Parkour-(mobile friendly) scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n    play sound [ParagonX9 - Chaoz Airflow.mp3 v] until done\nend\n\n@Pen\n\ndefine Draw Ground\nset [x v] to (Player X)\nset [y v] to (Player Y)\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [dangers v])) / (28))\n    change [loop counter v] by (28)\n    Get Coords (Loop Counter) [3]\n    if <((Player X) + (240)) > ((X1) - (3))> then\n        if <((Player X) - (240)) < ((X2) + (3))> then\n            if <((Player Y) + (180)) > ((Y1) - (3))> then\n                if <((Player Y) - (180)) < ((Y2) + (3))> then\n                    Draw Rectangle from ((X1) - (X)) ((Y1) - (Y)) to ((X2) - (X)) ((Y2) - (Y)) [3] <>\n                end\n            end\n        end\n    end\nend\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [ground v])) / (28))\n    change [loop counter v] by (28)\n    Get Coords (Loop Counter) [1]\n    if <((Player X) + (240)) > ((X1) - (3))> then\n        if <((Player X) - (240)) < ((X2) + (3))> then\n            if <((Player Y) + (180)) > ((Y1) - (3))> then\n                if <((Player Y) - (180)) < ((Y2) + (3))> then\n                    Draw Rectangle from ((X1) - (X)) ((Y1) - (Y)) to ((X2) - (X)) ((Y2) - (Y)) [1] <>\n                end\n            end\n        end\n    end\nend\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [jump pads v])) / (28))\n    change [loop counter v] by (28)\n    Get Coords (Loop Counter) [2]\n    if <((Player X) + (240)) > ((X1) - (3))> then\n        if <((Player X) - (240)) < ((X2) + (3))> then\n            if <((Player Y) + (180)) > ((Y1) - (3))> then\n                if <((Player Y) - (180)) < ((Y2) + (3))> then\n                    Draw Rectangle from ((X1) - (X)) ((Y1) - (Y)) to ((X2) - (X)) ((Y2) - (Y)) [2] <>\n                end\n            end\n        end\n    end\nend\nInstant Render Endpoint\n\ndefine Draw Rectangle from (x) (y) to (x2) (y2) (type) <filled?>\npen up\nset pen size to (8)\nif <(type) = [1]> then\n    set pen color to (#3692ff)\nelse\n    if <(type) = [2]> then\n        set pen color to (#fff849)\n    else\n        set pen color to (#ea0303)\n    end\nend\ngo to x: (x) y: (y)\npen down\nset [counter v] to [0]\nif <filled?> then\n    repeat ([floor v] of (([abs v] of ((x) - (x2)) ) / (5)) )\n        change [counter v] by (([abs v] of ((x) - (x2)) ) / (([floor v] of ([abs v] of ((x) - (x2)) ) ) / (5)))\n        go to x: ((x) + (Counter)) y: (y)\n        go to x: ((x) + (Counter)) y: (y2)\n    end\nend\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: (y2)\ngo to x: (x2) y: (y2)\ngo to x: (x2) y: (y)\ngo to x: (x) y: (y)\npen up\n\nwhen flag clicked\nset [level v] to [1]\nset [editor v] to [0]\nif <(Editor) = [0]> then\n    broadcast (Game v)\nelse\n    broadcast (Editor v)\nend\n\ndefine Draw Player (x) (y) (transparency)\nset pen color to (#2167d0)\nset pen (brightness v) to (transparency)\npen up\ngo to x: ((x) + (4)) y: ((y) + (4))\nset pen size to (12)\npen down\ngo to x: ((x) - (4)) y: ((y) + (4))\ngo to x: ((x) - (4)) y: ((y) - (4))\ngo to x: ((x) + (4)) y: ((y) - (4))\ngo to x: ((x) + (4)) y: ((y) + (4))\npen up\nset [counter v] to [2]\nrepeat (2)\n    go to x: (((x) - (4)) + (Counter)) y: ((y) - (4))\n    pen down\n    go to x: (((x) - (4)) + (Counter)) y: ((y) + (4))\n    change [counter v] by (5)\nend\n\ndefine Touching?\nset [touching v] to [0]\nset [touching pad v] to [0]\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [ground v])) / (28))\n    change [loop counter v] by (28)\n    Get Coords (Loop Counter) [1]\n    if <((Player X) + (7)) > ((X1) - (7))> then\n        if <((Player X) - (7)) < ((X2) + (7))> then\n            if <((Player Y) + (7)) > ((Y1) - (7))> then\n                if <((Player Y) - (7)) < ((Y2) + (7))> then\n                    set [touching v] to [1]\n                end\n            end\n        end\n    end\nend\nset [loop counter v] to [0]\nrepeat ((length of (item (Level) of [jump pads v])) / (28))\n    change [loop counter v] by (28)\n    Get Coords (Loop Counter) [2]\n    if <((Player X) + (7)) > ((X1) - (7))> then\n        if <((Player X) - (7)) < ((X2) + (7))> then\n            if <((Player Y) + (7)) > ((Y1) - (7))> then\n                if <((Player Y) - (7)) < ((Y2) + (7))> then\n                    set [touching pad v] to [1]\n                end\n            end\n        end\n    end\nend\nset [loop counter v] to [0]\nset [touching bad v] to [0]\nrepeat ((length of (item (Level) of [dangers v])) / (28))\n    change [loop counter v] by (28)\n    Get Coords (Loop Counter) [3]\n    if <((Player X) + (7)) > ((X1) - (7))> then\n        if <((Player X) - (7)) < ((X2) + (7))> then\n            if <((Player Y) + (7)) > ((Y1) - (7))> then\n                if <((Player Y) - (7)) < ((Y2) + (7))> then\n                    set [touching bad v] to [1]\n                end\n            end\n        end\n    end\nend\n\ndefine Touch Y\nTouching?\nif <(Touching) = [1]> then\n    repeat until <(Touching) = [0]>\n        if <(SY) < [0]> then\n            change [player y v] by (1)\n        else\n            change [player y v] by (-1)\n        end\n        Touching?\n    end\n    if <(SY) < [0]> then\n        set [can jump? v] to [True]\n    end\n    set [sy v] to [0]\nend\n\ndefine Touch X\nTouching?\nif <(Touching) = [1]> then\n    repeat until <(Touching) = [0]>\n        if <(SX) < [0]> then\n            change [player x v] by (1)\n        else\n            change [player x v] by (-1)\n        end\n        Touching?\n    end\n    if <key (up arrow v) pressed?> then\n        set [can jump? v] to [False]\n        set [sy v] to [8]\n        if <(SX) < [0]> then\n            set [sx v] to [9]\n        else\n            set [sx v] to [-9]\n        end\n    else\n        set [sx v] to [0]\n    end\nend\n\ndefine Player (transparency start) (x) (y)\ninsert (((Old Y) + (Player Y)) / (2)) at (1) of [character places v] \ninsert (((Old X) + (Player X)) / (2)) at (1) of [character places v] \ninsert (Player Y) at (1) of [character places v] \ninsert (Player X) at (1) of [character places v] \nrepeat (4)\n    delete (length of [character places v]) of [character places v]\nend\nset [old y v] to (Player Y)\nset [old x v] to (Player X)\nset [count v] to [42]\nset [player transparency v] to (transparency start)\nrepeat (19)\n    change [count v] by (-2)\n    Draw Player ((item ((Count) - (1)) of [character places v]) - (Player X)) ((item ((Count) - (0)) of [character places v]) - (Player Y)) (Player Transparency)\n    change [player transparency v] by (5)\nend\n\ndefine Set up List\ndelete all of [character places v]\nset [old y v] to (Player Y)\nset [old x v] to (Player X)\nrepeat (20)\n    add (Player X) to [character places v]\n    add (Player Y) to [character places v]\nend\n\nwhen I receive [game v]\nswitch backdrop to (backdrop1 v)\nerase all\nset [sx v] to [0]\nset [sy v] to [0]\nset [player x v] to [-200]\nset [player y v] to [100]\nSet up List\nset [can jump? v] to [False]\nset [time v] to [0]\nshow variable [title v]\nforever\n    erase all\n    Black Out Screen\n    set [counter 3 v] to [0]\n    Player (Counter 3) [0] [0]\n    Draw Ground\n    set [title v] to (item (Level) of [level names v])\n    if <key (s v) pressed?> then\n        change [level v] by (1)\n        set [sx v] to [0]\n        set [sy v] to [0]\n        set [player x v] to [-200]\n        set [player y v] to [100]\n        Set up List\n        set [can jump? v] to [False]\n        change [time v] by (60)\n        erase all\n        Black Out Screen\n        set [counter 3 v] to [0]\n        Player (Counter 3) [0] [0]\n        Draw Ground\n        wait (0.5) seconds\n    end\n    if <([sqrt v] of ((((Player X) - (item (((Level) * (2)) - (1)) of [endpoints v])) * ((Player X) - (item (((Level) * (2)) - (1)) of [endpoints v]))) + (((Player Y) - (item ((Level) * (2)) of [endpoints v])) * ((Player Y) - (item ((Level) * (2)) of [endpoints v])))) ) < [30]> then\n        repeat (20)\n            erase all\n            Black Out Screen\n            Player (Counter 3) [0] [0]\n            Draw Ground\n            Frame\n            change [player x v] by (((item (((Level) * (2)) - (1)) of [endpoints v]) - (Player X)) / (8))\n            change [player y v] by (((item ((Level) * (2)) of [endpoints v]) - (Player Y)) / (8))\n            change [counter 3 v] by (-10)\n        end\n        wait (0.4) seconds\n        change [level v] by (1)\n        set [sx v] to [0]\n        set [sy v] to [0]\n        set [player x v] to [-200]\n        set [player y v] to [100]\n        Set up List\n        set [can jump? v] to [False]\n    end\n    if <(Player Y) < [-1000]> then\n        repeat (20)\n            erase all\n            Black Out Screen\n            Player ((Counter 3) / (2)) [0] (Counter 3)\n            Draw Ground\n            change [counter 3 v] by (-10)\n            Frame\n        end\n        set [sx v] to [0]\n        set [sy v] to [0]\n        set [player x v] to [-200]\n        set [player y v] to [100]\n        Set up List\n        set [can jump? v] to [False]\n    end\n    if <(Touching Bad) = [1]> then\n        set [counter 3 v] to [0]\n        repeat (10)\n            erase all\n            Black Out Screen\n            Frame\n            Player (Counter 3) [0] [0]\n            Draw Ground\n            change [counter 3 v] by (-10)\n        end\n        set [sx v] to [0]\n        set [sy v] to [0]\n        set [player x v] to [-200]\n        set [player y v] to [100]\n        Set up List\n        set [can jump? v] to [False]\n    end\n    if <(Level) = [9]> then\n        erase all\n        hide variable [title v]\n        switch backdrop to (backdrop2 v)\n        stop [this script v]\n    end\n    if <(SY) < [0]> then\n        set [can jump? v] to [False]\n    end\n    if <<key (up arrow v) pressed?> and <(Can Jump?) = [True]>> then\n        set [can jump? v] to [False]\n        set [sy v] to [13]\n    end\n    change [sy v] by (-1)\n    change [player y v] by (SY)\n    Touch Y\n    if <(Touching Pad) = [1]> then\n        set [can jump? v] to [False]\n        set [sy v] to [17]\n    end\n    if <key (right arrow v) pressed?> then\n        change [sx v] by (1.5)\n    end\n    if <key (left arrow v) pressed?> then\n        change [sx v] by (-1.5)\n    end\n    set [sx v] to ((SX) * (0.8))\n    change [player x v] by (round (SX))\n    Touch X\n    Frame\nend\n\ndefine Frame\nset pen color to (#000000)\n\n    pen up\n    go to x: (240) y: (180)\n    pen down\n    go to x: (-240) y: (180)\n    go to x: (-240) y: (-180)\n    go to x: (240) y: (-180)\n    go to x: (240) y: (180)\n    pen up\nend\n\nwhen I receive [editor v]\nerase all\nset [sx v] to [0]\nset [sy v] to [0]\nset [player x v] to [-200]\nset [player y v] to [100]\nSet up List\nset [can jump? v] to [False]\nset [type v] to [1]\nforever\n    erase all\n    set [counter 3 v] to [0]\n    Black Out Screen\n    Draw Ground\n    Player (Counter 3) [0] [0]\n    if <key (1 v) pressed?> then\n        set [type v] to [1]\n    end\n    if <key (2 v) pressed?> then\n        set [type v] to [2]\n    end\n    if <key (3 v) pressed?> then\n        set [type v] to [3]\n    end\n    if <key (up arrow v) pressed?> then\n        change [player y v] by (8)\n    end\n    if <key (down arrow v) pressed?> then\n        change [player y v] by (-8)\n    end\n    if <key (right arrow v) pressed?> then\n        change [player x v] by (8)\n    end\n    if <key (left arrow v) pressed?> then\n        change [player x v] by (-8)\n    end\n    if <mouse down?> then\n        set [start y v] to ((mouse y) + (Player Y))\n        set [start x v] to ((mouse x) + (Player X))\n        set [stop v] to [0]\n        repeat until <<not <mouse down?>> or <(Stop) = [1]>>\n            erase all\n            if <key (1 v) pressed?> then\n                set [type v] to [1]\n            end\n            if <key (2 v) pressed?> then\n                set [type v] to [2]\n            end\n            if <key (3 v) pressed?> then\n                set [type v] to [3]\n            end\n            if <key (space v) pressed?> then\n                set [stop v] to [1]\n            end\n            if <key (up arrow v) pressed?> then\n                change [player y v] by (8)\n            end\n            if <key (down arrow v) pressed?> then\n                change [player y v] by (-8)\n            end\n            if <key (right arrow v) pressed?> then\n                change [player x v] by (8)\n            end\n            if <key (left arrow v) pressed?> then\n                change [player x v] by (-8)\n            end\n            Black Out Screen\n            Draw Ground\n            Draw Rectangle from ((Start X) - (X)) ((Start Y) - (Y)) to (((mouse x) + (Player X)) - (X)) (((mouse y) + (Player Y)) - (Y)) (Type) <>\n            Frame\n            Player (Counter 3) [0] [0]\n        end\n        if <(Stop) = [0]> then\n            if <(Start X) < ((mouse x) + (Player X))> then\n                Add Number (Start X) (Type)\n                if <(Start Y) < ((mouse y) + (Player Y))> then\n                    Add Number (Start Y) (Type)\n                    Add Number ((mouse x) + (Player X)) (Type)\n                    Add Number ((mouse y) + (Player Y)) (Type)\n                else\n                    Add Number ((mouse y) + (Player Y)) (Type)\n                    Add Number ((mouse x) + (Player X)) (Type)\n                    Add Number (Start Y) (Type)\n                end\n            else\n                Add Number ((mouse x) + (Player X)) (Type)\n                if <(Start Y) < ((mouse y) + (Player Y))> then\n                    Add Number (Start Y) (Type)\n                    Add Number (Start X) (Type)\n                    Add Number ((mouse y) + (Player Y)) (Type)\n                else\n                    Add Number ((mouse y) + (Player Y)) (Type)\n                    Add Number (Start X) (Type)\n                    Add Number (Start Y) (Type)\n                end\n            end\n        end\n        if <(Stop) = [1]> then\n            repeat until <not <mouse down?>>\n                erase all\n                if <key (up arrow v) pressed?> then\n                    change [player y v] by (8)\n                end\n                if <key (down arrow v) pressed?> then\n                    change [player y v] by (-8)\n                end\n                if <key (right arrow v) pressed?> then\n                    change [player x v] by (8)\n                end\n                if <key (left arrow v) pressed?> then\n                    change [player x v] by (-8)\n                end\n                Black Out Screen\n                Draw Ground\n                Frame\n                Player (Counter 3) [0] [0]\n            end\n        end\n    end\n    Frame\nend\n\ndefine Get Coords (segment) (list)\nset [x1 v] to []\nset [x2 v] to []\nset [y1 v] to []\nset [y2 v] to []\nif <(list) = [1]> then\n    set [loop v] to [0]\n    repeat (7)\n        change [loop v] by (1)\n        set [x1 v] to (join (X1) (letter ((segment) - ((28) - (Loop))) of (item (Level) of [ground v])))\n        set [y1 v] to (join (Y1) (letter ((segment) - ((21) - (Loop))) of (item (Level) of [ground v])))\n        set [x2 v] to (join (X2) (letter ((segment) - ((14) - (Loop))) of (item (Level) of [ground v])))\n        set [y2 v] to (join (Y2) (letter ((segment) - ((7) - (Loop))) of (item (Level) of [ground v])))\n    end\nelse\n    if <(list) = [2]> then\n        set [loop v] to [0]\n        repeat (7)\n            change [loop v] by (1)\n            set [x1 v] to (join (X1) (letter ((segment) - ((28) - (Loop))) of (item (Level) of [jump pads v])))\n            set [y1 v] to (join (Y1) (letter ((segment) - ((21) - (Loop))) of (item (Level) of [jump pads v])))\n            set [x2 v] to (join (X2) (letter ((segment) - ((14) - (Loop))) of (item (Level) of [jump pads v])))\n            set [y2 v] to (join (Y2) (letter ((segment) - ((7) - (Loop))) of (item (Level) of [jump pads v])))\n        end\n    else\n        set [loop v] to [0]\n        repeat (7)\n            change [loop v] by (1)\n            set [x1 v] to (join (X1) (letter ((segment) - ((28) - (Loop))) of (item (Level) of [dangers v])))\n            set [y1 v] to (join (Y1) (letter ((segment) - ((21) - (Loop))) of (item (Level) of [dangers v])))\n            set [x2 v] to (join (X2) (letter ((segment) - ((14) - (Loop))) of (item (Level) of [dangers v])))\n            set [y2 v] to (join (Y2) (letter ((segment) - ((7) - (Loop))) of (item (Level) of [dangers v])))\n        end\n    end\nend\nset [x1 v] to (round (X1))\nset [y1 v] to (round (Y1))\nset [x2 v] to (round (X2))\nset [y2 v] to (round (Y2))\n\nif <(list) = [1]> then\n    set [x1 v] to (round (join (letter ((segment) - (15)) of (item (1) of [ground v])) (join (letter ((segment) - (14)) of (item (1) of [ground v])) (join (letter ((segment) - (13)) of (item (1) of [ground v])) (letter ((segment) - (12)) of (item (1) of [ground v]))))))\n    set [x2 v] to (round (join (letter ((segment) - (11)) of (item (1) of [ground v])) (join (letter ((segment) - (10)) of (item (1) of [ground v])) (join (letter ((segment) - (9)) of (item (1) of [ground v])) (letter ((segment) - (8)) of (item (1) of [ground v]))))))\n    set [y1 v] to (round (join (letter ((segment) - (7)) of (item (1) of [ground v])) (join (letter ((segment) - (6)) of (item (1) of [ground v])) (join (letter ((segment) - (5)) of (item (1) of [ground v])) (letter ((segment) - (4)) of (item (1) of [ground v]))))))\n    set [y2 v] to (round (join (letter ((segment) - (3)) of (item (1) of [ground v])) (join (letter ((segment) - (2)) of (item (1) of [ground v])) (join (letter ((segment) - (1)) of (item (1) of [ground v])) (letter ((segment) - (0)) of (item (1) of [ground v]))))))\nelse\n    if <(list) = [2]> then\n        set [x1 v] to (round (join (letter ((segment) - (15)) of (item (1) of [jump pads v])) (join (letter ((segment) - (14)) of (item (1) of [jump pads v])) (join (letter ((segment) - (13)) of (item (1) of [jump pads v])) (letter ((segment) - (12)) of (item (1) of [jump pads v]))))))\n        set [x2 v] to (round (join (letter ((segment) - (11)) of (item (1) of [jump pads v])) (join (letter ((segment) - (10)) of (item (1) of [jump pads v])) (join (letter ((segment) - (9)) of (item (1) of [jump pads v])) (letter ((segment) - (8)) of (item (1) of [jump pads v]))))))\n        set [y1 v] to (round (join (letter ((segment) - (7)) of (item (1) of [jump pads v])) (join (letter ((segment) - (6)) of (item (1) of [jump pads v])) (join (letter ((segment) - (5)) of (item (1) of [jump pads v])) (letter ((segment) - (4)) of (item (1) of [jump pads v]))))))\n        set [y2 v] to (round (join (letter ((segment) - (3)) of (item (1) of [jump pads v])) (join (letter ((segment) - (2)) of (item (1) of [jump pads v])) (join (letter ((segment) - (1)) of (item (1) of [jump pads v])) (letter ((segment) - (0)) of (item (1) of [jump pads v]))))))\n    else\n        set [x1 v] to (round (join (letter ((segment) - (15)) of (item (1) of [dangers v])) (join (letter ((segment) - (14)) of (item (1) of [dangers v])) (join (letter ((segment) - (13)) of (item (1) of [dangers v])) (letter ((segment) - (12)) of (item (1) of [dangers v]))))))\n        set [x2 v] to (round (join (letter ((segment) - (11)) of (item (1) of [dangers v])) (join (letter ((segment) - (10)) of (item (1) of [dangers v])) (join (letter ((segment) - (9)) of (item (1) of [dangers v])) (letter ((segment) - (8)) of (item (1) of [dangers v]))))))\n        set [y1 v] to (round (join (letter ((segment) - (7)) of (item (1) of [dangers v])) (join (letter ((segment) - (6)) of (item (1) of [dangers v])) (join (letter ((segment) - (5)) of (item (1) of [dangers v])) (letter ((segment) - (4)) of (item (1) of [dangers v]))))))\n        set [y2 v] to (round (join (letter ((segment) - (3)) of (item (1) of [dangers v])) (join (letter ((segment) - (2)) of (item (1) of [dangers v])) (join (letter ((segment) - (1)) of (item (1) of [dangers v])) (letter ((segment) - (0)) of (item (1) of [dangers v]))))))\n    end\nend\n\ndefine Make number (num)\nif <(num) < [0]> then\n    if <(num) < [0]> then\n        set [redone number v] to [-]\n    else\n        set [redone number v] to [+]\n    end\n    repeat ((6) - ((length of (num)) - (1)))\n        set [redone number v] to (join (Redone Number) [0])\n    end\n    set [counter 4 v] to [1]\n    repeat ((length of (num)) - (1))\n        change [counter 4 v] by (1)\n        set [redone number v] to (join (Redone Number) (letter (Counter 4) of (num)))\n    end\nelse\n    if <(num) < [0]> then\n        set [redone number v] to [-]\n    else\n        set [redone number v] to [+]\n    end\n    repeat ((6) - (length of (num)))\n        set [redone number v] to (join (Redone Number) [0])\n    end\n    set [counter 4 v] to [0]\n    repeat (length of (num))\n        change [counter 4 v] by (1)\n        set [redone number v] to (join (Redone Number) (letter (Counter 4) of (num)))\n    end\nend\n\ndefine Add Number (num2) (list)\nMake number (num2)\nif <(list) = [1]> then\n    replace item (Level) of [ground v] with (join (item (Level) of [ground v]) (Redone Number))\nelse\n    if <(list) = [2]> then\n        replace item (Level) of [jump pads v] with (join (item (Level) of [jump pads v]) (Redone Number))\n    else\n        replace item (Level) of [dangers v] with (join (item (Level) of [dangers v]) (Redone Number))\n    end\nend\n\ndefine Instant Render Endpoint\nif <((Player X) + (240)) > ((item (((Level) * (2)) - (1)) of [endpoints v]) - (15))> then\n    if <((Player X) - (240)) < ((item (((Level) * (2)) - (1)) of [endpoints v]) + (15))> then\n        if <((Player Y) + (180)) > ((item ((Level) * (2)) of [endpoints v]) - (15))> then\n            if <((Player Y) - (180)) < ((item ((Level) * (2)) of [endpoints v]) + (15))> then\n                set pen size to (20)\n                set pen color to (#00ff21)\n                pen up\n                go to x: ((item (((Level) * (2)) - (1)) of [endpoints v]) - (X)) y: ((item ((Level) * (2)) of [endpoints v]) - (Y))\n                pen down\n                pen up\n            end\n        end\n    end\nend\n\nchange [player y v] by (400)\n\ndefine Black Out Screen\nset pen size to (1200)\nset pen color to (#000000)\npen down\ngo to x: (0) y: (0)\npen up\n\ngo to x: (220) y: (-148)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
Welcome to Sunshine!\nIn December - March in Canada, (where I live) there is lots of snow on the ground and I made this because I miss the sunshine and the summertime…\n\nInstructions: \nUse arrow keys or WASD to move! Mobile Friendly as well! There are 10 levels!\n\nCredits:\nThanks to @InfinitelyEndless for most of the platformer code! It really helped!\nAnd thanks to @-superwooper- for the beautiful flowers!\n\nYay!\n@spazestudios, @Matthew_K1, @Cesa23 all loved and faved!\nFollow @Pancham106\n\nSong: Tobu ; Colours and Vexento ; Tevo\n\nUseless Tags:\n#games #all #art #fun #platformer #HenryWolfe 