Death Hazard || #games #all #platformer
@Stage\n\nwhen I receive [dev v]\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (-100)\nchange [ghost v] effect by (40)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset [ghost v] effect to (15)\nset [brightness v] effect to (0)\n\nrepeat (1000000)\n    change [brightness v] effect by (-0.03)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (-161) y: (-100)\nshow\nset [yv v] to [0]\nset [jump v] to [0]\nset [x v] to [0]\nset [gravity v] to [-5]\nset [deaths v] to [0]\ngo to [front v] layer\ngo to [front v] layer\nforever\n    change y by (yv)\n    change [yv v] by (gravity)\n    if <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n        change [x v] by (1)\n    else\n        if <<<(x position) > (mouse x)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n            change [x v] by (-1)\n        end\n    end\n    set [x v] to ((x) * (.9))\n    change x by (x)\n    if <touching color (#000000)?> then\n        change y by (2)\n        if <touching color (#000000)?> then\n            change y by (2)\n            if <touching color (#000000)?> then\n                change y by (2)\n                if <touching color (#000000)?> then\n                    change y by (2)\n                    if <touching color (#000000)?> then\n                        change y by (2)\n                        if <touching color (#000000)?> then\n                            change x by ((x) * (-2))\n                            change y by (-10)\n                            if <<touching color (#000000)?> and <<mouse down?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n                                set [yv v] to [15]\n                                set [jump v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen I receive [dead v]\nhide\nswitch costume to (costume1 v)\ngo to x: (-161) y: (-55)\nshow\n\nwhen I receive [poop v]\nsay [hhhuuu] for (2) seconds\nsay [my freind died!!!!] for (3) seconds\nsay [click flag to restart] for (3) seconds\nstop [all v]\n\nwhen I receive [win v]\nforever\n    if <(timer) > (☁ points)> then\n        set [☁ points v] to (timer)\n        set [☁ person v] to (username)\n    end\nend\n\nwhen I receive [win v]\nsay [Yay my friend is alive!!!!!!!!] for (3) seconds\nstop [all v]\n\nhide\n\nwhen flag clicked\nforever\n    if <<touching color (#00b718)?> or <touching color (#715800)?>> then\n        go to x: (-150) y: (-55)\n        broadcast (level v)\n        set [jump v] to [0]\n    end\n    if <touching color (#ff0000)?> then\n        set [jump v] to [0]\n        broadcast (dead v)\n    end\n    if <touching color (#ffba00)?> then\n        set [yv v] to [0]\n        set [yv v] to [5]\n    end\n    if <touching color (#e2ff00)?> then\n        set [yv v] to [13]\n    end\n    if <touching color (#380a07)?> then\n        change [brain cells v] by (-1)\n        go to x: (-159) y: (-120)\n        broadcast (dead v)\n        set [jump v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#000000)?> then\n        if <<mouse down?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n            if <(x) > [0]> then\n                set [x v] to [-11]\n            else\n                set [x v] to [11]\n            end\n            set [yv v] to [20]\n        else\n            set [x v] to [0]\n        end\n        change x by ((x) * (-1))\n        change y by (-3)\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [level v]\nnext costume\n\nwhen flag clicked\nset [my variable v] to [0]\nforever\n    if <(costume [number v]) = [14]> then\n        set [my variable v] to [1]\n        broadcast (win v)\n        say [you won!]\n    end\nend\n\nwhen flag clicked\nset [timer v] to [600]\nrepeat (600)\n    wait (1) seconds\n    change [timer v] by (-1)\nend\nif <[1] > (timer)> then\n    broadcast (poop v)\nend\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [9]> then\n        broadcast (dev v)\n    end\n    if <(costume [number v]) = [13]> then\n        broadcast (popo v)\n    end\n    if <(costume [number v]) = [14]> then\n        broadcast (prop v)\n    end\nend\n\nhide\n\nbroadcast (level v)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\n\nshow\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [popo v]\ngo to x: (40) y: (-100)\nshow\nturn left (-3) degrees\n\nwait (2.5) seconds\nturn left (180) degrees\nwait (2.5) seconds\n\nwhen I receive [prop v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide variable [brain cells v]\nset [brain cells v] to [5]\nhide\n\nwhen I receive [dev v]\nshow\nshow variable [brain cells v]\nforever\n    if <(x position) < ([x position v] of [sprite1 v])> then\n        point towards (sprite1 v)\n        set [x2 v] to [3]\n    else\n        point towards (sprite1 v)\n        set [x2 v] to [-3]\n    end\n    change x by ((x2) * (0.99))\n    if <(brain cells) < [1]> then\n        switch costume to (costume2 v)\n        go to x: (-3) y: (-132)\n        if <touching (sprite1 v)?> then\n            hide\n            broadcast (level v)\n            hide variable [brain cells v]\n            stop [this script v]\n        end\n    end\n    change x by (x2)\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n    play sound [mixkit-chill-trap-256 v] until done\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (12) y: (-122)\n\nwhen I receive [dead v]\nchange [deaths v] by (1)\nglide (.2) secs to x: (12) y: (-122)\n\n@Sprite7\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n    hide\n    create clone of (_myself_ v)\n    wait (pick random (2.5) to (4)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n    point in direction (90)\nelse\n    point in direction (-90)\nend\nif <(pick random (1) to (2)) = [2]> then\n    set [dddd v] to [-250]\nelse\n    set [dddd v] to [250]\nend\ngo to x: (DDDD) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(DDDD) = [250]> then\n    repeat until <[-235] > (x position)>\n        change x by (pick random (-1) to (-3))\n        go to [back v] layer\n        go to [back v] layer\n        go [backward v] (999) layers\n    end\nelse\n    repeat until <(x position) > [235]>\n        change x by (pick random (1) to (3))\n        go to [back v] layer\n        go to [back v] layer\n        go [backward v] (999) layers\n    end\nend\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\n\ndefine in\nrepeat (10)\n    change size by (.5)\n    change x by (1)\n    change [ghost v] effect by (-2)\nend\n\ndefine out\nrepeat (10)\n    change x by (2)\n    change y by (0.2)\nend\ngo to [back v] layer\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n    forever\n        set size to (15) %\n        go to x: (-150) y: (0)\n        repeat (6)\n            in\n            switch costume to (costume2 v)\n            out\n            switch costume to (costume1 v)\n        end\n        repeat (8)\n            out\n            switch costume to (costume2 v)\n            in\n            switch costume to (costume1 v)\n        end\n        repeat (10)\n            change [ghost v] effect by (10)\n            change x by (2)\n        end\n        wait (3) seconds\n    end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (227) y: (155)\ngo to [back v] layer\nset [ghost v] effect to (13)\nset size to (100) %\nrepeat (100000)\n    change [color v] effect by (-.003)\n    change [brightness v] effect by (.005)\n    change x by (-0.07)\n    change y by (-0.07)\nend\n\n@Sprite9\n\n
please read all\nM for quitter music N for louder music.\narrow keys or WASD\nyellow block = jump pad\nblack block=ground\ngreen flag=next level\nred block or spike=danger\n\n