VOIDED  doors platformer || IPGT++  :)
@Stage\n\nwhen flag clicked\nforever\n    play sound [Untitled 9 - 2_2_24, 12 v] until done\nend\n\n@flicker\n\nwhen flag clicked\nshow\nforever\n    set [ghost v] effect to (20)\n    wait (pick random (0.1) to (0.3)) seconds\n    switch costume to (pick random (1) to (3))\n    wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    if <(Next level) = [2]> then\n        hide\n    end\nend\n\n@light\n\nwhen flag clicked\nset size to (100) %\nhide\nforever\n    go to [front v] layer\n    if <<(Next level) = [2]> or <[2] < (Next level)>> then\n        show\n        go to (player v)\n    end\nend\n\nshow\ngo to (player v)\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (20)\nset size to (100) %\nhide\nforever\n    if <<(Next level) = [2]> or <[2] < (Next level)>> then\n        show\n    end\nend\n\n@text2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <(Next level) = [11]> then\n        show\n        if <touching (player v)?> then\n            next costume\n            wait (0.5) seconds\n            show\n            stop [all v]\n        end\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    set y to ((0) + ((50) * ([cos v] of (((timer) - (2)) * (200)) )))\nend\n\n@ground2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    set y to ((0) + ((10) * ([cos v] of (((timer) - (4)) * (100)) )))\nend\n\nwhen flag clicked\nforever\n    if <(Next level) = [2]> then\n    end\nend\n\n@ground1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    set y to ((0) + ((15) * ([cos v] of (((timer) - (3)) * (200)) )))\nend\n\nwhen flag clicked\nshow\nforever\n    if <(Next level) = [2]> then\nend\n\ngo [forward v] (2) layers\n\n@player\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<touching (ground1 v)?> or <touching (ground2 v)?>>> or <(ground lift) = [8]>>\n    change y by (1)\n    change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n    change x by ((-1) * (steps))\n    change y by (-8)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n    change [y velocity v] by (-1)\n    change y by (y velocity)\n    change [in air v] by (1)\n    handle ground <(y velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air) < [8]>> then\n        set [y velocity v] to [14]\n    end\nend\n\nwhen flag clicked\nforever\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        walk [4]\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        walk [-4]\n    end\nend\n\ndefine handle ground <moving up>\nswitch costume to (costume2 v)\nrepeat until <not <<touching (ground1 v)?> or <touching (ground2 v)?>>>\n    if <moving up> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [in air v] to [0]\n    end\n    set [y velocity v] to [0]\nend\nswitch costume to (change this to your player v)\n\nwhen flag clicked\nset [next level v] to [0]\nset [deaths v] to [0]\nforever\n    if <(y position) < [-170]> then\n        set [y velocity v] to [0]\n        set x to (-230)\n        if <(y position) < [-100]> then\n            set y to (-100)\n        end\n        change [deaths v] by (1)\n        change [lives v] by (-1)\n        broadcast (reboot level v)\n    end\nend\n\ndefine die / next level\nif <(x position) > [230]> then\n    set x to (-230)\n    if <(y position) < [-100]> then\n        set y to (-100)\n    else\n        if <[-5] < (y position)> then\n            set y to (-5)\n        end\n    end\n    broadcast (next level v)\n    change [next level v] by (1)\nend\n\nwhen flag clicked\nforever\n    die / next level\nend\n\nwhen flag clicked\ngo to x: (-230) y: (5)\n\nwhen flag clicked\nforever\n    if <(Next level) = [2]> then\n    end\nend\n\ngo to [front v] layer\n\n@Enemy\n\n@mist\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n    set y to ((0) + ((15) * ([cos v] of (((timer) - (7)) * (200)) )))\nend\n\n@text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nif <(Next level) = [12]> then\n    switch costume to (costume12 v)\nend\n\n@Dust\n\nwhen flag clicked\nhide\nforever\n    wait (pick random (0) to (0.4)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\ngo to x: (pick random (0) to (240)) y: (250)\nset [ghost v] effect to (pick random (60) to (90))\nset size to (pick random (0) to (60)) %\npoint in direction (pick random (-100) to (-179))\nrepeat (10)\n    move (pick random (1) to (5)) steps\nend\nrepeat until <touching (_edge_ v)?>\n    move (pick random (1) to (5)) steps\nend\nhide\ndelete this clone\n\n@Dust (Small)\n\nwhen flag clicked\nhide\nforever\n    wait (pick random (0) to (0.2)) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\ngo to x: (pick random (0) to (240)) y: (250)\nset [ghost v] effect to (pick random (80) to (90))\nset size to (pick random (0) to (5)) %\npoint in direction (pick random (-100) to (-179))\nrepeat (10)\n    move (pick random (1) to (5)) steps\nend\nrepeat until <touching (_edge_ v)?>\n    move (pick random (1) to (5)) steps\nend\nhide\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
epic platformer\nwasd like always\nending kinda broken\nFLASH WARNING UR EYES MIGHT DIE\n\nW\n