Contents

Global

Variable name Description
gBlockTypeBlock type: empty, stone, stone1, stone2, stone3, rope start, rope main, rope end, sky, sand, trapdoor.
gBulletNumber of bullets available.
gBulletChar_xX coordinate of the map character where the bullet is located.
gBulletChar_yY coordinate of the map character where the bullet is located.
gBulletDirectionMovement direction along the X axis of the bullet: -1, 1.
gBulletFiredtrue while the bullet is on screen.
gCell_xX coordinate of a cell in the map.
gCell_yY coordinate of a cell in the map.
gCloneSetuptrue if the clone is initialized.
gCloneSetupTexttrue if the Text clone is initialized.
gCollisionBullettrue if the bullet collides with an enemy.
gCollisionEnemytrue if Fred collides with an enemy.
gCollisionObjecttrue if Fred collides with an object.
gDebugMaptrue to use the debug map instead of generating a random maze.
gExitInMinimaptrue to display the exit trapdoor on the minimap.
gFred_x / gFred_yCoordinates of Fred in the map.
gFredChar_x / gFredChar_yCoordinates of the map character where Fred is located.
gFredDirectionFred’s orientation along the X axis: -1, 1.
gFredFrameCurrent animation frame: standing, big step, small step, clamp, extend.
gFredStateState machine: walk, climb, side jump, vertical jump, exit maze.
gGameLevelCurrent game level.
glBestScoreNameInitials of the best scores.
glBestScoreNumberBest scores.
glMapMap matrix.
glObjectTypeObject types.
gMinimaptrue to display the minimap.
gMinimap_x / gMinimap_yMinimap position.
gPowerAvailable life units.
gScoreCurrentCurrent score.
gScoreHighHighest score achieved.
gSoundFiretrue to play the shooting sound.
gSoundJumptrue to play the jump sound.
gSoundSteptrue to play the walking sound.
gText_x / gText_yText sprite coordinates.
gTextColorColor: black, white.
gTextTypeScreen: scoreboard, hall of fame, new record, end of level.
gTrackertrue to display a tracker on the minimap.
gTrapdoor_xPosition of the exit trapdoor.
gTreasuresCollectedNumber of collected treasures.

Local


Object Variable name Description
Acid DropsBlkBlock type name: empty, stone, rope start, rope main, rope end, sky, sand, trapdoor.
Acid DropsBlockCodeBlock code: 0 to 9.
Acid DropsCondMettrue if the cell conditions to place the sprite are met.
Acid DropsFrameFrame name: drop1, drop2, drop3, drop4, drop5, drop6, splash.
Acid DropsHeightSprite height in characters.
Acid DropsIsClonetrue if the sprite is a clone.
Acid DropsIsOnScreentrue if the sprite is on screen.
Acid DropsIsOverlappingtrue if there is overlap between bounding boxes.
Acid DropsSprite_cxX coordinate of the map cell character where the sprite is located (map reference system).
Acid DropsSprite_cyY coordinate of the map cell character where the sprite is located (map reference system).
Acid DropsSprite_xX coordinate of the map cell where the sprite is located (map reference system).
Acid DropsSprite_yY coordinate of the map cell where the sprite is located (map reference system).
Acid DropsSpriteChar_xX coordinate of the map character where the sprite is located (map reference system).
Acid DropsSpriteChar_yY coordinate of the map character where the sprite is located (map reference system).
Acid DropsWidthSprite width in characters.
Acid DropsXSprite X coordinate in the Scratch reference system.
Acid DropsYSprite Y coordinate in the Scratch reference system.
BulletsDirection_xMovement direction along the X axis: -1, 1.
BulletsHeightSprite height in characters.
BulletsIsClonetrue if the sprite is a clone.
BulletsIsOnScreentrue if the sprite is on screen.
BulletsWidthSprite width in characters.
BulletsXSprite X coordinate in the Scratch reference system.
BulletsYSprite Y coordinate in the Scratch reference system.
ChameleonsAltFrameFrame number: 1, 2.
ChameleonsDirection_xMovement direction along the X axis: -1, 0, 1.
ChameleonsDirection_yMovement direction along the Y axis: -1, 0, 1.
ChameleonsFrameFrame name (e.g., chameleon1_left_up).
MainsCollisionTimerCollision timer: 0 to 5.
MainsGameOvertrue when the game ends.
MainsEndOfLeveltrue when a level is completed.
MainsInput_xHorizontal movement input: 0, 1.
MainsInput_yVertical movement input: 0, 1.
MainsInputFireFire input: 0, 1.
MainsInfiniteAmmotrue means ammo is automatically refilled with gRefillBullet.
MainsInfinitePowertrue means life is automatically refilled to 15 units.
MainsJumpStageFred’s jump stage: 0 to 3.
MapsDirectionMovement direction number: 1 to 4.
MapsIsInsidetrue if the cell coordinates are inside the map.
MinimapsColumnColumn index in the minimap generation loop.
MinimapsRowRow index in the minimap generation loop.
MinimapsValueInputTakes successive powers of 2: 1, 2, 4, 8.
MinimapsValueOutputTakes value 0 or the value of sValueInput.
MummysFliptrue if the mummy changed horizontal movement direction.
MummysFrameFrame name: step, standing, fall, pop.
MummysStateState machine: walk, fall, bounce.
ObjectslTreasureNameList of treasure names: bust, hieroglyph, statuette, mask, cross.
ObjectslTreasureScoreList of scores for each treasure type.
ScreensKey“pressed” if the key is pressed, otherwise “none”.
ScreensLetterSetString containing the set of letters.
SkeletonsDeltaDistance between Fred and the skeleton, in cells.
SkeletonsRotationRotation direction: counterclockwise/clockwise (-1, 1).
TextsTextCharNumberCharacter index counted from right to left.
TextsTextColorColor: black, white.
TextsTextTypeScreen: scoreboard, hall of fame, new record, end of level.
TrackersXSprite X coordinate in the Scratch reference system.
TrackersYSprite Y coordinate in the Scratch reference system.
VampiresModeMovement mode.
VampiresRandomRandom number.
VampiresRotationRotation direction: counterclockwise/clockwise (-1, 1).