Spoon- platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@enemy \n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nif <touching (improved3 v)?> then\n    broadcast (dead 2 v)\n    broadcast (dead v)\nend\n\n@EXIT\n\nwhen I receive [intro end v]\nshow\nif <touching (improved3 v)?> then\n    broadcast (next level v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\n\n@Improved3\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <key (left arrow v) pressed?> then\n    change [speed x v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n    change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [improved2: slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(Improved2: slope) = (step)> or <(touch) = [0]>>\n    change y by (1)\n    change [improved2: slope v] by (1)\n    Get Touching <(in platforrm) = [1]>\nend\nif <(Improved2: slope) = (step)> then\n    change x by ((0) - (speed))\n    change y by ((0) - (Improved2: slope))\n    if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n        set [in platforrm v] to [2]\n        Walk (direction) (speed) max step (step)\n        if <(speed x) = [0]> then\n            set [in platforrm v] to [1]\n        end\n    else\n        if <<<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [improved2: speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        else\n            set [speed x v] to [0]\n        end\n    end\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n    set [in platforrm v] to [1]\nelse\n    if <<up?> and <(touch) = [1]>> then\n        set [in platforrm v] to [2]\n    end\nend\nrepeat until <(touch) < (in platforrm)>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    Get Touching <not <up?>>\n    set [improved2: speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n    set [touch v] to [9]\nelse\n    if <<check platform?> and <touching (ground v)?>> then\n        set [touch v] to [1]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-197) y: (-78)\nreset timer\nshow\nset [speed x v] to [0]\nset [improved2: speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\nwhen flag clicked\nif <touching (exit v)?> then\n    broadcast (doos v)\nend\n\nwhen flag clicked\ngo to x: (-166) y: (-118)\n\nwhen flag clicked\nhide\n\nwhen I receive [dead 3 v]\nhide\n\nwhen flag clicked\nforever\n    if <touching (enemy  v)?> then\n        go to x: (-203) y: (-128)\n        broadcast (dead 3 v)\n        broadcast (dead 4 v)\n    end\nend\n\nwhen I receive [intro end v]\nshow\nif <<(Title) > [0]> and <(Full) < [12]>> then\n    hide\n    stop [this script v]\nend\nReset Level\nforever\n    switch costume to (hitbox v)\n    if <<(Improved2: speed y) < [4]> or <key (w v) pressed?>> then\n        change [improved2: speed y v] by (-1)\n    else\n        change [improved2: speed y v] by (-2)\n    end\n    if <key (up arrow v) pressed?> then\n        if <<(Improved2: jump key) = [0]> and <(falling?) < [3]>> then\n            set [improved2: speed y v] to [14]\n            set [falling? v] to [6]\n            set [improved2: jump key v] to [1]\n        end\n    else\n        set [improved2: jump key v] to [0]\n    end\n    if <key (down arrow v) pressed?> then\n        set [in platforrm v] to [2]\n    end\n    change y by (Improved2: speed y)\n    change [falling? v] by (1)\n    Check Hit Ceiling / Floor <(Improved2: speed y) > [0]>\n    if <(y position) < [-189]> then\n        Reset Level\n    end\n    if <(wall jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        Controls - Left and Right\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n        else\n            set [frame v] to [0]\n        end\n    end\n    if <(falling?) < [6]> then\n        if <(frame) = [0]> then\n            switch costume to (stand_1 v)\n        else\n            switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n        end\n    else\n        if <(Improved2: speed y) > [0]> then\n            switch costume to (jump_1 v)\n        else\n            switch costume to (fall_1 v)\n        end\n    end\n    if <touching (exit v)?> then\n        broadcast (next level v)\n        go to x: (-197) y: (-78)\n    end\n    broadcast (tick v) and wait\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (-195) y: (-135)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (backgroundblock v)\ncreate clone of (_myself_ v)\nrepeat (5)\n    switch costume to (backgroundblock v)\n    change x by (90)\n    create clone of (_myself_ v)\nend\nrepeat (3)\n    change y by (90)\n    set x to (-195)\n    repeat (6)\n        switch costume to (backgroundblock v)\n        create clone of (_myself_ v)\n        change x by (90)\n    end\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [BackgroundBlock]> then\n    set size to (0) %\n    point in direction (-90)\n    repeat (40)\n        change size by (((101) - (size)) / (5))\n        turn right (((90) - (direction)) / (5)) degrees\n    end\nend\nif <(costume [name v]) = [name]> then\n    go to x: (0) y: (0)\n    go to [front v] layer\n    set size to (0) %\n    point in direction (90)\n    repeat (25)\n        change size by (((150) - (size)) / (5))\n    end\n    \n        point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\n        switch costume to (empty v)\n        change size by (((introNameSize) - (size)) / (5))\n        switch costume to (name v)\n        set [color v] effect to (CloneColorEffect)\n    end\nend\nif <(costume [name v]) = [Cool Square]> then\n    go to x: (0) y: (0)\n    go to [front v] layer\n    set size to (0) %\n    point in direction (90)\n    set [color v] effect to (CloneColorEffect)\n    \n        repeat (33)\n            switch costume to (empty v)\n            change size by (((350) - (size)) / (5))\n            switch costume to (cool square v)\n        end\n        delete this clone\n    end\nend\n\nwhen flag clicked\nset [intronamesize v] to [150]\nwait (0.001) seconds\nrepeat until <(IntroOver) = [1]>\n    change [clonecoloreffect v] by (20)\n    switch costume to (cool square v)\n    create clone of (_myself_ v)\n    switch costume to (end v)\n    repeat (33)\n        change [intronamesize v] by (((150) - (introNameSize)) / (5))\n    end\n    set [intronamesize v] to [500]\nend\n\nwhen flag clicked\nreset timer\nplay sound [Kisma - Fingertips \[Edited\] v] until done\n\nwhen flag clicked\nset [introover v] to [0]\nclear graphic effects\nhide\nwait (6.96) seconds\nset [introover v] to [1]\nshow\nswitch costume to (end v)\ngo to x: (1000000000000000000) y: (10000000000)\ngo to [front v] layer\nrepeat (80)\n    change x by (((0) - (x position)) / (15))\n    change y by (((0) - (y position)) / (15))\nend\nbroadcast (intro end v)\n\nwhen I receive [intro end v]\nif <not <(costume [number v]) = [5]>> then\n    delete this clone\nend\nrepeat (25)\n    change [ghost v] effect by (5)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [intro end v]\nhide\n\n
---------------------------------Hi------------------------------------- \n-------------------------------Spoon--------------------------------\n-Arrow keys}\n-No Mobile sorry}\n-------------------------NO----ADVERTISING------------\n-You have been separated from your cereal and been Dropped far away. Go back while avoiding dangers \nGood luck :)\n\nIntroduction \n-Hi yeah this is not the only good game I made\nso follow me\n \n\nPro Tips \n1. the more you wall jump the more you farther you go to the right or left\n2. press w with an up arrow then will u double jump\nbut it ruins the game for me\n\n\n\n\nneeded to add tags\n\nReshared to make huge changes to the code 