Platformer Contest! [Read Description] remix
@Stage\n\nwhen I receive [restaet v]\nerase all\nforever\n    if <(backdrop [number v]) = [1]> then\n        set [build lives v] to [0]\n        set [dig lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [2]> then\n        set [dig lives v] to [2]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [3]> then\n        set [build lives v] to [2]\n        set [dig lives v] to [0]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [4]> then\n        set [build lives v] to [2]\n        set [dig lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [5]> then\n        set [dig lives v] to [0]\n        set [build lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [6]> then\n        set [dig lives v] to [0]\n        set [build lives v] to [0]\n        set [ladder lives v] to [3]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [7]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [1]\n        set [ladder lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [8]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [1]\n        set [ladder lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [9]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [1]\n        set [ladder lives v] to [0]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [10]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [0]\n        set [ladder lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [11]> then\n        set [dig lives v] to [2]\n        set [build lives v] to [1]\n        set [ladder lives v] to [0]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [12]> then\n        set [dig lives v] to [0]\n        set [build lives v] to [2]\n        set [ladder lives v] to [0]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [13]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [0]\n        set [ladder lives v] to [2]\n        stop [this script v]\n    end\nend\n\nwhen I receive [next v]\nnext backdrop\nerase all\n\nwhen [r v] key pressed\nbroadcast (restaet v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [build lives v] to [0]\nset [dig lives v] to [1]\n\nwhen [s v] key pressed\nbroadcast (next v)\n\nwhen I receive [next v]\nforever\n    if <(backdrop [number v]) = [1]> then\n        set [build lives v] to [0]\n        set [dig lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [2]> then\n        set [dig lives v] to [2]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [3]> then\n        broadcast (building unlocked v)\n        set [build lives v] to [2]\n        set [dig lives v] to [0]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [4]> then\n        set [build lives v] to [2]\n        set [dig lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [5]> then\n        set [dig lives v] to [0]\n        set [build lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [6]> then\n        broadcast (ladder unlocked v)\n        set [dig lives v] to [0]\n        set [build lives v] to [0]\n        set [ladder lives v] to [3]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [7]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [1]\n        set [ladder lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [8]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [1]\n        set [ladder lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [9]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [1]\n        set [ladder lives v] to [0]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [10]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [0]\n        set [ladder lives v] to [1]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [11]> then\n        set [dig lives v] to [2]\n        set [build lives v] to [1]\n        set [ladder lives v] to [0]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [12]> then\n        set [dig lives v] to [0]\n        set [build lives v] to [2]\n        set [ladder lives v] to [0]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [13]> then\n        set [dig lives v] to [1]\n        set [build lives v] to [0]\n        set [ladder lives v] to [2]\n        stop [this script v]\n    end\n    if <(backdrop [number v]) = [14]> then\n        set [dig lives v] to [0]\n        set [build lives v] to [0]\n        set [ladder lives v] to [0]\n        broadcast (end of game v)\n        stop [this script v]\n    end\nend\n\n@Sprite17\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nhide\n\n@Sprite18\n\nwhen flag clicked\nhide\nwait (1) seconds\ngo to x: (300) y: (0)\nshow\nglide (1) secs to x: (0) y: (0)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nbroadcast (Start v)\nhide\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (restaet v)\n\nwhen I receive [end of game v]\nhide\n\nwhen I receive [start v]\ngo to x: (68) y: (0)\nshow\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (next v)\n\nwhen I receive [end of game v]\nhide\n\nwhen I receive [start v]\ngo to x: (158) y: (0)\nshow\n\n@Sprite13\n\nwhen I receive [digging unlocked v]\nclear graphic effects\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nswitch costume to (costume2 v)\nset size to (80) %\nbroadcast (d v)\ngo to [front v] layer\nglide (1) secs to x: (-287) y: (115)\nrepeat (10)\n    change [brightness v] effect by (5)\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nerase all\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nshow\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [stamp ladder v]\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ndelete this clone\n\ndefine snap to grid\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nwhen I start as a clone\nchange [brightness v] effect by (-10)\nsnap to grid\ngo to (tiles v)\nshow\ngo to [front v] layer\n\nwhen I receive [restaet v]\ndelete this clone\n\nwhen I receive [end of game v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\nset size to (60) %\ngo to x: (98) y: (62)\nforever\n    go to [front v] layer\n    if <(ladder lives) = [2]> then\n        switch costume to (2 v)\n    end\n    if <(ladder lives) = [1]> then\n        switch costume to (1 v)\n    end\n    if <(ladder lives) = [0]> then\n        switch costume to (0 v)\n    end\n    if <(ladder lives) = [3]> then\n        switch costume to (3 v)\n    end\nend\n\nwhen I receive [ladder unlocked v]\nhide\nwait (4) seconds\nshow\n\nwhen I receive [end of game v]\nhide\n\n@Sprite9\n\nwhen I receive [ladder unlocked v]\nclear graphic effects\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nswitch costume to (costume2 v)\nset size to (80) %\nbroadcast (done v)\nglide (1) secs to x: (-102) y: (115)\nrepeat (10)\n    change [brightness v] effect by (5)\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nerase all\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nset size to (80) %\ngo to x: (45) y: (104)\nhide\n\nwhen this sprite clicked\nset [power v] to [Ladder]\n\nwhen I receive [ladder unlocked v]\nshow\n\nwhen I receive [end of game v]\nhide\n\n@Sprite7\n\nwhen I receive [building unlocked v]\nclear graphic effects\nset size to (100) %\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nswitch costume to (costume2 v)\nset size to (80) %\nbroadcast (done v)\nglide (1) secs to x: (-192) y: (115)\nrepeat (10)\n    change [brightness v] effect by (5)\nend\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nerase all\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [building unlocked v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [ladder unlocked v]\nhide\n\nwhen I receive [end of game v]\nhide\n\nwhen I receive [digging unlocked v]\nhide\n\nwhen I receive [d v]\nshow\n\nwhen I receive [start v]\nbroadcast (digging unlocked v)\nshow\nset size to (60) %\ngo to x: (-87) y: (62)\nforever\n    go to [front v] layer\n    if <(Dig lives) = [2]> then\n        switch costume to (2 v)\n    end\n    if <(Dig lives) = [1]> then\n        switch costume to (1 v)\n    end\n    if <(Dig lives) = [0]> then\n        switch costume to (0 v)\n    end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [stamp blank v]\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ndelete this clone\n\ndefine snap to grid\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nwhen I start as a clone\nsnap to grid\ngo to (tiles v)\nshow\ngo to [front v] layer\n\nwhen I receive [restaet v]\ndelete this clone\n\nwhen I receive [end of game v]\nhide\n\n@Tens\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo to x: (-17) y: (0)\nrepeat until <key (space v) pressed?>\n    switch costume to (Tens)\n    if <<[9] < (Tens)> and <[9] < (Units)>> then\n        set [tens v] to [0]\n        change [hundreds v] by (1)\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nset size to (60) %\nhide\ngo to x: (6) y: (62)\nforever\n    if <(Build Lives) = [2]> then\n        switch costume to (2 v)\n    end\n    if <(Build Lives) = [1]> then\n        switch costume to (1 v)\n    end\n    if <(Build Lives) = [0]> then\n        switch costume to (0 v)\n    end\nend\n\nwhen I receive [building unlocked v]\nshow\n\nwhen I receive [ladder unlocked v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [end of game v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-45) y: (104)\nhide\n\nwhen this sprite clicked\nset [power v] to [Build]\n\nwhen I receive [building unlocked v]\n\nshow\n\nwhen I receive [ladder unlocked v]\nhide\n\nwhen I receive [done v]\nshow\ngo to [back v] layer\n\nwhen I receive [end of game v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nset [power v] to [Dig]\n\nwhen I receive [building unlocked v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [ladder unlocked v]\nhide\n\nwhen I receive [end of game v]\nhide\n\nwhen I receive [digging unlocked v]\nhide\n\nwhen I receive [d v]\nshow\n\nwhen I receive [start v]\nset size to (80) %\ngo to x: (-138) y: (104)\nshow\n\n@player\n\ndefine walls\nif <not <(t) = [s]>> then\n    if <<(t) < [4]> and <<touching color (#c99869)?> or <touching color (#80be1f)?>>> then\n        change [t v] by (1)\n        change y by (1)\n        walls\n    else\n        if <(t) = [4]> then\n            change y by (-4)\n            change x by ((-1) * (x_vel))\n            set [x_vel v] to [0]\n        end\n        set [t v] to [s]\n    end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nset [y_vel v] to [8]\n\nwhen I receive [platform v]\nforever\n    if <(x position) > [239]> then\n        broadcast (next v)\n    end\n    go to [front v] layer\n    if <key (right arrow v) pressed?> then\n        change [x_vel v] by (1)\n    end\n    if <key (left arrow v) pressed?> then\n        change [x_vel v] by (-1)\n    end\n    set [x_vel v] to ((0.9) * (x_vel))\n    change x by (x_vel)\n    set [t v] to [0]\n    walls\n    if <not <(t) = [s]>> then\n        add (t) to [bugs v]\n    end\n    change [y_vel v] by (-0.8)\n    change y by (y_vel)\n    if <<touching color (#c99869)?> or < or <touching color (#80be1f)?>>> then\n        change y by ((-1) * (y_vel))\n        if <<key (up arrow v) pressed?> and <(y_vel) < [0]>> then\n            set [y_vel v] to [10]\n        else\n            set [y_vel v] to [0]\n        end\n    end\n    broadcast (message1 v)\n    check\nend\n\nwhen I receive [restart v]\n\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\ndefine check\nif <touching color (#e86a17)?> then\n    broadcast (restaet v)\n    wait (0.1) seconds\nend\n\ncheck\n\nset size to (130) %\nset size to (100) %\n\nwhen I receive [building unlocked v]\nhide\n\nwhen I receive [done v]\nshow\n\nwhen I receive [next v]\nforever\n    go to [front v] layer\n    if <(x position) > [239]> then\n        broadcast (next v)\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nforever\n    go to [front v] layer\n    if <touching (sprite11 v)?> then\n    end\nend\n\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nstop [this script v]\n\nwhen I receive [restaet v]\ngo to x: (-210) y: (0)\n\nwhen I receive [next v]\nforever\n    go to [front v] layer\n    if <(x position) > [239]> then\n        broadcast (next v)\n    end\nend\n\nwhen I receive [restaet v]\nforever\n    go to [front v] layer\n    if <(x position) > [239]> then\n        broadcast (next v)\n    end\nend\n\nwhen I receive [next v]\nforever\n    go to [front v] layer\n    if <touching (sprite11 v)?> then\n    end\nend\n\nwhen I receive [platform v]\nforever\n    go to [front v] layer\n    if <touching (sprite11 v)?> then\n    end\nend\n\nwhen I receive [restaet v]\nforever\n    go to [front v] layer\n    if <touching (sprite11 v)?> then\n    end\nend\n\nwhen I receive [start v]\nforever\n    go to [front v] layer\n    if <(x position) > [239]> then\n        broadcast (next v)\n    end\nend\n\nwhen I receive [start v]\nshow\nset [edge v] to [1]\ndelete (all) of [bugs v]\nbroadcast (platform v)\n\nwhen I receive [start v]\nforever\n    go to [front v] layer\n    if <touching (sprite11 v)?> then\n        if <key (up arrow v) pressed?> then\n            change y by (10)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (tiles v)?> then\n        set [y_vel v] to [-10]\n    end\nend\n\n@Tiles\n\ndefine Snap To Grid\nset x to ((round ((x position) / (48))) * (48))\nset y to ((round ((y position) / (48))) * (48))\n\nwhen this sprite clicked\nif <(Power) = [Build]> then\n    switch costume to (grassmid v)\n    if <<(Build Lives) > [0]> and <not <touching (player v)?>>> then\n        stamp\n        change [build lives v] by (-1)\n    end\nend\nif <(Power) = [Dig]> then\n    switch costume to (blank2 v)\n    if <<(Dig lives) > [0]> and <not <touching (player v)?>>> then\n        broadcast (stamp blank v)\n        change [dig lives v] by (-1)\n    end\nend\nswitch costume to (blank v)\nif <(Power) = [Ladder]> then\n    if <(ladder lives) > [0]> then\n        broadcast (stamp ladder v)\n        change [ladder lives v] by (-1)\n    end\nend\nswitch costume to (blank v)\n\nwhen flag clicked\nhide\n\nstop [all v]\n\ngo to [front v] layer\nstamp\n\nwhen I receive [end of game v]\nhide\n\nswitch costume to (blank v)\nshow\n\nwhen I receive [start v]\nswitch costume to (blank v)\nshow\nerase all\nforever\n    go to (mouse-pointer v)\n    Snap To Grid\nend\n\nwhen I receive [start v]\nforever\n    if <<touching (sprite2 v)?> or <<touching (sprite8 v)?> or <<touching (sprite15 v)?> or <<touching (sprite16 v)?> or <touching (sprite1 v)?>>>>> then\n        go to [back v] layer\n    else\n        show\n        go to [front v] layer\n    end\nend\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nset [power v] to [Dig]\nforever\n    go to x: (21) y: (18)\n    go to [back v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [end of game v]\nhide\nstop all sounds\nstop all sounds\nstop all sounds\nplay sound [Music1 v] until done\n\nwhen flag clicked\nforever\n    play sound [Vicetone - United We Dance v] until done\n    play sound [Vicetone - United We Dance3 \(1\) v] until done\nend\n\nwhen I receive [building unlocked v]\nplay sound [Magic Spell v] until done\n\nwhen I receive [ladder unlocked v]\nplay sound [Magic Spell v] until done\n\nwhen I receive [digging unlocked v]\nplay sound [Magic Spell v] until done\n\nwhen I receive [start v]\nshow\ngo to x: (213) y: (152)\nswitch costume to (costume1 v)\nforever\n    if <(Power) = [Build]> then\n        switch costume to (costume1 v)\n    end\n    if <(Power) = [Dig]> then\n        switch costume to (costume2 v)\n    end\n    if <(Power) = [Ladder]> then\n        switch costume to (costume3 v)\n    end\nend\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Love and Fave for a part 2\n\n-------------------------------Builder--------------------------------\n\nUse your tool wisely to dig build and climb your way threw the levels.\n\n----------------------------How to play---------------------------\n-Arrow keys to move\n-r to restart\n-s to skip\n-Select your tool in the top left corner\n-The numbers beside them indicate how many you have left.\n-click on a block to use your power\n-get to the right side to win\n-your current tool is shown in the top right.\n\nIf you like it LOVE AND FAVIOURATE\nif you want a sequel comment and follow me so i can tell you if its done.\n\n----------------------------------Credits-----------------------------\n@TacoGiant\n@Grifpatch\nand you for liking it.\n\nThanks!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all #Games #All #Games #all