BERT! | #All #Games #Platformer #Trending
@Stage\n\nwhen flag clicked\nforever\n    if <(Life) < [1]> then\n        broadcast (f v)\n        wait (1000000000000000) seconds\n    end\nend\n\nwhen flag clicked\nplay sound [168734_Jumper v] until done\n\nwhen I receive [lose life v]\nstart sound [Rip v]\n\n@Player\n\nwhen [any v] key pressed\nforever\n    if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n        repeat until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n            set [costume v] to [1]\n            wait (0.05) seconds\n            set [costume v] to [0]\n            wait (0.05) seconds\n            set [costume v] to [2]\n            wait (0.05) seconds\n            set [costume v] to [0]\n        end\n    end\nend\n\nwhen [any v] key pressed\nforever\n    if <not <key (any v) pressed?>> then\n        set [costume v] to [0]\n        set [sus v] to [0]\n    end\nend\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [jump duration v] to [6]\nhide variable [scene # v]\nbroadcast (Setup v) and wait\nReset and Begin Level\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        Colide 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        set y to (Last value)\n        set [speed y v] to [0]\n        set [falling v] to [0]\n    end\nend\n\ndefine Check touching solid\nif <<touching (sprite1 v)?> or <touching (level v)?>> then\n    set [touching v] to [1]\nelse\n    set [touching v] to [0]\nend\n\nwhen I receive [tick - player 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 (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> then\n    if <<(Wall slide) > [0]> and <(jumping) = [0]>> then\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    end\n    if <<(Falling) < [3]> and <(jumping) = [0]>> then\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 [12]\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\n\ndefine Controls - Left and Right\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n    if <<(Falling) > [2]> and <(Wall slide) < [1]>> then\n        broadcast (Change Scene v)\n        set [speed x v] to ((Speed x) * (0.98))\n        stop [this script v]\n    end\n    change [speed x v] by (-1.5)\n    point in direction (-90)\n    change [frame v] by (1)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n    change [speed x v] by (1.5)\n    point in direction (90)\n    change [frame v] by (1)\nend\nset [speed x v] to ((Speed x) * (0.9))\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-85) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n    broadcast (Tick - First 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 <(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: [] [-180]\nend\nif <(y position) < [-180]> then\n    Begin Scene # ((SCENE #) + (-100)) go to x, y: [] [180]\nend\nif <touching (d ad v)?> then\n    broadcast (Lose life v)\nend\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [life v] by (-1)\nReset and Begin Level\n\nwhen I receive [start v]\nshow variable [scene # v]\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nwhen I receive [tick - first v]\nswitch costume to (big hitbox v)\nset rotation style [don't rotate v]\n\ndefine Set Costume\nswitch costume to (costume2 v)\nset rotation style [left-right v]\nif <(Costume) = [1]> then\n    switch costume to (costume2 v)\n    set rotation style [left-right v]\nend\nif <(Costume) = [2]> then\n    switch costume to (pixil-frame-0 \(44\) v)\n    set rotation style [left-right v]\nend\nif <(Costume) = [0]> then\n    switch costume to (costume1 v)\n    set rotation style [left-right v]\nend\n\ndefine Colide 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))\n\nwhen flag clicked\nshow variable [scene # v]\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)\n\nwhen flag clicked\n\nwhen [r v] key pressed\n\nwhen flag clicked\nshow\n\nhide\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 (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nif <(x) > []> then\n    Fix collisions in direction [0]\nelse\n    Fix collisions in direction [90]\nend\nbroadcast (Game loop v)\n\ndefine Fix collisions 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 [r v] key pressed\nReset and Begin Level\n\nwhen [e v] key pressed\ncreate clone of (sprite1 v)\nwait (0.3) seconds\n\nwait (0.5) seconds\n\ndefine Reset 2\nset [scene # v] to [12]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-85) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nwhen flag clicked\nswitch backdrop to (false v)\n\nwhen [2 v] key pressed\nforever\n    if <(SCENE #) = [1]> then\nend\n\ndefine Reset 3\nset [scene # v] to [14]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-85) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nset [coins v] to [0]\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\nstart sound [Disconnect v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [life v] by (-1)\nReset 2\n\nwhen I receive [loser!!! v]\nstop [other scripts in sprite v]\nstart sound [Disconnect v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [life v] by (-1)\nReset 3\n\nif <touching (d ad v)?> then\n    broadcast (Lose life v)\n    play sound [Rip v] until done\nend\n\nwhen I receive [your trash v]\nstop [other scripts in sprite v]\nstart sound [Disconnect v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [life v] by (-1)\nReset 4\n\ndefine Reset 4\nset [scene # v] to [23]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-85) y: (50)\nbroadcast (Change Scene v)\nbroadcast (Game loop v)\n\nset [life v] to [10000000000]\n\nset [life v] to [15]\n\nset [life v] to [15]\n\nwhen flag clicked\n\ngo to [back v] layer\n\nwhen flag clicked\nhide variable [coins v]\nhide variable [scene # v]\n\nwait (0.05) seconds\nset [costume v] to [4]\nwait (0.05) seconds\nset [costume v] to [5]\n\nwhen [any v] key pressed\nforever\n    if <key (d v) pressed?> then\n        repeat until <not <key (d v) pressed?>>\n            set [costume v] to [1]\n            wait (0.05) seconds\n            set [costume v] to [0]\n            wait (0.05) seconds\n            set [costume v] to [2]\n            wait (0.05) seconds\n            set [costume v] to [0]\n        end\n    end\nend\n\nset [life v] to [1]\n\nhide\n\nwhen flag clicked\nset [life v] to [5]\n\nwhen [any v] key pressed\nforever\n    if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n        repeat until <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>\n            set [costume v] to [1]\n            wait (0.05) seconds\n            set [costume v] to [0]\n            wait (0.05) seconds\n            set [costume v] to [2]\n            wait (0.05) seconds\n            set [costume v] to [0]\n        end\n    end\nend\n\nset [coins v] to [3]\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\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nhide\n\n@d ad\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\nif <(SCENE #) = [5]> then\n    forever\n        set y to ((5) * ([sin v] of ((timer) * (180)) ))\n    end\nend\n\nhide\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\n\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nforever\n    if <(SCENE #) = [1]> then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Coins) = [3]> and <touching (player v)?>> then\n        hide\n    end\nend\n\nset [coins v] to [3]\n\nset [coins v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [playyyy v]\nrepeat (50)\n    change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\nbroadcast (play acctually v)\nshow variable [life v]\n\nwhen I receive [play acctually v]\nhide\n\n@pixil-frame-0 (51)\n\nwhen flag clicked\nshow\nforever\n    go to x: (56) y: (-17)\n    glide (3) secs to x: (49) y: (-62)\n    glide (3) secs to x: (56) y: (-17)\nend\n\nwhen I receive [playyyy v]\nrepeat (50)\n    change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\nbroadcast (play acctually v)\n\nwhen I receive [play acctually v]\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nswitch costume to (costume1 v)\n\n@Sprite4\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <touching (mouse-pointer v)?>> then\n        switch costume to (costume1 v)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (playyyy v)\nstart sound [Coin v]\n\nwhen I receive [how to play v]\nhide\n\nwhen I receive [end new v]\nshow\n\nwhen I receive [playyyy v]\nrepeat (50)\n    change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\nbroadcast (play acctually v)\n\nwhen I receive [play acctually v]\nhide\n\nrepeat (50)\n    change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\n\n@Sprite5\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        if <(costume [number v]) < [3]> then\n            switch costume to (costume2 v)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <touching (mouse-pointer v)?>> then\n        if <(costume [number v]) < [3]> then\n            switch costume to (costume1 v)\n        end\n    end\nend\n\nwhen this sprite clicked\nswitch costume to (costume3 v)\nbroadcast (how to play v)\nstart sound [Coin v]\n\nwhen I receive [end new v]\nswitch costume to (costume1 v)\n\nwhen I receive [playyyy v]\nrepeat (50)\n    change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (0)\nbroadcast (play acctually v)\n\nwhen I receive [play acctually v]\nhide\n\nwhen flag clicked\nhide variable [life v]\n\n@Sprite6\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [how to play v]\nshow\n\nwhen this sprite clicked\nbroadcast (End new v)\nstart sound [Coin v]\nhide\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        switch costume to (costume2 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <touching (mouse-pointer v)?>> then\n        switch costume to (costume1 v)\n    end\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\nset [brightness v] effect to (0)\n\nwhen I receive [f v]\nshow\nswitch costume to (pick random (1) to (10))\nstop all sounds\nstart sound [Lose v]\nrepeat (2)\n    repeat (10)\n        wait (0.05) seconds\n        change [brightness v] effect by (-8)\n    end\n    repeat (10)\n        wait (0.05) seconds\n        change [brightness v] effect by (8)\n    end\nend\nstop [all v]\n\nplay sound [pop v] until done\n\n@Sprite22\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 ((0.5) * ([sin v] of (Frame) ))\n    change [frame v] by (5)\nend\nset [my scene v] to []\nstart sound [Collect v]\nchange [coins v] by (1)\nhide\n\nwhen I receive [setup v]\nset [frame v] to [0]\nhide\nPlace [coin] scene [109] xy [165] [56]\nPlace [coin2] scene [216] xy [53] [58]\nPlace [coin3] scene [323] xy [166] [61]\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 flag clicked\nset [coins v] to [0]\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n    if <(Coins) = [1]> then\n        switch costume to (costume3 v)\n    end\n    if <(Coins) = [2]> then\n        switch costume to (costume4 v)\n    end\n    if <(Coins) = [3]> then\n        switch costume to (costume5 v)\n    end\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    if <(SCENE #) = [2]> then\n        show\n        go to [front v] layer\n        hide variable [life v]\n        stop all sounds\n        wait (1) seconds\n        switch costume to (costume2 v)\n        broadcast (You win! v)\n        wait (10000000000000000000000000) seconds\n    else\n        hide\n    end\nend\n\nwhen I receive [you win! v]\nforever\n    wait (1) seconds\n    switch costume to (costume2 v)\n    wait (1) seconds\n    switch costume to (costume3 v)\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (41) y: (27)\n\nwhen I receive [you win! v]\nshow\ngo to [front v] layer\nforever\n    wait (1) seconds\n    repeat (10)\n        change y by (10)\n    end\n    repeat (10)\n        change y by (-10)\n    end\nend\n\nwhen I receive [you win! v]\nplay sound [Win v] until done\n\n
 Bert.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n #game #all #Platformer  #all #trending #stories #fantastiiq #animation #funny #zany #wacky #server #beluga #winning #an #argument #be #like #trending #all #animations #animations #animation #story #music #music #hilarious #how #to #win #any #argument  #animations #animations #trending #all #all #all #all #animations #trending #all #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #trending #animations #all #tags #idk #all #all #all #games #stories #art #Cool #popular #trending #Fun #animation 