Tsunami | Scrolling Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [outro v]\nswitch backdrop to (outro v)\nstop [other scripts in sprite v]\n\nwhen I receive [level select v]\nswitch backdrop to (game v)\nforever\n    play sound [I don't know what this song is... v] until done\n    wait (1) seconds\nend\n\n@Blank | plz love fav and follow\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen I receive [outro v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (player right v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setup v) and wait\n    Play\n    repeat until <(EXIT) > []>\n        Control\n        broadcast (Tick v)\n    end\n    if <(EXIT) = [win]> then\n        Game - Win\n    else\n        Game - Die\n    end\nend\n\ndefine Play\nset [x v] to [-175]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\nshow\n\ndefine Control\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    switch costume to (player left v)\n    change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    switch costume to (player right v)\n    change [sx v] by (2)\nend\nset [sx v] to ((sx) * (.8))\nif <([abs v] of (sx) ) > [.9]> then\n    Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n    if <(in air) < [4]> then\n        change [sy v] by (6)\n    end\nend\nif <(sy) > [-20]> then\n    change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [sx v] to (x)\nif <(SX) < [0]> then\n    set [sx v] to [0]\nend\nchange [sy v] by (round (((y) - (SY)) / (10)))\nif <(SY) < [0]> then\n    set [sy v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n    set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SX)) y: ((y) - (SY))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <key (up arrow v) pressed?> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [16]\n        end\n        set [in air v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Crunch v]\nswitch costume to (player dead v)\nrepeat (5)\n    hide\n    wait (.1) seconds\n    show\n    wait (.1) seconds\nend\nhide\nwait (.5) seconds\nswitch costume to (player right v)\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (tsunami  v)?>> then\n    start sound [Crunch v]\n    switch costume to (player dead v)\n    set [exit v] to [die]\nend\n\ndefine Game - Win\nstart sound [High Whoosh v]\ngo to [front v] layer\nrepeat (50)\n    point towards (exit v)\n    move ((distance to [exit v]) / (2)) steps\n    turn right (65) degrees\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\npoint in direction (90)\nchange [level v] by (1)\nwait (1) seconds\n\nstart sound [Crunch v]\nswitch costume to (player dead v)\n\nif <key (s v) pressed?> then\n    change [level v] by (1)\nend\n\nstop [this script v]\n\nwhen I receive [green flag v]\n\nforever\n    if <touching (collectables v)?> then\n        wait (0.05) seconds\n    end\n    if <[] = [8]> then\n        broadcast (open v)\n    end\nend\n\nwhen I receive [setup v]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@Platforms\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [600] y: [0]\n    Clone at x: [600] y: [0]\n    Clone at x: [400] y: [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (level 4 1 v)\n            end\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n    if <(LEVEL) = [3]> then\n        broadcast (Outro v)\n        hide\n    end\n    set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nif <(LEVEL) = [1]> then\n    switch costume to (close v)\n    Clone at x: [1917] y: [-76]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (close v)\n        Clone at x: [1912] y: [-77]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (close v)\n            Clone at x: [2900] y: [0]\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open v]\nswitch costume to (open v)\n\nwhen flag clicked\npoint in direction (90)\nforever\n    wait (.000000000000000001) seconds\n    turn right (10) degrees\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n    repeat (10)\n        change size by (5)\n    end\n    repeat (10)\n        change size by (-5)\n    end\nend\n\nwhen I receive [outro v]\nhide\n\n@Collectables\n\nwhen flag clicked\n\nwhen I start as a clone\nswitch costume to (coin 1  v)\nforever\n    wait (0.12) seconds\n    next costume\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\nif <touching (player v)?> then\n    start sound [Connect v]\n    change [collected v] by (1)\n    if <(COLLECTED) = (COLLECTED MAX)> then\n        broadcast (open v)\n    end\n    delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (coin v)\n    Clone at x: [-35] y: [50]\n    Clone at x: [75] y: [50]\n    Clone at x: [215] y: [30]\n    Clone at x: [515] y: [100]\n    Clone at x: [640] y: [50]\n    Clone at x: [840] y: [50]\n    Clone at x: [1075] y: [50]\n    Clone at x: [1350] y: [50]\n    Clone at x: [1500] y: [-10]\n    Clone at x: [1600] y: [50]\n    Clone at x: [1775] y: [-85]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (coin v)\n        Clone at x: [-35] y: [50]\n        Clone at x: [200] y: [125]\n        Clone at x: [340] y: [175]\n        Clone at x: [575] y: [133]\n        Clone at x: [785] y: [-50]\n        Clone at x: [940] y: [-150]\n        Clone at x: [1167] y: [-135]\n        Clone at x: [1125] y: [50]\n        Clone at x: [1590] y: [75]\n        Clone at x: [1725] y: [50]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (coin v)\n            Clone at x: [-180] y: [55]\n            Clone at x: [-30] y: [35]\n            Clone at x: [60] y: [100]\n            Clone at x: [190] y: [100]\n            Clone at x: [300] y: [200]\n            Clone at x: [375] y: [150]\n            Clone at x: [585] y: [75]\n            Clone at x: [825] y: [75]\n            Clone at x: [1000] y: [150]\n            Clone at x: [1175] y: [30]\n            Clone at x: [1650] y: [-10]\n            Clone at x: [2275] y: [-10]\n            Clone at x: [2550] y: [150]\n            Clone at x: [2490] y: [220]\n            Clone at x: [2625] y: [235]\n            Clone at x: [2690] y: [-28]\n        else\n        end\n        set [x v] to [-100000]\n    end\n    set [x v] to [-100000]\nend\nset [x v] to [-100000]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Scrolling Background\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\nforever\n    go to [back v] layer\n    set y to (([y position v] of [player v]) * (-.4))\n    set x to (([x position v] of [player v]) * (-.1))\nend\n\n@Danger\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [600] y: [0]\n    Clone at x: [600] y: [0]\n    Clone at x: [400] y: [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (level 4 1 v)\n            end\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\n@Close Background\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nposition ((x) - (SX)) ((y) - (SY))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [600] y: [0]\n    Clone at x: [600] y: [0]\n    Clone at x: [400] y: [0]\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (level 2 1 v)\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n        Clone at x: [400] y: [0]\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (level 3 1 v)\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n            Clone at x: [400] y: [0]\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (level 4 1 v)\n            end\n        end\n    end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\n@Tsunami \n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nif <(Mode) = [2]> then\n    go [backward v] (2) layers\n    set [tsunami x v] to [0]\n    wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n    set [tsunami x v] to [0]\n    wait (1) seconds\n    go to x: (-40) y: (0)\n    show\n    forever\n        go to [front v] layer\n        Position\n        if <(LEVEL) = [3]> then\n            change [tsunami x v] by (1.5)\n        else\n            change [tsunami x v] by (1.75)\n        end\n        if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n            change [tsunami x v] by (5)\n        end\n        if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n            change [tsunami x v] by (-5)\n        end\n        if <(EXIT) = [die]> then\n            wait (1) seconds\n            go to x: (-999) y: (0)\n            hide\n            set [tsunami x v] to [0]\n            wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n            set [tsunami x v] to [0]\n            if <(LEVEL) = [3]> then\n                wait (1.8) seconds\n            else\n                wait (1) seconds\n            end\n            show\n        end\n        if <(EXIT) = [win]> then\n            go to x: (-40) y: (0)\n            hide\n            set [tsunami x v] to [0]\n            wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n            set [tsunami x v] to [0]\n            wait (1) seconds\n            show\n        end\n    end\nelse\n    if <(Mode) = [3]> then\n        go [backward v] (2) layers\n        set [tsunami x v] to [0]\n        wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n        set [tsunami x v] to [0]\n        wait (1) seconds\n        go to x: (-40) y: (0)\n        show\n        forever\n            go to [front v] layer\n            Position\n            if <(LEVEL) = [3]> then\n                change [tsunami x v] by (2.5)\n            else\n                change [tsunami x v] by (3.25)\n            end\n            if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n                change [tsunami x v] by (5)\n            end\n            if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n                change [tsunami x v] by (-5)\n            end\n            if <(EXIT) = [die]> then\n                wait (1) seconds\n                go to x: (-999) y: (0)\n                hide\n                set [tsunami x v] to [0]\n                wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n                set [tsunami x v] to [0]\n                if <(LEVEL) = [3]> then\n                    wait (1.8) seconds\n                else\n                    wait (1) seconds\n                end\n                show\n            end\n            if <(EXIT) = [win]> then\n                go to x: (-40) y: (0)\n                hide\n                set [tsunami x v] to [0]\n                wait until <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <mouse down?>>>>\n                set [tsunami x v] to [0]\n                wait (1) seconds\n                show\n            end\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\ndefine Position\nif <(LEVEL) < [4]> then\n    go to x: (Tsunami X) y: (0)\n    if <(Tsunami X) = (x position)> then\n        show\n    else\n        hide\n    end\nend\n\n@Intro 1\n\nwhen flag clicked\nset volume to (80) %\nstart sound [Intro v]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset [size v] to [12]\nset size to (2) %\nset [direction min v] to [89]\nset [direction max v] to [91]\nrepeat until <(Size) < [1.1]>\n    change size by (Size)\n    change [size v] by (-1)\nend\nbroadcast (Hide Marshmawllo v)\nhide\n\nwhen flag clicked\nrepeat until <(Size) < [1.1]>\n    change [direction min v] by (-2)\n    change [direction max v] by (2)\n    point in direction (pick random (Direction Min) to (Direction Max))\n    wait (0.01) seconds\nend\npoint in direction (90)\n\nwhen I start as a clone\nhide\n\n@Intro 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (200) %\n\nwhen I receive [hide marshmawllo v]\nset volume to (60) %\nshow\nstart sound [explbomb v]\nswitch costume to (explode-05-june\[2 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[3 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[4 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[5 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[6 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[7 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[8 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[9 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[10 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[11 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[12 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[13 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[14 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[15 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[16 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[17 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[18 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[19 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[20 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[21 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[22 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[23 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[24 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[25 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[26 v)\nwait (0.1) seconds\nswitch costume to (explode-05-june\[27 v)\nwait (0.1) seconds\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (cooltext-357189942088256 v)\nshow\nset [ghost v] effect to (100)\nwait (0.5) seconds\nrepeat (20)\n    change [ghost v] effect by (-5)\nend\n\nwhen I start as a clone\nwait (0.5) seconds\nrepeat (67)\n    change [intro 2: my variable v] by (10.715)\n    point in direction ((([sin v] of (Intro 2: my variable) ) * (15)) + (90))\n    set size to ((([sin v] of ((Intro 2: my variable) * (2)) ) * (25)) + (100)) %\nend\npoint in direction (90)\nwait (1) seconds\nrepeat (50)\n    change [ghost v] effect by (2)\n    change [pixelate v] effect by (2)\nend\nwait (2) seconds\nswitch backdrop to (game v)\nbroadcast (Level Select v)\n\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen flag clicked\n\n@Outro\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume3 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [outro v]\nset size to (100) %\npoint in direction (90)\nstart sound [Vexento - Spark v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nwait (4) seconds\nrepeat (19)\n    wait (.01) seconds\n    next costume\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (100) %\nset [my variable2 v] to [0]\nforever\n    change [my variable2 v] by (5.5)\n    point in direction ((([sin v] of (my variable2) ) * (15)) + (90))\n    set size to ((([sin v] of ((my variable2) * (2)) ) * (25)) + (100)) %\nend\n\n@Easy\n\nwhen I receive [level select v]\nset [mode v] to []\nshow\nrepeat until <not <(Mode) = []>>\n    if <touching (mouse-pointer v)?> then\n        set size to (115) %\n        if <mouse down?> then\n            set [mode v] to [1]\n            broadcast (Green Flag v)\n            broadcast (Play Game v)\n        end\n    else\n        set size to (110) %\n    end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Hard\n\nwhen I receive [level select v]\nset [mode v] to []\nshow\nrepeat until <not <(Mode) = []>>\n    if <touching (mouse-pointer v)?> then\n        set size to (115) %\n        if <mouse down?> then\n            set [mode v] to [2]\n            broadcast (Green Flag v)\n            broadcast (Play Game v)\n        end\n    else\n        set size to (110) %\n    end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Extreme \n\nwhen I receive [level select v]\nset [mode v] to []\nshow\nrepeat until <not <(Mode) = []>>\n    if <touching (mouse-pointer v)?> then\n        set size to (115) %\n        if <mouse down?> then\n            set [mode v] to [3]\n            broadcast (Green Flag v)\n            broadcast (Play Game v)\n        end\n    else\n        set size to (110) %\n    end\nend\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ #TSUNAMI ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~\n\nThanks to @KIKOKO_ for hosting and making me place 9th in their competition! This is a platformer inspired by MJM3. This is not just an ordinary platformer... In this game you are jumping over bottomless holes, pouncing over spikes, and running from the #tsunami. This is also my entry for @minecraft's platformer contest, @good_girly_scratcher's, and @0014049's platformer contest, and @KIKOKO_'s contest!\n\nInstructions:\n\n-Choose what game mode you would like to play. Easy is no tsunami, hard is a slow tsunami, and extreme is fast tsunami (hard recommended).\n-arrow keys, WASD, or drag to move (WASD recommended)\n-Avoid spikes, water, and holes. If you choose hard or extreme you will also need to avoid the tsunami.\n-Get to the portal as fast as you can.\n\n#tsunami #tsunami #tsunami #tsunami #tsunami \n#tsunami #tsunami #tsunami #tsunami #tsunami \n#tsunami #tsunami #tsunami #tsunami #tsunami \n\nCredits:\n\nThanks to @KIKOKO for hosting the contest (I got 9th) see for yourself:\nhttps://scratch.mit.edu/projects/427802774\n\n@c3424f53 made an easy version! Go check it out!\n\nPortal by @--ako--\n\nInspired by @MJM3\n\n@griffpatch_tutor for a little help on the scrolling engine from Youtube