Drawn || A Stickman Platformer                                        #games
@Stage\n\nwhen flag clicked\nforever\n    if <(Level) = [15]> then\n        switch backdrop to (level 1-3 v)\n    else\n        switch backdrop to (level 1-2 v)\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [168734_Jumper v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\nbroadcast (Reset v)\nforever\n    set rotation style [left-right v]\n    go to [back v] layer\n    if <<(x position) > [230]> and <not <(Level) = [15]>>> then\n        broadcast (Reset v)\n        broadcast (Transition v)\n        change [level v] by (1)\n        start sound [Ding \(CinemaSins\) - Sound Effect.mp3 v]\n    end\n    if <touching (spikes v)?> then\n        start sound [oof v]\n        broadcast (Reset v)\n        create clone of (_myself_ v)\n    end\n    platform physics (12.5) (-1) (0.7) (2)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n    change [walk v] by (1)\n    if <(Walk) > [8]> then\n        set [walk v] to [5]\n    end\n    wait (0.05) seconds\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbox v)\nchange y by (y vel)\nif <<touching (ground v)?> or <touching (moving block v)?>> then\n    repeat ([abs v] of (y vel) )\n        if <<touching (ground v)?> or <touching (moving block v)?>> then\n            change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n        end\n    end\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(y vel) > [0]>>> then\n        set [y vel v] to (jump height)\n    else\n        set [y vel v] to [0]\n    end\nelse\n    change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [x vel v] by (movement speed)\n    point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [x vel v] by ((-1) * (movement speed))\n    point in direction (-90)\nend\nchange x by (x vel)\nif <<touching (ground v)?> or <touching (moving block v)?>> then\n    set [old y v] to (y position)\n    repeat ([abs v] of (x vel) )\n        if <<touching (ground v)?> or <touching (moving block v)?>> then\n            change y by (1)\n        end\n    end\n    if <<touching (ground v)?> or <touching (moving block v)?>> then\n        set y to (old y)\n        repeat ([ceiling v] of ([abs v] of (x vel) ) )\n            if <<touching (ground v)?> or <touching (moving block v)?>> then\n                change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n            end\n        end\n        set [x vel v] to [0]\n    end\nend\nset [x vel v] to ((x vel) * (friction))\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n    switch costume to (Walk)\nend\nif <(y vel) > [1]> then\n    switch costume to (jump v)\nend\nif <(y vel) < [-3]> then\n    switch costume to (fall v)\nend\nif <touching (trampoline v)?> then\n    set [y vel v] to [20]\n    start sound [Cartoon Sound Effect - Bounce.mp3 v]\nend\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (-228) y: (-69)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nforever\n    change [ghost v] effect by (4)\n    change size by (10)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen [l v] key pressed\nbroadcast (Reset v)\n\nwhen flag clicked\nforever\n    if <key (s v) pressed?> then\n        broadcast (Reset v)\n        change [level v] by (1)\n        wait (0.3) seconds\n    end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n    go to x: (0) y: (-2)\n    switch costume to (Level)\nend\n\n@Ground\n\nwhen flag clicked\nshow\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\nforever\n    go to x: (0) y: (-3)\n    switch costume to (Level)\nend\n\n@Moving Block\n\nwhen flag clicked\ngo to x: (-86) y: (-131)\nhide\nforever\n    set [ghost v] effect to (100)\n    glide (2) secs to x: (86) y: (-131)\n    glide (2) secs to x: (-86) y: (-131)\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [14]> then\n        show\n    else\n        hide\n    end\nend\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\n@Moving Block2\n\nwhen flag clicked\ngo to x: (-86) y: (-131)\nhide\nforever\n    glide (2) secs to x: (86) y: (-131)\n    glide (2) secs to x: (-86) y: (-131)\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [14]> then\n        show\n    else\n        hide\n    end\nend\n\n
Hi And Welcome To My Newest Platformer\nDrawn || A Stickman Platformer\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n▶ Advertising Will Be Reported\n▶ "S" To Skip A Level\n▶ Arrow Keys ◈ WAD To Move\n▶ If There Is Lag Press "L"\n▶ Watch Out For Spikes\n★ ALL LEVELS ARE POSSIBLE\n★★★★★★★★★★Credits★★★★★★★★★★\n@Funut For The Platformer Engine And Player Art (I Made Some Modifications)\ncooltext.com\n@0014049 For The Backdrop Art\nMusic: Jumper by Waterflame (Geometry Dash)\nOther Sound Effects From Roblox And @Funut\nEverything Else By Me\n\nRemember To ❤️ And ⭐️ For Waffles!\n\nOver 209 Code Blocks