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Code
Costumes
Sounds
Motion
Looks
Sound
Events
Control
Sensing
Operators
Variables
My Blocks
Pen
init plane
init camera
25
generate world
1
plane physics
camera control
RENDER world
RENDER other
tick
2
counter
<
snd
0
set
counter
to
broadcast
1
change
counter
by
reset timer
if
then
else
broadcast
forever
set
camera type
to
set
world size
to
reset timer
when
clicked
X vector rotate
sin
cos
X->y
cos
*
X->z
sin
*
+
X->z
cos
*
X->y
sin
*
-
store
Y->y
cos
*
Y->z
sin
*
+
Y->z
cos
*
Y->y
sin
*
-
store
Z->y
cos
*
Z->z
sin
*
+
Z->z
cos
*
Z->y
sin
*
-
store
set
Z->y
to
set
Z->z
to
set
store
to
set
Y->y
to
set
Y->z
to
set
store
to
set
X->y
to
set
X->z
to
set
store
to
define
Y vector rotate
sin
cos
X->x
cos
*
X->z
sin
*
+
X->z
cos
*
X->x
sin
*
-
store
Y->x
cos
*
Y->z
sin
*
+
Y->z
cos
*
Y->x
sin
*
-
store
Z->x
cos
*
Z->z
sin
*
+
Z->z
cos
*
Z->x
sin
*
-
store
set
Z->x
to
set
Z->z
to
set
store
to
set
Y->x
to
set
Y->z
to
set
store
to
set
X->x
to
set
X->z
to
set
store
to
define
Z vector rotate
sin
cos
X->x
cos
*
X->y
sin
*
+
X->y
cos
*
X->x
sin
*
-
store
Y->x
cos
*
Y->y
sin
*
+
Y->y
cos
*
Y->x
sin
*
-
store
Z->x
cos
*
Z->y
sin
*
+
Z->y
cos
*
Z->x
sin
*
-
store
set
Z->x
to
set
Z->y
to
set
store
to
set
Y->x
to
set
Y->y
to
set
store
to
set
X->x
to
set
X->y
to
set
store
to
define
render background
181
Z->y
-0.97
<
50
90
y plane
200
/
atan
of
-
0.3
*
-240
90
240
-180
-240
set x to
pen down
change y by
pen up
set x to
pen down
go to x:
y:
set pen shade to
set pen color to
100
101
pick random
to
90
y plane
200
/
atan
of
-
-240
90
240
-180
-240
255
255
250
OTHER rotate stage Y
1
2
2
1.01
2
2
cloud
cloud
cloud
OTHER rotate stage Y
4
2.5
5
5
2
3.5
OTHER rotate stage Y
-3.5
2.5
4.5
-5
2.7
4.2
OTHER rotate stage Y
3.4
2.7
-4.9
5.1
3.5
-3.5
OTHER rotate stage Y
-3.5
2.4
-4.5
-5.2
2.5
-3.3
OTHER rotate stage Y
0.4
2.5
9
2
2.5
8
OTHER rotate stage Y
-3.5
1.7
10
-5
2
9
OTHER rotate stage Y
1.5
2.2
-10
4
2.7
-8.5
OTHER rotate stage Y
-3.5
3
-9
-1
2.7
-8
OTHER rotate stage Y
8
2.5
2
4
1.5
-1.5
OTHER rotate stage Y
-9
3
-2
-9
3
1
OTHER rotate stage Y
-1.5
4.5
4.5
1
4.3
3.7
OTHER rotate stage Y
5
4.5
1
4
4.5
-2
camera type
1
=
181
地面
90
y plane
200
/
atan
of
-
0.3
*
0
cosX
<
180
200
sinX
cosX
/
*
>
-240
200
sinX
cosX
/
*
90
-
240
-180
-240
set x to
pen down
change y by
pen up
set x to
pen down
go to x:
y:
-240
90
240
-180
-240
set x to
pen down
change y by
pen up
set x to
pen down
go to x:
y:
if
then
else
-180
200
sinX
cosX
/
*
<
-240
200
sinX
cosX
/
*
90
+
240
180
-240
set x to
pen down
change y by
pen up
set x to
pen down
go to x:
y:
-240
-90
240
180
-240
set x to
pen down
change y by
pen up
set x to
pen down
go to x:
y:
if
then
else
if
then
else
pen up
set pen shade to
set pen color to
set pen size to
Z->y
0.99
<
200
grass
OTHER rotate stage Y
100
store y rotation
1
-
sin
of
*
0
-100
store y rotation
1
-
cos
of
*
100
store y rotation
1
+
sin
of
*
0
-100
store y rotation
1
+
cos
of
*
地面
90
y plane
200
/
atan
of
-
0.3
*
x1
x2
+
2
/
y1
y2
+
2
/
250
y position
<
250
set y to
-250
y position
>
-250
set y to
if
then
x1
x2
-
y1
y2
-
/
atan
of
180
y1
y2
>
*
90
-
+
direction
100
90
-350
700
90
100
90
-700
90
100
90
700
90
100
90
-700
move
steps
turn
degrees
move
steps
turn
degrees
move
steps
turn
degrees
move
steps
turn
degrees
move
steps
turn
degrees
move
steps
turn
degrees
move
steps
pen down
move
steps
turn
degrees
move
steps
set
actual z rotation
to
point in direction
if
then
else
go to x:
y:
set pen shade to
set pen color to
set
x0
to
set pen size to
if
then
if
then
else
pen up
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
set x to
pen down
change y by
pen up
set x to
pen down
go to x:
y:
set pen shade to
set pen color to
if
then
else
set pen size to
define
render throttle
5
-210
-160
-100
power
2000
*
160
-
3
50
60
power
2000
*
-
-160
power
2000
*
160
-
6
-5
10
change x by
change x by
set pen size to
set pen color to
set y to
set y to
pen down
set pen color to
set pen shade to
set pen size to
set y to
pen up
set y to
pen down
go to x:
y:
set pen color to
set pen size to
pen up
define
hill
x
z
h
camZ
camY
20
h
/
*
+
z
20
+
>
110
move MOUNTAIN
x
20
+
0
z
20
+
x
20
-
0
z
20
+
x
h
z
set
r
to
camX
camY
20
h
/
*
-
x
20
-
<
90
move MOUNTAIN
x
20
-
0
z
20
-
x
20
-
0
z
20
+
x
h
z
set
r
to
camX
camY
20
h
/
*
+
x
20
+
>
100
move MOUNTAIN
x
20
+
0
z
20
+
x
20
+
0
z
20
-
x
h
z
set
r
to
camZ
10
-
z
20
-
<
80
move MOUNTAIN
x
20
-
0
z
20
-
x
20
+
0
z
20
-
x
h
z
set
r
to
if
then
if
then
if
then
if
then
define
camY
20
h
/
*
init camera
x plane
y plane
z plane
0
0
set
rotCamY
to
set
rotCamX
to
set
camZ
to
set
camY
to
set
camX
to
define
render plane
0
y plane order
>
camera type
2
=
or
wheels
other
other
wheels
if
then
else
define
render runway&hills
99
99
99
world element sorted
-4
-2
world element sorted
4
-2
world element sorted
-2
-4
world element sorted
-2
4
world element sorted
-4
2
world element sorted
4
2
world element sorted
2
-4
world element sorted
2
4
world element sorted
-4
-1
world element sorted
4
-1
world element sorted
-1
-4
world element sorted
-1
4
world element sorted
-4
1
world element sorted
4
1
world element sorted
1
-4
world element sorted
1
4
world element sorted
-4
0
world element sorted
4
0
world element sorted
0
-4
world element sorted
0
4
world element sorted
3
-3
world element sorted
-3
-3
world element sorted
3
3
world element sorted
-3
3
world element sorted
-3
-2
world element sorted
-2
-3
world element sorted
-3
2
world element sorted
2
-3
world element sorted
3
-2
world element sorted
-2
3
world element sorted
3
2
world element sorted
2
3
world element sorted
-3
-1
world element sorted
-1
-3
world element sorted
-3
1
world element sorted
1
-3
world element sorted
3
-1
world element sorted
-1
3
world element sorted
3
1
world element sorted
1
3
world element sorted
-3
0
world element sorted
3
0
world element sorted
0
-3
world element sorted
0
3
world element sorted
-2
-2
world element sorted
-2
2
world element sorted
2
-2
world element sorted
2
2
world element sorted
-2
-1
world element sorted
-1
-2
world element sorted
-2
1
world element sorted
1
-2
world element sorted
2
-1
world element sorted
-1
2
world element sorted
2
1
world element sorted
1
2
world element sorted
0
-2
world element sorted
-2
0
world element sorted
0
2
world element sorted
2
0
world element sorted
-1
-1
world element sorted
-1
1
world element sorted
1
-1
world element sorted
1
1
world element sorted
0
-1
world element sorted
-1
0
world element sorted
0
1
world element sorted
1
0
world element sorted
0
0
set
b
to
set
g
to
set
r
to
define
init plane
0
0
2
0
0
0
1
0
0
0
1
0
0
0
1
0
0
0
0
0.01
0.01
0.01
0
0
2
5
-2
0
0.02
0
0
0
0
e
e
e
0
0
0
0
0
set
z acc
to
set
x acc
to
set
left/right
to
set
back wing
to
set
front/back
to
set
rocket vel z
to
set
rocket vel y
to
set
rocket vel x
to
set
rocket z
to
set
rocket y
to
set
rocket x
to
set
speed
to
set
resistance
to
set
wheels state
to
set
wheels
to
set
z plane
to
set
y plane
to
set
x plane
to
set
broken
to
set
z rotation
to
set
y rotation
to
set
x rotation
to
set
power
to
set
z vel
to
set
y vel
to
set
x vel
to
set
Z->z
to
set
Z->y
to
set
Z->x
to
set
Y->z
to
set
Y->y
to
set
Y->x
to
set
X->z
to
set
X->y
to
set
X->x
to
set
lz
to
set
ly
to
set
lx
to
set
z inside
to
set
y inside
to
set
x inside
to
define
6
200
100
100
plane 3d object
0
1
-9.5
-1
-1
-4
plane 3d object
0
1
-9.5
-1
1
-4
plane 3d object
0
1
-9.5
1
1
-4
plane 3d object
0
1
-9.5
1
-1
-4
set
b
to
set
g
to
set
r
to
define
rocket
rocket fire
0
=
x plane
4
X->x
*
-
Y->x
-
y plane
4
X->y
*
-
Y->y
-
z plane
4
X->z
*
-
Y->z
-
Z->x
Z->y
Z->z
x vel
y vel
z vel
r
key
pressed?
broken
0
=
and
nagranie1
1
set
rocket fire
to
start sound
if
then
set
rcz
to
set
rcy
to
set
rcx
to
set
rocket vel z
to
set
rocket vel y
to
set
rocket vel x
to
set
rocket z
to
set
rocket y
to
set
rocket x
to
1
100
rocket fire
>
get world height
rocket x
rocket z
not
rocket y
store
<
99
rocket fire
=
or
rocket y
store
<
Missile Sound Effects (HQ).mp3
100
set
rocket fire
to
start sound
0
set
rocket fire
to
if
then
else
rocket fire
50
/
atan
of
90
/
rocket vel x
5
*
store
*
rcx
1
store
-
*
+
rocket vel y
5
*
store
*
rcy
0.2
-
1
store
-
*
+
rocket vel z
5
*
store
*
rcz
1
store
-
*
+
change
rocket z
by
change
rocket y
by
change
rocket x
by
set
store
to
if
then
else
-1
break terrain
item
of
terrain
=
not
2
break terrain
item
of
terrain
<
break terrain
break terrain
item
of
terrain
2
-
replace item
of
terrain
with
break terrain
0
replace item
of
terrain
with
if
then
else
if
then
if
then
else
change
rocket fire
by
if
then
else
define
apply rotation
Y->z
Y->y
/
atan
of
180
0
Y->y
>
*
+
X vector rotate
store x rotation
sin
of
store x rotation
cos
of
X->z
X->x
/
atan
of
180
0
X->x
>
*
+
Y vector rotate
store y rotation
sin
of
store y rotation
cos
of
X->y
X->x
/
atan
of
180
0
X->x
>
*
+
Z vector rotate
store z rotation
sin
of
store z rotation
cos
of
X vector rotate
x rotation
sin
of
x rotation
cos
of
Z vector rotate
store z rotation
-
sin
of
store z rotation
cos
of
Y vector rotate
store y rotation
-
sin
of
store y rotation
cos
of
X vector rotate
store x rotation
-
sin
of
store x rotation
cos
of
X->y
X->x
/
atan
of
180
0
X->x
>
*
+
Z vector rotate
store z rotation
sin
of
store z rotation
cos
of
X->z
X->x
/
atan
of
180
0
X->x
>
*
+
Y vector rotate
store y rotation
sin
of
store y rotation
cos
of
Y->z
Y->y
/
atan
of
180
0
Y->y
>
*
+
X vector rotate
store x rotation
sin
of
store x rotation
cos
of
Z vector rotate
z rotation
sin
of
z rotation
cos
of
X vector rotate
store x rotation
-
sin
of
store x rotation
cos
of
Y vector rotate
store y rotation
-
sin
of
store y rotation
cos
of
Z vector rotate
store z rotation
-
sin
of
store z rotation
cos
of
X->z
X->x
/
atan
of
180
0
X->x
<
*
+
Y vector rotate
store y rotation
sin
of
store y rotation
cos
of
0
Z->y
Y->y
*
>
90
Z->z
Z->y
/
atan
of
+
set
actual x rotation
to
Z->z
Z->y
/
atan
of
90
-
set
actual x rotation
to
0
X->y
Y->y
*
>
90
X->x
X->y
/
atan
of
+
set
actual z rotation
to
X->x
X->y
/
atan
of
90
-
set
actual z rotation
to
Y->z
Y->y
/
atan
of
180
0
Y->y
>
*
+
X vector rotate
store x rotation
sin
of
store x rotation
cos
of
X->y
X->x
/
atan
of
180
0
X->x
>
*
+
Z vector rotate
store z rotation
sin
of
store z rotation
cos
of
Y vector rotate
y rotation
sin
of
y rotation
cos
of
Z vector rotate
store z rotation
-
sin
of
store z rotation
cos
of
X vector rotate
store x rotation
-
sin
of
store x rotation
cos
of
Y vector rotate
store y rotation
-
sin
of
store y rotation
cos
of
camera type
2
=
Y->y
Z->z
*
Y->z
Z->y
*
-
Y->z
Z->x
*
Y->x
Z->z
*
-
Y->x
Z->y
*
Y->y
Z->x
*
-
X->z
Z->y
*
X->y
Z->z
*
-
X->x
Z->z
*
X->z
Z->x
*
-
X->y
Z->x
*
X->x
Z->y
*
-
X->y
Y->z
*
X->z
Y->y
*
-
X->z
Y->x
*
X->x
Y->z
*
-
X->x
Y->y
*
X->y
Y->x
*
-
set
zz
to
set
yz
to
set
xz
to
set
zy
to
set
yy
to
set
xy
to
set
zx
to
set
yx
to
set
xx
to
if
then
set
store z rotation
to
set
store x rotation
to
if
then
else
if
then
else
set
store y rotation
to
set
store x rotation
to
set
store y rotation
to
set
store z rotation
to
set
store z rotation
to
set
store y rotation
to
set
store x rotation
to
define
3 get order
200
100
100
e
plane 3d object
-1
-1
4
1
-1
4
e
plane 3d object
-1
-1
-4
1
-1
-4
shadow
0
=
x1
x0
-
y2
y0
-
*
x2
x0
-
y1
y0
-
*
-
set
y plane order
to
e
plane 3d object
-1
1
4
-1
1
-4
shadow
0
=
x1
x0
-
y2
y0
-
*
x2
x0
-
y1
y0
-
*
-
set
z plane order
to
e
plane 3d object
-1
-1
-4
-1
-1
4
shadow
0
=
x1
x0
-
y2
y0
-
*
x2
x0
-
y1
y0
-
*
-
set
x pln ord
to
plane 3d object
1
1
-4
1
1
4
plane 3d object
1
-1
-4
1
-1
4
if
then
set
x1
to
if
then
set
x0
to
if
then
set
x0
to
set
x1
to
set
b
to
set
g
to
set
r
to
define
2
n
x plane order
n
*
0.005
<
200
100
100
plane 3d object
-1
0
3
-10
0
-1
plane 3d object
-1
0
0
-10
0
-1
250
100
100
plane 3d object
-2
left/right
-0.8
-9
left/right
-1.5
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
200
100
100
plane 3d object
1
0
3
10
0
-1
plane 3d object
1
0
0
10
0
-1
250
100
100
plane 3d object
2
left/right
-
-0.8
9
left/right
-
-1.5
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
if
then
else
define
5
n
x plane order
n
*
0.005
<
200
100
100
plane 3d object
1
0.5
-6
3
0.5
-8.5
plane 3d object
1
0.5
-8.5
3
0.5
-8.5
250
100
100
plane 3d object
1
front/back
0.5
+
-9
2.5
front/back
0.5
+
-9
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
200
100
100
plane 3d object
-1
0.5
-6
-3
0.5
-8.5
plane 3d object
-1
0.5
-8.5
-3
0.5
-8.5
250
100
100
plane 3d object
-1
front/back
0.5
+
-9
-2.5
front/back
0.5
+
-9
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
if
then
else
define
7
n
x plane order
n
*
0.005
<
200
100
100
plane 3d object
-1
0.5
-6
-3
0.5
-8.5
plane 3d object
-1
0.5
-8.5
-3
0.5
-8.5
250
100
100
plane 3d object
-1
front/back
0.5
+
-9
-2.5
front/back
0.5
+
-9
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
200
100
100
plane 3d object
1
0.5
-6
3
0.5
-8.5
plane 3d object
1
0.5
-8.5
3
0.5
-8.5
250
100
100
plane 3d object
1
front/back
0.5
+
-9
2.5
front/back
0.5
+
-9
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
200
100
100
plane 3d object
0
1
-6
0
3
-10
plane 3d object
0
1
-9.5
0
3
-10
250
100
100
plane 3d object
back wing
1
-10.2
back wing
2.5
-10.5
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
if
then
else
define
1
0
150
254
plane 3d object
0
-1
9
-1
-1
4
plane 3d object
0
-1
9
-1
1
4
plane 3d object
0
-1
9
1
1
4
plane 3d object
0
-1
9
1
-1
4
plane 3d object
1
1
4
1
-1
4
plane 3d object
-1
1
4
-1
-1
4
plane 3d object
-1
1
4
1
1
4
set
b
to
set
g
to
set
r
to
define
other
camera type
2
=
3 get order
1
2
-1
4
-1
5
1
6
7
1
0
z plane order
<
1
2
-1
3 get order
4
-1
5
1
6
7
1
7
-1
6
5
-1
4
1
3 get order
2
1
1
shadow
0
=
x pln ord
set
x plane order
to
if
then
if
then
else
if
then
else
define
4
n
broken
1
shadow
-
*
1
=
render fire
x plane order
n
*
0.005
<
200
100
100
plane 3d object
1
0
3
10
0
-1
plane 3d object
1
0
0
10
0
-1
250
100
100
plane 3d object
2
left/right
-
-0.8
9
left/right
-
-1.5
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
200
100
100
plane 3d object
-1
0
3
-10
0
-1
plane 3d object
-1
0
0
-10
0
-1
250
100
100
plane 3d object
-2
left/right
-0.8
-9
left/right
-1.5
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
if
then
else
if
then
define
rotate stage X
x1
y1
z1
x2
y2
z2
display line
x1
y1
cosX
*
z1
sinX
*
+
z1
cosX
*
y1
sinX
*
-
x2
y2
cosX
*
z2
sinX
*
+
z2
cosX
*
y2
sinX
*
-
define
plane 3d object
x1
y1
z1
x2
y2
z2
move stage
x1
X->x
*
y1
Y->x
*
+
z1
Z->x
*
+
x plane
+
x1
X->y
*
y1
Y->y
*
+
z1
Z->y
*
+
y plane
+
x1
X->z
*
y1
Y->z
*
+
z1
Z->z
*
+
z plane
+
x2
X->x
*
y2
Y->x
*
+
z2
Z->x
*
+
x plane
+
x2
X->y
*
y2
Y->y
*
+
z2
Z->y
*
+
y plane
+
x2
X->z
*
y2
Y->z
*
+
z2
Z->z
*
+
z plane
+
define
display line
x1
y1
z1
x2
y2
z2
x0
grass
=
200
x1
z1
/
*
200
y1
z1
/
*
200
x2
z2
/
*
200
y2
z2
/
*
set
y2
to
set
x2
to
set
y1
to
set
x1
to
0.999
z1
<
0.999
z2
<
200
x1
z1
/
*
200
y1
z1
/
*
1
b
70
=
300
z1
z2
+
/
set pen size to
200
z1
z2
+
/
set pen size to
200
x2
z2
/
*
200
y2
z2
/
*
shadow
0
=
x0
e
=
x1
z1
/
y1
z1
/
set
y0
to
set
x0
to
x1
e
=
x1
z1
/
y1
z1
/
x2
z2
/
y2
z2
/
set
y2
to
set
x2
to
set
y1
to
set
x1
to
if
then
if
then
if
then
go to x:
y:
if
then
else
pen down
set pen size to
go to x:
y:
pen up
z1
1
-
z1
z2
-
/
display line
x1
y1
z1
x2
store
*
x1
1
store
-
*
+
y2
store
*
y1
1
store
-
*
+
1
set
store
to
if
then
else
1
z2
<
z2
1
-
z2
z1
-
/
display line
x1
store
*
x2
1
store
-
*
+
y1
store
*
y2
1
store
-
*
+
1
x2
y2
z2
set
store
to
if
then
if
then
else
if
then
else
define
set color
a
r
g
b
shadow
1
=
a
4
/
round
16777216
*
set pen color to
a
256
*
r
+
256
*
g
+
256
*
b
+
set pen color to
if
then
else
define
minimap
x
z
x
x plane
-
cosY
*
z
z plane
-
sinY
*
+
0.05
*
z
z plane
-
cosY
*
x
x plane
-
sinY
*
-
0.05
*
150
-
x position
abs
of
20
<
y position
150
+
abs
of
20
<
and
pen down
if
then
go to x:
y:
pen up
define
wheels
wheels
-0.99
<
70
70
70
plane 3d object
-1
wheels
-3
-0.5
wheels
-3
plane 3d object
0.5
wheels
-3
1
wheels
-3
plane 3d object
0.25
wheels
5
-0.25
wheels
5
set
b
to
set
g
to
set
r
to
if
then
define
static values
rotCamY
sin
of
rotCamY
cos
of
camera type
1
=
rotCamX
sin
of
rotCamX
cos
of
set
cosX
to
set
sinX
to
if
then
set
cosY
to
set
sinY
to
define
Draw triangle
x
y
z
X
Y
Z
XX
YY
ZZ
x
y
z
X
Y
Z
XX
YY
ZZ
2
z
<
2
Z
<
2
ZZ
<
or
or
2
z
<
2
Z
<
2
ZZ
>
and
and
XX
YY
ZZ
z
2
-
z
zzz
-
/
dot
xxx
*
1
dot
-
x
*
+
dot
yyy
*
1
dot
-
y
*
+
2
tri
200
x
*
z
/
200
y
*
z
/
200
X
*
Z
/
200
Y
*
Z
/
200
XX
*
ZZ
/
200
YY
*
ZZ
/
Z
2
-
Z
zzz
-
/
dot
xxx
*
1
dot
-
X
*
+
dot
yyy
*
1
dot
-
Y
*
+
2
set
z
to
set
y
to
set
x
to
set
dot
to
set
ZZ
to
set
YY
to
set
XX
to
set
dot
to
set
zzz
to
set
yyy
to
set
xxx
to
2
z
<
2
Z
>
2
ZZ
<
and
and
X
Y
Z
ZZ
2
-
ZZ
zzz
-
/
dot
xxx
*
1
dot
-
XX
*
+
dot
yyy
*
1
dot
-
YY
*
+
2
tri
200
x
*
z
/
200
y
*
z
/
200
X
*
Z
/
200
Y
*
Z
/
200
XX
*
ZZ
/
200
YY
*
ZZ
/
z
2
-
z
zzz
-
/
dot
xxx
*
1
dot
-
x
*
+
dot
yyy
*
1
dot
-
y
*
+
2
set
ZZ
to
set
YY
to
set
XX
to
set
dot
to
set
Z
to
set
Y
to
set
X
to
set
dot
to
set
zzz
to
set
yyy
to
set
xxx
to
2
z
>
2
Z
<
2
ZZ
<
and
and
x
y
z
Z
2
-
Z
zzz
-
/
dot
xxx
*
1
dot
-
X
*
+
dot
yyy
*
1
dot
-
Y
*
+
2
tri
200
x
*
z
/
200
y
*
z
/
200
X
*
Z
/
200
Y
*
Z
/
200
XX
*
ZZ
/
200
YY
*
ZZ
/
ZZ
2
-
ZZ
zzz
-
/
dot
xxx
*
1
dot
-
XX
*
+
dot
yyy
*
1
dot
-
YY
*
+
2
set
Z
to
set
Y
to
set
X
to
set
dot
to
set
z
to
set
y
to
set
x
to
set
dot
to
set
zzz
to
set
yyy
to
set
xxx
to
2
z
<
2
Z
>
2
ZZ
>
and
and
z
2
-
z
ZZ
-
/
dot
XX
*
1
dot
-
x
*
+
dot
YY
*
1
dot
-
y
*
+
2
z
2
-
z
Z
-
/
dot
X
*
1
dot
-
x
*
+
dot
Y
*
1
dot
-
y
*
+
2
set
Z
to
set
Y
to
set
X
to
set
dot
to
set
ZZ
to
set
YY
to
set
XX
to
set
dot
to
2
z
>
2
Z
>
2
ZZ
<
and
and
ZZ
2
-
ZZ
z
-
/
dot
x
*
1
dot
-
XX
*
+
dot
y
*
1
dot
-
YY
*
+
2
ZZ
2
-
ZZ
Z
-
/
dot
X
*
1
dot
-
XX
*
+
dot
Y
*
1
dot
-
YY
*
+
2
set
Z
to
set
Y
to
set
X
to
set
dot
to
set
z
to
set
y
to
set
x
to
set
dot
to
2
z
>
2
Z
<
2
ZZ
>
and
and
Z
2
-
Z
z
-
/
dot
x
*
1
dot
-
X
*
+
dot
y
*
1
dot
-
Y
*
+
2
Z
2
-
Z
ZZ
-
/
dot
XX
*
1
dot
-
X
*
+
dot
YY
*
1
dot
-
Y
*
+
2
set
ZZ
to
set
YY
to
set
XX
to
set
dot
to
set
z
to
set
y
to
set
x
to
set
dot
to
tri
200
x
*
z
/
200
y
*
z
/
200
X
*
Z
/
200
Y
*
Z
/
200
XX
*
ZZ
/
200
YY
*
ZZ
/
if
then
if
then
if
then
if
then
if
then
if
then
if
then
set
ZZ
to
set
YY
to
set
XX
to
set
Z
to
set
Y
to
set
X
to
set
z
to
set
y
to
set
x
to
define
tri
Ax
Ay
Bx
By
Cx
Cy
Bx
Cx
-
Bx
Cx
-
*
By
Cy
-
By
Cy
-
*
+
sqrt
of
Ax
Cx
-
Ax
Cx
-
*
Ay
Cy
-
Ay
Cy
-
*
+
sqrt
of
Ax
Bx
-
Ax
Bx
-
*
Ay
By
-
Ay
By
-
*
+
sqrt
of
1
0.001
lena
lenb
+
lenc
+
+
/
lena
Ax
*
lenb
Bx
*
+
lenc
Cx
*
+
peri
*
lena
Ay
*
lenb
By
*
+
lenc
Cy
*
+
peri
*
0.001
lenb
lenc
+
lena
-
lenc
lena
+
lenb
-
*
lena
lenb
+
lenc
-
*
peri
*
sqrt
of
+
incx
Ax
-
incy
Ay
-
incx
Bx
-
incy
By
-
incx
Cx
-
incy
Cy
-
lena
lenb
<
lena
lenc
<
and
Aox
Aox
*
Aoy
Aoy
*
+
sqrt
of
set
td
to
lenb
lena
>
lenb
lenc
>
or
not
Box
Box
*
Boy
Boy
*
+
sqrt
of
set
td
to
Cox
Cox
*
Coy
Coy
*
+
sqrt
of
set
td
to
if
then
else
td
2
*
ind
-
td
4
*
/
incx
round
incy
round
ind
1
0
+
2
ind
/
log
of
rate
log
of
/
ceiling
of
rep
4
<
4
set
rep
to
rep
rate
td
*
0.1
td
ind
*
+
Aox
td
*
Ax
+
Aoy
td
*
Ay
+
Box
td
*
Bx
+
Boy
td
*
By
+
Cox
td
*
Cx
+
Coy
td
*
Cy
+
Aox
td
*
Ax
+
Aoy
td
*
Ay
+
go to x:
y:
go to x:
y:
go to x:
y:
pen down
go to x:
y:
pen up
set pen size to
set
td
to
repeat
if
then
set
rep
to
set
td
to
pen up
pen down
set pen size to
go to x:
y:
set
rate
to
if
then
else
set
Coy
to
set
Cox
to
set
Boy
to
set
Box
to
set
Aoy
to
set
Aox
to
set
ind
to
set
incy
to
set
incx
to
set
peri
to
set
lenc
to
set
lenb
to
set
lena
to
pen up
define
plane 3d rotated by XZ
x1
y1
z1
x2
y2
z2
move stage
x1
X->x
*
z1
Z->x
*
+
x plane
+
x1
X->y
*
y1
+
z1
Z->y
*
+
y plane
+
x1
X->z
*
z1
Z->z
*
+
z plane
+
x2
X->x
*
z2
Z->x
*
+
x plane
+
x2
X->y
*
y2
+
z2
Z->y
*
+
y plane
+
x2
X->z
*
z2
Z->z
*
+
z plane
+
define
rotate MOUNTAIN X
x1
y1
z1
x2
y2
z2
x3
y3
z3
Draw triangle
x1
y1
cosX
*
z1
sinX
*
+
z1
cosX
*
y1
sinX
*
-
x2
y2
cosX
*
z2
sinX
*
+
z2
cosX
*
y2
sinX
*
-
x3
y3
cosX
*
z3
sinX
*
+
z3
cosX
*
y3
sinX
*
-
define
plane physics
apply rotation
s
key
pressed?
power
0.1
<
and
broken
0
=
and
0.001
change
power
by
space
key
pressed?
broken
1
=
or
power
0.0005
>
-0.001
change
power
by
power
-0.0005
<
0.001
change
power
by
if
then
if
then
else
x
key
pressed?
power
-0.0055
>
and
-0.001
change
power
by
x vel
Z->x
*
y vel
Z->y
*
z vel
Z->z
*
+
+
speed
5
/
atan
of
90
/
abs
of
0.75
y plane
100
+
500
/
atan
of
120
/
-
1
1.2
power
power
0
<
*
*
+
0.1
resistance
speed
abs
of
*
*
power
0.15
*
abs
of
+
-
x vel
Y->x
*
y vel
Y->y
*
z vel
Y->z
*
+
+
speed
abs
of
0.1
*
-
-0.01
cos
0.35
*
-
*
x vel
x vel
*
y vel
y vel
*
+
z vel
z vel
*
+
sqrt
of
x vel
X->x
*
y vel
X->y
*
z vel
X->z
*
+
+
-0.005
cos
0.125
*
-
*
0.9
x inside
*
lx
store2
-
+
0.9
y inside
*
ly
g
-
+
0.9
z inside
*
lz
speed
-
0.25
+
+
store2
g
speed
Y->x
g
*
X->x
store2
*
+
Y->y
g
*
X->y
store2
*
+
Y->z
g
*
X->z
store2
*
+
broken
0
=
b
r
*
x vel
x vel
*
y vel
y vel
*
+
z vel
z vel
*
+
sqrt
of
/
power
Z->x
y2
*
*
x vel
b
*
+
power
Z->y
y2
*
*
y vel
b
*
0.02
-
+
power
Z->z
y2
*
*
z vel
b
*
+
down arrow
key
pressed?
0.05
change
front/back
by
up arrow
key
pressed?
-0.05
change
front/back
by
left arrow
key
pressed?
0.05
change
left/right
by
right arrow
key
pressed?
-0.05
change
left/right
by
a
key
pressed?
-0.1
change
back wing
by
d
key
pressed?
0.1
change
back wing
by
if
then
if
then
if
then
if
then
if
then
if
then
set
z vel
to
set
y vel
to
set
x vel
to
set
b
to
-0.02
change
y vel
by
left/right
0.9
*
front/back
0.9
*
back wing
0.9
*
x rotation
0.9
*
z rotation
0.9
*
3
front/back
*
cos
*
-3
left/right
*
cos
*
get world height
x plane
z plane
store
0.5
wheels
-
+
y plane
y vel
+
-
0
b
<
0
Y->y
<
0
speed
<
y rotation
0.9
*
3
back wing
cos
*
*
-
set
y rotation
to
y rotation
0.9
*
3
back wing
cos
*
*
+
set
y rotation
to
y vel
-0.5
<
plunge
start sound
y plane
store
0.5
wheels
-
+
-
x rotation
0.9
*
-15
ground cotrol
*
actual x rotation
slope z
store y rotation
cos
of
*
slope x
store y rotation
sin
of
*
-
+
sin
of
*
+
z rotation
0.9
*
15
ground cotrol
*
actual z rotation
slope x
store y rotation
cos
of
*
slope z
store y rotation
sin
of
*
+
+
sin
of
*
+
0.995
ground cotrol
x vel
X->y
*
y vel
Y->y
*
z vel
Z->x
*
+
+
abs
of
-
atan
of
1500
/
+
x vel
store2
*
-0.05
slope x
sin
of
b
*
*
+
z vel
store2
*
-0.05
slope z
sin
of
b
*
*
+
slope x
slope z
*
0
=
y vel
0.9
*
0.1
slope x
cos
of
slope z
cos
of
*
b
*
*
+
set
y vel
to
y vel
store2
*
0.05
slope x
cos
of
slope z
cos
of
*
b
*
*
+
set
y vel
to
wheels
-2
>
y vel
-1.5
<
or
broken
0
=
1
restart
plunge
x rotation
0.8
*
5
actual x rotation
sin
of
*
+
z rotation
0.8
*
-5
actual z rotation
sin
of
*
+
set
z rotation
to
set
x rotation
to
start sound
broadcast
set
broken
to
if
then
X vector rotate
5
z vel
z acc
-
*
sin
of
5
z vel
z acc
-
*
cos
of
Z vector rotate
5
x vel
x acc
-
*
sin
of
5
x vel
x acc
-
*
cos
of
if
then
if
then
else
set
z vel
to
set
x vel
to
set
store2
to
set
z rotation
to
set
x rotation
to
set
ground cotrol
to
if
then
if
then
else
if
then
y rotation
0.9
*
back wing
cos
*
-
broken
0
=
wheels
-0.99
>
w
key
pressed?
0.02
-0.1
-0.1
costume
broadcast
change
wheels
by
set
wheels state
to
set
resistance
to
if
then
wheels
-1.99
<
w
key
pressed?
0.01
0.1
0.1
costume
broadcast
change
wheels
by
set
wheels state
to
set
resistance
to
if
then
wheels state
change
wheels
by
if
then
else
if
then
else
if
then
set
y rotation
to
x vel
z vel
x vel
y vel
z vel
rocket
change
z plane
by
change
y plane
by
change
x plane
by
set
z acc
to
set
x acc
to
if
then
else
set
b
to
change
z rotation
by
change
x rotation
by
set
z rotation
to
set
x rotation
to
set
back wing
to
set
front/back
to
set
left/right
to
if
then
else
change
z vel
by
change
y vel
by
change
x vel
by
set
lz
to
set
ly
to
set
lx
to
set
z inside
to
set
y inside
to
set
x inside
to
set
store2
to
set
r
to
set
g
to
set
b
to
set
y2
to
set
cos
to
set
speed
to
if
then
if
then
if
then
define
move stage
x1
y1
z1
x2
y2
z2
shadow
1
=
get world height
x1
z1
store
get world height
x2
z2
camera type
1
=
OTHER rotate stage Y
x1
camX
-
store2
camY
-
z1
camZ
-
x2
camX
-
store
camY
-
z2
camZ
-
OTHER rotate stage Y
x1
x plane
-
store2
y plane
-
z1
z plane
-
x2
x plane
-
store
y plane
-
z2
z plane
-
b
70
=
b
50
=
or
not
y1
y vel
+
store2
<
wing hits ground
x1
store2
y1
y vel
+
-
z1
0.1
0.985
y2
y vel
+
store
<
wing hits ground
x2
store
y2
y vel
+
-
z2
0.1
0.985
y1
0
<
wing hits ground
x1
0
y1
y vel
+
-
z1
0.0015
0.97
y2
0
<
wing hits ground
x2
0
y2
y vel
+
-
z2
0.0015
0.97
if
then
if
then
else
if
then
else
if
then
else
if
then
if
then
else
set
store2
to
camera type
1
=
OTHER rotate stage Y
x1
camX
-
y1
camY
-
z1
camZ
-
x2
camX
-
y2
camY
-
z2
camZ
-
OTHER rotate stage Y
x1
x plane
-
y1
y plane
-
z1
z plane
-
x2
x plane
-
y2
y plane
-
z2
z plane
-
if
then
else
if
then
else
define
wing hits ground
x1
y1
z1
power
slow
broken
0
=
plunge
power
0.0015
=
splash.ogg
start sound
if
then
start sound
0
Y->y
<
x rotation
slow
*
y1
power
*
x1
x plane
-
store y rotation
sin
of
*
z1
z plane
-
store y rotation
cos
of
*
-
*
+
set
x rotation
to
x rotation
slow
*
y1
power
*
x1
x plane
-
store y rotation
sin
of
*
z1
z plane
-
store y rotation
cos
of
*
-
*
-
set
x rotation
to
z rotation
slow
*
y1
power
*
x1
x plane
-
store y rotation
cos
of
*
z1
z plane
-
store y rotation
sin
of
*
+
*
+
x vel
slow
*
y1
slope x
sin
of
*
power
0.3
*
*
+
y vel
slow
*
y1
slope z
cos
of
*
slope x
cos
of
*
power
0.3
*
*
+
z vel
slow
*
y1
slope z
sin
of
*
power
0.3
*
*
+
X vector rotate
2
z vel
z acc
-
*
sin
of
2
z vel
z acc
-
*
cos
of
Z vector rotate
2
x vel
x acc
-
*
sin
of
2
x vel
x acc
-
*
cos
of
set
z vel
to
set
y vel
to
set
x vel
to
set
z rotation
to
if
then
else
if
then
define
1
set
broken
to
restart
broadcast
camera control
0
Z->y
<
90
Z->x
Z->x
*
Z->z
Z->z
*
+
sqrt
of
Z->y
/
atan
of
+
set
store x rotation
to
Z->x
Z->x
*
Z->z
Z->z
*
+
sqrt
of
Z->y
/
atan
of
90
-
set
store x rotation
to
Z->x
0
=
0
X->z
<
90
X->x
X->z
/
atan
of
+
set
store y rotation
to
X->x
X->z
/
atan
of
90
-
set
store y rotation
to
if
then
else
0
Z->x
<
90
Z->z
Z->x
/
atan
of
+
set
store y rotation
to
Z->z
Z->x
/
atan
of
90
-
set
store y rotation
to
if
then
else
x plane
round
0
=
z plane
round
5
=
and
2
15
change
rotCamY
by
change
rotCamX
by
camera type
1
=
store x rotation
rotCamX
mouse y
t
key
pressed?
mouse x
abs
of
240
<
mouse y
abs
of
180
<
and
and
*
+
-
360
mod
180
-
0.1
*
store y rotation
rotCamY
mouse x
y
key
pressed?
mouse x
abs
of
240
<
mouse y
abs
of
180
<
and
and
*
+
-
360
mod
180
-
0.1
*
camX
x plane
25
cosX
sinY
*
*
+
+
0.5
*
get world height
camX
camZ
store
1
<
1
set
store
to
camY
y plane
25
sinX
*
+
+
0.5
*
2
store
+
<
camY
2
store
+
+
0.5
*
set
camY
to
camY
y plane
25
sinX
*
+
+
0.5
*
set
camY
to
camZ
z plane
25
cosX
cosY
*
*
-
+
0.5
*
set
camZ
to
if
then
else
if
then
set
camX
to
change
rotCamY
by
change
rotCamX
by
x plane
y plane
z plane
180
store y rotation
+
set
rotCamY
to
set
camZ
to
set
camY
to
set
camX
to
if
then
else
if
then
if
then
else
if
then
else
define
mouse down?
mouse down?
water
x
z
water
move MOUNTAIN
x
20
-
0
z
20
-
x
20
+
0
z
20
-
x
20
+
0
z
20
+
move MOUNTAIN
x
20
-
0
z
20
-
x
20
-
0
z
20
+
x
20
+
0
z
20
+
set
r
to
define
generate world
0
all
world size
world size
*
store
length of
terrain
/
0.1
<
5
25
pick random
to
add
to
terrain
store
length of
terrain
/
0.2
>
0
add
to
terrain
10
25
pick random
to
0
1
pick random
to
round
*
add
to
terrain
if
then
else
0
0
last
item
of
terrain
<
+
change
store
by
if
then
else
1
-2
2
-2
3
-2
4
-2
5
-2
6
-2
7
0
world size
-2
world size
1
-
0
0
3
2
world size
dot
1
<
7
2
pick random
to
counter
2
=
counter
world size
*
store
1
+
+
-1
3
set
counter
to
replace item
of
terrain
with
counter
world size
*
store
1
+
+
-1
2
set
counter
to
replace item
of
terrain
with
if
then
else
set
dot
to
-1
change
dot
by
counter
world size
*
store
1
+
+
-1
1
change
store
by
replace item
of
terrain
with
if
then
else
repeat
set
counter
to
set
dot
to
set
store
to
replace item
of
terrain
with
replace item
of
terrain
with
replace item
of
terrain
with
replace item
of
terrain
with
replace item
of
terrain
with
replace item
of
terrain
with
replace item
of
terrain
with
replace item
of
terrain
with
replace item
of
terrain
with
repeat
delete
of
terrain
set
store
to
define
RENDER other
0
-150
45
2
minimap
0
0
minimap
0
50
minimap
0
100
minimap
0
world size
40
*
minimap
0
world size
40
*
50
+
minimap
0
world size
40
*
100
+
-20
-130
7
-20
-170
20
-170
20
-130
-20
-130
go to x:
y:
go to x:
y:
go to x:
y:
go to x:
y:
pen down
set pen color to
set pen size to
go to x:
y:
pen up
set pen size to
set pen color to
pen down
set pen size to
go to x:
y:
pen up
set pen color to
define
RENDER world
static values
render background
0
render runway&hills
1
render rocket
render plane
0
render rocket
render plane
render throttle
set
shadow
to
set
shadow
to
set
shadow
to
erase all
define
render rocket
70
70
70
move stage
rocket x
rocket y
rocket z
rocket x
rocket vel x
+
rocket y
rocket vel y
+
rocket z
rocket vel z
+
255
255
50
100
rocket fire
<
120
rocket fire
<
0
set
rocket fire
to
move stage
rocket x
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket y
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket z
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket x
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket y
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket z
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
move stage
rocket x
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket y
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket z
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket x
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket y
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
rocket z
2
rocket fire
100
-
-9
*
sin
of
0.01
rocket fire
100
-
9
*
sin
of
+
pick random
to
*
+
if
then
0
rocket fire
<
move stage
rocket x
rocket y
rocket z
rocket x
rocket vel x
-
-1
1
pick random
to
+
rocket y
rocket vel y
-
-1
1
pick random
to
+
rocket z
rocket vel z
-
-1
1
pick random
to
+
move stage
rocket x
rocket y
rocket z
rocket x
rocket vel x
-
-1
1
pick random
to
+
rocket y
rocket vel y
-
-1
1
pick random
to
+
rocket z
rocket vel z
-
-1
1
pick random
to
+
if
then
if
then
else
set
b
to
set
g
to
set
r
to
set
b
to
set
g
to
set
r
to
define
move MOUNTAIN
x1
y1
z1
x2
y2
z2
x3
y3
z3
camera type
1
=
MOUNTAIN rotate stage Y
x1
camX
-
y1
camY
-
z1
camZ
-
x2
camX
-
y2
camY
-
z2
camZ
-
x3
camX
-
y3
camY
-
z3
camZ
-
MOUNTAIN rotate stage Y
x1
x plane
-
y1
y plane
-
z1
z plane
-
x2
x plane
-
y2
y plane
-
z2
z plane
-
x3
x plane
-
y3
y plane
-
z3
z plane
-
if
then
else
define
get world height
xp
zp
break
break
xp
40
/
round
world size
mod
world size
*
zp
40
/
round
world size
mod
1
+
+
break terrain
item
of
terrain
set
store
to
set
break terrain
to
xp
40
/
round
world size
mod
world size
*
zp
40
/
round
world size
mod
1
+
+
item
of
terrain
set
store
to
0
store
<
determine height for hill
xp
zp
xp
40
/
round
40
*
zp
40
/
round
40
*
store
-1
store
=
determine height for river
xp
zp
xp
40
/
round
40
*
zp
40
/
round
40
*
0
set
store
to
0
0
set
slope z
to
set
slope x
to
if
then
else
if
then
else
if
then
else
define
determine height for river
x
z
xp
zp
xp
40
/
1
-
round
world size
mod
world size
*
zp
40
/
round
world size
mod
1
+
+
item
of
terrain
xp
40
/
1
+
round
world size
mod
world size
*
zp
40
/
round
world size
mod
1
+
+
item
of
terrain
xp
40
/
round
world size
mod
world size
*
zp
40
/
1
-
round
world size
mod
1
+
+
item
of
terrain
xp
40
/
round
world size
mod
world size
*
zp
40
/
1
+
round
world size
mod
1
+
+
item
of
terrain
x
xp
-
abs
of
z
zp
-
abs
of
>
x
xp
>
-1
x2
<
20
x
xp
-
abs
of
-
-0.25
*
-0.25
atan
of
0
set
slope z
to
set
slope x
to
set
store
to
z
zp
>
20
z
zp
-
abs
of
-
-0.25
*
-0.25
atan
of
set
slope z
to
set
store
to
20
z
zp
-
abs
of
-
-0.25
*
0.25
atan
of
set
slope z
to
set
store
to
0
set
slope x
to
if
then
else
if
then
else
-1
x1
<
20
x
xp
-
abs
of
-
-0.25
*
0.25
atan
of
0
set
slope z
to
set
slope x
to
set
store
to
z
zp
>
20
z
zp
-
abs
of
-
-0.25
*
-0.25
atan
of
set
slope z
to
set
store
to
20
z
zp
-
abs
of
-
-0.25
*
0.25
atan
of
set
slope z
to
set
store
to
0
set
slope x
to
if
then
else
if
then
else
if
then
else
z
zp
>
-1
y2
<
20
z
zp
-
abs
of
-
-0.25
*
-0.25
atan
of
0
set
slope x
to
set
slope z
to
set
store
to
z
zp
>
20
x
xp
-
abs
of
-
-0.25
*
-0.25
atan
of
set
slope x
to
set
store
to
20
x
xp
-
abs
of
-
-0.25
*
0.25
atan
of
set
slope x
to
set
store
to
0
set
slope z
to
if
then
else
if
then
else
-1
y1
<
20
z
zp
-
abs
of
-
-0.25
*
0.25
atan
of
0
set
slope x
to
set
slope z
to
set
store
to
z
zp
>
20
x
xp
-
abs
of
-
-0.25
*
-0.25
atan
of
set
slope x
to
set
store
to
20
x
xp
-
abs
of
-
-0.25
*
0.25
atan
of
set
slope x
to
set
store
to
0
set
slope z
to
if
then
else
if
then
else
if
then
else
if
then
else
set
y2
to
set
y1
to
set
x2
to
set
x1
to
define
OTHER rotate stage Y
x1
y1
z1
x2
y2
z2
x0
grass
=
not
b
254
=
set color
200
50
200
255
b
cloud
=
set color
50
255
255
255
x1
x2
+
x1
x2
+
*
y1
y2
+
y1
y2
+
*
z1
z2
+
z1
z2
+
*
+
+
80000
x
<
140000
x
>
set color
255
80000
x
-
60000
/
*
round
r
g
b
stop
this script
if
then
else
-0.0001
y1
y2
+
camY
2
*
+
<
0
set
dot
to
-1
y1
y2
+
camY
2
*
+
>
1
set
dot
to
-1
y1
y2
+
camY
2
*
+
*
set
dot
to
if
then
else
set color
255
64
dot
*
1
dot
-
r
*
+
round
123
dot
*
1
dot
-
g
*
+
round
123
dot
*
1
dot
-
b
*
+
round
if
then
else
if
then
else
set
x
to
if
then
else
if
then
else
camera type
1
=
rotate stage X
x1
cosY
*
z1
sinY
*
+
y1
z1
cosY
*
x1
sinY
*
-
x2
cosY
*
z2
sinY
*
+
y2
z2
cosY
*
x2
sinY
*
-
b
250
=
g
cloud
=
or
display line
x1
xx
*
y1
yx
*
+
z1
zx
*
+
x1
xy
*
y1
yy
*
+
z1
zy
*
+
x1
xz
*
y1
yz
*
+
z1
zz
*
+
x2
xx
*
y2
yx
*
+
z2
zx
*
+
x2
xy
*
y2
yy
*
+
z2
zy
*
+
x2
xz
*
y2
yz
*
+
z2
zz
*
+
display line
x1
xx
*
y1
yx
*
+
z1
zx
*
x inside
-
+
x1
xy
*
y1
yy
*
+
z1
zy
*
y inside
-
+
x1
xz
*
y1
yz
*
+
z1
zz
*
z inside
-
+
x2
xx
*
y2
yx
*
+
z2
zx
*
x inside
-
+
x2
xy
*
y2
yy
*
+
z2
zy
*
y inside
-
+
x2
xz
*
y2
yz
*
+
z2
zz
*
z inside
-
+
if
then
else
if
then
else
if
then
define
x
xp
-
abs
of
z
zp
-
abs
of
>
x
xp
>
20
x
xp
-
abs
of
-
-0.25
*
-0.25
atan
of
set
slope x
to
set
store
to
20
x
xp
-
abs
of
-
-0.25
*
0.25
atan
of
set
slope x
to
set
store
to
0
set
slope z
to
if
then
else
z
zp
>
20
z
zp
-
abs
of
-
-0.25
*
-0.25
atan
of
set
slope z
to
set
store
to
20
z
zp
-
abs
of
-
-0.25
*
0.25
atan
of
set
slope z
to
set
store
to
0
set
slope x
to
if
then
else
if
then
else
determine height for hill
x
z
xp
zp
h
x
xp
-
abs
of
20
<
z
zp
-
abs
of
20
<
and
x
xp
-
abs
of
z
zp
-
abs
of
>
20
x
xp
-
abs
of
-
h
20
/
*
x
xp
>
h
-20
/
atan
of
set
slope x
to
h
20
/
atan
of
set
slope x
to
0
set
slope z
to
if
then
else
set
store
to
20
z
zp
-
abs
of
-
h
20
/
*
z
zp
>
h
-20
/
atan
of
set
slope z
to
h
20
/
atan
of
set
slope z
to
0
set
slope x
to
if
then
else
set
store
to
if
then
else
0
0
0
set
slope z
to
set
slope x
to
set
store
to
if
then
else
define
fire
x1
x2
x3
y
z1
z2
z3
255
200
255
pick random
to
50
plane 3d rotated by XZ
x1
-0.5
0.5
pick random
to
z1
x3
y
z3
plane 3d rotated by XZ
x2
-0.5
0.5
pick random
to
z2
x3
y
z3
set
b
to
set
g
to
set
r
to
define
render fire
fire
0.5
1.5
pick random
to
2.5
3.5
pick random
to
timer
230
*
sin
of
1.5
2.5
pick random
to
+
2.5
4.5
pick random
to
1.5
0.5
pick random
to
1.5
0.5
pick random
to
timer
230
*
sin
of
1.5
2.5
pick random
to
+
fire
-0.5
-1.5
pick random
to
-2.5
-3.5
pick random
to
timer
220
*
30
+
sin
of
-1.5
-2.5
pick random
to
+
2.5
4.5
pick random
to
1.5
0.5
pick random
to
1.5
0.5
pick random
to
timer
220
*
30
+
sin
of
1.5
2.5
pick random
to
+
fire
-0.5
0.5
pick random
to
-0.5
0.5
pick random
to
timer
200
*
190
+
sin
of
-0.5
0.5
pick random
to
+
2.5
4.5
pick random
to
-3.5
-4.5
pick random
to
-3.5
-4.5
pick random
to
timer
200
*
190
+
sin
of
-3.5
-4.5
pick random
to
+
fire
-0.5
0.5
pick random
to
-0.5
0.5
pick random
to
timer
210
*
190
+
sin
of
-0.5
0.5
pick random
to
+
2.5
4.5
pick random
to
3.5
4.5
pick random
to
3.5
4.5
pick random
to
timer
210
*
190
+
sin
of
3.5
4.5
pick random
to
+
define
world element sorted
x
z
x
x plane
40
/
+
round
world size
mod
world size
*
z
z plane
40
/
+
round
world size
mod
1
+
+
item
of
terrain
0
store
<
hill
x
40
*
x plane
40
/
round
40
*
+
z
40
*
z plane
40
/
round
40
*
+
store
-1
store
=
water
x
40
*
x plane
40
/
round
40
*
+
z
40
*
z plane
40
/
round
40
*
+
-2
store
=
airstrip
x
40
*
x plane
40
/
round
40
*
+
z
40
*
z plane
40
/
round
40
*
+
if
then
if
then
else
if
then
else
set
store
to
define
airstrip
x
z
airstrip
move MOUNTAIN
x
20
-
0
z
20
-
x
20
+
0
z
20
-
x
20
+
0
z
20
+
move MOUNTAIN
x
20
-
0
z
20
-
x
20
-
0
z
20
+
x
20
+
0
z
20
+
set
r
to
define
MOUNTAIN rotate stage Y
x1
y1
z1
x2
y2
z2
x3
y3
z3
x1
x2
x3
+
+
x1
x2
x3
+
+
*
y1
y2
y3
+
+
y1
y2
y3
+
+
*
z1
z2
z3
+
+
z1
z2
z3
+
+
*
+
+
180000
store
<
315000
store
>
r
airstrip
=
set color
255
180000
store
-
135000
/
*
round
40
30
40
r
water
=
set color
255
180000
store
-
135000
/
*
round
64
123
223
set color
255
180000
store
-
135000
/
*
round
r
r
r
if
then
else
if
then
else
stop
this script
if
then
else
r
airstrip
=
set color
255
40
30
40
r
water
=
set color
255
64
123
223
set color
255
r
r
r
if
then
else
if
then
else
camera type
1
=
rotate MOUNTAIN X
x1
cosY
*
z1
sinY
*
+
y1
z1
cosY
*
x1
sinY
*
-
x2
cosY
*
z2
sinY
*
+
y2
z2
cosY
*
x2
sinY
*
-
x3
cosY
*
z3
sinY
*
+
y3
z3
cosY
*
x3
sinY
*
-
Draw triangle
x1
xx
*
y1
yx
*
+
z1
zx
*
x inside
-
+
x1
xy
*
y1
yy
*
+
z1
zy
*
y inside
-
+
x1
xz
*
y1
yz
*
+
z1
zz
*
z inside
-
+
x2
xx
*
y2
yx
*
+
z2
zx
*
x inside
-
+
x2
xy
*
y2
yy
*
+
z2
zy
*
y inside
-
+
x2
xz
*
y2
yz
*
+
z2
zz
*
z inside
-
+
x3
xx
*
y3
yx
*
+
z3
zx
*
x inside
-
+
x3
xy
*
y3
yy
*
+
z3
zy
*
y inside
-
+
x3
xz
*
y3
yz
*
+
z3
zz
*
z inside
-
+
if
then
else
if
then
else
set
store
to
define
power
0.1
<
broken
0
=
and
0.001
change
power
by
if
then
when I receive
power加
1
wait
seconds
power
-0.0055
>
-0.001
change
power
by
if
then
when I receive
power减
0.05
change
front/back
by
when I receive
front
-0.05
change
front/back
by
when I receive
front减
-0.1
change
back wing
by
when I receive
back wing
0.1
change
back wing
by
when I receive
back wing 减
1
set
rocket fire
to
when I receive
r
0.05
change
left/right
by
when I receive
left
-0.05
change
left/right
by
when I receive
rirght
actual z rotation
set
角度
to
forever
when
clicked
actual x rotation
y2 …
地面
地面
炸弹
控制
next backdrop
25
change
color
effect by
0
set
color
effect to
clear graphic effects
backdrop
number
stop all sounds
10
change
pitch
effect by
100
set
pitch
effect to
clear sound effects
-10
change volume by
100
set volume to
%
when
clicked
when
space
key pressed
10
when
loudness
>
1
wait
seconds
10
repeat
forever
if
then
if
then
else
wait until
repeat until
What's your name?
ask
and wait
answer
space
key
pressed?
mouse down?
mouse x
mouse y
loudness
timer
reset timer
current
year
days since 2000
username
+
-
*
/
1
10
pick random
to
50
>
50
<
50
=
and
or
not
apple
banana
join
1
apple
letter
of
apple
length of
apple
a
contains
?
mod
round
abs
of
10
move
steps
15
turn
degrees
15
turn
degrees
random position
go to
-20
-130
go to x:
y:
1
random position
glide
secs to
1
-20
-130
glide
secs to x:
y:
90
point in direction
mouse-pointer
point towards
10
change x by
-20
set x to
10
change y by
-130
set y to
if on edge, bounce
set rotation style
left-right
x position
y position
direction
Hello!
2
say
for
seconds
Hello!
say
Hmm...
2
think
for
seconds
Hmm...
think
costume1
switch costume to
next costume
backdrop1
switch backdrop to
10
change size by
100
set size to
%
show
hide
go to
front
layer
1
go
forward
layers
costume
number
size
play sound
until done
start sound
volume
when this sprite clicked
when backdrop switches to
backdrop1
when I receive
back wing
back wing
broadcast
back wing
broadcast
and wait
stop
all
when I start as a clone
myself
create clone of
delete this clone
mouse-pointer
touching
?
touching color
?
color
is touching
?
mouse-pointer
distance to
set drag mode
draggable
Stage
backdrop #
of
actual x rotation
actual z rotation
Aox
Aoy
b
back wing
Box
Boy
break terrain
broken
camera type
camX
camY
camZ
cos
cosX
cosY
counter
Cox
Coy
dot
front/back
g
ground cotrol
id
incx
incy
ind
left/right
lena
lenb
lenc
lx
ly
lz
peri
power
r
rate
rcx
rcy
rcz
rep
resistance
rocket fire
rocket vel x
rocket vel y
rocket vel z
rocket x
rocket y
rocket z
rotCamX
rotCamY
shadow
sin
sinX
sinY
slope x
slope z
speed
store
store x rotation
store y rotation
store z rotation
store2
td
wheels
wheels state
world size
x
X
x acc
x inside
x plane
x plane order
x pln ord
x rotation
x vel
X->x
X->y
X->z
x0
x1
x2
xx
XX
xxx
xy
xz
y
Y
y inside
y plane
y plane order
y rotation
y vel
Y->x
Y->y
Y->z
y0
y1
y2
yx
yy
YY
yyy
yz
z
Z
z acc
z inside
z plane
z plane order
z rotation
z vel
Z->x
Z->y
Z->z
zx
zy
zz
ZZ
zzz
地面
版本
角度
飞机速度
0
set
actual x rotation
to
1
change
actual x rotation
by
show variable
actual x rotation
hide variable
actual x rotation
terrain
thing
add
to
terrain
1
delete
of
terrain
delete all of
terrain
1
thing
insert
at
of
terrain
1
thing
replace item
of
terrain
with
1
item
of
terrain
thing
item # of
in
terrain
length of
terrain
thing
terrain
contains
?
show list
terrain
hide list
terrain
1
1
2
3 get order
1
4
1
5
6
1
7
1
1
airstrip
apply rotation
camera control
1
1
1
1
1
determine height for hill
1
1
1
1
determine height for river
1
1
1
1
1
1
display line
1
1
1
1
1
1
1
1
1
Draw triangle
1
1
1
1
1
1
1
fire
generate world
1
1
get world height
1
1
1
hill
init camera
init plane
1
1
minimap
1
1
1
1
1
1
1
1
1
MOUNTAIN rotate stage Y
1
1
1
1
1
1
1
1
1
move MOUNTAIN
1
1
1
1
1
1
move stage
other
1
1
1
1
1
1
OTHER rotate stage Y
1
1
1
1
1
1
plane 3d object
1
1
1
1
1
1
plane 3d rotated by XZ
plane physics
render background
render fire
RENDER other
render plane
render rocket
render runway&hills
render throttle
RENDER world
rocket
1
1
1
1
1
1
1
1
1
rotate MOUNTAIN X
1
1
1
1
1
1
rotate stage X
1
1
1
1
set color
static values
1
1
1
1
1
1
tri
1
1
water
wheels
1
1
1
1
1
wing hits ground
1
1
world element sorted
1
1
X vector rotate
1
1
Y vector rotate
1
1
Z vector rotate
erase all
stamp
pen down
pen up
set pen color to
color
10
change pen
by
color
50
set pen
to
1
change pen size by
1
set pen size to
Motion
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Pen
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Sprite1
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角色1
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角色11
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角色12
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角色13
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Stage
Backdrops
1