Biomes ~ A Platformer || #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [game start v]\nswitch backdrop to (backdrop2 v)\nwait until <(BIOME) = [Cave]>\nswitch backdrop to (backdrop3 v)\nwait until <(BIOME) = [Desert]>\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [game start v]\nforever\n    play sound [Unlimited v] until done\nend\n\n@Blank\n\n@Intro\n\ndefine Smooth Move: (x) (y) (size) (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <(round (size)) = (round (size))>>>\n    change x by (((round (x)) - (x position)) / (speed))\n    change y by (((round (y)) - (y position)) / (speed))\n    change size by (((round (size)) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset volume to (100) %\nclear graphic effects\nset [variable v] to [0]\nset [cosine v] to [0]\nset [size vel v] to [0]\nset [sine v] to [0]\nshow\npoint in direction (90)\nset size to (100) %\nswitch costume to (thing v)\ngo to x: (-600) y: (0)\nSmooth Move: [0] [0] [100] [5]\nswitch costume to (thing2 v)\ncreate clone of (_myself_ v)\nswitch costume to (thing v)\n\nstart sound [Cradles  v]\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n    show\n    set size to (100) %\n    go to [front v] layer\n    go to x: (0) y: (-600)\n    point in direction (90)\n    Smooth Move: [0] [0] [100] [5]\n    switch costume to (c v)\n    create clone of (_myself_ v)\n    switch costume to (thing2 v)\nend\nif <(costume [number v]) = [3]> then\n    show\n    set size to (100) %\n    point in direction (90)\n    go to [front v] layer\n    go to x: (-460) y: (0)\n    Smooth Move: [0] [0] [100] [6]\n    set [variable v] to [100]\n    repeat (30)\n        change size by (Variable)\n        point in direction ((Variable) + (90))\n        set [variable v] to (((Variable) * (.8)) + (((100) - (size)) * (.15)))\n    end\n    point in direction (90)\n    repeat (30)\n        change [cosine v] by (12)\n        point in direction ((([cos v] of (Cosine) ) * (7)) + (90))\n    end\n    set size to (100) %\n    point in direction (90)\n    set [size vel v] to [100]\n    repeat (5)\n        change size by (Size Vel)\n        set [size vel v] to (((Size Vel) * (.8)) + (((100) - (size)) * (.15)))\n    end\n    switch costume to (circle v)\n    create clone of (_myself_ v)\n    switch costume to (c v)\n    repeat (35)\n        change size by (Size Vel)\n        set [size vel v] to (((Size Vel) * (.8)) + (((100) - (size)) * (.15)))\n    end\n    set size to (100) %\n    point in direction (90)\n    set [size vel v] to [100]\n    repeat (5)\n        change size by (Size Vel)\n        set [size vel v] to (((Size Vel) * (.8)) + (((100) - (size)) * (.15)))\n    end\n    switch costume to (circle v)\n    create clone of (_myself_ v)\n    switch costume to (c v)\n    repeat (35)\n        change size by (Size Vel)\n        set [size vel v] to (((Size Vel) * (.8)) + (((100) - (size)) * (.15)))\n    end\n    point in direction (90)\n    set size to (100) %\n    repeat (40)\n        change [cosine v] by (12)\n        point in direction ((([cos v] of (Cosine) ) * (7)) + (90))\n    end\n    point in direction (90)\n    switch costume to (thing3 v)\n    create clone of (_myself_ v)\n    switch costume to (c v)\nend\nif <(costume [number v]) = [4]> then\n    show\n    go to [front v] layer\n    go [forward v] (1) layers\n    set size to (100) %\n    point in direction (90)\n    broadcast (Volume Down v)\n    go to x: (-600) y: (0)\n    Smooth Move: [0] [0] [100] [6.7]\n    broadcast (Hide/Delete v)\n    hide\n    broadcast (Start Screen v)\nend\nif <(costume [number v]) = [5]> then\n    show\n    go to [front v] layer\n    set [ghost v] effect to (0)\n    go [forward v] (1) layers\n    set size to (100) %\n    point in direction (90)\n    repeat (10)\n        change size by (15)\n    end\n    hide\nend\n\nwhen I receive [volume down v]\nwait (.2) seconds\nrepeat (6)\n    change volume by (-3)\nend\nrepeat (6)\n    change volume by (-2)\nend\nrepeat (6)\n    change volume by (-1)\nend\nstop all sounds\n\nwhen I receive [hide/delete v]\nhide\nrepeat (3)\n    delete this clone\nend\n\n@Player\n\ndefine Platform (jump height) (friction)\nchange [xv v] by ((.8) * <<key (right arrow v) pressed?> or <key (d v) pressed?>>)\nchange [xv v] by ((-.8) * <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nchange [xv v] by ((6) * <touching (speed boost v)?>)\nset [xv v] to ((Xv) * (friction))\nchange x by (Xv)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    change y by (-6)\n    change x by ((Xv) * (-1))\n    set [yv v] to ((jump height) * <<key (up arrow v) pressed?> or <key (w v) pressed?>>)\n    if <((jump height) * <key (up arrow v) pressed?>) = [8]> then\n        if <([abs v] of (Xv) ) = (Xv)> then\n            set [xv v] to [-5]\n        else\n            set [xv v] to [5]\n        end\n        set [xv v] to [0]\n    else\n        set [yv v] to [0]\n    end\nend\nchange [yv v] by (-.5)\nchange y by (Yv)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    set [yv v] to ((Yv) * (-.25))\n    change y by (Yv)\n    if <<touching (level v)?> or <touching (moving platform v)?>> then\n        change y by (Yv)\n        if <<touching (level v)?> or <touching (moving platform v)?>> then\n            change y by (Yv)\n            if <<touching (level v)?> or <touching (moving platform v)?>> then\n                change y by (Yv)\n            end\n        end\n    end\nend\nchange y by (-1)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n    set [yv v] to ((jump height) * <<key (up arrow v) pressed?> or <key (w v) pressed?>>)\nend\nchange y by (1)\nchange y by (-1)\nif <touching (trampolines  v)?> then\n    set [yv v] to ((jump height) + (4))\nend\nchange y by (1)\nif <<<touching (lava v)?> or <touching (danger v)?>> or <touching (more danger v)?>> then\n    Death\n    set [ghost v] effect to (0)\n    point in direction (90)\n    change [deaths v] by (1)\n    set [xv v] to [0]\n    set [yv v] to [0]\n    go to x: (-230) y: (-80)\nend\nif <(x position) > [244]> then\n    broadcast (Transition v)\n    set [talk v] to [1]\n    change [level v] by (1)\n    set [xv v] to [0]\n    set [yv v] to [0]\n    go to x: (-230) y: (-80)\nend\nwait until <(Transition) = [0]>\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\ngo to x: (-230) y: (-80)\nclear graphic effects\nhide\n\nwhen I receive [game start v]\nshow\ngo to [front v] layer\nforever\n    Platform [8] [.9]\n    Set Costume\nend\n\ndefine Set Costume\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    switch costume to (up v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    switch costume to (right v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    switch costume to (left v)\nend\nif <not <key (any v) pressed?>> then\n    switch costume to (not moving v)\nend\n\nwhen I receive [player talk v]\nText Say: [Yes!] Wait: [.03] For [1.3] seconds\n\ndefine Text Say: (text) Wait: (delay) For (seconds) seconds\ndelete all of [text v]\nset [# v] to [1]\nset [#2 v] to [1]\nrepeat (length of (text))\n    set [# v] to (letter (#2) of (text))\n    say (join (join (item (#) of [text v]) (Text)) (#))\n    add (#) to [text v]\n    wait (delay) seconds\n    change [#2 v] by (1)\nend\nsay (text) for (seconds) seconds\n\ndefine Death\nset [death v] to [0]\nset [death2 v] to [0]\nchange [ghost v] effect by (0)\nrepeat (3)\n    change y by (5)\nend\nrepeat (10)\n    change [death v] by (-2)\n    change [death2 v] by (3)\n    change y by (Death)\n    turn right (Death2) degrees\n    change [ghost v] effect by (3)\nend\n\nwhen I receive [skip v]\nbroadcast (Transition v)\nset [talk v] to [1]\nchange [# of skips v] by (-1)\nchange [level v] by (1)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-230) y: (-80)\n\nwhen I receive [sure? v]\ngo to [back v] layer\n\nwhen I receive [no v]\ngo to [front v] layer\n\nwhen I receive [skip v]\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [game start v]\nshow\nforever\n    switch costume to (LEVEL)\nend\n\n@Sign\n\ndefine Text Say: (text) Wait: (delay) For (seconds) seconds\ndelete all of [text v]\nset [# v] to [1]\nset [#2 v] to [1]\nrepeat (length of (text))\n    set [# v] to (letter (#2) of (text))\n    say (join (join (item (#) of [text v]) (Text)) (#))\n    add (#) to [text v]\n    wait (delay) seconds\n    change [#2 v] by (1)\nend\nsay (text) for (seconds) seconds\n\nwhen flag clicked\nswitch costume to (1 v)\nset [talk v] to [1]\nhide\n\nwhen I receive [game start v]\nshow\nforever\n    if <touching (player v)?> then\n        if <(Talk) = [1]> then\n            if <(LEVEL) = [1]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Hello, welcome to biomes a platformer! You must dodge spikes and other dangers in different biomes. Are you ready?!?] Wait: [.01] For [1.8] seconds\n                broadcast (Player talk v)\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [2]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Ooo, spikes!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [3]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Use the trampoline!] Wait: [.01] For [1.8] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [4]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Lava?!?!?!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [5]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Ooo, A cave!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [6]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Deadly trampolines!?!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [7]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Moving platform, cool!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [8]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Those are some big spikes!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [9]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Interesting!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [10]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Look! We are out! It's a little chilly though...] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [11]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Ahh, the snowy biome! Watch out for icicles!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [12]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Brrr] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [13]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Floating trampolines?!? Floating Danger?!?] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [14]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Up the slope!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [15]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Hmm, it's warm...] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [16]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Ooo, the desert! Watch out for cacti!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [17]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Speed boost!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [18]> then\n                wait until <(Transition) = [0]>\n                Text Say: [That looks hard...] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [19]> then\n                wait until <(Transition) = [0]>\n                Text Say: [You're almost there!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [21]> then\n                wait until <(Transition) = [0]>\n                Text Say: [The secret biome of candy!!! WOW!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [22]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Jump!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [23]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Lets have some trampoline fun in this biome! xD] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [24]> then\n                wait until <(Transition) = [0]>\n                Text Say: [That syrup looks hot...] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n            if <(LEVEL) = [25]> then\n                wait until <(Transition) = [0]>\n                Text Say: [Candy!!] Wait: [.01] For [1.5] seconds\n                set [talk v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [20]>\nhide\nwait until <(LEVEL) = [21]>\nshow\nwait until <(LEVEL) = [26]>\nhide\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\ngo to [back v] layer\n\nwhen I receive [game start v]\nshow\nforever\n    switch costume to (LEVEL)\nend\n\n@Trampolines \n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\n\nwhen I receive [game start v]\nshow\nforever\n    switch costume to (LEVEL)\nend\n\n@Lava\n\nwhen flag clicked\nset [lava v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nshow\ngo to [back v] layer\nforever\n    change [lava v] by (10)\n    change y by ([cos v] of (Lava) )\nend\n\nwhen I receive [game start v]\nswitch costume to (lava v)\nwait until <(BIOME) = [Candy]>\nswitch costume to (hot syrup v)\n\n@Tansition\n\ndefine Smooth Move: (x) (y) (size) (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <(round (size)) = (round (size))>>>\n    change x by (((round (x)) - (x position)) / (speed))\n    change y by (((round (y)) - (y position)) / (speed))\n    change size by (((round (size)) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen I receive [transition v]\nhide variable [# of skips v]\nset [transition v] to [1]\nclear graphic effects\ngo to [front v] layer\nshow\ngo to x: (-380) y: (0)\nSmooth Move: [0] [0] [100] [6]\nwait (.3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\nset [transition v] to [0]\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (40)\nset [y v] to [0]\nhide\n\nwhen I receive [game start v]\ngo to [front v] layer\nshow\nswitch costume to (grassland v)\nset [biome v] to [Grassland]\nwait until <(LEVEL) > [5]>\nswitch costume to (cave v)\nset [biome v] to [Cave]\nwait until <(LEVEL) > [10]>\nswitch costume to (snowy v)\nset [biome v] to [Snowy]\nwait until <(LEVEL) > [15]>\nswitch costume to (desert v)\nset [biome v] to [Desert]\nwait until <(LEVEL) > [19]>\nhide\nwait until <(LEVEL) > [20]>\nshow\nswitch costume to (candy v)\nset [biome v] to [Candy]\nwait until <(LEVEL) = [26]>\nhide\n\nwhen I receive [game start v]\nforever\n    change [y v] by (10)\n    change y by ([sin v] of (Y) )\nend\n\n@Moving Platform\n\ndefine Move From X: (x) Y: (y) To X: (x2) Y: (y2) For (sec) seconds\nglide (sec) secs to x: (x) y: (y)\nglide (sec) secs to x: (x2) y: (y2)\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nswitch costume to (moving platform v)\nwait until <(LEVEL) = [7]>\nshow\nrepeat until <(LEVEL) > [7]>\n    Move From X: [-82] Y: [-158] To X: [129] Y: [-158] For [1.4] seconds\n    Move From X: [129] Y: [-158] To X: [-82] Y: [-158] For [1.4] seconds\nend\nhide\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [8]>\nhide\n\n@Snow\n\nwhen flag clicked\nset [y vel v] to [0]\nset [turn vel v] to [0]\nrepeat (10)\n    Delete Clone\nend\nhide\ngo to [back v] layer\nforever\n    hide\n    if <(BIOME) = [Snowy]> then\n        repeat until <not <(BIOME) = [Snowy]>>\n            create clone of (_myself_ v)\n            wait (pick random (.5) to (.8)) seconds\n        end\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nshow\nset y to (166)\nset x to (pick random (-200) to (200))\nrepeat until <<<touching (trampolines  v)?> or <touching (lava v)?>> or <<touching (level v)?> or <touching (danger v)?>>>\n    set [y vel v] to (pick random (-1) to (-6))\n    set [turn vel v] to (pick random (4) to (8))\n    change y by (Y Vel)\n    turn right (Turn Vel) degrees\nend\ndelete this clone\n\ndefine Delete Clone\ndelete this clone\n\nwhen I receive [game start v]\nwait until <(BIOME) = [Desert]>\nhide\nrepeat (10)\n    Delete Clone\nend\n\n@Speed Boost\n\nwhen flag clicked\nhide\ngo to x: (6) y: (-54)\nwait until <(LEVEL) = [17]>\nshow\nwait until <(LEVEL) = [18]>\nhide\n\n@Skip\n\nwhen flag clicked\nset [# of skips v] to [3]\nhide\n\nwhen I receive [game start v]\nshow\npoint in direction (90)\ngo to x: (201) y: (-155)\nset [skip dh v] to [0]\nforever\n    change [skip dh v] by (12)\n    point in direction ((([sin v] of (skip dh) ) * (7)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (sure? v)\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [20]>\nhide\nwait until <(LEVEL) > [20]>\nshow\nwait until <(LEVEL) = [26]>\nhide\n\n@Sure?\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nhide variable [# of skips v]\nhide\n\nwhen I receive [sure? v]\nshow\nshow variable [# of skips v]\nset [shrr v] to [100]\nrepeat (40)\n    change size by (SHRR)\n    set [shrr v] to (((SHRR) * (.8)) + (((100) - (size)) / (5)))\nend\n\nwhen I receive [skip v]\nset [shrr v] to [100]\nrepeat (20)\n    change size by (SHRR)\n    set [shrr v] to (((SHRR) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\n\nwhen I receive [no v]\nset [shrr v] to [100]\nrepeat (20)\n    change size by (SHRR)\n    set [shrr v] to (((SHRR) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\n\n@y\n\nwhen I receive [sure? v]\ngo to x: (-68) y: (-79)\nshow\nset [afb v] to [100]\nrepeat (20)\n    change size by (AFB)\n    set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\n\nwhen this sprite clicked\nif <(# of Skips) > [0]> then\n    broadcast (Skip v)\nend\nif <(# of Skips) < [1]> then\n    hide variable [# of skips v]\n    say [You have no skips.] for (2) seconds\n    broadcast (no v)\nend\nset [afb v] to [100]\nrepeat (40)\n    change size by (AFB)\n    set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\nhide variable [# of skips v]\n\nwhen flag clicked\nset [afb v] to [0]\ngo to [front v] layer\nhide\n\nwhen I receive [no v]\nset [afb v] to [100]\nrepeat (20)\n    change size by (AFB)\n    set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\n\n@n\n\nwhen flag clicked\ngo to [front v] layer\nset [afb v] to [0]\nhide\n\nwhen this sprite clicked\nbroadcast (no v)\nset [afb v] to [100]\nrepeat (20)\n    change size by (AFB)\n    set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\nhide variable [# of skips v]\n\nwhen I receive [sure? v]\ngo to x: (60) y: (-79)\nshow\nset [afb v] to [100]\nrepeat (40)\n    change size by (AFB)\n    set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\n\nwhen I receive [skip v]\nset [afb v] to [100]\nrepeat (20)\n    change size by (AFB)\n    set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\n\nwhen I receive [no v]\nset [afb v] to [100]\nrepeat (20)\n    change size by (AFB)\n    set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\nhide variable [# of skips v]\n\n@More Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [19]>\nrepeat until <not <(LEVEL) = [19]>>\n    show\n    wait (.9) seconds\n    hide\n    wait (.9) seconds\nend\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [20]>\nhide\n\n@Start 1\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\nshow\nset [size v] to [0]\nforever\n    change [size v] by (5)\n    set size to ((([cos v] of (size) ) * (7)) + (100)) %\nend\n\nwhen I receive [game start v]\nhide\n\n@Start 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\nshow\n\nwhen I receive [game start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Game Start v)\n\n@Start 3\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\ngo to [back v] layer\nshow\n\nwhen I receive [game start v]\nhide\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n    set [stop v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Stop)\ngo to [front v] layer\nshow\n\n
Welcome to Biomes A Platformer!\n\nIF YOU REVEAL THE SECERT LEVEL OR I'LL DELETE YOUR COMMENT AND BE MAD AT YOU so please don't reveal it.\n\nThere are 5 biomes. (the fifth is a secret one ;) )\n\nIMPORTANT: Read the text on the sign before moving on to the next level.\n\nUse arrow keys and a, w, d to move.\n\nMay lag on slow computers.\n\n(was) #23 on all!!!!!! O.O\n(was) #8 on games!!!!! O.O\n\nThis took a lot of time ( 5+ hours) so likes favs and follows would make me happy :D\n\nHave fun!\n\nAll levels are possible.\n\nYou only have 3 skips so use them wisely!\n\n100+ views O.O\n250+ views in 2 days!!!!! O.O\n300+ views in one day... I died.\n445+ view 50+ hearts 50 stars!!!! O.O\n500+ Views!!\n1000 views in three days!!!\n1500+ views!\n150+ Hearts!\n\n_-_-Credits-_-_\nCode + Art @Crab3434 (me)\nSong: @-Xaf-\n\n#Games #Games #Games #Games#Games #Games #Games #Games #Games #Games #Games #Games#Games #Games #Games #Games\n\nComment if you found the secret levels.\n\nBye!