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Code
Costumes
Sounds
Motion
Looks
Sound
Events
Control
Sensing
Operators
Variables
My Blocks
not
Adjust Item Min and Max
scroll_x
250
<
250
set
scroll_x
to
item_min
length of
items
>
item_min
item
of
items
scroll_x
260
-
>
or
4
change
item_min
by
item_min
5
<
item_min
4
-
item
of
items
scroll_x
260
-
>
not
or
-4
item_min
3
+
item
of
items
0
=
1
change
new items#
by
if
then
change
item_min
by
item_max
1
<
item_max
item
of
items
scroll_x
260
+
<
or
-4
change
item_max
by
item_max
4
+
length of
items
>
item_max
4
+
item
of
items
scroll_x
260
+
<
not
or
4
item_max
3
+
item
of
items
0
=
1
change
new items#
by
if
then
change
item_max
by
7
item
of
points
PNT#
7
+
item
of
points
t
10
>
t2
10
>
and
1
360
270
>
1000
-360
flip
set
Event
to
change
360
by
change
SCORE
by
360
-270
<
1000
360
backflip
set
Event
to
change
360
by
change
SCORE
by
if
then
if
then
else
change
AirTime
by
AirTime
20
>
100
1
AirTime
20
-
10
/
+
floor
of
*
change
SCORE
by
0
set
AirTime
to
if
then
dead
0
=
t
15
<
t2
25
>
and
t2
15
<
t
25
>
and
or
1
change
WheelieTime
by
WheelieTime
10
>
25
1
WheelieTime
10
-
10
/
+
floor
of
*
change
SCORE
by
0
set
WheelieTime
to
if
then
if
then
else
if
then
if
then
else
set
t2
to
set
t
to
repeat until
repeat until
repeat until
repeat until
if
then
define
Move Point
lx
ly
isWheel?
isWheel?
pi
1
=
GRAVITY
0.002
-
change
sy
by
GRAVITY
0.003
-
change
sy
by
if
then
else
GRAVITY
change
sy
by
sx
sy
Get Touching
x
y
tch_d
-18
>
18
x
14
/
round
item
of
lev_a
-5
*
tch_d
ang
sin
of
*
0.1
*
tch_d
ang
cos
of
*
0.1
*
ang
cos
of
0
ang
sin
of
-
_Get Touch
orig
14
t2
t
-
14
t
*
0
sx
sy
t
+
tch_d
sx
sx
*
sy
sy
*
+
sqrt
of
/
isWheel?
t
0
<
not
tch_d
1.2
*
tch_d
ang
sin
of
*
tch_d
ang
cos
of
*
tch_d
2
>
tch_d
2
-
50
*
thump.mp3
start sound
set volume to
%
if
then
change
sy
by
change
sx
by
set
tch_d
to
dead
0
=
Fuel
0
>
and
Vehicle
1
=
left arrow
key
pressed?
Wheel Accelerate
0.02
not
right arrow
key
pressed?
Wheel Accelerate
0.02
if
then
if
then
else
pi
1
=
edit_idx
0
>
or
left arrow
key
pressed?
Wheel Accelerate
0.04
not
right arrow
key
pressed?
Wheel Accelerate
0.04
if
then
if
then
else
if
then
if
then
else
if
then
if
then
t
0
<
not
tch_d
1.2
*
tch_d
ang
sin
of
*
tch_d
ang
cos
of
*
sx
0.8
*
sy
0.8
*
break neck
0
=
1
100
crunch.mp3
start sound
set volume to
%
set
break neck
to
1
set
Head Touching
to
if
then
set
sy
to
set
sx
to
change
sy
by
change
sx
by
set
tch_d
to
if
then
onFloor
0
=
sx
0
<
0
x
lx
-
x
lx
-
*
y
ly
-
y
ly
-
*
+
sqrt
of
-
set
sa
to
x
lx
-
x
lx
-
*
y
ly
-
y
ly
-
*
+
sqrt
of
set
sa
to
if
then
else
0
set
onFloor
to
if
then
else
if
then
else
set
t
to
set
tv_y
to
set
tv_x
to
change
y
by
change
x
by
set
ang
to
change
tch_d
by
1
isWheel?
not
if
then
change
onFloor
by
x
100
+
scroll_x
7
*
+
8
/
round
y
scroll_y
15
*
+
16
/
round
x
10
<
10
0.5
set
sx
to
set
x
to
if
then
set
scroll_y
to
set
scroll_x
to
if
then
else
change
y
by
change
x
by
if
then
else
define
Add Rotation Force
dist
dist
abs
of
1
>
tv_x
dist
*
sx
5
*
+
6
/
tv_y
dist
*
sy
5
*
+
6
/
set
sy
to
set
sx
to
if
then
define
_Get Touch
orig
x2-x1
y2-y1
x2y1
y2x1
x0
y0
y2-y1
x0
*
x2-x1
y0
*
-
x2y1
y2x1
-
+
tch_d
y2-y1
y2-y1
*
x2-x1
x2-x1
*
+
sqrt
of
/
set
tch_d
to
set
tch_d
to
define
Get Touching
x
y
x
14
/
round
item
of
lev_dy
x
14
/
round
1
+
item
of
lev_dy
x
14
/
round
14
*
_Get Touch
orig
14
t2
t
-
tch_d
7
+
t
*
t2
tch_d
7
-
*
x
y
set
tch_d
to
set
t2
to
set
t
to
define
init
all
all
all
Restore Level
Vehicle
Convert Track Codes to Bezier Heights
Translate Heights to Angles
Populate Level Coins
delete
of
lev_y
delete
of
lev_a
delete
of
lev_dy
define
Plot Bezier
x1
y1
x2
y2
x3
y3
x4
y4
0.2
x4
x1
-
/
sx
x
x4
<
not
Get Point on Bézier
t (0 to 1)
x1
y1
x2
y2
x3
y3
x4
y4
sx2
x2
x
<
not
y2
1
change
x
by
add
to
lev_dy
sx
change
sx2
by
if
then
repeat until
set
sx2
to
set
sx
to
define
Get Point on Bézier
t (0 to 1)
x1
y1
x2
y2
x3
y3
x4
y4
t
1
t
-
t2
t2
t2
*
*
x1
*
3
t2
t2
*
*
t
x2
*
*
+
3
t2
*
t
t
*
x3
*
*
+
t
t
t
x4
*
*
*
+
t2
t2
t2
*
*
y1
*
3
t2
t2
*
*
t
y2
*
*
+
3
t2
*
t
t
*
y3
*
*
+
t
t
t
y4
*
*
*
+
set
y2
to
set
x2
to
set
t2
to
define
Populate Level Coins
all
0
0
40
x
4800
>
1
t
3
>
0
x
14
*
x
item
of
lev_y
98
+
fuel
0
5
change
x
by
add
to
items
add
to
items
add
to
items
add
to
items
set
t
to
Vehicle
2
=
x
1000
>
and
x
14
*
x
item
of
lev_y
98
+
coin_500
0
4
change
x
by
add
to
items
add
to
items
add
to
items
add
to
items
x
14
*
x
item
of
lev_y
98
+
coin_100
0
4
x
14
*
x
item
of
lev_y
98
+
coin_25
0
4
x
14
*
x
item
of
lev_y
98
+
coin_5
0
4
x
14
*
x
item
of
lev_y
98
+
coin_5
0
4
x
14
*
x
item
of
lev_y
98
+
coin_5
0
87
change
x
by
add
to
items
add
to
items
add
to
items
add
to
items
change
x
by
add
to
items
add
to
items
add
to
items
add
to
items
change
x
by
add
to
items
add
to
items
add
to
items
add
to
items
change
x
by
add
to
items
add
to
items
add
to
items
add
to
items
change
x
by
add
to
items
add
to
items
add
to
items
add
to
items
if
then
if
then
change
t
by
repeat until
set
x
to
set
t
to
set
new items#
to
delete
of
items
define
1
0
init
init
get rank
Cloud
Best Score
of
initCar
refresh
0
edit_idx
0
=
break neck
0
>
x
4900
14
*
>
or
1
change
dead
by
dead
120
>
Fuel
-1
<
or
SCORE
Personal Best
>
SCORE
set
Personal Best
to
game over menu
reset
Populate Level Coins
initCar
broadcast
and wait
broadcast
and wait
if
then
if
then
if
then
0
0
10
0
set
SCORE
to
set
Fuel
to
set
break neck
to
set
dead
to
v
key
pressed?
Vehicle
2
mod
1
+
reset
init
get rank
Cloud
Best Score
of
initCar
refresh
broadcast
and wait
set
Personal Best
to
broadcast
and wait
broadcast
and wait
set
Vehicle
to
r
key
pressed?
reset
Populate Level Coins
initCar
broadcast
and wait
p
key
pressed?
p
key
pressed?
not
p
key
pressed?
p
key
pressed?
not
wait until
wait until
wait until
0
key
pressed?
edit_idx
1
=
z
key
pressed?
or
username
griffpatch
=
1
edit
scroll_x
14
/
round
set
edit_idx
to
if
then
if
then
Vehicle
1
=
-0.013
change
Fuel
by
-0.01
change
Fuel
by
0
tick
Adjust Item Min and Max
4
item
of
points
lsx
-
5
*
5
item
of
points
lsy
-
5
*
4
item
of
points
5
item
of
points
Count ACCELERATION
x acceleration
1
y acceleration
+
dirt
0
=
not
1
3
pick random
to
3
<
Dirt
create clone of
if
then
tick
broadcast
and wait
if
then
set
lsy
to
set
lsx
to
set
y acceleration
to
set
x acceleration
to
set
Head Touching
to
if
then
else
if
then
if
then
if
then
if
then
if
then
else
set
dirt
to
forever
hide
broadcast
and wait
set
Personal Best
to
broadcast
and wait
broadcast
and wait
set
edit_idx
to
set
Vehicle
to
when
clicked
edit
idx
height offset?
answer
=
stop
this script
1
t
length of
levelBez
>
t
item
of
levelBez
idx
<
not
or
2
change
t
by
t
item
of
levelBez
idx
=
t
t
delete
of
levelBez
delete
of
levelBez
answer
z
=
t
2
-
t
2
-
delete
of
levelBez
delete
of
levelBez
answer
x
=
t
t
delete
of
levelBez
delete
of
levelBez
if
then
if
then
answer
z
=
answer
x
=
or
not
t
idx
1
+
item
of
lev_dy
answer
+
t
idx
t
4
+
length of
levelBez
>
t
2
+
idx
1
+
item
of
lev_dy
answer
+
replace item
of
mp
with
if
then
insert
at
of
levelBez
insert
at
of
levelBez
all
all
all
0
1
item
of
levelBez
2
item
of
levelBez
1
Convert Track Codes to Bezier Heights
Translate Heights to Angles
refresh
0
3
t
4
+
0
t
5
+
0
t
6
+
0
t
8
+
0
PNT#
change
t
by
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
repeat
set
t
to
broadcast
and wait
set
t
to
set
y
to
set
x
to
set
new items#
to
delete
of
lev_y
delete
of
lev_a
delete
of
lev_dy
if
then
if
then
else
repeat until
set
t
to
if
then
ask
and wait
define
Convert Track Codes to Bezier Heights
all
1
t
item
of
levelBez
t
1
+
item
of
levelBez
x
y
2
t
length of
levelBez
>
t
item
of
levelBez
t
1
+
item
of
levelBez
x
0.6667
*
x2
0.3333
*
+
y
0.6667
*
y2
0.3333
*
+
x2
0.6667
*
x
0.3333
*
+
y2
0.6667
*
y
0.3333
*
+
x2
y2
x2
y2
2
change
t
by
set
y
to
set
x
to
add
to
mp
add
to
mp
add
to
mp
add
to
mp
add
to
mp
add
to
mp
set
y2
to
set
x2
to
9
t
length of
mp
>
t
4
-
item
of
mp
t
item
of
mp
+
t
3
-
item
of
mp
t
1
+
item
of
mp
+
t
2
-
x
2
/
t
1
-
y
2
/
6
change
t
by
replace item
of
mp
with
replace item
of
mp
with
set
y
to
set
x
to
0
7
0
t
length of
mp
>
Plot Bezier
t
6
-
item
of
mp
t
5
-
item
of
mp
t
4
-
item
of
mp
t
3
-
item
of
mp
t
2
-
item
of
mp
t
1
-
item
of
mp
t
item
of
mp
t
1
+
item
of
mp
6
change
t
by
all
delete
of
mp
repeat until
set
x
to
set
t
to
set
ly
to
repeat until
set
t
to
repeat until
change
t
by
add
to
mp
add
to
mp
set
y
to
set
x
to
set
t
to
delete
of
mp
define
Translate Heights to Angles
1
item
of
lev_dy
2
t
length of
lev_dy
>
t
item
of
lev_dy
get direction
y2
y
-
14
@Get Direction
5
/
round
ang
abs
of
14
>
ang
0
>
14
set
ang
to
-14
set
ang
to
if
then
else
ang
5
*
sin
of
ang
5
*
cos
of
/
7
*
ang
t2
y
52
-
round
t2
t
y
1
change
t
by
replace item
of
lev_dy
with
change
y
by
add
to
lev_y
change
y
by
add
to
lev_a
set
t2
to
if
then
set
ang
to
set
y2
to
repeat until
set
t
to
set
y
to
define
Rotate Force
dir
ly
t2
/
dir
*
0
lx
t2
/
-
dir
*
0
ly
t2
/
-
dir
*
lx
t2
/
dir
*
change
sy2
by
change
sx2
by
change
sy
by
change
sx
by
define
get direction
x
y
y
0
=
0
x
<
90
set
@Get Direction
to
270
set
@Get Direction
to
if
then
else
0
y
<
x
y
/
atan
of
set
@Get Direction
to
180
x
y
/
atan
of
+
set
@Get Direction
to
if
then
else
if
then
else
define
initCar
20
14
*
x
14
/
item
of
lev_dy
100
+
x
100
+
0
0
0
0
0
0
8
0
10
0
0
0
go
90
Vehicle
1
=
Add Car
52.5
60
52.5
0.04
set
MaxRotSpeed
to
Add Car
40
68
60
0.06
set
MaxRotSpeed
to
1
item_min
length of
items
>
item_min
item
of
items
scroll_x
260
-
>
or
4
change
item_min
by
item_min
0
item_max
length of
items
>
item_max
item
of
items
scroll_x
260
+
>
or
item_max
3
+
item
of
items
0
=
1
change
new items#
by
4
change
item_max
by
if
then
-4
change
item_max
by
repeat until
set
new items#
to
set
item_max
to
repeat until
set
item_min
to
if
then
else
set
actual dir
to
set
Event
to
set
360
to
set
Head Touching
to
set
break neck
to
set
Fuel
to
set
SCORE
to
set
PNT#
to
set
WheelieTime
to
set
AirTime
to
set
sy
to
set
sx
to
set
dead
to
set
scroll_y
to
set
scroll_x
to
set
y
to
set
x
to
define
-0.06
set
GRAVITY
to
-0.06
set
GRAVITY
to
Add Point
x
y
dx
dy
x
y
dx
dx
*
dy
dy
*
+
sqrt
of
0
0
0
0
0
add
to
points
add
to
points
add
to
points
add
to
points
add
to
points
add
to
points
add
to
points
add
to
points
define
Count ACCELERATION
x
y
y
0
=
0
x
<
90
set
acceleration direction
to
270
set
acceleration direction
to
if
then
else
0
y
<
x
y
/
atan
of
set
acceleration direction
to
180
x
y
/
atan
of
+
set
acceleration direction
to
if
then
else
x
x
*
y
y
*
+
sqrt
of
get direction
PNT#
1
+
item
of
points
1
item
of
points
-
PNT#
2
+
item
of
points
2
item
of
points
-
@Get Direction
actual dir
-
180
+
360
mod
180
-
Rotation Speed
@Get Direction
set
actual dir
to
change
360
by
set
Rotation Speed
to
set
acceleration value
to
if
then
else
define
Store Level
level #
1
length of
levelBez
t2
t
item
of
levelBez
round
join
join
1
change
t
by
set
t2
to
level #
length of
_Levels
>
not
add
to
_Levels
level #
t2
replace item
of
_Levels
with
repeat until
repeat
set
t2
to
set
t
to
define
not
Restore Level
level #
all
level #
item
of
_Levels
t2
=
0
0
5000
0
add
to
levelBez
add
to
levelBez
add
to
levelBez
add
to
levelBez
1
t
t2
length of
>
t2
t
letter
of
=
x
t2
t
letter
of
join
1
change
t
by
set
x
to
1
x
add
to
levelBez
change
t
by
repeat until
set
x
to
repeat until
set
t
to
if
then
else
set
t2
to
delete
of
levelBez
define
Restore Level
Vehicle
Store Level
Vehicle
Populate Level Coins
initCar
all
all
all
all
delete
of
items
delete
of
lev_dy
delete
of
lev_y
delete
of
lev_a
Wheel Accelerate
mul
left?
left?
sa
0
<
=
sa
abs
of
6
>
sa
abs
of
10
>
0
set
AccForce
to
mul
10
sa
abs
of
-
*
set
AccForce
to
if
then
else
mul
4
*
set
AccForce
to
if
then
else
mul
6
*
set
AccForce
to
left?
0
AccForce
-
set
AccForce
to
tv_x
AccForce
*
tv_y
AccForce
*
pi
1
=
tv_x
AccForce
*
0
<
sx
0
>
=
sa
abs
of
4.5
<
or
and
left?
ang
40
+
set
dirt
to
ang
40
-
set
dirt
to
if
then
else
if
then
change
sy
by
change
sx
by
if
then
if
then
else
define
mul
0
<
mul
0
<
mul
0
<
Add Car
w
h
w2
all
Add Point
x
w
-
y
w
h
Add Point
x
w2
+
y
w
w2
+
0
Add Point
x
y
h
+
w2
h
delete
of
points
define
tick
3
length of
points
PNT#
-
1
+
lpi
pi
item
of
points
pi
1
+
item
of
points
pi
3
+
item
of
points
pi
4
+
item
of
points
1
3
pi
item
of
points
pi
1
+
item
of
points
pi
2
+
item
of
points
pi
3
+
item
of
points
pi
4
+
item
of
points
pi
7
+
item
of
points
x2
x
-
y2
y
-
lx
lx
*
ly
ly
*
+
sqrt
of
lpi
1
=
len
t2
-
len
/
0.3
*
damp
0.6
*
-
set
t
to
len
t2
-
len
/
tch_d
0.3
>
tch_d
0.4
*
damp
0.75
*
-
set
t
to
tch_d
0.15
>
tch_d
0.3
*
damp
0.75
*
-
set
t
to
tch_d
0.2
*
damp
0.75
*
-
set
t
to
if
then
else
if
then
else
set
tch_d
to
t
0
lx
t
*
-
0
ly
t
*
-
lx
t
*
ly
t
*
lpi
1
=
dead
0
=
Fuel
0
>
and
and
pi
6
+
item
of
points
15
>
lpi
6
+
item
of
points
15
>
left arrow
key
pressed?
Rotation Speed
-2
<
Rotate Force
-2.5
MaxRotSpeed
*
Rotation Speed
10
<
Rotate Force
-1
MaxRotSpeed
*
if
then
if
then
else
right arrow
key
pressed?
Rotation Speed
4
>
Rotate Force
2.5
MaxRotSpeed
*
Rotation Speed
-10
>
Rotate Force
MaxRotSpeed
if
then
if
then
else
if
then
if
then
else
if
then
if
then
lpi
x2
lpi
1
+
y2
lpi
3
+
sx2
lpi
4
+
sy2
pi
7
+
damp
pi
PNT#
x
y
sx
sy
set
sy2
to
set
sx2
to
set
y2
to
set
x2
to
change
pi
by
set
lpi
to
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
if
then
change
sy2
by
change
sx2
by
change
sy
by
change
sx
by
set
damp
to
if
then
else
set
t2
to
set
ly
to
set
lx
to
set
damp
to
set
sy
to
set
sx
to
set
len
to
set
y
to
set
x
to
lpi
x2
lpi
1
+
y2
lpi
3
+
sx2
lpi
4
+
sy2
1
3
pi
item
of
points
pi
1
+
item
of
points
pi
2
+
item
of
points
pi
3
+
item
of
points
pi
4
+
item
of
points
pi
5
+
item
of
points
pi
6
+
item
of
points
Move Point
x
y
edit_idx
0
>
pi
PNT#
2
*
<
or
pi
x
pi
1
+
y
pi
3
+
sx
pi
4
+
sy
pi
5
+
sa
pi
6
+
onFloor
PNT#
change
pi
by
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
set
onFloor
to
set
sa
to
set
sy
to
set
sx
to
set
len
to
set
y
to
set
x
to
repeat
set
pi
to
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
replace item
of
points
with
repeat
set
pi
to
set
sy2
to
set
sx2
to
set
y2
to
set
x2
to
set
pi
to
set
lpi
to
repeat
define
show variable
Personal Best
when
clicked
t: 0 = no re…
0 x 1 y 2 le…
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
0
0
go to x:
y:
1
random position
glide
secs to
1
0
0
glide
secs to x:
y:
90
point in direction
mouse-pointer
point towards
10
change x by
0
set x to
10
change y by
0
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
ball
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
crunch.mp3
play sound
until done
crunch.mp3
start sound
volume
when this sprite clicked
when backdrop switches to
backdrop1
when I receive
game over menu
game over menu
broadcast
game over menu
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
@Get Direction
☁ Cloud List
☁ Cloud List2
360
acceleration direction
acceleration value
AccForce
actual dir
AirTime
ang
break neck
damp
dead
dirt
edit_idx
Event
Fuel
GRAVITY
Head Touching
item_max
item_min
len
lpi
lsx
lsy
lx
ly
MaxRotSpeed
new items#
onFloor
Personal Best
pi
PNT#
Rotation Speed
sa
say
SCORE
scroll_x
scroll_y
speed
sx
sx2
sy
sy2
t
t2
tch_d
tv_x
tv_y
Vehicle
WheelieTime
x
x acceleration
x2
y
y acceleration
y2
0
set
@Get Direction
to
1
change
@Get Direction
by
show variable
@Get Direction
hide variable
@Get Direction
_Levels
items
lev_a
lev_dy
lev_y
levelBez
mp
points
thing
add
to
_Levels
1
delete
of
_Levels
delete all of
_Levels
1
thing
insert
at
of
_Levels
1
thing
replace item
of
_Levels
with
1
item
of
_Levels
thing
item # of
in
_Levels
length of
_Levels
thing
_Levels
contains
?
show list
_Levels
hide list
_Levels
1
1
1
1
1
1
_Get Touch
orig
1
1
1
Add Car
1
1
1
1
Add Point
1
Add Rotation Force
Adjust Item Min and Max
Convert Track Codes to Bezier Heights
1
1
Count ACCELERATION
1
edit
1
1
get direction
1
1
1
1
1
1
1
1
1
Get Point on Bézier
t (0 to 1)
1
1
Get Touching
init
initCar
1
1
Move Point
1
1
1
1
1
1
1
1
Plot Bezier
Populate Level Coins
1
Restore Level
1
Rotate Force
1
Store Level
tick
Translate Heights to Angles
1
Wheel Accelerate
Motion
Looks
Sound
Events
Control
Sensing
Operators
Variables
Make a Variable
Make a List
My Blocks
Make a Block
Backpack
Don't worry, we're on it
0
7320
Cloud: 高分榜
1
24460 . . gordee
2
19560 . . raindrop57
3
17905 . . kbenjani
4
15205 . . hibyehobye
5
15165 . . jackelr
6
14985 . . mekizmo
7
14650 . . griffpatch
8
14290 . . dalearn
9
14115 . . sadie001
10
13855 . . alterway54
11
13345 . . interestsoul
12
13170 . . flyingblue
13
12665 . . gabplay
14
12625 . . zinfindel
15
12225 . . nklvguko
16
12070 . . dolphinman101
17
11995 . . dude_cool
18
11735 . . fruitbatty
19
11610 . . pakman10
20
11230 . . 4mathman
21
10840 . . theplatypuslord
Sprite
x
y
Show
Size
Direction
Game
duplicate
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ground
duplicate
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delete
car
duplicate
export
delete
soil
duplicate
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delete
items
duplicate
export
delete
Message
duplicate
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delete
event
duplicate
export
delete
Fuel
duplicate
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delete
tyre3
duplicate
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delete
tyre4
duplicate
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delete
sound
duplicate
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delete
Cloud
duplicate
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delete
Level
duplicate
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delete
Dirt
duplicate
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delete
材质加工厂
duplicate
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delete
封面
duplicate
export
delete
Stage
Backdrops
1
normal readout
large readout
slider
normal readout
large readout
slider
import
export