Minecraft - A Platformer #Games #All
@Stage\n\nwhen I receive [start game v]\nforever\n    play sound [Alone For Now v] until done\nend\n\n@Blank\n\n@Player\n\nforever\n    if <not <touching (ladder v)?>> then\n        repeat until <<touching (ladder v)?> or <touching (_edge_ v)?>>\n            change y by ((round (Y vel)) - (5))\n            change [y vel v] by (-0.35)\n        end\n    end\n    set [y vel v] to [0]\nend\n\nif <(y position) < [-170]> then\n    set y to (-170)\nend\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine Move-In steps (steps )\nchange [falling v] by (1)\nrepeat (steps )\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps ))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        Collide X- Slope or wall\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps ))\n    Check Touching Solid\n    if <(touching) > [0]> then\n        Collide Y-Ceiling or floor \n    end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (fishiee v)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick-player  v]\nMoved- By Moving Platform \nswitch backdrop to <touching (level v)?>\nControls - Up and Down \nControls - Left and Right\nMove-In steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down \nif <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> then\n    if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n        set [wall slide v] to [0]\n        turn right (180) degrees\n        set [speed x v] to (((direction) / (90)) * (7))\n        set [long jump v] to [12]\n    end\n    if <<(falling) < [3]> and <(jumping) = [0]>> then\n        start sound [Jump v]\n        set [jumping v] to [1]\n        set [falling v] to [3]\n    end\n    if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n        change [jumping v] by (1)\n        set [speed y v] to (JUMP FORCE)\n    end\nelse\n    set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n    Check Can Wall Slide \n    if <(speed y) < [0]> then\n        set [speed y v] to ((speed y) * (0.6))\n    end\nend\nShow Health (LIVES) of (max health) offset y [40]\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n    change [long jump v] by (-1)\n    stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> - <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>>)\nif <(KEY X) = [0]> then\n    if <<(falling) > [2]> and <(wall slide) < [1]>> then\n        set [speed x v] to ((speed x) * (0.98))\n        stop [this script v]\n    end\n    if <([abs v] of (speed x) ) < [1]> then\n        set [frame v] to [0]\n        set [speed x v] to [0]\n    else\n        change [frame v] by (0.5)\n    end\nelse\n    change [speed x v] by ((KEY X) * (ACCELARATION))\n    point in direction ((KEY X) * (90))\n    change [frame v] by (1)\n    Show Health (LIVES) of (max health) offset y [40]\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnernable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) go to x, y : (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick-First v)\n    broadcast (Tick- Platforms v)\n    broadcast (Tick-Player  v)\n    broadcast (Tick-Last  v)\nend\n\nwhen I receive [tick-last  v]\nif <(x position) > [235]> then\n    Begin Scene # ((SCENE#) + (1)) go to x, y : [-235] []\nend\nif <(y position) > [180]> then\n    Begin Scene # ((SCENE#) + (100)) go to x, y : [] [-160]\nend\nif <(y position) < [-180]> then\n    Begin Scene # ((SCENE#) + (-100)) go to x, y : [] [180]\nend\nif <touching (danger  v)?> then\n    broadcast (lose life v)\nend\nif <touching (lava v)?> then\n    broadcast (lava lose life v)\nend\n\nif <(x position) < [-235]> then\n    Begin Scene # ((SCENE#) + (-1)) go to x, y : [235] []\nend\n\ndefine Begin Scene # (scene#) go to x, y : (x) (y)\nset [scene# v] to (scene#)\nif <(x) > []> then\n    set x to (x)\nend\nif <(y) > []> then\n    set y to (y)\nend\nbroadcast (About to change scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n    Fix collision in Direction [0]\nelse\n    Fix collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n    Check Touching Solid\n    if <(touching) < [1]> then\n        point in direction (temp)\n        stop [this script v]\n    end\n    move (distance) steps\n    turn right (180) degrees\n    change [distance v] by (1)\nend\n\nwhen I receive [tick-first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n    switch costume to (hangon01 v)\n    stop [this script v]\nend\nif <(falling) > [1]> then\n    if <(speed y) > [0]> then\n        switch costume to (jump2 v)\n    else\n        switch costume to (run_j2 v)\n    end\n    stop [this script v]\nend\nif <(frame) > [0]> then\n    switch costume to ((1) + ([floor v] of ((1) + ((frame) mod (10))) ))\nelse\n    switch costume to (hit angle 0 v)\n    repeat (5)\n        Check Touching Solid\n        if <(touching) < [1]> then\n            switch costume to ((costume [number v]) + (5))\n            stop [this script v]\n        end\n        next costume\n    end\n    switch costume to (stand v)\nend\n\ndefine Collide X- Slope or wall\nCheck Can Wall Slide \nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n    change y by (1)\n    Check Touching Solid\n    if <(touching) > [0]> then\n        change y by (-2)\n        set x to (last value)\n        set [speed x v] to [0]\n        stop [this script v]\n    end\n    set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y-Ceiling or floor \nset y to (last value)\nif <(speed y) > [0]> then\n    set [speed y v] to [0]\n    stop [this script v]\nend\nif <(falling) > [0]> then\n    set [falling v] to [0]\n    Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (1)\n    stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n    set [falling v] to [9]\n    change [speed x v] by (-1)\n    stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide \nif <(falling) < [2]> then\n    set [wall slide v] to [0]\n    stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnernable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Head Shake v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n    Reset and Begin Level\nelse\n    broadcast (GAME OVER  v)\nend\n\ndefine Moved- By Moving Platform \nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n    Find closest way out to (x position) (y position) max [16]\n    if <(touching) > [0]> then\n        broadcast (lose life v)\n    end\nend\n\ndefine Find closest way out to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n    repeat (16)\n        go to x: (x) y: (y)\n        move (distance) steps\n        Check Touching Solid\n        if <(touching) < [1]> then\n            point in direction (temp)\n            stop [this script v]\n        end\n        turn right (22.5) degrees\n    end\n    change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nset [gravity v] to [-1]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [accelaration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (setup v) and wait\nset [lives v] to [4]\nset [max health v] to (LIVES)\nset [spawn scene v] to [1]\nset [spawn x v] to [-88]\nset [spawn y v] to [-19]\nset [xv v] to [0]\nset [yv v] to [0]\nReset and Begin Level\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\n\nwhen I receive [lava die v]\nbroadcast (lava lose life v)\nReset and Begin Level\n\nwhen flag clicked\nforever\n    change [xv v] by ((<key (right arrow v) pressed?> * (2)) + (<key (left arrow v) pressed?> * (-2)))\n    set [xv v] to ((Xv) * (0.88))\n    change x by (Xv)\n    if <touching (water v)?> then\n        change y by (([abs v] of ((Xv) / (2)) ) + (1))\n        change [yv v] by (0.05)\n    else\n        change [yv v] by (-2.07)\n    end\n    set [yv v] to ((Yv) * (0.98))\n    change y by (Yv)\n    if <touching (water v)?> then\n        change [yv v] by (0.0001)\n    end\n    if <key (up arrow v) pressed?> then\n        if <touching (water v)?> then\n            change [yv v] by (1.24)\n        end\n    end\n    if <key (down arrow v) pressed?> then\n        change [yv v] by (-0.86)\n    end\nend\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen I receive [lava lose life v]\nset [invulnernable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Head Shake v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n    Reset and Begin Level\nelse\n    broadcast (GAME OVER  v)\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE#))\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [game over  v]\nswitch costume to (game over v)\ngo to [front v] layer\nshow\n\n@lava\n\nwhen I receive [lava v]\nforever\n    set y to ((4) * ([sin v] of ((timer) * (180)) ))\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\nif <(SCENE#) = [1]> then\n    broadcast (lava v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [game loop v]\nforever\n    if <touching (player v)?> then\n        broadcast (Lava Die v)\n    end\nend\n\n@Main Menu \n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (-10) y: (-100)\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by ((0.2) * ((110) - (size)))\n    else\n        change size by ((0.2) * ((100) - (size)))\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@animal\n\nwhen flag clicked\nset size to (80) %\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(SCENE#) = [7]> then\n    if <([x position v] of [player v]) < [0]> then\n        Spawn [Red] at [186] [-34] dir [-90]\n    else\n        Spawn [Red] at [-189] [-35] dir [90]\n    end\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n    switch costume to (red1 v)\n    set rotation style [don't rotate v]\n    Move Left or right \n    Move Down\n    change [frame v] by (0.11)\n    switch costume to ((1) + (([floor v] of (frame) ) mod (6)))\n    set rotation style [left-right v]\n    if <<(INVULNERNABLE) = [0]> and <touching (player v)?>> then\n        Touching Player\n    end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching (level v)?>>\n    change y by (1)\n    set [speed y v] to [0]\nend\n\ndefine Move Left or right \nmove (2) steps\nrepeat (4)\n    if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n        if <not <<touching (safe zones v)?> or <touching (fishiee v)?>>> then\n            stop [this script v]\n        end\n    end\n    change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\n\ndefine Spawn (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwait (0.1) seconds\n\nif <([speed y v] of [player v]) < [-3]> then\n    broadcast (Player Bounce v)\n    start sound [Squish Pop v]\n    switch costume to (red5 v)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\nbroadcast (lose life v)\n\nif <([x position v] of [player v]) < [0]> then\n    Spawn [Red] at [111] [-17] dir [90]\nelse\n    Spawn [Red] at [-44] [-76] dir [90]\nend\n\n@Background\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\n\n@Health Bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n    go to [front v] layer\n    show\n    wait (0) seconds\nend\ndelete this clone\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\n@Sun\n\nwhen flag clicked\nreset timer\nshow\nforever\n    set [ghost v] effect to (20)\n    set size to ((100) - ((([sin v] of ((timer) * (50)) ) * (200)) / (10))) %\nend\n\nwhen flag clicked\nforever\n    if <(SCENE#) = [9]> then\n        switch costume to (blank v)\n    else\n        switch costume to (costume1 v)\n    end\nend\n\n@Joystick\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (-168) y: (-110)\nset size to (95) %\nset [base v] to [Joystick]\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\n\nwhen I start as a clone\nswitch costume to (stick v)\nset [ghost v] effect to (25)\ngo [forward v] (1) layers\nforever\n    set [stick x v] to [0]\n    set [stick y v] to [0]\n    set [stick power v] to []\n    repeat until <mouse down?>\n        go to (Base)\n    end\n    if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n        Drag Stick\n    else\n        wait until <not <mouse down?>>\n    end\nend\n\ndefine Drag Stick\nrepeat until <not <mouse down?>>\n    go to (mouse-pointer v)\n    point towards (Base)\n    turn right (180) degrees\n    set [stick dir v] to (direction)\n    set [stick power v] to (distance to [(Base) v])\n    if <(STICK POWER) > (max stick)> then\n        move ((max stick) - (STICK POWER)) steps\n        set [stick power v] to (max stick)\n    end\n    set [stick power v] to ((STICK POWER) / (max stick))\n    set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIR) ))\n    set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIR) ))\nend\n\nwhen I receive [start game v]\nshow\ncreate clone of (_myself_ v)\n\n@Particle \n\nwhen flag clicked\nhide\nforever\n    if  then\n        Particles [1]\n        wait until <not <key (space v) pressed?>>\n    end\n    if  then\n        Particles [2]\n        wait until <not <key (f v) pressed?>>\n    end\n    if  then\n        Particles [3]\n        wait until <not <key (b v) pressed?>>\n    end\n    if  then\n        wait until <not <key (l v) pressed?>>\n        set [#type v] to [4]\n        repeat until <not <key (l v) pressed?>>\n            create clone of (_myself_ v)\n            create clone of (_myself_ v)\n        end\n        wait until <not >\n    end\nend\n\ndefine Particles (#type)\nset [#type v] to (#type)\nrepeat (pick random (12) to (20))\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nSetup\nif <(#type) = [1]> then\n    go to (mouse-pointer v)\n    go to [front v] layer\n    show\n    repeat until <[99] < (@Duration)>\n        move (_vel) steps\n        change size by ((_vel) / (2.5))\n        change y by (Height)\n        change [height v] by ((([abs v] of ((Height) * (Height)) ) / ((Height) * (8))) * (-2))\n        set [_vel v] to ((_vel) * (0.9))\n        change [ghost v] effect by (2.5)\n        change [@duration v] by (2.5)\n    end\n    delete this clone\nend\nif <(#type) = [2]> then\n    go to [front v] layer\n    repeat until <[99] < (@Duration)>\n        move (_vel) steps\n        change size by ((_vel) / (2.5))\n        change y by (Height)\n        change [height v] by ((([abs v] of ((Height) * (Height)) ) / ((Height) * (5))) * (-0.2))\n        set [_vel v] to ((_vel) * (0.2))\n        change [ghost v] effect by (2.5)\n        change [@duration v] by (2.5)\n    end\n    delete this clone\nend\nif <(#type) = [3]> then\n    go to [front v] layer\n    repeat until <[99] < (@Duration)>\n        move (_vel) steps\n        change size by ((_vel) / (2.5))\n        change y by (Height)\n        change [height v] by (-0.7)\n        set [_vel v] to ((_vel) * (0.9))\n        change [ghost v] effect by (2.5)\n        change [@duration v] by (2.5)\n    end\n    delete this clone\nend\n\ngo to (mouse-pointer v)\n\ndefine Setup\nset [@duration v] to [0]\nset size to (pick random (pick random (1) to (50)) to (pick random (25) to (75))) %\nset [ghost v] effect to (pick random (1) to (pick random (1) to (45)))\nset [brightness v] effect to (pick random (pick random (-1) to (-25)) to (pick random (1) to (25)))\nswitch costume to (middle v)\npoint in direction (pick random (0) to (360))\nset [height v] to (pick random (2) to (5))\nset [_vel v] to (pick random (5) to (7))\ngo to [front v] layer\nshow\n\ndefine Clone at X: (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [lose life v]\nif <(SCENE#) = [1]> then\n    go to (player v)\n    repeat (5)\n        Particles [3]\n    end\nend\nif <(SCENE#) = [2]> then\n    go to (player v)\n    repeat (5)\n        Particles [3]\n    end\nend\nif <(SCENE#) = [3]> then\n    go to (player v)\n    repeat (5)\n        Particles [3]\n    end\nend\nif <(SCENE#) = [4]> then\n    go to (player v)\n    repeat (5)\n        Particles [3]\n    end\nend\nif <(SCENE#) = [5]> then\n    go to (player v)\n    repeat (5)\n        Particles [3]\n    end\nend\nif <(SCENE#) = [6]> then\n    go to (player v)\n    repeat (5)\n        Particles [3]\n    end\nend\nif <(SCENE#) = [7]> then\n    go to (player v)\n    repeat (5)\n        Particles [3]\n    end\nend\n\nstop [this script v]\n\nbroadcast (do not \(play\) part v)\n\nwhen I receive [do not \(play\) part v]\nstop [other scripts in sprite v]\n\n@Border\n\nwhen I receive [main menu v]\ngo to [front v] layer\n\nwhen I receive [start game v]\ngo to [front v] layer\n\n@Objects \n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\n\n@notif\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n    change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n    change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n    wait (pick random (14) to (26)) seconds\n    show\n    repeat until <(y position) < [6]>\n        change y by (((5) - (y position)) / (6))\n    end\n    wait (3.5) seconds\n    repeat until <(y position) > [49.5]>\n        change y by (((y position) + (5)) / (5))\n    end\n    hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n    change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Fishiee\n\nwhen I receive [change scene v]\nswitch costume to (fish v)\nhide\nif <(SCENE#) = [1]> then\n    set [pixelate v] effect to (15)\n    Spawn [Platform] at [0] [-136] dir [-90] turn []\nend\n\ndefine Animate Platform\nshow\nforever\n    glide (2) secs to x: (x position) y: ((y position) + (90))\n    wait (1) seconds\n    glide (2) secs to x: (x position) y: ((y position) - (90))\n    wait (1) seconds\nend\n\nwhen I receive [tick- platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n    change y by (4)\n    if <touching (player v)?> then\n        Rotation Math CCW ((0) - (turn))\n    end\nelse\n    if <(new y) > (last y)> then\n        change y by (1)\n    else\n        set y to ((last y) + (1))\n    end\n    if <touching (player v)?> then\n        set [platform dx v] to ((new x) - (last x))\n        set [platform dy v] to ((new y) - (last y))\n    end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nshow\nforever\n    glide (3) secs to x: (-1) y: (-136)\n    point in direction (-90)\n    wait (0.5) seconds\n    glide (3) secs to x: (-198) y: (-136)\n    point in direction (90)\n    wait (0.5) seconds\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n    wait until <touching (player v)?>\n    if <[collected v] contains (key name)?> then\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (4)\n        end\n        wait (1) seconds\n        start sound [Buzz Whir v]\n        repeat (24)\n            change y by (-4)\n        end\n        start sound [Crunch v]\n    else\n        start sound [Low Squeak v]\n    end\n    wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nset size to (80) %\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) dir (dir) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [Key]> then\n    Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n    show\n    set rotation style [all around v]\n    forever\n        turn right (turn) degrees\n    end\nend\nAnimate 2\n\ndefine Rotation Math CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\n@Danger \n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE#))\n\n@Collectables, cheackpoints ,etc\n\nwhen I receive [change scene v]\nif <(SCENE#) = (my scene)> then\n    show\nelse\n    hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n    change y by ((0.3) * ([sin v] of (frame) ))\n    change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n    start sound [Chomp v]\n    change [coins v] by (1)\nelse\n    if <(costume [name v]) = [Green Flag]> then\n        start sound [Wand v]\n        set [spawn scene v] to (SCENE#)\n        set [spawn x v] to ([x position v] of [player v])\n        set [spawn y v] to ([y position v] of [player v])\n    else\n        start sound [Wand v]\n        add (costume [name v]) to [collected v]\n    end\nend\nrepeat (20)\n    change y by (2)\n    change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [coins v] to [0]\nhide\nPlace [Green Flag] scene [3] xy [72] [76]\nPlace [Green Flag] scene [4] xy [-153] [31]\nPlace [Green Flag] scene [6] xy [46] [39]\nPlace [Green Flag] scene [8] xy [5] [-20]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\nPlace [apple] scene [1] xy [78] [-63]\nPlace [apple] scene [1] xy [-38] [-61]\n\n
-------------------------------------------------------------------------\n★★★Welcome to Minecraft A Platformer!★★★\n-------------------------------------------------------------------------\nCongratulations @Hypixel_Pro for the shoutout :)\n-------------------------------------------------------------------------\n◈For a shoutout FOLLOW @Pizza_Codes and put "done" in the comments! :)\n==========================================\n◈It took a lot of hard-work and planning, So Please Like, Fav and Follow (★1300+ Blocks & 100+ Scripts)\n==========================================\n◽Right Arrow ▶︎ to move Right\n◽Left Arrow ◀︎ to move Left\n◽Up Arrow ▲ to move Up\n-------------------------------------------------------------------------\n◈Mobile Controls ◆Joystick◆\n==========================================\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags:-\n#Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games\n#Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games  #Trending #All #Pizza_Codes #ScratchCat #Minecraft