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ASHER SOCHA

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    193 comments  ·  General » Other  ·  Admin →
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    ASHER SOCHA commented  · 

    fill('lightskyblue')
    song('brothers')

    gravity = 3
    counter = 1
    spriteCounter = 0
    jumpSpriteCounter = 0
    money = 0
    enableJump = false

    cloud1 = stamp('beachcloud1',650,190)
    cloud2 = stamp('beachcloud2',380,400)
    cloud3 = stamp('beachcloud3',760,120)
    cloud4 = stamp('beachcloud4',450,620)
    sand = stamp('beachsand',0,960)
    surf = stamp('surf',0,850)
    wave1 = stamp('beachbreakers1',386,850)
    wave2 = stamp('beachbreakers2',386,800)

    castlestamps = ['sandcastle','sandcastle2']

    scrollers = [cloud1,cloud2,cloud3,cloud4,sand,surf]

    runSprites = ['boyrun1','boyrun2','boyrun3','boyrun4']
    jumpSprites = ['boyjump1','boyjump2','boyjump3']
    fallSprites = ['boyfall1','boyfall2','boyfall3',
    'boyfall4','boyfall5']

    castles = []
    coins = []

    scrollSpeeds = {
    'beachcloud1': 0.5,
    'beachcloud2': 1,
    'beachcloud3': 1,
    'beachcloud4': 2,
    'beachsand': 8,
    'surf': 8
    }

    runner = stamp('boyrun1',150,900,225)
    runner.ySpeed = null

    intro()

    function intro() {
    truck = stamp('icecreamtruck',500,820,400)
    message = text('Collect coins so you can buy ice cream.', 50,100)
    message2 = text('Tap to jump the sandcastles.',50,150)
    delay(launchGame,3000)
    }

    function launchGame() {
    enableJump = true
    truck.move(EAST,1000,1000)
    message.hide()
    message2.hide()
    spawnCastle()
    score = text('$' + money,650,50,30,'white')
    loop = animate
    }

    function tap() {
    if (enableJump) {
    jumpSpriteCounter = 0
    runner.ySpeed = -45
    sound('jump')
    }
    }

    function run() {
    spriteCounter = spriteCounter + 1
    if (spriteCounter >= 4) {
    spriteCounter = 0
    }


    if (runner.y >= 900) {
    runner.change(runSprites[spriteCounter])
    }
    }

    function animate() {
    counter = counter + 1
    run()


    if (runner.y <= 900 && runner.ySpeed !== null) {
    if (counter % 4 == 0) {
    runner.change(jumpSprites[jumpSpriteCounter])
    jumpSpriteCounter = jumpSpriteCounter + 1
    if (jumpSpriteCounter > 2) {
    jumpSpriteCounter = 0
    }
    }
    runner.move(DOWN,runner.ySpeed)
    runner.ySpeed = runner.ySpeed + gravity
    } else {
    runner.ySpeed = null
    runner.move(150,900)
    }


    if (money.toFixed(2) >= 1.0) {
    win()
    }


    castles.forEach(scroll)
    scrollers.forEach(scroll)
    coins.forEach(scroll)
    coins.forEach(earn)


    waves()


    castles.forEach(checkCastleCollide)


    if (counter % random(40,80) == 0) {
    spawnCoin()
    }
    if (counter % random(30,60) == 0) {
    spawnCastle()
    counter = 1
    }
    }

    function fail() {
    counter = counter + 1
    if (counter % 2 == 0) {
    if (spriteCounter >= 4) {
    turnOffLoop()
    }

    runner.change(fallSprites[spriteCounter])
    spriteCounter = spriteCounter + 1
    }
    }

    function win() {
    text('You won!',200,450,100)
    runner.move(runner.x,900,1000)
    runner.change('boyrun1')
    truck.move(500,850,2000)
    castles.forEach(hide)
    loop = run
    delay(turnOffLoop,2000)
    }

    function turnOffLoop() {
    loop = null
    }

    /
    function spawnCastle() {
    castle = stamp(random(castlestamps),760,950,100)
    castles.push(castle)
    }

    function spawnCoin() {
    coin = stamp('coin',760,random(400,768),75)
    coins.push(coin)
    }

    function checkCastleCollide(castle) {
    if (castle.hits(runner)) {
    castle.change('smashedsandcastle')
    castle.move(SOUTH,20)
    runner.front()
    sound('splat')
    spriteCounter = 0
    text('You lose.',200,450,100)
    text('Better luck next time.',150,500,50)
    runner.move(runner.x+150,925,1000)
    loop = fail
    }
    }

    function earn(thisCoin) {
    if (runner.hits(thisCoin)) {
    money = money + 0.10
    score.change('$' + money.toFixed(2))
    thisCoin.hide()
    sound('coin')
    }
    }

    function waves() {
    wave1.move(SOUTH,0.5)
    wave2.move(SOUTH,0.5)
    if (wave1.y >= 890) {
    wave1.move(wave1.x,775)
    }
    if (wave2.y >= 890) {
    wave2.move(wave2.x,775)
    }
    }

    function scroll(scroller) {


    if (scroller.name in scrollSpeeds) {
    speed = scrollSpeeds[scroller.name]
    } else {

    speed = 12
    }


    scroller.move(WEST,speed)


    if (scroller.name == 'sandcastle' ||
    scroller.name == 'sandcastle2' ||
    scroller.name == 'coin') {
    if (offscreen(scroller)) {
    scroller.hide()
    }
    } else {
    if (offscreen(scroller)) {
    scroller.wrap()
    }
    }
    }

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    ASHER SOCHA commented  · 

    //mirror challenge
    fill('black')

    function touch() {
    red = random(255)
    }

    function drag() {
    green = x/3
    blue = y/4
    color(red,green,blue)
    circle(x,y,5,color)
    circle(768-x,y,5)
    circle(x,1024-y,5)
    circle(768-x,1024-y,5)
    sound('scream')
    }
    5667

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    ASHER SOCHA commented  · 

    fill('maze4')
    s = stamp('car',50)
    function drag() {
    s.move(x,y,100)
    s.aim(x,y,100)
    }

    An error occurred while saving the comment
    ASHER SOCHA commented  · 

    hero = stamp('dragon11down',120)
    boss = stamp('fairy',90,90,100)
    cave = stamp('',0)
    score = 0
    keys = 0
    speed = 0
    walkSpeed = 10
    facing = DOWN
    zapStamp = 'fireball'

    buttonPushed = false
    defeatedBoss = false
    hasGoldKey = false

    heroes = {}
    heroes[UP] = 'dragon11up'
    heroes[DOWN] = 'dragon11down'
    heroes[RIGHT] = 'dragon11right'
    heroes[LEFT] = 'dragon11left'

    things = []

    function resetRoom() {
    things.length = 0

    newX = hero.x
    newY = hero.y
    if (newX > 550 || newX < 220) {
    newX = 384 + (384 - newX)
    } else if (newY > 770 || newY < 220) {
    newY = 512 + (512 - newY)
    }

    reset()
    hero = stamp('dragon11down',newX,newY,120)
    controller = stamp('controller2',390,960)
    stamp('flare',5000).size(0,500)
    }

    function touching() {
    if (x < 190 && y > 830) {
    if (x < 80) { facing = LEFT }
    if (x > 130) { facing = RIGHT }
    if (y < 910) { facing = UP }
    if (y > 950) { facing = DOWN }
    speed = walkSpeed
    }
    if (hero.hits(boss)) {
    boss.pop()
    defeatedBoss = false
    }
    }

    function untouch() {
    speed = 0
    }

    function tap() {
    if (x > 620 && y > 880) {
    z = stamp(zapStamp,hero.x,hero.y,50)
    z.rotate(facing)
    z.move(UP,1000,2000)
    }
    }

    function activate(thing) {

    zaps = thing.hits(zapStamp)
    if (zaps.length) {
    zap = zaps[0]
    zap.hide()
    stamp('pow',zap.x,zap.y)
    if (thing.getsZapped != undefined) {
    thing.getsZapped()
    }
    }

    if (thing.moveAround != undefined) {
    thing.moveAround()
    }

    if (thing.hits(hero)) {
    if (thing.waitingForFirstHit != true) {
    } else if (thing.currentlyHitsHero != true) {
    thing.currentlyHitsHero = true
    if (thing.hitsHero != undefined) {
    thing.hitsHero()
    }
    }
    } else {
    thing.waitingForFirstHit = true
    thing.currentlyHitsHero = false
    }
    }

    function stayInRoom() {
    newX = Math.max(160,hero.x)
    newX = Math.min(610,newX)
    newY = Math.max(160,hero.y)
    newY = Math.min(820,newY)
    hero.move(newX,newY)
    }

    function loop() {
    hero.change(heroes[facing])
    hero.move(facing,speed)
    stayInRoom()
    hero.front()
    controller.front()
    things.forEach(activate)
    if (cave.hits('dragon11right')) {
    cavern()
    }
    if (cave.hits('dragon11left')) {
    cavern()
    }
    if (cave.hits('dragon11up')) {
    cavern()
    }
    if (cave.hits('dragon11down')) {
    cavern()
    }
    if (score == 1) {
    hero.move(660,500,500)
    delay(hider,500)
    }
    }

    function loadLobby() {
    resetRoom()
    fill('dungeon')

    doorNorth = stamp('door3',380,100,100)
    doorWest = stamp('door3',100,500,100,270)
    doorEast = stamp('door2',670,500,100,90)

    doorNorth.hitsHero = loadCrownRoom
    doorEast.hitsHero = checkForGoldKey
    doorWest.hitsHero = loadKeyRoom

    things.push(doorNorth,doorEast,doorWest)
    }
    loadLobby()

    function checkForGoldKey() {
    if (hasGoldKey == true) {
    loadButtonRoom()
    } else {
    hero.move(WEST,20)
    }
    }

    function loadKeyRoom() {
    resetRoom()
    fill('brick room')

    exit = stamp('door3',670,500,100,90)
    exit.hitsHero = loadLobby

    friend = stamp('pixie',390,250,175)
    friend.hitsHero = giveAdvice

    key = stamp('key2',384,800,100)
    key.hitsHero = getGoldKey
    key.hide()

    things.push(exit,friend,key)
    }

    function giveAdvice() {
    text('Defeating the boss drains pools!',380,100,CENTER,'white')
    friend.pop()
    key.unhide()
    sound('heart')
    }

    function getGoldKey() {
    sound('coin')
    hasGoldKey = true
    key.pop()
    }

    function loadButtonRoom() {
    resetRoom()
    fill('log cabin')
    exit = stamp('door3',100,500,100,270)
    exit.hitsHero = loadLobby

    cave = stamp('block36',500,500,100)
    cave.hitsHero = cavern
    cave.rotate(999999,999999)

    button = stamp('button3',550,220,100)
    button.hitsHero = pushButton

    things.push(exit,button)
    }

    function pushButton() {
    button.change('button4')
    sound('terminal')
    text('BOSS DOOR OPENED!',100,100,50,('white'))
    buttonPushed = true
    boss.move(100,500,100)
    }

    function loadCrownRoom() {
    resetRoom()
    fill('pool3')

    exitDown = stamp('door3',380,920,100,180)
    exitDown.hitsHero = loadLobby

    exitRight = stamp('door2',670,500,100,90)

    An error occurred while saving the comment
    ASHER SOCHA commented  · 

    sup ty ty

    An error occurred while saving the comment
    ASHER SOCHA commented  · 

    stamp('jumbotron',384,100)
    score = 0
    display = text(score,384,160,90,CENTER)

    fill('crowd')
    player = stamp('turtle3',100,900,250)
    ball = stamp('ball10',125,800,60)
    hoop = stamp('hoop',700,500,150)
    meter = text('0',80,700,100,'white')

    function setup() {
    hoop.move(700,random(200,800),500)
    ball.move(125,800)
    xspeed = 0
    yspeed = 0
    power = 0
    meter.change(0)
    }
    setup()

    function touching() {
    power = power + 1
    meter.change(power)
    }
    // PART II
    function untouch() {
    xspeed = power * 0.6
    yspeed = power * 2
    loop = shoot
    }

    function shoot() {
    yspeed = yspeed - 3
    ball.move(RIGHT,xspeed)
    ball.move(UP,yspeed)
    if (ball.hits(hoop)) {
    sound('crowd')
    player.dance()
    loop = null
    setup()
    score = score + 2
    display.change(score)
    }
    if (ball.y > 1100) {
    loop = null
    setup()
    }
    }

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    ASHER SOCHA commented  · 

    tyler shelton

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    ASHER SOCHA commented  · 

    hellooo

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