Aztral || A Platformer || #Games #All #Trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n    play sound [4k-jungle-sounds-exotic-birds-singing-tropical-forest-relaxing-nature-video-ultr_AoCSdjFR v] until done\nend\n\nwhen flag clicked\nforever\n    play sound [CoolStuff v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n    set [pan left/right v] effect to (pick random (-50) to (50))\nend\n\nwhen I receive [animation v]\nforever\n    set volume to (0) %\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\nshow\nforever\n    set [ghost v] effect to (100)\n    set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\nwait (0.02) seconds\nbroadcast (Render v)\n\nwhen I receive [die v]\nrepeat (10)\n    go to x: (Die) y: (Die)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nhide\n\n@GroundVisuals\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n    switch costume to (LEVEL)\nend\n\nwhen I receive [die v]\nrepeat (10)\n    go to x: (Die) y: (Die)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (LEVEL)\nend\n\nwhen flag clicked\n\nwhen I receive [animation v]\nhide\n\n@Grass\n\nwhen flag clicked\nset [xv v] to [2.5]\nhide\n\ndefine Spawn Grass (amount)\nrepeat (amount)\n    change x by (pick random (-2) to (2))\n    create clone of (_myself_ v)\n    set x to (Spawn X)\nend\n\nwhen I start as a clone\nchange y by (-1)\nset size to (70) %\nshow\nswitch costume to (pick random (1) to (4))\nset [random value v] to (pick random (-5) to (5))\nforever\n    if <touching (player v)?> then\n        set [wave momentum v] to (Xv)\n    end\n    point in direction (((([sin v] of (((timer) + (Random Value)) * (255)) ) * (Wave Momentum)) * (-5)) + (90))\n    set [wave momentum v] to ((Wave Momentum) * (0.95))\n    Check touching ground\nend\n\ndefine Create grass from x: (x) Y: (y) Repeat (#) Level (lvl)\nif <(lvl) = (LEVEL)> then\n    go to x: (x) y: (y)\n    repeat (#)\n        change x by (10)\n        set [spawn x v] to (x position)\n        Spawn Grass (pick random (1) to (3))\n    end\nend\n\nwhen I receive [render v]\nCreate grass from x: [-245] Y: [-160] Repeat [23] Level [1]\nCreate grass from x: [-172] Y: [-135] Repeat [3] Level [1]\nCreate grass from x: [125] Y: [-160] Repeat [5] Level [1]\nCreate grass from x: [-120] Y: [-115] Repeat [2] Level [1]\nCreate grass from x: [-83] Y: [-98] Repeat [2] Level [1]\nCreate grass from x: [-50] Y: [-33] Repeat [2] Level [1]\nCreate grass from x: [-100] Y: [15] Repeat [3] Level [1]\nCreate grass from x: [-225] Y: [60] Repeat [15] Level [1]\nCreate grass from x: [90] Y: [15] Repeat [10] Level [1]\nCreate grass from x: [170] Y: [35] Repeat [20] Level [1]\nCreate grass from x: [120] Y: [30] Repeat [10] Level [1]\nCreate grass from x: [-5] Y: [70] Repeat [2] Level [1]\nCreate grass from x: [-245] Y: [40] Repeat [3] Level [2]\nCreate grass from x: [-174] Y: [25] Repeat [5] Level [2]\nCreate grass from x: [-45] Y: [35] Repeat [1] Level [2]\nCreate grass from x: [-13] Y: [8] Repeat [5] Level [2]\nCreate grass from x: [64] Y: [20] Repeat [4] Level [2]\nCreate grass from x: [120] Y: [-23] Repeat [10] Level [2]\nCreate grass from x: [0] Y: [90] Repeat [3] Level [2]\nCreate grass from x: [50] Y: [140] Repeat [2] Level [2]\nCreate grass from x: [100] Y: [148] Repeat [5] Level [2]\nCreate grass from x: [-215] Y: [-150] Repeat [6] Level [2]\nCreate grass from x: [0] Y: [-157] Repeat [10] Level [2]\nCreate grass from x: [120] Y: [-130] Repeat [5] Level [2]\nCreate grass from x: [170] Y: [-165] Repeat [10] Level [2]\nCreate grass from x: [-13] Y: [12] Repeat [5] Level [3]\nCreate grass from x: [-70] Y: [-87] Repeat [3] Level [3]\nCreate grass from x: [5] Y: [10] Repeat [9] Level [7]\nCreate grass from x: [-80] Y: [95] Repeat [4] Level [7]\nCreate grass from x: [30] Y: [94] Repeat [3] Level [7]\nCreate grass from x: [88] Y: [60] Repeat [7] Level [7]\nCreate grass from x: [3] Y: [2] Repeat [7] Level [10]\nCreate grass from x: [90] Y: [-59] Repeat [4] Level [10]\nCreate grass from x: [-110] Y: [-59] Repeat [3] Level [10]\nCreate grass from x: [-170] Y: [-155] Repeat [15] Level [10]\nCreate grass from x: [100] Y: [-165] Repeat [20] Level [10]\nCreate grass from x: [-250] Y: [-135] Repeat [55] Level [11]\nCreate grass from x: [-260] Y: [-15] Repeat [11] Level [11]\nCreate grass from x: [-155] Y: [110] Repeat [31] Level [11]\nCreate grass from x: [180] Y: [10] Repeat [5] Level [11]\nCreate grass from x: [125] Y: [-15] Repeat [5] Level [11]\nCreate grass from x: [-115] Y: [-62] Repeat [7] Level [11]\nCreate grass from x: [85] Y: [-62] Repeat [3] Level [11]\nCreate grass from x: [-60] Y: [-80] Repeat [10] Level [12]\n\nwhen I receive [next level v]\nrepeat (10)\n    delete this clone\nend\n\nhide\n\nshow\n\nif <touching (ground v)?> then\n\ndefine Check touching ground\nif <not <touching (ground v)?>> then\n    repeat until <touching (ground v)?>\n        change y by (-1)\n    end\nend\n\nwhen I receive [render v]\nCreate grass from x: [-235] Y: [-155] Repeat [10] Level [3]\nCreate grass from x: [-125] Y: [-145] Repeat [13] Level [3]\nCreate grass from x: [-135] Y: [-150] Repeat [2] Level [3]\nCreate grass from x: [-65] Y: [0] Repeat [3] Level [3]\nCreate grass from x: [81] Y: [12] Repeat [5] Level [3]\nCreate grass from x: [125] Y: [-60] Repeat [15] Level [3]\nCreate grass from x: [-232] Y: [105] Repeat [10] Level [4]\nCreate grass from x: [-65] Y: [-21] Repeat [8] Level [4]\nCreate grass from x: [-127] Y: [40] Repeat [4] Level [4]\nCreate grass from x: [-133] Y: [-91] Repeat [2] Level [4]\nCreate grass from x: [-235] Y: [-130] Repeat [10] Level [4]\nCreate grass from x: [-103] Y: [-150] Repeat [3] Level [4]\nCreate grass from x: [23] Y: [-148] Repeat [3] Level [4]\nCreate grass from x: [-61] Y: [-64] Repeat [7] Level [4]\nCreate grass from x: [-225] Y: [64] Repeat [10] Level [5]\nCreate grass from x: [-145] Y: [-5] Repeat [10] Level [5]\nCreate grass from x: [-240] Y: [10] Repeat [3] Level [5]\nCreate grass from x: [-7] Y: [23] Repeat [3] Level [5]\nCreate grass from x: [27] Y: [60] Repeat [10] Level [5]\nCreate grass from x: [150] Y: [149] Repeat [10] Level [5]\nCreate grass from x: [123] Y: [-40] Repeat [2] Level [5]\nCreate grass from x: [192] Y: [35] Repeat [2] Level [5]\nCreate grass from x: [195] Y: [-99] Repeat [2] Level [5]\nCreate grass from x: [125] Y: [-143] Repeat [2] Level [5]\nCreate grass from x: [-239] Y: [-156] Repeat [5] Level [6]\nCreate grass from x: [-170] Y: [-134] Repeat [4] Level [6]\nCreate grass from x: [-100] Y: [-157] Repeat [7] Level [6]\nCreate grass from x: [30] Y: [-129] Repeat [3] Level [6]\nCreate grass from x: [80] Y: [-80] Repeat [3] Level [6]\nCreate grass from x: [-32] Y: [-20] Repeat [4] Level [6]\nCreate grass from x: [-236] Y: [5] Repeat [5] Level [7]\nCreate grass from x: [-230] Y: [-165] Repeat [25] Level [8]\nCreate grass from x: [7] Y: [-95] Repeat [5] Level [8]\nCreate grass from x: [-226] Y: [90] Repeat [5] Level [8]\nCreate grass from x: [160] Y: [60] Repeat [10] Level [8]\nCreate grass from x: [114] Y: [-30] Repeat [5] Level [8]\nCreate grass from x: [-233] Y: [-120] Repeat [4] Level [9]\nCreate grass from x: [-127] Y: [-168] Repeat [5] Level [9]\nCreate grass from x: [10] Y: [-162] Repeat [4] Level [9]\nCreate grass from x: [115] Y: [-162] Repeat [4] Level [9]\nCreate grass from x: [6] Y: [-80] Repeat [11] Level [9]\nCreate grass from x: [-88] Y: [68] Repeat [9] Level [10]\nCreate grass from x: [104] Y: [67] Repeat [7] Level [10]\nCreate grass from x: [-237] Y: [-119] Repeat [55] Level [12]\nCreate grass from x: [-162] Y: [-57] Repeat [4] Level [12]\nCreate grass from x: [-170] Y: [42] Repeat [10] Level [12]\nCreate grass from x: [70] Y: [40] Repeat [8] Level [12]\n\nwhen I receive [animation v]\nhide\n\n@Player\n\nwhen I receive [green flag clicked v]\nReset Level\nforever\n    switch costume to (hitbox v)\n    Controls - Jump, Crouch\n    Gravity\n    Check Hit Ceiling / Floor <(speed y) > [0]>\n    if <(y position) < [-189]> then\n        Reset Level\n    end\n    if <(wall jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        Controls - Left and Right\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n        else\n            set [frame v] to [0]\n        end\n    end\n    Set Costume\n    broadcast (tick v) and wait\n    if <<touching (spikes v)?> or <touching (falling spikes v)?>> then\n        broadcast (Die v)\n        wait (0.5) seconds\n        Reset Level\n    end\n    if <<(x position) > [225]> and <touching (_edge_ v)?>> then\n        if <(LEVEL) = [13]> then\n            broadcast (Animation v)\n        else\n            broadcast (Next level v)\n        end\n    end\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n    change [speed x v] by (-1)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    change [speed x v] by (1)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (max steep)> or <(touch) = [0]>>\n    change y by (1)\n    change [slope v] by (1)\n    Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n        set [in platforrm v] to [2]\n        Walk (direction) (speed) max steep (max steep)\n        if <(speed x) = [0]> then\n            set [in platforrm v] to [1]\n        end\n    else\n        if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        else\n            set [speed x v] to [0]\n        end\n    end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n    if <<(jump key) = [0]> and <(falling?) < [3]>> then\n        set [speed y v] to [10]\n        set [falling? v] to [6]\n        set [jump key v] to [1]\n    end\nelse\n    set [jump key v] to [0]\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n    set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n    change [speed y v] by (-1)\nelse\n    change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n    set [in platforrm v] to [1]\nelse\n    if <<up?> and <(touch) = [1]>> then\n        set [in platforrm v] to [2]\n    end\nend\nrepeat until <(touch) < (in platforrm)>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    Get Touching <not <up?>>\n    set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n    set [touch v] to [9]\nelse\n    if <<check platform?> and <touching (platforms v)?>> then\n        set [touch v] to [1]\n    else\n        set [touch v] to [0]\n    end\nend\n\ndefine Reset Level\nclear graphic effects\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (item (LEVEL) of [level x v]) y: (item (LEVEL) of [level y v])\nbroadcast (Other render v)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n    if <(frame) = [0]> then\n        switch costume to (stand_1 v)\n        set [touchground v] to [0]\n    else\n        switch costume to ([floor v] of ((5) + ((frame) mod (2))) )\n    end\nelse\n    if <(speed y) > [0]> then\n        switch costume to (jump_1 v)\n        set [touchground v] to [0]\n    else\n        switch costume to (fall_1 v)\n        if <touching (ground v)?> then\n            set [touchground v] to [True]\n        else\n            set [touchground v] to [0]\n        end\n    end\nend\n\nwhen I receive [next level v]\nset x to (-240)\n\nwhen I receive [die v]\nset [ghost v] effect to (100)\nset [current collect x v] to (x position)\nset [current collect y v] to (y position)\n\nwhen I receive [green flag clicked v]\nforever\n    if <(TouchGround) = [True]> then\n        play sound [HittingTheFloor v] until done\n        set [pitch v] effect to (pick random (-50) to (5))\n        set [touchground v] to [0]\n    end\nend\n\nstart sound [Footstep-On-Branches-E-www2 v]\n\nwhen I receive [die v]\nclear sound effects\nstart sound [Explode 2 v]\nchange [pitch v] effect by (-10)\nplay sound [Explode 2 v] until done\n\nwhen flag clicked\nforever\n    if <<<touching (grass v)?> and <(speed x) > [0]>> and <<key (any v) pressed?> or <mouse down?>>> then\n        set [pitch v] effect to (pick random (-100) to (50))\n        play sound [Footstep-On-Branches-E-www3 v] until done\n    end\nend\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [animation v]\ngo to x: (0) y: (0)\nstop [other scripts in sprite v]\n\n@Light\n\nwhen flag clicked\nshow\nswitch costume to (costume7 v)\nset size to (70) %\nforever\n    go to [back v] layer\n    go [backward v] (1) layers\n    go to (player v)\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume7 v)\nset [local sizeglide v] to [0]\nrepeat (20)\n    change size by (Local SizeGlide)\n    go to (player v)\n    change [local sizeglide v] by (0.07)\nend\nforever\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (-0.07)\n        go to (player v)\n    end\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (0.07)\n        go to (player v)\n    end\nend\n\nwhen I receive [animation v]\nhide\n\n@HiddenPlatforms\n\nwhen flag clicked\nshow\nset [ghost effect fadeaway v] to [0]\ngo to [front v] layer\nforever\n    if <<touching (player v)?> or <<key (p v) pressed?> and <key (z v) pressed?>>> then\n        change [ghost effect fadeaway v] by (((80) - (Ghost Effect Fadeaway)) / (6))\n        set [fade v] to [5]\n    else\n        set [fade v] to [0]\n        change [ghost effect fadeaway v] by (((0) - (Ghost Effect Fadeaway)) / (6))\n    end\n    set [ghost v] effect to (Ghost Effect Fadeaway)\n    set [brightness v] effect to (((Ghost Effect Fadeaway) / (Ghost Effect Fadeaway)) + (1))\n    switch costume to (LEVEL)\nend\n\nwhen I receive [animation v]\nhide\n\n@Torches\n\nwhen flag clicked\nhide\nforever\n    go to [back v] layer\n    repeat (10)\n        go [backward v] (10) layers\n    end\nend\n\ndefine Create clone at x: (x) Y: (y) Level: (lvl) Size (#)\nif <(lvl) = (LEVEL)> then\n    go to x: (x) y: (y)\n    set size to (#) %\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [local sizeglide v] to [0]\nrepeat (20)\n    change size by (Local SizeGlide)\n    change [local sizeglide v] by (0.07)\nend\nforever\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (-0.07)\n    end\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (0.07)\n    end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [render v]\nrepeat (2)\n    Create clone at x: [90] Y: [70] Level: [1] Size [50]\n    Create clone at x: [-85] Y: [92] Level: [1] Size [50]\n    Create clone at x: [-96] Y: [76] Level: [2] Size [50]\n    Create clone at x: [-32] Y: [-110] Level: [2] Size [50]\n    Create clone at x: [65] Y: [53] Level: [3] Size [50]\n    Create clone at x: [-188] Y: [17] Level: [3] Size [50]\n    Create clone at x: [-174] Y: [156] Level: [4] Size [50]\n    Create clone at x: [20] Y: [34] Level: [4] Size [50]\n    Create clone at x: [119] Y: [94] Level: [5] Size [50]\n    Create clone at x: [-141] Y: [75] Level: [6] Size [50]\n    Create clone at x: [-8] Y: [35] Level: [7] Size [50]\n    Create clone at x: [76] Y: [-103] Level: [8] Size [50]\n    Create clone at x: [30] Y: [-30] Level: [9] Size [50]\n    Create clone at x: [-132] Y: [-98] Level: [10] Size [50]\n    Create clone at x: [204] Y: [67] Level: [11] Size [50]\n    Create clone at x: [-42] Y: [-26] Level: [12] Size [50]\n    wait (1.5) seconds\nend\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [green flag clicked v]\nbroadcast (Render v)\n\n@Collectibles\n\ndefine Coin at x: (x) Y: (y) Level: (lvl) Costume (#)\nif <(lvl) = (LEVEL)> then\n    go to x: (x) y: (y)\n    switch costume to (#)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n    if <touching (player v)?> then\n        broadcast (Collected v)\n        set [current collect x v] to (x position)\n        set [current collect y v] to (y position)\n        play sound [Collect v] until done\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nforever\n    if <(costume [number v]) = [1]> then\n        if <(Fade) > [1]> then\n            go to [front v] layer\n        else\n            go to [back v] layer\n        end\n    else\n        go to [back v] layer\n        go [forward v] (4) layers\n    end\nend\n\nwhen I receive [render v]\nCoin at x: [205] Y: [-55] Level: [1] Costume [1]\nCoin at x: [-150] Y: [-120] Level: [1] Costume [2]\nCoin at x: [10] Y: [80] Level: [1] Costume [2]\nCoin at x: [23] Y: [103] Level: [2] Costume [2]\nCoin at x: [217] Y: [-3] Level: [2] Costume [2]\nCoin at x: [-216] Y: [-115] Level: [2] Costume [1]\nCoin at x: [-170] Y: [-63] Level: [3] Costume [1]\nCoin at x: [113] Y: [8] Level: [3] Costume [2]\nCoin at x: [150] Y: [-120] Level: [3] Costume [2]\nCoin at x: [-20] Y: [-48] Level: [4] Costume [1]\nCoin at x: [-223] Y: [118] Level: [4] Costume [2]\nCoin at x: [164] Y: [-22] Level: [4] Costume [2]\nCoin at x: [-225] Y: [10] Level: [5] Costume [2]\nCoin at x: [-171] Y: [20] Level: [5] Costume [1]\nCoin at x: [190] Y: [125] Level: [5] Costume [2]\nCoin at x: [186] Y: [-35] Level: [6] Costume [1]\nCoin at x: [186] Y: [125] Level: [6] Costume [2]\nCoin at x: [-163] Y: [63] Level: [6] Costume [2]\nCoin at x: [197] Y: [80] Level: [7] Costume [1]\nCoin at x: [-55] Y: [120] Level: [7] Costume [2]\nCoin at x: [-220] Y: [25] Level: [7] Costume [2]\nCoin at x: [207] Y: [96] Level: [8] Costume [2]\nCoin at x: [-193] Y: [112] Level: [8] Costume [2]\nCoin at x: [135] Y: [-11] Level: [8] Costume [1]\nCoin at x: [67] Y: [-70] Level: [9] Costume [2]\nCoin at x: [-165] Y: [82] Level: [9] Costume [1]\nCoin at x: [126] Y: [116] Level: [9] Costume [2]\nCoin at x: [185] Y: [-15] Level: [10] Costume [1]\nCoin at x: [143] Y: [78] Level: [10] Costume [2]\nCoin at x: [203] Y: [-20] Level: [11] Costume [1]\nCoin at x: [-70] Y: [130] Level: [11] Costume [2]\nCoin at x: [70] Y: [130] Level: [11] Costume [2]\nCoin at x: [-197] Y: [2] Level: [11] Costume [2]\nCoin at x: [-135] Y: [-38] Level: [12] Costume [2]\nCoin at x: [-120] Y: [57] Level: [12] Costume [1]\nCoin at x: [86] Y: [54] Level: [12] Costume [1]\n\nwhen I start as a clone\nset [local sizeglide v] to [0]\nset size to (20) %\nrepeat (20)\n    change size by (Local SizeGlide)\n    change [local sizeglide v] by (0.07)\nend\nforever\n    repeat (40)\n        change size by (Local SizeGlide)\n        change [local sizeglide v] by (-0.07)\n        turn right (2) degrees\n    end\n    repeat (40)\n        change size by (Local SizeGlide)\n        turn right (2) degrees\n        change [local sizeglide v] by (0.07)\n    end\nend\n\nwhen flag clicked\nforever\n    hide\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [animation v]\nhide\n\n@Particles\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (Current Collect X) y: (Current Collect Y)\nset [my sy v] to (pick random (2.0000000002328306) to (4.000000000232831))\nset [my sx v] to (pick random (-1.9999999997671696) to (2.00000000023283))\n\nwhen I receive [collected v]\n\nwhen flag clicked\nset [collect? v] to [0]\nforever\n    hide\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n    set size to (50) %\n    change y by (My SY)\n    change x by (My SX)\n    change [my sy v] by (-0.3)\n    change size by (-2)\n    if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n        delete this clone\n    end\nend\n\ndefine Collect\nif <(Collect?) = [1]> then\n    repeat (10)\n        switch costume to (light v)\n        create clone of (_myself_ v)\n    end\nend\n\nwhen I receive [collected v]\nset [collect? v] to [1]\nCollect\nset [collect? v] to [0]\n\ndefine Death\nrepeat (10)\n    switch costume to (dark v)\n    create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nDeath\nwait (1) seconds\n\n@Falling spikes\n\ndefine Clone at x: (x) Y: (y) D: (d) Lvl (lvl) Costume (#)\nif <(lvl) = (LEVEL)> then\n    go to x: (x) y: (y)\n    switch costume to (#)\n    point in direction (d)\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nforever\n    if <<((x position) + (-20)) < ([x position v] of [player v])> and <([x position v] of [player v]) < ((x position) + (20))>> then\n        if <(y position) > ([y position v] of [player v])> then\n            set [y v] to [6]\n            repeat until <(y position) < [-180]>\n                change y by (Y)\n                change [y v] by (-3)\n            end\n            set [pitch v] effect to (pick random (-100) to (30))\n            start sound [pop v]\n            delete this clone\n        end\n    end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [other render v]\nClone at x: [150] Y: [0] D: [-90] Lvl [1] Costume [1]\nClone at x: [-150] Y: [-32] D: [-90] Lvl [2] Costume [1]\nClone at x: [-125] Y: [-77] D: [-90] Lvl [6] Costume [1]\nClone at x: [-155] Y: [-77] D: [-90] Lvl [6] Costume [1]\nClone at x: [-185] Y: [-77] D: [-90] Lvl [6] Costume [1]\nClone at x: [130] Y: [-23] D: [-90] Lvl [7] Costume [1]\nClone at x: [-165] Y: [-120] D: [-90] Lvl [8] Costume [1]\nClone at x: [-145] Y: [-100] D: [-90] Lvl [8] Costume [1]\nClone at x: [-185] Y: [-100] D: [-90] Lvl [8] Costume [1]\nClone at x: [28] Y: [126] D: [-90] Lvl [10] Costume [1]\nClone at x: [70] Y: [150] D: [-90] Lvl [11] Costume [2]\nClone at x: [-70] Y: [150] D: [-90] Lvl [11] Costume [2]\nClone at x: [135] Y: [75] D: [-90] Lvl [12] Costume [2]\nClone at x: [-102] Y: [20] D: [-90] Lvl [13] Costume [1]\nClone at x: [-55] Y: [13] D: [-90] Lvl [13] Costume [2]\nClone at x: [-23] Y: [-7] D: [-90] Lvl [13] Costume [1]\n\nwhen I receive [die v]\nwait (0.5) seconds\nbroadcast (Other render v)\n\nwhen I receive [render v]\nbroadcast (Other render v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [other render v]\ndelete this clone\n\nwhen I receive [animation v]\nhide\n\n@AZTRAL\n\ndefine Animate (frames) (fps)\nrepeat (frames)\n    next costume\n    wait (fps) seconds\nend\n\nwhen I receive [animation v]\nshow\nstart sound [Wind v]\nrepeat (3)\n    switch costume to (costume1 v)\n    Animate [5] [0.2]\nend\nwait (1) seconds\nswitch costume to (costume7 v)\nAnimate [4] [0.2]\nwait (2) seconds\nAnimate [8] [0.2]\nAnimate [4] [0.05]\nwait (1) seconds\nAnimate [5] [0.2]\nswitch costume to (costume29 v)\nforever\n    play sound [Set It Off - Dancing with the Devil.mp3 v] until done\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\ndefine Animate (frames) (fps)\nrepeat (frames)\n    next costume\n    wait (fps) seconds\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nAnimate [4] [0.05]\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (Green Flag clicked v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n    set [timer v] to ((timer) + (0.1))\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    go to x: (-10000) y: (-10000)\n    switch costume to (nothin to see here v)\n    set size to (150) %\n    switch costume to (1 v)\nend\n\nwhen [timer v] > (timer)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (-10000) y: (-10000)\nswitch costume to (nothin to see here v)\nset size to (150) %\nswitch costume to (pick random (2) to (3))\nforever\n    go to [front v] layer\n    change [ghost v] effect by (-5)\n    change x by (((0) - (x position)) / (5))\n    change y by (((0) - (y position)) / (5))\n    switch costume to (nothin to see here v)\n    change size by (((100) - (size)) / (15))\n    switch costume to (1 v)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    set [ghost v] effect to (80)\n    show\n    go to x: (0) y: (0)\nend\n\n
|| Help Az move across the abyss. Find calm in the chaos, and create chaos in the calm. Enjoy the aesthetic while you rage :) ||\nInstructions:\nTo move-\nWASD, ARROW KEYS, MOBILE CONTROLS\nAvoid-\nSPIKES, FALLING SPIKES, LAVA\nCollect-\nCOINS\nBe aware-\nSECRET PASSAGES (P+Z if u can't find them)\n\n\ncomment if you find any glitches i should fix. \n\n\n.