end\n if <(level) = [23]> then\n go to [front v] layer\n end\n if <(level) = [35]> then\n go to [front v] layer\n end\nend\n\nwhen I receive [message3 v]\nnext costume\n\nwhen I receive [messege1b v]\nswitch costume to (costume13 v)\nset [level v] to [13]\ngo [backward v] (1000) layers\n\nwhen I receive [message1c v]\nswitch costume to (costume25 v)\nset [level v] to [25]\ngo [backward v] (1000) layers\n\nwhen I receive [message1d v]\nswitch costume to (costume37 v)\nset [level v] to [37]\ngo [backward v] (1000) layers\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [this script v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\ngo to x: (-218) y: (161)\nset size to (50) %\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [messege1b v]\nswitch costume to (costume13 v)\n\nwhen I receive [message1c v]\nswitch costume to (costume25 v)\n\nwhen flag clicked\nforever\n if <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\nwhen I receive [message1d v]\nswitch costume to (costume37 v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [this script v]\n\n@black\n\nwhen I receive [c v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nstop [this script v]\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nwait (1) seconds\nrepeat (13)\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (3) seconds\n repeat (50)\n change [ghost v] effect by (-2)\n end\n broadcast (a v)\n wait (1) seconds\nend\nbroadcast (b v)\nstop [this script v]\n\n@Earth\n\nwhen flag clicked\nhide\n\nwhen I receive [b v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nwait (1) seconds\nrepeat (660)\n change size by (2)\nend\nhide\nbroadcast (c v)\nstop [this script v]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Help\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nset size to (50) %\ngo to x: (-133) y: (-89)\nhide\nforever\n if <(level) = [12]> then\n switch costume to (costume1 v)\n set volume to (100) %\n go to x: (180) y: (-68)\n show\n if <<touching (player v)?> and <<key (space v) pressed?> or <mouse down?>>> then\n set volume to (100) %\n broadcast (shush v)\n set language to (en v)::tts\n set voice to (giant v)::tts\n speak [It seems like you have made it to Sector B.]::tts\n speak [From here, there will be other new dangers.]::tts\n speak [It might get a bit hard but you can do it.]::tts\n speak [Good luck.]::tts\n wait (3) seconds\n broadcast (next v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [messege1b v]\nforever\n if <(level) = [24]> then\n switch costume to (costume2 v)\n set volume to (100) %\n go to x: (150) y: (-75)\n show\n if <<touching (player v)?> and <<key (space v) pressed?> or <mouse down?>>> then\n broadcast (shush v)\n set language to (en v)::tts\n set voice to (giant v)::tts\n speak [It seems like you have made it to Sector C.]::tts\n speak [Beings here sometimes call it Rocky Road.]::tts\n speak [Harder and harder it will get, but good luck.]::tts\n wait (3) seconds\n broadcast (next2 v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [message1c v]\nforever\n if <(level) = [36]> then\n switch costume to (costume3 v)\n set volume to (100) %\n go to x: (150) y: (-20)\n show\n if <<touching (player v)?> and <<key (space v) pressed?> or <mouse down?>>> then\n broadcast (shush v)\n set language to (en v)::tts\n set voice to (giant v)::tts\n speak [It seems like you have made it to Sector D.]::tts\n speak [It is the final part of Spring Town.]::tts\n speak [We all wish you luck.]::tts\n speak [Do your best.]::tts\n wait (3) seconds\n broadcast (next3 v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [message1d v]\nforever\n if <(level) = [48]> then\n switch costume to (costume4 v)\n set volume to (100) %\n go to x: (190) y: (-113)\n show\n if <<touching (player v)?> and <<key (space v) pressed?> or <mouse down?>>> then\n broadcast (shush v)\n set language to (en v)::tts\n set voice to (giant v)::tts\n speak [You have made it to the end.]::tts\n speak [This is the end of Spring Town.]::tts\n speak [Next, you will journey through Summer Valley.]::tts\n speak [I will meet you again soon later.]::tts\n wait (3) seconds\n broadcast (END v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Help2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-100) y: (280)\nglide (1) secs to x: (-100) y: (137)\n\nwhen I receive [message1 v]\nforever\n if <key (x v) pressed?> then\n glide (1) secs to x: (-100) y: (280)\n hide\n end\n if <key (z v) pressed?> then\n switch costume to (level)\n show\n glide (1) secs to x: (-100) y: (137)\n end\nend\n\nwhen I receive [message3 v]\nnext costume\nshow\ngo to x: (-100) y: (280)\nglide (1) secs to x: (-100) y: (137)\n\nwhen I receive [messege1b v]\nswitch costume to (costume13 v)\n\nwhen I receive [message1c v]\nswitch costume to (costume25 v)\n\nwhen I receive [message1d v]\nswitch costume to (costume37 v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Sound\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nwait (3) seconds\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset size to (30) %\ngo to x: (-217) y: (-167)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (mute v)\n switch costume to (costume2 v)\n wait (1) seconds\nelse\n broadcast (sound v)\n switch costume to (costume1 v)\n wait (1) seconds\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Map\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [map v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen I receive [sector b v]\nswitch costume to (costume2 v)\n\nwhen I receive [sector c v]\nswitch costume to (costume3 v)\n\nwhen I receive [sector d v]\nswitch costume to (costume4 v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Guy\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [c v]\nshow\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (99) y: (-107)\nset size to (94) %\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nsay [I will go now.] for (2) seconds\nsay [Wish me luck.] for (2) seconds\npoint in direction (-90)\nglide (3) secs to x: (240) y: (-107)\nbroadcast (e v)\ngo to x: (-200) y: (-113)\nglide (3) secs to x: (44) y: (-113)\nglide (0.3) secs to x: (44) y: (-10)\nglide (0.5) secs to x: (100) y: (-27)\nglide (0.3) secs to x: (132) y: (69)\nglide (0.5) secs to x: (172) y: (53)\nglide (1) secs to x: (230) y: (53)\nbroadcast (f v)\ngo to x: (-200) y: (-113)\nglide (3) secs to x: (240) y: (-113)\nhide\nbroadcast (message1 v)\nstop [this script v]\n\nwhen I receive [end v]\nclear graphic effects\nshow\npoint in direction (-90)\nset rotation style [left-right v]\ngo to x: (-200) y: (-118)\nset size to (94) %\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nglide (2) secs to x: (-120) y: (-118)\nglide (0.7) secs to x: (0) y: (0)\nglide (1) secs to x: (130) y: (-115)\nsay [I am finally in Summer Valley.] for (2) seconds\nglide (2) secs to x: (200) y: (-115)\nsay [Farewell until next time.] for (2) seconds\nglide (2) secs to x: (250) y: (-115)\nhide\nbroadcast (Thank you for playing v)\nstop [this script v]\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (8) seconds\nset size to (40) %\nshow\ngo to x: (214) y: (-160)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set size to (30) %\n broadcast (message1 v)\n hide\n stop [this script v]\n else\n set [brightness v] effect to (30)\n end\n else\n set size to (40) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [message1 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (8) seconds\nset [ghost v] effect to (80)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [b v]\nhide\n\nwhen I receive [message1 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (8) seconds\nforever\n create clone of (_myself_ v)\n wait (pick random (0.8) to (1.6)) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (80) to (99))\nset size to (50) %\ngo to x: (292) y: (pick random (109) to (177))\nglide (pick random (7) to (21)) secs to x: (-292) y: (y position)\ndelete this clone\n\nwhen I receive [b v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [message1 v]\nstop [other scripts in sprite v]\nhide\n\n | This project took me many hours to make, so a love and fave will be very appreciated!\nCheck out my other platformers too: https://scratch.mit.edu/studios/4685976/ |
A Trolled Platformer 2 | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n play sound [RICK ROLLED!!!!! v] until done\nend\n\n@DAT BOI 2\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nhide\nset size to (100) %\nwait (1) seconds\nreset timer\nshow variable [level v]\nshow\ngo to [front v] layer\ngo to x: (-200) y: (-60)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to [front v] layer\nforever\n if <not <<(level) = [12]> or <(level) = [13]>>> then\n platform\n else\n mroftalp\n end\nend\n\nwhen I receive [die v]\nif <not <<(level) = [12]> or <(level) = [13]>>> then\n go to x: (-200) y: (-60)\nelse\n go to x: (200) y: (-60)\nend\n\ndefine platform\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\npoint in direction (((xv) * (logo secret)) + (90))\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching color (#000000)?> then\n change y by (-2)\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 y by (-5)\n change x by ((-1) * (xv))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching color (#000000)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nset rotation style [all around v]\nswitch costume to (last key pressed)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n set [last key pressed v] to [left]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n set [last key pressed v] to [right]\nend\n\nwhen flag clicked\nset [☁ record time: v] to (☁ Record Time:)\nhide variable [☁ record time: v]\nhide variable [time: v]\nwait (1) seconds\nwait until <(level) = [1]>\nrepeat until <(level) = [25]>\n set [time: v] to (timer)\nend\nshow variable [time: v]\nshow variable [☁ record time: v]\nif <(Time:) < (☁ Record Time:)> then\n set [☁ record time: v] to (Time:)\nend\n\nset [☁ record time: v] to [1000000]\n\nwhen flag clicked\nwait (2) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching color (#a300ff)?> then\n set [yv v] to [10]\n end\n if <touching color (#c359ff)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (hitbox v)\n if <<touching color (#ff0000)?> or <(y position) < [-194]>> then\n broadcast (hahaha noob v)\n wait (1) seconds\n broadcast (die v)\n end\n switch costume to (last key pressed)\nend\n\nwhen flag clicked\nforever\n if <touching (win v)?> then\n change [level v] by (1)\n broadcast (die v)\n end\nend\n\ndefine mroftalp\nset rotation style [left-right v]\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-1)\nend\npoint in direction (((xv) * (logo secret)) + (90))\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nif <touching color (#000000)?> then\n change y by (-2)\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 y by (-5)\n change x by ((-1) * (xv))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\nend\nchange y by (-3)\nif <touching color (#000000)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\nend\nif <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\nend\nchange y by (3)\nif <(yv) > [-15]> then\n change [yv v] by (-0.5)\nend\nchange y by (-2)\nif <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\nend\nchange y by (2)\nchange y by (yv)\nif <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\nend\nset rotation style [all around v]\nswitch costume to (last key pressed)\nif <touching color (#a300ff)?> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (right2 v)\n set [last key pressed v] to [left2]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right2 v)\n set [last key pressed v] to [right2]\n end\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n set [last key pressed v] to [left]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n set [last key pressed v] to [right]\n end\nend\n\n@ground\n\nwhen flag clicked\nwait until <(level) = [22]>\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@win\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nset [logo secret v] to [3]\nrepeat (35)\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset [logo secret v] to [60]\n\n@level:\n\nwhen flag clicked\nswitch costume to (nintendo switch v)\ngo to x: (0) y: (0)\nwait (1.51) seconds\nrepeat (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nwait until <(level) = [22]>\nrepeat (10)\n go to [front v] layer\nend\n\n@haha\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nrepeat (10)\n hide\nend\n\nwhen I receive [hahaha noob v]\ngo to [front v] layer\nhide variable [level v]\nshow\nswitch costume to (pick random (1) to (8))\nwait (1) seconds\nhide\nshow variable [level v]\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n point in direction (-90)\n set rotation style [left-right v]\n else\n if <(level) = [13]> then\n point in direction (-90)\n set rotation style [all around v]\n else\n point in direction (90)\n set rotation style [left-right v]\n end\n end\nend\n\n@GOT M\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [8]> and <([x position v] of [dat boi 2 v]) < [-238]>> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nwait until <<(level) = [8]> and <([x position v] of [dat boi 2 v]) < [-238]>>\nplay sound [got em v] until done\n\nwhen flag clicked\npoint in direction (90)\nwait until <<(level) = [8]> and <([x position v] of [dat boi 2 v]) < [-238]>>\npoint in direction (90)\nrepeat (160)\n show\n go to [front v] layer\n show\nend\nrepeat (160)\n point in direction (pick random (-180) to (180))\n show\n go to [front v] layer\n show\nend\n\n@moving platform\n\nwhen flag clicked\ngo to x: (-38) y: (-68)\nhide\nwait until <(level) = [17]>\nshow\ngo to [front v] layer\nwait (1) seconds\nglide (.3) secs to x: (108) y: (30)\ncreate clone of (_myself_ v)\nwait until <(level) = [18]>\nhide\ndelete this clone\n\nwhen I start as a clone\nhide\ngo to x: (0) y: (-50)\nwait (1) seconds\nshow\nwait until <(level) = [18]>\nhide\ndelete this clone\n\n | left and right keys and A and D keys are to move,\nUp arrow, W, and space bar to jump.\n\ntry to beat each level, some walls you can go through (-:<\nmake sure to ❤️ and⭐️!! |
Underwater Adventure! (A scrolling platformer) | @Stage\n\ndefine Turbo mode detector\nreset timer\nrepeat (5)\n clear graphic effects\nend\nif <(timer) > [0.1]> then\n set [turbo mode on or off? v] to [off]\nelse\n set [turbo mode on or off? v] to [on]\nend\n\nwhen flag clicked\nforever\n Turbo mode detector\nend\n\nwhen flag clicked\nhide variable [☁ least amount of fails v]\nhide variable [fails v]\n\nwhen I receive [done the intro v]\nshow variable [fails v]\nshow variable [☁ least amount of fails v]\n\n@Scrolling background\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (100)\nhide\n\nwhen I receive [done the intro v]\nswitch costume to (download \(17\) v)\nshow\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (4)\n end\n if <key (left arrow v) pressed?> then\n change x by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [228]> then\n set x to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) < [-63]> then\n set x to (0)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [restart v]\n\nwhen flag clicked\nset [brightness v] effect to (0)\n\nwhen I receive [next level v]\nchange [brightness v] effect by (3)\n\nwhen I receive [done the intro v]\nset [brightness v] effect to (0)\n\n@Platform\n\nwhen flag clicked\nset [fails v] to [0]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(y position) > [110]> then\n broadcast (erererer v)\n end\nend\n\nwhen I receive [done the intro v]\ngo to x: (350) y: (-90)\n\nwhen I receive [done the intro v]\nshow\nswitch costume to (costume1 v)\nset size to (563) %\nset [yo v] to [0]\nset [boss v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n set [shadow v] to [-3]\n change [boss v] by (-1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n set [shadow v] to [3]\n change [boss v] by (1)\n end\n set [boss v] to ((boss) * (0.9))\n change x by (boss)\n if <touching (guy v)?> then\n change y by (-1)\n if <touching (guy v)?> then\n change y by (-1)\n if <touching (guy v)?> then\n change y by (-1)\n if <touching (guy v)?> then\n change y by (-1)\n if <touching (guy v)?> then\n change y by (1)\n if <touching (guy v)?> then\n change x by ((boss) * (-1))\n change y by (5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <(boss) > [0]> then\n set [boss v] to [5]\n else\n set [boss v] to [-5]\n end\n set [yo v] to [-10]\n else\n set [boss v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yo v] by (1)\n change y by (yo)\n if <touching (guy v)?> then\n change y by ((yo) * (-1))\n set [yo v] to [0]\n end\n change y by (1)\n if <touching (guy v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [yo v] to [-15]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restart v]\nchange [fails v] by (1)\ngo to x: (350) y: (-90)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (highscore v)\n stop [this script v]\n end\nend\n\nwhen I receive [erererer v]\nbroadcast (Restart v)\n\nwhen I receive [next level v]\ngo to x: (350) y: (-90)\nnext costume\n\nwhen flag clicked\nforever\n if <(x position) < [-390]> then\n if <not <(costume [number v]) = [11]>> then\n broadcast (next level v)\n end\n end\nend\n\n@Guy\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [done the intro v]\nshow\n\nwhen flag clicked\ngo to x: (999) y: (999)\nhide\n\nwhen I receive [done the intro v]\ngo to x: (0) y: (0)\n\nwhen I receive [done the intro v]\nset [fails v] to [0]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@Bubble4\n\nwhen flag clicked\ngo to (random position v)\nset y to (-169)\nhide\n\nwhen I receive [done the intro v]\nforever\n hide\n set size to (pick random (10) to (25)) %\n wait (pick random (3) to (7)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change y by (1)\n end\n go to (random position v)\n set y to (-169)\nend\n\nwhen I receive [done the intro v]\nforever\n turn right (3) degrees\nend\n\n@Bubble2\n\nwhen flag clicked\ngo to (random position v)\nset y to (-169)\nhide\n\ngo to x: (-62) y: (-169)\n\nwhen I receive [done the intro v]\nforever\n set size to (pick random (10) to (25)) %\n hide\n wait (pick random (3) to (7)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change y by (1)\n end\n go to (random position v)\n set y to (-169)\nend\n\nwhen I receive [done the intro v]\nforever\n turn right (3) degrees\nend\n\n@Bubble3\n\nwhen flag clicked\ngo to (random position v)\nset y to (-169)\nhide\n\ngo to x: (-62) y: (-169)\n\nwhen I receive [done the intro v]\nforever\n hide\n set size to (pick random (10) to (25)) %\n wait (pick random (3) to (7)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change y by (1)\n end\n go to (random position v)\n set y to (-169)\nend\n\nwhen I receive [done the intro v]\nforever\n turn right (3) degrees\nend\n\n@Bubble5\n\nwhen flag clicked\ngo to (random position v)\nset y to (-169)\nhide\n\ngo to x: (-62) y: (-169)\n\nwhen I receive [done the intro v]\nforever\n hide\n set size to (pick random (10) to (25)) %\n wait (pick random (3) to (7)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change y by (1)\n end\n go to (random position v)\n set y to (-169)\nend\n\nwhen I receive [done the intro v]\nforever\n turn right (3) degrees\nend\n\n@Bubble6\n\nwhen flag clicked\ngo to (random position v)\nset y to (-169)\nhide\n\ngo to x: (-62) y: (-169)\n\nwhen I receive [done the intro v]\nforever\n hide\n wait (pick random (3) to (7)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change y by (1)\n end\n go to (random position v)\n set y to (-169)\nend\n\nwhen I receive [done the intro v]\nforever\n turn right (3) degrees\nend\n\nset size to (pick random (10) to (25)) %\n\n@Shark\n\nwhen flag clicked\ngo to (random position v)\nset x to (-170)\nset y to (pick random (-90) to (-100))\n\nwhen I receive [done the intro v]\nforever\n hide\n wait (pick random (5) to (10)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change x by (3)\n change y by (pick random (-2) to (2))\n end\n hide\n set x to (-170)\n set y to (pick random (-90) to (-100))\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.06) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (20)\n change y by (-2)\n end\n repeat (20)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (guy v)?> then\n broadcast (erererer v)\n hide\n wait (1) seconds\n end\nend\n\n@Shark2\n\nwhen flag clicked\ngo to (random position v)\nset x to (170)\nset y to (pick random (-90) to (-100))\n\nwhen I receive [done the intro v]\nforever\n hide\n wait (pick random (10) to (20)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change x by (-3)\n change y by (pick random (-2) to (2))\n end\n hide\n set x to (170)\n set y to (pick random (-90) to (-100))\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (20)\n change y by (-2)\n end\n repeat (20)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n move (2) steps\n end\n if <key (left arrow v) pressed?> then\n move (-2) steps\n end\nend\n\nwhen flag clicked\nforever\n if <touching (guy v)?> then\n broadcast (erererer v)\n hide\n wait (1) seconds\n end\nend\n\n@stingray\n\nwhen flag clicked\ngo to (random position v)\nset x to (160)\nset y to (pick random (140) to (70))\n\nwhen I receive [done the intro v]\nforever\n hide\n wait (pick random (5) to (10)) seconds\n show\n repeat until <touching (_edge_ v)?>\n move (-3) steps\n change y by (pick random (-2) to (2))\n end\n hide\n set x to (160)\n set y to (pick random (140) to (70))\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (guy v)?> then\n broadcast (erererer v)\n hide\n wait (1) seconds\n end\nend\n\n@MAin diver\n\nwhen flag clicked\nhide\n\nwhen I receive [done the intro v]\nshow\n\nwhen flag clicked\nforever\n next costume\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n go to (guy v)\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(mouse x) > [0]>> then\n point in direction (90)\n end\n if <<mouse down?> and <(mouse x) < [0]>> then\n point in direction (-90)\n end\nend\n\nwhen [a v] key pressed\npoint in direction (-90)\n\nwhen [d v] key pressed\npoint in direction (90)\n\nwhen I receive [done the intro v]\nforever\n if <(Turbo mode on or off?) = [on]> then\n say [Please turn off turbo mode] for (4) seconds\n stop [all v]\n end\nend\n\n@Play button\n\nwhen flag clicked\nforever\n if <(intro?) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(intro?) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (((130) - (size)) / (5))\n end\n else\n repeat (10)\n change size by (((110) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [done the intro v]\nhide\nrepeat until <(size) = [110]>\n change size by (-3)\nend\n\nwhen this sprite clicked\nbroadcast (done the intro v)\n\nwhen flag clicked\nset size to (110) %\npoint in direction (90)\ngo to x: (666) y: (10)\nhide\n\nwhen I receive [almost doe the intro v]\nshow\nchange size by (-3)\nchange [ghost v] effect by (7)\n\nwhen I receive [almost doe the intro v]\nrepeat (50)\n change x by (((0) - (x position)) / (7))\nend\n\nwhen flag clicked\nwait until <(x position) = [-7]>\ncreate clone of (_myself_ v)\n\n@Name of game\n\nwhen flag clicked\nforever\n if <(intro?) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(intro?) = [1]> then\n hide\n end\nend\n\nwhen I receive [done the intro v]\nhide\n\nwhen I start as a clone\nrepeat (22)\n change size by (-3)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (90) %\npoint in direction (90)\ngo to x: (666) y: (122)\nhide\n\nwhen I receive [almost doe the intro v]\nshow\n\nwhen I receive [almost doe the intro v]\nrepeat (50)\n change x by (((0) - (x position)) / (7))\nend\n\nwhen flag clicked\nwait until <(x position) = [-13]>\ncreate clone of (_myself_ v)\n\nwhen I receive [almost doe the intro v]\nswitch backdrop to (backdrop1 v)\n\n@200 followers\n\nwhen flag clicked\npoint in direction (90)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [111 v]\nif <not <(intro?) = [1]>> then\n show\n repeat (33)\n change [ghost v] effect by (-3)\n end\n repeat (72)\n turn right (5) degrees\n end\n repeat (33)\n change [ghost v] effect by (3)\n end\n broadcast (Almost doe the intro v)\nend\n\nwhen flag clicked\nforever\n if <(intro?) = [1]> then\n hide\n end\nend\n\n@restart button\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [restart v]\nrepeat (33)\n change [ghost v] effect by (-3)\nend\nrepeat (33)\n change [ghost v] effect by (3)\nend\n\n@Highscore\n\nwhen I receive [highscore v]\nif <(Fails) < (☁ Least amount of fails)> then\n if <not <(username) = [oldhobo101]>> then\n set [☁ least amount of fails v] to (Fails)\n end\nend\n\n@intro\n\nwhen I receive [896504855043 v]\nrepeat (50)\n change [pixelate v] effect by (2)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [pixelate v] effect to (100)\n\nwhen flag clicked\nset [intro? v] to [0]\n\nwhen I receive [start intro v]\nif <not <(intro?) = [1]>> then\n point in direction (95)\n set [ghost v] effect to (0)\n go to x: (-330) y: (-25)\n show\n repeat (72)\n turn right (5) degrees\n end\nend\n\nwhen I receive [start intro v]\nif <not <(intro?) = [1]>> then\n glide (1) secs to x: (-3) y: (-11)\n repeat until <(direction) = [95]>\n turn right (5) degrees\n end\n wait (0.5) seconds\n broadcast (896504855043 v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n broadcast (111 v)\nend\n\nwhen I receive [start intro v]\nforever\n if <key (s v) pressed?> then\n broadcast (done the intro v)\n set [intro? v] to [1]\n end\nend\n\nwhen I receive [start intro v]\nrepeat (33)\n change [ghost v] effect by (-3)\nend\n\nwhen I receive [start intro v]\nrepeat (33)\n change [pixelate v] effect by (-3)\nend\n\nwhen I receive [start intro v]\nforever\n if <(intro?) = [1]> then\n hide\n end\nend\n\n@jellyfish\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to x: (75) y: (140)\nhide\n\nwhen I receive [done the intro v]\nforever\n go to x: (75) y: (140)\n hide\n wait (pick random (7) to (14)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (guy v)?> then\n broadcast (touched jellyfish v)\n broadcast (erererer v)\n hide\n wait (1) seconds\n end\nend\n\nwhen I receive [done the intro v]\nforever\n if <key (right arrow v) pressed?> then\n change x by (-0.5)\n end\n if <key (left arrow v) pressed?> then\n change x by (0.5)\n end\nend\n\n@tutle\n\nwhen flag clicked\ngo to (random position v)\nset x to (-170)\nset y to (100)\n\nwhen I receive [done the intro v]\nforever\n hide\n wait (pick random (10) to (15)) seconds\n show\n repeat until <touching (_edge_ v)?>\n change x by (2)\n end\n hide\n set x to (-170)\n set y to (100)\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (31cb8e51291793 v)\nhide\n\nwhen I receive [done the intro v]\nforever\n repeat (22)\n next costume\n wait (0.035) seconds\n end\n repeat (6)\n turn right (1) degrees\n next costume\n wait (0.035) seconds\n end\n point in direction (90)\nend\n\n@Electricute\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [touched jellyfish v]\nshow\nwait (0.5) seconds\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-6) y: (15)\nshow\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (Start intro v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | ★★★★★ ᴜɴᴅᴇʀᴡᴀᴛᴇʀ ᴀᴅᴠᴇɴᴛᴜʀᴇ! ★★★★★\n★★★★★ꜰᴏʟʟᴏᴡ @Game_M-A-K-E-R ꜰᴏʀ ᴍᴏʀᴇ! ★★★★★\nWARNING: ᴅᴏᴜʙʟᴇ ᴄʟɪᴄᴋ ᴛʜᴇ ꜰʟᴀɢ\n\nɪꜰ ʏᴏᴜ ʟɪᴋᴇ ᴛʜɪꜱ ɢᴀᴍᴇ, ᴘʟᴇᴀꜱᴇ ❤️ ᴀɴᴅ ⭐!\n\nʜᴇʟʟᴏ! ᴛʜɪꜱ ɪꜱ ᴀ ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ᴛᴏ ᴄᴇʟᴇʙʀᴀᴛᴇ 200 ꜰᴏʟʟᴏᴡᴇʀꜱ!!!\nꜱ ᴛᴏ ꜱᴋɪᴘ ᴛʜᴇ ɪɴᴛʀᴏ\nᴍᴏᴠᴇ ᴀʀᴏᴜɴᴅ ᴛʜᴇ ᴏᴄᴇᴀɴ ᴀɴᴅ ᴛʀʏ ᴛᴏ ꜰɪɴᴅ ᴛʜᴇ ᴀɴᴄɪᴇɴᴛ ʀᴜɪɴꜱ ᴏꜰ ᴀ ꜱʜɪᴘ!\n✦ ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ\n✦ ᴄᴏɴᴛʀᴏʟ ᴛʜᴇ ᴅɪᴠᴇʀ\n✦ ᴊᴜᴍᴘ ᴏɴ ᴘʟᴀᴛꜰᴏʀᴍꜱ\n✦ ᴀᴠᴏɪᴅ ꜱᴇᴀ ᴄʀᴇᴀᴛᴜʀᴇꜱ ᴀɴᴅ ꜰᴀʟʟɪɴɢ ᴏꜰꜰ ᴘʟᴀᴛꜰᴏʀᴍꜱ\n✦ ᴛʀʏ ᴛᴏ ᴍᴀᴋᴇ ɪᴛ ᴛᴏ ᴛʜᴇ ᴇɴᴅ ᴏꜰ ᴛʜᴇ ᴏᴄᴇᴀɴ ᴡɪᴛʜᴏᴜᴛ ɢᴇᴛᴛɪɴɢ ᴄᴀᴜɢʜᴛ ʙʏ ᴀɴɪᴍᴀʟꜱ ᴏʀ ꜰᴀʟʟɪɴɢ ɪɴᴛᴏ ᴘɪᴛꜱ!!\n✦ ᴡʜᴇɴ ʏᴏᴜ ʀᴇᴀᴄʜ ᴛʜᴇ! ᴊᴜᴍᴘ ᴏꜰꜰ ᴛʜᴇ ᴇᴅɢᴇ ᴏꜰ ᴛʜᴇ ᴘʟᴀᴛꜰᴏʀᴍ ᴛᴏ ɢᴏ ᴛᴏ ᴛʜᴇ ɴᴇxᴛ ʟᴇᴠᴇʟ\n✦ ᴘʟᴇᴀꜱᴇ ʟᴏᴠᴇ ᴀɴᴅ ꜰᴀᴠᴏʀɪᴛᴇ ɪꜰ ʏᴏᴜ ʟɪᴋᴇᴅ ɪᴛ ᴀꜱ ɪᴛ ᴛᴏᴏᴋ ᴀ ʟᴏɴɢ ᴛɪᴍᴇ ᴛᴏ ᴍᴀᴋᴇ!\n✦ ꜰᴏʟʟᴏᴡ ᴍᴇ, @oldhobo101 ꜰᴏʀ ᴍᴏʀᴇ...\n\nᴀ #Game ʙʏ @Game_M-A-K-E-R\n\n#scrolling #platformers \n#Game_M-A-K-E-R#underwater #adventure #games #ocean #seacreature |
Purple | Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [asdf v]\nforever\n if <key (s v) pressed?> then\n go to x: (-195) y: (17)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (level-up v)\n wait (1) seconds\n end\n if <key (n v) pressed?> then\n go to x: (-195) y: (17)\n end\nend\n\nwhen I receive [asdf v]\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (-200) y: (130)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#ff00ce)?> then\n switch costume to (costume2 v)\n start sound [Oops v]\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-195) y: (17)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n end\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (-0.6)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#a100ff)?> or <touching (sprite1 v)?>> then\n change y by (1)\n if <<touching color (#a100ff)?> or <touching (sprite1 v)?>> then\n change y by (1)\n if <<touching color (#a100ff)?> or <touching (sprite1 v)?>> then\n change y by (1)\n if <<touching color (#a100ff)?> or <touching (sprite1 v)?>> then\n change y by (1)\n if <<touching color (#a100ff)?> or <touching (sprite1 v)?>> then\n change y by (1)\n if <<touching color (#a100ff)?> or <touching (sprite1 v)?>> then\n change x by ((Xv) * (-0.5))\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 if <(x position) > [250]> then\n start sound [Collect v]\n point in direction (90)\n go to x: (-195) y: (17)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (level-up v)\n end\n change y by (Yv)\n if <<touching color (#a100ff)?> or <touching (sprite1 v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#a100ff)?> or <touching (sprite1 v)?>> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [8]\n end\n end\n change y by (1)\nend\n\nwhen I receive [player hide v]\nhide\n\nwhen I receive [asdf v]\nforever\n play sound [TheFatRat - Windfall \[Tasty Release\] v] until done\nend\n\nchange y by (10)\nset y to (10)\n\nwhen flag clicked\nforever\n if <touching color (#1c00ff)?> then\n repeat (10)\n set [yv v] to [8]\n end\n end\nend\n\ngo to [front v] layer\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [message3 v]\nshow\ngo to x: (0) y: (0)\nwait (2) seconds\nhide\nbroadcast (asdf v)\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (11) y: (43)\npoint in direction (90)\n\nwhen I receive [message1 v]\nswitch costume to (profile-spic v)\nshow\nset volume to (50) %\nstart sound [Intro v]\ncreate clone of (_myself_ v)\nrepeat (5)\n change volume by (-5)\n repeat (20)\n change size by (0.5)\n end\n wait (0.1) seconds\n repeat (20)\n change size by (-0.5)\n end\n wait (0.1) seconds\nend\nstop all sounds\nhide\nbroadcast (message3 v)\n\nwhen I start as a clone\nswitch costume to (love, fvaorite, follow v)\ngo to x: (12) y: (-116)\nrepeat (5)\n repeat (20)\n change size by (0.5)\n end\n wait (0.1) seconds\n repeat (20)\n change size by (-0.5)\n end\n wait (0.1) seconds\nend\nhide\n\nplay sound [explbomb v] until done\n\n@intro \n\nwhen flag clicked\nshow\nstart sound [Whoop v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nrepeat (20)\n change [brightness v] effect by (5)\nend\nbroadcast (message1 v)\nhide\n\n@platform\n\nwhen I receive [asdf v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(costume [number v]) = [18]> then\n broadcast (challange v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [level-up v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <([costume name v] of [platform v]) = [costume19]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [platform v]) = [19]> then\n repeat until <not <([costume # v] of [platform v]) = [19]>>\n show\n wait (pick random (1) to (2)) seconds\n switch costume to (costume2 v)\n say [HEHEHEHEE....] for (2) seconds\n switch costume to (costume1 v)\n end\n hide\n else\n hide\n end\nend\n\n | ========= Purple | Platformer========\n\nPress s to Skip level if too hard\nPress n to die if stuck\n \nWARNING: there is a bug where you stick to a wall when you wall jump. I'm so sorry, I tried to fix the bug many times, but i can't. \n\nThanks for playing make sure to love, fav, and follow!\n\nIf you get through the last level, type #proplayer in the comments\n\n\n |
glow - a 100% pen platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Lensko - Rebirth \[NCS Release\] v] until done\nend\n\n@most things\n\ndefine draw player\ngo to x: (player_x) y: (player_y)\nset pen (transparency v) to (0)\nset pen size to (15)\nset pen color to (#000000)\npen down\npen up\nset pen size to (2)\nset pen color to (#ffffff)\ngo to x: ((player_x) - (2)) y: ((player_y) + (2))\npen down\npen up\ngo to x: ((player_x) - (-2)) y: ((player_y) + (2))\npen down\npen up\n\ndefine draw light\nif <(level) = [20]> then\n go to x: (player_x) y: (player_y)\n set [light i v] to [0]\n set pen color to (#ffffff)\n repeat (100)\n change [light i v] by (1)\n set pen (transparency v) to (99)\n set pen size to ((light i) * (light fluctuation ii))\n pen down\n pen up\n end\n change [light fluctuation ii v] by (light fluctuation)\n if <(light fluctuation i) = [1]> then\n change [light fluctuation v] by (0.002)\n if <(light fluctuation) > [0.02]> then\n set [light fluctuation i v] to [0]\n end\n else\n change [light fluctuation v] by (-0.002)\n if <[-0.02] > (light fluctuation)> then\n set [light fluctuation i v] to [1]\n end\n end\n go to x: (100) y: (-50)\n set [light i v] to [0]\n set pen color to (#ffffff)\n repeat (100)\n change [light i v] by (1)\n set pen (transparency v) to (99)\n set pen size to (((light i) * (light fluctuation ii)) / (1.5))\n pen down\n pen up\n end\n change [light fluctuation ii v] by (light fluctuation)\n if <(light fluctuation i) = [1]> then\n change [light fluctuation v] by (0.002)\n if <(light fluctuation) > [0.02]> then\n set [light fluctuation i v] to [0]\n end\n else\n change [light fluctuation v] by (-0.002)\n if <[-0.02] > (light fluctuation)> then\n set [light fluctuation i v] to [1]\n end\n end\n set pen color to (#c7c7c7)\n set pen (transparency v) to (0)\n set pen size to (15)\n pen down\n pen up\n set pen color to (#ffffff)\n set pen (transparency v) to (0)\n set pen size to (12)\n pen down\n pen up\nelse\n go to x: (player_x) y: (player_y)\n set [light i v] to [0]\n set pen color to (#ffffff)\n repeat (100)\n change [light i v] by (1)\n set pen (transparency v) to (99)\n set pen size to ((light i) * (light fluctuation ii))\n pen down\n pen up\n end\n change [light fluctuation ii v] by (light fluctuation)\n if <(light fluctuation i) = [1]> then\n change [light fluctuation v] by (0.002)\n if <(light fluctuation) > [0.02]> then\n set [light fluctuation i v] to [0]\n end\n else\n change [light fluctuation v] by (-0.002)\n if <[-0.02] > (light fluctuation)> then\n set [light fluctuation i v] to [1]\n end\n end\nend\n\nwhen flag clicked\nreset vars\nforever\n erase all\n broadcast (draw stuff v)\n draw background\n move player\n do\n draw light\n draw player\n draw level\nend\n\ndefine touching black\nset [touching black v] to [0]\nset [touch_black i v] to [0]\nrepeat (length of [black position x1 v])\n change [touch_black i v] by (1)\n if <<<((item (touch_black i) of [black position x1 v]) - (5)) < (player_x)> and <(player_x) < ((item (touch_black i) of [black position x2 v]) + (5))>> and <<((item (touch_black i) of [black position y1 v]) - (6)) < (player_y)> and <(player_y) < ((item (touch_black i) of [black position y2 v]) + (6))>>> then\n set [touching black v] to [1]\n end\nend\n\ndefine draw level\ndelete all of [black position x1 v]\ndelete all of [black position x2 v]\ndelete all of [black position y1 v]\ndelete all of [black position y2 v]\nif <(level) = [1]> then\n draw line x: [-250] y: [-100] to x: [240] y: [-100] thickness: [4]\nend\nif <(level) = [2]> then\n draw line x: [-250] y: [-100] to x: [-50] y: [-100] thickness: [4]\n draw line x: [50] y: [-100] to x: [240] y: [-100] thickness: [4]\nend\nif <(level) = [3]> then\n draw line x: [-250] y: [-100] to x: [-120] y: [-100] thickness: [4]\n draw line x: [-60] y: [-100] to x: [60] y: [-100] thickness: [4]\n draw line x: [120] y: [-100] to x: [250] y: [-100] thickness: [4]\nend\nif <(level) = [4]> then\n draw line x: [-250] y: [-100] to x: [250] y: [-100] thickness: [4]\n draw line x: [0] y: [-100] to x: [0] y: [40] thickness: [4]\nend\nif <(level) = [5]> then\n draw line x: [-250] y: [-100] to x: [-180] y: [-100] thickness: [4]\n draw line x: [-140] y: [-50] to x: [-80] y: [-50] thickness: [4]\n draw line x: [-40] y: [0] to x: [20] y: [0] thickness: [4]\n draw line x: [60] y: [50] to x: [120] y: [50] thickness: [4]\n draw line x: [160] y: [100] to x: [220] y: [100] thickness: [4]\n draw line x: [220] y: [100] to x: [220] y: [200] thickness: [4]\n draw line x: [160] y: [-70] to x: [160] y: [100] thickness: [4]\n draw line x: [60] y: [-70] to x: [60] y: [50] thickness: [4]\n draw line x: [-40] y: [-70] to x: [-40] y: [0] thickness: [4]\n draw line x: [-140] y: [-100] to x: [-140] y: [-50] thickness: [4]\n draw line x: [60] y: [-70] to x: [240] y: [-70] thickness: [4]\n draw line x: [-40] y: [-70] to x: [60] y: [-70] thickness: [4]\n draw line x: [-80] y: [-160] to x: [250] y: [-160] thickness: [4]\nend\nif <(level) = [6]> then\n draw line x: [-250] y: [-100] to x: [-180] y: [-100] thickness: [4]\n draw line x: [50] y: [-180] to x: [50] y: [0] thickness: [4]\n draw line x: [50] y: [0] to x: [100] y: [0] thickness: [4]\nend\nif <(level) = [7]> then\n draw line x: [-250] y: [-100] to x: [-180] y: [-100] thickness: [4]\n draw line x: [-100] y: [-100] to x: [-80] y: [-100] thickness: [4]\n draw line x: [-5] y: [-100] to x: [15] y: [-100] thickness: [4]\n draw line x: [90] y: [-100] to x: [110] y: [-100] thickness: [4]\n draw line x: [185] y: [-100] to x: [205] y: [-100] thickness: [4]\nend\nif <(level) = [8]> then\n draw line x: [-250] y: [-100] to x: [-180] y: [-100] thickness: [4]\n draw line x: [-180] y: [-160] to x: [250] y: [-160] thickness: [4]\n draw line x: [-180] y: [-160] to x: [-180] y: [120] thickness: [4]\n draw line x: [-100] y: [-100] to x: [-100] y: [180] thickness: [4]\n draw line x: [-20] y: [-160] to x: [-20] y: [120] thickness: [4]\n draw line x: [60] y: [-100] to x: [60] y: [180] thickness: [4]\n draw line x: [140] y: [-160] to x: [140] y: [120] thickness: [4]\n draw line x: [220] y: [-100] to x: [220] y: [180] thickness: [4]\nend\nif <(level) = [9]> then\n draw line x: [-250] y: [-100] to x: [-180] y: [-100] thickness: [4]\n draw line x: [-180] y: [-100] to x: [-180] y: [-20] thickness: [4]\n draw line x: [-180] y: [-20] to x: [-100] y: [-20] thickness: [4]\n draw line x: [-250] y: [100] to x: [207] y: [100] thickness: [4]\n draw line x: [-40] y: [-20] to x: [240] y: [-20] thickness: [4]\n draw line x: [-100] y: [-160] to x: [-100] y: [-20] thickness: [4]\n draw line x: [-100] y: [-160] to x: [240] y: [-160] thickness: [4]\n draw line x: [230] y: [-160] to x: [230] y: [140] thickness: [4]\n draw line x: [-200] y: [140] to x: [240] y: [140] thickness: [4]\n draw line x: [25] y: [40] to x: [230] y: [40] thickness: [4]\n draw line x: [90] y: [10] to x: [230] y: [10] thickness: [4]\n draw line x: [90] y: [70] to x: [230] y: [70] thickness: [4]\n draw line x: [25] y: [-90] to x: [230] y: [-90] thickness: [4]\n draw line x: [90] y: [-55] to x: [230] y: [-55] thickness: [4]\n draw line x: [90] y: [-125] to x: [230] y: [-125] thickness: [4]\nend\nif <(level) = [10]> then\n draw line x: [-250] y: [-100] to x: [-100] y: [-100] thickness: [4]\n draw line x: [-150] y: [-60] to x: [-85] y: [-60] thickness: [4]\n draw line x: [-165] y: [-20] to x: [-100] y: [-20] thickness: [4]\n draw line x: [-150] y: [20] to x: [-85] y: [20] thickness: [4]\n draw line x: [-165] y: [60] to x: [-100] y: [60] thickness: [4]\n draw line x: [-150] y: [100] to x: [250] y: [100] thickness: [4]\nend\nif <(level) = [11]> then\n draw line x: [-250] y: [-100] to x: [-100] y: [-100] thickness: [4]\n draw line x: [40] y: [-60] to x: [240] y: [-60] thickness: [4]\n draw line x: [-240] y: [-20] to x: [-100] y: [-20] thickness: [4]\n draw line x: [40] y: [20] to x: [240] y: [20] thickness: [4]\n draw line x: [-240] y: [60] to x: [-100] y: [60] thickness: [4]\n draw line x: [40] y: [100] to x: [240] y: [100] thickness: [4]\n draw line x: [220] y: [-60] to x: [220] y: [100] thickness: [4]\nend\nif <(level) = [12]> then\n draw line x: [-250] y: [-100] to x: [-180] y: [-100] thickness: [4]\n draw line x: [-180] y: [-100] to x: [-180] y: [100] thickness: [4]\n draw line x: [-180] y: [100] to x: [-100] y: [100] thickness: [4]\n draw line x: [-100] y: [0] to x: [-100] y: [100] thickness: [4]\n draw line x: [-60] y: [0] to x: [-60] y: [100] thickness: [4]\n draw line x: [-20] y: [0] to x: [-20] y: [100] thickness: [4]\n draw line x: [20] y: [0] to x: [20] y: [180] thickness: [4]\n draw line x: [-100] y: [-120] to x: [-60] y: [-120] thickness: [4]\n draw line x: [60] y: [-240] to x: [60] y: [120] thickness: [4]\n draw line x: [60] y: [120] to x: [100] y: [120] thickness: [4]\n draw line x: [100] y: [-180] to x: [100] y: [0] thickness: [4]\n draw line x: [140] y: [-180] to x: [140] y: [0] thickness: [4]\n draw line x: [180] y: [-175] to x: [180] y: [0] thickness: [4]\n draw line x: [220] y: [-150] to x: [220] y: [200] thickness: [4]\n draw line x: [180] y: [-175] to x: [240] y: [-175] thickness: [4]\nend\nif <(level) = [13]> then\n draw line x: [-250] y: [-100] to x: [-180] y: [-100] thickness: [4]\n draw line x: [-100] y: [-100] to x: [-90] y: [-100] thickness: [4]\n draw line x: [-30] y: [-100] to x: [-20] y: [-100] thickness: [4]\n draw line x: [40] y: [-100] to x: [50] y: [-100] thickness: [4]\n draw line x: [110] y: [-100] to x: [120] y: [-100] thickness: [4]\n draw line x: [120] y: [-100] to x: [120] y: [0] thickness: [4]\n draw line x: [120] y: [25] to x: [120] y: [180] thickness: [4]\nend\nif <(level) = [14]> then\n draw line x: [-250] y: [-100] to x: [-150] y: [-100] thickness: [4]\n draw line x: [-150] y: [-60] to x: [-100] y: [-60] thickness: [4]\n draw line x: [-150] y: [-60] to x: [-150] y: [-10] thickness: [4]\n draw line x: [-150] y: [-10] to x: [-100] y: [-10] thickness: [4]\n draw line x: [-100] y: [-60] to x: [-100] y: [-10] thickness: [4]\n draw line x: [0] y: [0] to x: [20] y: [0] thickness: [4]\n draw line x: [0] y: [0] to x: [0] y: [20] thickness: [4]\n draw line x: [20] y: [0] to x: [20] y: [20] thickness: [4]\n draw line x: [0] y: [20] to x: [20] y: [20] thickness: [4]\n draw line x: [0] y: [-100] to x: [30] y: [-100] thickness: [4]\n draw line x: [0] y: [-100] to x: [0] y: [-70] thickness: [4]\n draw line x: [30] y: [-100] to x: [30] y: [-70] thickness: [4]\n draw line x: [0] y: [-70] to x: [30] y: [-70] thickness: [4]\n draw line x: [120] y: [-60] to x: [210] y: [-60] thickness: [4]\n draw line x: [120] y: [-60] to x: [120] y: [30] thickness: [4]\n draw line x: [120] y: [30] to x: [210] y: [30] thickness: [4]\n draw line x: [210] y: [-60] to x: [210] y: [30] thickness: [4]\nend\nif <(level) = [15]> then\n draw line x: [-250] y: [-100] to x: [-100] y: [-100] thickness: [4]\n draw line x: [-150] y: [-60] to x: [-90] y: [-60] thickness: [4]\n draw line x: [-160] y: [-20] to x: [-100] y: [-20] thickness: [4]\n draw line x: [-150] y: [20] to x: [-95] y: [20] thickness: [4]\n draw line x: [-150] y: [60] to x: [-100] y: [60] thickness: [4]\n draw line x: [-150] y: [100] to x: [250] y: [100] thickness: [4]\nend\nif <(level) = [16]> then\n draw line x: [-250] y: [-100] to x: [-150] y: [-100] thickness: [4]\n draw line x: [-150] y: [-180] to x: [-150] y: [0] thickness: [4]\n draw line x: [-150] y: [40] to x: [-150] y: [180] thickness: [4]\n draw line x: [-75] y: [-180] to x: [-75] y: [-60] thickness: [4]\n draw line x: [-75] y: [-20] to x: [-75] y: [180] thickness: [4]\n draw line x: [0] y: [-180] to x: [0] y: [40] thickness: [4]\n draw line x: [0] y: [80] to x: [0] y: [180] thickness: [4]\n draw line x: [75] y: [-180] to x: [75] y: [120] thickness: [4]\n draw line x: [75] y: [160] to x: [75] y: [180] thickness: [4]\n draw line x: [150] y: [-180] to x: [150] y: [-130] thickness: [4]\n draw line x: [150] y: [-90] to x: [150] y: [180] thickness: [4]\n draw line x: [225] y: [-180] to x: [225] y: [80] thickness: [4]\n draw line x: [225] y: [105] to x: [225] y: [180] thickness: [4]\nend\nif <(level) = [17]> then\n draw line x: [-250] y: [-100] to x: [-150] y: [-100] thickness: [4]\n draw line x: [-150] y: [-180] to x: [-150] y: [0] thickness: [4]\n draw line x: [-240] y: [40] to x: [240] y: [40] thickness: [4]\n draw line x: [20] y: [-100] to x: [240] y: [-100] thickness: [4]\nend\nif <(level) = [18]> then\n draw line x: [-250] y: [-100] to x: [-150] y: [-100] thickness: [4]\n draw line x: [-165] y: [0] to x: [-150] y: [0] thickness: [4]\n draw line x: [-60] y: [-60] to x: [-45] y: [-60] thickness: [4]\n draw line x: [-135] y: [-55] to x: [-120] y: [-55] thickness: [4]\n draw line x: [-120] y: [30] to x: [-106] y: [30] thickness: [4]\n draw line x: [-30] y: [1] to x: [-5] y: [1] thickness: [4]\n draw line x: [-6] y: [100] to x: [9] y: [100] thickness: [4]\n draw line x: [230] y: [-180] to x: [230] y: [150] thickness: [4]\n draw line x: [40] y: [47] to x: [55] y: [47] thickness: [4]\n draw line x: [43] y: [-51] to x: [58] y: [-51] thickness: [4]\n draw line x: [120] y: [87] to x: [135] y: [87] thickness: [4]\n draw line x: [122] y: [3] to x: [137] y: [3] thickness: [4]\nend\nif <(level) = [19]> then\n draw line x: [-250] y: [-100] to x: [-150] y: [-100] thickness: [4]\n draw line x: [-165] y: [0] to x: [-162] y: [0] thickness: [4]\n draw line x: [-53] y: [-60] to x: [-50] y: [-60] thickness: [4]\n draw line x: [-132] y: [-55] to x: [-129] y: [-55] thickness: [4]\n draw line x: [-118] y: [30] to x: [-115] y: [30] thickness: [4]\n draw line x: [-20] y: [1] to x: [-17] y: [1] thickness: [4]\n draw line x: [-6] y: [100] to x: [-3] y: [100] thickness: [4]\n draw line x: [52] y: [47] to x: [55] y: [47] thickness: [4]\n draw line x: [43] y: [-51] to x: [46] y: [-51] thickness: [4]\n draw line x: [122] y: [87] to x: [125] y: [87] thickness: [4]\n draw line x: [130] y: [3] to x: [133] y: [3] thickness: [4]\n draw line x: [230] y: [-140] to x: [230] y: [180] thickness: [4]\n draw line x: [225] y: [-175] to x: [230] y: [-175] thickness: [4]\nend\nif <(level) = [20]> then\n draw line x: [-250] y: [-100] to x: [150] y: [-100] thickness: [4]\n draw line x: [150] y: [-100] to x: [150] y: [180] thickness: [4]\nend\n\ndefine draw line x: (x1) y: (y1) to x: (x2) y: (y2) thickness: (t)\nset pen color to (#000000)\nset pen (transparency v) to (0)\npen up\nset pen size to (t)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\nadd ((x1) - (t)) to [black position x1 v]\nadd ((x2) + (t)) to [black position x2 v]\nadd ((y1) - (t)) to [black position y1 v]\nadd ((y2) + (t)) to [black position y2 v]\n\ndefine draw background\nset pen (transparency v) to (99)\nset pen size to (1000)\nset pen color to (#000000)\ngo to x: (0) y: (0)\npen down\npen up\n\ndefine reset vars\nset [level v] to [1]\nset [player_x v] to [-220]\nset [player_y v] to [0]\nset [light fluctuation v] to [0]\nset [light fluctuation i v] to [1]\nset [light fluctuation ii v] to [1.5]\nset [x v v] to [0]\nset [y v v] to [0]\nset [iiii v] to [1]\ndelete all of [black position x1 v]\ndelete all of [black position x2 v]\ndelete all of [black position y1 v]\ndelete all of [black position y2 v]\n\ndefine move player\nchange [y v v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v v] by (-0.7)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v v] by (0.7)\nend\nset [x v v] to ((x v) * (0.9))\nchange [player_x v] by (x v)\ntouching black\nif <(touching black) = [1]> then\n change [player_y v] by (1)\n touching black\n if <(touching black) = [1]> then\n change [player_y v] by (1)\n touching black\n if <(touching black) = [1]> then\n change [player_y v] by (1)\n touching black\n if <(touching black) = [1]> then\n change [player_y v] by (1)\n touching black\n if <(touching black) = [1]> then\n change [player_y v] by (1)\n touching black\n if <(touching black) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(x v) > [0]> then\n set [x v v] to [-7]\n else\n set [x v v] to [7]\n end\n set [y v v] to [8]\n else\n change [player_x v] by ((x v) * (-1))\n change [player_y v] by (-5)\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [player_y v] by (y v)\ntouching black\nif <(touching black) = [1]> then\n change [player_y v] by ((y v) * (-1))\n set [y v v] to [0]\nend\nchange [player_y v] by (-0.5)\ntouching black\nif <<(touching black) = [1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v v] to [8]\nend\nchange [player_y v] by (0.5)\nif <[-180] > (player_y)> then\n set [player_x v] to [-220]\n set [player_y v] to [-40]\n set [x v v] to [0]\n set [y v v] to [0]\nend\nif <(player_x) > [233]> then\n set [player_x v] to [-220]\n set [player_y v] to [-40]\n set [x v v] to [0]\n set [y v v] to [0]\n change [level v] by (1)\n change [iiii v] by (1)\nend\nif <(player_y) > [180]> then\n set [player_y v] to [180]\nend\nif <[-240] > (player_x)> then\n set [player_x v] to [-240]\nend\n\ndefine do\nif <not <(level) = (iiii)>> then\n set [level v] to (iiii)\nend\n\n@text engine\n\ndefine print (text) at x: (x) y: (y) size: (size) pen thickness (thickness)\nset pen color to (#fefefe)\npen down\nset [pen v] to [0]\nset [location v] to []\nset [alphabet v] to [abcdefghijklmnopqrstuvwxyz0123456789!#%^*\(\)-+_=/.,?'":]\nset pen size to (thickness)\nif <(length of [chars v]) = [0]> then\n delete all of [chars v]\n add [/00/0444404202] to [chars v]\n add [/00/0434320232424000] to [chars v]\n add [/44/040040] to [chars v]\n add [/00/043443413000] to [chars v]\n add [/40/000232020444] to [chars v]\n add [/00/0232020444] to [chars v]\n add [/44/0400404222] to [chars v]\n add [/00/0402424044] to [chars v]\n add [/04/4424200040] to [chars v]\n add [/24/2000] to [chars v]\n add [/34/010004011240] to [chars v]\n add [/04/0040] to [chars v]\n add [/00/04224440] to [chars v]\n add [/00/044044] to [chars v]\n add [/00/04444000] to [chars v]\n add [/00/04444202] to [chars v]\n add [/00/044440004022] to [chars v]\n add [/00/043432024240] to [chars v]\n add [/44/14031232413000] to [chars v]\n add [/20/240444] to [chars v]\n add [/04/004044] to [chars v]\n add [/04/2044] to [chars v]\n add [/04/00224044] to [chars v]\n add [/00/44/04/40] to [chars v]\n add [/04/22202244] to [chars v]\n add [/04/440040] to [chars v]\n add [/00/0444400044] to [chars v]\n add [/13/24201030] to [chars v]\n add [/04/4442020040] to [chars v]\n add [/04/444212424000] to [chars v]\n add [/04/02424044] to [chars v]\n add [/44/0402424000] to [chars v]\n add [/44/040242400004] to [chars v]\n add [/04/4420] to [chars v]\n add [/00/044440000242] to [chars v]\n add [/00/404202044442] to [chars v]\n add [/20/20/22/24] to [chars v]\n add [/00/14/30/44/01/41/03/43] to [chars v]\n add [/04/14130304/40/30314140/00/44] to [chars v]\n add [/13/2433] to [chars v]\n add [/12/34/32/14] to [chars v]\n add [/20/111324] to [chars v]\n add [/20/313324] to [chars v]\n add [/12/32] to [chars v]\n add [/21/23221232] to [chars v]\n add [/00/40] to [chars v]\n add [/13/33/11/31] to [chars v]\n add [/00/44] to [chars v]\n add [/20/20] to [chars v]\n add [/10/21] to [chars v]\n add [/20/20/22/424424] to [chars v]\n add [/23/24] to [chars v]\n add [/13/14/33/34] to [chars v]\n add [/21/21/23/23] to [chars v]\nend\nset [iii v] to [1]\nset [ii v] to [1]\nrepeat (length of (text))\n set [i v] to [0]\n repeat until <<(letter (i) of (alphabet)) = (letter (ii) of (text))> or <(i) > (length of [chars v])>>\n change [i v] by (1)\n end\n if <(i) > (length of [chars v])> then\n change [ii v] by (1)\n else\n set [iii v] to [1]\n repeat (length of (item (i) of [chars v]))\n if <(letter (iii) of (item (i) of [chars v])) = [/]> then\n if <(pen) = [0]> then\n pen up\n set [pen v] to [1]\n else\n pen down\n set [pen v] to [0]\n end\n change [iii v] by (1)\n else\n set [location v] to (join (location) (letter (iii) of (item (i) of [chars v])))\n change [iii v] by (1)\n if <(length of (location)) = [2]> then\n go to x: ((((x) - ((2) * (size))) + ((letter (1) of (location)) * (size))) + ((((ii) - (1)) * (size)) * (6))) y: (((y) - ((2) * (size))) + ((letter (2) of (location)) * (size)))\n set [location v] to []\n end\n end\n end\n change [ii v] by (1)\n end\nend\n\nwhen flag clicked\ndelete all of [chars v]\n\nwhen I receive [draw stuff v]\nif <(level) = [1]> then\n print [welcome to glow] at x: [-120] y: [100] size: [3] pen thickness [2]\n print [arrow keys to move] at x: [-100] y: [60] size: [2] pen thickness [1]\nend\nif <(level) = [2]> then\n print [the sun has burned out] at x: [-190] y: [100] size: [3] pen thickness [2]\nend\nif <(level) = [3]> then\n print [and you have been tasked] at x: [-180] y: [100] size: [2.5] pen thickness [2]\n print [to find another light source] at x: [-200] y: [60] size: [2.5] pen thickness [2]\nend\nif <(level) = [4]> then\n print [you will have to ] at x: [-120] y: [140] size: [2.5] pen thickness [2]\n print [climb to great heights] at x: [-170] y: [105] size: [2.5] pen thickness [2]\n print [you can wall jump] at x: [-100] y: [70] size: [2] pen thickness [1]\nend\nif <(level) = [5]> then\n print [and you may] at x: [-80] y: [140] size: [2.5] pen thickness [2]\n print [take some wrong turns] at x: [-150] y: [115] size: [2.5] pen thickness [2]\nend\nif <(level) = [6]> then\n print [you will have to ] at x: [-120] y: [140] size: [2.5] pen thickness [2]\n print [take big steps] at x: [-100] y: [115] size: [2.5] pen thickness [2]\nend\nif <(level) = [7]> then\n print [and you will need] at x: [-120] y: [140] size: [2.5] pen thickness [2]\n print [to be precise] at x: [-100] y: [115] size: [2.5] pen thickness [2]\nend\nif <(level) = [8]> then\n print [you will have some ups] at x: [-150] y: [140] size: [2.5] pen thickness [2]\n print [and downs] at x: [-50] y: [-140] size: [2.5] pen thickness [2]\nend\nif <(level) = [9]> then\n print [choices...] at x: [-50] y: [140] size: [2.5] pen thickness [2]\nend\nif <(level) = [10]> then\n print [ladder!] at x: [-50] y: [140] size: [2.5] pen thickness [2]\nend\nif <(level) = [11]> then\n print [big leaps] at x: [-50] y: [140] size: [2.5] pen thickness [2]\nend\nif <(level) = [12]> then\n print [which pipe] at x: [-50] y: [140] size: [2.5] pen thickness [2]\n print [1] at x: [-80] y: [90] size: [2.5] pen thickness [2]\n print [2] at x: [-40] y: [90] size: [2.5] pen thickness [2]\n print [3] at x: [0] y: [90] size: [2.5] pen thickness [2]\n print [1] at x: [80] y: [-10] size: [2.5] pen thickness [2]\n print [2] at x: [120] y: [-10] size: [2.5] pen thickness [2]\n print [3] at x: [160] y: [-10] size: [2.5] pen thickness [2]\n print [4] at x: [200] y: [-10] size: [2.5] pen thickness [2]\nend\nif <(level) = [13]> then\n print [more precision] at x: [-80] y: [140] size: [2.5] pen thickness [2]\nend\nif <(level) = [14]> then\n print [floating squares] at x: [-80] y: [140] size: [2.5] pen thickness [2]\nend\nif <(level) = [15]> then\n print [another ladder] at x: [-80] y: [140] size: [2.5] pen thickness [2]\n print [still broken] at x: [-40] y: [101] size: [2] pen thickness [1.5]\nend\nif <(level) = [16]> then\n print [broken walls?] at x: [-80] y: [140] size: [2.5] pen thickness [2]\nend\nif <(level) = [17]> then\n print [how???] at x: [-30] y: [140] size: [3] pen thickness [2.5]\n print [what i said in level 4 might help] at x: [-190] y: [100] size: [2] pen thickness [1.5]\nend\nif <(level) = [18]> then\n print [crazy platforms] at x: [-80] y: [140] size: [2.5] pen thickness [2]\nend\nif <(level) = [19]> then\n print [crazy dots] at x: [-80] y: [140] size: [2.5] pen thickness [2]\nend\nif <(level) = [20]> then\n print [it's a glowing coin] at x: [-120] y: [160] size: [2.5] pen thickness [2]\n print [but we need more to] at x: [-120] y: [135] size: [2.5] pen thickness [2]\n print [light up the whole village] at x: [-160] y: [110] size: [2.5] pen thickness [2]\n print [please love, like, follow and] at x: [-150] y: [60] size: [2] pen thickness [1.5]\n print [remix] at x: [0] y: [30] size: [2] pen thickness [1.5]\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n | STORY LINE\nthe sun has burned out and you have to find another light source\n-----------------------------------------------------------------\n\n INSTRUCTIONS\n-ALL 20 LEVELS ARE POSSIBLE!!!\n-Other instruction in game |
Clicker Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (-75)\nshow\nforever\n switch costume to (hitbox v)\n if <key (right arrow v) pressed?> then\n change [xv v] by (Speed)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by ((Speed) * (-1))\n end\n set [xv v] to ((xV) * (0.9))\n change x by (xV)\n if <touching (levels v)?> then\n change y by (2)\n if <touching (levels v)?> then\n change y by (2)\n if <touching (levels v)?> then\n change y by (2)\n if <touching (levels v)?> then\n change y by (-6)\n change x by ((xV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yV)\n if <touching (levels v)?> then\n change y by ((yV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (levels v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to (Jump Height)\n end\n change y by (1)\n switch costume to (cat v)\n if <(x position) > [239]> then\n broadcast (Next level v)\n go to x: (-200) y: (-75)\n end\n if <(y position) < [-175]> then\n go to x: (-200) y: (-75)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\n@Speed Upgrade\n\nwhen flag clicked\nset [speed v] to [0]\ngo to x: (-30) y: (145)\nset [brightness v] effect to (0)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (10)\n set size to (110) %\n change [speed v] by (0.01)\n wait until <not <mouse down?>>\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\n@Jump Upgrade\n\nwhen flag clicked\nset [jump height v] to [0]\ngo to x: (90) y: (145)\nset [brightness v] effect to (0)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [brightness v] effect to (10)\n set size to (110) %\n change [jump height v] by (0.1)\n wait until <not <mouse down?>>\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nset [speed v] to [2]\n\n | Instructions are in the game.\n\nOnly 4 levels. I could add more levels but they would just be walls getting higher and higher and you'll have to up your jump height more and more and it would just be boring. |
NoMotion - A Platformer | @Stage\n\ndefine Update\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat (length of [ground xs v])\n change [i v] by (1)\n if <<<((x) + (25)) > (item (i) of [ground xs v])> and <(item (i) of [ground x2s v]) > (x)>> and <<((y) + (25)) > (item (i) of [ground ys v])> and <(item (i) of [ground y2s v]) > (y)>>> then\n add (item (i) of [ground types v]) to [collisions v]\n end\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to [-150]\nset [y v] to [0]\nset [level v] to [1]\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 v] by (Xv)\n Update\n if <[collisions v] contains [1]?> then\n change [y v] by (1)\n Update\n if <[collisions v] contains [1]?> then\n change [y v] by (1)\n Update\n if <[collisions v] contains [1]?> then\n change [y v] by (1)\n Update\n if <[collisions v] contains [1]?> then\n change [y v] by (1)\n Update\n if <[collisions v] contains [1]?> then\n change [y v] by (1)\n Update\n if <[collisions v] contains [1]?> then\n change [x v] by ((Xv) * (-1))\n change [y v] 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 Update\n if <[collisions v] contains [2]?> then\n set [yv v] to [20]\n end\n change [yv v] by (-1)\n change [y v] by (Yv)\n Update\n if <[collisions v] contains [1]?> then\n change [y v] by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change [y v] by (-1)\n Update\n if <[collisions v] contains [1]?> 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 v] by (1)\n if <[collisions v] contains [3]?> then\n broadcast (Die v)\n end\n if <[collisions v] contains [4]?> then\n broadcast (Next Level v)\n end\n set [mouse v] to (join (mouse x) (join [, ] (mouse y)))\nend\n\nwhen flag clicked\nGenerate\n\ndefine Generate\ndelete all of [ground types v]\ndelete all of [ground xs v]\ndelete all of [ground ys v]\ndelete all of [ground x2s v]\ndelete all of [ground y2s v]\nAdd Ground at [195] [-180] to [240] [180] type: [1]\nAdd Ground at [-240] [-180] to [-210] [180] type: [1]\nAdd Ground at [-240] [170] to [240] [180] type: [1]\nif <(Level) = [1]> then\n Add Ground at [-240] [-180] to [240] [-125] type: [1]\n Add Ground at [-15] [-125] to [240] [-65] type: [1]\n Add Ground at [-133] [31] to [-75] [85] type: [4]\nend\nif <(Level) = [2]> then\n Add Ground at [-240] [-180] to [-32] [-125] type: [1]\n Add Ground at [-32] [-240] to [48] [-145] type: [3]\n Add Ground at [48] [-180] to [240] [-125] type: [1]\n Add Ground at [116] [-77] to [143] [-50] type: [4]\nend\nif <(Level) = [3]> then\n Add Ground at [-240] [-180] to [240] [-125] type: [1]\n Add Ground at [-40] [-180] to [19] [50] type: [1]\n Add Ground at [88] [-74] to [132] [-29] type: [4]\nend\nif <(Level) = [4]> then\n Add Ground at [-240] [-180] to [240] [-125] type: [1]\n Add Ground at [-33] [8] to [10] [50] type: [4]\nend\nif <(Level) = [5]> then\n Add Ground at [-240] [-180] to [240] [-136] type: [3]\n Add Ground at [-148] [-180] to [-120] [-36] type: [1]\n Add Ground at [-26] [-180] to [2] [-50] type: [1]\n Add Ground at [98] [-180] to [124] [19] type: [1]\n Add Ground at [124] [114] to [167] [157] type: [4]\nend\nif <(Level) = [6]> then\n Add Ground at [-240] [-180] to [-32] [-125] type: [1]\n Add Ground at [-32] [-240] to [48] [-145] type: [3]\n Add Ground at [48] [-180] to [240] [-125] type: [1]\n Add Ground at [116] [-77] to [143] [-50] type: [4]\nend\n\ndefine Add Ground at (x) (y) to (x2) (y2) type: (type)\nadd (x) to [ground xs v]\nadd (y) to [ground ys v]\nadd (x2) to [ground x2s v]\nadd (y2) to [ground y2s v]\nadd (type) to [ground types v]\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <(Level) > [6]> then\n set [level v] to [1]\nend\nGenerate\nset [x v] to [-150]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [die v]\nset [x v] to [-150]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Top\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n Set Size ((913) + (((y) + (25)) * (-5.09)))\nend\n\ndefine Set Size (size)\nset [# v] to (costume [number v])\nswitch costume to (0 v)\nset size to (size) %\nswitch costume to (#)\n\n@Bottom\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n Set Size ((2570) + ((y) * (5.09)))\nend\n\ndefine Set Size (size)\nset [# v] to (costume [number v])\nswitch costume to (0 v)\nset size to (size) %\nswitch costume to (#)\n\n@RIght\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n Set Size ((1198) + (((x) + (25)) * (-4.98)))\nend\n\ndefine Set Size (size)\nset [# v] to (costume [number v])\nswitch costume to (0 v)\nset size to (size) %\nswitch costume to (#)\n\n@Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n Set Size ((1200) + ((x) * (4.98)))\nend\n\ndefine Set Size (size)\nset [# v] to (costume [number v])\nswitch costume to (0 v)\nset size to (size) %\nswitch costume to (#)\n\n@BG\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | My entry for the non-motion challenge. Please take into account that games with moving parts are harder to make without motion blocks than ones where everything stays still.\n\nBelieve it or not, there are none of the blue motion blocks in this game. See Inside if you don't believe me. (There is also no pen).\n\nCoding and art 100% by me\n\nSorry! I'm not able to respond to all comments! ) : |
Pusheen platformer | @Stage\n\nwhen I receive [backdrop v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (-2) y: (-3)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [9]> then\n broadcast (backdrop v)\nend\nif <(costume [number v]) = [11]> then\n switch backdrop to (backdrop1 v)\nend\n\nwhen flag clicked\nhide variable [☁ global deaths v]\nforever\n if <(costume [number v]) = [13]> then\n show variable [deaths v]\n show variable [☁ global deaths v]\n change [☁ global deaths v] by (deaths)\n stop [this script v]\n end\nend\n\n@Player\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground 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 flag clicked\nset [levels v] to [0]\nhide variable [deaths v]\nset [deaths v] to [0]\nset size to (25) %\ngo to x: (-180) y: (-79)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground 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\nforever\n if <key (left arrow v) pressed?> then\n Walk (-90) (-5)\n end\n if <key (right arrow v) pressed?> then\n Walk (90) (5)\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 end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(y position) < [-180]> then\n change [deaths v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [levels v] by (1)\n broadcast (next level v)\n go to x: (-200) y: (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#00ff55)?> and <(falling?) < [3]>> then\n set [speed y v] to [23]\n end\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <touching color (#0d1010)?> then\n change [deaths v] by (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\n@Sun\n\nwhen flag clicked\nset size to (500) %\nforever\n repeat (400)\n change x by (-1)\n end\n repeat (400)\n change x by (1)\n end\nend\n\nwhen flag clicked\ngo to x: (290) y: (208)\n\nwhen flag clicked\nshow\nSHINE LIKE A STAR!\n\ndefine SHINE LIKE A STAR!\nforever\n wait (0.1) seconds\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 switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\nend\n\nwhen I receive [backdrop v]\nhide\n\nwhen flag clicked\nforever\n change [color v] effect by (3)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n show\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\nend\n\n@mouse\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((x position) + (pick random (-10) to (10))) y: ((y position) + (pick random (-10) to (10)))\nset [color v] effect to (pick random (1) to (100))\nset size to (pick random (50) to (80)) %\nrepeat (10)\n change size by (-5)\nend\ndelete this clone\n\n@Pusheen Cat2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [color v] effect to (pick random (10) to (200))\nset [ghost v] effect to (100)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (65) to (112))\ngo to x: (600) y: (pick random (-167.01) to (167))\nglide (pick random (2) to (6)) secs to x: (-300) y: (pick random (-167.01) to (167))\nrepeat (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n create clone of (_myself_ v)\nend\n\n@Sprite2\n\nwhen I start as a clone\nshow\nset [color v] effect to (pick random (10) to (200))\nset [ghost v] effect to (100)\nset size to (pick random (10) to (200)) %\nset [ghost v] effect to (pick random (65) to (112))\ngo to x: (600) y: (pick random (-167.01) to (167))\nglide (pick random (2) to (6)) secs to x: (-300) y: (pick random (-167.01) to (167))\nrepeat (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@pusheen-nyan-cat\n\nwhen flag clicked\nset size to (25) %\ngo to x: (192) y: (-144)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n play sound [MUSIC v] until done\nend\n\n@proxy\n\nwhen flag clicked\nset [speed v] to [0]\nforever\n if <(speed) = [0]> then\n if <(levels) = [0]> then\n go to x: (15) y: (-141)\n show\n end\n end\n if <touching (player v)?> then\n set [speed v] to [6]\n play sound [Collect v] until done\n hide\n end\nend\n\n@proxy2\n\nwhen flag clicked\nset [qwer v] to [0]\nforever\n if <(qwer) = [0]> then\n if <(levels) = [1]> then\n go to x: (138) y: (-31)\n show\n end\n end\n if <touching (player v)?> then\n hide\n set [qwer v] to [6]\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [0]> then\n hide\n end\nend\n\n@proxy3\n\nwhen flag clicked\nset [nobel v] to [0]\nforever\n if <(nobel) = [0]> then\n if <(levels) = [2]> then\n show\n go to x: (9) y: (17)\n end\n end\n if <touching (player v)?> then\n hide\n set [nobel v] to [6]\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [0]> then\n hide\n end\n if <(levels) = [1]> then\n hide\n end\n if <(levels) = [3]> then\n hide\n end\n if <(levels) = [5]> then\n hide\n end\n if <(levels) = [6]> then\n hide\n end\nend\n\n@proxy4\n\nwhen flag clicked\nset [gonre v] to [0]\nforever\n if <(gonre) = [0]> then\n if <(levels) = [3]> then\n show\n go to x: (96) y: (-101)\n end\n end\n if <touching (player v)?> then\n hide\n set [gonre v] to [6]\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [0]> then\n hide\n end\n if <(levels) = [1]> then\n hide\n end\n if <(levels) = [2]> then\n hide\n end\nend\n\n@proxy5\n\nwhen flag clicked\nset [finkow@ v] to [0]\nforever\n if <(finkow@) = [0]> then\n if <(levels) = [4]> then\n show\n go to x: (102) y: (-184)\n end\n end\n if <touching (player v)?> then\n hide\n set [finkow@ v] to [6]\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [0]> then\n hide\n end\n if <(levels) = [1]> then\n hide\n end\n if <(levels) = [2]> then\n hide\n end\n if <(levels) = [3]> then\n hide\n end\n if <(levels) = [5]> then\n hide\n end\n if <(levels) = [6]> then\n hide\n end\nend\n\n@proxy6\n\nwhen flag clicked\nset [polik v] to [0]\nforever\n if <(polik) = [0]> then\n if <(levels) = [5]> then\n go to x: (302) y: (-173)\n show\n end\n end\n if <touching (player v)?> then\n hide\n set [polik v] to [6]\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [0]> then\n hide\n end\n if <(levels) = [1]> then\n hide\n end\n if <(levels) = [2]> then\n hide\n end\n if <(levels) = [3]> then\n hide\n end\n if <(levels) = [4]> then\n hide\n end\n if <(levels) = [6]> then\n hide\n end\nend\n\n@proxy7\n\nwhen flag clicked\nset [lijfe32 v] to [0]\nforever\n if <(lijfe32) = [0]> then\n if <(levels) = [6]> then\n show\n go to x: (54) y: (51)\n end\n end\n if <touching (player v)?> then\n hide\n set [lijfe32 v] to [6]\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(levels) = [0]> then\n hide\n end\n if <(levels) = [1]> then\n hide\n end\n if <(levels) = [2]> then\n hide\n end\n if <(levels) = [3]> then\n hide\n end\n if <(levels) = [4]> then\n hide\n end\n if <(levels) = [5]> then\n hide\n end\n if <(levels) = [7]> then\n hide\n end\nend\n\n | @android_99\nHi, this is my first pusheen platformer, have fun! This time ahead of you is the sweetest and most popular cat in the world - our favorite and beloved Pusheen! Each of you knows that Pusheen loves sweets, so as a world in the game I made candyland! Who doesn't love Pusheen? I think rather or certainly most of you! Have fun. Don't forget to click the heart and star and leave a good comment! And all this of course for Pusheen :) Maybe this game will become one of your favorites on Scratch?\n==========================================\nInstructions:\nClick the green flag to start game. \nUse arrow keys to move. ←↓→\nCollect coins! $\nI hope you like my project!\n=^.^=\nAll levels are possible!\n Sorry, there are only 13 levels.\nIn the future I'll make more.\nI want to have 100 views!\n\n\n |
Scratch Day - A Mario Style Platformer v1.0 | @Stage\n\nwhen flag clicked\nwait (0.1) seconds\nset [game_level v] to [1]\nswitch backdrop to (sky v)\nbroadcast (StartGame v)\nbroadcast (NewLevel v)\nforever\n play sound [BBC Big Band - Caravan my-free-mp3s v] until done\nend\n\nwhen I receive [nextlevel v]\nchange [game_level v] by (1)\nbroadcast (NewLevel v)\n\nwhen I receive [startgame v]\nwait (0.1) seconds\nset [game_level v] to [1]\n\nwhen flag clicked\nforever\n switch backdrop to (Game_Level)\nend\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n set [walk_frame v] to [2]\n wait (0.03) seconds\n repeat (6)\n change [walk_frame v] by (1)\n wait (0.03) seconds\n end\nend\n\nwhen I receive [fall v]\nhide\n\nwhen I receive [startgame v]\nshow\nset rotation style [left-right v]\nforever\n go to (hitbox v)\n set size to (50) %\n point in direction ([direction v] of [hitbox v])\n if <(PowerUp) = [1]> then\n set size to (80) %\n end\n switch costume to (stand v)\n if <([abs v] of ([xv v] of [groundhitbox v]) ) > [1]> then\n switch costume to (Walk_Frame)\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < ((y position) - (30))>>> then\n switch costume to (crouch v)\n end\n if <(In-Air) > [0]> then\n switch costume to (jump v)\n end\n change y by (6)\n if <(Ouch?) = [true]> then\n switch costume to (ow v)\n end\n if <(Flames?) = [true]> then\n set [color v] effect to (-20)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [newlevel v]\nshow\n\nwhen I receive [ouchonleft v]\nrepeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [ouchonright v]\nrepeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen I receive [fall v]\nwait (0.3) seconds\nrepeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\n\n@End\n\nwhen I start as a clone\nforever\n go to x: (([x position v] of [groundhitbox v]) + ((EndX) * (48))) y: (([y position v] of [groundhitbox v]) + ((EndY) * (36)))\n point in direction (105)\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n if <(Score) < ([numberofcoinsinlevel v] of [coins v])> then\n set [brightness v] effect to (50)\n set [color v] effect to ((1) / (0))\n set [ghost v] effect to (50)\n if <(distance to [hitbox v]) < [60]> then\n say [You need to collect all coins before you can complete the level.]\n else\n say []\n end\n else\n clear graphic effects\n if <touching (hitbox v)?> then\n broadcast (nextLevel v)\n wait (0.01) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to (green flag v)\n wait (0.04) seconds\n repeat (7)\n next costume\n wait (0.04) seconds\n end\nend\n\nwhen I receive [newlevel v]\nrepeat (1)\n delete this clone\nend\nif <(Game_Level) = [1]> then\n set [endy v] to [-75]\n set [endx v] to [4]\n create clone of (_myself_ v)\n hide\nend\nif <(Game_Level) = [2]> then\n set [endy v] to [-76]\n set [endx v] to [0.2]\n create clone of (_myself_ v)\n hide\nend\nif <(Game_Level) = [3]> then\n set [endy v] to [-75]\n set [endx v] to [43.5]\n create clone of (_myself_ v)\n hide\nend\n\nwhen I receive [nextlevel v]\ndelete this clone\n\ngo to x: (([x position v] of [groundhitbox v]) + ((EndX) * (48))) y: (([y position v] of [groundhitbox v]) + ((EndY) * (36)))\n\n@GroundHitbox\n\nwhen I receive [enemydie v]\nset [yv v] to [-12]\n\nwhen flag clicked\nhide\n\nwhen I receive [ouchonleft v]\nset [ouch? v] to [true]\nrepeat (10)\n change [xv v] by (-2.5)\nend\nwait (0.3) seconds\nset [ouch? v] to [false]\n\nwhen I receive [ouchonright v]\nset [ouch? v] to [true]\nrepeat (10)\n change [xv v] by (2.5)\nend\nwait (0.3) seconds\nset [ouch? v] to [false]\n\nwhen I receive [newlevel v]\ngo to x: (3401) y: (2735)\nset [yv v] to [0]\nset [ouch? v] to [false]\nswitch costume to (superzoom v)\nset size to (1700) %\nshow\ngo to x: (3401) y: (2735)\nforever\n go to [back v] layer\n set rotation style [don't rotate v]\n switch costume to (Game_Level)\n set [ghost v] effect to (0)\n if <<<(Ouch?) = [false]> and <<not <key (down arrow v) pressed?>> and <not <key (s v) pressed?>>>> and <not <<mouse down?> and <(mouse y) < (([y position v] of [hitbox v]) - (30))>>>> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [30]>>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n change [xv v] by (-2.5)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-30]>>> then\n change [xv v] by (2.5)\n end\n end\n set [xv v] to ((XV) * (0.8))\n change x by (XV)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> then\n change y by (-1)\n if <touching (hitbox v)?> 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 if <(YV) < [30]> then\n change [yv v] by (1)\n end\n change y by (YV)\n change [in-air v] by (1)\n if <touching (hitbox v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <touching (hitbox v)?> then\n set [in-air v] to [0]\n end\n change y by (-1)\n set rotation style [left-right v]\n set y to (2715)\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> then\n if <(Water?) = [true]> then\n set [in-air v] to [0.2]\n end\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>>>\n end\nend\n\nwhen flag clicked\ngo to x: (3401) y: (2735)\nset x to (3400)\n\nwhen I receive [newlevel v]\nrepeat (10)\n go to x: (3401) y: (2735)\nend\n\n@Blocks\n\nwhen I start as a clone\nshow\nrepeat until <touching (hitbox v)?>\n set size to (200) %\n go to x: (([x position v] of [groundhitbox v]) + ((BlockX) * (48))) y: (([y position v] of [groundhitbox v]) + ((BlockY) * (36)))\n if <touching (_edge_ v)?> then\n hide\n end\n point in direction ((([sin v] of ((Bounce) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (Bounce) ) * (-5)) + (70)) %\n show\n change [bounce v] by (15)\nend\nstart sound [Connect v]\nif <(costume [number v]) = [1]> then\n set [powerup v] to [1]\nelse\n if <(costume [number v]) = [2]> then\n set [powerup v] to [2]\n set [flames? v] to [true]\n end\n delete this clone\nend\ndelete this clone\n\ndefine Block at X (x) Y (y) (block#)\nswitch costume to (block#)\nset [blockx v] to (x)\nset [blocky v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [startgame v]\nrepeat (1)\n delete this clone\nend\nwait (0.1) seconds\n\ngo to x: (([x position v] of [groundhitbox v]) + ((BlockX) * (48))) y: (([y position v] of [groundhitbox v]) + ((BlockY) * (36)))\n\nwhen I receive [newlevel v]\nset [flames? v] to [false]\nset [powerup v] to [0]\nrepeat (1)\n delete this clone\nend\nif <(Game_Level) = [1]> then\nif <(Game_Level) = [2]> then\n Block at X [-40] Y [-73] [1]\nend\nif <(Game_Level) = [3]> then\n Block at X [-30] Y [-78] [2]\nend\n\ngo to x: (([x position v] of [groundhitbox v]) + ((BlockX) * (48))) y: (([y position v] of [groundhitbox v]) + ((BlockY) * (36)))\n\n@Enemy\n\ndefine Glitch at X (x) Y (y) Territory? (size) (direction)\nset [enemytype? v] to [1]\nset [enemyx v] to (x)\nset [enemyy v] to (y)\nset [territory v] to (size)\nset [enemydirection v] to (direction)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\nforever\n set size to (50) %\n go to x: (([x position v] of [groundhitbox v]) + ((EnemyX) * (48))) y: (([y position v] of [groundhitbox v]) + ((EnemyY) * (36)))\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n if <(EnemyType?) = [1]> then\n if <(Dead?) = [true]> then\n switch costume to (glitchsquish v)\n end\n end\nend\n\nwhen I receive [newlevel v]\nrepeat (1)\n delete this clone\nend\nhide\nif <(Game_Level) = [1]> then\n Glitch at X [-37] Y [-78.3] Territory? [116] [-90]\n Glitch at X [-2] Y [-79.25] Territory? [525] [-90]\n Glitch at X [-28] Y [-79.25] Territory? [525] [90]\nend\nif <(Game_Level) = [2]> then\n Glitch at X [-46] Y [-79.3] Territory? [70] [-90]\n Glitch at X [-49.2] Y [-79.3] Territory? [70] [90]\n wait (0.3) seconds\n Glitch at X [-46] Y [-79.3] Territory? [70] [-90]\n Glitch at X [-49.2] Y [-79.3] Territory? [70] [90]\n wait (0.3) seconds\nend\nif <(Game_Level) = [3]> then\n Glitch at X [-84.4] Y [-78.8] Territory? [265] [90]\n repeat (13)\n Glitch at X [-25] Y [-78.5] Territory? [240] [90]\n end\nend\n\nwhen I start as a clone\nset [dead? v] to [false]\nif <(EnemyType?) = [1]> then\n clear graphic effects\n repeat until <<<<<touching (hitbox v)?> and <([y position v] of [hitbox v]) > ((y position) + (5))>> and <([yv v] of [groundhitbox v]) > [-3]>> or <<(distance to [hitbox v]) < [60]> and <(PowerUp) = [1]>>> or <touching (fireball v)?>>\n set rotation style [all around v]\n if <<touching (hitbox v)?> and <not <([y position v] of [hitbox v]) > ((y position) + (10))>>> then\n if <([x position v] of [hitbox v]) < (x position)> then\n broadcast (OuchOnRight v)\n wait (0.3) seconds\n else\n broadcast (OuchOnLeft v)\n wait (0.3) seconds\n end\n end\n end\n start sound [Pluck v]\n set [dead? v] to [true]\n broadcast (BerryEnemy v)\n switch costume to (glitchsquish v)\n point in direction (90)\n wait (0.05) seconds\n broadcast (EnemyDie v)\n wait (0.4) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nwait (pick random (0) to (3)) seconds\nforever\n if <(EnemyType?) = [1]> then\n if <(EnemyDirection) = [90]> then\n repeat (Territory)\n if <(Dead?) = [false]> then\n change [enemyx v] by (0.05)\n turn left (-15) degrees\n end\n end\n end\n if <(Dead?) = [false]> then\n set [enemydirection v] to [-90]\n end\n if <(EnemyDirection) = [-90]> then\n repeat (Territory)\n if <(Dead?) = [false]> then\n change [enemyx v] by (-0.05)\n turn left (15) degrees\n end\n end\n end\n if <(Dead?) = [false]> then\n set [enemydirection v] to [90]\n end\n end\nend\n\nGlitch at X [-2.6] Y [-4] Territory? [56] [-90]\nwait (1.35) seconds\n\nwhen I start as a clone\nshow\nforever\n if <(EnemyType?) = [1]> then\n if <(Dead?) = [false]> then\n switch costume to (glitch1 v)\n if <(Dead?) = [true]> then\n switch costume to (glitchsquish v)\n end\n wait (0.3) seconds\n next costume\n if <(Dead?) = [true]> then\n switch costume to (glitchsquish v)\n end\n wait (0.3) seconds\n end\n if <(Dead?) = [true]> then\n switch costume to (glitchsquish v)\n end\n end\nend\n\n@Level\n\nwhen I receive [startgame v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to (groundhitbox v)\n switch costume to ([costume # v] of [groundhitbox v])\nend\n\n@Story\n\n@Coins\n\nwhen I start as a clone\nshow\nforever\n set size to (200) %\n go to x: (([x position v] of [groundhitbox v]) + ((CoinX) * (48))) y: (([y position v] of [groundhitbox v]) + ((CoinY) * (36)))\n if <touching (_edge_ v)?> then\n hide\n else\n if <touching (hitbox v)?> then\n start sound [Coin v]\n change [score v] by (1)\n delete this clone\n else\n show\n end\n end\nend\n\ndefine Coin at X (x) Y (y)\nset [coinx v] to (x)\nset [coiny v] to (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nforever\n next costume\n if <(costume [number v]) > [6]> then\n switch costume to (costume1 v)\n end\n wait (0.07) seconds\nend\n\nwhen I receive [newlevel v]\nrepeat (1)\n delete this clone\nend\nset [score v] to [0]\nif <(Game_Level) = [1]> then\n set [numberofcoinsinlevel v] to [10]\n Coin at X [-75] Y [-75.5]\n Coin at X [-69] Y [-75.5]\n Coin at X [-53.5] Y [-75.5]\n Coin at X [-44.5] Y [-75.5]\n Coin at X [-35.5] Y [-75.5]\n Coin at X [-5] Y [-72]\n Coin at X [-10.4] Y [-72]\n Coin at X [3] Y [-78.8]\n Coin at X [1] Y [-78.8]\n Coin at X [2] Y [-78.8]\nend\nif <(Game_Level) = [2]> then\n set [numberofcoinsinlevel v] to [6]\n Coin at X [-69.1] Y [-72.7]\n Coin at X [-45.1] Y [-72.7]\n Coin at X [-48.5] Y [-79]\n Coin at X [-47] Y [-79]\n Coin at X [-44.1] Y [-75.7]\n Coin at X [-42.3] Y [-75.7]\nend\nif <(Game_Level) = [3]> then\n set [numberofcoinsinlevel v] to [12]\n Coin at X [-71] Y [-78.3]\n Coin at X [-10] Y [-75]\n Coin at X [-1.9] Y [-75]\n Coin at X [-6] Y [-73]\n Coin at X [4] Y [-74.4]\n Coin at X [5.4] Y [-76]\n Coin at X [5.4] Y [-72]\n Coin at X [19] Y [-72.8]\n Coin at X [15.2] Y [-72.8]\n Coin at X [22.6] Y [-79]\n Coin at X [27] Y [-79]\n Coin at X [27] Y [-72]\nend\n\nwhen I receive [startgame v]\nforever\n set [coinscollected v] to (Score)\n set [coinscollected v] to (join (Score) (join [ / ] (NumberOfCoinsInLevel)))\nend\n\nwhen I receive [newlevel v]\nset [score v] to [0]\n\nwhen I receive [nextlevel v]\nhide variable [coinscollected v]\nwait (2) seconds\nshow variable [coinscollected v]\n\nwhen I receive [startgame v]\nshow variable [coinscollected v]\n\nwhen [timer v] > (0.2)\nhide variable [coinscollected v]\n\n@Hitbox\n\nwhen I receive [startgame v]\nforever\n set [ghost v] effect to (99)\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [30]>>> then\n switch costume to (hitbox2 v)\n point in direction (90)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-30]>>> then\n switch costume to (hitbox3 v)\n point in direction (-90)\n end\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(mouse y) < ((y position) - (30))>>> then\n switch costume to (crouch v)\n end\n if <(In-Air) > [0]> then\n switch costume to (hitbox v)\n end\nend\n\nwhen I receive [ouchonleft v]\nset [yv v] to [13]\nplay sound [Ow v] until done\n\nwhen I receive [ouchonright v]\nset [yv v] to [13]\nplay sound [Ow v] until done\n\nwhen I receive [startgame v]\ngo to x: (0) y: (0)\nforever\n if <(y position) < [-200]> then\n broadcast (fall v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [newlevel v]\nset [yv v] to [0]\ngo to x: (0) y: (0)\nhide\nset size to (40) %\nforever\n show\n if <touching (groundhitbox v)?> then\n change y by (1)\n if <touching (groundhitbox v)?> then\n change y by (1)\n if <touching (groundhitbox v)?> then\n change y by (1)\n if <touching (groundhitbox v)?> then\n change y by (1)\n if <touching (groundhitbox v)?> then\n change y by (1)\n if <touching (groundhitbox v)?> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n if <(Water?) = [true]> then\n if <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <(In-Air) < [8]>>> then\n set [yv v] to [-2]\n end\n else\n change [yv v] by (-1)\n end\n change y by (YV)\n if <touching (groundhitbox v)?> 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?>> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <(In-Air) < [8]>> then\n if <(Water?) = [true]> then\n set [yv v] to [9]\n else\n set [yv v] to [13]\n end\n end\n change y by (1)\n set rotation style [left-right v]\n set x to (0)\n if <touching (water v)?> then\n set [water? v] to [true]\n else\n set [water? v] to [false]\n end\nend\n\nwhen flag clicked\nforever\n if <(Water?) = [true]> then\n play sound [Bubbles v] until done\n end\nend\n\n@Not used\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\nset [animationspeed? v] to [0.06]\nclear graphic effects\nswitch costume to (intro1 v)\nwait ((AnimationSpeed?) * (29)) seconds\nplay sound [Footsteps v] until done\nrepeat (6)\n next costume\n wait (AnimationSpeed?) seconds\nend\nwait ((AnimationSpeed?) * (8.7)) seconds\nswitch costume to (intro8 v)\nwait ((AnimationSpeed?) * (4.35)) seconds\nrepeat (2)\n next costume\n wait ((AnimationSpeed?) * (6)) seconds\nend\nwait ((AnimationSpeed?) * (8)) seconds\nswitch costume to (intro11 v)\nwait ((AnimationSpeed?) * (15)) seconds\nswitch costume to (intro12 v)\nwait ((AnimationSpeed?) * (7.5)) seconds\nstart sound [Whiz v]\nrepeat (5)\n next costume\n wait (AnimationSpeed?) seconds\nend\nwait ((AnimationSpeed?) * (15)) seconds\nrepeat (7)\n next costume\n wait (AnimationSpeed?) seconds\nend\nswitch costume to (intro24 v)\nwait ((AnimationSpeed?) * (6)) seconds\nrepeat (6)\n next costume\n wait ((AnimationSpeed?) * (3)) seconds\nend\nwait ((AnimationSpeed?) * (20)) seconds\nrepeat (2)\n next costume\n wait ((AnimationSpeed?) * (3)) seconds\nend\nwait ((AnimationSpeed?) * (20)) seconds\nrepeat (7)\n next costume\n if <(costume [number v]) = [36]> then\n start sound [Bonk v]\n end\n wait ((AnimationSpeed?) * (3)) seconds\nend\nwait (1) seconds\nstart sound [Teleport v]\nnext costume\nset [pixelate v] effect to (800)\nrepeat (80)\n change [pixelate v] effect by (-10)\nend\nwait (2) seconds\nhide\nplay note (60) for (5) beats\n\n@MouseDown\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (45)\n if <mouse down?> then\n show\n go to (mouse-pointer v)\n else\n hide\n end\nend\n\n@Water\n\nwhen I receive [enemydie v]\nset [yv v] to [-12]\n\nwhen flag clicked\nhide\n\nwhen I receive [ouchonleft v]\nset [ouch? v] to [true]\nrepeat (10)\n change [xv v] by (-2.5)\nend\nwait (0.3) seconds\nset [ouch? v] to [false]\n\nwhen I receive [ouchonright v]\nset [ouch? v] to [true]\nrepeat (10)\n change [xv v] by (2.5)\nend\nwait (0.3) seconds\nset [ouch? v] to [false]\n\nwhen I receive [newlevel v]\nrepeat (1)\n delete this clone\nend\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nswitch costume to (superzoom v)\nset size to (1700) %\nshow\nforever\n go to (groundhitbox v)\n switch costume to ([costume # v] of [groundhitbox v])\n set [ghost v] effect to (30)\n go to [front v] layer\n go [backward v] (4) layers\nend\n\n@Lives\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [10]> then\n broadcast (NewLevel v)\n switch costume to (9/9 v)\n end\nend\n\nwhen I receive [ouchonleft v]\nnext costume\n\nwhen I receive [ouchonright v]\nnext costume\n\nwhen I receive [fall v]\nswitch costume to (0/9 v)\n\nwhen I receive [startgame v]\nswitch costume to (9/9 v)\n\nwhen I receive [newlevel v]\nswitch costume to (9/9 v)\n\nwhen I receive [ouchonleft v]\nnext costume\n\nwhen I receive [end v]\nhide\n\n@Messages/Cave\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Game_Level) = [2]>\nwait (2) seconds\nforever\n clear graphic effects\n show\n go to (hitbox v)\n switch costume to (superzoom v)\n set size to (1200) %\n switch costume to (cavelevel v)\n set [ghost v] effect to (6)\n if <not <(Game_Level) = [2]>> then\n clear graphic effects\n switch costume to (level complete v)\n set size to (100) %\n go to x: (0) y: (0)\n wait (0.1) seconds\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (level complete v)\n set size to (100) %\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nshow\nset size to (100) %\nswitch costume to (level complete v)\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (level complete v)\nset size to (100) %\ngo to x: (0) y: (0)\nstart sound [Dance Around v]\nwait (1) seconds\ngo to x: (0) y: (0)\nswitch costume to (level complete v)\nset size to (100) %\nrepeat (10)\n go to x: (0) y: (0)\n change [pixelate v] effect by (20)\n change [ghost v] effect by (5)\n switch costume to (level complete v)\n set size to (100) %\nend\nrepeat (10)\n go to x: (0) y: (0)\n change [pixelate v] effect by (20)\n change [ghost v] effect by (5)\n switch costume to (level complete v)\n set size to (100) %\nend\nhide\nif <(Game_Level) = [4]> then\n broadcast (End v)\n switch costume to (end v)\n show\n clear graphic effects\n stop [all v]\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset size to (100) %\n\n@Fireball\n\nwhen I start as a clone\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n hide\n if <<<<mouse down?> and <(distance to [mouse-pointer v]) < [80]>> or <key (space v) pressed?>> and <(PowerUp) = [2]>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\ngo to (hitbox v)\nif <([direction v] of [hitbox v]) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nchange y by (25)\nmove (30) steps\nshow\nrepeat until <touching (_edge_ v)?>\n move (30) steps\nend\ndelete this clone\n\n@Spikes\n\nwhen I receive [startgame v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to (groundhitbox v)\n switch costume to ([costume # v] of [groundhitbox v])\nend\n\nwhen I start as a clone\nforever\n if <touching (hitbox v)?> then\n if <([direction v] of [hitbox v]) > [0]> then\n broadcast (OuchOnRight v)\n wait (2) seconds\n else\n broadcast (OuchOnLeft v)\n wait (2) seconds\n end\n end\nend\n\n | |
Mega Man X Scrolling Platformer | @Stage\n\n@Player\n\ndefine Set Costume (#costume)\nif <not <(#costume) = (costume [number v])>> then\n switch costume to (#costume)\nend\n\nwhen flag clicked\nhide\nbroadcast (Transition In v) and wait\nbroadcast (SetUp v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\n\nwhen I receive [setup v]\nReset Player\n\ndefine Reset Player\nshow\nset size to (200) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-60)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [scroll x min v] to [0]\nset [scroll y min v] to [0]\nset [scroll x max v] to [3360]\nset [scroll y max v] to [100]\nset [wall slide v] to [0]\nset [wall jump v] to [0]\nset [gravity toggle v] to [1]\nset [moving left v] to [0]\nset [moving right v] to [0]\nset [costume no. v] to [1]\nset [wall jump animation v] to [0]\nset [animation state v] to [0]\nset [dashing v] to [0]\nset [firing v] to [0]\nset [fire duration v] to [0]\nset [charging v] to [0]\nset [@fall v] to [0]\nset [@idle v] to [0]\nset [@idle_fire v] to [0]\nset [@jump v] to [0]\nset [@walk v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nset [@dash v] to [0]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [play v]\nshow\nforever\n Platforming Engine [5]\nend\n\ndefine Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <(Firing) = [1]> then\n if <(Fire Duration) < [1]> then\n set [fire duration v] to [0]\n set [firing v] to [0]\n set [@idle_fire v] to [0]\n else\n change [fire duration v] by (-1)\n end\nend\nif <(fire key) = [1]> then\n change [charging v] by (1)\n if <(Charging) > [15]> then\n change [brightness v] effect by (1)\n end\n if <(Charging) = [15]> then\n start sound [MMX1_SE_00011 v]\n end\n if <(Charging) = [58]> then\n start sound [MMX1_SE_00011_Loop v]\n end\n if <(Charging) = [63]> then\n set [charging v] to [57]\n change [brightness v] effect by (-6)\n end\nend\nif <(Gravity Toggle) = [1]> then\n if <<(speed y) < [4]> or <key (x v) pressed?>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n if <(speed y) < [-15]> then\n set [speed y v] to [-15]\n end\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\n if <<(Moving Left) = [1]> and <not <(Moving Right) = [1]>>> then\n if <(Dashing) = [2]> then\n Walk [-90] ((speed) * (-2))\n else\n Walk [-90] ((speed) * (-1))\n end\n else\n if <<(Moving Right) = [1]> and <not <(Moving Left) = [1]>>> then\n if <(Dashing) = [2]> then\n Walk [90] ((speed) * (2))\n else\n Walk [90] (speed)\n end\n end\n end\nelse\n if <(Dashing) = [1]> then\n if <<(Moving Left) = [1]> and <not <(Moving Right) = [1]>>> then\n Walk [-90] ((speed) * (-2))\n else\n if <<(Moving Right) = [1]> and <not <(Moving Left) = [1]>>> then\n Walk [90] ((speed) * (2))\n end\n end\n else\n set [moving left v] to [0]\n set [moving right v] to [0]\n if <key (left arrow v) pressed?> then\n if <<(Wall Slide) = [1]> and <(direction) = [90]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n if <(Dashing) = [2]> then\n Walk [-90] ((speed) * (-2))\n else\n Walk [-90] ((speed) * (-1))\n end\n else\n if <key (right arrow v) pressed?> then\n if <<(Wall Slide) = [1]> and <(direction) = [-90]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n if <(Dashing) = [2]> then\n Walk [90] ((speed) * (2))\n else\n Walk [90] (speed)\n end\n else\n if <(Wall Slide) = [1]> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n set [animation state v] to [0]\n end\n end\n end\nend\nif <key (x v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [MMX1_SE_00014 v]\n set [speed y v] to [15]\n set [falling? v] to [6]\n set [jump key v] to [1]\n if <(Dashing) = [1]> then\n set [dashing v] to [2]\n end\n end\nelse\n set [jump key v] to [0]\nend\nif <key (c v) pressed?> then\n if <<(dash key) = [0]> and <<(falling?) = [0]> and <<(Dashing) = [0]> and <(Wall Slide) = [0]>>>> then\n start sound [MMX1_SE_00016 v]\n if <(direction) = [-90]> then\n set [moving left v] to [1]\n set [moving right v] to [0]\n else\n if <(direction) = [90]> then\n set [moving right v] to [1]\n set [moving left v] to [0]\n end\n end\n set [dashing v] to [1]\n set [dash key v] to [1]\n end\nelse\n set [dash key v] to [0]\nend\nif <key (z v) pressed?> then\n if <(fire key) = [0]> then\n start sound [MMX1_SE_00009 v]\n set [@idle_fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [fire key v] to [1]\n set [shot type v] to [1]\n create clone of (player projectile v)\n end\nelse\n set [fire key v] to [0]\n if <(Charging) > [50]> then\n start sound [MMX1_SE_00010 v]\n set [@idle_fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [shot type v] to [3]\n create clone of (player projectile v)\n set [charging v] to [0]\n set [brightness v] effect to (0)\n else\n if <(Charging) > [15]> then\n start sound [MMX1_SE_00012 v]\n set [@idle_fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [shot type v] to [2]\n create clone of (player projectile v)\n set [charging v] to [0]\n set [brightness v] effect to (0)\n else\n set [charging v] to [0]\n set [brightness v] effect to (0)\n end\n end\nend\nif <(y position) < [-180]> then\n start sound [MMX1_SE_00018 v]\n go to x: (0) y: (-60)\n point in direction (90)\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [speed y v] to [0]\n set [charging v] to [0]\n set [brightness v] effect to (0)\nend\nAnimation\nSet Costume (Costume NO.)\nScrolling Blocks\n\ndefine Touch Ground <up?>\nif <(Gravity Toggle) = [1]> then\n change [falling? v] by (1)\nend\nrepeat until <not <touching (level_hit v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n if <(Wall Slide) = [1]> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n end\n if <(Dashing) > [1]> then\n set [dashing v] to [0]\n end\n if <(speed y) < [-6]> then\n start sound [MMX1_SE_00015 v]\n end\n set [falling? v] to [0]\n set [wall jump animation v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level_hit 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))\n if <<<(falling?) > [10]> and <(Wall Jump) = [0]>> and <<not <(Moving Right) = [1]>> and <not <(Moving Left) = [1]>>>> then\n set [wall slide v] to [1]\n set [speed y v] to [0]\n set [gravity toggle v] to [0]\n set [falling? v] to [0]\n set [wall jump animation v] to [0]\n set [dashing v] to [0]\n start sound [MMX1_SE_00015 v]\n end\n if <<(Wall Slide) = [1]> and <(Wall Jump) = [0]>> then\n if <(@Wall Cling) > [3]> then\n set [speed y v] to [-2]\n end\n if <<key (x v) pressed?> and <<(Wall Jump) = [0]> and <<(Moving Left) = [0]> and <(Moving Right) = [0]>>>> then\n if <(direction) = [90]> then\n point in direction (-90)\n set [moving left v] to [1]\n set [moving right v] to [0]\n else\n if <(direction) = [-90]> then\n point in direction (90)\n set [moving right v] to [1]\n set [moving left v] to [0]\n end\n end\n if <key (c v) pressed?> then\n set [dashing v] to [2]\n end\n set [speed y v] to [13]\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n set [wall jump v] to [8]\n set [wall jump animation v] to [1]\n set [@wall jump v] to [0]\n start sound [MMX1_SE_00014 v]\n end\n end\n if <(Dashing) = [1]> then\n set [dashing v] to [0]\n set [@dash v] to [0]\n end\nend\nif <<(Wall Slide) = [1]> and <(slope) = [0]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\nend\nif <(Wall Slide) = [1]> then\n set [animation state v] to [9]\nelse\n if <(Dashing) = [1]> then\n set [animation state v] to [2]\n if <(falling?) > [5]> then\n set [dashing v] to [2]\n end\n else\n set [animation state v] to [1]\n end\nend\nset [@idle_fire v] to [0]\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\ndefine Animation\nif <(falling?) < [6]> then\n if <<(Animation State) = [1]> and <(Wall Slide) = [0]>> then\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@fall v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@walk v] by (1)\n if <(Firing) = [1]> then\n if <(@Walk) > [0]> then\n set [costume no. v] to [31]\n end\n if <(@Walk) > [2]> then\n set [costume no. v] to [31]\n end\n if <(@Walk) > [4]> then\n set [costume no. v] to [32]\n end\n if <(@Walk) > [6]> then\n set [costume no. v] to [33]\n end\n if <(@Walk) > [8]> then\n set [costume no. v] to [34]\n end\n if <(@Walk) > [10]> then\n set [costume no. v] to [35]\n end\n if <(@Walk) > [12]> then\n set [costume no. v] to [36]\n end\n if <(@Walk) > [14]> then\n set [costume no. v] to [37]\n end\n if <(@Walk) > [16]> then\n set [costume no. v] to [38]\n end\n if <(@Walk) > [18]> then\n set [costume no. v] to [39]\n end\n if <(@Walk) > [20]> then\n set [costume no. v] to [40]\n end\n if <(@Walk) > [22]> then\n set [costume no. v] to [31]\n set [@walk v] to [3]\n end\n else\n if <(@Walk) = [1]> then\n set [costume no. v] to [4]\n end\n if <(@Walk) = [3]> then\n set [costume no. v] to [5]\n end\n if <(@Walk) = [5]> then\n set [costume no. v] to [6]\n end\n if <(@Walk) = [7]> then\n set [costume no. v] to [7]\n end\n if <(@Walk) = [9]> then\n set [costume no. v] to [8]\n end\n if <(@Walk) = [11]> then\n set [costume no. v] to [9]\n end\n if <(@Walk) = [13]> then\n set [costume no. v] to [10]\n end\n if <(@Walk) = [15]> then\n set [costume no. v] to [11]\n end\n if <(@Walk) = [17]> then\n set [costume no. v] to [12]\n end\n if <(@Walk) = [19]> then\n set [costume no. v] to [13]\n end\n if <(@Walk) = [21]> then\n set [costume no. v] to [14]\n end\n if <(@Walk) = [23]> then\n set [costume no. v] to [5]\n set [@walk v] to [3]\n end\n end\n else\n if <(Animation State) = [2]> then\n set [@fall v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@idle_fire v] to [0]\n change [@dash v] by (1)\n if <(Firing) = [1]> then\n if <(@Dash) > [0]> then\n set [costume no. v] to [41]\n end\n if <(@Dash) > [3]> then\n set [costume no. v] to [42]\n end\n if <(@Dash) > [15]> then\n set [costume no. v] to [41]\n end\n if <(@Dash) > [17]> then\n set [costume no. v] to [29]\n set [dashing v] to [0]\n end\n else\n if <(@Dash) = [1]> then\n set [costume no. v] to [15]\n end\n if <(@Dash) = [4]> then\n set [costume no. v] to [16]\n end\n if <(@Dash) = [16]> then\n set [costume no. v] to [15]\n end\n if <(@Dash) = [18]> then\n set [costume no. v] to [1]\n set [dashing v] to [0]\n end\n end\n else\n if <<(Animation State) = [9]> and <(Wall Slide) = [1]>> then\n set [@fall v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@wall cling v] by (1)\n if <(Firing) = [1]> then\n if <(@Wall Cling) > [0]> then\n set [costume no. v] to [50]\n end\n if <(@Wall Cling) > [3]> then\n set [costume no. v] to [51]\n end\n if <(@Wall Cling) > [6]> then\n set [costume no. v] to [52]\n end\n else\n if <(@Wall Cling) = [1]> then\n set [costume no. v] to [24]\n end\n if <(@Wall Cling) = [4]> then\n set [costume no. v] to [25]\n end\n if <(@Wall Cling) > [6]> then\n set [costume no. v] to [26]\n end\n end\n else\n if <(Firing) = [1]> then\n set [@dash v] to [0]\n set [@fall v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n change [@idle_fire v] by (1)\n if <(@Idle_Fire) = [1]> then\n set [costume no. v] to [29]\n end\n if <(@Idle_Fire) = [3]> then\n set [costume no. v] to [30]\n end\n if <(@Idle_Fire) = [6]> then\n set [costume no. v] to [29]\n end\n else\n set [@fall v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@idle v] by (1)\n if <(@Idle) = [1]> then\n set [costume no. v] to [1]\n end\n if <(@Idle) = [80]> then\n set [costume no. v] to [2]\n end\n if <(@Idle) = [82]> then\n set [costume no. v] to [3]\n end\n if <(@Idle) = [84]> then\n set [costume no. v] to [2]\n end\n if <(@Idle) = [86]> then\n set [costume no. v] to [1]\n set [@idle v] to [1]\n end\n end\n end\n end\n end\nelse\n if <(Wall Jump Animation) = [1]> then\n set [@fall v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall cling v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@wall jump v] by (1)\n if <(Firing) = [1]> then\n if <(@Wall Jump) > [0]> then\n set [costume no. v] to [53]\n end\n if <(@Wall Jump) > [3]> then\n set [costume no. v] to [54]\n end\n if <(@Wall Jump) > [9]> then\n set [@jump v] to [5]\n set [costume no. v] to [45]\n set [wall jump animation v] to [0]\n end\n else\n if <(@Wall Jump) = [1]> then\n set [costume no. v] to [27]\n end\n if <(@Wall Jump) = [4]> then\n set [costume no. v] to [28]\n end\n if <(@Wall Jump) = [10]> then\n set [@jump v] to [5]\n set [costume no. v] to [19]\n set [wall jump animation v] to [0]\n end\n end\n else\n if <(speed y) > [0]> then\n set [@walk v] to [0]\n set [@idle v] to [0]\n set [@fall v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@jump v] by (1)\n if <(Firing) = [1]> then\n if <(@Jump) > [0]> then\n set [costume no. v] to [43]\n end\n if <(@Jump) > [2]> then\n set [costume no. v] to [44]\n end\n if <(@Jump) > [4]> then\n set [costume no. v] to [45]\n end\n else\n if <(@Jump) = [1]> then\n set [costume no. v] to [17]\n end\n if <(@Jump) = [3]> then\n set [costume no. v] to [18]\n end\n if <(@Jump) = [5]> then\n set [costume no. v] to [19]\n end\n end\n else\n set [@walk v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@fall v] by (1)\n if <(Firing) = [1]> then\n if <(@Fall) > [0]> then\n set [costume no. v] to [46]\n end\n if <(@Fall) > [2]> then\n set [costume no. v] to [47]\n end\n else\n if <(@Fall) = [1]> then\n set [costume no. v] to [20]\n end\n if <(@Fall) = [3]> then\n set [costume no. v] to [21]\n end\n end\n end\n end\nend\n\n@Level_Art\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (vc_1 v)\nCreate\nhide\n\ndefine Create\nFind Costume Number\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Scroll Y) * (-1))\n if <([abs v] of ((Level_X) - (Scroll X)) ) > [480]> then\n hide\n else\n show\n end\nend\n\n@Level_Hit\n\ndefine Create\nwait (1) seconds\nrepeat ((Level Costumes) - (1))\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (vc_1 v)\nCreate\nhide\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Scroll Y) * (-1))\n if <([abs v] of ((Level_X) - (Scroll X)) ) > [480]> then\n hide\n else\n show\n end\n set [ghost v] effect to (100)\nend\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (head0001 v)\nhide\nshow\nstart sound [Disconnect v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (head0017 v)\nstart sound [Connect v]\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\n@Music\n\nwhen I receive [play bg music v]\nset volume to (30) %\nforever\n play sound [X3_VoltCatfish v] until done\nend\n\n@Player Projectile\n\nwhen flag clicked\nset [shot type v] to [0]\nset [type v] to [0]\nset [costume no. v] to [1]\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nswitch costume to (x_buster_lv1 v)\nset size to (200) %\nhide\n\nwhen I start as a clone\nset [type v] to (Shot Type)\npoint in direction ([direction v] of [player v])\nif <([wall slide v] of [player v]) = [1]> then\n if <([direction v] of [player v]) > [0]> then\n go to x: (([x position v] of [player v]) - (20)) y: (([y position v] of [player v]) + (35))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n go to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) + (35))\n point in direction (90)\n end\nelse\n if <([wall jump v] of [player v]) > [0]> then\n if <([direction v] of [player v]) > [0]> then\n go to x: (([x position v] of [player v]) - (20)) y: (([y position v] of [player v]) + (35))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n go to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) + (35))\n point in direction (90)\n end\n else\n if <([direction v] of [player v]) > [0]> then\n go to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) + (35))\n end\n if <([direction v] of [player v]) < [0]> then\n go to x: (([x position v] of [player v]) - (20)) y: (([y position v] of [player v]) + (35))\n end\n end\nend\nshow\nforever\n if <(type) = [1]> then\n move (14) steps\n if <touching (level_hit v)?> then\n start sound [MMX1_SE_00026 v]\n delete this clone\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n if <(type) = [2]> then\n move (15) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n if <(type) = [3]> then\n move (16) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n Animation\n Set Costume (Costume NO.)\nend\n\ndefine Set Costume (#costume)\nif <not <(#costume) = (costume [number v])>> then\n switch costume to (#costume)\nend\n\ndefine Animation\nif <(type) = [2]> then\n set [@lv3shot v] to [0]\n change [@lv2shot v] by (1)\n if <(@LV2Shot) = [1]> then\n set [costume no. v] to [5]\n end\n if <(@LV2Shot) = [3]> then\n set [costume no. v] to [6]\n end\n if <(@LV2Shot) = [5]> then\n set [costume no. v] to [7]\n end\n if <(@LV2Shot) = [7]> then\n set [costume no. v] to [8]\n end\n if <(@LV2Shot) = [9]> then\n set [costume no. v] to [9]\n end\n if <(@LV2Shot) = [11]> then\n set [costume no. v] to [5]\n set [@lv2shot v] to [1]\n end\nelse\n if <(type) = [3]> then\n set [@lv2shot v] to [0]\n change [@lv3shot v] by (1)\n if <(@LV3Shot) = [1]> then\n set [costume no. v] to [14]\n end\n if <(@LV3Shot) = [3]> then\n set [costume no. v] to [15]\n end\n if <(@LV3Shot) = [5]> then\n set [costume no. v] to [16]\n end\n if <(@LV3Shot) = [7]> then\n set [costume no. v] to [14]\n set [@lv3shot v] to [1]\n end\n else\n set [@lv2shot v] to [0]\n set [@lv3shot v] to [0]\n set [costume no. v] to [1]\n end\nend\n\n | //Controls\nLeft / Right key - Move\nZ - Fire (hold Z to charge, then release Z for bigger shot)\nX - Jump\nC - Dash\n |
Platformer Adventure | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(world) = [1]> then\n switch backdrop to (backdrop1 v)\n end\n if <(world) = [2]> then\n switch backdrop to (backdrop3 v)\n end\n if <(world) = [3]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen flag clicked\nset size to (100) %\nhide\nset [world v] to [0]\nforever\n switch costume to (costume)\nend\n\nwhen I receive [world 1 v]\nhide\nstop [other scripts in sprite v]\ngo to x: (-170) y: (-97)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (costume)\nend\n\nwhen I receive [world 2 v]\nhide\nstop [other scripts in sprite v]\ngo to x: (-170) y: (-97)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (costume)\nend\n\nwhen I receive [play level v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-170) y: (-97)\nwait (2) seconds\nshow\nforever\n if <(world) = [1]> then\n platform world 1\n check\n end\n if <(world) = [2]> then\n platform world 2\n check\n end\n if <(world) = [3]> then\n platform world 3\n check\n end\nend\n\ndefine platform world 1\nchange y by (y)\nif <touching color (#04d900)?> then\n repeat ([abs v] of (y) )\n if <touching color (#04d900)?> then\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <not <(y) > [0]>>> then\n set [y v] to [11]\n else\n set [y v] to [0]\n end\nelse\n change [y v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (10))>>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (10))>>> then\n change [x v] by (-1)\nend\nchange x by (x)\nif <touching color (#04d900)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x) ) + (1))\n if <touching color (#04d900)?> then\n change y by (1)\n end\n end\n if <touching color (#04d900)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x) ) )\n if <touching color (#04d900)?> then\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <not <(y) > [0]>>> then\n if <[0] > (x)> then\n set [x v] to [0]\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (10))>>> then\n set [x v] to [8]\n set [y v] to [8]\n end\n else\n set [x v] to [0]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (10))>>> then\n set [x v] to [-8]\n set [y v] to [8]\n end\n end\n end\n end\nend\nset [x v] to ((x) * (0.85))\n\ndefine platform world 2\nchange y by (y)\nif <touching color (#fffa00)?> then\n repeat ([abs v] of (y) )\n if <touching color (#fffa00)?> then\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <not <(y) > [0]>>> then\n if <(power) = [jump]> then\n set [y v] to [17]\n else\n set [y v] to [11]\n end\n else\n set [y v] to [0]\n end\nelse\n change [y v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (10))>>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (10))>>> then\n change [x v] by (-1)\nend\nchange x by (x)\nif <touching color (#fffa00)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x) ) + (1))\n if <touching color (#fffa00)?> then\n change y by (1)\n end\n end\n if <touching color (#fffa00)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x) ) )\n if <touching color (#fffa00)?> then\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <not <(y) > [0]>>> then\n if <[0] > (x)> then\n set [x v] to [0]\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (10))>>> then\n set [x v] to [8]\n set [y v] to [8]\n end\n else\n set [x v] to [0]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (10))>>> then\n set [x v] to [-8]\n set [y v] to [8]\n end\n end\n end\n end\nend\nset [x v] to ((x) * (0.85))\n\ndefine death animation\nset [death y v] to [7]\nrepeat (17)\n change y by (death y)\n change x by (3)\n change [death y v] by (-1)\n change size by (-5)\nend\n\ndefine check\nif <(world) = [1]> then\n if <touching (flag v)?> then\n go to x: (-170) y: (-97)\n if <(last level completed1) = (level)> then\n change [last level completed1 v] by (1)\n end\n if <(last level completed1) = [25]> then\n set [last world completed v] to [2]\n end\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#ff0000)?> then\n death animation\n go to x: (-170) y: (-97)\n set size to (100) %\n end\n if <touching color (#db00ff)?> then\n set [y v] to [17]\n end\nend\nif <(world) = [2]> then\n if <touching (flag v)?> then\n go to x: (-170) y: (-97)\n if <((last level completed2) + (26)) = (level)> then\n change [last level completed2 v] by (1)\n end\n if <(last level completed1) = [25]> then\n set [last world completed v] to [2]\n end\n if <(last level completed2) = [50]> then\n set [last world completed v] to [3]\n end\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#ff0000)?> then\n death animation\n go to x: (-170) y: (-97)\n set size to (100) %\n end\n if <touching color (#8fff82)?> then\n set [y v] to [17]\n end\nend\nif <(world) = [3]> then\n if <touching (flag v)?> then\n go to x: (-170) y: (-97)\n if <((last level completed 3) + (52)) = (level)> then\n change [last level completed 3 v] by (1)\n end\n if <(last level completed1) = [25]> then\n set [last world completed v] to [2]\n end\n if <(last level completed2) = [50]> then\n set [last world completed v] to [3]\n end\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#d40000)?> then\n death animation\n go to x: (-170) y: (-97)\n set size to (100) %\n end\n if <touching color (#faff00)?> then\n set [y v] to [17]\n end\nend\n\ndefine platform world 3\nchange y by (y)\nif <touching color (#0094ff)?> then\n repeat ([abs v] of (y) )\n if <touching color (#0094ff)?> then\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <not <(y) > [0]>>> then\n if <(power) = [jump]> then\n set [y v] to [17]\n else\n set [y v] to [11]\n end\n else\n set [y v] to [0]\n end\nelse\n change [y v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (10))>>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (10))>>> then\n change [x v] by (-1)\nend\nchange x by (x)\nif <touching color (#0094ff)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x) ) + (1))\n if <touching color (#0094ff)?> then\n change y by (1)\n end\n end\n if <touching color (#0094ff)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x) ) )\n if <touching color (#0094ff)?> then\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (40))>>> and <not <(y) > [0]>>> then\n if <[0] > (x)> then\n set [x v] to [0]\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (10))>>> then\n set [x v] to [8]\n set [y v] to [8]\n end\n else\n set [x v] to [0]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (10))>>> then\n set [x v] to [-8]\n set [y v] to [8]\n end\n end\n end\n end\nend\nset [x v] to ((x) * (0.85))\n\nwhen I receive [world 3 v]\nhide\nstop [other scripts in sprite v]\ngo to x: (-170) y: (-97)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (costume)\nend\n\n@world\n\nwhen flag clicked\nhide\nset [world v] to [1]\ndelete this clone\n\nwhen I start as a clone\nwait until <not <mouse down?>>\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (world 1 v)\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <<(costume [number v]) = [2]> and <(last level completed1) > [25]>> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (world 2 v)\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <<(last level completed2) > [25]> and <(costume [number v]) = [3]>> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (world 3 v)\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [world 1 v]\nset [world v] to [1]\ndelete this clone\n\nwhen I receive [world 2 v]\nset [world v] to [2]\ndelete this clone\n\nwhen I receive [world 3 v]\nset [world v] to [3]\ndelete this clone\n\nwhen I receive [worlds v]\nwait (0.5) seconds\nhide\nswitch costume to (costume1 v)\ngo to x: (-80) y: (60)\ncreate clone of (_myself_ v)\nwait (0.0000000000001) seconds\nswitch costume to (costume2 v)\ngo to x: (80) y: (60)\ncreate clone of (_myself_ v)\nwait (0.0000000000001) seconds\nswitch costume to (costume3 v)\ngo to x: (0) y: (-60)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [world 1 v]\nwait (0.5) seconds\nswitch costume to (world 1-1 v)\nclone at x: [-100] y: [100]\nswitch costume to (world 1-2 v)\nclone at x: [-50] y: [100]\nswitch costume to (world1-3 v)\nclone at x: [0] y: [100]\nswitch costume to (costume4 v)\ngo to x: (50) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nswitch costume to (costume5 v)\ngo to x: (100) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nswitch costume to (costume6 v)\ngo to x: (-100) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nswitch costume to (costume7 v)\ngo to x: (-50) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nswitch costume to (costume8 v)\ngo to x: (0) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nswitch costume to (costume9 v)\ngo to x: (50) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nswitch costume to (costume10 v)\ngo to x: (100) y: (50)\ncreate clone of (_myself_ v)\nwait (0.00000001) seconds\nswitch costume to (costume11 v)\nclone at x: [-100] y: [0]\nswitch costume to (costume12 v)\nclone at x: [-50] y: [0]\nswitch costume to (costume13 v)\nclone at x: [0] y: [0]\nswitch costume to (costume14 v)\nclone at x: [50] y: [0]\nswitch costume to (costume15 v)\nclone at x: [100] y: [0]\nswitch costume to (costume16 v)\nclone at x: [-100] y: [-50]\nswitch costume to (costume17 v)\nclone at x: [-50] y: [-50]\nswitch costume to (costume18 v)\nclone at x: [0] y: [-50]\nswitch costume to (costume19 v)\nclone at x: [50] y: [-50]\nswitch costume to (costume20 v)\nclone at x: [100] y: [-50]\nswitch costume to (costume21 v)\nclone at x: [-100] y: [-100]\nswitch costume to (costume22 v)\nclone at x: [-50] y: [-100]\nswitch costume to (costume23 v)\nclone at x: [0] y: [-100]\nswitch costume to (costume24 v)\nclone at x: [50] y: [-100]\nswitch costume to (costume25 v)\nclone at x: [100] y: [-100]\n\nwhen I start as a clone\nwait until <not <mouse down?>>\nshow\nlevel: [1] , [0] , [1] , (last level completed1)\nlevel: [2] , [1] , [2] , (last level completed1)\nlevel: [3] , [2] , [3] , (last level completed1)\nlevel: [4] , [3] , [4] , (last level completed1)\nlevel: [5] , [4] , [5] , (last level completed1)\nlevel: [6] , [5] , [6] , (last level completed1)\nlevel: [7] , [6] , [7] , (last level completed1)\nlevel: [8] , [7] , [8] , (last level completed1)\nlevel: [9] , [8] , [9] , (last level completed1)\nlevel: [10] , [9] , [10] , (last level completed1)\nlevel: [11] , [10] , [11] , (last level completed1)\nlevel: [12] , [11] , [12] , (last level completed1)\nlevel: [13] , [12] , [13] , (last level completed1)\nlevel: [14] , [13] , [14] , (last level completed1)\nlevel: [15] , [14] , [15] , (last level completed1)\nlevel: [16] , [15] , [16] , (last level completed1)\nlevel: [17] , [16] , [17] , (last level completed1)\nlevel: [18] , [17] , [18] , (last level completed1)\nlevel: [19] , [18] , [19] , (last level completed1)\nlevel: [20] , [19] , [20] , (last level completed1)\nlevel: [21] , [20] , [21] , (last level completed1)\nlevel: [22] , [21] , [22] , (last level completed1)\nlevel: [23] , [22] , [23] , (last level completed1)\nlevel: [24] , [23] , [24] , (last level completed1)\nlevel: [25] , [24] , [25] , (last level completed1)\nlevel: [26] , [0] , [27] , (last level completed2)\nlevel: [27] , [1] , [28] , (last level completed2)\nlevel: [28] , [2] , [29] , (last level completed2)\nlevel: [29] , [3] , [30] , (last level completed2)\nlevel: [30] , [4] , [31] , (last level completed2)\nlevel: [31] , [5] , [32] , (last level completed2)\nlevel: [32] , [6] , [33] , (last level completed2)\nlevel: [33] , [7] , [34] , (last level completed2)\nlevel: [34] , [8] , [35] , (last level completed2)\nlevel: [35] , [9] , [36] , (last level completed2)\nlevel: [36] , [10] , [37] , (last level completed2)\nlevel: [37] , [11] , [38] , (last level completed2)\nlevel: [38] , [12] , [39] , (last level completed2)\nlevel: [39] , [13] , [40] , (last level completed2)\nlevel: [40] , [14] , [41] , (last level completed2)\nlevel: [41] , [15] , [42] , (last level completed2)\nlevel: [42] , [16] , [43] , (last level completed2)\nlevel: [43] , [17] , [44] , (last level completed2)\nlevel: [44] , [18] , [45] , (last level completed2)\nlevel: [45] , [19] , [46] , (last level completed2)\nlevel: [46] , [20] , [47] , (last level completed2)\nlevel: [47] , [21] , [48] , (last level completed2)\nlevel: [48] , [22] , [49] , (last level completed2)\nlevel: [49] , [23] , [50] , (last level completed2)\nlevel: [50] , [24] , [51] , (last level completed2)\nlevel: [51] , [0] , [53] , (last level completed 3)\nlevel: [52] , [1] , [54] , (last level completed 3)\nlevel: [53] , [2] , [55] , (last level completed 3)\nlevel: [54] , [3] , [56] , (last level completed 3)\nlevel: [55] , [4] , [57] , (last level completed 3)\nlevel: [56] , [5] , [58] , (last level completed 3)\nlevel: [57] , [6] , [59] , (last level completed 3)\nlevel: [58] , [7] , [60] , (last level completed 3)\nlevel: [59] , [8] , [61] , (last level completed 3)\nlevel: [60] , [9] , [62] , (last level completed 3)\nlevel: [61] , [10] , [63] , (last level completed 3)\nlevel: [62] , [11] , [64] , (last level completed 3)\nlevel: [63] , [12] , [65] , (last level completed 3)\nlevel: [64] , [13] , [66] , (last level completed 3)\nlevel: [65] , [14] , [67] , (last level completed 3)\nlevel: [66] , [15] , [68] , (last level completed 3)\nlevel: [67] , [16] , [69] , (last level completed 3)\nlevel: [68] , [17] , [70] , (last level completed 3)\nlevel: [69] , [18] , [71] , (last level completed 3)\nlevel: [70] , [19] , [72] , (last level completed 3)\nlevel: [71] , [20] , [73] , (last level completed 3)\nlevel: [72] , [21] , [74] , (last level completed 3)\nlevel: [73] , [22] , [75] , (last level completed 3)\nlevel: [74] , [23] , [76] , (last level completed 3)\nlevel: [75] , [24] , [77] , (last level completed 3)\n\nwhen I receive [play level v]\ndelete this clone\n\ndefine level: (costume number) , (llc) , (level) , (last level completed)\nif <<(costume [number v]) = (costume number)> and <(last level completed) > (llc)>> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [level v] to (level)\n broadcast (play level v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\n\nwhen I receive [worlds v]\ndelete this clone\n\nwhen I receive [world 2 v]\nwait (0.5) seconds\nswitch costume to (world2-1 v)\nclone at x: [-100] y: [100]\nswitch costume to (world2-2 v)\nclone at x: [-50] y: [100]\nswitch costume to (world2-3 v)\nclone at x: [0] y: [100]\nswitch costume to (world2-4 v)\nclone at x: [50] y: [100]\nswitch costume to (world2-5 v)\nclone at x: [100] y: [100]\nswitch costume to (world2-6 v)\nclone at x: [-100] y: [50]\nswitch costume to (world2-7 v)\nclone at x: [-50] y: [50]\nswitch costume to (world2-8 v)\nclone at x: [0] y: [50]\nswitch costume to (world2-9 v)\nclone at x: [50] y: [50]\nswitch costume to (world2-10 v)\nclone at x: [100] y: [50]\nswitch costume to (world2-11 v)\nclone at x: [-100] y: [0]\nswitch costume to (world2-12 v)\nclone at x: [-50] y: [0]\nswitch costume to (world2-13 v)\nclone at x: [0] y: [0]\nswitch costume to (world2-14 v)\nclone at x: [50] y: [0]\nswitch costume to (world2-15 v)\nclone at x: [100] y: [0]\nswitch costume to (world2-16 v)\nclone at x: [-100] y: [-50]\nswitch costume to (world2-17 v)\nclone at x: [-50] y: [-50]\nswitch costume to (world2-18 v)\nclone at x: [0] y: [-50]\nswitch costume to (world2-19 v)\nclone at x: [50] y: [-50]\nswitch costume to (world2-20 v)\nclone at x: [100] y: [-50]\nswitch costume to (world2-21 v)\nclone at x: [-100] y: [-100]\nswitch costume to (world2-22 v)\nclone at x: [-50] y: [-100]\nswitch costume to (world2-23 v)\nclone at x: [0] y: [-100]\nswitch costume to (world2-24 v)\nclone at x: [50] y: [-100]\nswitch costume to (world2-25 v)\nclone at x: [100] y: [-100]\n\nwhen flag clicked\nset [last level completed 3 v] to [1]\n\nwhen I receive [world 3 v]\nwait (0.5) seconds\nswitch costume to (world3-1 v)\nclone at x: [-100] y: [100]\nswitch costume to (world3-2 v)\nclone at x: [-50] y: [100]\nswitch costume to (world3-3 v)\nclone at x: [0] y: [100]\nswitch costume to (world3-4 v)\nclone at x: [50] y: [100]\nswitch costume to (world3-5 v)\nclone at x: [100] y: [100]\nswitch costume to (world3-6 v)\nclone at x: [-100] y: [50]\nswitch costume to (world3-7 v)\nclone at x: [-50] y: [50]\nswitch costume to (world3-8 v)\nclone at x: [0] y: [50]\nswitch costume to (world3-9 v)\nclone at x: [50] y: [50]\nswitch costume to (world3-10 v)\nclone at x: [100] y: [50]\nswitch costume to (world3-11 v)\nclone at x: [-100] y: [0]\nswitch costume to (world3-12 v)\nclone at x: [-50] y: [0]\nswitch costume to (world3-13 v)\nclone at x: [0] y: [0]\nswitch costume to (world3-14 v)\nclone at x: [50] y: [0]\nswitch costume to (world3-15 v)\nclone at x: [100] y: [0]\nswitch costume to (world3-16 v)\nclone at x: [-100] y: [-50]\nswitch costume to (world3-17 v)\nclone at x: [-50] y: [-50]\nswitch costume to (world3-18 v)\nclone at x: [0] y: [-50]\nswitch costume to (world3-19 v)\nclone at x: [50] y: [-50]\nswitch costume to (world3-20 v)\nclone at x: [100] y: [-50]\nswitch costume to (world3-21 v)\nclone at x: [-100] y: [-100]\nswitch costume to (world3-22 v)\nclone at x: [-50] y: [-100]\nswitch costume to (world3-23 v)\nclone at x: [0] y: [-100]\nswitch costume to (world3-24 v)\nclone at x: [50] y: [-100]\nswitch costume to (world3-25 v)\nclone at x: [100] y: [-100]\n\n@platform\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [world 1 v]\nhide\n\nwhen I receive [world 2 v]\nhide\n\nwhen I receive [world 3 v]\nhide\n\n@flag\n\nwhen I receive [play level v]\nshow\ngo to x: (208) y: (-127)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [world 1 v]\nhide\n\nwhen I receive [world 2 v]\nhide\n\nwhen I receive [world 3 v]\nhide\n\n@lock-world1\n\nwhen I receive [world 1 v]\nwait (0.5) seconds\nset [clone id v] to [1]\ngo to x: (-50) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [2]\ngo to x: (0) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [3]\ngo to x: (50) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [4]\ngo to x: (100) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [5]\ngo to x: (-100) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [6]\ngo to x: (-50) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [7]\ngo to x: (0) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [8]\ngo to x: (50) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [9]\ngo to x: (100) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [10]\ngo to x: (-100) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [11]\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [12]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [13]\ngo to x: (50) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [14]\ngo to x: (100) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [15]\ngo to x: (-100) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [16]\ngo to x: (-50) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [17]\ngo to x: (0) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [18]\ngo to x: (50) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [19]\ngo to x: (100) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [20]\ngo to x: (-100) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [21]\ngo to x: (-50) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [22]\ngo to x: (0) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [23]\ngo to x: (50) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [24]\ngo to x: (100) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nlock [1]\nlock [2]\nlock [3]\nlock [4]\nlock [5]\nlock [6]\nlock [7]\nlock [8]\nlock [9]\nlock [10]\nlock [11]\nlock [12]\nlock [13]\nlock [14]\nlock [15]\nlock [16]\nlock [17]\nlock [18]\nlock [19]\nlock [20]\nlock [21]\nlock [22]\nlock [23]\nlock [24]\nlock [25]\n\nwhen flag clicked\nhide\nset [last level completed1 v] to [1]\nset [last level completed2 v] to [1]\n\nwhen I receive [play level v]\ndelete this clone\n\ndefine lock (lock)\nif <(clone id) = (lock)> then\n forever\n if <(last level completed1) > (lock)> then\n delete this clone\n end\n end\nend\n\nwait (0.0000001) seconds\nset [clone id v] to [25]\ngo to x: (-100) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I receive [worlds v]\ndelete this clone\n\n@back\n\nwhen flag clicked\nhide\n\nwhen I receive [world 1 v]\nhide\nwait (0.5) seconds\nwait until <not <mouse down?>>\nstop [other scripts in sprite v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (worlds v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play level v]\nhide\nwait (0.5) seconds\nwait until <not <mouse down?>>\nstop [other scripts in sprite v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n if <(world) = [1]> then\n broadcast (world 1 v)\n end\n if <(world) = [2]> then\n broadcast (world 2 v)\n end\n if <(world) = [3]> then\n broadcast (world 3 v)\n end\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [worlds v]\nhide\nwait (0.5) seconds\nwait until <not <mouse down?>>\nstop [other scripts in sprite v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (start v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [world 2 v]\nhide\nwait (0.5) seconds\nwait until <not <mouse down?>>\nstop [other scripts in sprite v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (worlds v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [shop v]\nhide\nwait (0.5) seconds\nwait until <not <mouse down?>>\nstop [other scripts in sprite v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (start v)\n hide\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [world 3 v]\nhide\nwait (0.5) seconds\nwait until <not <mouse down?>>\nstop [other scripts in sprite v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (worlds v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@start\n\nwhen flag clicked\nhide\ngo to x: (0) y: (50)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (0.00000001) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (0.0000000000001) seconds\ngo to x: (0) y: (-50)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (100)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n broadcast (worlds v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n broadcast (shop v)\n stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [3]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n if <(sound#) = [1]> then\n stop all sounds\n set [sound# v] to [2]\n start sound [2 v]\n else\n if <(sound#) = [2]> then\n stop all sounds\n set [sound# v] to [3]\n start sound [3 v]\n else\n if <(sound#) = [3]> then\n stop all sounds\n set [sound# v] to [4]\n start sound [4 v]\n else\n stop all sounds\n set [sound# v] to [1]\n start sound [1 v]\n end\n end\n end\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set size to (10) %\n repeat (9)\n change size by (10)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [worlds v]\ndelete this clone\n\nwhen I receive [start v]\nwait (0.5) seconds\nhide\ngo to x: (0) y: (50)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (0.00000001) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (0.0000000000001) seconds\ngo to x: (0) y: (-50)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (100)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [shop v]\ndelete this clone\n\nwhen flag clicked\nset [sound# v] to [1]\nstart sound [1 v]\n\nwhen flag clicked\nshow variable [volume v]\nshow variable [sound# v]\nforever\n set volume to (volume) %\nend\n\nwhen I receive [worlds v]\nhide variable [volume v]\nhide variable [sound# v]\n\nwhen I receive [shop v]\nhide variable [volume v]\nhide variable [sound# v]\n\nwhen I receive [start v]\nshow variable [volume v]\nshow variable [sound# v]\n\nwhen I start as a clone\nset size to (100) %\npoint in direction (90)\nif <(costume [number v]) = [4]> then\n repeat (5)\n change size by (-1)\n turn right (-0.5) degrees\n end\n forever\n repeat (10)\n change size by (1)\n turn right (0.5) degrees\n end\n repeat (10)\n change size by (-1)\n turn right (-0.5) degrees\n end\n end\nend\n\n@loading\n\nwhen flag clicked\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [worlds v]\nshow\ngo to x: (465) y: (0)\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\nwait (1) seconds\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [world 1 v]\nshow\ngo to x: (465) y: (0)\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\nwait (1) seconds\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [play level v]\nshow\ngo to x: (465) y: (0)\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\nwait (1) seconds\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (465) y: (0)\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\nwait (1) seconds\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [world 2 v]\nshow\ngo to x: (465) y: (0)\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\nwait (1) seconds\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [shop v]\nshow\ngo to x: (465) y: (0)\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\nwait (1) seconds\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [world 3 v]\nshow\ngo to x: (465) y: (0)\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\nwait (1) seconds\nrepeat (11)\n change x by (-40)\nend\nchange x by (-25)\ngo to x: (465) y: (0)\nhide\n\n@moving platforms\n\nwhen flag clicked\nset [level v] to [0]\nhide\nforever\n if <(level) = [30]> then\n show\n go to x: (-50) y: (-75)\n repeat until <not <(level) = [30]>>\n repeat (24)\n change x by (5)\n if <not <(level) = [30]>> then\n hide\n end\n end\n repeat (24)\n change x by (-5)\n if <not <(level) = [30]>> then\n hide\n end\n end\n end\n end\n if <(level) = [31]> then\n go to x: (-50) y: (-113)\n create clone of (_myself_ v)\n wait (0.5) seconds\n go to x: (-50) y: (10)\n create clone of (_myself_ v)\n wait until <not <(level) = [31]>>\n end\nend\n\nwhen I start as a clone\nif <(level) = [31]> then\n wait until <not <(level) = [31]>>\n delete this clone\nend\n\nwhen I start as a clone\nshow\nforever\n repeat (24)\n change x by (5)\n end\n repeat (24)\n change x by (-5)\n end\nend\n\nif <(level) = [31]> then\n go to x: (-50) y: (-113)\n create clone of (_myself_ v)\n wait (0.5) seconds\n go to x: (-50) y: (10)\n create clone of (_myself_ v)\n wait until <not <(level) = [31]>>\nend\n\nwhen flag clicked\nforever\n if <(level) = [30]> then\n show\n wait until <not <(level) = [30]>>\n end\nend\n\nwhen I receive [world 2 v]\nhide\n\n@lock-world2\n\nwhen I receive [world 2 v]\nwait (0.5) seconds\nset [clone id v] to [1]\ngo to x: (-50) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [2]\ngo to x: (0) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [3]\ngo to x: (50) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [4]\ngo to x: (100) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [5]\ngo to x: (-100) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [6]\ngo to x: (-50) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [7]\ngo to x: (0) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [8]\ngo to x: (50) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [9]\ngo to x: (100) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [10]\ngo to x: (-100) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [11]\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [12]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [13]\ngo to x: (50) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [14]\ngo to x: (100) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [15]\ngo to x: (-100) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [16]\ngo to x: (-50) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [17]\ngo to x: (0) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [18]\ngo to x: (50) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [19]\ngo to x: (100) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [20]\ngo to x: (-100) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [21]\ngo to x: (-50) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [22]\ngo to x: (0) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [23]\ngo to x: (50) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [24]\ngo to x: (100) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nlock [1]\nlock [2]\nlock [3]\nlock [4]\nlock [5]\nlock [6]\nlock [7]\nlock [8]\nlock [9]\nlock [10]\nlock [11]\nlock [12]\nlock [13]\nlock [14]\nlock [15]\nlock [16]\nlock [17]\nlock [18]\nlock [19]\nlock [20]\nlock [21]\nlock [22]\nlock [23]\nlock [24]\nlock [25]\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\ndelete this clone\n\ndefine lock (lock)\nif <(clone id) = (lock)> then\n forever\n if <(last level completed2) > (lock)> then\n delete this clone\n end\n end\nend\n\nwait (0.0000001) seconds\nset [clone id v] to [25]\ngo to x: (-100) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I receive [worlds v]\ndelete this clone\n\n@lock-worlds\n\nwhen I receive [worlds v]\nwait (0.5) seconds\nset [clone id v] to [1]\ngo to x: (80) y: (60)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [2]\ngo to x: (0) y: (-60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(clone id) = [1]> then\n forever\n if <(last world completed) > [1]> then\n delete this clone\n end\n end\nend\nif <(clone id) = [2]> then\n forever\n if <(last level completed2) > [25]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\nset [last world completed v] to [1]\n\nwhen I receive [play level v]\ndelete this clone\n\nwait (0.0000001) seconds\nset [clone id v] to [25]\ngo to x: (-100) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I receive [world 1 v]\ndelete this clone\n\nwhen I receive [world 2 v]\ndelete this clone\n\nwhen I receive [world 3 v]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\n@lock-world3\n\nwhen I receive [world 3 v]\nwait (0.5) seconds\nset [clone id v] to [1]\ngo to x: (-50) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [2]\ngo to x: (0) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [3]\ngo to x: (50) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [4]\ngo to x: (100) y: (100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [5]\ngo to x: (-100) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [6]\ngo to x: (-50) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [7]\ngo to x: (0) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [8]\ngo to x: (50) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [9]\ngo to x: (100) y: (50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [10]\ngo to x: (-100) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [11]\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [12]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [13]\ngo to x: (50) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [14]\ngo to x: (100) y: (0)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [15]\ngo to x: (-100) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [16]\ngo to x: (-50) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [17]\ngo to x: (0) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [18]\ngo to x: (50) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [19]\ngo to x: (100) y: (-50)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [20]\ngo to x: (-100) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [21]\ngo to x: (-50) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [22]\ngo to x: (0) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [23]\ngo to x: (50) y: (-100)\ncreate clone of (_myself_ v)\nwait (0.0000001) seconds\nset [clone id v] to [24]\ngo to x: (100) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nlock [1]\nlock [2]\nlock [3]\nlock [4]\nlock [5]\nlock [6]\nlock [7]\nlock [8]\nlock [9]\nlock [10]\nlock [11]\nlock [12]\nlock [13]\nlock [14]\nlock [15]\nlock [16]\nlock [17]\nlock [18]\nlock [19]\nlock [20]\nlock [21]\nlock [22]\nlock [23]\nlock [24]\nlock [25]\n\nwhen flag clicked\nhide\n\nwhen I receive [play level v]\ndelete this clone\n\ndefine lock (lock)\nif <(clone id) = (lock)> then\n forever\n if <(last level completed 3) > (lock)> then\n delete this clone\n end\n end\nend\n\nwait (0.0000001) seconds\nset [clone id v] to [25]\ngo to x: (-100) y: (-100)\ncreate clone of (_myself_ v)\n\nwhen I receive [worlds v]\ndelete this clone\n\n@player costumes\n\nwhen flag clicked\nset [costume v] to [1]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [shop v]\nwait (0.5) seconds\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume)\n\nwhen I receive [right v]\nnext costume\n\nwhen I receive [left v]\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\n\n@right arrow\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shop v]\nwait (0.5) seconds\ngo to x: (36) y: (7)\nforever\n if <([costume # v] of [player costumes v]) = [6]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (right v)\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\n@left arrow\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shop v]\nwait (0.5) seconds\ngo to x: (-30) y: (7)\nforever\n if <([costume # v] of [player costumes v]) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (left v)\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\n\n@ok\n\nwhen flag clicked\ngo to x: (0) y: (-37)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [shop v]\nwait (0.5) seconds\nshow\nforever\n if <([costume # v] of [player costumes v]) = [1]> then\n switch costume to (costume1 v)\n end\n if <([costume # v] of [player costumes v]) = [2]> then\n if <(last level completed1) > [25]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n end\n if <([costume # v] of [player costumes v]) = [3]> then\n if <(last level completed2) > [25]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume3 v)\n end\n end\n if <([costume # v] of [player costumes v]) = [4]> then\n if <(last level completed2) > [25]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume4 v)\n end\n end\n if <([costume # v] of [player costumes v]) = [5]> then\n if <(last level completed 3) > [25]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume5 v)\n end\n end\n if <([costume # v] of [player costumes v]) = [6]> then\n if <[followers v] contains (username)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume6 v)\n end\n end\nend\n\nwhen I receive [shop v]\nwait (0.5) seconds\nshow\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [costume v] to ([costume # v] of [player costumes v])\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@power ups\n\nwhen flag clicked\nset [power v] to [none]\nhide\nwait (0.1) seconds\nwait until <(level) = [44]>\nswitch costume to (costume1 v)\ngo to x: (-204) y: (55)\ncreate clone of (_myself_ v)\nwait until <(level) = [48]>\nswitch costume to (costume1 v)\ngo to x: (-213) y: (-63)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(level) = [44]> then\n if <<touching (player v)?> or <not <(level) = [44]>>> then\n if <touching (player v)?> then\n set [power v] to [jump]\n end\n delete this clone\n end\n end\n if <(level) = [48]> then\n if <<touching (player v)?> or <not <(level) = [48]>>> then\n if <touching (player v)?> then\n set [power v] to [jump]\n end\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(power) = [jump]>\nwait until <not <(level) = [44]>>\nset [power v] to [none]\nwait until <(power) = [jump]>\nwait until <not <(level) = [48]>>\nset [power v] to [none]\n\n@draggable platforms\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(level) = [45]> then\n set drag mode [draggable v]\n switch costume to (costume1 v)\n show\n go to x: (-192) y: (33)\n wait until <not <(level) = [45]>>\n hide\n end\n if <(level) = [46]> then\n set drag mode [draggable v]\n show\n switch costume to (costume2 v)\n go to x: (-163) y: (75)\n wait until <not <(level) = [46]>>\n hide\n end\nend\n\nwhen flag clicked\nadd (username) to [viewers v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n set drag mode [not draggable v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [glide x v] to [10]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.2)\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nforever\n repeat (20)\n change x by (glide x)\n change [glide x v] by (-1)\n end\n repeat (20)\n change x by (glide x)\n change [glide x v] by (1)\n end\nend\n\n | ✅ Read ALL instructions \n✅ most of the Instructions are if you are on a PC, but this is Mobile Friendly!\n✅ Arrow keys to move.\n✅ In the shop, if you are following me and it says to follow me on the last player tell me in the comments and I will fix it as soon as I can.\n✅ go ahead and give suggestions in the comments\n✅ press the sound button to change the sound\n✅If you need any other help ask me in the comments\n✅ Report any glitches in the comments\n✅ I worked sooooo hard on this so be sure to leave a heart and star before you go\n✅ remember you can get a 1scrachmaster player FOR FREE if you follow me. \n✅ ALL LEVELS ARE POSSIBLE so please don't ask how to beat a level in the comments. Thanks :)\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n✅PLEASE✅ go here and propose to be featured: https://scratch.mit.edu/studios/4228481/comments/\n\n39 loves! 32 favorites! and 325 views! Thank you!!!!!! |
Saving Colours - A Blue Platformer | @Stage\n\nwhen flag clicked\nrepeat (50)\n start sound [I'm Blue v]\nend\n\n@Tutorial\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [9]>> then\n if <<not <(costume [number v]) = [7]>> and <not <(costume [number v]) = [8]>>> then\n next costume\n else\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n switch costume to (8 v)\n show\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [16]> then\n switch costume to (9 v)\n show\n end\n end\nend\n\n@Logo\n\nwhen flag clicked\nbroadcast (Start v)\n\nshow\n\ngo to x: (0) y: (0)\nplay sound [Connect v] until done\nwait (1.5) seconds\nhide\n\n@Ground\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [17]>> then\n next costume\nend\n\nchange [level v] by (1)\n\n@Figur1\n\nwhen flag clicked\nhide\nset size to (30) %\n\nwhen I receive [start v]\nset [colors collected? v] to [False]\nwait until <(Level) = [9]>\nshow\nwait until <touching (player v)?>\nset [colors collected? v] to [True]\nhide\n\n@Player\n\nwhen I receive [next level v]\ngo to x: (-202) y: (-85)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\ndefine Side Collsion\nif <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change y by (1)\n if <touching color (#4a86e8)?> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <touching color (#4a86e8)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\nhide\n\nhide\n\ndefine Death Check\nif <touching color (#345ea2)?> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\nend\n\nwhen [r v] key pressed\nset size to (65) %\ngo to x: (-216) y: (-74)\nset [change in x v] to [0]\nset [change in y v] to [0]\n\nwhen I receive [start v]\nshow\nforever\n play sound [TheFatRat & Anna Yvette & Laura Brehm - Chosen v] until done\nend\n\nwhen I receive [start v]\nset size to (65) %\nswitch costume to (roundedright v)\nforever\n if <(Mute?) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n if <touching color (#00ff0c)?> then\n set size to (25) %\n end\nend\n\nwhen I receive [start v]\nforever\n Death Check\n if <key (m v) pressed?> then\n change [mute? v] by (1)\n if <(Mute?) = [2]> then\n set [mute? v] to [0]\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#80aaef)?> then\n wait (0.01) seconds\n change [change in y v] by (20)\n play sound [Jump v] until done\n end\nend\n\nwhen I receive [start v]\npoint in direction (90)\ngo to x: (-216) y: (-74)\nset [change in y v] to [0]\nset [change in x v] to [0]\nforever\n Side Collsion\n Gravity\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player v)\n change [change in x v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player v)\n change [change in x v] by (-1)\n end\n set [change in x v] to ((Change in x) * (0.9))\n change x by (Change in x)\n if <[235] < (x position)> then\n if <(Level) = [9]> then\n if <(Colors collected?) = [True]> then\n set size to (50) %\n change [level v] by (1)\n broadcast (next level v)\n end\n else\n set size to (50) %\n change [level v] by (1)\n broadcast (next level v)\n end\n end\n if <(y position) = [-179]> then\n set size to (50) %\n switch costume to (player v)\n go to x: (-216) y: (-74)\n set [change in x v] to [0]\n set [change in y v] to [0]\n play sound [Crunch v] until done\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | |
Save The Earth! (Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (map v)\n\nwhen I receive [game_start v]\nswitch backdrop to (map2 v)\n\nwhen I receive [next level v]\nnext backdrop\nif <(backdrop [name v]) = [Map9]> then\n broadcast (Hide v)\nend\n\nwhen flag clicked\nforever\n if <([backdrop name v] of [_stage_ v]) = [Map3]> then\n broadcast (Spike_Appear v)\n end\nend\n\nwhen flag clicked\nforever\n if <([backdrop name v] of [_stage_ v]) = [Map4]> then\n broadcast (Spike_Disappear v)\n broadcast (Penguin v)\n end\nend\n\nwhen flag clicked\nforever\n if <([backdrop name v] of [_stage_ v]) = [Map5]> then\n broadcast (Penguin Disappear v)\n end\nend\n\nwhen I receive [dupe v]\nswitch backdrop to (mapdupe v)\n\nwhen flag clicked\nforever\n if <([backdrop name v] of [_stage_ v]) = [Map6]> then\n broadcast (Platforms v)\n end\nend\n\n@Snowman_William\n\nwhen flag clicked\nset [gravity v] to [0]\npoint in direction (90)\nshow\nset size to (1500) %\ngo to x: (-152) y: (-113)\nset rotation style [left-right v]\nsay [Hello!] for (1) seconds\nsay [I am William the Snowman!] for (2) seconds\nsay [Today, I am here for a very important adventure...] for (2) seconds\nsay [My house in the Arctic has been destroyed, because the ice cap below it melted!] for (3) seconds\nsay [ This problem is too serious and will cause all of us to lose our homes due to melting ice caps!] for (3) seconds\nsay [In order to complete this adventure, I have to collect all of the scrolls!] for (2) seconds\nsay [According to a legend, once all the scrolls are collected, there will be many precious information on how to stop global warming!] for (4) seconds\nsay [Do you want to come and join me in my adventure to save our Earth from Global Warming?] for (3) seconds\nbroadcast (Button_Appear v)\n\nwhen I receive [game_start v]\npoint in direction (90)\nset size to (300) %\nswitch costume to (moving_2 v)\ngo to x: (-215) y: (-89)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (8)\n if <touching color (#95d0d6)?> then\n change x by (-8)\n wait (0.08) seconds\n change x by (-8)\n end\n if <(costume [name v]) = [Moving_2]> then\n wait (0.08) seconds\n switch costume to (moving_1 v)\n else\n if <(costume [name v]) = [Moving_1]> then\n wait (0.08) seconds\n switch costume to (moving_2 v)\n end\n end\n if <(costume [name v]) = [Moving_1]> then\n wait (0.08) seconds\n switch costume to (moving_2 v)\n change x by (8)\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change x by (-8)\n if <touching color (#95d0d6)?> then\n change x by (8)\n wait (0.08) seconds\n change x by (8)\n end\n if <(costume [name v]) = [Moving_2]> then\n wait (0.08) seconds\n switch costume to (moving_1 v)\n else\n if <(costume [name v]) = [Moving_1]> then\n wait (0.08) seconds\n switch costume to (moving_2 v)\n end\n end\n if <(costume [name v]) = [Moving_1]> then\n wait (0.08) seconds\n switch costume to (moving_2 v)\n change x by (-8)\n end\n end\n if <touching (scroll v)?> then\n broadcast (Next Level v)\n go to x: (-215) y: (-89)\n end\n if <touching (spikes v)?> then\n go to x: (-215) y: (-89)\n end\n if <touching (penguin v)?> then\n broadcast (Speech v)\n end\n if <touching (gem_asset v)?> then\n broadcast (Gem_Collect v)\n think [A Gem?] for (1) seconds\n end\nend\n\nwhen I receive [game_start v]\nforever\n if <not <touching (iceberg v)?>> then\n change [gravity v] by (-0.5)\n change y by (Gravity)\n end\nend\n\nwhen I receive [game_start v]\ngo to [front v] layer\nforever\n if <touching (iceberg v)?> then\n if <key (up arrow v) pressed?> then\n set [gravity v] to [8]\n change y by (10)\n end\n end\nend\n\nwhen I receive [game_start v]\nforever\n if <touching (iceberg2 v)?> then\n set y to (-89)\n end\nend\n\nwhen I receive [yes v]\nsay [Alright, then! Here we go!] for (2) seconds\nbroadcast (Intro v)\n\nwhen I receive [speech v]\nrepeat until <(backdrop [name v]) = [MapDupe]>\n go to x: (-39) y: (-89)\nend\n\nwhen I receive [game_start v]\ngo to [front v] layer\nforever\n if <touching (purple_pool_asset v)?> then\n set [gravity v] to [13]\n change y by (10)\n end\nend\n\nwhen I receive [game_start v]\nforever\n if <key (r v) pressed?> then\n go to x: (-215) y: (-89)\n end\nend\n\nwhen I receive [doors v]\nthink [Hmm... Two doors... Maybe the magical snowball can help...] for (3) seconds\n\n@Iceberg\n\nwhen flag clicked\nhide\nswitch costume to (iceberg v)\n\nwhen I receive [game_start v]\nswitch costume to (iceberg v)\nshow\nset size to (165) %\ngo to x: (2) y: (-208)\nforever\n if <(backdrop [name v]) = [Map5]> then\n switch costume to (iceberg2 v)\n end\n if <(backdrop [name v]) = [Map6]> then\n switch costume to (iceberg3 v)\n end\n if <(backdrop [name v]) = [Map7]> then\n switch costume to (iceberg v)\n end\nend\n\n@Intro\n\nwhen flag clicked\nshow\nset [brightness v] effect to (10)\nset [ghost v] effect to (100)\nset size to (210) %\ngo to x: (14) y: (-9)\n\nwhen I receive [intro v]\ngo to [front v] layer\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [game_start v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nhide\n\nwhen I receive [intro v]\nforever\n next costume\nend\n\n@Sprite1\n\nwhen I receive [intro v]\nset volume to (100) %\ngo to [front v] layer\nstart sound [amclassical_while_shepherds_watched v]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (9.3) seconds\nstop all sounds\nbroadcast (Game_Start v)\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (57)\n\nwhen I receive [game_start v]\nforever\n play sound [aurora-zone v] until done\nend\n\nwhen I receive [game_start v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@Iceberg2\n\nwhen flag clicked\nhide\n\nwhen I receive [game_start v]\nshow\nset size to (165) %\ngo to x: (2) y: (-202)\n\n@Penguin\n\nwhen flag clicked\nhide\ngo to x: (13) y: (-78)\n\nwhen I receive [penguin v]\nshow\ngo to x: (13) y: (-78)\n\nwhen I receive [speech v]\nshow\nsay [Hey there! I am Mr Penguin!] for (2) seconds\nsay [I heard you are trying to find all the scrolls to prevent global warming, aren't you?] for (3) seconds\nsay [Well, My house too has been destroyed due to global warming!] for (2) seconds\nsay [We have to start and do our part to prevent it!] for (2) seconds\nsay [I cannot go with you on this adventure, but I have something for you that might be of good use...] for (3) seconds\nbroadcast (Snowflake_Asset v)\nsay [Here you go!] for (2) seconds\nsay [This is a magical snowball!] for (2) seconds\nsay [Across your adventure to find the scrolls, this snowball will lead the way once you click it!] for (3) seconds\nsay [You can use it in many situations, for example if there are 2 or more pathways.] for (3) seconds\nsay [Alright, I guess I have to go now. Bye!] for (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to [front v] layer\nhide\nbroadcast (Dupe v)\n\nwhen I receive [penguin disappear v]\nhide\n\nwhen I receive [dupe v]\ngo to x: (238) y: (188)\n\n@Button3\n\nwhen flag clicked\nhide\n\nwhen I receive [button_appear v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Yes v)\n\n@Scroll\n\nwhen flag clicked\nclear graphic effects\nset size to (10) %\nhide\n\nwhen I receive [_open_ v]\npoint in direction (90)\nset size to (10) %\ngo to [front v] layer\nshow\ngo to x: (-24) y: (33)\nrepeat (15)\n change size by (1)\nend\nrepeat (10)\n change [brightness v] effect by (30)\n wait (0.01) seconds\n turn right (18) degrees\n wait (0.01) seconds\n change [brightness v] effect by (30)\n wait (0.01) seconds\n turn right (18) degrees\n wait (0.01) seconds\n change [brightness v] effect by (-30)\n wait (0.01) seconds\n turn right (18) degrees\n wait (0.01) seconds\n change [brightness v] effect by (-30)\n wait (0.01) seconds\n turn right (18) degrees\n wait (0.01) seconds\nend\npoint in direction (90)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (Last words start v)\n\nwhen I receive [game_start v]\npoint in direction (90)\nshow\ngo to x: (219) y: (-92)\nforever\n\nif <(backdrop [name v]) = [Map9]> then\n hide\nend\nif <(backdrop [name v]) = [Map10]> then\n show\nend\n\nwhen I receive [hide v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [spike_appear v]\nshow\ngo to x: (100) y: (-70)\n\nwhen I receive [spike_disappear v]\nhide\n\nwhen flag clicked\nset [clone v] to [0]\nforever\n if <(backdrop [name v]) = [Map7]> then\n show\n go to x: (-110) y: (-72)\n repeat (3)\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n end\n if <(backdrop [name v]) = [Map8]> then\n hide\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n repeat until <(backdrop [name v]) = [Map8]>\n go to x: (-25) y: (-72)\n end\nend\nif <(Clone) = [2]> then\n repeat until <(backdrop [name v]) = [Map8]>\n go to x: (60) y: (-72)\n end\nend\nif <(Clone) = [3]> then\n repeat until <(backdrop [name v]) = [Map8]>\n go to x: (145) y: (-72)\n end\nend\ndelete this clone\n\n@Snowball\n\nwhen I receive [snowflake_asset v]\nshow\nglide (2) secs to x: (-199) y: (100)\n\nwhen flag clicked\nhide\ngo to x: (-26) y: (-48)\nswitch costume to (snowball v)\n\nwhen this sprite clicked\nif <(backdrop [name v]) = [Map9]> then\n broadcast (Magical_Snowball v)\n wait (0.1) seconds\n hide\nend\n\nwhen I receive [game_start v]\nforever\n if <(backdrop [name v]) = [Map9]> then\n switch costume to (snowball2 v)\n end\nend\n\n@Purple_Pool_Asset\n\nwhen flag clicked\ngo to x: (-300) y: (-200)\nhide\n\nwhen I receive [game_start v]\nswitch costume to (purple_pool_asset v)\nforever\n if <(backdrop [name v]) = [Map5]> then\n go to [front v] layer\n go to x: (3) y: (-93)\n show\n go to x: (3) y: (-93)\n end\n if <(backdrop [name v]) = [Map6]> then\n switch costume to (purple_pool_asset21 v)\n go to x: (-160) y: (-95)\n end\n if <(backdrop [name v]) = [Map7]> then\n switch costume to (purple_pool_asset v)\n hide\n end\nend\n\n@Gem_Asset\n\nwhen flag clicked\nhide\nswitch costume to (asset v)\nclear graphic effects\n\nwhen I receive [game_start v]\npoint in direction (90)\ngo to x: (0) y: (-199)\nforever\n if <(backdrop [name v]) = [Map8]> then\n show\n end\nend\n\nwhen I receive [gem_collect v]\nglide (1) secs to x: (-141) y: (-23)\n\nwhen I receive [open chest v]\nswitch costume to (asset2 v)\ngo to x: (-208) y: (26)\ngo to [front v] layer\nshow\nglide (2) secs to x: (-17) y: (-115)\nrepeat (100)\n change [color v] effect by (4)\n change [ghost v] effect by (1)\nend\nhide\nbroadcast (_Open_ v)\n\nglide (1) secs to x: (-151) y: (-23)\n\n@Dungeon Door\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nforever\n switch costume to (dungeon door3 v)\nend\n\nwhen I receive [game_start v]\nforever\n if <(backdrop [name v]) = [Map9]> then\n go to x: (-60) y: (-71)\n go to [back v] layer\n show\n end\n if <touching (snowman_william v)?> then\n switch costume to (dungeon door2 v)\n else\n switch costume to (dungeon door v)\n end\n if <(backdrop [name v]) = [Map10]> then\n hide\n end\nend\n\nif <(costume [name v]) = [Dungeon Door3]> then\n\n@Arrow_Asset\n\nwhen flag clicked\ngo to x: (-209) y: (98)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [magical_snowball v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nglide (1) secs to x: (87) y: (20)\n\n@Dungeon Door2\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Correct Door! v)\n\nwhen I receive [game_start v]\nforever\n if <(backdrop [name v]) = [Map9]> then\n go to x: (127) y: (-71)\n go to [back v] layer\n show\n end\n if <touching (snowman_william v)?> then\n switch costume to (dungeon door2 v)\n else\n switch costume to (dungeon door v)\n end\n if <(backdrop [name v]) = [Map10]> then\n hide\n end\nend\n\n@Chest_opened\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (chest_closed v)\n\nwhen I receive [correct door! v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [chest appear v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Last Speech v)\n\nwhen I receive [_open_ v]\nswitch costume to (chest_opened v)\nbroadcast (Scroll v)\n\n@Tile\n\nwhen flag clicked\nhide\n\nwhen I receive [correct door! v]\ngo to x: (74) y: (-480)\nshow\ngo to [front v] layer\nbroadcast (Chest Appear v)\n\n@Last Speech Entity\n\nwhen I receive [last speech v]\nsay [No way! We made it!] for (2) seconds\nsay [This has to be the chest containing the last scroll!] for (2) seconds\nsay [Let's save the Earth from global warming!] for (2) seconds\nsay [3...] for (1) seconds\nsay [2...] for (1) seconds\nsay [1...] for (1) seconds\nsay [Open!] for (1) seconds\nbroadcast (Open Chest v)\n\n@Last words\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [last words v]\nshow\ngo to x: (2) y: (5)\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat until <(y position) = [264]>\n change y by (0.2)\nend\nwait (2) seconds\nbroadcast (Ending v)\n\n@Final_Scroll_Entity\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [last words start v]\nshow\ngo to [front v] layer\ngo to x: (2) y: (-15)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Last words v)\n\n@Earth\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (-2) y: (20)\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen I receive [ending v]\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (37) y: (-197)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [ending v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n | Here is a platformer, teaching us more about global warming. Follow William the Snowman in his amazing adventure to save the world from global warming! |
-Cyan's adventure- a platformer | @Stage\n\nwhen flag clicked\nwait (9) seconds\nforever\n play sound [Rock It v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\n@Player\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen flag clicked\nhide\nwait (9) seconds\nswitch costume to (costume1 v)\nshow\npoint in direction (90)\nforever\n go to [front v] layer\n change [y vel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x vel v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\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 color (#00fffd)?> then\n change y by (1)\n if <touching color (#00fffd)?> then\n change y by (1)\n if <touching color (#00fffd)?> then\n change y by (1)\n if <touching color (#00fffd)?> then\n change y by (1)\n if <touching color (#00fffd)?> then\n change y by (1)\n if <touching color (#00fffd)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n change y by (3)\n if <key (up arrow v) pressed?> then\n start sound [Drum Boing v]\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 color (#00fffd)?> 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 (#000000)?> then\n set [y vel v] to [-14]\n start sound [Big Boing2 v]\n end\n if <touching color (#00fffd)?> then\n if <key (up arrow v) pressed?> then\n start sound [Suction Cup v]\n set [y vel v] to [10]\n end\n end\n if <touching color (#002bff)?> then\n set [y vel v] to [15]\n start sound [Big Boing v]\n end\n if <key (r v) pressed?> then\n if <(level) = [13]> then\n go to x: (-183) y: (117)\n else\n go to x: (-183) y: (-80)\n end\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <touching (exit portal v)?> then\n start sound [Teleport2 v]\n change [level v] by (1)\n if <(level) = [13]> then\n go to x: (-183) y: (117)\n else\n go to x: (-183) y: (-80)\n end\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <key (s v) pressed?> then\n change [level v] by (1)\n if <(level) = [13]> then\n go to x: (-183) y: (117)\n else\n go to x: (-183) y: (-80)\n end\n set [x vel v] to [0]\n set [y vel v] to [0]\n wait until <not <key (s v) pressed?>>\n end\n if <(y position) < [-178]> then\n start sound [Whiz v]\n if <(level) = [13]> then\n go to x: (-183) y: (117)\n else\n go to x: (-183) y: (-80)\n end\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <touching color (#00ff6e)?> then\n start sound [Whiz v]\n if <(level) = [13]> then\n go to x: (-183) y: (117)\n else\n go to x: (-183) y: (-80)\n end\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\nend\n\ngo to x: (-183) y: (-80)\n\ngo to x: (-183) y: (-80)\n\nset [ghost v] effect to (100)\n\nif <touching color (#4a4a4a)?> then\n go to x: (-200) y: (-40)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\n\nif <touching color (#4a4a4a)?> then\n go to x: (-200) y: (-40)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\n\nwhen flag clicked\ngo to x: (-183) y: (-40)\n\n\n go to x: (-200) y: (-40)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\n\nif <touching color (#4a4a4a)?> then\n\ngo to x: (-200) y: (-40)\n\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nif <touching color (#4a4a4a)?> then\n go to x: (-200) y: (-40)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\n\nwhen I receive [cmon v]\n\nif <touching color (#4a4a4a)?> then\n go to x: (-200) y: (-40)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\n\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nchange y by (40)\n\nwait (1) seconds\n\nbroadcast (next level v)\n\nif <(x position) > [235]> then\n go to x: (-183) y: (-80)\n broadcast (next level v)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\n\nglide (0.2) secs to x: (-183) y: (-80)\n\ngo to x: (-183) y: (-80)\n\n@Ground\n\nwhen flag clicked\nhide\nwait (9) seconds\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (level)\n if <(level) = [17]> then\n broadcast (stop v)\n end\nend\n\n@Exit Portal\n\nwhen flag clicked\nset [level v] to [1]\nset size to (60) %\nhide\nwait (9) seconds\nshow\nforever\n switch costume to (level)\nend\n\nif <touching (player v)?> then\n play sound [Teleport2 v] until done\nend\n\ngo to x: (94) y: (-32)\n\n@Sprite1\n\nwhen flag clicked\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (cyan v)\nclear graphic effects\npoint in direction (90)\nstart sound [smb_stage_clear v]\nset size to (150) %\ngo to x: (-32) y: (-236)\nrepeat (10)\n change y by (10)\nend\nwait (1) seconds\npoint in direction (-90)\ngo to x: (32) y: (236)\nrepeat (10)\n change y by (-10)\nend\nwait (0.5) seconds\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (10) %\nset [num v] to [0]\ngo to x: (-240) y: (-100)\nset [new v] to [-4]\nset [x v] to [10]\nrepeat (80)\n change [num v] by (new)\n change y by (num)\n if <(y position) < [-120]> then\n set [num v] to [40]\n start sound [Jump v]\n end\n change x by (x)\n change [new v] by (-0.1)\n if <(size) < [100]> then\n change size by (2)\n end\n if <(x position) > [240]> then\n set [x v] to [-10]\n set [new v] to [-4]\n end\nend\nrepeat (8)\n change x by (x)\n change [x v] by (0.5)\n change [num v] by (new)\n change y by (num)\n if <(y position) < [-120]> then\n start sound [Jump v]\n end\n change [new v] by (-0.3)\nend\nrepeat (20)\n change x by (x)\n change [x v] by (0.5)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (0) y: (0)\nnext costume\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nstart sound [Coin v]\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nstart sound [Jump v]\n\nwhen I start as a clone\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (cyan3 v)\nwait (9) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nrepeat (10)\n\nchange [ghost v] effect by (10)\n\n@ThumbSprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [stop v]\nshow\ngo to [front v] layer\nstop [all v]\n\n | Cyan's Adventure begins! Use arrow keys to navigate the obstacles, and jump in the portal for a new challenge! Face your fears and conquer the unknown in the epic journey! And, well, have fun! |
Avengers Platformer!!! | @Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-214) y: (115)\nswitch costume to (costume1 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)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> 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 [6]\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [3]\n end\n else\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) - ((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)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [245]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n play sound [Marvel Studios' Avengers End Game - Trailer Music \(Soundtrack\)2 v] until done\nend\n\n@download-2\n\nwhen flag clicked\nhide\n\n | Can we get 1000 views?\n\n\n\nyes sirrrrrrrrrr |
Simplicity (Minimalist Platformer) | @Stage\n\nwhen [k v] key pressed\nif <key (space v) pressed?> then\n ask [Hello. Are you trying to cheat? Well I took that off :P] and wait\nend\n\nask [Set SCROLL.] and wait\nset [gravity v] to [20]\nset [scroll v] to (answer)\n\n@Reset\n\nwhen I receive [reset v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nswitch backdrop to (backdrop v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nclear graphic effects\nhide\n\nwhen I receive [slow reset \(called on win\) v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Show Win Screen v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Character\n\nwhen flag clicked\nhide\nswitch backdrop to (intro v)\nset [scroll v] to [0]\nwait (0.5) seconds\nwait until <not <mouse down?>>\nwait until <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (h v) pressed?> or <<key (i v) pressed?> or <<key (j v) pressed?> or <<key (k v) pressed?> or <<key (l v) pressed?> or <<key (m v) pressed?> or <<key (n v) pressed?> or <<key (o v) pressed?> or <<key (p v) pressed?> or <<key (q v) pressed?> or <<key (r v) pressed?> or <<key (s v) pressed?> or <<key (t v) pressed?> or <<key (u v) pressed?> or <<key (v v) pressed?> or <<key (w v) pressed?> or <<key (x v) pressed?> or <<key (y v) pressed?> or <<key (z v) pressed?> or <<key (0 v) pressed?> or <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <<key (5 v) pressed?> or <<key (6 v) pressed?> or <<key (7 v) pressed?> or <<key (8 v) pressed?> or <key (9 v) pressed?>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> or <mouse down?>>\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nshow\nset [scroll v] to [0]\ngo [backward v] (100) layers\ngo to x: (0) y: (180)\nset [gravity v] to [-5]\nset [speed v] to [0]\nwait (0.1) seconds\nforever\n Check\n if <(y position) < [-179]> then\n broadcast (Reset v)\n end\nend\n\ndefine Check\nif <key (right arrow v) pressed?> then\n change [speed v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [speed v] by (-1)\nend\nchange y by (Gravity)\nif <<<<<touching color (#000000)?> or <touching color (#006622)?>> or <<touching color (#ff0000)?> or <touching color (#ffff01)?>>> or <touching color (#0033cc)?>> and <(Gravity) < [0]>> then\n repeat until <not <<<<touching color (#000000)?> or <touching color (#006622)?>> or <<touching color (#ff0000)?> or <touching color (#ffff01)?>>> or <touching color (#0033cc)?>>>\n change y by (1)\n end\n change y by (-1)\n set [gravity v] to [10]\nelse\n change [gravity v] by (-1)\nend\nset [speed v] to ((Speed) / (1.1))\nchange [scroll v] by (() - (Speed))\n\nwhen I receive [secret v]\nset [gravity v] to [10]\nwait (0.5) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [slow reset \(called on win\) v]\nstop [other scripts in sprite v]\n\n@Secret #\n\nwhen flag clicked\nset [secrets found v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [reset v]\nwait (0.1) seconds\nhide\n\nwhen I receive [secret v]\nswitch costume to (Secrets Found)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Scroll) > [6480]>\nswitch costume to (secret 5 v)\ngo to [front v] layer\nbroadcast (Slow Reset \(called on Win\) v)\n\nwhen I receive [show win screen v]\nshow\n\n@Secret 1\n\nwhen flag clicked\nhide\nswitch costume to (costume v)\nset y to (-120)\n\nwhen I receive [reset v]\nclear graphic effects\nif <(Secrets Found) = [0]> then\n show\n switch costume to (costume v)\n repeat until <touching (character v)?>\n set x to ((Scroll) + (2400))\n end\n change [secrets found v] by (1)\n broadcast (Secret v)\n wait (3) seconds\n broadcast (Reset v)\nelse\n hide\nend\n\n@Secret 2\n\nwhen flag clicked\nhide\nswitch costume to (costume v)\nset y to (-100)\n\nwhen I receive [reset v]\nclear graphic effects\nif <(Secrets Found) < [2]> then\n show\n switch costume to (costume v)\n repeat until <touching (character v)?>\n set x to ((Scroll) + (7000))\n end\n change [secrets found v] by (1)\n broadcast (Secret v)\n wait (3) seconds\n broadcast (Reset v)\nelse\n hide\nend\n\n@Back 1\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to (Scroll)\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 2\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (400))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 3\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (800))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 4\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (1200))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 5\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (1600))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 6\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (2000))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 7\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (2400))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 8\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (2800))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 9\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (3200))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 10\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (3600))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 11\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (4000))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 12\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (4400))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 13\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (4800))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [0]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back 14\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (5200))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [0]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back 15\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (5600))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 16\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (6000))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 17\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (6400))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back 18\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (6800))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back -1\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (400))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [1]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -2\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (800))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [1]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -3\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (1200))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back -4\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (1600))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back -5\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (2000))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back -6\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (2400))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back -7\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (2800))\nend\n\nwhen I receive [reset v]\nshow\n\n@Back -8\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (3200))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Secret 3\n\nwhen flag clicked\nhide\nswitch costume to (costume v)\nset y to (-140)\n\nwhen I receive [reset v]\nclear graphic effects\nif <(Secrets Found) < [3]> then\n show\n switch costume to (costume v)\n repeat until <touching (character v)?>\n set x to ((Scroll) - (2626))\n end\n change [secrets found v] by (1)\n broadcast (Secret v)\n wait (3) seconds\n broadcast (Reset v)\nelse\n hide\nend\n\n@Back 19\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (7200))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back 20\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (7600))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back 21\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (8000))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back 22\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (8400))\nend\n\n@Back 23\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (8800))\nend\n\n@Back 24\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (9200))\nend\n\n@Back 25\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (9600))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back 26\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (10000))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back 27\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (10400))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back 28\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) + (10800))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [2]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Secret 4\n\nwhen flag clicked\nhide\nswitch costume to (costume v)\nset y to (-10)\n\nwhen I receive [reset v]\nclear graphic effects\nif <(Secrets Found) < [4]> then\n show\n switch costume to (costume v)\n repeat until <touching (character v)?>\n set x to ((Scroll) + (10000))\n end\n change [secrets found v] by (1)\n broadcast (Secret v)\n wait (3) seconds\n broadcast (Reset v)\nelse\n hide\nend\n\n@Back -9\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (3600))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -10\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (4000))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -11\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (4400))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -12\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (4800))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -13\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (5200))\nend\n\n@Back -14\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (5600))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -15\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (6000))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -16\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (6400))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n@Back -17\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to ((Scroll) - (6840))\nend\n\nwhen I receive [reset v]\nshow\nif <(Secrets Found) > [3]> then\n clear graphic effects\nelse\n set [ghost v] effect to (90)\nend\n\n | A minimalist game consisting of a ball, 5 colors of lines, and 4 hidden keys. It's harder than it sounds. |
Stickman Platformer | @Stage\n\nwhen flag clicked\nbroadcast (spawn v)\nset [level v] to [1]\n\nwhen flag clicked\nforever\n set [level v] to (join (level) [/21])\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen [space v] key pressed\nif <(username) = [MESYETI]> then\n ask [Type level select password] and wait\n if <(answer) = [gottagofast]> then\n ask [Go to level:] and wait\n set [level v] to (answer)\n end\nend\n\nwhen flag clicked\nforever\n play sound [10-sky-sanctuary v] until done\nend\n\n@Player\n\nwhen I receive [spawn v]\ngo to x: (-185) y: (101)\nset [player y speed v] to [0]\n\nwhen flag clicked\nforever\n if <not <touching (level v)?>> then\n change [player y speed v] by (-1)\n change y by (player y speed)\n change [player in air v] by (1)\n end\n collision\nend\n\ndefine collision\nif <not <(player touching wall) = [1]>> then\n if <touching (level v)?> then\n if <not <(player y speed) > [0]>> then\n if <touching color (#ff0000)?> then\n broadcast (spawn v)\n end\n repeat until <not <touching (level v)?>>\n change y by (1)\n set [player y speed v] to [0]\n set [player in air v] to [0]\n end\n end\n end\nend\nif <<touching (level v)?> and <(player y speed) > [0]>> then\n repeat until <not <touching (level v)?>>\n change y by (-2)\n set [player y speed v] to [0]\n end\nend\nif <(player touching wall) = [1]> then\n move (-5) steps\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (5) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (5) steps\n end\nend\n\nwhen flag clicked\nforever\n if <<[2] > (player in air)> and <key (up arrow v) pressed?>> then\n start sound [Jump v]\n change y by (10)\n set [player y speed v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n set [player in air v] to [0]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [spawn v]\nwait (.1) seconds\nwait until <(x position) > [230]>\nbroadcast (spawn v)\nbroadcast (Next level v)\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (run1 v)\n wait (0) seconds\n switch costume to (run2 v)\n wait (0) seconds\n switch costume to (run3 v)\n wait (0) seconds\n switch costume to (run4 v)\n wait (0) seconds\n switch costume to (run5 v)\n wait (0) seconds\n switch costume to (run6 v)\n wait (0) seconds\n switch costume to (run7 v)\n wait (0) seconds\n switch costume to (run8 v)\n wait (0) seconds\n switch costume to (run9 v)\n wait (0) seconds\n else\n switch costume to (idle v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (spawn v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(level) = [21]>\nstart sound [Win v]\n\n@Wall Detection\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (level v)?> then\n set [player touching wall v] to [1]\n else\n set [player touching wall v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | CONTROLS:\nArrow keys: move\nUp arrow: jump\nR: restart level\nenjoy\nCreated with MESGAME |
Geometry Dash Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (2 v)\n\nwhen I receive [messag2 v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [find v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [archeologist v]\nforever\n wait (0.3) seconds\n switch backdrop to (5 v)\n wait (0.3) seconds\n switch backdrop to (6 v)\nend\n\n@cubicle\n\nwhen flag clicked\nhide\nset size to (10) %\ngo to [front v] layer\nswitch costume to (cube001 v)\npoint in direction (90)\ngo to x: (-193) y: (-58)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x velocity v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (0.9))\n change x by (x velocity)\n if <touching color (#7b7b7b)?> then\n change y by (([abs v] of (x velocity) ) + (1))\n if <touching color (#7b7b7b)?> then\n change y by ((0) - (([abs v] of (x velocity) ) + (1)))\n change x by ((0) - (x velocity))\n set [x velocity v] to ((x velocity) / (2))\n end\n end\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n change y by (-1)\n if <touching color (#7b7b7b)?> then\n set [y velocity v] to [10]\n end\n change y by (1)\n end\n if <(y velocity) < [3]> then\n change y by (-1)\n if <not <touching color (#7b7b7b)?>> then\n change [y velocity v] by (-1)\n end\n change y by (1)\n end\n set [y velocity v] to ((y velocity) * (0.9))\n change y by (y velocity)\n if <touching color (#7b7b7b)?> then\n change y by ((0) - (y velocity))\n set [y velocity v] to ((y velocity) / (2.5))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (thumbnail v)?> then\n point in direction (90)\n broadcast (Finish v)\n go to x: (-193) y: (-58)\n end\n if <color (#444444) is touching (#ff0505)?> then\n go to x: (45) y: (115)\n end\n if <color (#444444) is touching (#8d6da5)?> then\n go to x: (-135) y: (155)\n end\n if <color (#444444) is touching (#ffe190)?> then\n go to x: (81) y: (-2)\n end\n if <color (#444444) is touching (#9966ff)?> then\n broadcast (AAAAA v)\n hide\n end\nend\n\ndefine Die\ngo to x: (-193) y: (-58)\npoint in direction (90)\nchange [deaths v] by (1)\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen [z v] key pressed\ngo to x: (-193) y: (-58)\npoint in direction (90)\n\nwhen flag clicked\nset size to (50) %\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (30)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [message1 v]\ngo to x: (-193) y: (-111)\n\nwhen I receive [messag2 v]\ngo to x: (-193) y: (-111)\n\nwhen flag clicked\nforever\n if <touching (thumbnail v)?> then\n point in direction (90)\n broadcast (Finish v)\n go to x: (-193) y: (-58)\n end\n if <color (#444444) is touching (#000000)?> then\n Die\n end\n if <color (#444444) is touching (#d3ff66)?> then\n broadcast (message1 v)\n end\n if <color (#444444) is touching (#6dff1d)?> then\n broadcast (messag2 v)\n end\n if <color (#444444) is touching (#05adff)?> then\n broadcast (Finia v)\n end\n if <color (#444444) is touching (#73e8ff)?> then\n change y by (100)\n end\n if <color (#444444) is touching (#05adff)?> then\n broadcast (find v)\n end\n if <color (#444444) is touching (#061d7a)?> then\n broadcast (archeologist v)\n end\nend\n\nwhen I receive [ok v]\nshow\n\nwhen I receive [find v]\ngo to x: (-193) y: (-111)\n\nwhen I receive [ok v]\nplay sound [FinalBattle1 v] until done\n\nwhen I receive [archeologist v]\ngo to x: (-193) y: (-111)\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (ok v)\nhide\n\n@hey\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [aaaaa v]\nshow\n\n | Hi! This is my first platform. I made it when I was like 5. Press up arrow or W to jump, left and right arrow (A and D) to move right or left. Click to start the platform. Blue jump pads take you up, monster and black kill you, portal teleport you, grey is safe. |
Restart - Pen Platformer | @Stage\n\n@Game 1\n\nwhen flag clicked\nhide\ncreate level\nget colors\nset [goal v] to [0]\nrepeat until <(goal) = [1]>\n physics [8] <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n set [camoffsetx v] to (((0.8) * (camOffsetX)) + ((0.2) * ((-3) * (velX))))\n set [camoffsety v] to (((0.8) * (camOffsetY)) + ((0.2) * ((-3) * (velY))))\n set [camx v] to ((playerX) + (camOffsetX))\n set [camy v] to ((playerY) + (camOffsetY))\n draw\n if <<(death) = [1]> or <(playerY) < [-500]>> then\n reset\n end\nend\nset [goal v] to [0]\nset [start new game v] to [1]\nbroadcast (Next Level v)\nstop [this script v]\n\ndefine create level\nset [playerx v] to [0]\nset [playery v] to [0]\nset [camoffsetx v] to [0]\nset [camoffsety v] to [0]\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\ndelete all of [linetype v]\ndelete all of [linex0 v]\ndelete all of [linex1 v]\ndelete all of [liney0 v]\ndelete all of [liney1 v]\nadd line | type [0] (X0, Y0) [-200] [-50] (X1, Y1) [200] [-50]\nadd line | type [0] (X0, Y0) [50] [-50] (X1, Y1) [50] [50]\nadd line | type [0] (X0, Y0) [50] [50] (X1, Y1) [150] [50]\nadd line | type [0] (X0, Y0) [150] [50] (X1, Y1) [150] [-50]\nadd line | type [0] (X0, Y0) [200] [-50] (X1, Y1) [200] [50]\nadd line | type [0] (X0, Y0) [200] [50] (X1, Y1) [1000] [50]\nadd line | type [3] (X0, Y0) [400] [50] (X1, Y1) [450] [100]\nadd line | type [3] (X0, Y0) [450] [100] (X1, Y1) [500] [50]\nadd line | type [3] (X0, Y0) [600] [50] (X1, Y1) [700] [150]\nadd line | type [3] (X0, Y0) [700] [150] (X1, Y1) [800] [50]\nadd line | type [0] (X0, Y0) [1000] [50] (X1, Y1) [1000] [400]\nadd line | type [0] (X0, Y0) [950] [100] (X1, Y1) [950] [600]\nadd line | type [3] (X0, Y0) [950] [600] (X1, Y1) [1200] [600]\nadd line | type [0] (X0, Y0) [1000] [400] (X1, Y1) [1600] [400]\nadd line | type [3] (X0, Y0) [1200] [400] (X1, Y1) [1300] [450]\nadd line | type [3] (X0, Y0) [1300] [450] (X1, Y1) [1400] [400]\nadd line | type [1] (X0, Y0) [1600] [400] (X1, Y1) [1800] [400]\nadd line | type [1] (X0, Y0) [1800] [400] (X1, Y1) [1800] [800]\nadd line | type [1] (X0, Y0) [1700] [500] (X1, Y1) [1700] [650]\nadd line | type [1] (X0, Y0) [1800] [900] (X1, Y1) [1800] [1000]\nadd line | type [1] (X0, Y0) [1700] [850] (X1, Y1) [1700] [1000]\nadd line | type [0] (X0, Y0) [1700] [750] (X1, Y1) [1700] [850]\nadd line | type [0] (X0, Y0) [1700] [650] (X1, Y1) [1700] [750]\nadd line | type [0] (X0, Y0) [1800] [800] (X1, Y1) [1800] [900]\nadd line | type [0] (X0, Y0) [1800] [1000] (X1, Y1) [2000] [1000]\nadd line | type [1] (X0, Y0) [1900] [1200] (X1, Y1) [1800] [1200]\nadd line | type [1] (X0, Y0) [2000] [1000] (X1, Y1) [2100] [1100]\nadd line | type [1] (X0, Y0) [1900] [1200] (X1, Y1) [1800] [1300]\nadd line | type [1] (X0, Y0) [1900] [1400] (X1, Y1) [2000] [1400]\nadd line | type [2] (X0, Y0) [2000] [1600] (X1, Y1) [2100] [1600]\n\ndefine physics (steps) <up> <left> <right>\nget physics platforms ((playerX) - (80)) ((playerX) + (80)) ((playerY) - (80)) ((playerY) + (80))\nset [death v] to [0]\nchange [walljump v] by (-1)\nrepeat (steps)\n change [onground v] by ((-1) / (steps))\n if <up> then\n if <(onground) > [0]> then\n set [vely v] to [22]\n set [onground v] to [0]\n set [slopemove v] to [0]\n else\n if <(walljump) > [0]> then\n if <<(walldir) = [right]> and <left>> then\n set [vely v] to [15]\n set [velx v] to [-12]\n else\n if <<(walldir) = [left]> and <right>> then\n set [vely v] to [15]\n set [velx v] to [12]\n end\n end\n end\n end\n end\n if <left> then\n change [velx v] by ((-3) / (steps))\n end\n if <right> then\n change [velx v] by ((3) / (steps))\n end\n if <(slopemove) > [0]> then\n set [vely v] to ((steps) * (slopemove))\n else\n change [vely v] by ((-1.5) / (steps))\n end\n if <(velY) > [65]> then\n set [vely v] to [65]\n else\n if <(velY) < [-65]> then\n set [vely v] to [-65]\n end\n end\n move Y ((velY) / (steps)) (playerY) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\n if <not <(slopemove) = [0]>> then\n set [velx v] to ((steps) * (slopemove))\n end\n if <(velX) > [65]> then\n set [velx v] to [65]\n else\n if <(velX) < [-65]> then\n set [velx v] to [-65]\n end\n end\n move X ((velX) / (steps)) (playerX) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\nend\nset [velx v] to ((0.8) * (velX))\nif <([abs v] of (velX) ) < [0.5]> then\n set [velx v] to [0]\nend\nset [vely v] to ((0.96) * (velY))\nif <([abs v] of (velY) ) < [0.5]> then\n set [vely v] to [0]\nend\n\ndefine draw\nget draw lines\npen up\nerase all\nset pen color to ((1) * (16777215))\nset pen size to (200)\ngo to x: (-250) y: (-90)\npen down\nset x to (250)\nset y to (90)\nset x to (-250)\nset y to (-90)\npen up\nset pen size to (6)\nset [_i0 v] to [0]\nrepeat (4)\n set pen color to (item ((_i0) + (1)) of [colors v])\n set [_i1 v] to [1]\n repeat ((length of [drawlines v]) / (5))\n if <(item (_i1) of [drawlines v]) = (_i0)> then\n go to x: (item ((_i1) + (1)) of [drawlines v]) y: (item ((_i1) + (2)) of [drawlines v])\n pen down\n go to x: (item ((_i1) + (3)) of [drawlines v]) y: (item ((_i1) + (4)) of [drawlines v])\n pen up\n end\n change [_i1 v] by (5)\n end\n change [_i0 v] by (1)\nend\ndraw player ((playerX) - (camX)) ((playerY) - (camY))\n\ndefine reset\nset [playerx v] to [0]\nset [playery v] to [0]\nset [velx v] to [0]\nset [vely v] to [0]\nset [camoffsetx v] to (camX)\nset [camoffsety v] to (camY)\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\n\ndefine add line | type (type) (X0, Y0) (x0) (y0) (X1, Y1) (x1) (y1)\nadd (type) to [linetype v]\nadd (x0) to [linex0 v]\nadd (y0) to [liney0 v]\nadd (x1) to [linex1 v]\nadd (y1) to [liney1 v]\n\ndefine get draw lines\ndelete all of [drawlines v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n add draw line (item (_i0) of [linetype v]) ((item (_i0) of [linex0 v]) - (camX)) ((item (_i0) of [liney0 v]) - (camY)) ((item (_i0) of [linex1 v]) - (camX)) ((item (_i0) of [liney1 v]) - (camY))\n change [_i0 v] by (1)\nend\n\ndefine add draw line (type) (x0) (y0) (x1) (y1)\nif <(x0) < (x1)> then\n set [_x0 v] to (x0)\n set [_y0 v] to (y0)\n set [_x1 v] to (x1)\n set [_y1 v] to (y1)\nelse\n set [_x0 v] to (x1)\n set [_y0 v] to (y1)\n set [_x1 v] to (x0)\n set [_y1 v] to (y0)\nend\nif <<(_x1) < [-250]> or <(_x0) > [250]>> then\n stop [this script v]\nend\nif <(_y0) < (_y1)> then\n if <<(_y1) < [-190]> or <(_y0) > [190]>> then\n stop [this script v]\n end\nelse\n if <<(_y0) < [-190]> or <(_y1) > [190]>> then\n stop [this script v]\n end\nend\nif <(_x0) < [-250]> then\n set [_y0 v] to ((_y0) + (((_y1) - (_y0)) * (((-250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x0 v] to [-250]\nend\nif <(_y0) < [-190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [-190]\nelse\n if <(_y0) > [190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [190]\n end\nend\nif <(_x0) < [-250]> then\n stop [this script v]\nend\nif <(_x1) > [250]> then\n set [_y1 v] to ((_y0) + (((_y1) - (_y0)) * (((250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x1 v] to [250]\nend\nif <(_y1) < [-190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [-190]\nelse\n if <(_y1) > [190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [190]\n end\nend\nif <(_x1) > [250]> then\n stop [this script v]\nend\nadd (type) to [drawlines v]\nadd (_x0) to [drawlines v]\nadd (_y0) to [drawlines v]\nadd (_x1) to [drawlines v]\nadd (_y1) to [drawlines v]\n\ndefine get colors\ndelete all of [colors v]\nadd ((((65536) * (0)) + ((256) * (0))) + (0)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (63))) + (247)) to [colors v]\nadd ((((65536) * (63)) + ((256) * (247))) + (63)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (95))) + (63)) to [colors v]\nadd ((((65536) * (0)) + ((256) * (127))) + (255)) to [colors v]\n\ndefine draw player (x) (y)\nset pen size to (4)\nset pen color to (item (5) of [colors v])\ngo to x: ((x) - (8)) y: ((y) - (8))\npen down\nchange x by (16)\nchange y by (16)\nchange x by (-16)\nchange y by (-16)\npen up\n\ndefine get physics platforms (xmin) (xmax) (ymin) (ymax)\ndelete all of [physicsplats v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n set [_i1 v] to [1]\n if <(item (_i0) of [linex0 v]) < (item (_i0) of [linex1 v])> then\n if <<(item (_i0) of [linex1 v]) < (xmin)> or <(item (_i0) of [linex0 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [linex0 v]) < (xmin)> or <(item (_i0) of [linex1 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(item (_i0) of [liney0 v]) < (item (_i0) of [liney1 v])> then\n if <<(item (_i0) of [liney1 v]) < (ymin)> or <(item (_i0) of [liney0 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [liney0 v]) < (ymin)> or <(item (_i0) of [liney1 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(_i1) = [1]> then\n add (_i0) to [physicsplats v]\n end\n change [_i0 v] by (1)\nend\n\ndefine move Y (vel) (cy) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((ymax) + (vel))\n set [_lowpos v] to (cy)\nelse\n set [_highpos v] to (cy)\n set [_lowpos v] to ((ymin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [linex0 v]) < (item (_i1) of [linex1 v])> then\n if <not <<(item (_i1) of [linex1 v]) > (xmin)> and <(item (_i1) of [linex0 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [linex0 v]) > (xmin)> and <(item (_i1) of [linex1 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [liney0 v]) (item (_i1) of [linex0 v]) (item (_i1) of [liney1 v]) (item (_i1) of [linex1 v]) (cy) (xmin) (xmax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playery v] by ((_highPos) - (ymax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playery v] by ((_lowPos) - (ymin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [vely v] to ((-40) * ((velY) / ([abs v] of (velY) )))\n else\n if <(_i0) = [0]> then\n if <(vel) < [0]> then\n set [_i2 v] to [0]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <(item (_i1) of [liney1 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n else\n if <(item (_i1) of [liney0 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n end\n if <(_i2) = [1]> then\n set [_i2 v] to (((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])) / ((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])))\n if <([abs v] of (_i2) ) < [1]> then\n set [slopemove v] to ((_i2) * (vel))\n set [onground v] to [0]\n end\n end\n end\n if <(slopemove) = [0]> then\n set [vely v] to [0]\n if <(vel) < [0]> then\n set [onground v] to [4]\n end\n end\n end\n end\n end\nend\n\ndefine move X (vel) (cx) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((xmax) + (vel))\n set [_lowpos v] to (cx)\nelse\n set [_highpos v] to (cx)\n set [_lowpos v] to ((xmin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <not <<(item (_i1) of [liney1 v]) > (ymin)> and <(item (_i1) of [liney0 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [liney0 v]) > (ymin)> and <(item (_i1) of [liney1 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [linex0 v]) (item (_i1) of [liney0 v]) (item (_i1) of [linex1 v]) (item (_i1) of [liney1 v]) (cx) (ymin) (ymax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playerx v] by ((_highPos) - (xmax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playerx v] by ((_lowPos) - (xmin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [velx v] to ((-40) * ((velX) / ([abs v] of (velX) )))\n else\n if <(_i0) = [0]> then\n set [_i2 v] to (((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])) / ((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])))\n if <<<(vel) > [0]> and <<(_i2) < [1]> and <(_i2) > [0]>>> or <<(vel) < [0]> and <<(_i2) > [-1]> and <(_i2) < [0]>>>> then\n set [slopemove v] to ([abs v] of ((_i2) * (vel)) )\n set [onground v] to [3]\n end\n if <(slopemove) = [0]> then\n set [velx v] to [0]\n if <(item (_i1) of [linex0 v]) = (item (_i1) of [linex1 v])> then\n if <(vel) > [0]> then\n set [walldir v] to [right]\n else\n set [walldir v] to [left]\n end\n set [walljump v] to [8]\n end\n end\n end\n end\n end\nend\n\ndefine platform collision (x0) (y0) (x1) (y1) (cx) (ymin) (ymax)\nset [_i2 v] to (item (_i1) of [linetype v])\nif <(y0) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y0) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x0)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\nif <(y1) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y1) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x1)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\n\n@BEGINNING/END\n\nwhen I receive [winwinwinwin v]\nswitch costume to (costume2 v)\nshow\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nwait (1) seconds\nhide\n\nwhen I receive [next level v]\nswitch costume to (costume3 v)\nshow\nwait (2) seconds\nhide\n\n@Game 2\n\nwhen flag clicked\nset [start new game v] to [0]\nwait until <(start new game) = [1]>\nhide\ncreate level\nget colors\nset [goal v] to [0]\nrepeat until <(goal) = [1]>\n physics [8] <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n set [camoffsetx v] to (((0.8) * (camOffsetX)) + ((0.2) * ((-3) * (velX))))\n set [camoffsety v] to (((0.8) * (camOffsetY)) + ((0.2) * ((-3) * (velY))))\n set [camx v] to ((playerX) + (camOffsetX))\n set [camy v] to ((playerY) + (camOffsetY))\n draw\n if <<(death) = [1]> or <(playerY) < [-500]>> then\n reset\n end\nend\nset [goal v] to [0]\nset [start new game v] to [2]\nbroadcast (Next Level v)\nstop [this script v]\n\ndefine create level\nset [playerx v] to [0]\nset [playery v] to [0]\nset [camoffsetx v] to [0]\nset [camoffsety v] to [0]\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\ndelete all of [linetype v]\ndelete all of [linex0 v]\ndelete all of [linex1 v]\ndelete all of [liney0 v]\ndelete all of [liney1 v]\nadd line | type [0] (X0, Y0) [-100 ] [-50] (X1, Y1) [100] [-50]\nadd line | type [0] (X0, Y0) [200] [50] (X1, Y1) [300] [50]\nset [platform var x v] to [200]\nset [platform var y v] to [50]\nrepeat (10)\n set [platform var x v] to ((platform var x) + (100))\n set [platform var y v] to ((platform var y) + (100))\n add line | type [0] (X0, Y0) (platform var x) (platform var y) (X1, Y1) ((platform var x) + (50)) (platform var y)\nend\nset [platform var x v] to [1200]\nset [platform var y v] to [1050]\nrepeat (10)\n set [platform var x v] to ((platform var x) + (100))\n set [platform var y v] to ((platform var y) - (100))\n add line | type [0] (X0, Y0) (platform var x) (platform var y) (X1, Y1) ((platform var x) + (100)) (platform var y)\nend\nadd line | type [0] (X0, Y0) [2000] [-50] (X1, Y1) [2300] [-50]\nadd line | type [3] (X0, Y0) [2300] [-50] (X1, Y1) [2400] [-50]\nadd line | type [2] (X0, Y0) [2400] [-50] (X1, Y1) [2500] [-50]\n\ndefine physics (steps) <up> <left> <right>\nget physics platforms ((playerX) - (80)) ((playerX) + (80)) ((playerY) - (80)) ((playerY) + (80))\nset [death v] to [0]\nchange [walljump v] by (-1)\nrepeat (steps)\n change [onground v] by ((-1) / (steps))\n if <up> then\n if <(onground) > [0]> then\n set [vely v] to [22]\n set [onground v] to [0]\n set [slopemove v] to [0]\n else\n if <(walljump) > [0]> then\n if <<(walldir) = [right]> and <left>> then\n set [vely v] to [15]\n set [velx v] to [-12]\n else\n if <<(walldir) = [left]> and <right>> then\n set [vely v] to [15]\n set [velx v] to [12]\n end\n end\n end\n end\n end\n if <left> then\n change [velx v] by ((-3) / (steps))\n end\n if <right> then\n change [velx v] by ((3) / (steps))\n end\n if <(slopemove) > [0]> then\n set [vely v] to ((steps) * (slopemove))\n else\n change [vely v] by ((-1.5) / (steps))\n end\n if <(velY) > [65]> then\n set [vely v] to [65]\n else\n if <(velY) < [-65]> then\n set [vely v] to [-65]\n end\n end\n move Y ((velY) / (steps)) (playerY) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\n if <not <(slopemove) = [0]>> then\n set [velx v] to ((steps) * (slopemove))\n end\n if <(velX) > [65]> then\n set [velx v] to [65]\n else\n if <(velX) < [-65]> then\n set [velx v] to [-65]\n end\n end\n move X ((velX) / (steps)) (playerX) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\nend\nset [velx v] to ((0.8) * (velX))\nif <([abs v] of (velX) ) < [0.5]> then\n set [velx v] to [0]\nend\nset [vely v] to ((0.96) * (velY))\nif <([abs v] of (velY) ) < [0.5]> then\n set [vely v] to [0]\nend\n\ndefine draw\nget draw lines\npen up\nerase all\nset pen color to ((1) * (16777215))\nset pen size to (200)\ngo to x: (-250) y: (-90)\npen down\nset x to (250)\nset y to (90)\nset x to (-250)\nset y to (-90)\npen up\nset pen size to (6)\nset [_i0 v] to [0]\nrepeat (4)\n set pen color to (item ((_i0) + (1)) of [colors v])\n set [_i1 v] to [1]\n repeat ((length of [drawlines v]) / (5))\n if <(item (_i1) of [drawlines v]) = (_i0)> then\n go to x: (item ((_i1) + (1)) of [drawlines v]) y: (item ((_i1) + (2)) of [drawlines v])\n pen down\n go to x: (item ((_i1) + (3)) of [drawlines v]) y: (item ((_i1) + (4)) of [drawlines v])\n pen up\n end\n change [_i1 v] by (5)\n end\n change [_i0 v] by (1)\nend\ndraw player ((playerX) - (camX)) ((playerY) - (camY))\n\ndefine reset\nset [playerx v] to [0]\nset [playery v] to [0]\nset [velx v] to [0]\nset [vely v] to [0]\nset [camoffsetx v] to (camX)\nset [camoffsety v] to (camY)\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\n\ndefine add line | type (type) (X0, Y0) (x0) (y0) (X1, Y1) (x1) (y1)\nadd (type) to [linetype v]\nadd (x0) to [linex0 v]\nadd (y0) to [liney0 v]\nadd (x1) to [linex1 v]\nadd (y1) to [liney1 v]\n\ndefine get draw lines\ndelete all of [drawlines v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n add draw line (item (_i0) of [linetype v]) ((item (_i0) of [linex0 v]) - (camX)) ((item (_i0) of [liney0 v]) - (camY)) ((item (_i0) of [linex1 v]) - (camX)) ((item (_i0) of [liney1 v]) - (camY))\n change [_i0 v] by (1)\nend\n\ndefine add draw line (type) (x0) (y0) (x1) (y1)\nif <(x0) < (x1)> then\n set [_x0 v] to (x0)\n set [_y0 v] to (y0)\n set [_x1 v] to (x1)\n set [_y1 v] to (y1)\nelse\n set [_x0 v] to (x1)\n set [_y0 v] to (y1)\n set [_x1 v] to (x0)\n set [_y1 v] to (y0)\nend\nif <<(_x1) < [-250]> or <(_x0) > [250]>> then\n stop [this script v]\nend\nif <(_y0) < (_y1)> then\n if <<(_y1) < [-190]> or <(_y0) > [190]>> then\n stop [this script v]\n end\nelse\n if <<(_y0) < [-190]> or <(_y1) > [190]>> then\n stop [this script v]\n end\nend\nif <(_x0) < [-250]> then\n set [_y0 v] to ((_y0) + (((_y1) - (_y0)) * (((-250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x0 v] to [-250]\nend\nif <(_y0) < [-190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [-190]\nelse\n if <(_y0) > [190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [190]\n end\nend\nif <(_x0) < [-250]> then\n stop [this script v]\nend\nif <(_x1) > [250]> then\n set [_y1 v] to ((_y0) + (((_y1) - (_y0)) * (((250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x1 v] to [250]\nend\nif <(_y1) < [-190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [-190]\nelse\n if <(_y1) > [190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [190]\n end\nend\nif <(_x1) > [250]> then\n stop [this script v]\nend\nadd (type) to [drawlines v]\nadd (_x0) to [drawlines v]\nadd (_y0) to [drawlines v]\nadd (_x1) to [drawlines v]\nadd (_y1) to [drawlines v]\n\ndefine get colors\ndelete all of [colors v]\nadd ((((65536) * (0)) + ((256) * (0))) + (0)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (63))) + (247)) to [colors v]\nadd ((((65536) * (63)) + ((256) * (247))) + (63)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (95))) + (63)) to [colors v]\nadd ((((65536) * (0)) + ((256) * (127))) + (255)) to [colors v]\n\ndefine draw player (x) (y)\nset pen size to (4)\nset pen color to (item (5) of [colors v])\ngo to x: ((x) - (8)) y: ((y) - (8))\npen down\nchange x by (16)\nchange y by (16)\nchange x by (-16)\nchange y by (-16)\npen up\n\ndefine get physics platforms (xmin) (xmax) (ymin) (ymax)\ndelete all of [physicsplats v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n set [_i1 v] to [1]\n if <(item (_i0) of [linex0 v]) < (item (_i0) of [linex1 v])> then\n if <<(item (_i0) of [linex1 v]) < (xmin)> or <(item (_i0) of [linex0 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [linex0 v]) < (xmin)> or <(item (_i0) of [linex1 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(item (_i0) of [liney0 v]) < (item (_i0) of [liney1 v])> then\n if <<(item (_i0) of [liney1 v]) < (ymin)> or <(item (_i0) of [liney0 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [liney0 v]) < (ymin)> or <(item (_i0) of [liney1 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(_i1) = [1]> then\n add (_i0) to [physicsplats v]\n end\n change [_i0 v] by (1)\nend\n\ndefine move Y (vel) (cy) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((ymax) + (vel))\n set [_lowpos v] to (cy)\nelse\n set [_highpos v] to (cy)\n set [_lowpos v] to ((ymin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [linex0 v]) < (item (_i1) of [linex1 v])> then\n if <not <<(item (_i1) of [linex1 v]) > (xmin)> and <(item (_i1) of [linex0 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [linex0 v]) > (xmin)> and <(item (_i1) of [linex1 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [liney0 v]) (item (_i1) of [linex0 v]) (item (_i1) of [liney1 v]) (item (_i1) of [linex1 v]) (cy) (xmin) (xmax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playery v] by ((_highPos) - (ymax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playery v] by ((_lowPos) - (ymin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [vely v] to ((-40) * ((velY) / ([abs v] of (velY) )))\n else\n if <(_i0) = [0]> then\n if <(vel) < [0]> then\n set [_i2 v] to [0]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <(item (_i1) of [liney1 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n else\n if <(item (_i1) of [liney0 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n end\n if <(_i2) = [1]> then\n set [_i2 v] to (((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])) / ((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])))\n if <([abs v] of (_i2) ) < [1]> then\n set [slopemove v] to ((_i2) * (vel))\n set [onground v] to [0]\n end\n end\n end\n if <(slopemove) = [0]> then\n set [vely v] to [0]\n if <(vel) < [0]> then\n set [onground v] to [4]\n end\n end\n end\n end\n end\nend\n\ndefine move X (vel) (cx) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((xmax) + (vel))\n set [_lowpos v] to (cx)\nelse\n set [_highpos v] to (cx)\n set [_lowpos v] to ((xmin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <not <<(item (_i1) of [liney1 v]) > (ymin)> and <(item (_i1) of [liney0 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [liney0 v]) > (ymin)> and <(item (_i1) of [liney1 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [linex0 v]) (item (_i1) of [liney0 v]) (item (_i1) of [linex1 v]) (item (_i1) of [liney1 v]) (cx) (ymin) (ymax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playerx v] by ((_highPos) - (xmax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playerx v] by ((_lowPos) - (xmin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [velx v] to ((-40) * ((velX) / ([abs v] of (velX) )))\n else\n if <(_i0) = [0]> then\n set [_i2 v] to (((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])) / ((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])))\n if <<<(vel) > [0]> and <<(_i2) < [1]> and <(_i2) > [0]>>> or <<(vel) < [0]> and <<(_i2) > [-1]> and <(_i2) < [0]>>>> then\n set [slopemove v] to ([abs v] of ((_i2) * (vel)) )\n set [onground v] to [3]\n end\n if <(slopemove) = [0]> then\n set [velx v] to [0]\n if <(item (_i1) of [linex0 v]) = (item (_i1) of [linex1 v])> then\n if <(vel) > [0]> then\n set [walldir v] to [right]\n else\n set [walldir v] to [left]\n end\n set [walljump v] to [8]\n end\n end\n end\n end\n end\nend\n\ndefine platform collision (x0) (y0) (x1) (y1) (cx) (ymin) (ymax)\nset [_i2 v] to (item (_i1) of [linetype v])\nif <(y0) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y0) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x0)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\nif <(y1) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y1) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x1)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\n\n@Game 3\n\nset [platform var x v] to [0]\n\nwhen flag clicked\nset [start new game v] to [0]\nwait until <(start new game) = [2]>\nhide\ncreate level\nget colors\nset [goal v] to [0]\nrepeat until <(goal) = [1]>\n physics [8] <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n set [camoffsetx v] to (((0.8) * (camOffsetX)) + ((0.2) * ((-3) * (velX))))\n set [camoffsety v] to (((0.8) * (camOffsetY)) + ((0.2) * ((-3) * (velY))))\n set [camx v] to ((playerX) + (camOffsetX))\n set [camy v] to ((playerY) + (camOffsetY))\n draw\n if <<(death) = [1]> or <(playerY) < [-500]>> then\n reset\n end\nend\nset [goal v] to [0]\nset [start new game v] to [3]\nbroadcast (WINWINWINWIN v)\nstop [this script v]\n\ndefine create level\nset [playerx v] to [0]\nset [playery v] to [0]\nset [camoffsetx v] to [0]\nset [camoffsety v] to [0]\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\ndelete all of [linetype v]\ndelete all of [linex0 v]\ndelete all of [linex1 v]\ndelete all of [liney0 v]\ndelete all of [liney1 v]\nadd line | type [0] (X0, Y0) [-100] [-50] (X1, Y1) [100] [-50]\nadd line | type [0] (X0, Y0) [100] [-50] (X1, Y1) [100] [550]\nadd line | type [0] (X0, Y0) [-100] [-50] (X1, Y1) [-100] [550]\nadd line | type [0] (X0, Y0) [100] [550] (X1, Y1) [500] [550]\nadd line | type [0] (X0, Y0) [550] [0] (X1, Y1) [550] [600]\nadd line | type [0] (X0, Y0) [550] [-50] (X1, Y1) [750] [-50]\nadd line | type [1] (X0, Y0) [550] [600] (X1, Y1) [850] [600]\nadd line | type [3] (X0, Y0) [350] [900] (X1, Y1) [850] [900]\nadd line | type [0] (X0, Y0) [750] [0] (X1, Y1) [1500] [0]\nset [platform var x v] to [850]\nrepeat (5)\n add line | type [3] (X0, Y0) (platform var x) [0] (X1, Y1) (platform var x) [100]\n change [platform var x v] by (100)\nend\nchange [platform var x v] by (-50)\nadd line | type [3] (X0, Y0) (platform var x) [0] (X1, Y1) (platform var x) [100]\nadd line | type [2] (X0, Y0) [1500] [0] (X1, Y1) [1600] [100]\n\ndefine physics (steps) <up> <left> <right>\nget physics platforms ((playerX) - (80)) ((playerX) + (80)) ((playerY) - (80)) ((playerY) + (80))\nset [death v] to [0]\nchange [walljump v] by (-1)\nrepeat (steps)\n change [onground v] by ((-1) / (steps))\n if <up> then\n if <(onground) > [0]> then\n set [vely v] to [22]\n set [onground v] to [0]\n set [slopemove v] to [0]\n else\n if <(walljump) > [0]> then\n if <<(walldir) = [right]> and <left>> then\n set [vely v] to [15]\n set [velx v] to [-12]\n else\n if <<(walldir) = [left]> and <right>> then\n set [vely v] to [15]\n set [velx v] to [12]\n end\n end\n end\n end\n end\n if <left> then\n change [velx v] by ((-3) / (steps))\n end\n if <right> then\n change [velx v] by ((3) / (steps))\n end\n if <(slopemove) > [0]> then\n set [vely v] to ((steps) * (slopemove))\n else\n change [vely v] by ((-1.5) / (steps))\n end\n if <(velY) > [65]> then\n set [vely v] to [65]\n else\n if <(velY) < [-65]> then\n set [vely v] to [-65]\n end\n end\n move Y ((velY) / (steps)) (playerY) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\n if <not <(slopemove) = [0]>> then\n set [velx v] to ((steps) * (slopemove))\n end\n if <(velX) > [65]> then\n set [velx v] to [65]\n else\n if <(velX) < [-65]> then\n set [velx v] to [-65]\n end\n end\n move X ((velX) / (steps)) (playerX) ((playerX) - (10)) ((playerX) + (10)) ((playerY) - (10)) ((playerY) + (10))\n if <(death) = [1]> then\n set [goal v] to [0]\n stop [this script v]\n end\n if <(goal) = [1]> then\n stop [this script v]\n end\nend\nset [velx v] to ((0.8) * (velX))\nif <([abs v] of (velX) ) < [0.5]> then\n set [velx v] to [0]\nend\nset [vely v] to ((0.96) * (velY))\nif <([abs v] of (velY) ) < [0.5]> then\n set [vely v] to [0]\nend\n\ndefine draw\nget draw lines\npen up\nerase all\nset pen color to ((1) * (16777215))\nset pen size to (200)\ngo to x: (-250) y: (-90)\npen down\nset x to (250)\nset y to (90)\nset x to (-250)\nset y to (-90)\npen up\nset pen size to (6)\nset [_i0 v] to [0]\nrepeat (4)\n set pen color to (item ((_i0) + (1)) of [colors v])\n set [_i1 v] to [1]\n repeat ((length of [drawlines v]) / (5))\n if <(item (_i1) of [drawlines v]) = (_i0)> then\n go to x: (item ((_i1) + (1)) of [drawlines v]) y: (item ((_i1) + (2)) of [drawlines v])\n pen down\n go to x: (item ((_i1) + (3)) of [drawlines v]) y: (item ((_i1) + (4)) of [drawlines v])\n pen up\n end\n change [_i1 v] by (5)\n end\n change [_i0 v] by (1)\nend\ndraw player ((playerX) - (camX)) ((playerY) - (camY))\n\ndefine reset\nset [playerx v] to [0]\nset [playery v] to [0]\nset [velx v] to [0]\nset [vely v] to [0]\nset [camoffsetx v] to (camX)\nset [camoffsety v] to (camY)\nset [slopemove v] to [0]\nset [onground v] to [0]\nset [walljump v] to [0]\n\ndefine add line | type (type) (X0, Y0) (x0) (y0) (X1, Y1) (x1) (y1)\nadd (type) to [linetype v]\nadd (x0) to [linex0 v]\nadd (y0) to [liney0 v]\nadd (x1) to [linex1 v]\nadd (y1) to [liney1 v]\n\ndefine get draw lines\ndelete all of [drawlines v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n add draw line (item (_i0) of [linetype v]) ((item (_i0) of [linex0 v]) - (camX)) ((item (_i0) of [liney0 v]) - (camY)) ((item (_i0) of [linex1 v]) - (camX)) ((item (_i0) of [liney1 v]) - (camY))\n change [_i0 v] by (1)\nend\n\ndefine add draw line (type) (x0) (y0) (x1) (y1)\nif <(x0) < (x1)> then\n set [_x0 v] to (x0)\n set [_y0 v] to (y0)\n set [_x1 v] to (x1)\n set [_y1 v] to (y1)\nelse\n set [_x0 v] to (x1)\n set [_y0 v] to (y1)\n set [_x1 v] to (x0)\n set [_y1 v] to (y0)\nend\nif <<(_x1) < [-250]> or <(_x0) > [250]>> then\n stop [this script v]\nend\nif <(_y0) < (_y1)> then\n if <<(_y1) < [-190]> or <(_y0) > [190]>> then\n stop [this script v]\n end\nelse\n if <<(_y0) < [-190]> or <(_y1) > [190]>> then\n stop [this script v]\n end\nend\nif <(_x0) < [-250]> then\n set [_y0 v] to ((_y0) + (((_y1) - (_y0)) * (((-250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x0 v] to [-250]\nend\nif <(_y0) < [-190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [-190]\nelse\n if <(_y0) > [190]> then\n set [_x0 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y0 v] to [190]\n end\nend\nif <(_x0) < [-250]> then\n stop [this script v]\nend\nif <(_x1) > [250]> then\n set [_y1 v] to ((_y0) + (((_y1) - (_y0)) * (((250) - (_x0)) / ((_x1) - (_x0)))))\n set [_x1 v] to [250]\nend\nif <(_y1) < [-190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((-190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [-190]\nelse\n if <(_y1) > [190]> then\n set [_x1 v] to ((_x0) + (((_x1) - (_x0)) * (((190) - (_y0)) / ((_y1) - (_y0)))))\n set [_y1 v] to [190]\n end\nend\nif <(_x1) > [250]> then\n stop [this script v]\nend\nadd (type) to [drawlines v]\nadd (_x0) to [drawlines v]\nadd (_y0) to [drawlines v]\nadd (_x1) to [drawlines v]\nadd (_y1) to [drawlines v]\n\ndefine get colors\ndelete all of [colors v]\nadd ((((65536) * (0)) + ((256) * (0))) + (0)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (63))) + (247)) to [colors v]\nadd ((((65536) * (63)) + ((256) * (247))) + (63)) to [colors v]\nadd ((((65536) * (255)) + ((256) * (95))) + (63)) to [colors v]\nadd ((((65536) * (0)) + ((256) * (127))) + (255)) to [colors v]\n\ndefine draw player (x) (y)\nset pen size to (4)\nset pen color to (item (5) of [colors v])\ngo to x: ((x) - (8)) y: ((y) - (8))\npen down\nchange x by (16)\nchange y by (16)\nchange x by (-16)\nchange y by (-16)\npen up\n\ndefine get physics platforms (xmin) (xmax) (ymin) (ymax)\ndelete all of [physicsplats v]\nset [_i0 v] to [1]\nrepeat (length of [linetype v])\n set [_i1 v] to [1]\n if <(item (_i0) of [linex0 v]) < (item (_i0) of [linex1 v])> then\n if <<(item (_i0) of [linex1 v]) < (xmin)> or <(item (_i0) of [linex0 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [linex0 v]) < (xmin)> or <(item (_i0) of [linex1 v]) > (xmax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(item (_i0) of [liney0 v]) < (item (_i0) of [liney1 v])> then\n if <<(item (_i0) of [liney1 v]) < (ymin)> or <(item (_i0) of [liney0 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n else\n if <<(item (_i0) of [liney0 v]) < (ymin)> or <(item (_i0) of [liney1 v]) > (ymax)>> then\n set [_i1 v] to [0]\n end\n end\n if <(_i1) = [1]> then\n add (_i0) to [physicsplats v]\n end\n change [_i0 v] by (1)\nend\n\ndefine move Y (vel) (cy) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((ymax) + (vel))\n set [_lowpos v] to (cy)\nelse\n set [_highpos v] to (cy)\n set [_lowpos v] to ((ymin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [linex0 v]) < (item (_i1) of [linex1 v])> then\n if <not <<(item (_i1) of [linex1 v]) > (xmin)> and <(item (_i1) of [linex0 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [linex0 v]) > (xmin)> and <(item (_i1) of [linex1 v]) < (xmax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [liney0 v]) (item (_i1) of [linex0 v]) (item (_i1) of [liney1 v]) (item (_i1) of [linex1 v]) (cy) (xmin) (xmax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playery v] by ((_highPos) - (ymax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playery v] by ((_lowPos) - (ymin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [vely v] to ((-40) * ((velY) / ([abs v] of (velY) )))\n else\n if <(_i0) = [0]> then\n if <(vel) < [0]> then\n set [_i2 v] to [0]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <(item (_i1) of [liney1 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n else\n if <(item (_i1) of [liney0 v]) > (ymin)> then\n set [_i2 v] to [1]\n end\n end\n if <(_i2) = [1]> then\n set [_i2 v] to (((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])) / ((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])))\n if <([abs v] of (_i2) ) < [1]> then\n set [slopemove v] to ((_i2) * (vel))\n set [onground v] to [0]\n end\n end\n end\n if <(slopemove) = [0]> then\n set [vely v] to [0]\n if <(vel) < [0]> then\n set [onground v] to [4]\n end\n end\n end\n end\n end\nend\n\ndefine move X (vel) (cx) (xmin) (xmax) (ymin) (ymax)\nset [slopemove v] to [0]\nif <(vel) = [0]> then\n stop [this script v]\nend\nset [_highid v] to [none]\nset [_hightype v] to [-1]\nset [_lowid v] to [none]\nset [_lowtype v] to [-1]\nif <(vel) > [0]> then\n set [_highpos v] to ((xmax) + (vel))\n set [_lowpos v] to (cx)\nelse\n set [_highpos v] to (cx)\n set [_lowpos v] to ((xmin) + (vel))\nend\nset [_i0 v] to [1]\nrepeat (length of [physicsplats v])\n set [_i1 v] to (item (_i0) of [physicsplats v])\n set [_i2 v] to [1]\n if <(item (_i1) of [liney0 v]) < (item (_i1) of [liney1 v])> then\n if <not <<(item (_i1) of [liney1 v]) > (ymin)> and <(item (_i1) of [liney0 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n else\n if <not <<(item (_i1) of [liney0 v]) > (ymin)> and <(item (_i1) of [liney1 v]) < (ymax)>>> then\n set [_i2 v] to [0]\n end\n end\n if <(_i2) = [1]> then\n platform collision (item (_i1) of [linex0 v]) (item (_i1) of [liney0 v]) (item (_i1) of [linex1 v]) (item (_i1) of [liney1 v]) (cx) (ymin) (ymax)\n end\n change [_i0 v] by (1)\nend\nif <(vel) > [0]> then\n change [playerx v] by ((_highPos) - (xmax))\n set [_i0 v] to (_highType)\n set [_i1 v] to (_highID)\nelse\n change [playerx v] by ((_lowPos) - (xmin))\n set [_i0 v] to (_lowType)\n set [_i1 v] to (_lowID)\nend\nif <(_i0) = [3]> then\n set [death v] to [1]\nelse\n if <(_i0) = [2]> then\n set [goal v] to [1]\n else\n if <(_i0) = [1]> then\n set [velx v] to ((-40) * ((velX) / ([abs v] of (velX) )))\n else\n if <(_i0) = [0]> then\n set [_i2 v] to (((item (_i1) of [liney1 v]) - (item (_i1) of [liney0 v])) / ((item (_i1) of [linex1 v]) - (item (_i1) of [linex0 v])))\n if <<<(vel) > [0]> and <<(_i2) < [1]> and <(_i2) > [0]>>> or <<(vel) < [0]> and <<(_i2) > [-1]> and <(_i2) < [0]>>>> then\n set [slopemove v] to ([abs v] of ((_i2) * (vel)) )\n set [onground v] to [3]\n end\n if <(slopemove) = [0]> then\n set [velx v] to [0]\n if <(item (_i1) of [linex0 v]) = (item (_i1) of [linex1 v])> then\n if <(vel) > [0]> then\n set [walldir v] to [right]\n else\n set [walldir v] to [left]\n end\n set [walljump v] to [8]\n end\n end\n end\n end\n end\nend\n\ndefine platform collision (x0) (y0) (x1) (y1) (cx) (ymin) (ymax)\nset [_i2 v] to (item (_i1) of [linetype v])\nif <(y0) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y0) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x0)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\nif <(y1) < (ymin)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymin) - (y0)) / ((y1) - (y0)))))\nelse\n if <(y1) > (ymax)> then\n set [_x0 v] to ((x0) + (((x1) - (x0)) * (((ymax) - (y0)) / ((y1) - (y0)))))\n else\n set [_x0 v] to (x1)\n end\nend\nif <(_x0) > (cx)> then\n if <<(_x0) < (_highPos)> or <<(_i2) > (_highType)> and <(_x0) = (_highPos)>>> then\n set [_highid v] to (_i1)\n set [_hightype v] to (_i2)\n set [_highpos v] to (_x0)\n end\nelse\n if <(_x0) < (cx)> then\n if <<(_x0) > (_lowPos)> or <<(_i2) > (_lowType)> and <(_x0) = (_lowPos)>>> then\n set [_lowid v] to (_i1)\n set [_lowtype v] to (_i2)\n set [_lowpos v] to (_x0)\n end\n end\nend\n\n | Game Controls:\n- WASD or Arrow Keys to move\n- To wall jump, move against a wall (keep the movement key held) and jump and move in the opposite direction at roughly the same time (it's easiest to continue holding the jump button); it is possible to wall jump with only a single wall\n\nRed kills you.\nPink is bouncy.\nThe green line lets you go to another level.\nEnjoy! |
What's the secret? - Platformer game | @Stage\n\nwhen flag clicked\nswitch backdrop to (niks v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (rood v)\nforever\n if <(mijn variabele) = [2]> then\n if <(x position) < [-230]> then\n set x to (131)\n end\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (1)\n change [brightness v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [mijn variabele v] to [1]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-216) y: (-10)\ngo to [front v] layer\nforever\n clear graphic effects\n show\n change [yv v] by (-1)\n if <<key (left arrow v) pressed?> or <<<<(mouse y) < [127]> or <[-160] < (mouse x)>> and <mouse down?>> and <(x position) > ((mouse x) + (10))>>> then\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<<<(mouse y) < [127]> or <[-160] < (mouse x)>> and <((mouse x) + (-10)) > (x position)>> and <mouse down?>>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.87))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n if <<key (up arrow v) pressed?> or <<<<(mouse y) < [127]> or <[-160] < (mouse x)>> and <mouse down?>> and <((mouse y) + (-20)) > (y position)>>> then\n change y by (-1)\n if <touching (levels v)?> then\n change [yv v] by (13)\n end\n end\n if <(x position) > [230]> then\n change [mijn variabele v] by (1)\n broadcast (message1 v)\n go to x: (-216) y: (10)\n end\n if <touching (lava v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-216) y: (10)\n end\n create clone of (_myself_ v)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n if <(mijn variabele) = [1]> then\n switch costume to (level1 v)\n end\n if <(mijn variabele) = [2]> then\n switch costume to (level2 v)\n end\n if <(mijn variabele) = [3]> then\n switch costume to (level3 v)\n end\n if <(mijn variabele) = [4]> then\n switch costume to (level4 v)\n end\n if <(mijn variabele) = [5]> then\n if <(antwoord) = [nee]> then\n switch costume to (level5 v)\n else\n switch costume to (level5-tip v)\n end\n end\n if <(mijn variabele) = [6]> then\n switch costume to (level6 v)\n end\n if <(mijn variabele) = [7]> then\n switch costume to (level7 v)\n end\n if <(mijn variabele) = [8]> then\n if <(antwoord) = [nee]> then\n switch costume to (level8 v)\n else\n switch costume to (level8-tip v)\n end\n end\n if <(mijn variabele) = [9]> then\n switch costume to (level1 v)\n end\nend\n\n@Levels\n\nwhen I receive [message1 v]\nif <not <(backdrop [name v]) = [Level]>> then\n next costume\nend\n\nwhen flag clicked\nset [antwoord v] to [nee]\nswitch costume to (level1 v)\n\n@Tekst\n\nwhen flag clicked\nforever\n if <(mijn variabele) = [1]> then\n switch costume to (level1 v)\n end\n if <(mijn variabele) = [2]> then\n switch costume to (level2 v)\n end\n if <(mijn variabele) = [3]> then\n switch costume to (level3 v)\n end\n if <(mijn variabele) = [4]> then\n switch costume to (level4 v)\n end\n if <(mijn variabele) = [5]> then\n switch costume to (level5 v)\n end\n if <(mijn variabele) = [6]> then\n switch costume to (level6 v)\n end\n if <(mijn variabele) = [7]> then\n switch costume to (level7 v)\n end\n if <(mijn variabele) = [8]> then\n switch costume to (level8 v)\n end\n if <(mijn variabele) = [9]> then\n switch costume to (niks v)\n end\nend\n\n@Nepperds\n\nwhen flag clicked\nforever\n if <(mijn variabele) = [1]> then\n switch costume to (level1 v)\n end\n if <(mijn variabele) = [2]> then\n switch costume to (level2 v)\n end\n if <(mijn variabele) = [3]> then\n switch costume to (level3 v)\n end\n if <(mijn variabele) = [4]> then\n if <(antwoord) = [nee]> then\n switch costume to (level4 v)\n else\n switch costume to (level4-tip v)\n end\n end\n if <(mijn variabele) = [5]> then\n switch costume to (level5 v)\n end\n if <(mijn variabele) = [6]> then\n switch costume to (level6 v)\n end\n if <(mijn variabele) = [7]> then\n switch costume to (level7 v)\n end\n if <(mijn variabele) = [8]> then\n switch costume to (level8 v)\n end\n if <(mijn variabele) = [9]> then\n switch costume to (the end v)\n end\nend\n\nwhen I receive [answer only fakerds v]\nhide\n\nwhen I receive [level 5 answer v]\nhide\n\nwhen I receive [level 8 answer v]\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [level 2 answer v]\nhide\n\nswitch costume to (level4 v)\n\n@Hints\n\nwhen flag clicked\nhide\n\nwhen I receive [level 1 hint v]\nswitch costume to (level1 v)\nshow\n\nwhen I receive [level 2 hint v]\nswitch costume to (level2 v)\nshow\n\nwhen I receive [level 3 hint v]\nswitch costume to (level3 v)\nshow\n\nwhen I receive [level 4 hint v]\nswitch costume to (level4 v)\nshow\n\nwhen I receive [level 5 hint v]\nswitch costume to (level5 v)\nshow\n\nwhen I receive [level 6 hint v]\nswitch costume to (level6 v)\nshow\n\nwhen I receive [level 7 hint v]\nswitch costume to (level7 v)\nshow\n\nwhen I receive [level 8 hint v]\nswitch costume to (level8 v)\nshow\n\nwhen I receive [message1 v]\nhide\n\n@Button1\n\nwhen this sprite clicked\nif <(mijn variabele) = [1]> then\n broadcast (Level 1 hint v)\nend\nif <(mijn variabele) = [2]> then\n broadcast (Level 2 hint v)\nend\nif <(mijn variabele) = [3]> then\n broadcast (Level 3 hint v)\nend\nif <(mijn variabele) = [4]> then\n broadcast (Level 4 hint v)\nend\nif <(mijn variabele) = [5]> then\n broadcast (Level 5 hint v)\nend\nif <(mijn variabele) = [6]> then\n broadcast (Level 6 hint v)\nend\nif <(mijn variabele) = [7]> then\n broadcast (Level 7 hint v)\nend\nif <(mijn variabele) = [8]> then\n broadcast (Level 8 hint v)\nend\n\nwhen flag clicked\nswitch costume to (button1 v)\nforever\n go to [front v] layer\nend\n\n@Button2\n\nwhen this sprite clicked\nset [antwoord v] to [ja]\nif <(mijn variabele) = [1]> then\n broadcast (Answer only fakerds v)\nend\nif <(mijn variabele) = [2]> then\n broadcast (Level 2 answer v)\n switch costume to (level 2 answer v)\nend\nif <(mijn variabele) = [3]> then\n broadcast (Answer only fakerds v)\nend\nif <(mijn variabele) = [4]> then\n broadcast (Level 4 answer v)\nend\nif <(mijn variabele) = [5]> then\n broadcast (Level 5 answer v)\nend\nif <(mijn variabele) = [6]> then\n broadcast (Answer only fakerds v)\nend\nif <(mijn variabele) = [7]> then\n broadcast (Answer only fakerds v)\nend\nif <(mijn variabele) = [8]> then\n broadcast (Level 8 answer v)\nend\n\nwhen I receive [message1 v]\nset [antwoord v] to [nee]\nswitch costume to (button1 v)\n\nwhen flag clicked\nswitch costume to (button1 v)\nforever\n go to [front v] layer\nend\n\n | Hello everyone!\nYou walk with the arrows and have to complete the levels. It's also mobile friendly\nBut in every level is something strange...\nPlay it and finish all the levels\nYou can use tips or answers if you don't know how to complete this level. |
Minecraft Steve Lava platformer Escape from the nether | @Stage\n\nwhen I receive [next level v]\nswitch backdrop to (pick random (2) to (5))\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (download \(97\) v)\n\nwhen I receive [restart v]\nswitch backdrop to (download \(97\) v)\n\nset [level v] to [0]\n\nchange [color v] effect by (25)\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <not <touching (up v)?>> then\n change [y v] by (10)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <not <touching (left v)?>> then\n change [x v] by (-5)\n switch costume to (costume2 v)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <not <touching (right v)?>> then\n change [x v] by (5)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to x: (x) y: (y)\nend\n\nwhen flag clicked\nforever\n if <not <touching (floor v)?>> then\n change [y v] by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (die v)\n end\nend\n\nwhen I receive [die v]\nif <(level) = [1]> then\n show\n set [x v] to [-180]\n set [y v] to [-140]\n set size to (100) %\nend\nif <(level) = [2]> then\n set [x v] to [-210]\n set [y v] to [-160]\nend\nif <(level) = [3]> then\n set [x v] to [-185]\n set [y v] to [-160]\nend\nif <(level) = [4]> then\n set [x v] to [-200]\n set [y v] to [200]\n set size to (30) %\nend\nif <(level) = [5]> then\n set [x v] to [-225]\n set [y v] to [-170]\nend\nif <(level) = [6]> then\n set [x v] to [-210]\n set [y v] to [-170]\nend\nif <(level) = [7]> then\n set [x v] to [-170]\n set [y v] to [-130]\n set size to (10) %\nend\nif <(level) = [8]> then\n set [x v] to [-195]\n set [y v] to [-160]\n set size to (50) %\nend\nif <(level) = [9]> then\n set [y v] to [-150]\n set [x v] to [-170]\nend\nif <(level) = [10]> then\n set [x v] to [-200]\n set [y v] to [-100]\n set size to (20) %\nend\nif <(level) = [11]> then\n set [y v] to [-100]\n set [x v] to [200]\nend\nif <(level) = [12]> then\n set size to (35) %\n set [y v] to [0]\n set [x v] to [-200]\nend\nif <(level) = [13]> then\n set [y v] to [-80]\n set [x v] to [-200]\n set size to (60) %\nend\nif <(level) = [14]> then\n set [y v] to [-150]\n set [x v] to [-200]\n set size to (20) %\nend\nif <(level) = [15]> then\n set [y v] to [-100]\n set [x v] to [-200]\n set size to (50) %\nend\nif <(level) = [16]> then\n set [y v] to [-100]\n set [x v] to [-200]\nend\nif <(level) = [17]> then\n set [y v] to [-150]\n set [x v] to [-200]\nend\nif <(level) = [18]> then\n set [y v] to [-150]\n set [x v] to [-200]\nend\nif <(level) = [19]> then\n set [y v] to [-150]\n set [x v] to [-200]\nend\nif <(level) = [20]> then\n set size to (20) %\n set [y v] to [-150]\n set [x v] to [-200]\nend\n\nturn left (15) degrees\nif <not <touching (sprite2 v)?>> then\n\nturn right (15) degrees\n\nchange [x v] by (-10)\n\nchange [y v] by (-10)\n\nnext costume\n\nwhen I receive [next level v]\nif <(level) = [1]> then\n show\n set [x v] to [-180]\n set [y v] to [-140]\n set size to (100) %\nend\nif <(level) = [2]> then\n set [x v] to [-210]\n set [y v] to [-160]\n set size to (50) %\nend\nif <(level) = [3]> then\n set [x v] to [-185]\n set [y v] to [-160]\nend\nif <(level) = [4]> then\n set [x v] to [-200]\n set [y v] to [200]\n set size to (30) %\nend\nif <(level) = [5]> then\n set [x v] to [-225]\n set [y v] to [-170]\nend\nif <(level) = [6]> then\n set [x v] to [-210]\n set [y v] to [-170]\nend\nif <(level) = [7]> then\n set [x v] to [-170]\n set [y v] to [-130]\n set size to (10) %\nend\nif <(level) = [8]> then\n set [x v] to [-195]\n set [y v] to [-160]\n set size to (50) %\nend\nif <(level) = [9]> then\n set [y v] to [-150]\n set [x v] to [-170]\nend\nif <(level) = [10]> then\n set [x v] to [-200]\n set [y v] to [-100]\n set size to (20) %\nend\nif <(level) = [11]> then\n set [y v] to [0]\n set [x v] to [0]\nend\nif <(level) = [12]> then\n set size to (35) %\n set [y v] to [0]\n set [x v] to [-200]\nend\nif <(level) = [13]> then\n set [y v] to [-80]\n set [x v] to [-200]\n set size to (60) %\nend\nif <(level) = [14]> then\n set [y v] to [-150]\n set [x v] to [-200]\n set size to (20) %\nend\nif <(level) = [15]> then\n set [y v] to [-100]\n set [x v] to [-200]\n set size to (50) %\nend\nif <(level) = [16]> then\n set [y v] to [-100]\n set [x v] to [-200]\nend\nif <(level) = [17]> then\n set [y v] to [-150]\n set [x v] to [-200]\nend\nif <(level) = [18]> then\n set [y v] to [-150]\n set [x v] to [-200]\nend\nif <(level) = [19]> then\n set [y v] to [-150]\n set [x v] to [-200]\nend\nif <(level) = [20]> then\n set size to (20) %\n set [y v] to [-150]\n set [x v] to [-200]\nend\n\nwait (1) seconds\nbroadcast (die v)\n\nchange size by (20)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n play sound [recording2 v] until done\nend\n\nwhen [j v] key pressed\nbroadcast (next level v)\nchange [level v] by (1)\n\ngo to x: (-225) y: (-184)\nrepeat until <([y position v] of [sprite2 v]) < (x)>\n\nturn left (15) degrees\ngo to (random position v)\nturn left (15) degrees\nturn left (15) degrees\ngo to (random position v)\ngo to (random position v)\n\ngo to (random position v)\n\ngo to x: (65) y: (-183)\n\n@Sprite2\n\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n wait (0.5) seconds\n change y by (20)\n wait (0.5) seconds\n change y by (-20)\n end\nend\n\nwhen flag clicked\n\n\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n change y by (100)\n wait (1) seconds\n change y by (-100)\n wait (1) seconds\n else\n go to x: (-1) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n switch costume to (level 1 v)\n end\n if <(level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(level) = [11]> then\n switch costume to (level 11 v)\n end\n if <(level) = [12]> then\n switch costume to (level 12 v)\n end\n if <(level) = [13]> then\n switch costume to (level 13 v)\n end\n if <(level) = [14]> then\n switch costume to (level 14 v)\n end\n if <(level) = [15]> then\n switch costume to (level 15 v)\n set [ghost v] effect to (100)\n end\n if <(level) = [16]> then\n set [ghost v] effect to (100)\n switch costume to (level 16 v)\n end\n if <(level) = [17]> then\n set [ghost v] effect to (100)\n switch costume to (level 17 v)\n end\n if <(level) = [18]> then\n set [ghost v] effect to (100)\n switch costume to (level 18 v)\n end\n if <(level) = [19]> then\n set [ghost v] effect to (100)\n switch costume to (level 19 v)\n end\n if <(level) = [20]> then\n change [ghost v] effect by (-100)\n switch costume to (level 20 v)\n end\n if <(level) = [21]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [18]> or <<<(level) = [8]> or <(level) = [14]>> or <(level) = [15]>>> then\n turn left (3) degrees\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\nhide\n\nchange [ghost v] effect by (-100)\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nset [level v] to [0]\nhide\n\nshow variable [level v]\n\ngo to x: (-1) y: (-20)\n\ngo to (random position v)\n\ngo to (random position v)\n\n@floor\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@left\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@up\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@right\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <([costume # v] of [sprite2 v]) = [15]> then\n show\n switch costume to (pre v)\n go to x: (-3) y: (-232)\n end\n if <([costume # v] of [sprite2 v]) = [16]> then\n show\n switch costume to (level 1 v)\n go to x: (6) y: (-224)\n end\n if <([costume # v] of [sprite2 v]) = [17]> then\n show\n switch costume to (level 2 v)\n go to x: (-7) y: (13)\n end\n if <([costume # v] of [sprite2 v]) = [18]> then\n show\n switch costume to (costume1 v)\n go to x: (-364) y: (-1)\n end\n if <([costume # v] of [sprite2 v]) = [19]> then\n show\n switch costume to (costume2 v)\n end\n if <([costume # v] of [sprite2 v]) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\n@nether portal\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n change [level v] by (1)\n broadcast (next level v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n set size to (50) %\n go to x: (191) y: (-6)\n end\n if <(level) = [1]> then\n set size to (50) %\n go to x: (182) y: (-113)\n end\n if <(level) = [2]> then\n set size to (50) %\n go to x: (182) y: (-113)\n end\n if <(level) = [3]> then\n set size to (50) %\n go to x: (182) y: (-113)\n end\n if <(level) = [4]> then\n set size to (50) %\n go to x: (188) y: (109)\n end\n if <(level) = [5]> then\n set size to (10) %\n go to x: (-45) y: (-164)\n end\n if <(level) = [6]> then\n set size to (20) %\n go to x: (210) y: (148)\n end\n if <(level) = [8]> then\n set size to (20) %\n go to x: (0) y: (40)\n end\n if <(level) = [9]> then\n set size to (20) %\n go to x: (201) y: (-153)\n end\n if <(level) = [10]> then\n set size to (20) %\n go to x: (-96) y: (-34)\n end\n if <(level) = [11]> then\n set size to (50) %\n go to x: (79) y: (71)\n end\n if <(level) = [12]> then\n set size to (20) %\n go to x: (180) y: (108)\n end\n if <(level) = [13]> then\n set size to (50) %\n go to x: (-187) y: (65)\n end\n if <(level) = [14]> then\n set size to (50) %\n go to x: (181) y: (105)\n end\n if <(level) = [16]> then\n set size to (50) %\n go to x: (174) y: (99)\n end\n if <(level) = [17]> then\n set size to (50) %\n go to x: (184) y: (-111)\n end\n if <(level) = [18]> then\n set size to (50) %\n go to x: (184) y: (-111)\n end\n if <(level) = [19]> then\n set size to (40) %\n go to x: (102) y: (126)\n end\n if <(level) = [20]> then\n set size to (40) %\n go to x: (193) y: (117)\n end\n if <(level) = [21]> then\n set size to (40) %\n go to x: (193) y: (-100)\n end\nend\n\n\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n switch costume to (download - 2019-05-10t115511 v)\n else\n switch costume to (download \(96\) v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (191) y: (-6)\n\n@play\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (next level v)\nhide\n\nwhen I receive [restart v]\nshow\n\n@front steve\n\nwhen flag clicked\nshow\nforever\n point in direction (90)\n go to x: (-188) y: (-3)\n repeat until <touching (nether portal v)?>\n change x by (3)\n turn right (3) degrees\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\n\nwhen I receive [restart v]\nshow\n\n@Sprite4\n\n | Up arrow to fly up. You will slowly fall down. < and > to move. Avoid touching the lava. Click flag before pressing play. For the levels that have no lava, it is an invisible level. Look at the outline of the scene somewhere. It is not to scale but gives you an idea of what it is. Good luck beating the last level. Get to the nether portal on each level |
⚠️SCARY⚠️mine- a platformer⚠️ | @Stage\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nset volume to (50) %\nshow\ngo to x: (1) y: (61)\nforever\n set [brightness v] effect to (0)\n wait (3) seconds\n if <[1] = (pick random (1) to (2))> then\n broadcast (lighting v)\n repeat (2)\n set [brightness v] effect to (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [heavy-rain-daniel_simon v] until done\nend\n\n@The Player\n\ndefine Do Player Tick\nset [speed x v] to [0]\nif <key (left arrow v) pressed?> then\n set [speed x v] to [-4]\nend\nif <key (right arrow v) pressed?> then\n set [speed x v] to [4]\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <key (up arrow v) pressed?> then\n set [speed y v] to [9]\n end\nend\nMove Player (Speed X) (0)\nchange [speed y v] by (-1)\nMove Player (0) (Speed Y)\nset [scroll x v] to (round ((((Scroll X) * (7)) + (Player X)) / (8)))\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition Player\n\ndefine Position Player\ngo to x: ((Player X) - (Scroll X)) y: (Player Y)\n\ndefine None\nchange [player x v] by (sx)\nchange [player y v] by (sy)\nPosition Player\nif <not <touching (level v)?>> then\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nrepeat (8)\n change [player y v] by (1)\n Position Player\n if <not <touching (level v)?>> then\n set [can jump? v] to [7]\n stop [this script v]\n end\nend\nchange [player x v] by ((0) - (sx))\nchange [player y v] by ((-8) - (sy))\n\nwhen flag clicked\nset [scroll x v] to [0]\nset [player x v] to [0]\nset [player y v] to [-43]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nPosition Player\nforever\n Do Player Tick\n broadcast (tick v) and wait\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-180]> then\n stop [all v]\n end\nend\n\nwhen [timer v] > (0.3)\nhide\n\nwhen flag clicked\nshow\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume1 v)\nset [offset x v] to [0]\nrepeat (20)\n create clone of (_myself_ v)\n change [offset x v] by (478)\n next costume\nend\n\nwhen I receive [tick v]\nset x to ([floor v] of ((Offset X) - (Scroll X)) )\nif <(x position) = ([floor v] of ((Offset X) - (Scroll X)) )> then\n show\nelse\n hide\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (1) y: (61)\nforever\n set [brightness v] effect to (0)\n wait (0.1) seconds\n set [brightness v] effect to (pick random (-10) to (20))\n wait (0.1) seconds\nend\n\nwhen flag clicked\nshow\ngo to x: (1) y: (61)\nforever\n set [brightness v] effect to (0)\n wait (0.1) seconds\n set [brightness v] effect to (pick random (-3) to (0))\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (the player v)\nend\n\nwhen flag clicked\nshow\ngo to x: (1) y: (61)\nforever\n wait (3) seconds\n if <[1] = (pick random (1) to (2))> then\n repeat (10)\n set [brightness v] effect to (0)\n end\n end\nend\n\nset [brightness v] effect to (0)\nwait (0.1) seconds\n\nwait (0.1) seconds\n\nwhen I receive [lighting v]\nstart sound [thunder_sound_FX-Grant_Evans-1523270250 v]\nrepeat (2)\n set [brightness v] effect to (10)\nend\n\nwait (0.1) seconds\n\nwait (0.3) seconds\n\nwhen [timer v] > (0.3)\nhide\n\n@Screen Shot 2019-05-09 at 9\n\nwhen flag clicked\nhide\n\n@Sprite78\n\nwhen flag clicked\nwait (0.0000001) seconds\nshow\nset [ghost v] effect to (90)\nforever\n go to [front v] layer\n next costume\n wait (0) seconds\nend\n\nhide\n\nwhen flag clicked\nforever\n play sound [2019-05-01_-_Undercover_Spy_Agent_-_David_Fesliyan v] until done\nend\n\nwhen [timer v] > (0.3)\nhide\n\n@Outro\n\nwhen flag clicked\n\ndefine Set pen color to R (r) G (g) B (b) With opacity (a)\nset pen color to (((b) + (((g) * (256)) + ((r) * ((256) * (256))))) + ((a) * ((256) * ((256) * (256)))))\n\ndefine gen\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [size v]\nset [i v] to [0]\nset [i2 v] to [0]\nrepeat (100)\n add (pick random (-25) to (25)) to [x v]\n add (pick random (-100) to (100)) to [y v]\n add (pick random (0.1) to (1)) to [size v]\nend\n\nSet pen color to R (10) G (10) B (10) With opacity (1)\n\nwhen I receive [end v]\nset [i2 v] to [0]\nset [l v] to [1]\nset [loud v] to [0]\ngen\nforever\n set size to (100) %\n switch costume to (costume2 v)\n point in direction (90)\n set [ghost v] effect to (65)\n go to x: (0) y: (0)\n stamp\n hide\n change [loud v] by (((item ((l) mod (length of [loudness v])) of [loudness v]) - (loud)) / (10))\n rend (loud)\n change [i2 v] by ((loud) / (5))\n change [l v] by (1)\n go to x: (0) y: (0)\n set size to ((([sin v] of ((i2) * (2)) ) * (10)) + (70)) %\n clear graphic effects\n set [ghost v] effect to (0)\n switch costume to (screen shot 2018-12-14 at 4 v)\n show\n stamp\n go to x: (0) y: (0)\n set size to ((([sin v] of ((i2) * (2)) ) * (10)) + (75)) %\n clear graphic effects\n set [ghost v] effect to ((125) - (size))\n switch costume to (screen shot 2018-12-14 at 4 v)\n show\n if <(pick random (1) to (10)) = [8]> then\n create clone of (_myself_ v)\n end\nend\n\nrend\n\npoint in direction (10)\n\nstamp\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (pick random (3) to (5))\nset size to (3500) %\ngo to x: (pick random (-240) to (240)) y: (-500)\nset [cv v] to (pick random (10) to (25))\nrepeat (((cv) * (2)) + (1))\n go to [front v] layer\n change y by (cv)\n change [cv v] by (-1)\n turn right (cv) degrees\n stamp\nend\ndelete this clone\n\nwhen I receive [end v]\nforever\n play sound [afterglow by reaktor productions vanoss new outro song - \[Mp3Truck.Net\] v] until done\nend\n\ndefine rend (number1)\nset pen size to (10)\nset [i v] to [0]\nset pen color to (#f6f6f6)\nrepeat ((360) / (5))\n go to x: (([sin v] of ((i) + (i2)) ) * (100)) y: (([cos v] of ((i) + (i2)) ) * (100))\n pen down\n go to x: ((([sin v] of ((i) + (i2)) ) * ((number1) + (125))) * ([abs v] of ([sin v] of ([abs v] of ((i2) + (((x position) + (y position)) + (number1))) ) ) )) y: ((([cos v] of ((i) + (i2)) ) * ((number1) + (125))) * ([abs v] of ([sin v] of ([abs v] of ((i2) + (((x position) + (y position)) + (number1))) ) ) ))\n pen up\n change [i v] by (5)\nend\n\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to ((100) - (size))\nswitch costume to (costume1 v)\nshow\nstamp\n\ndefine rend\nset [g v] to [1]\nrepeat ([ceiling v] of ((length of [y v]) / (2)) )\n set [gotox v] to (([sin v] of (((i3) * (item (g) of [size v])) + (item (g) of [y v])) ) * ((item (g) of [x v]) * (10)))\n set [gotoy v] to (([cos v] of (((i3) * (item (g) of [size v])) + (item (g) of [y v])) ) * ((item (g) of [x v]) * (10)))\n if <<not <([abs v] of (gotox) ) > [400]>> and <not <([abs v] of (gotoy) ) > [300]>>> then\n Set pen color to R (2) G ((item (g) of [size v]) * (255)) B (8) With opacity (10)\n go to x: (gotox) y: (gotoy)\n set pen size to (200)\n pen down\n pen up\n end\n change [g v] by (2)\nend\nset [g v] to [1]\nrepeat (length of [y v])\n Set pen color to R (9) G (3) B (7) With opacity (100)\n go to x: (([sin v] of (((i3) * (item (g) of [size v])) + (item (g) of [y v])) ) * ((item (g) of [x v]) * (10))) y: (([cos v] of (((i3) * (item (g) of [size v])) + (item (g) of [y v])) ) * ((item (g) of [x v]) * (10)))\n change y by (([sin v] of (((i4) * ((item (g) of [x v]) * (0.1))) + (item (g) of [y v])) ) * ((item (g) of [size v]) * (10)))\n set pen size to ((item (g) of [size v]) * (10))\n pen down\n pen up\n change [g v] by (1)\nend\nchange [i3 v] by (((loud) - (5)) / (10))\nchange [i4 v] by (5)\nset [direction v] to ((i3) / (-3))\nhide\n\nerase all\n\nbroadcast (end v)\nerase all\nhide\nerase all\n\nwhen flag clicked\nerase all\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.3)\nbroadcast (end v)\n\nwhen [timer v] > (0.3)\nhide\n\n | https://scratch.mit.edu/projects/400813174 |
Circulatory Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop2 v)\n\n@ThumbNail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nshow\n\n@RetroRadar\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n turn right (92.5) degrees\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (pick random (400) to (300)) %\nrepeat (20)\n move (6) steps\n change size by (10)\n change [ghost v] effect by (-5)\nend\nrepeat (20)\n move (6) steps\n change size by (-10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [message1 v]\nhide\nstop [other scripts in sprite v]\nbroadcast (message2 v)\nstop [this script v]\n\n@Heart\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nbroadcast (message1 v)\nforever\n wait until <<(Hitbox XvelV) > [220]> and <(Touch.Active1) = [1]>>\n broadcast (next level v)\n wait until <<(Hitbox XvelV) > [220]> and <(Touch.Active2) = [1]>>\n broadcast (next level v)\n wait until <<(Hitbox XvelV) > [220]> and <(Touch.Active3) = [1]>>\n broadcast (next level v)\n wait until <<(Hitbox XvelV) > [220]> and <(Touch.Active4) = [1]>>\n broadcast (next level v)\n wait until <<(Hitbox XvelV) > [220]> and <(Touch.Active5) = [1]>>\n broadcast (End v)\nend\n\nwhen [timer v] > (0.001)\nhide\n\nwhen [timer v] > (0.001)\nhide\n\n@Character\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (90)\nforever\n go to (hitbox v)\n change y by (-6)\nend\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n wait (0.04) seconds\n if <(costume [number v]) = [5]> then\n switch costume to (walk 1 v)\n else\n next costume\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n wait (0.04) seconds\n if <(costume [number v]) = [5]> then\n switch costume to (walk 1 v)\n else\n next costume\n end\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (stand v)\n end\nend\n\nwait until <<(x position) > [220]> and <(Touch.Active1) = [1]>>\nbroadcast (next level v)\nwait until <<(x position) > [220]> and <(Touch.Active2) = [1]>>\nbroadcast (next level v)\nwait until <<(x position) > [220]> and <(Touch.Active3) = [1]>>\nbroadcast (next level v)\nwait until <<(x position) > [220]> and <(Touch.Active4) = [1]>>\nbroadcast (next level v)\nwait until <<(x position) > [220]> and <(Touch.Active5) = [1]>>\nbroadcast (next level v)\n\nwhen [timer v] > (0.001)\nhide\n\nwhen I receive [end v]\nhide\n\n@Hitbox\n\nwhen flag clicked\nset [level v] to [0]\nset [ghost v] effect to (100)\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nStart Position\nchange [level v] by (1)\n\ndefine Start Position\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nset size to (100) %\ngo to x: (-220) y: (-76)\n\nwhen I receive [message1 v]\nset [level v] to [1]\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nStart Position\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nforever\n change [y_vel v] by (-1)\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 (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 (1)\n if <touching (level v)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y_vel v] to [8]\n if <(x_vel) > [0]> then\n set [x_vel v] to [-10]\n else\n set [x_vel v] to [10]\n end\n else\n change x by ((x_vel) * (-1))\n set [x_vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y_vel)\n if <touching (level 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 <(x position) > [220]> then\n if <(level) = [11]> then\n broadcast (next level v)\n broadcast (game over v)\n stop [this script v]\n else\n end\n end\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y_vel v] to [12]\n end\n if <<<<touching (obstacles v)?> or <touching (chainsaw/ax v)?>> or <<touching (bullets1 v)?> or <touching (bullets2 v)?>>> or <<touching (smasher1 v)?> or <touching (smasher2 v)?>>> then\n Start Position\n end\n if <touching (trampoline v)?> then\n set [y_vel v] to [16]\n end\n change y by (1)\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n set [hitbox xvelv v] to (x position)\nend\n\nwhen [timer v] > (0.001)\nhide\n\nwhen I receive [end v]\nhide\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen [timer v] > (0.001)\nhide\n\nwhen I receive [end v]\nhide\n\n@[Real] Heart\n\nwhen flag clicked\nset [touch.active1 v] to [0]\nswitch costume to (costume1 v)\ngo to x: (187) y: (-62)\nhide\nwait until <(level) = [1]>\n\nwhen [timer v] > (0.001)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n if <touching (character v)?> then\n set [touch.active1 v] to [1]\n hide\n switch costume to (costume2 v)\n stop [this script v]\n end\nend\n\n@Aorta\n\nwhen flag clicked\nset [touch.active2 v] to [0]\nswitch costume to (costume1 v)\ngo to x: (197) y: (105)\nhide\nwait until <(level) = [2]>\nshow\nforever\n if <touching (character v)?> then\n set [touch.active2 v] to [1]\n hide\n switch costume to (costume2 v)\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0.001)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n show\nelse\n hide\nend\n\n@Veins\n\nwhen flag clicked\nset [touch.active4 v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-29) y: (-94)\nhide\nwait until <(level) = [4]>\nshow\nforever\n if <touching (character v)?> then\n set [touch.active4 v] to [1]\n hide\n switch costume to (costume2 v)\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0.001)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n show\nelse\n hide\nend\n\n@Arteries\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.001)\nhide\n\nwhen flag clicked\nset [touch.active5 v] to [0]\nswitch costume to (costume1 v)\ngo to x: (102) y: (-23)\nhide\nwait until <(level) = [5]>\nshow\nforever\n if <touching (character v)?> then\n set [touch.active5 v] to [1]\n hide\n switch costume to (costume2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Confetti\n\nwhen I start as a clone\nshow\ngo [backward v] (10) layers\nset size to (pick random (1) to (100)) %\npoint in direction (pick random (0) to (90))\nset [color v] effect to (pick random (1) to (100))\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (7) to (10)) secs to x: (pick random (-180) to (180)) y: (pick random (-90) to (90))\nrepeat (15)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen I receive [end v]\nrepeat (100)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Superior Vena Cava\n\nwhen flag clicked\nset [touch.active3 v] to [0]\nswitch costume to (costume1 v)\ngo to x: (266) y: (4)\nhide\nwait until <(level) = [3]>\nshow\nforever\n if <touching (character v)?> then\n set [touch.active3 v] to [1]\n hide\n switch costume to (costume2 v)\n stop [this script v]\n end\nend\n\nwhen [timer v] > (0.001)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [3]> then\n show\nelse\n hide\nend\n\n | Use the arrow keys to move around and collect each item to progress to the next level. |
Speedy Platformer | @Stage\n\nwhen flag clicked\nhide variable [time v]\nhide variable [deaths v]\nset [time v] to [0]\nswitch backdrop to (1 v)\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n switch backdrop to (10 v)\nend\n\nwhen I receive [play v]\nset [time v] to [0]\nshow variable [time v]\nrepeat until <(Level) = [11]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\nhide variable [time v]\nif <(Skiped?) = [1]> then\n wait (0.2) seconds\n set [time v] to ((Time) + (10))\nelse\n wait (0.2) seconds\n set [time v] to ((Time) - (10))\nend\nshow variable [time v]\nshow variable [deaths v]\n\nwhen I receive [win! v]\nswitch backdrop to (2 v)\n\nwhen I receive [dead v]\nchange [deaths v] by (1)\nwait (0.3) seconds\n\n@Hitbox\n\nwhen flag clicked\nset [level v] to [1]\nset [p1 movement v] to [0]\nhide\nwait (0.2) seconds\npoint in direction (90)\ngo to x: (-220) y: (-50)\nswitch costume to (1 v)\nshow\nset size to (100) %\nset rotation style [left-right v]\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [play v]\nforever\n if <touching (nets v)?> then\n repeat until <not <touching (nets v)?>>\n set [yv v] to [-0.1]\n set [xv v] to ((Xv) / (2))\n end\n end\nend\n\nwhen I receive [next level v]\nRespawn\n\nwhen I receive [play v]\nset [speed boozt? v] to [0]\nforever\n if <touching (water v)?> then\n repeat until <not <touching (water v)?>>\n set [xv v] to ((Xv) / (2))\n set [yv v] to ((Yv) / (2))\n end\n end\nend\n\nwhen I receive [speed boozt v]\nif <(Level) = [9]> then\n repeat until <(Level) = [10]>\n set [speed boozt? v] to [1]\n end\n set [speed boozt? v] to [0]\nelse\n set [speed boozt? v] to [1]\nend\n\ndefine Respawn\nset [p1 movement v] to [0]\nhide\nwait (0.2) seconds\npoint in direction (90)\nset [p1 movement v] to [1]\ngo to x: (-220) y: (-50)\nswitch costume to (1 v)\nshow\nset size to (100) %\nset rotation style [left-right v]\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [play v]\nforever\n if <touching (spikes v)?> then\n broadcast (Dead v)\n Respawn\n end\nend\n\nwhen I receive [p1 bounce v]\nset [yv v] to [20]\n\nwhen I receive [play v]\nRespawn\nforever\n if <(P1 Movement) = [1]> then\n if <key (right arrow v) pressed?> then\n if <not <<touching (ladders v)?> and <key (up arrow v) pressed?>>> then\n if <(Speed Boozt?) = [1]> then\n change [xv v] by (1.2)\n else\n change [xv v] by (0.65)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <not <<touching (ladders v)?> and <key (up arrow v) pressed?>>> then\n if <(Speed Boozt?) = [1]> then\n change [xv v] by (-1.2)\n else\n change [xv v] by (-0.65)\n end\n end\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 <(P1 Movement) = [1]> then\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 [11]\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 (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?> then\n if <(P1 Movement) = [1]> then\n set [yv v] to [11]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [play v]\nwait (0.3) seconds\nforever\n if <not <(Level) = [11]>> then\n if <(x position) > [240]> then\n if <not <(Level) = [11]>> then\n change [level v] by (1)\n end\n broadcast (Next Level v)\n Respawn\n end\n end\nend\n\nwhen I receive [next level v]\n\nif <(Level) = [11]> then\n Respawn\nend\n\n@Ground\n\nwhen flag clicked\nset [skiped? v] to [0]\nset [deaths v] to [0]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nif <(costume [number v]) = [10]> then\n broadcast (win! v)\n switch costume to (11 v)\nelse\n next costume\nend\n\nwhen flag clicked\nforever\n play sound [OTR 1 v] until done\n play sound [OTR 2 v] until done\nend\n\nwhen I receive [play v]\nset [skiped? v] to [0]\nwait until <(Level) = [10]>\nrepeat until <(Level) = [11]>\n if <key (space v) pressed?> then\n set [skiped? v] to [1]\n set [level v] to [11]\n broadcast (next level v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\nset [locked? v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nrepeat (5)\n go to (hitbox v)\nend\n\nwhen I receive [play v]\nforever\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (1 v)\n wait (pick random (2) to (4)) seconds\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n if <(Locked?) = [0]> then\n set [locked? v] to [1]\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (1 v)\n wait (0.05) seconds\n set [locked? v] to [0]\n end\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen I receive [play v]\nforever\n if <not <touching (ground v)?>> then\n if <(Locked?) = [0]> then\n set [locked? v] to [1]\n switch costume to (10 v)\n wait until <touching (ground v)?>\n switch costume to (1 v)\n set [locked? v] to [0]\n end\n end\nend\n\nwhen I receive [dead v]\nhide\nswitch costume to (1 v)\ngo to (hitbox v)\nwait (0.2) seconds\ngo to (hitbox v)\nshow\n\nwhen I receive [next level v]\nhide\nswitch costume to (1 v)\ngo to (hitbox v)\nwait (0.2) seconds\ngo to (hitbox v)\nshow\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n repeat (3)\n go [backward v] ([10 ^ v] of (9) ) layers\n end\n wait until <(Level) = [8]>\n go to [front v] layer\nend\n\nwhen I receive [play v]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(Locked?) = [0]> then\n set [locked? v] to [1]\n switch costume to (4 v)\n repeat (3)\n wait (0.05) seconds\n next costume\n end\n repeat (3)\n wait (0.05) seconds\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.05) seconds\n switch costume to (1 v)\n set [locked? v] to [0]\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nset [level v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\nset [locked? v] to [0]\nshow\nforever\n go to (hitbox v)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\ngo [backward v] ([10 ^ v] of (9) ) layers\n\nwhen I receive [win! v]\nhide\n\nwhen I receive [next level v]\nnext costume\nwait (1) seconds\n\n@Trampoline\n\nwhen I receive [play v]\nwait until <(Level) = [4]>\ncreate clone of (_myself_ v)\ngo to x: (-133) y: (-133)\nshow\nswitch costume to (1 v)\ngo [backward v] ([10 ^ v] of (5) ) layers\nrepeat until <(Level) = [5]>\n if <touching (hitbox v)?> then\n Bounce\n end\nend\ngo to x: (-60) y: (-88)\nshow\nswitch costume to (1 v)\nrepeat until <(Level) = [6]>\n if <touching (hitbox v)?> then\n Bounce\n end\nend\nhide\nwait until <(Level) = [11]>\ngo to x: (-124) y: (-133)\nshow\nswitch costume to (1 v)\nforever\n if <touching (hitbox v)?> then\n Bounce\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Bounce\nswitch costume to (2 v)\nbroadcast (p1 bounce v)\nwait (0.02) seconds\nswitch costume to (3 v)\nwait (0.02) seconds\nswitch costume to (2 v)\nwait (0.02) seconds\nswitch costume to (1 v)\n\nwhen I start as a clone\ngo to x: (15) y: (-133)\nshow\nswitch costume to (1 v)\ngo [backward v] ([10 ^ v] of (4) ) layers\nrepeat until <(Level) = [5]>\n if <touching (hitbox v)?> then\n Bounce\n end\nend\nhide\ndelete this clone\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nwait until <(Level) = [7]>\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nrepeat (2)\n go [backward v] ([10 ^ v] of (4) ) layers\nend\nwait until <(Level) = [8]>\nhide\n\n@Speed Boozt\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nwait until <(Level) = [9]>\ngo to x: (-195) y: (-150)\ngo to [front v] layer\nswitch costume to (1 v)\nshow\ngo [backward v] (50) layers\nrepeat until <(Level) = [10]>\n if <touching (hitbox v)?> then\n Speed Boozt\n wait until <not <touching (hitbox v)?>>\n wait (0.1) seconds\n end\nend\nhide\nwait until <(Level) = [11]>\ngo to x: (50) y: (-150)\ngo to [front v] layer\nswitch costume to (1 v)\nshow\ngo [backward v] (50) layers\nforever\n if <touching (hitbox v)?> then\n Speed Boozt\n wait until <not <touching (hitbox v)?>>\n wait (0.1) seconds\n end\nend\n\ndefine Speed Boozt\nswitch costume to (1 v)\nbroadcast (speed boozt v)\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (0.3) seconds\nrepeat (5)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nhide\nswitch costume to (2 v)\nset [ghost v] effect to (50)\ngo [backward v] ([10 ^ v] of (7) ) layers\ngo to (([x position v] of [speed boozt v]) + ([y position v] of [speed boozt v]))\nchange x by (pick random (-35) to (35))\nshow\nrepeat (15)\n change y by (7)\nend\n\n@Start!\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nclear graphic effects\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 flag clicked\nwait (0.2) seconds\nwait until <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>>\nhide\nwait (0.2) seconds\nbroadcast (PLAY v)\n\n@Cover\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n wait (0.3) seconds\nend\n\n@Result\n\nwhen flag clicked\nhide\nhide variable [☁ world record time v]\n\nwhen I receive [win! v]\nwait (0.5) seconds\nshow variable [☁ world record time v]\nif <(Time) < (☁ World Record Time)> then\n set [☁ world record time v] to (Time)\nend\n\n | - Hi & Welcome to a game called "Speedy Platformer" \n\n- Use the arrow keys to move\n\n- Avoid spikes! |
Smooth Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [recording1 v] until done\nend\n\n@map\n\nwhen flag clicked\nset [level v] to [1]\nshow\npoint in direction (90)\nSet costume Size to [700]\nforever\n Move\nend\n\ndefine Move\nset [scroll x v] to (([x position v] of [charecter v]) / (-10))\nset [scroll y v] to (([y position v] of [charecter v]) / (-10))\nchange x by (scroll x)\nchange y by (scroll y)\n\ndefine Set costume Size to (size)\ngo to [back v] layer\nswitch costume to (resize v)\nset size to (size) %\nswitch costume to (maze v)\nrepeat ((Level) - (1))\n next costume\nend\ngo to x: (1580) y: (-900)\n\nwhen I receive [restart v]\nglide (1) secs to x: (954) y: (-1028)\nbroadcast (Done v)\nbroadcast (Done v)\nbroadcast (Done v)\nbroadcast (Done v)\nbroadcast (Done v)\nbroadcast (Done v)\n\nwhen I receive [next level v]\nSet costume Size to [900]\n\nchange [level v] by (1)\n\nwhen [space v] key pressed\nclear graphic effects\n\n@Sprite1\n\nwhen flag clicked\nset [clones v] to [0]\nforever\n go to [back v] layer\n hide\n wait (pick random (1) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (1) to (360))\nshow\nchange [clones v] by (1)\nset [ghost v] effect to (50)\nset size to (pick random (1) to (100)) %\nrepeat until <(clones) = [30]>\n move (8) steps\n if on edge, bounce\nend\nchange [clones v] by (-1)\ndelete this clone\n\nglide (1) secs to (random position v)\n\nwhen I start as a clone\nset [size v] to (pick random (-10) to (10))\nforever\n repeat (10)\n change size by (size)\n end\n repeat (10)\n change size by ((size) * (-1))\n end\n set [size v] to (pick random (-10) to (10))\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (250) %\nswitch costume to (costume1 v)\nforever\n go to (charecter v)\nend\n\n@Screen Shot 2019-05-16 at 4\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Charecter\n\nwhen flag clicked\nset size to (100) %\nset size to (20) %\nset size to (100) %\nset size to (20) %\nReset\nforever\n Platformer Engine\nend\n\ndefine Left, Right, and Up\nswitch costume to (hitbox v)\nset [x vel v] to ((X Vel) * (0.9))\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [direction v] to [90]\n change [x vel v] by (0.6)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n set [direction v] to [-90]\n change [x vel v] by (-0.6)\nend\nif <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y vel v] to [10]\nend\nchange y by (1)\nchange x by (X Vel)\nswitch costume to (player v)\n\ndefine Gravity and Ground Sensing\nchange [y vel v] by (-0.5)\nchange y by (Y vel)\nswitch costume to (hitbox v)\nif <touching color (#000000)?> then\n change y by ((-1) * (Y vel))\n set [y vel v] to [0]\nend\nif <touching color (#ffffff)?> then\n broadcast (Restart v)\nend\nif <touching color (#ffc600)?> then\n broadcast (Next Level v)\nend\nif <touching color (#3b508d)?> then\nchange y by (-1)\nswitch costume to (player v)\n\ndefine Wall and Slope Check\nswitch costume to (hitbox v)\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 ((-2) * (X Vel))\n set [x vel v] to ((-1) * (X Vel))\n change y by ((-0.2) * (Y vel))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#000000)?> then\n set [y vel v] to [-15]\n else\n set [y vel v] to [15]\n end\n else\n set [y vel v] to [-1]\n end\n end\n change y by (-2)\n end\n end\n end\n end\nend\nswitch costume to (player v)\n\n\n\ndefine Platformer Engine\nset [color v] effect to ((10) / (0))\nchange x by (scroll x)\nchange y by (scroll y)\npoint in direction (90)\nGravity and Ground Sensing\nLeft, Right, and Up\nWall and Slope Check\npoint in direction (direction)\n\ndefine Reset\nset drag mode [not draggable v]\ngo to [front v] layer\nshow\nset [direction v] to [90]\nset size to (20) %\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x vel v] to [0]\n\nwhen I receive [restart v]\nrepeat (20)\n change [pixelate v] effect by (50)\nend\n\nwhen I receive [done v]\nclear graphic effects\n\nrepeat (20)\n change [pixelate v] effect by (-50)\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n wait (0.1) seconds\n end\nend\n\n | Reload the page if the body of the player doesn't load\nYELLOW IS THE END!!!\nUse Arrow keys to move, end is at the bottom\nMOBILE IS SUPPORTED!\nWorking on adding more levels\nPres space to reset the graphic effects. |
3D Platformer V2 | @Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@3D Engine\n\nwhen flag clicked\nhide\nset [start v] to [0]\nset [pause v] to [0]\nset [mouse? v] to [0]\nset [playerview? v] to [1]\nset [sort? v] to [1]\nset [fov v] to [240]\nset [level v] to []\nwait until <(level) = [0]>\nreset\nrepeat until <(start) = [1]>\n erase all\n set cam (lookY) (lookX) (0)\n change [gravity v] by (-10)\n move (SinHor) (gravity) (CosHor)\n LoopThroughCubesAndCollide\n moveObjects\n Interact\n teleportPlayer\n change [lookx v] by (-3)\n render (length of [pointx v]) points\n ConnectPoints\nend\nset [level v] to [1]\nreset\nforever\n if <<(pause) = [0]> and <(Instructions) = [0]>> then\n if <(level) < [5]> then\n set [time v] to (timer)\n erase all\n ReadKeys\n Decay (0.93)\n set cam (lookY) (lookX) (0)\n change [gravity v] by (-10)\n move (SinHor) (gravity) (CosHor)\n LoopThroughCubesAndCollide\n moveObjects\n Interact\n teleportPlayer\n change [lookx v] by (horAcc)\n change [looky v] by (vertAcc)\n change [lookz v] by (rollAcc)\n if <([abs v] of (lookY) ) > [90]> then\n change [looky v] by ((0) - (vertAcc))\n set [vertacc v] to [0]\n end\n render (length of [pointx v]) points\n ConnectPoints\n set [fps v] to ((1) / ((timer) - (time)))\n else\n broadcast (Finish v)\n end\n end\nend\n\ndefine None\nadd (x) to [pointx v]\nadd (y) to [pointy v]\nadd (z) to [pointz v]\n\ndefine reset\nresetLists\nAdd Objects\nresetPosAndMove\n\ndefine None\nset [vertacc v] to ((vertAcc) * ((rate) / (1.1)))\nset [horacc v] to ((horAcc) * ((rate) / (1.1)))\nset [rollacc v] to ((rollAcc) * (rate))\nset [moveacc v] to ((moveAcc) * (rate))\nset [sideacc v] to ((SideAcc) * (rate))\n\ndefine None\ndelete (all) of [pointscreenx v]\ndelete (all) of [pointscreeny v]\ndelete (all) of [pointscreenz v]\ndelete (all) of [pointscreensize v]\nif <(PlayerView?) = [0]> then\n set [camx v] to (posX)\n set [camy v] to (posY)\n set [camz v] to (posZ)\nelse\n if <(Mouse?) = [0]> then\n SlowlyMoveCamera (-4000) (CamSpeed)\n else\n SlowlyMoveCamera (-4000) (1)\n end\nend\nif <(Sort?) = [1]> then\n Sort\nend\nset [loop# v] to [1]\ndelete (all) of [pointx2 v]\ndelete (all) of [pointy2 v]\ndelete (all) of [pointz2 v]\nif <(Sort?) = [1]> then\n repeat ((length of [sorted? v]) / (2))\n set [innerloop# v] to (((item (loop#) of [sorted? v]) * (8)) - (7))\n repeat (8)\n set [transformx v] to (item (innerLoop#) of [pointx v])\n set [transformy v] to (item (innerLoop#) of [pointy v])\n set [transformz v] to (item (innerLoop#) of [pointz v])\n add (transformX) to [pointx2 v]\n add (transformY) to [pointy2 v]\n add (transformZ) to [pointz2 v]\n Transform \n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (round ((24000) / (transformZ))) to [pointscreensize v]\n change [innerloop# v] by (1)\n end\n change [loop# v] by (2)\n end\nelse\n repeat (length of [pointx v])\n set [transformx v] to (item (loop#) of [pointx v])\n set [transformy v] to (item (loop#) of [pointy v])\n set [transformz v] to (item (loop#) of [pointz v])\n Transform \n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (round ((24000) / (transformZ))) to [pointscreensize v]\n change [loop# v] by (1)\n end\nend\n\ndefine ReadKeys\nif <(Mouse?) = [0]> then\n if <key (up arrow v) pressed?> then\n change [vertacc v] by (0.8)\n end\n if <key (down arrow v) pressed?> then\n change [vertacc v] by (-0.8)\n end\n if <key (right arrow v) pressed?> then\n change [horacc v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n change [horacc v] by (-0.8)\n end\nelse\n set [vertacc v] to ((mouse y) - (PrevY))\n if <([abs v] of (mouse x) ) > [235]> then\n set [horacc v] to ((mouse x) / (38))\n else\n set [horacc v] to ((mouse x) - (prevX))\n end\n set [prevx v] to (mouse x)\n set [prevy v] to (mouse y)\nend\nif <key (d v) pressed?> then\n change [sideacc v] by (-10)\nend\nif <key (a v) pressed?> then\n change [sideacc v] by (10)\nend\nif <key (w v) pressed?> then\n change [moveacc v] by (10)\nend\nif <key (s v) pressed?> then\n change [moveacc v] by (-10)\nend\nif <key (space v) pressed?> then\n if <(Collided?) = [1 ]> then\n set [gravity v] to [200]\n end\nend\n\ndefine None\nrepeat (number)\n Add Point at (pick random ((0) - (range)) to (range)) (pick random ((0) - (range)) to (range)) (pick random ((0) - (range)) to (range))\nend\n\ndefine ConnectPoints\nset [playerdraw? v] to [0]\nset [innerloop# v] to [1]\nset [loop# v] to [1]\nif <(Sort?) = [1]> then\n repeat (length of [objects v])\n set [object# v] to (item (((innerLoop#) * (2)) - (1)) of [sorted? v])\n set [dist v] to (item ((innerLoop#) * (2)) of [sorted? v])\n if <[deleted v] contains (object#)?> then\n change [innerloop# v] by (1)\n change [loop# v] by (8)\n else\n if <(item (object#) of [objects v]) = [Cube]> then\n if <(item (object#) of [objecttype v]) = [1]> then\n if <<[interactiveobjects v] contains (object#)?> and <not <[interacted? v] contains (object#)?>>> then\n set [color v] to [1]\n else\n set [color v] to [2]\n end\n else\n if <(item (object#) of [objecttype v]) = [2]> then\n set [color v] to [3]\n else\n if <(item (object#) of [objecttype v]) = [3]> then\n set [color v] to [4]\n else\n if <(item (object#) of [objecttype v]) = [4]> then\n set [color v] to [5]\n else\n set [color v] to [6]\n end\n end\n end\n end\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point ((loop#) + (4)) to point ((loop#) + (5))\n connect point ((loop#) + (5)) to point ((loop#) + (6))\n connect point ((loop#) + (6)) to point ((loop#) + (7))\n connect point ((loop#) + (7)) to point ((loop#) + (4))\n connect point ((loop#) + (7)) to point (loop#)\n connect point ((loop#) + (6)) to point ((loop#) + (1))\n connect point ((loop#) + (5)) to point ((loop#) + (2))\n connect point ((loop#) + (4)) to point ((loop#) + (3))\n change [loop# v] by (8)\n else\n if <(item (object#) of [objects v]) = [Pyramid]> then\n Set Pen Color to R: (255) G: (0) B: (0)\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point (loop#) to point ((loop#) + (4))\n connect point ((loop#) + (1)) to point ((loop#) + (4))\n connect point ((loop#) + (2)) to point ((loop#) + (4))\n connect point ((loop#) + (3)) to point ((loop#) + (4))\n change [loop# v] by (5)\n else\n end\n end\n change [innerloop# v] by (1)\n end\n end\n if <(PlayerView?) = [1]> then\n DrawPlayer\n end\nelse\n set [object# v] to [1]\n repeat (length of [objects v])\n if <[deleted v] contains (object#)?> then\n change [object# v] by (1)\n change [loop# v] by (8)\n else\n if <(item (object#) of [objects v]) = [Cube]> then\n if <(item (object#) of [objecttype v]) = [1]> then\n if <<[interactiveobjects v] contains (object#)?> and <not <[interacted? v] contains (object#)?>>> then\n set [color v] to [1]\n else\n set [color v] to [2]\n end\n else\n if <(item (object#) of [objecttype v]) = [2]> then\n set [color v] to [3]\n else\n if <(item (object#) of [objecttype v]) = [3]> then\n set [color v] to [4]\n else\n if <(item (object#) of [objecttype v]) = [4]> then\n set [color v] to [5]\n else\n set [color v] to [6]\n end\n end\n end\n end\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point ((loop#) + (4)) to point ((loop#) + (5))\n connect point ((loop#) + (5)) to point ((loop#) + (6))\n connect point ((loop#) + (6)) to point ((loop#) + (7))\n connect point ((loop#) + (7)) to point ((loop#) + (4))\n connect point ((loop#) + (7)) to point (loop#)\n connect point ((loop#) + (6)) to point ((loop#) + (1))\n connect point ((loop#) + (5)) to point ((loop#) + (2))\n connect point ((loop#) + (4)) to point ((loop#) + (3))\n change [loop# v] by (8)\n else\n if <(item (object#) of [objects v]) = [Pyramid]> then\n Set Pen Color to R: (255) G: (0) B: (0)\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point (loop#) to point ((loop#) + (4))\n connect point ((loop#) + (1)) to point ((loop#) + (4))\n connect point ((loop#) + (2)) to point ((loop#) + (4))\n connect point ((loop#) + (3)) to point ((loop#) + (4))\n change [loop# v] by (5)\n else\n end\n end\n change [object# v] by (1)\n end\n end\n if <(PlayerView?) = [1]> then\n DrawPlayer\n end\nend\n\ndefine None\npen up\nif <not <<(item (1) of [pointscreenz v]) < [10]> and <(item (2) of [pointscreenz v]) < [10]>>> then\n set [x1 v] to (item (1) of [pointscreenx v])\n set [y1 v] to (item (1) of [pointscreeny v])\n set [x2 v] to (item (2) of [pointscreenx v])\n set [y2 v] to (item (2) of [pointscreeny v])\n set [size1 v] to (item (1) of [pointscreensize v])\n set [size2 v] to (item (2) of [pointscreensize v])\n set [z1 v] to (item (1) of [pointscreenz v])\n set [z2 v] to (item (2) of [pointscreenz v])\n set [pointdistzz v] to ((z2) - (z1))\n if <(z2) < [10]> then\n if <(Sort?) = [1]> then\n set [transformx v] to ((item (1) of [pointx2 v]) + (((item (2) of [pointx2 v]) - (item (1) of [pointx2 v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformy v] to ((item (1) of [pointy2 v]) + (((item (2) of [pointy2 v]) - (item (1) of [pointy2 v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformz v] to ((item (1) of [pointz2 v]) + (((item (2) of [pointz2 v]) - (item (1) of [pointz2 v])) * (((10) - (z1)) / (pointDistZZ))))\n else\n set [transformx v] to ((item (1) of [pointx v]) + (((item (2) of [pointx v]) - (item (1) of [pointx v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformy v] to ((item (1) of [pointy v]) + (((item (2) of [pointy v]) - (item (1) of [pointy v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformz v] to ((item (1) of [pointz v]) + (((item (2) of [pointz v]) - (item (1) of [pointz v])) * (((10) - (z1)) / (pointDistZZ))))\n end\n Transform \n set [x2 v] to (transformX)\n set [y2 v] to (transformY)\n set [size2 v] to (round ((24000) / (transformZ)))\n else\n if <(z1) < [10]> then\n if <(Sort?) = [1]> then\n set [transformx v] to ((item (2) of [pointx2 v]) - (((item (2) of [pointx2 v]) - (item (1) of [pointx2 v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformy v] to ((item (2) of [pointy2 v]) - (((item (2) of [pointy2 v]) - (item (1) of [pointy2 v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformz v] to ((item (2) of [pointz2 v]) - (((item (2) of [pointz2 v]) - (item (1) of [pointz2 v])) * (((z2) - (10)) / (pointDistZZ))))\n else\n set [transformx v] to ((item (2) of [pointx v]) - (((item (2) of [pointx v]) - (item (1) of [pointx v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformy v] to ((item (2) of [pointy v]) - (((item (2) of [pointy v]) - (item (1) of [pointy v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformz v] to ((item (2) of [pointz v]) - (((item (2) of [pointz v]) - (item (1) of [pointz v])) * (((z2) - (10)) / (pointDistZZ))))\n end\n Transform \n set [x1 v] to (transformX)\n set [y1 v] to (transformY)\n set [size1 v] to (round ((24000) / (transformZ)))\n end\n end\n set [pointdistx v] to ((x2) - (x1))\n set [pointdisty v] to ((y2) - (y1))\n set [pointdistz v] to ((size2) - (size1))\n if <not <<(x1) > [240]> and <(x2) > [240]>>> then\n if <not <<(x1) < [-240]> and <(x2) < [-240]>>> then\n if <not <<(y1) > [180]> and <(y2) > [180]>>> then\n if <not <<(y1) < [-180]> and <(y2) < [-180]>>> then\n Draw to Edge:\n Line <(Effects) = [1]> <(LineSize) = [1]>\n end\n end\n end\n end\nend\npen up\n\ndefine Draw to Edge:\nif <(x1) < [-240]> then\n set [x1 v] to [-240]\n set [y1 v] to ((y2) - ((((x2) - (-240)) / (pointDistX)) * (pointDistY)))\n set [size1 v] to ((size2) - ((((x2) - (-240)) / (pointDistX)) * (pointDistZ)))\nelse\n if <(x1) > [240]> then\n set [x1 v] to [240]\n set [y1 v] to ((y2) - ((((x2) - (240)) / (pointDistX)) * (pointDistY)))\n set [size1 v] to ((size2) - ((((x2) - (240)) / (pointDistX)) * (pointDistZ)))\n end\nend\nif <(x2) < [-240]> then\n set [x2 v] to [-240]\n set [y2 v] to ((y1) + ((((-240) - (x1)) / (pointDistX)) * (pointDistY)))\n set [size2 v] to ((size1) + ((((-240) - (x1)) / (pointDistX)) * (pointDistZ)))\nelse\n if <(x2) > [240]> then\n set [x2 v] to [240]\n set [y2 v] to ((y1) + ((((240) - (x1)) / (pointDistX)) * (pointDistY)))\n set [size2 v] to ((size1) + ((((240) - (x1)) / (pointDistX)) * (pointDistZ)))\n end\nend\nif <(y1) < [-180]> then\n set [y1 v] to [-180]\n set [x1 v] to ((x2) - ((((y2) - (-180)) / (pointDistY)) * (pointDistX)))\n set [size1 v] to ((size2) - ((((y2) - (-180)) / (pointDistY)) * (pointDistZ)))\nelse\n if <(y1) > [180]> then\n set [y1 v] to [180]\n set [x1 v] to ((x2) - ((((y2) - (180)) / (pointDistY)) * (pointDistX)))\n set [size1 v] to ((size2) - ((((y2) - (180)) / (pointDistY)) * (pointDistZ)))\n end\nend\nif <(y2) < [-180]> then\n set [y2 v] to [-180]\n set [x2 v] to ((x1) + ((((-180) - (y1)) / (pointDistY)) * (pointDistX)))\n set [size2 v] to ((size1) + ((((-180) - (y1)) / (pointDistY)) * (pointDistZ)))\nelse\n if <(y2) > [180]> then\n set [y2 v] to [180]\n set [x2 v] to ((x1) + ((((180) - (y1)) / (pointDistY)) * (pointDistX)))\n set [size2 v] to ((size1) + ((((180) - (y1)) / (pointDistY)) * (pointDistZ)))\n end\nend\n\ndefine None\nchange [posx v] by ((x) * (moveAcc))\nchange [posz v] by ((z) * (moveAcc))\nchange [posx v] by (((0) - (z)) * (SideAcc))\nchange [posz v] by ((x) * (SideAcc))\nchange [posy v] by (y)\nif <(posY) < [-20000]> then\n reset\n change [attempts v] by (1)\nend\n\ndefine None\nset [coshor v] to ([cos v] of (hor) )\nset [sinhor v] to ([sin v] of (hor) )\nset [cosvert v] to ([cos v] of (vert) )\nset [sinvert v] to ([sin v] of (vert) )\nset [cosroll v] to ([cos v] of (roll) )\nset [sinroll v] to ([sin v] of (roll) )\n\ndefine None\nset pen color to (((r) * (65536)) + (((g) * (256)) + (b)))\n\ndefine None\nadd (x) to [cubex v]\nadd (y) to [cubey v]\nadd (z) to [cubez v]\nadd (h) to [cubeh v]\nadd (l) to [cubew v]\nadd (l) to [cubel v]\nadd [Pyramid] to [objects v]\nadd [2] to [objecttype v]\nAdd Point at (x) (y) (z)\nAdd Point at ((x) + (l)) (y) (z)\nAdd Point at ((x) + (l)) (y) ((z) + (l))\nAdd Point at (x) (y) ((z) + (l))\nAdd Point at ((x) + ((l) / (2))) ((y) + (h)) ((z) + ((l) / (2)))\n\ndefine None\nadd (x) to [cubex v]\nadd (y) to [cubey v]\nadd (z) to [cubez v]\nadd (h) to [cubeh v]\nadd (w) to [cubew v]\nadd (l) to [cubel v]\nadd [Cube] to [objects v]\nadd (type) to [objecttype v]\nadd [1] to [movedir v]\nadd [0] to [touchingobject v]\nAdd Point at (x) (y) (z)\nAdd Point at ((x) + (w)) (y) (z)\nAdd Point at ((x) + (w)) (y) ((z) + (l))\nAdd Point at (x) (y) ((z) + (l))\nAdd Point at (x) ((y) + (h)) ((z) + (l))\nAdd Point at ((x) + (w)) ((y) + (h)) ((z) + (l))\nAdd Point at ((x) + (w)) ((y) + (h)) (z)\nAdd Point at (x) ((y) + (h)) (z)\n\ndefine resetLists\ndelete (all) of [pointx v]\ndelete (all) of [pointy v]\ndelete (all) of [pointz v]\ndelete (all) of [objects v]\ndelete (all) of [objecttype v]\ndelete (all) of [cubex v]\ndelete (all) of [cubey v]\ndelete (all) of [cubez v]\ndelete (all) of [cubeh v]\ndelete (all) of [cubew v]\ndelete (all) of [cubel v]\ndelete (all) of [movedir v]\ndelete (all) of [interactiveobjects v]\ndelete (all) of [interacted? v]\ndelete (all) of [deleted v]\ndelete (all) of [touchingobject v]\n\ndefine resetPosAndMove\nset [gravity v] to [0]\nset [vertacc v] to [0]\nset [horacc v] to [0]\nset [rollacc v] to [0]\nset [sideacc v] to [0]\nset [moveacc v] to [0]\nset [posx v] to [0]\nset [posy v] to [6000]\nset [posz v] to [0]\nset [lookx v] to [0]\nset [looky v] to [0]\nset [lookz v] to [0]\nset [camx v] to [0]\nset [camy v] to [0]\nset [targetx v] to [0]\nset [targety v] to [0]\nif <(PlayerView?) = [0]> then\n set [camz v] to [0]\nelse\n set [camz v] to [-30000]\nend\n\ndefine Add Objects\nif <(level) > [0]> then\n if <(level) = [4]> then\n Level4\n else\n Create Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (-2000) H: (1000) W: (4000) L: (4000) type: (1)\n if <(level) = [1]> then\n Level1\n else\n if <(level) = [2]> then\n Level2\n else\n if <(level) = [3]> then\n Level3\n else\n if <(level) = [5]> then\n else\n if <(level) = [6]> then\n else\n if <(level) = [7]> then\n else\n end\n end\n end\n end\n end\n end\n end\nelse\n Create Cube Left Bottom Corner- X: (-1500) Y: (3000) Z: (-1500) H: (500) W: (3000) L: (3000) type: (1)\nend\n\ndefine Interact\nif <(level) = [2]> then\n if touching object (14) then delete object (10)\nelse\n if <(level) = [4]> then\n if touching object (13) then delete object (5)\n if touching object (19) then delete object (6)\n if touching object (25) then delete object (8)\n end\nend\n\ndefine None\nif <not <[interactiveobjects v] contains (number)?>> then\n add (number) to [interactiveobjects v]\nend\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <not <[interacted? v] contains (number)?>> then\n add (number) to [interacted? v]\n add (number2) to [deleted v]\n end\n end\n end\nend\n\ndefine None\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [touchingobject v]) = [0]> then\n replace item (number) of [touchingobject v] with [0]\n set [posx v] to ((item (number2) of [cubex v]) + ((item (number2) of [cubew v]) / (2)))\n set [posy v] to ((item (number2) of [cubey v]) + ((item (number2) of [cubeh v]) / (2)))\n set [posz v] to ((item (number2) of [cubez v]) + ((item (number2) of [cubel v]) / (2)))\n replace item (number2) of [touchingobject v] with [1]\n end\n else\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\n end\n else\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\n end\nelse\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\nend\n\ndefine teleportPlayer\nif <(level) = [4]> then\n teleport from object (2) to object (10)\n teleport from object (3) to object (15)\n teleport from object (4) to object (21)\nend\n\ndefine None\nif touching object (number) then teleport to (number2)\nif touching object (number2) then teleport to (number)\n\ndefine None\ngo to x: (x1) y: (y1)\nset pen size to (size1)\nset [pointdistx v] to ((x2) - (x1))\nset [pointdisty v] to ((y2) - (y1))\nset [pointdistz v] to ((size2) - (size1))\nif <([floor v] of ([abs v] of (pointDistZ) ) ) = [0]> then\n pen down\n go to x: (x2) y: (y2)\nelse\n pen down\n repeat ([floor v] of ([abs v] of (pointDistZ) ) )\n go to x: ((x position) + ((pointDistX) / ([floor v] of ([abs v] of (pointDistZ) ) ))) y: ((y position) + ((pointDistY) / ([floor v] of ([abs v] of (pointDistZ) ) )))\n change pen size by ((pointDistZ) / ([floor v] of ([abs v] of (pointDistZ) ) ))\n end\nend\n\ndefine None\nchange [camx v] by ((((posX) + ((CosVert) * ((SinHor) * (distance)))) - (CamX)) / (time))\nchange [camz v] by ((((posZ) + ((CosVert) * ((CosHor) * (distance)))) - (CamZ)) / (time))\nchange [camy v] by ((((posY) + ((SinVert) * (distance))) - (CamY)) / (time))\n\ndefine None\nchange [lookx v] by (((targetX) - (lookX)) / (speed))\nchange [looky v] by (((targetY) - (lookY)) / (speed))\n\ndefine None\nif <(color) = [1]> then\n Set Pen Color to R: (255) G: (128) B: (0)\nelse\n if <(color) = [2]> then\n set pen color to (#0000ff)\n else\n if <(color) = [3]> then\n set pen color to (#ff0000)\n else\n if <(color) = [4]> then\n set pen color to (#00ff00)\n else\n if <(color) = [5]> then\n set pen color to (#ffff00)\n else\n Set Pen Color to R: (127) G: (0) B: (255)\n end\n end\n end\n end\nend\nif <(shade) = [1]> then\n set pen shade to (70)\nelse\n set pen shade to (20)\nend\n\ndefine None\nset [distance v] to (round ((((x2) - (x1)) * ((x2) - (x1))) + ((((y2) - (y1)) * ((y2) - (y1))) + (((z2) - (z1)) * ((z2) - (z1))))))\n\ndefine DrawPlayer\nset pen color to (#00c800)\nset [transformx v] to (posX)\nset [transformy v] to ((posY) - (1000))\nset [transformz v] to (posZ)\nTransform <[] = []>\nset pen size to (round ((24000) / (transformZ)))\ngo to x: (transformX) y: (transformY)\nset [transformx v] to (posX)\nset [transformy v] to (posY)\nset [transformz v] to (posZ)\nTransform <[] = []>\npen down\ngo to x: (transformX) y: (transformY)\nset pen size to (round ((80000) / (transformZ)))\npen down\npen up\n\nadd (transformZ) to [pointscreenz v]\nadd (transformX) to [pointscreenx v]\nadd (transformY) to [pointscreeny v]\nadd (round ((24000) / (transformZ))) to [pointscreensize v]\n\ndefine None\nif <(item (number) of [movedir v]) = [-1]> then\n if <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [objecttype v]) = [1]> then\n change [posx v] by ((x) * (item (number) of [movedir v]))\n change [posy v] by ((y) * (item (number) of [movedir v]))\n change [posz v] by ((z) * (item (number) of [movedir v]))\n end\n end\n end\n end\nend\nset [loop# v] to ((((number) - (1)) * (8)) + (1))\nreplace item (number) of [cubex v] with ((item (number) of [cubex v]) + ((x) * (item (number) of [movedir v])))\nreplace item (number) of [cubey v] with ((item (number) of [cubey v]) + ((y) * (item (number) of [movedir v])))\nreplace item (number) of [cubez v] with ((item (number) of [cubez v]) + ((z) * (item (number) of [movedir v])))\nrepeat (8)\n replace item (loop#) of [pointx v] with ((item (loop#) of [pointx v]) + ((x) * (item (number) of [movedir v])))\n replace item (loop#) of [pointy v] with ((item (loop#) of [pointy v]) + ((y) * (item (number) of [movedir v])))\n replace item (loop#) of [pointz v] with ((item (loop#) of [pointz v]) + ((z) * (item (number) of [movedir v])))\n change [loop# v] by (1)\nend\nif <(item (number) of [movedir v]) > [-1]> then\n if <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [objecttype v]) = [1]> then\n change [posx v] by ((x) * (item (number) of [movedir v]))\n change [posy v] by ((y) * (item (number) of [movedir v]))\n change [posz v] by ((z) * (item (number) of [movedir v]))\n end\n end\n end\n end\nend\nif <<<(item (number) of [cubex v]) > (mx)> or <(item (number) of [cubey v]) > (my)>> or <(item (number) of [cubez v]) > (mz)>> then\n replace item (number) of [movedir v] with [-1]\nend\nif <<<(item (number) of [cubex v]) < (mx)> or <(item (number) of [cubey v]) < (my)>> or <(item (number) of [cubez v]) < (mz)>> then\n replace item (number) of [movedir v] with [1]\nend\n\ndefine Line <> <>\nif <<sizechange> and <([abs v] of ((size1) - (size2)) ) > [5]>> then\n if <effects?> then\n SetColor (Color) (0)\n draw line from x (x1) y (y1) to x (x2) y (y2) start width ((size1) * (2)) end width ((size2) * (2))\n end\n SetColor (Color) (1)\n draw line from x (x1) y (y1) to x (x2) y (y2) start width (size1) end width (size2)\nelse\n if <effects?> then\n SetColor (Color) (0)\n set pen size to ((size1) + (size2))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\n end\n SetColor (Color) (1)\n set pen size to (((size1) + (size2)) / (2))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Transform <>\nset [pointdistx v] to ((transformX) - (CamX))\nset [pointdisty v] to ((transformY) - (CamY))\nset [pointdistz v] to ((transformZ) - (CamZ))\nRotations\nif <-z> then\n set [transformz v] to ([abs v] of (transformZ) )\nend\nset [transformx v] to (((FOV) * (transformX)) / (transformZ))\nset [transformy v] to (((FOV) * (transformY)) / (transformZ))\n\ndefine Rotations\nset [transformx v] to (((CosHor) * (pointDistX)) - ((SinHor) * (pointDistZ)))\nset [transformz v] to (((SinHor) * (pointDistX)) + ((CosHor) * (pointDistZ)))\nset [transformy v] to (((CosVert) * (pointDistY)) - ((SinVert) * (transformZ)))\nset [transformz v] to (((SinVert) * (pointDistY)) + ((CosVert) * (transformZ)))\n\ndefine Shade\nif <(Sort?) = [1]> then\n set [shade v] to (round ((400000) / ([sqrt v] of (Dist) )))\n if <(Shade) > [100]> then\n set pen shade to (100)\n else\n set pen shade to (Shade)\n end\nelse\n set pen shade to (50)\nend\n\ndefine Level2\nCreate Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (2000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-12500) Y: (-2000) Z: (15000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-20000) Y: (-4000) Z: (15000) H: (1000) W: (6000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-50000) Y: (6000) Z: (15000) H: (1000) W: (30000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-25000) Y: (7000) Z: (14000) H: (4000) W: (500) L: (6000) type: (2)\nCreate Cube Left Bottom Corner- X: (-29000) Y: (7000) Z: (14000) H: (4000) W: (500) L: (6000) type: (2)\nCreate Cube Left Bottom Corner- X: (-35000) Y: (7000) Z: (14000) H: (4000) W: (2000) L: (6000) type: (2)\nCreate Cube Left Bottom Corner- X: (-45000) Y: (7000) Z: (15500) H: (4000) W: (1000) L: (3000) type: (3)\nCreate Cube Left Bottom Corner- X: (-46000) Y: (7000) Z: (14500) H: (4000) W: (3000) L: (5000) type: (2)\nCreate Cube Left Bottom Corner- X: (-40000) Y: (8000) Z: (10000) H: (1000) W: (3000) L: (3000) type: (1)\nCreate Cube Left Bottom Corner- X: (-40000) Y: (9000) Z: (5000) H: (1000) W: (3000) L: (3000) type: (1)\nCreate Cube Left Bottom Corner- X: (-40000) Y: (10000) Z: (0) H: (1000) W: (3000) L: (3000) type: (1)\nCreate Cube Left Bottom Corner- X: (-40000) Y: (11000) Z: (-5000) H: (1000) W: (3000) L: (3000) type: (1)\nCreate Cube Left Bottom Corner- X: (-40000) Y: (8000) Z: (10000) H: (1000) W: (3000) L: (3000) type: (2)\nCreate Cube Left Bottom Corner- X: (-40000) Y: (9000) Z: (5000) H: (1000) W: (3000) L: (3000) type: (2)\nCreate Cube Left Bottom Corner- X: (-40000) Y: (10000) Z: (0) H: (1000) W: (3000) L: (3000) type: (2)\n\ndefine Level1\nCreate Cube Left Bottom Corner- X: (-2000) Y: (-1000) Z: (5000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-9000) Y: (0) Z: (5000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-9000) Y: (1000) Z: (-8000) H: (1000) W: (4000) L: (10000) type: (1)\nCreate Cube Left Bottom Corner- X: (-10000) Y: (2000) Z: (-2000) H: (1250) W: (6000) L: (1000) type: (2)\nCreate Cube Left Bottom Corner- X: (-10000) Y: (2000) Z: (-6000) H: (1250) W: (6000) L: (1000) type: (2)\nCreate Cube Left Bottom Corner- X: (-15000) Y: (2500) Z: (-10000) H: (1000) W: (3000) L: (3000) type: (4)\nCreate Cube Left Bottom Corner- X: (-9000) Y: (6000) Z: (-8000) H: (1000) W: (4000) L: (10000) type: (1)\nCreate Cube Left Bottom Corner- X: (-9000) Y: (7000) Z: (-6000) H: (5000) W: (2000) L: (3000) type: (2)\nCreate Cube Left Bottom Corner- X: (-7000) Y: (7000) Z: (-1000) H: (5000) W: (2000) L: (3000) type: (2)\nCreate Cube Left Bottom Corner- X: (-9500) Y: (7000) Z: (-3000) H: (5000) W: (500) L: (5000) type: (2)\nCreate Cube Left Bottom Corner- X: (-9000) Y: (7000) Z: (4000) H: (1000) W: (3000) L: (3000) type: (4)\nCreate Cube Left Bottom Corner- X: (-9000) Y: (12000) Z: (-8000) H: (2000) W: (4000) L: (10000) type: (1)\nCreate Cube Left Bottom Corner- X: (-10000) Y: (14000) Z: (-4000) H: (1500) W: (6000) L: (1000) type: (2)\nCreate Cube Left Bottom Corner- X: (-9000) Y: (14000) Z: (-14000) H: (1000) W: (3000) L: (3000) type: (4)\nCreate Cube Left Bottom Corner- X: (-2000) Y: (20000) Z: (-2000) H: (1000) W: (4000) L: (4000) type: (3)\nCreate Cube Left Bottom Corner- X: (-2000) Y: (19000) Z: (-10000) H: (1000) W: (4000) L: (5000) type: (1)\n\ndefine LoopThroughCubesAndCollide\nset [loop# v] to [1]\nset [collided? v] to [0]\nrepeat until <(loop#) > (length of [cubex v])>\n if <[deleted v] contains (loop#)?> then\n repeat until <not <[deleted v] contains (loop#)?>>\n change [loop# v] by (1)\n end\n end\n if <<not <(posX) < (item (loop#) of [cubex v])>> and <not <(posX) > ((item (loop#) of [cubex v]) + (item (loop#) of [cubew v]))>>> then\n if <<not <(posZ) < (item (loop#) of [cubez v])>> and <not <(posZ) > ((item (loop#) of [cubez v]) + (item (loop#) of [cubel v]))>>> then\n if <<<((posY) - (1000)) > (item (loop#) of [cubey v])> and <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>> or <<(posY) > (item (loop#) of [cubey v])> and <(posY) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>>> then\n if <(item (loop#) of [objecttype v]) = [1]> then\n if <<((posY) - (1000)) > (item (loop#) of [cubey v])> and <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>> then\n set [collided? v] to [1]\n else\n set [collided? v] to [-1]\n end\n set [oldy v] to (posY)\n change [posy v] by ((0) - (gravity))\n if <(Collided?) = [1]> then\n if <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))> then\n set [posy v] to (((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v])) + (1000))\n end\n if <((posY) - (1500)) > (oldY)> then\n change [posx v] by ((0) - ((SinHor) * (moveAcc)))\n change [posz v] by ((0) - ((CosHor) * (moveAcc)))\n change [posx v] by ((0) - (((0) - (CosHor)) * (SideAcc)))\n change [posz v] by ((0) - ((SinHor) * (SideAcc)))\n set [posy v] to ((oldY) + (10))\n set [moveacc v] to [0]\n set [sideacc v] to [0]\n set [collided? v] to [0]\n end\n else\n if <(posY) > (item (loop#) of [cubey v])> then\n set [posy v] to (item (loop#) of [cubey v])\n end\n end\n set [gravity v] to [0]\n else\n if <(item (loop#) of [objecttype v]) = [2]> then\n change [attempts v] by (1)\n reset\n else\n if <(item (loop#) of [objecttype v]) = [4]> then\n set [gravity v] to [400]\n else\n if <(item (loop#) of [objecttype v]) = [3]> then\n change [score v] by ([ceiling v] of (((1000) * (level)) / (attempts)) )\n change [level v] by (1)\n set [attempts v] to [1]\n reset\n else\n end\n end\n end\n end\n end\n end\n end\n change [loop# v] by (1)\nend\n\ndefine Level3\nCreate Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (5500) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (13000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (0) Y: (0) Z: (17000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (0) Y: (2000) Z: (22000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-8000) Y: (2000) Z: (22000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-8000) Y: (2000) Z: (30500) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-2000) Y: (0) Z: (39000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (4000) Y: (0) Z: (46000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-2000) Y: (3000) Z: (51000) H: (1000) W: (4000) L: (4000) type: (3)\nCreate Cube Left Bottom Corner- X: (-20000) Y: (-10000) Z: (-5000) H: (25000) W: (4000) L: (60000) type: (2)\nCreate Cube Left Bottom Corner- X: (18000) Y: (-10000) Z: (-5000) H: (25000) W: (4000) L: (60000) type: (2)\nCreate Cube Left Bottom Corner- X: (-20000) Y: (-10000) Z: (-5000) H: (25000) W: (4000) L: (45000) type: (2)\nCreate Cube Left Bottom Corner- X: (18000) Y: (-10000) Z: (-5000) H: (25000) W: (4000) L: (45000) type: (2)\nCreate Cube Left Bottom Corner- X: (-20000) Y: (-10000) Z: (-5000) H: (25000) W: (4000) L: (15000) type: (2)\nCreate Cube Left Bottom Corner- X: (18000) Y: (-10000) Z: (-5000) H: (25000) W: (4000) L: (15000) type: (2)\n\ndefine moveObjects\nif <(level) = [2]> then\n move object (2) by (-50) (0) (100) max (15000) (15000) (15000) min (-100000) (-100000) (2000)\n move object (4) by (0) (150) (0) max (0) (8000) (20000) min (-30000) (-4000) (0)\n move object (6) by (0) (0) (50) max (0) (20000) (17000) min (-40000) (0) (14000)\n move object (7) by (0) (0) (70) max (0) (20000) (14000) min (-40000) (0) (11000)\n move object (8) by (0) (100) (0) max (0) (11000) (20000) min (-40000) (7000) (10000)\n move object (15) by (0) (13) (0) max (0) (9000) (20000) min (-40000) (7000) (-10000)\n move object (16) by (0) (13) (0) max (0) (10000) (20000) min (-40000) (8000) (-10000)\n move object (17) by (0) (13) (0) max (0) (11000) (20000) min (-40000) (9000) (-10000)\nelse\n if <(level) = [3]> then\n move object (11) by (21) (0) (0) max (-2000) (50000) (50000) min (-20000) (-50000) (-50000)\n move object (12) by (21) (0) (0) max (18000) (50000) (50000) min (0) (-50000) (-50000)\n move object (13) by (21) (0) (0) max (-2000) (50000) (50000) min (-20000) (-50000) (-50000)\n move object (14) by (21) (0) (0) max (18000) (50000) (50000) min (0) (-50000) (-50000)\n move object (15) by (21) (0) (0) max (-2000) (50000) (50000) min (-20000) (-50000) (-50000)\n move object (16) by (21) (0) (0) max (18000) (50000) (50000) min (0) (-50000) (-50000)\n else\n if <(level) = [4]> then\n move object (12) by (0) (0) (250) max (0) (5000) (11000) min (-40000) (-5000) (-5000)\n move object (22) by (0) (0) (90) max (40000) (50000) (-26000) min (-40000) (-50000) (-34000)\n move object (23) by (0) (0) (98) max (40000) (50000) (-26000) min (-40000) (-50000) (-34000)\n move object (24) by (0) (0) (105) max (40000) (50000) (-26000) min (-40000) (-50000) (-34000)\n else\n end\n end\nend\n\ndefine None\nset [#~draw x v] to (x1)\nset [#~draw y v] to (y1)\nif <(start size) > [1]> then\n set [#~draw size v] to (start size)\nelse\n set [#~draw size v] to [1]\nend\nif <(#~Draw Size) < (end size)> then\n repeat until <((#~Draw Size) * (2)) > (end size)>\n set [#~draw perc v] to ((((2) * (#~Draw Size)) - (start size)) / (size diff))\n set [#~draw x new v] to ((x1) + ((x diff) * (#~Draw Perc)))\n set [#~draw y new v] to ((y1) + ((y diff) * (#~Draw Perc)))\n set pen size to (1)\n go to x: ((#~Draw X New) - ((#~Draw Size) * (x normal))) y: ((#~Draw Y New) - ((#~Draw Size) * (y normal)))\n pen down\n set pen size to (#~Draw Size)\n go to x: (#~Draw X) y: (#~Draw Y)\n go to x: ((#~Draw X New) + ((#~Draw Size) * (x normal))) y: ((#~Draw Y New) + ((#~Draw Size) * (y normal)))\n pen up\n set [#~draw x v] to (#~Draw X New)\n set [#~draw y v] to (#~Draw Y New)\n set [#~draw size v] to ((#~Draw Size) * (2))\n end\n go to x: ((x2) - (((end size) - (#~Draw Size)) * (x normal))) y: ((y2) - (((end size) - (#~Draw Size)) * (y normal)))\n set pen size to (1)\n pen down\n set pen size to (#~Draw Size)\n go to x: (#~Draw X) y: (#~Draw Y)\n go to x: ((x2) + (((end size) - (#~Draw Size)) * (x normal))) y: ((y2) + (((end size) - (#~Draw Size)) * (y normal)))\n pen up\n go to x: (x2) y: (y2)\n set pen size to (end size)\n pen down\n pen up\nend\n\ndefine None\nif <(start size) = (end size)> then\n go to x: (x1) y: (y1)\n set pen size to (1)\n pen down\n set pen size to (start size)\n go to x: (x2) y: (y2)\n pen up\nelse\n set [#~distance v] to (([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ) * (2))\n if <(end size) > (start size)> then\n int draw line (x1) (y1) (x2) (y2) (start size) (end size) (((y2) - (y1)) / (#~Distance)) (((x1) - (x2)) / (#~Distance)) ((end size) - (start size)) ((x2) - (x1)) ((y2) - (y1))\n else\n int draw line (x2) (y2) (x1) (y1) (end size) (start size) (((y1) - (y2)) / (#~Distance)) (((x2) - (x1)) / (#~Distance)) ((start size) - (end size)) ((x1) - (x2)) ((y1) - (y2))\n end\nend\n\ndefine Level4\nCreate Cube Left Bottom Corner- X: (-15000) Y: (-1000) Z: (-15000) H: (1000) W: (30000) L: (30000) type: (1)\nCreate Cube Left Bottom Corner- X: (-15000) Y: (0) Z: (12000) H: (5000) W: (3000) L: (3000) type: (5)\nCreate Cube Left Bottom Corner- X: (12000) Y: (0) Z: (12000) H: (5000) W: (3000) L: (3000) type: (5)\nCreate Cube Left Bottom Corner- X: (-1500) Y: (0) Z: (-15000) H: (5000) W: (3000) L: (3000) type: (5)\nCreate Cube Left Bottom Corner- X: (11000) Y: (0) Z: (11000) H: (5000) W: (5000) L: (5000) type: (2)\nCreate Cube Left Bottom Corner- X: (-2500) Y: (0) Z: (-16000) H: (5000) W: (5000) L: (5000) type: (2)\nCreate Cube Left Bottom Corner- X: (-2500) Y: (0) Z: (10000) H: (5000) W: (5000) L: (5000) type: (3)\nCreate Cube Left Bottom Corner- X: (-3500) Y: (0) Z: (9000) H: (5000) W: (7000) L: (7000) type: (2)\nCreate Cube Left Bottom Corner- X: (-30000) Y: (0) Z: (15000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-28000) Y: (1000) Z: (17000) H: (3000) W: (2000) L: (2000) type: (5)\nCreate Cube Left Bottom Corner- X: (-30000) Y: (0) Z: (-5000) H: (1000) W: (4000) L: (16000) type: (1)\nCreate Cube Left Bottom Corner- X: (-31000) Y: (1000) Z: (-5000) H: (1500) W: (6000) L: (1000) type: (2)\nCreate Cube Left Bottom Corner- X: (-30000) Y: (0) Z: (-12000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (10000) Y: (0) Z: (30000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (12000) Y: (1000) Z: (30000) H: (3000) W: (2000) L: (2000) type: (5)\nCreate Cube Left Bottom Corner- X: (10000) Y: (0) Z: (37500) H: (1000) W: (4000) L: (4000) type: (4)\nCreate Cube Left Bottom Corner- X: (0) Y: (3000) Z: (37500) H: (1000) W: (4000) L: (4000) type: (4)\nCreate Cube Left Bottom Corner- X: (-13000) Y: (3000) Z: (37500) H: (1000) W: (4000) L: (4000) type: (4)\nCreate Cube Left Bottom Corner- X: (-19000) Y: (10000) Z: (37500) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-15000) Y: (0) Z: (-30000) H: (1000) W: (4000) L: (4000) type: (1)\nCreate Cube Left Bottom Corner- X: (-15000) Y: (1000) Z: (-28000) H: (3000) W: (2000) L: (2000) type: (5)\nCreate Cube Left Bottom Corner- X: (-8000) Y: (0) Z: (-30000) H: (1000) W: (3000) L: (3000) type: (1)\nCreate Cube Left Bottom Corner- X: (-2500) Y: (1000) Z: (-30000) H: (1000) W: (3000) L: (3000) type: (1)\nCreate Cube Left Bottom Corner- X: (3000) Y: (2000) Z: (-30000) H: (1000) W: (3000) L: (3000) type: (1)\nCreate Cube Left Bottom Corner- X: (8500) Y: (3000) Z: (-30000) H: (1000) W: (3000) L: (3000) type: (1)\n\nSetLevel (4)\n\ndefine None\nset [level v] to (level)\nreset\n\ndefine Sort\nset [loop# v] to [1]\ndelete (all) of [sorted? v]\nrepeat (length of [objects v])\n DistanceFrom (CamX) (CamY) (CamZ) ((item (loop#) of [cubex v]) + ((item (loop#) of [cubew v]) / (2))) ((item (loop#) of [cubey v]) + ((item (loop#) of [cubeh v]) / (2))) ((item (loop#) of [cubez v]) + ((item (loop#) of [cubel v]) / (2)))\n set [innerloop# v] to [2]\n repeat until <(Distance) > (item (innerLoop#) of [sorted? v])>\n change [innerloop# v] by (2)\n end\n insert (Distance) at ((innerLoop#) - (1)) of [sorted? v] \n insert (loop#) at ((innerLoop#) - (1)) of [sorted? v] \n change [loop# v] by (1)\nend\n\n@Paused\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait until <(level) = []>\nwait until <(level) = [0]>\ngo to [front v] layer\nset [ghost v] effect to (30)\nforever\n if <<(pause) = [0]> and <(Instructions) = [0]>> then\n hide\n else\n set [ghost v] effect to (30)\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (3d stage v)\nshow\nforever\n set [ghost v] effect to (100)\nend\n\n@Settings\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-183) y: (159)\nswitch costume to (costume1 v)\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\ngo to [front v] layer\nshow\nforever\n if <(level) < [5]> then\n if <(costume [number v]) = [1]> then\n Touching Mouse? (x position) (y position) (95) (32)\n else\n Touching Mouse? (x position) (y position) (58) (32)\n end\n if <(touchingMouse?) = [1]> then\n repeat until <(size) > [119]>\n change size by (5)\n end\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n set [pause v] to [1]\n else\n set [pause v] to [0]\n set [instructions v] to [0]\n end\n next costume\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [101]>\n change size by (-5)\n end\n end\n else\n hide\n end\nend\n\ndefine None\nset [touchingmouse? v] to [0]\nif <<(mouse x) > ((x) - ((width) / (2)))> and <(mouse x) < ((x) + ((width) / (2)))>> then\n if <<(mouse y) > ((y) - ((length) / (2)))> and <(mouse y) < ((y) + ((length) / (2)))>> then\n set [touchingmouse? v] to [1]\n end\nend\n\nwhen I receive [instructions v]\nswitch costume to (costume2 v)\n\n@PTE Bezier\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [sine v] to [0]\nset [text# v] to [1]\nset [introdone? v] to [0]\nforever\n if <(IntroDone?) = [0]> then\n erase all\n if <(TextSize) < [45]> then\n DoStuff\n else\n if <(Text#) > [7]> then\n broadcast (Intro v)\n set [introdone? v] to [1]\n change [text# v] by (1)\n end\n end\n end\nend\n\ndefine Import Font Code: []\ndelete (all) of [temp0 v]\ndelete (all) of [temp1 v]\nset [_i0 v] to [2]\nrepeat until <(letter (_i0) of (font code)) = [§]>\n add (letter (_i0) of (font code)) to [temp0 v]\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font code)) = [§]>\n add (letter (_i0) of (font code)) to [temp1 v]\n change [_i0 v] by (1)\nend\ndelete (all) of [\['concatenate:with:', '“', \['concatenate:with:', \['contentsoflist:', 'temp0'\], \['concatenate:with:', '” by ', \['concatenate:with:', \['contentsoflist:', 'temp1'\], ' | pen font'\]\]\]\] v]\nadd (font code) to [\['concatenate:with:', '“', \['concatenate:with:', \['contentsoflist:', 'temp0'\], \['concatenate:with:', '” by ', \['concatenate:with:', \['contentsoflist:', 'temp1'\], ' | pen font'\]\]\]\] v]\n\ndefine None\nif <(align) = [r]> then\n set [_i4 v] to (length of [temp0 v])\n set [_i5 v] to [1]\n repeat (_i4)\n set [_x v] to ((x) + (_i2))\n set [_i6 v] to (item (_i5) of [temp0 v])\n set [_i7 v] to (length of (_i6))\n set [_i8 v] to (_i7)\n repeat (_i7)\n set [_i9 v] to ([\['letter:of:', \['readvariable', '_i8'\], \['readvariable', '_i6'\]\] v] of [pte bezier v])\n change [_x v] by ((-1) * (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2)))\n Print Character\n change [_i8 v] by (-1)\n end\n change [_y v] by (_i3)\n change [_i5 v] by (1)\n end\nelse\n set [_i4 v] to (length of [temp0 v])\n set [_i5 v] to [1]\n repeat (_i4)\n if <(align) = [c]> then\n set [_x v] to ((x) - ((0.5) * (item (_i5) of [temp1 v])))\n else\n set [_x v] to (x)\n end\n set [_i6 v] to (item (_i5) of [temp0 v])\n set [_i7 v] to (length of (_i6))\n set [_i8 v] to [1]\n repeat (_i7)\n set [_i9 v] to ([\['letter:of:', \['readvariable', '_i8'\], \['readvariable', '_i6'\]\] v] of [pte bezier v])\n Print Character\n change [_x v] by (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2))\n change [_i8 v] by (1)\n end\n change [_y v] by (_i3)\n change [_i5 v] by (1)\n end\nend\npen up\n\ndefine None\npen up\nset pen color to ((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b)))\nset pen size to ((0.1) * ((size) * (weight)))\nset [_x v] to (x)\nset [_y v] to (y)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([tan v] of (slant) )\nset [_i2 v] to ((char space) * ((0.3) * (size)))\nset [_i3 v] to (((-0.6) * ((line space) * (size))) - (size))\nset [_i13 v] to (([ceiling v] of ((0.15) * (size)) ) + (2))\nset [_i14 v] to ((1) / (([ceiling v] of ((0.15) * (size)) ) + (1)))\nset [_i4 v] to (length of (text))\nset [_i5 v] to (((_i0) * (join (letter (1) of ([ v] of [pte bezier v])) (join (letter (2) of ([ v] of [pte bezier v])) (letter (3) of ([ v] of [pte bezier v]))))) + (_i2))\nset [_i6 v] to ((ww width) + (_i2))\ndelete (all) of [temp0 v]\ndelete (all) of [temp1 v]\nset [_i7 v] to [1]\nset [_i8 v] to []\nset [_i9 v] to [0]\nset [_i10 v] to []\nset [_i11 v] to [0]\nrepeat (_i4)\n set [_i12 v] to (((_i0) * (join (letter (1) of ([\['letter:of:', \['readvariable', '_i7'\], \['getparam', 'text', 'r'\]\] v] of [pte bezier v])) (join (letter (2) of ([\['letter:of:', \['readvariable', '_i7'\], \['getparam', 'text', 'r'\]\] v] of [pte bezier v])) (letter (3) of ([\['letter:of:', \['readvariable', '_i7'\], \['getparam', 'text', 'r'\]\] v] of [pte bezier v]))))) + (_i2))\n if <<(letter (_i7) of (text)) = [ ]> and <not <(letter ((_i7) + (1)) of (text)) = [ ]>>> then\n if <(_i10) = []> then\n set [_i10 v] to (_i8)\n set [_i11 v] to (_i9)\n set [_i8 v] to []\n set [_i9 v] to [0]\n else\n if <((_i11) + ((_i9) + (_i5))) > (_i6)> then\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n set [_i10 v] to (_i8)\n set [_i11 v] to (_i9)\n set [_i8 v] to []\n set [_i9 v] to [0]\n else\n set [_i10 v] to (join (_i10) (join [ ] (_i8)))\n change [_i11 v] by ((_i9) + (_i5))\n set [_i8 v] to []\n set [_i9 v] to [0]\n end\n end\n else\n if <((_i9) + (_i12)) > (_i6)> then\n if <(_i10) = []> then\n add (_i8) to [temp0 v]\n add ((_i9) - (_i2)) to [temp1 v]\n set [_i8 v] to (letter (_i7) of (text))\n set [_i9 v] to (_i12)\n else\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n set [_i10 v] to []\n set [_i11 v] to [0]\n add (_i8) to [temp0 v]\n add ((_i9) - (_i2)) to [temp1 v]\n set [_i8 v] to (letter (_i7) of (text))\n set [_i9 v] to (_i12)\n end\n else\n set [_i8 v] to (join (_i8) (letter (_i7) of (text)))\n change [_i9 v] by (_i12)\n end\n end\n change [_i7 v] by (1)\nend\nif <not <(_i8) = []>> then\n if <not <(_i10) = []>> then\n if <((_i11) + ((_i9) + (_i5))) > (_i6)> then\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n add (_i8) to [temp0 v]\n add ((_i9) - (_i2)) to [temp1 v]\n else\n set [_i10 v] to (join (_i10) (join [ ] (_i8)))\n change [_i11 v] by ((_i9) + (_i5))\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n end\n else\n add (_i8) to [temp0 v]\n add ((_i9) - (_i2)) to [temp1 v]\n end\nelse\n if <not <(_i10) = []>> then\n add (_i10) to [temp0 v]\n add ((_i11) - (_i2)) to [temp1 v]\n end\nend\nRender WW (_x) (align)\n\ndefine None\npen up\nset pen color to ((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b)))\nset pen size to ([ceiling v] of ((0.1) * ((size) * (weight))) )\nset [_x v] to (x)\nset [_y v] to (y)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([tan v] of (slant) )\nset [_i2 v] to ((spacing) * ((0.3) * (size)))\nset [_i13 v] to (([ceiling v] of ((0.15) * (size)) ) + (2))\nset [_i14 v] to ((1) / (([ceiling v] of ((0.15) * (size)) ) + (1)))\nset [_i3 v] to (length of (text))\nif <(align) = [c]> then\n set [_i4 v] to [1]\n set [_i5 v] to [0]\n repeat (_i3)\n set [_i6 v] to ([\['letter:of:', \['readvariable', '_i4'\], \['getparam', 'text', 'r'\]\] v] of [pte bezier v])\n change [_i5 v] by (((_i0) * (join (letter (1) of (_i6)) (join (letter (2) of (_i6)) (letter (3) of (_i6))))) + (_i2))\n change [_i4 v] by (1)\n end\n change [_x v] by ((-0.5) * ((_i5) - (_i2)))\nend\nif <(align) = [r]> then\n change [_x v] by (_i2)\n set [_i4 v] to (_i3)\n repeat (_i3)\n set [_i9 v] to ([\['letter:of:', \['readvariable', '_i4'\], \['getparam', 'text', 'r'\]\] v] of [pte bezier v])\n change [_x v] by ((-1) * (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2)))\n Print Character\n change [_i4 v] by (-1)\n end\nelse\n set [_i4 v] to [1]\n repeat (_i3)\n set [_i9 v] to ([\['letter:of:', \['readvariable', '_i4'\], \['getparam', 'text', 'r'\]\] v] of [pte bezier v])\n Print Character\n change [_x v] by (((_i0) * (join (letter (1) of (_i9)) (join (letter (2) of (_i9)) (letter (3) of (_i9))))) + (_i2))\n change [_i4 v] by (1)\n end\nend\npen up\n\ndefine None\nset [_i15 v] to [0]\nrepeat (_i13)\n set [_i16 v] to (((y1) + (((y2) - (y1)) * (_i15))) + ((((y2) + (((y3) - (y2)) * (_i15))) - ((y1) + (((y2) - (y1)) * (_i15)))) * (_i15)))\n go to x: ((_x) + ((_i0) * ((((x1) + (((x2) - (x1)) * (_i15))) + ((((x2) + (((x3) - (x2)) * (_i15))) - ((x1) + (((x2) - (x1)) * (_i15)))) * (_i15))) + ((_i1) * (_i16))))) y: ((_y) + ((_i0) * (_i16)))\n change [_i15 v] by (_i14)\nend\n\ndefine Print Character\nset [_i10 v] to (length of (_i9))\nset [_i11 v] to [4]\nrepeat until <(_i11) > (_i10)>\n if <(letter (_i11) of (_i9)) = [d]> then\n pen down\n change [_i11 v] by (1)\n else\n if <(letter (_i11) of (_i9)) = [u]> then\n pen up\n change [_i11 v] by (1)\n else\n if <(letter (_i11) of (_i9)) = [b]> then\n Draw Bezier (join (letter ((_i11) + (1)) of (_i9)) (join (letter ((_i11) + (2)) of (_i9)) (letter ((_i11) + (3)) of (_i9)))) (join (letter ((_i11) + (4)) of (_i9)) (join (letter ((_i11) + (5)) of (_i9)) (letter ((_i11) + (6)) of (_i9)))) (join (letter ((_i11) + (7)) of (_i9)) (join (letter ((_i11) + (8)) of (_i9)) (letter ((_i11) + (9)) of (_i9)))) (join (letter ((_i11) + (10)) of (_i9)) (join (letter ((_i11) + (11)) of (_i9)) (letter ((_i11) + (12)) of (_i9)))) (join (letter ((_i11) + (13)) of (_i9)) (join (letter ((_i11) + (14)) of (_i9)) (letter ((_i11) + (15)) of (_i9)))) (join (letter ((_i11) + (16)) of (_i9)) (join (letter ((_i11) + (17)) of (_i9)) (letter ((_i11) + (18)) of (_i9))))\n change [_i11 v] by (19)\n else\n set [_i12 v] to (join (letter ((_i11) + (3)) of (_i9)) (join (letter ((_i11) + (4)) of (_i9)) (letter ((_i11) + (5)) of (_i9))))\n go to x: ((_x) + ((_i0) * ((join (letter (_i11) of (_i9)) (join (letter ((_i11) + (1)) of (_i9)) (letter ((_i11) + (2)) of (_i9)))) + ((_i1) * (_i12))))) y: ((_y) + ((_i0) * (_i12)))\n change [_i11 v] by (6)\n end\n end\n end\nend\n\nwhen flag clicked\nset [textsize v] to [45]\nset [texttime v] to [0]\nrepeat until <(Text#) > [8]>\n NewText\nend\n\ndefine Load Font: %m.list\ndelete (all) of [temp0 v]\nset [_i0 v] to [2]\nrepeat (2)\n repeat until <(letter (_i0) of (item (1) of [\['getparam', 'font', 'r'\] v])) = [§]>\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\nend\nset [_i1 v] to (length of (item (1) of [\['getparam', 'font', 'r'\] v]))\nrepeat until <(_i0) > (_i1)>\n set [_i2 v] to (letter (_i0) of (item (1) of [\['getparam', 'font', 'r'\] v]))\n change [_i0 v] by (1)\n repeat until <(letter (_i0) of (item (1) of [\['getparam', 'font', 'r'\] v])) = [§]>\n add (letter (_i0) of (item (1) of [\['getparam', 'font', 'r'\] v])) to [temp0 v]\n change [_i0 v] by (1)\n end\n set [\['readvariable', '_i2'\] v] to (Temp0)\n delete (all) of [temp0 v]\n change [_i0 v] by (1)\nend\n\nwhen flag clicked\nset [texttime v] to [0]\nforever\n wait (3) seconds\n change [texttime v] by (1)\nend\n\ndefine NewText\nset [currenttexttime v] to (textTime)\nset [currenttext# v] to [1]\nrepeat until <<not <(textTime) = (CurrentTextTime)>> or <(CurrentText#) > [10]>>\n change [textsize v] by (-3)\n change [currenttext# v] by (1)\nend\nwait until <not <(textTime) = (CurrentTextTime)>>\nset [textsize v] to [15]\nrepeat (10)\n change [textsize v] by (3)\nend\nchange [text# v] by (1)\n\ndefine DoStuff\nset [size v] to ((15) + (([cos v] of (Sine) ) * (2)))\nif <(Text#) = [1]> then\n Print Text: [Once upon a time, there was a ] (X, Y): (([sin v] of (Sine) ) * (10)) (([cos v] of (Sine) ) * (10)) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n Print Text: [stick figure, green in color.] (X, Y): (([sin v] of (Sine) ) * (10)) ((([cos v] of (Sine) ) * (10)) - ((Size) * (2))) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n change [sine v] by (10)\nelse\n if <(Text#) = [2]> then\n Print Text: [Who lived in a world] (X, Y): (([sin v] of (Sine) ) * (10)) (([cos v] of (Sine) ) * (10)) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n Print Text: [called "Scratch"] (X, Y): (([sin v] of (Sine) ) * (10)) ((([cos v] of (Sine) ) * (10)) - ((Size) * (2))) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n change [sine v] by (10)\n else\n if <(Text#) = [3]> then\n Print Text: [Where most games] (X, Y): (([sin v] of (Sine) ) * (10)) (([cos v] of (Sine) ) * (10)) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n Print Text: [were two dimensional.] (X, Y): (([sin v] of (Sine) ) * (10)) ((([cos v] of (Sine) ) * (10)) - ((Size) * (2))) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n change [sine v] by (10)\n else\n if <(Text#) = [4]> then\n Print Text: [But one day....] (X, Y): (([sin v] of (Sine) ) * (10)) (([cos v] of (Sine) ) * (10)) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n change [sine v] by (10)\n else\n if <(Text#) = [5]> then\n Print Text: [A new world appeared] (X, Y): (([sin v] of (Sine) ) * (10)) (([cos v] of (Sine) ) * (10)) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n Print Text: [with three dimensions!] (X, Y): (([sin v] of (Sine) ) * (10)) ((([cos v] of (Sine) ) * (10)) - ((Size) * (2))) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n change [sine v] by (10)\n else\n if <(Text#) = [6]> then\n Print Text: [But with an extra dimension] (X, Y): (([sin v] of (Sine) ) * (10)) (([cos v] of (Sine) ) * (10)) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n Print Text: [came extra challenges] (X, Y): (([sin v] of (Sine) ) * (10)) ((([cos v] of (Sine) ) * (10)) - ((Size) * (2))) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n change [sine v] by (10)\n else\n if <(Text#) = [7]> then\n Print Text: [Because This is....] (X, Y): (([sin v] of (Sine) ) * (10)) (([cos v] of (Sine) ) * (10)) Size: (Size) RGB: ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) ((255) - (((TextSize) - (15)) * (8))) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\n change [sine v] by (10)\n else\n broadcast (Intro v)\n set [introdone? v] to [1]\n change [text# v] by (1)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [finish v]\nFinish\n\ndefine Finish\nerase all\nset [size v] to ((15) + (([cos v] of (Sine) ) * (2)))\nPrint Text: [You finished the game!] (X, Y): (([sin v] of (Sine) ) * (10)) (([cos v] of (Sine) ) * (10)) Size: (Size) RGB: (255) (255) (255) Weight: (1) Slant: (0) Spacing: (1) Alignment: [c]\nchange [sine v] by (10)\n\n@3d logo\n\nwhen flag clicked\nswitch costume to (3d logo v)\nhide\n\nwhen I receive [intro v]\nset [introvely v] to [0]\nset y to (180)\nshow\nrepeat until <(IntroVelY) = [e]>\n Bounce\nend\nglide (0.3) secs to x: (0) y: (150)\nset [level v] to [0]\nnext costume\n\ndefine Bounce\nchange y by (IntroVelY)\nchange [introvely v] by (-1.5)\nif <(y position) < [0]> then\n set y to (0)\n set [introvely v] to ((IntroVelY) * (-0.7))\n if <(round (IntroVelY)) < [12]> then\n set [introvely v] to [e]\n end\nend\n\nwhen I receive [start v]\nhide\nset [start v] to [1]\n\n@Buttons\n\nwhen flag clicked\nClone\n\nwhen I start as a clone\nset size to (50) %\nwait until <(level) = []>\nwait until <(level) = [0]>\nshow\nglide (0.3) secs to x: (-155) y: (y position)\nforever\n if <(costume [number v]) = [1]> then\n if <(Credits) = [0]> then\n Touching Mouse? (x position) (y position) (105) (45)\n if <(touchingMouse?) = [1]> then\n repeat until <(size) > [59]>\n change size by (2.5)\n end\n if <mouse down?> then\n set [credits v] to [0]\n broadcast (Start v)\n end\n else\n repeat until <(size) < [51]>\n change size by (-2.5)\n end\n end\n end\n else\n if <(costume [number v]) = [2]> then\n Touching Mouse? (x position) (y position) (131) (45)\n if <(touchingMouse?) = [1]> then\n repeat until <(size) > [59]>\n change size by (2.5)\n end\n if <mouse down?> then\n set [credits v] to [1]\n switch costume to (play3 v)\n go to x: (-170) y: (-150)\n set size to (40) %\n end\n else\n repeat until <(size) < [51]>\n change size by (-2.5)\n end\n end\n else\n go to [front v] layer\n Touching Mouse? (x position) (y position) (105) (45)\n if <(touchingMouse?) = [1]> then\n repeat until <(size) > [49]>\n change size by (2.5)\n end\n if <mouse down?> then\n set [credits v] to [0]\n switch costume to (credits2 v)\n go to x: (-155) y: (-74)\n set size to (50) %\n end\n else\n repeat until <(size) < [41]>\n change size by (-2.5)\n end\n end\n end\n end\nend\n\ndefine Clone\nhide\ngo to x: (-275) y: (6)\nswitch costume to (play2 v)\ncreate clone of (_myself_ v)\nchange y by (-80)\nswitch costume to (credits2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\ndefine None\nset [touchingmouse? v] to [0]\nif <<(mouse x) > ((x) - ((width) / (2)))> and <(mouse x) < ((x) + ((width) / (2)))>> then\n if <<(mouse y) > ((y) - ((length) / (2)))> and <(mouse y) < ((y) + ((length) / (2)))>> then\n set [touchingmouse? v] to [1]\n end\nend\n\n@Skip\n\nwhen flag clicked\nset size to (100) %\ngo to x: (197) y: (-157)\nshow\nwait until <(Text#) < [8]>\nrepeat until <(Text#) > [7]>\n Touching Mouse? (x position) (y position) (40) (23)\n if <(touchingMouse?) = [1]> then\n repeat until <(size) > [119]>\n change size by (5)\n end\n if <mouse down?> then\n set [text# v] to [8]\n end\n else\n repeat until <(size) < [101]>\n change size by (-5)\n end\n end\nend\nhide\n\ndefine None\nset [touchingmouse? v] to [0]\nif <<(mouse x) > ((x) - ((width) / (2)))> and <(mouse x) < ((x) + ((width) / (2)))>> then\n if <<(mouse y) > ((y) - ((length) / (2)))> and <(mouse y) < ((y) + ((length) / (2)))>> then\n set [touchingmouse? v] to [1]\n end\nend\n\n@Option Name\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\ngo to [front v] layer\nforever\n if <(pause) = [1]> then\n show\n else\n hide\n end\nend\n\n@Option\n\nwhen flag clicked\nhide\nset size to (100) %\nClones\nset x to (-44.6)\nset [camspeed v] to [7]\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset y to (56)\ngo to [front v] layer\nswitch costume to (costume4 v)\nforever\n if <(pause) = [1]> then\n show\n Touching Mouse? (-39) (y position) (56) (13)\n if <(touchingMouse?) = [1]> then\n repeat until <not <mouse down?>>\n SetX (1)\n end\n end\n else\n hide\n end\nend\n\ndefine Clones\ngo to x: (-39) y: (96)\nrepeat (7)\n create clone of (_myself_ v)\n change y by (-47)\nend\ngo to x: (206) y: (96)\nrepeat (1)\n create clone of (_myself_ v)\n change y by (-47)\nend\n\ndefine None\nset [touchingmouse? v] to [0]\nif <<(mouse x) > ((x) - ((width) / (2)))> and <(mouse x) < ((x) + ((width) / (2)))>> then\n if <<(mouse y) > ((y) - ((length) / (2)))> and <(mouse y) < ((y) + ((length) / (2)))>> then\n set [touchingmouse? v] to [1]\n end\nend\n\ndefine None\nif <(y) = [0]> then\n set [playerview? v] to [1]\n switch costume to (costume2 v)\nelse\n if <(y) = [2]> then\n set [effects v] to [1]\n switch costume to (costume1 v)\n else\n if <(y) = [3]> then\n set [sort? v] to [1]\n switch costume to (costume1 v)\n else\n if <(y) = [4]> then\n set [linesize v] to [1]\n switch costume to (costume1 v)\n else\n if <(y) = [1]> then\n switch costume to (costume3 v)\n else\n if <(y) = [5]> then\n switch costume to (costume5 v)\n else\n if <(y) = [6]> then\n switch costume to (costume4 v)\n set y to (-132)\n set [fov v] to [240]\n set x to (-39)\n else\n set [mouse? v] to [0]\n switch costume to (costume2 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nset x to (mouse x)\nif <(x position) < [-67]> then\n set x to (-67)\nelse\n if <(x position) > [-11]> then\n set x to (-11)\n end\nend\nif <(type) = [1]> then\n set [camspeed v] to ((11) - (round ((((x position) - (-67)) / (56)) * (10))))\nelse\n set [fov v] to ((60) + (round ((((x position) - (-67)) / (56)) * (60))))\n set [fov v] to (round ((240) / ([tan v] of ((FOV) / (2)) )))\nend\n\nwhen I start as a clone\nwait until <(level) = [0]>\nwait until <(level) = [1]>\ngo to [front v] layer\nif <(x position) < [0]> then\n DefaultValues (round (((96) - (y position)) / (47)))\nelse\n DefaultValues ((7) + (round (((96) - (y position)) / (47))))\nend\nforever\n if <(pause) = [1]> then\n show\n if <(costume [number v]) = [1]> then\n Touching Mouse? (x position) (y position) (43) (32)\n else\n if <(costume [number v]) < [3]> then\n Touching Mouse? (x position) (y position) (54) (32)\n else\n Touching Mouse? (-39) (y position) (56) (13)\n end\n end\n if <(costume [number v]) < [3]> then\n if <(touchingMouse?) = [1]> then\n repeat until <(size) > [120]>\n change size by (5)\n end\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <(x position) < [0]> then\n MouseDown (round (((96) - (y position)) / (47)))\n else\n MouseDown ((7) + (round (((96) - (y position)) / (47))))\n end\n repeat until <(size) < [101]>\n change size by (-5)\n end\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) < [101]>\n change size by (-5)\n end\n end\n else\n if <(costume [number v]) = [4]> then\n if <(touchingMouse?) = [1]> then\n repeat until <not <mouse down?>>\n SetX (2)\n end\n end\n end\n end\n else\n hide\n end\nend\n\ndefine None\nif <(y) = [0]> then\n set [playerview? v] to ((costume [number v]) - (1))\nelse\n if <(y) = [2]> then\n set [effects v] to ((1) - ((costume [number v]) - (1)))\n else\n if <(y) = [3]> then\n set [sort? v] to ((1) - ((costume [number v]) - (1)))\n else\n if <(y) = [4]> then\n set [linesize v] to ((1) - ((costume [number v]) - (1)))\n else\n if <(y) = [7]> then\n set [mouse? v] to ((1) - ((costume [number v]) - (1)))\n else\n end\n end\n end\n end\nend\n\n@Credits\n\nwhen flag clicked\nClone\nset [creditsmove v] to [0]\nforever\n if <(Credits) = [1]> then\n show\n set size to ((105) + (([cos v] of (CreditsMove) ) * (5))) %\n change [creditsmove v] by (10)\n else\n go to [front v] layer\n hide\n end\nend\n\ndefine Clone\nset [credits v] to [0]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (105) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [creditsmove v] to [0]\nswitch costume to (costume3 v)\nforever\n if <(Credits) = [1]> then\n show\n set x to (([sin v] of (CreditsMove) ) * (10))\n set y to (10)\n set size to ((105) + (([cos v] of (CreditsMove) ) * (10))) %\n change [creditsmove v] by (10)\n else\n go to [front v] layer\n hide\n end\nend\n\n@Instructions\n\nwhen flag clicked\nset [instructions v] to [0]\nset size to (100) %\ngo to x: (155) y: (159)\nswitch costume to (costume1 v)\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\ngo to [front v] layer\nshow\nforever\n if <<(pause) = [0]> and <(level) < [5]>> then\n show\n Touching Mouse? (x position) (y position) (140) (32)\n if <(touchingMouse?) = [1]> then\n repeat until <(size) > [119]>\n change size by (5)\n end\n if <mouse down?> then\n set [instructions v] to [1]\n broadcast (Instructions v)\n set size to (100) %\n hide\n wait until <(Instructions) = [0]>\n show\n end\n else\n repeat until <(size) < [101]>\n change size by (-5)\n end\n end\n else\n hide\n end\nend\n\ndefine None\nset [touchingmouse? v] to [0]\nif <<(mouse x) > ((x) - ((width) / (2)))> and <(mouse x) < ((x) + ((width) / (2)))>> then\n if <<(mouse y) > ((y) - ((length) / (2)))> and <(mouse y) < ((y) + ((length) / (2)))>> then\n set [touchingmouse? v] to [1]\n end\nend\n\n@Option Name2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\ngo to [front v] layer\nforever\n if <(Instructions) = [1]> then\n show\n else\n hide\n end\nend\n\n | |
Adventure Platformer WIP | @Stage\n\n@platformer\n\nwhen flag clicked\nset [invisible v] to [0]\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-165]\nset [startpointy v] to [-133]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nforever\n go to [front v] layer\n change [yv v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (3)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-3)\n end\n set [xv v] to ((Xv) * (0.7))\n if <touching (secret v)?> then\n set [ghost v] to [1]\n else\n set [ghost v] to [0]\n end\n change x by (Xv)\n if <touching (secret v)?> then\n set [ghost v] to [1]\n else\n set [ghost v] to [0]\n end\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 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?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (invisible v)?> then\n change y by (1)\n if <touching (invisible v)?> then\n change y by (1)\n if <touching (invisible v)?> then\n change y by (1)\n if <touching (invisible v)?> then\n change y by (1)\n if <touching (invisible v)?> then\n change y by (1)\n if <touching (invisible v)?> 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 if <touching (invisible v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (invisible 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 if <touching (secret v)?> then\n set [ghost v] to [1]\n else\n set [ghost v] to [0]\n set [ghost v] to [0]\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n end\n if <touching color (#400000)?> then\n set [ghost v] to [0]\n set [ghost v] to [0]\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <(y position) < [-210]> then\n go to x: (startpointx) y: (startpointy)\n end\n if <[241] < (x position)> then\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n broadcast (next v)\n if <(invisible) = [0]> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n end\n if <(invisible) = [1]> then\n switch backdrop to (backdrop21 v)\n change [level v] by (1)\n end\n end\n if <(backdrop [number v]) = [18]> then\n set [invisible v] to [1]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n else\n set [yv v] to [-1.5]\n end\n end\n if <touching color (#ff00ce)?> then\n set [yv v] to [22]\n end\n if <touching color (#ff4f00)?> then\n set [yv v] to [-22]\n end\n if <touching color (#00ff1c)?> then\n set [xv v] to [80]\n end\n if <touching color (#4f00ff)?> then\n set [xv v] to [-80]\n end\nend\n\n@volcano\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [3]>\nrepeat (100)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nset y to (200)\nrepeat (80)\n show\n go to [back v] layer\n change y by (-5)\nend\ndelete this clone\n\n@invisible\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(invisible) = [1]>\nwait until <(costume [number v]) = [8]>\nset [invisible v] to [0]\nhide\nnext backdrop\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [18]> then\n switch backdrop to (backdrop20 v)\n show\n switch costume to (costume1 v)\n wait (1) seconds\n next costume\n switch costume to (costume2 v)\nelse\n go to [front v] layer\n next costume\n wait (1) seconds\n next costume\nend\n\n@SECRET\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait until <(ghost) = [1]>\nwait until <(ghost) = [0]>\nwait until <(costume [number v]) = [6]>\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nnext costume\nif <(backdrop [number v]) = [21]> then\n switch costume to (1 v)\n show\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <<touching (platformer v)?> or <(ghost) = [1]>> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Backdrop 3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(backdrop [number v]) = [3]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\n@platformSTUFF\n\nwhen flag clicked\nhide\nswitch costume to (purple_easter_egg_with_flowers_png_picture v)\ngo to x: (0) y: (0)\nforever\n if <(backdrop [number v]) = [26]> then\n wait until <key (e v) pressed?>\n wait until <key (a v) pressed?>\n wait until <key (s v) pressed?>\n wait until <key (t v) pressed?>\n wait until <key (e v) pressed?>\n wait until <key (r v) pressed?>\n switch costume to (purple_easter_egg_with_flowers_png_picture2 v)\n show\n change [color v] effect by (5)\n go to [front v] layer\n else\n hide\n end\nend\n\n | WIP Work in progress\nSPAM FLAG BEFORE STARTING! |
Line Platformer(150+ followers special) | @Stage\n\n@player\n\nwhen flag clicked\nforever\n play sound [alan-walker-the-spectre v] until done\nend\n\nwhen [r v] key pressed\ngo to x: (-153) y: (-158)\n\nwhen flag clicked\nforever\n if <(x position) > [275]> then\n next backdrop\n go to x: (-153) y: (-158)\n end\nend\n\nwhen [s v] key pressed\nnext backdrop\ngo to x: (-153) y: (-158)\n\nwhen flag clicked\ngo to x: (-153) y: (-158)\nswitch backdrop to (배경 1 v)\ngo to [front v] layer\nshow\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 change [yv v] by (13)\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to x: (-153) y: (-158)\n end\n if <<touching color (#001cff)?> or <touching color (#0026ff)?>> then\n change [yv v] by (40)\n end\n if <touching color (#fcff00)?> then\n go to x: (-116) y: (72)\n end\n if <touching color (#ffab00)?> then\n go to x: (-153) y: (-158)\n next backdrop\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\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@Key\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [배경 16 v]\ngo to x: (225) y: (-175)\nshow\nforever\n if <touching color (#ffffff)?> then\n hide\n broadcast (got the key! v)\n end\nend\n\nwhen backdrop switches to [배경 17 v]\nhide\n\n@line\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [배경 16 v]\nswitch costume to (모양 1 v)\ngo to x: (97) y: (52)\nshow\n\nwhen I receive [got the key! v]\nswitch costume to (모양 2 v)\n\nwhen backdrop switches to [배경 1 v]\nhide\n\nwhen backdrop switches to [배경 8 v]\nhide\n\nwhen backdrop switches to [배경 17 v]\nhide\n\n@Key2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [배경 21 v]\ngo to x: (-122) y: (114)\nshow\nforever\n if <touching color (#ffffff)?> then\n broadcast (got the key 2 v)\n hide\n end\nend\n\nwhen backdrop switches to [배경 22 v]\nhide\n\n@line2\n\nwhen flag clicked\nhide\n\nwhen I receive [got the key 2 v]\nswitch costume to (모양 2 v)\n\nwhen backdrop switches to [배경 21 v]\nswitch costume to (모양 1 v)\ngo to x: (92) y: (-156)\nshow\nforever\n if <(costume [number v]) = [2]> then\n go to x: (229) y: (-144)\n end\nend\n\nwhen backdrop switches to [배경 1 v]\nhide\n\nwhen backdrop switches to [배경 22 v]\nhide\n\n | Move with the arrows!!\nPress r if you get stuck / restart the level\nPress s to skip any level\n2019 / 5 / 19 |
Grow It! (A platformer) v1.0 | @Stage\n\nwhen flag clicked\nset volume to (30) %\nforever\n play sound [Pop Exctasy - Outside \(Instrumental Version\) my-free-mp3s v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [game_level v] to [1]\nset [yv v] to [0]\ngo to x: (0) y: (0)\nhide\nbroadcast (levelStartSwitch v)\nshow\nset [character?? v] to [1]\nset [size? v] to [20]\nforever\n set size to (Size?) %\n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n set [ghost v] effect to (0)\n if <<(x position) > [230]> and <(SeedsCollected?) = (SeedsToCollect?)>> then\n change [game_level v] by (1)\n broadcast (levelStartSwitch v)\n wait (0.3) seconds\n broadcast (Render v)\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 if <<key (left arrow v) pressed?> or <key (a 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 (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 end\n end\n end\n end\n end\n end\n if <<touching (enemy v)?> or <touching (bad v)?>> then\n broadcast (-1Life v)\n broadcast (levelStartSwitch v)\n end\n if <not <touching (ladder v)?>> then\n change [yv v] by (-1)\n end\n change y by (YV)\n if <touching (level v)?> 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 (level v)?> then\n set [yv v] to [13]\n end\n end\n switch costume to (Character??)\n change y by (1)\n set rotation style [left-right v]\n if <(y position) < [-175]> then\n broadcast (levelStartSwitch v)\n end\nend\n\nwhen I receive [levelstartswitch v]\nset [yv v] to [0]\nset [xv v] to [0]\nif <(Game_Level) = [1]> then\n go to x: (-165) y: (-113)\nend\nif <(Game_Level) = [2]> then\n go to x: (-230) y: (-90)\nend\nif <(Game_Level) = [3]> then\n go to x: (-230) y: (-90)\nend\nif <(Game_Level) = [4]> then\n go to x: (-230) y: (-90)\nend\nif <(Game_Level) = [5]> then\n go to x: (-230) y: (-23)\nend\nif <(Game_Level) = [6]> then\n go to x: (-230) y: (-23)\nend\nif <(Game_Level) = [7]> then\n go to x: (-230) y: (-161)\nend\nif <(Game_Level) = [8]> then\n go to x: (-230) y: (54)\nend\nif <(Game_Level) = [9]> then\n go to x: (-230) y: (54)\nend\nif <(Game_Level) = [10]> then\n go to x: (0) y: (-163)\nend\n\nwhen flag clicked\nforever\n if <<key (g v) pressed?> and <(Size?) < [40]>> then\n change [size? v] by (2)\n end\n if <<key (h v) pressed?> and <(Size?) > [5]>> then\n change [size? v] by (-2)\n end\nend\n\nwhen [space v] key pressed\nchange [character?? v] by (1)\nif <(Character??) > [2]> then\n set [character?? v] to [1]\nend\n\nwhen I receive [bounce!! v]\nset [yv v] to [22]\n\n@Enemy\n\nset [animationframe? v] to [0]\n\nwhen I start as a clone\nset [yv v] to [0]\nshow\nset [animationframe? v] to [1]\nforever\n set [size? v] to [30]\n set size to (Size?) %\n set rotation style [don't rotate v]\n set [ghost v] effect to (0)\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\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 x by ((XV) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n if <not <touching (ladder v)?>> then\n change [yv v] by (-1)\n end\n change y by (YV)\n if <touching (level v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n switch costume to (AnimationFrame?)\n change y by (1)\n set rotation style [left-right v]\nend\n\nwhen I start as a clone\nforever\n set [animationframe? v] to [1]\n wait (0.2) seconds\n repeat (1)\n change [animationframe? v] by (1)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\n\ndefine Enemy at X (x) Y (y) WalkngRng (#)\nset [enemy walking range v] to (#)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [levelstartswitch v]\nrepeat (1)\n delete this clone\nend\nif <(Game_Level) = [8]> then\n Enemy at X [-190] Y [-160] WalkngRng [230]\nend\n\nwhen I start as a clone\nforever\n point in direction (90)\n repeat (Enemy Walking Range)\n set [xv v] to [2]\n end\n point in direction (-90)\n repeat (Enemy Walking Range)\n set [xv v] to [-2]\n end\nend\n\nchange [xv v] by (1)\n\nchange [xv v] by (1)\n\n@Intro-thingy\n\nwhen flag clicked\n\nhide\nswitch costume to (1 v)\nrepeat (52)\n next costume\nend\n\n@Level\n\nwhen I receive [levelstartswitch v]\nset size to (101) %\ngo to x: (0) y: (0)\nswitch costume to (Game_Level)\n\nwhen flag clicked\nwait until <(Game_Level) = [10]>\nbroadcast (end of game v)\n\nwhen I receive [end of game v]\nhide variable [seeds v]\n\n@Seed\n\nwhen I start as a clone\nshow\nforever\n if <(Seed Type) = [1]> then\n switch costume to (seed v)\n end\n if <(Seed Type) = [2]> then\n switch costume to (special seed v)\n point in direction ((([sin v] of ((bounce/rotate) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (bounce/rotate) ) * (-2)) + ((10) * (2))) %\n change [bounce/rotate v] by (16)\n end\n if <(Special?) = [false]> then\n point in direction ((([sin v] of ((bounce/rotate) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (bounce/rotate) ) * (-2)) + ((10) * (2))) %\n change [bounce/rotate v] by (16)\n end\n if <(Special Type) = [1]> then\n set size to (50) %\n show\n switch costume to (bounce v)\n if <touching (player v)?> then\n switch costume to (bounce2 v)\n broadcast (BOUNCE!! v)\n start sound [Low Squeak v]\n end\n end\nend\n\nswitch costume to (bounce v)\n\nplay sound [Low Squeak v] until done\n\ndefine Seed at X (x) Y (y)\nset [special? v] to [false]\nset [seed type v] to [1]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [levelstartswitch v]\nshow variable [seeds v]\nrepeat (1)\n delete this clone\nend\nif <(Game_Level) = [1]> then\n set [seedstocollect? v] to [1]\n set [seedscollected? v] to [0]\n Seed at X [0] Y [0]\nend\nif <(Game_Level) = [2]> then\n set [seedstocollect? v] to [3]\n set [seedscollected? v] to [0]\n Seed at X [-71] Y [-40]\n Seed at X [-150] Y [40]\n Seed at X [132] Y [-5]\nend\nif <(Game_Level) = [3]> then\n set [seedstocollect? v] to [1]\n set [seedscollected? v] to [0]\n Seed at X [85] Y [-110]\nend\nif <(Game_Level) = [4]> then\n set [seedstocollect? v] to [8]\n set [seedscollected? v] to [0]\n Seed at X [0] Y [8]\n Seed at X [20] Y [8]\n Seed at X [-20] Y [8]\n Seed at X [-40] Y [8]\n Seed at X [-60] Y [8]\n Seed at X [-80] Y [8]\n Seed at X [-100] Y [8]\n Seed at X [-120] Y [8]\nend\nif <(Game_Level) = [5]> then\n set [seedstocollect? v] to [1]\n set [seedscollected? v] to [0]\n Seed at X [-65] Y [50]\nend\nif <(Game_Level) = [6]> then\n set [seedstocollect? v] to [5]\n set [seedscollected? v] to [0]\n Seed at X [-150] Y [-160]\n Seed at X [-150] Y [-140]\n Seed at X [-150] Y [-120]\n Seed at X [-150] Y [-100]\n Seed at X [-150] Y [-80]\nend\nif <(Game_Level) = [7]> then\n set [seedstocollect? v] to [1]\n set [seedscollected? v] to [0]\n Seed at X [100] Y [0]\n Bounce Seed at X [100] Y [-150]\nend\nif <(Game_Level) = [8]> then\n set [seedstocollect? v] to [2]\n set [seedscollected? v] to [0]\n Seed at X [140] Y [0]\n Seed at X [-140] Y [0]\n Bounce Seed at X [140] Y [-150]\n Bounce Seed at X [-140] Y [-150]\nend\nif <(Game_Level) = [9]> then\n set [seedstocollect? v] to [3]\n set [seedscollected? v] to [0]\n Seed at X [-140] Y [-90]\n Seed at X [-180] Y [-140]\n Seed at X [-200] Y [-140]\n Bounce Seed at X [180] Y [-100]\nend\n\nwhen flag clicked\nforever\n set [seeds v] to (join (SeedsCollected?) (join [ / ] (SeedsToCollect?)))\nend\n\nwhen I start as a clone\nclear graphic effects\nwait until <(distance to [player v]) < [20]>\nif <(Seed Type) = [1]> then\n change [seedscollected? v] by (1)\n glide (0.1) secs to x: (-200) y: (150)\n clear sound effects\n start sound [Coin v]\n delete this clone\nend\nif <(Seed Type) = [2]> then\n set [pitch v] effect to (100)\n start sound [Coin v]\n Bouncy Flower at X (x position) Y (y position)\n delete this clone\nend\n\ndefine Bounce Seed at X (x) Y (y)\nset [special? v] to [true]\nset [seed type v] to [2]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\ndefine Bouncy Flower at X (x) Y (y)\nset [seed type v] to [0]\nset [special type v] to [1]\nset [special? v] to [true]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [seed type v] to [2]\nhide\n\nBounce Seed at X [0] Y [-120]\n\n@Info\n\nwhen flag clicked\nforever\n set [ghost v] effect to ((distance to [player v]) - (40))\n switch costume to (Game_Level)\n if <(Game_Level) = [1]> then\n go to x: (-170) y: (-80)\n end\n if <(Game_Level) = [3]> then\n go to x: (30) y: (-80)\n end\n if <(Game_Level) = [5]> then\n go to x: (-170) y: (-5)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n reset timer\nend\n\nwhen [timer v] > (0.2)\nhide variable [seeds v]\n\n |