Pixel Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\ngo to x: (0) y: (0)\nset size to (101) %\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (101) %\nset [level# v] to [1]\nforever\n    set [level# v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\ndefine Platform (gravity) (jump height) (side movemnt) (friction) (slope)\ngo to [back v] layer\ngo [forward v] (8) layers\nswitch costume to (hitbox v)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (ground v)?> then\n    repeat until <not <touching (ground v)?>>\n        change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n    end\n    set [yv v] to (<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((XV) + (((<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> * (side movemnt)) * (-1)) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> * (side movemnt)))) * (friction))\nchange x by (XV)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [slope v] by (-1)\nend\nif <touching (ground v)?> then\n    change y by (Slope)\n    repeat until <not <touching (ground v)?>>\n        change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n    end\nend\nif <touching (danger v)?> then\n    broadcast (shush v)\n    change [leveldeaths v] by (1)\n    set [sound manager v] to [oof]\n    broadcast (spikewiggl v)\n    broadcast (dead v)\nend\nset [spring? v] to [no]\nif <touching (spring  v)?> then\n    set [yv v] to [15]\n    set [spring? v] to [up]\nend\nif <<(x position) > [230]> and <(NO LAST LEVEL BAD) = [0]>> then\n    if <(level#) = [9]> then\n        broadcast (shush v)\n        broadcast (last level v)\n        set [no control? v] to [0]\n        hide\n    else\n        broadcast (Transition v)\n        set [no control? v] to [0]\n        hide\n    end\nend\n\nwhen flag clicked\nset [no broadcast v] to [1]\nset [no control? v] to [1]\nset rotation style [left-right v]\nset x to (-178)\ngo to x: (-178) y: (15)\nforever\n    if <not <(No Control?) = [0]>> then\n        Platform [-1] [11] [3] [0.8] [8]\n    end\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n    set [y v] to (x position)\n    set [x v] to (y position)\nend\n\nwhen I start as a clone\nif <(clonePurpose) = [trail]> then\n    switch costume to (trail v)\n    repeat (10)\n        change size by (-10)\n        change [ghost v] effect by (-10)\n        change [brightness v] effect by (5)\n    end\n    delete this clone\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [clonepurpose v] to [skin]\nwait (0.1) seconds\nset [clonepurpose v] to [trail]\nforever\n    create clone of (_myself_ v)\nend\n\n\n\nwait (0.04) seconds\n\nswitch costume to (left2 v)\npoint in direction (-90)\n\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n    switch costume to (down v)\nend\n\nif <(costume [name v]) = [right2]> then\n    wait (0.04) seconds\n    switch costume to (up v)\nend\nwait (0.04) seconds\nswitch costume to (left2 v)\n\nwhen I start as a clone\nif <(clonePurpose) = [skin]> then\n    go [forward v] (2) layers\n    switch costume to (left2 v)\n    show\n    point in direction (90)\n    forever\n        if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n            if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n                if <(costume [name v]) = [right2]> then\n                    wait (0.04) seconds\n                    switch costume to (up v)\n                end\n                wait (0.04) seconds\n                switch costume to (left2 v)\n            end\n        end\n        if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n            if <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n                if <(costume [name v]) = [left2]> then\n                    wait (0.04) seconds\n                    switch costume to (up v)\n                end\n                wait (0.04) seconds\n                switch costume to (right2 v)\n            end\n        end\n        if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> or <(spring?) = [up]>> then\n            wait (0.04) seconds\n            switch costume to (up v)\n        end\n    end\nend\n\ngo to (random position v)\n\ngo to [front v] layer\n\nwhen I start as a clone\nif <(clonePurpose) = [skin]> then\n    forever\n        go to (player v)\n    end\nend\n\nwhen I receive [next level v]\ngo to x: (-178) y: (15)\nshow\n\nwhen I receive [dead v]\nhide\nwait (3) seconds\nshow\nclear graphic effects\ngo to x: (-178) y: (15)\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    set [player x v] to (x position)\n    set [player y v] to (y position)\nend\n\nset [no control? v] to [1]\n\nwhen I receive [transition v]\nset [no control? v] to [0]\nwait (1) seconds\ngo to x: (-178) y: (15)\n\nstart sound (pick random (3) to (4))\n\nstart sound [mario-pain v]\n\nstart sound [Jump v]\n\nstart sound [Jump v]\n\nwait (0.04) seconds\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> or <(spring?) = [up]>> then\n        if <(No Control?) = [1]> then\n            play sound [Jump v] until done\n        end\n    end\nend\n\nwhen flag clicked\nset volume to (100) %\nset [sound manager v] to [level]\nforever\n    if <(sound manager) = [this was originall "level"]> then\n        play sound [8-bit Coffin Dance \(from v] until done\n    else\n        if <(sound manager) = [win]> then\n            play sound [Win2 v] until done\n            broadcast (k then continue v)\n        else\n            if <(sound manager) = [oof]> then\n                play sound [mario-oof v] until done\n                broadcast (k then continue v)\n                set [sound manager v] to [level]\n            else\n                if <(sound manager) = [augh]> then\n                    play sound [mario-pain v] until done\n                    set [sound manager v] to [level]\n                    wait (1) seconds\n                    broadcast (k then continue v)\n                else\n                    if <(sound manager) = [skip]> then\n                        play sound [Pipe/Powerdown v] until done\n                        set [sound manager v] to [level]\n                        wait (1) seconds\n                        broadcast (k then continue v)\n                    else\n                        if <(sound manager) = [nextlevel]> then\n                            play sound [speduplevelnext2 v] until done\n                            set [sound manager v] to [level]\n                            wait (0.5) seconds\n                            broadcast (k then continue v)\n                        else\n                            if <(sound manager) = [none]> then\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nplay sound [Lose2 v] until done\n\nwhen I receive [last level v]\nbroadcast (shush v)\nwait (1) seconds\nrepeat (10)\n    change volume by (-10)\nend\nset volume to (100) %\nset [sound manager v] to [win]\nwait (2) seconds\nset [sound manager v] to [level]\n\nrepeat (10)\n    change volume by (10)\nend\n\nset [level# v] to [1]\n\nbroadcast (k then continue v)\n\nset [no control? v] to [0]\nhide\n\nset [sound manager v] to [level]\nplay sound [speduplevelnext v] until done\n\nset [level# v] to [9]\n\nbroadcast (shush v)\n\nwait (0.5) seconds\n\nwait (0.5) seconds\n\nwait (1) seconds\n\nwhen flag clicked\nset volume to (100) %\n\n@Front \n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n    go to x: (0) y: (0)\n    set size to (101) %\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n    if <(costume [name v]) = [LFF]> then\n        set [no last level bad v] to [1]\n    else\n        set [no last level bad v] to [0]\n    end\nend\n\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen flag clicked\nset volume to (100) %\nforever\n    play sound [8-bit Coffin Dance \(from v] until done\nend\n\nwhen I receive [shush v]\nset volume to (0) %\n\nwhen I receive [k then continue v]\nset volume to (100) %\n\n@Level \n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (101) %\ngo to [front v] layer\ngo [backward v] (99) layers\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nset rotation style [don't rotate v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (101) %\nforever\n    if <touching (player v)?> then\n    end\nend\n\nwhen I receive [next level v]\nnext costume\n\nset rotation style [don't rotate v]\n\nwhen I receive [spikewiggl v]\nrepeat (3)\n    change [fisheye v] effect by (-3)\nend\nrepeat (3)\n    change [fisheye v] effect by (3)\nend\n\n@Spring \n\nwhen flag clicked\nset [fisheye v] effect to (0)\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (101) %\nforever\n    set [fisheye v] effect to (0)\n    if <(spring?) = [up]> then\n        repeat (3)\n            change [fisheye v] effect by (-5)\n        end\n        repeat (3)\n            change [fisheye v] effect by (5)\n        end\n    end\nend\n\nwhen I receive [next level v]\nnext costume\n\nrepeat (3)\n    change [fisheye v] effect by (-7)\nend\nrepeat (3)\n    change [fisheye v] effect by (7)\nend\n\nrepeat (3)\n    change [fisheye v] effect by (-7)\nend\nrepeat (3)\n    change [fisheye v] effect by (7)\nend\n\n@Art Bands\n\nwhen flag clicked\nhide\nshow\nchange [ghost v] effect by (50)\nwait (0.01) seconds\ngo to [back v] layer\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (costume1 v)\nforever\n    go to x: (0) y: (0)\n    repeat (90)\n        change y by (1)\n        change x by (-1.5)\n    end\nend\n\nwhen I start as a clone\npoint in direction (90)\nchange [ghost v] effect by (95)\ngo to [back v] layer\n\ncreate clone of (_myself_ v)\n\ndelete this clone\n\n@Sun\n\nwhen flag clicked\npoint in direction (90)\ngo to [back v] layer\ncreate clone of (_myself_ v)\ngo to x: (227) y: (158)\nswitch costume to (costume1 v)\nforever\n    turn right (0.5) degrees\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n    turn right (0.5) degrees\nend\n\nwait (0.01) seconds\n\n@Transition\n\nwhen flag clicked\nhide\nset [leveldeaths v] to [0]\n\nwhen I receive [transition v]\nif <<(level#) = [3]> or <<(level#) = [5]> or <(level#) = [7]>>> then\n    broadcast (shush v)\n    set [sound manager v] to [nextlevel]\n    set [xv v] to [0]\n    set [yv v] to [0]\n    set [no control? v] to [0]\n    show\n    switch costume to (costume2 v)\n    go to x: (0) y: (-180)\n    switch costume to (costume3 v)\n    repeat until <(y position) > [230]>\n        go to [front v] layer\n        change y by ([abs v] of (((y position) - (240)) * (0.03)) )\n    end\n    set [leveldeaths v] to [0]\n    broadcast (Next Level v)\n    repeat until <(y position) < [-140]>\n        go to [front v] layer\n        change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-0.7))\n    end\n    set [no control? v] to [1]\n    hide\nelse\n    set [xv v] to [0]\n    set [yv v] to [0]\n    set [no control? v] to [0]\n    show\n    switch costume to (costume2 v)\n    go to x: (0) y: (-180)\n    switch costume to (costume1 v)\n    repeat until <(y position) > [230]>\n        go to [front v] layer\n        change y by ([abs v] of (((y position) - (240)) * (0.05)) )\n    end\n    set [leveldeaths v] to [0]\n    broadcast (Next Level v)\n    repeat until <(y position) < [-140]>\n        go to [front v] layer\n        change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-1))\n    end\n    set [no control? v] to [1]\n    hide\n    set [no broadcast v] to [1]\nend\n\nwhen I receive [dead v]\nwait (1) seconds\nset [xv v] to [0]\nset [yv v] to [0]\nset [no control? v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-180)\nswitch costume to (costume1 v)\nrepeat until <(y position) > [230]>\n    go to [front v] layer\n    change y by ([abs v] of (((y position) - (240)) * (0.05)) )\nend\nrepeat until <(y position) < [-140]>\n    go to [front v] layer\n    change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-1))\nend\nset [no control? v] to [1]\nhide\nset [no broadcast v] to [1]\n\nbroadcast (Next Level v)\n\nwhen I receive [transition v]\n\nstop all sounds\nset [sound manager v] to [nextlevel]\n\nwhen I receive [skip v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [no control? v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-180)\nswitch costume to (costume1 v)\nrepeat until <(y position) > [230]>\n    go to [front v] layer\n    change y by ([abs v] of (((y position) - (240)) * (0.05)) )\nend\nset [leveldeaths v] to [0]\nbroadcast (Next Level v)\nrepeat until <(y position) < [-140]>\n    go to [front v] layer\n    change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-1))\nend\nset [no control? v] to [1]\nhide\nset [no broadcast v] to [1]\n\nwhen I receive [last level v]\nset [no control? v] to [0]\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-180)\nswitch costume to (costume4 v)\nrepeat until <(y position) > [230]>\n    go to [front v] layer\n    change y by ([abs v] of (((y position) - (240)) * (0.029)) )\nend\nset [leveldeaths v] to [0]\nbroadcast (Next Level v)\nrepeat until <(y position) < [-140]>\n    go to [front v] layer\n    change y by (([abs v] of (((y position) - (-180)) * (0.1)) ) * (-0.75))\nend\nset [no control? v] to [1]\nhide\n\nif  then\n\nbroadcast (shush v)\nset [sound manager v] to [nextlevel]\n\n@Wind\n\nwhen flag clicked\nhide\nforever\n    create clone of (_myself_ v)\n    wait (0.01) seconds\nend\n\nwhen I start as a clone\nhide\nset y to (300)\nset x to (pick random (-234) to (234))\nset [brightness v] effect to (25)\nset [ghost v] effect to (70)\nset size to (100) %\ngo to [front v] layer\nrepeat (50)\n    show\n    turn right (7) degrees\n    change x by (-3)\n    change y by (-7)\n    change size by (-1.75)\n    change [ghost v] effect by (0.5)\nend\ndelete this clone\n\nwhen flag clicked\nset [number v] to [-75]\nhide\nforever\n    repeat (20)\n        change [number v] by (10)\n    end\n    repeat (20)\n        change [number v] by (-10)\n    end\nend\n\n@Death Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [dead v]\nset [no broadcast v] to [0]\nset [no control? v] to [0]\nset [clone id v] to [0]\ngo to (player v)\nrepeat (3)\n    change [clone id v] by (1)\n    next costume\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (Player X) y: (Player Y)\nset [pieces: yv v] to (pick random (10) to (15))\nset [pieces: xv v] to (pick random (5) to (-5))\nforever\n    go to [front v] layer\n    change x by (pieces: XV)\n    change y by (pieces: YV)\n    turn right (((pieces: XV) * ([abs v] of (pieces: YV) )) / (2)) degrees\n    change [pieces: yv v] by (-1)\n    if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n        delete this clone\n    end\nend\n\n@Sprite12\n\nwhen this sprite clicked\nif <(No Broadcast) = [1]> then\n    if <(No Control?) = [1]> then\n        if <(NO LAST LEVEL BAD) = [0]> then\n            broadcast (shush v)\n            stop all sounds\n            broadcast (skip v)\n            set [sound manager v] to [skip]\n        end\n    end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset size to (101) %\nforever\n    go to [front v] layer\n    point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n    change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n    change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n    change [tic v] by (5)\nend\n\nwhen flag clicked\nset size to (101) %\nforever\n    if <(leveldeaths) > [4]> then\n        show\n    else\n        hide\n    end\nend\n\n\n\nwait (1) seconds\n\n@Sprite16\n\nwhen this sprite clicked\nif <(No Broadcast) = [1]> then\n    if <(No Control?) = [1]> then\n        broadcast (shush v)\n        broadcast (dead v)\n        stop all sounds\n        set [sound manager v] to [augh]\n    end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n    point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n    change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n    change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n    change [tic v] by (5)\nend\n\nbroadcast (dead v)\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nwait (0.01) seconds\nforever\n    wait (4) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (30)\ngo to x: (400) y: (pick random (130) to (150))\nswitch costume to (pick random (1) to (6))\nset size to (50) %\nrepeat until <(x position) < [-200]>\n    change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n
FOLLOW FOR A CHANCE TO WIN 10 FOLLOWS!\n\n• How To Play •\n- Arrow Keys And WASD on your keyboard to move\n- Avoid Zombies and Lava by jumping over them\n- Have Fun!\n\nTIME TO SPAM #'S\n\n#trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1 #trending #minecraft #platformer #games #all #1