Colours / A Platformer
@Stage\n\n@Player\n\ndefine Start\nset [dead v] to [0]\nset [skipped v] to [0]\nset [level now v] to [OFF]\nset [collected v] to [NO]\nset [points v] to [0]\nset [level v] to [0]\nset [deaths v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [id v] to [0]\nhide variable [skipped v]\nhide variable [time v]\nhide variable [level v]\nhide variable [points v]\nhide variable [game on/off v]\n\nwhen flag clicked\nhide variable [deaths v]\nset [time v] to [0]\nforever\n    if <(Game ON/OFF) = [ON]> then\n        repeat until <<(backdrop [name v]) = [YOU WON]> or <(Game ON/OFF) = [OFF]>>\n            wait (1) seconds\n            change [time v] by (1)\n        end\n    else\n        if <(Game ON/OFF) = [OFF]> then\n            wait until <(Game ON/OFF) = [ON]>\n        end\n    end\nend\n\nwhen I receive [hide v]\nhide\n\ndefine Controls,platformer physics\nswitch costume to (right v)\nshow\nforever\n    Costiumes\n    if <(Game ON/OFF) = [ON]> then\n        if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n            switch costume to (right v)\n            change [xv v] by (1)\n            Costiumes\n        end\n        if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n            switch costume to (left v)\n            change [xv v] by (-1)\n            Costiumes\n        end\n        set [xv v] to ((Xv) * (0.9))\n        change x by (Xv)\n        if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n            change y by (1)\n            if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n                change y by (1)\n                if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n                    change y by (1)\n                    if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n                        change y by (1)\n                        if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n                            change y by (1)\n                            if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n                                change x by ((Xv) * (-1))\n                                change y by (-5)\n                                if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n                                    if <(Xv) > [0]> then\n                                        set [xv v] to [-9]\n                                    else\n                                        set [xv v] to [9]\n                                    end\n                                    set [yv v] to [13]\n                                else\n                                    set [xv v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n        change [yv v] by (-1)\n        change y by (Yv)\n        if <touching color (#5500ff)?> then\n            set [yv v] to [20]\n        end\n        if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n            change y by ((Yv) * (-1))\n            set [yv v] to [0]\n        end\n        change y by (-1)\n        if <<touching color (#ff8c27)?> or <touching (moving platform v)?>> then\n            if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n                set [yv v] to [15]\n            end\n        end\n        change y by (1)\n        if <touching (star or heart v)?> then\n            set [collected v] to [YES]\n        end\n        if <(Collected) = [YES]> then\n            if <touching color (#ff4040)?> then\n                Kill 2\n            end\n            if <(x position) > [220]> then\n                Next level\n            end\n            if <<touching color (#ffb950)?> or <touching color (#ff8c00)?>> then\n                Kill 2\n            end\n            if <[-175] > (y position)> then\n                Kill 2\n            end\n            if <touching (star or heart v)?> then\n                change [points v] by (1)\n                broadcast (Delete v)\n            end\n            if <touching (crusher v)?> then\n                Kill 2\n            end\n        else\n            if <(Collected) = [NO]> then\n                if <touching (crusher v)?> then\n                    KILL\n                end\n                if <touching color (#ff4040)?> then\n                    KILL\n                end\n                if <(x position) > [220]> then\n                    Next level\n                end\n                if <<touching color (#ffb950)?> or <touching color (#ff8c00)?>> then\n                    KILL\n                end\n                if <[-175] > (y position)> then\n                    KILL\n                end\n            end\n        end\n        if <(LEVEL) = [19]> then\n            if <([size v] of [star or heart v]) = [78]> then\n                if <touching (star or heart v)?> then\n                    switch backdrop to (you won v)\n                    set [game on/off v] to [OFF]\n                end\n            end\n        end\n    else\n        if <(Game ON/OFF) = [OFF]> then\n            wait until <(Game ON/OFF) = [ON]>\n        end\n    end\nend\n\nwhen flag clicked\nhide\nswitch costume to (right v)\nswitch backdrop to (menu v)\n\nwhen I receive [next level v]\nhide\nwait (2.5) seconds\nshow\n\nwhen I receive [show v]\nswitch costume to (right v)\ngo to x: (-205) y: (-64)\nshow\n\nwhen backdrop switches to [you won v]\nhide\nset [game on/off v] to [OFF]\n\nwhen I receive [next level v]\nswitch costume to (right v)\n\nwhen backdrop switches to [you won v]\nshow variable [deaths v]\nshow variable [time v]\n\ndefine Costiumes\nif <(costume [name v]) = [Right]> then\n    if <key (down arrow v) pressed?> then\n        switch costume to (right2 v)\n    else\n        if <not <key (down arrow v) pressed?>> then\n            switch costume to (right v)\n        end\n        if <key (s v) pressed?> then\n            switch costume to (right2 v)\n        else\n            if <not <key (s v) pressed?>> then\n                switch costume to (right v)\n            end\n        end\n    end\nelse\n    if <(costume [name v]) = [Left]> then\n        if <key (down arrow v) pressed?> then\n            switch costume to (left2 v)\n        else\n            if <not <key (down arrow v) pressed?>> then\n                switch costume to (left v)\n            end\n            if <key (s v) pressed?> then\n                switch costume to (left2 v)\n            else\n                if <not <key (s v) pressed?>> then\n                    switch costume to (left v)\n                end\n            end\n        end\n    end\nend\n\nwhen backdrop switches to [highscore v]\nhide\nset [game on/off v] to [OFF]\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [time v]\nhide variable [deaths v]\nbroadcast (Setup v)\n\ndefine KILL\nset [dead v] to [No]\ngo to x: (-217) y: (-10)\nchange [deaths v] by (1)\nbroadcast (Setup v)\nset [collected v] to [NO]\n\nwhen I receive [dead v]\nKILL\n\ndefine Next level\ngo to x: (-205) y: (-40)\nbroadcast (Delete v)\nbroadcast (Next level v)\nset [collected v] to [NO]\n\ndefine Kill 2\nset [dead v] to [No]\ngo to x: (-217) y: (-10)\nchange [deaths v] by (1)\nbroadcast (Setup v)\nchange [points v] by (-1)\nset [collected v] to [NO]\n\nwhen backdrop switches to [backdrop1 v]\ngo to [front v] layer\nset [game on/off v] to [ON]\ngo to x: (-205) y: (-40)\nshow\nbroadcast (Setup v)\npoint in direction (90)\nControls,platformer physics\n\nwhen I receive [setup v]\nset [dead v] to [No]\n\nwhen flag clicked\nStart\n\nwhen [space v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Crusher\n\ndefine Start\nswitch costume to (costume1 v)\nshow\nforever\n    if <<(backdrop [name v]) = [backdrop9]> and <(Game ON/OFF) = [ON]>> then\n        repeat until <(backdrop [name v]) = [backdrop10]>\n            if <(Game ON/OFF) = [ON]> then\n                wait (0.5) seconds\n                repeat (15)\n                    change y by (-7.5)\n                end\n                wait (1) seconds\n                repeat (15)\n                    change y by (7.5)\n                end\n                if <(backdrop [name v]) = [backdrop10]> then\n                    next costume\n                end\n            else\n                if <(Game ON/OFF) = [OFF]> then\n                    hide\n                    wait until <(Game ON/OFF) = [ON]>\n                end\n            end\n        end\n    else\n        if <<(backdrop [name v]) = [backdrop16]> and <(Game ON/OFF) = [ON]>> then\n            show\n            repeat until <(backdrop [name v]) = [END Backdrop]>\n                if <(Game ON/OFF) = [ON]> then\n                    wait (0.5) seconds\n                    repeat (15)\n                        change y by (-7.5)\n                    end\n                    wait (1) seconds\n                    repeat (15)\n                        change y by (7.5)\n                    end\n                    if <(backdrop [name v]) = [END Backdrop]> then\n                        next costume\n                    end\n                else\n                    if <(Game ON/OFF) = [OFF]> then\n                        wait until <(Game ON/OFF) = [ON]>\n                    end\n                end\n            end\n        else\n            hide\n        end\n    end\nend\n\nwhen backdrop switches to [backdrop9 v]\nif <(backdrop [number v]) = [9]> then\n    Clone at x : [-59] y: [30]\n    create clone of (_myself_ v)\n    Start\nelse\n    stop [other scripts in sprite v]\n    stop [this script v]\nend\n\ndefine Clone at x : (x) y: (y)\nshow\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nClone at x : [135] y: [30]\nforever\n    if <<(backdrop [name v]) = [backdrop9]> and <(Game ON/OFF) = [ON]>> then\n        repeat until <(backdrop [name v]) = [backdrop10]>\n            if <(Game ON/OFF) = [ON]> then\n                wait (0.5) seconds\n                repeat (15)\n                    change y by (-7.5)\n                end\n                wait (1) seconds\n                repeat (15)\n                    change y by (7.5)\n                end\n                if <(backdrop [name v]) = [backdrop10]> then\n                    next costume\n                end\n            else\n                if <(Game ON/OFF) = [OFF]> then\n                    hide\n                    wait until <(Game ON/OFF) = [ON]>\n                end\n            end\n        end\n    else\n        if <<(backdrop [name v]) = [backdrop16]> and <(Game ON/OFF) = [ON]>> then\n            show\n            repeat until <(backdrop [name v]) = [END Backdrop]>\n                if <(Game ON/OFF) = [ON]> then\n                    wait (0.5) seconds\n                    repeat (15)\n                        change y by (-7.5)\n                    end\n                    wait (1) seconds\n                    repeat (15)\n                        change y by (7.5)\n                    end\n                    if <(backdrop [name v]) = [END Backdrop]> then\n                        next costume\n                    end\n                else\n                    if <(Game ON/OFF) = [OFF]> then\n                        wait until <(Game ON/OFF) = [ON]>\n                    end\n                end\n            end\n        else\n            hide\n        end\n    end\nend\n\n@BACK ARROW\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n    if <(Dead) = [Yes]> then\n        if <(Collected) = [Yes]> then\n            change [points v] by (-1)\n            change [deaths v] by (1)\n        else\n            if <(Collected) = [No]> then\n                broadcast (DEAD v)\n                change [deaths v] by (1)\n                set [game on/off v] to [ON]\n                broadcast (CHANGE v)\n                broadcast (Setup v)\n                broadcast (SHow v)\n            end\n        end\n    else\n        if <(Dead) = [No]> then\n            if <(Collected) = [Yes]> then\n                change [points v] by (-1)\n                set [game on/off v] to [ON]\n                broadcast (CHANGE v)\n                broadcast (Setup v)\n                broadcast (SHow v)\n            else\n                if <(Collected) = [No]> then\n                    set [game on/off v] to [ON]\n                    broadcast (CHANGE v)\n                    broadcast (Setup v)\n                    broadcast (SHow v)\n                end\n            end\n        end\n    end\nend\n\nwhen backdrop switches to [you won v]\nhide\n\nwhen I receive [setup v]\nhide variable [deaths v]\nhide variable [time v]\nhide variable [points v]\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [setup v]\nset [collected v] to [NO]\nshow\n\ndefine Go to x: (x) y : (y) size : (size)\nforever\n    go to x: (x) y: (y)\n    set size to (size) %\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\nGo to x: [-184] y : [153] size : [100]\nforever\n    if <touching (mouse-pointer v)?> then\n        set [ghost v] effect to (50)\n    else\n        set [ghost v] effect to (0)\n    end\nend\n\nwhen backdrop switches to [end backdrop v]\nforever\n    hide\nend\n\n@PAUSE/START\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n    repeat until <(costume [number v]) = [2]>\n        set [game on/off v] to [ON]\n    end\nend\nif <(costume [number v]) = [2]> then\n    repeat until <(costume [number v]) = [1]>\n        set [game on/off v] to [OFF]\n    end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen [r v] key pressed\nnext costume\n\nwhen backdrop switches to [you won v]\nhide\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nGo to x : [-115] y : [220] size : [100]\nshow\n\nwhen I receive [setup v]\nshow\n\nwhen I receive [change v]\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nswitch costume to (1 v)\nhide\n\ndefine Go to x : (x) y : (y) size : (size)\nforever\n    go to x: (x) y: (y)\n    set size to (size) %\nend\n\nwhen backdrop switches to [end backdrop v]\nforever\n    hide\nend\n\nwhen backdrop switches to [end backdrop v]\nforever\n    hide\nend\n\n@SKIP Button\n\nwhen this sprite clicked\nchange [skipped v] by (1)\nif <<<not <(LEVEL) = [18]>> and <(LEVEL) > [0]>> and <(Game ON/OFF) = [ON]>> then\n    hide\n    broadcast (Next level v)\n    broadcast (Delete v)\n    broadcast (HIDE v)\n    wait (3) seconds\n    broadcast (Setup v)\nelse\n    if <(LEVEL) = [18]> then\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [menu v]\nhide\n\nwhen flag clicked\nGo to x: [-58] y: [220] Size : [100]\nshow\n\nwhen I receive [setup v]\nshow\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\nhide\n\ndefine Go to x: (x) y: (y) Size : (size)\nforever\n    go to x: (x) y: (y)\n    set size to (size) %\n    if <(backdrop [name v]) = [END Backdrop]> then\n        hide\n    end\nend\n\nwhen backdrop switches to [you won v]\nforever\n    hide\nend\n\nwhen [s v] key pressed\nchange [skipped v] by (1)\nif <<<not <(LEVEL) = [18]>> and <(LEVEL) > [0]>> and <(Game ON/OFF) = [ON]>> then\n    hide\n    broadcast (Next level v)\n    broadcast (Delete v)\n    broadcast (HIDE v)\n    wait (3) seconds\n    broadcast (Setup v)\nelse\n    if <(LEVEL) = [18]> then\n        hide\n        stop [other scripts in sprite v]\n        stop [this script v]\n    end\nend\n\nwhen backdrop switches to [you won v]\nshow variable [skipped v]\nshow variable [points v]\n\n@Next level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nset [level now v] to [ON]\ngo to x: (-450) y: (2)\nshow\nrepeat (11)\n    move (41) steps\nend\nwait (2) seconds\nswitch backdrop to (next backdrop v)\n\n    move (41) steps\n    if <<(x position) = [466]> and <(y position) = [2]>> then\n        hide\n    end\n    set [level now v] to [OFF]\nend\n\nwhen I receive [next level v]\nforever\n    if <<(costume [number v]) = [1]> and <(Level now) = [ON]>> then\n        set [game on/off v] to [OFF]\n    else\n        if <<(costume [number v]) = [1]> and <(Level now) = [OFF]>> then\n            set [game on/off v] to [ON]\n        end\n    end\nend\n\nwhen I receive [setup v]\nset [game on/off v] to [ON]\n\nwhen I receive [next level v]\nwait (2.5) seconds\nchange [level v] by (1)\nbroadcast (SHow v)\nset [game on/off v] to [OFF]\nbroadcast (Game Started v)\nbroadcast (Setup v)\n\nwhen backdrop switches to [end backdrop v]\nwait (4) seconds\nswitch backdrop to (you won v)\nset [game on/off v] to [OFF]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen backdrop switches to [you won v]\nforever\n    show variable [points v]\nend\n\n@Star or Heart\n\nwhen I start as a clone\nshow\nforever\n    if <(LEVEL) = [1]> then\n        switch costume to (2 v)\n        Clone at x : [69] y : [-4] size : [78]\n        show\n    else\n        if <(LEVEL) = [2]> then\n            switch costume to (1 v)\n            Clone at x : [-19] y : [130] size : [78]\n            show\n        else\n            if <(LEVEL) = [3]> then\n                switch costume to (2 v)\n                Clone at x : [87] y : [-1] size : [78]\n                show\n            else\n                if <(LEVEL) = [4]> then\n                    switch costume to (2 v)\n                    Clone at x : [104] y : [-91] size : [78]\n                    show\n                else\n                    if <(LEVEL) = [5]> then\n                        switch costume to (1 v)\n                        Clone at x : [52] y : [-105] size : [78]\n                        show\n                    else\n                        if <(LEVEL) = [6]> then\n                            switch costume to (1 v)\n                            Clone at x : [27] y : [15] size : [78]\n                            show\n                        else\n                            if <(LEVEL) = [7]> then\n                                switch costume to (1 v)\n                                Clone at x : [44] y : [11] size : [78]\n                                show\n                            else\n                                if <(LEVEL) = [8]> then\n                                    switch costume to (1 v)\n                                    Clone at x : [-130] y : [-10] size : [78]\n                                    show\n                                else\n                                    if <(LEVEL) = [9]> then\n                                        switch costume to (2 v)\n                                        Clone at x : [10] y : [8] size : [78]\n                                        show\n                                    else\n                                        if <(LEVEL) = [10]> then\n                                            switch costume to (1 v)\n                                            Clone at x : [47] y : [-100] size : [78]\n                                            show\n                                        else\n                                            if <(LEVEL) = [11]> then\n                                                switch costume to (2 v)\n                                                Clone at x : [208] y : [-104] size : [78]\n                                                show\n                                            else\n                                                if <(LEVEL) = [12]> then\n                                                    switch costume to (2 v)\n                                                    Clone at x : [59] y : [106] size : [78]\n                                                    show\n                                                else\n                                                    if <(LEVEL) = [13]> then\n                                                        switch costume to (1 v)\n                                                        Clone at x : [-216] y : [100] size : [78]\n                                                        show\n                                                    else\n                                                        if <(LEVEL) = [14]> then\n                                                            switch costume to (1 v)\n                                                            Clone at x : [153] y : [46] size : [78]\n                                                            show\n                                                        else\n                                                            hide\n                                                            stop [other scripts in sprite v]\n                                                            stop [this script v]\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nif <(LEVEL) = [15]> then\n    switch costume to (2 v)\n    Clone at x : [92] y : [90] size : [78]\n    show\nelse\n    if <(LEVEL) = [16]> then\n        switch costume to (1 v)\n        Clone at x : [-176] y : [108] size : [78]\n        show\n    else\n        if <(LEVEL) = [17]> then\n            switch costume to (1 v)\n            Clone at x : [183] y : [48] size : [78]\n            show\n        else\n            hide\n        end\n    end\nend\n\nif <(LEVEL) = [18]> then\n    switch costume to (2 v)\n    Clone at x : [189] y : [25] size : [150]\n    show\nend\n\ndefine Clone at x : (x) y : (y) size : (size)\nforever\n    go to x: (x) y: (y)\n    set size to (size) %\nend\n\nwhen flag clicked\nset size to (78) %\nhide\n\nwhen I receive [setup v]\nbroadcast (Delete v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [2]>\nbroadcast (Delete v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [3]>\nbroadcast (Delete v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [4]>\nbroadcast (Delete v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [5]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [6]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [7]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [8]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [9]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [10]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [11]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [12]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [13]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [14]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [15]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [16]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\nwait until <(backdrop [number v]) = [17]>\nbroadcast (Delete v)\nbroadcast (Setup v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nwait (2.4) seconds\nbroadcast (Setup v)\n\nwhen I receive [delete v]\nhide\ndelete this clone\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\n\nwhen I receive [last backdrop v]\nforever\n    show variable [points v]\n    show variable [time v]\n    show variable [deaths v]\nend\n\n@PLAY BUTTON\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (23) y: (-70)\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to ((size) + (((110) - (size)) / (2))) %\n    else\n        set size to ((size) + (((90) - (size)) / (2))) %\n    end\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [1]> then\n        show\n        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n            switch backdrop to (backdrop1 v)\n            hide\n            if <(Level now) = [ON]> then\n        end\n    else\n        hide\n    end\nend\n\n@Pen\n\ndefine Run machine\nforever\n    if <(Start) = [Yes]> then\n        set pen color to (#ef0f0f)\n        set pen size to (48)\n        pen down\n        repeat (4)\n            repeat (50)\n                change x by (10)\n            end\n            change y by (-47)\n            change pen (color v) by (10)\n            repeat (50)\n                change x by (-10)\n            end\n            change y by (-47)\n            change pen (color v) by (10)\n        end\n        set [start v] to [No]\n    else\n        if <(Start) = [No]> then\n            wait until <(Start) = [Yes]>\n        end\n    end\nend\n\nwhen flag clicked\nset [start v] to [Yes]\ngo to x: (-227) y: (165)\nerase all\nRun machine\nwait (2) seconds\n\ndefine Stop engine\nforever\n    stop [other scripts in sprite v]\n    erase all\nend\n\nwhen flag clicked\nforever\n    if <(backdrop [name v]) = [backdrop1]> then\n        Stop engine\n    end\nend\n\n@LOGO SCRATCH\n\nwhen flag clicked\nforever\n    go to x: (76.5) y: (95)\n    set y to ((98) + (([sin v] of (((timer) - (3)) * (420)) ) * (10)))\n    if <(backdrop [name v]) = [MENU]> then\n        show\n    else\n        hide\n    end\nend\n\n
=========================================\n                         Colours / A Platformer\n   \n                       Please  ❤️ and ⭐ :D    \n\nIf this platformer will reach 100❤️ and 75⭐. I'll \nadd part 2        \n                     \n                          *****Controls*****\n Arrow keys to move or WASD\n Mobile: touch\n You can wall jump                         \n                                 \n                            *****Rules*****\n\n Try to don't touch spikes and lava or a gap\n Collect hearts and stars\n Try to do it as fast as you can \n Have fun !\n=========================================\n                               Famous  ❤️ + ⭐\n\n@AA30072008  ❤️ + ⭐\n@lnfinityCode  ❤️\n@GoldFernStudios ❤️\n@CardboardGuy236 ❤️ + ⭐\n@AtomicSapper101 ❤️\n\n