Just move the sliders to change the settings of the shape signified by the button and click the button to change the shape selected. Because this is a showcase, there isn't much actual gameplay or animation, but if you find it cool, feel free to use any assets, code, or idea in your project. Also, if you liked this project, check out my others that took significantly more time. Anyway, a in-depth explanation on how the code works is in notes and credits.
This is quite a lot, beware. Sprite 1 : It just switches to a BIG costume to be able to move further across the screen, being able to go off it. Pen : It has each of the shapes "saved" in a block that has "run without screen refresh" enabled, having a pen go to each point which runs across a line being at one end when percentage is equal to one and another when percentage is equal to zero (Note that the equation can be used to make a fluid pen animation that doesn't loop). It changes the percentage based on a logarithm, which makes it slow down and speed up based on what percentage it is currently on. Other variables are applied, but mostly unimportant to the working of this sprite. Slider : It creates clones at the start using a custom block to be less annoying than making them individually. The numbers text is used by scanning the length, adjusting the x to compensate, and then printing out all the letters of the chosen variable (if I was coding in JavaScript I wouldn't have needed a separate if statement for each). For the slider, it has at the start (this is important) it checks if the variable sBoolean is false AND if the mouse is down AND if the mouse is touching the slider. If so, it goes to the maximum x corresponding to the mouse (?) and sets the variable value based on it's position. Button([Nice Word] you) : It creates a clone, and then when clicked, it changes either the shape displayed if it's the original shape or the equation used to change the percent if its a clone... Here are the equations. Log - A log without a subscript is automatically used based on base 10 where it's solving for the exponent. The minimum input of 2 is equal to around 0.2, whereas the maximum of 102 is equal to around 2.04, and there are other modifiers, including the rotation value. Lin - It changes the percentage by the rotation value divided by 1.5. Quad - This is (percentage halved plus 5) squared, with a minimum value of 25 and a maximum value of 3025, so it is divided by almost a thousand before the rotation value is taken into account. Inf - Renders 100 unique iterations for every percent each frame. No real equation here, but still pretty cool. Backdrop : Plays my music.