Firework A Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (newbackground2048x1536 v)\nforever\n    set volume to (50) %\n    play sound [TheFatRat - Unity v] until done\nend\n\n@Water\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [play game v]\nshow\nwait (7) seconds\ngo to [front v] layer\nforever\n    repeat (10)\n        change y by (-1)\n    end\n    repeat (10)\n        change y by (1)\n    end\nend\n\nwhen [timer v] > (TIMER)\nhide\n\nwhen I receive [play game v]\nhide variable [level v]\nhide variable [timer v]\nhide variable [deaths v]\n\nwhen I receive [open portal v]\nplay sound [Doorbell v] until done\n\nwhen I receive [player die v]\nwait (0.5) seconds\nstart sound [Oops v]\n\n@Sprite5\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n    repeat (5)\n        turn right (5) degrees\n    end\n    repeat (5)\n        turn right (3) degrees\n    end\n    repeat (5)\n        turn right (1) degrees\n    end\n    repeat (5)\n        turn right (-1) degrees\n    end\n    repeat (5)\n        turn right (-3) degrees\n    end\n    repeat (5)\n        turn right (-5) degrees\n    end\n    repeat (5)\n        turn right (-5) degrees\n    end\n    repeat (5)\n        turn right (-3) degrees\n    end\n    repeat (5)\n        turn right (-1) degrees\n    end\n    repeat (5)\n        turn right (1) degrees\n    end\n    repeat (5)\n        turn right (3) degrees\n    end\n    repeat (5)\n        turn right (5) degrees\n    end\nend\n\nwhen I receive [play game v]\nshow\ngo to x: (-205) y: (105)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nforever\n    switch costume to (LEVEL)\nend\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen [timer v] > (TIMER)\nhide\n\nwhen [timer v] > (TIMER)\nhide\n\n@Fireworks\n\ndefine Edit\nif <not <<[type v] contains [1]?> or <[10] < (length of [pyv v])>>> then\n    if <mouse down?> then\n        add (pick random (3) to (4)) to [particles v]\n        add (mouse x) to [px v]\n        add [-190] to [py v]\n        add (pick random (-2) to (2)) to [pxv v]\n        add [7] to [pyv v]\n        add [1] to [type v]\n        Random colour\n    else\n        add (pick random (3) to (4)) to [particles v]\n        add (pick random (-200) to (200)) to [px v]\n        add [-190] to [py v]\n        add (pick random (-2) to (2)) to [pxv v]\n        add [11] to [pyv v]\n        add [1] to [type v]\n        Random colour\n    end\nend\nset [iterate v] to [0]\nrepeat (length of [particles v])\n    change [iterate v] by (1)\n    replace item (iterate) of [px v] with ((item (iterate) of [px v]) + (item (iterate) of [pxv v]))\n    replace item (iterate) of [py v] with ((item (iterate) of [py v]) + (item (iterate) of [pyv v]))\n    replace item (iterate) of [pxv v] with ((0) + ((item (iterate) of [pxv v]) * (0.99)))\n    replace item (iterate) of [pyv v] with ((-0.05) + ((item (iterate) of [pyv v]) * (0.99)))\n    replace item (iterate) of [particles v] with ((item (iterate) of [particles v]) + (0.2))\n    if <[10] < (item (iterate) of [particles v])> then\n        delete (iterate) of [particles v]\n        delete (iterate) of [px v]\n        delete (iterate) of [py v]\n        delete (iterate) of [pxv v]\n        delete (iterate) of [pyv v]\n        delete (iterate) of [type v]\n        delete (iterate) of [colour v]\n    else\n        if <[7] < (item (iterate) of [particles v])> then\n            if <[1] = (item (iterate) of [type v])> then\n                replace item (iterate) of [type v] with [0]\n                repeat (50)\n                    add (pick random (2) to (-2)) to [particles v]\n                    add (item (iterate) of [px v]) to [px v]\n                    add (item (iterate) of [py v]) to [py v]\n                    add (([sin v] of (pick random (1) to (360)) ) * (pick random (-5) to (5))) to [pxv v]\n                    add ((3) + (([cos v] of (pick random (1) to (360)) ) * (pick random (-5) to (5)))) to [pyv v]\n                    add [0] to [type v]\n                    add (item (iterate) of [colour v]) to [colour v]\n                end\n            end\n        end\n    end\n    if <(item (iterate) of [py v]) < [-200]> then\n        delete (iterate) of [particles v]\n        delete (iterate) of [px v]\n        delete (iterate) of [py v]\n        delete (iterate) of [pxv v]\n        delete (iterate) of [pyv v]\n        delete (iterate) of [type v]\n        delete (iterate) of [colour v]\n    end\nend\n\ndefine Render\ngo to x: (0) y: (0)\nset [ghost v] effect to (88)\nstamp\nset [iterate v] to [0]\nrepeat (length of [particles v])\n    change [iterate v] by (1)\n    set pen color to (join [0x] (item (iterate) of [colour v]))\n    if <(item (iterate) of [particles v]) < [9]> then\n        if <[5] < (item (iterate) of [particles v])> then\n            if <(item (iterate) of [type v]) = [1]> then\n                set pen color to (join [0x] (item (iterate) of [colour v]))\n            else\n                set pen color to (join (join [0x] (join (round ((14) - ((item (iterate) of [particles v]) * (1.6)))) [1])) (item (iterate) of [colour v]))\n            end\n        end\n        set pen size to (1)\n        go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n        pen down\n        if <(item (iterate) of [type v]) = [1]> then\n            set pen size to (((12) + (item (iterate) of [particles v])) / (4))\n        else\n            set pen size to (item (iterate) of [particles v])\n        end\n        go to x: ((item (iterate) of [pxv v]) + (item (iterate) of [px v])) y: ((item (iterate) of [pyv v]) + (item (iterate) of [py v]))\n        pen up\n    end\n    go to x: (item (iterate) of [px v]) y: (item (iterate) of [py v])\n    if <<[7] < (item (iterate) of [particles v])> or <<(item (iterate) of [particles v]) < [3]> or <[1] = (item (iterate) of [type v])>>> then\n        repeat (pick random (1) to (pick random (1) to (2)))\n            set pen size to (pick random (pick random (1) to (20)) to (pick random (120) to (90)))\n            set pen color to (join [0x] (join [03] (item (iterate) of [colour v])))\n            if <(item (iterate) of [particles v]) < [3]> then\n                set pen color to (join [0x] (join [02] (item (iterate) of [colour v])))\n            end\n            pen down\n            pen up\n        end\n        if <[1] = (item (iterate) of [type v])> then\n            repeat (3)\n                set pen size to (pick random (item (iterate) of [particles v]) to (((item (iterate) of [particles v]) - (3)) * (30)))\n                set pen color to (join (join [0x0] (letter (round ((5) + (item (iterate) of [particles v]))) of [0123456789ABCDEF])) (item (iterate) of [colour v]))\n                pen down\n                pen up\n            end\n        end\n    end\nend\n\ndefine Random colour\nif <(pick random (1) to (3)) = [1]> then\n    add (join [FF] (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\nelse\n    if <(pick random (1) to (2)) = [1]> then\n        add (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join [FF] (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])))) to [colour v]\n    else\n        add (join (join (letter (pick random (10) to (16)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) (join (join (letter (pick random (1) to (5)) of [0123456789ABCDEF]) (letter (pick random (1) to (16)) of [0123456789ABCDEF])) [FF])) to [colour v]\n    end\nend\n\nadd [FF99FF] to [colour v]\n\nerase all\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nrepeat (3)\n    add (pick random (7) to (7)) to [particles v]\n    add (pick random (-2) to (2)) to [pxv v]\n    add (pick random (-50) to (50)) to [py v]\n    add [11] to [pyv v]\n    add [1] to [type v]\n    add (pick random (-240) to (240)) to [px v]\n    if <[1] = (pick random (1) to (3))> then\n        add [FFFF00] to [colour v]\n    else\n        if <[1] = (pick random (1) to (2))> then\n            add [00FFFF] to [colour v]\n        else\n            add [FF00FF] to [colour v]\n        end\n    end\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nhide\ndelete (all) of [particles v]\ndelete (all) of [px v]\ndelete (all) of [py v]\ndelete (all) of [pxv v]\ndelete (all) of [pyv v]\ndelete (all) of [type v]\ndelete (all) of [colour v]\nforever\n    Render\n    Edit\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (level 2 1 v)\n    Clone at x: [150] y: [200]\n    Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n    switch costume to (level 3 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n    switch costume to (level 4 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n    switch costume to (level 5 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [145]\n    Clone at x: [360] y: [200]\n    Clone at x: [360] y: [100]\n    Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n    switch costume to (level 1 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (level 2 1 v)\n    Clone at x: [150] y: [200]\n    Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n    switch costume to (level 3 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n    switch costume to (level 4 1 v)\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n    switch costume to (level 5 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [145]\n    Clone at x: [360] y: [200]\n    Clone at x: [360] y: [100]\n    Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n    switch costume to (level 6 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Trampoline\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    Clone at x: [360] y: [-35]\nend\nif <(LEVEL) = [3]> then\n    Clone at x: [539] y: [-75]\nend\nif <(LEVEL) = [4]> then\n    Clone at x: [300] y: [-40]\nend\nif <(LEVEL) = [5]> then\n    Clone at x: [250] y: [-50]\n    Clone at x: [890] y: [74]\n    Clone at x: [1075] y: [220]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (springboarddown v)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    if <touching (player v)?> then\n        broadcast (Bounce v)\n        start sound [boing v]\n        repeat (2)\n            next costume\n            wait (0.1) seconds\n        end\n        switch costume to (springboardup v)\n    end\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open Portal]> and <touching (player v)?>> then\n    play sound [Teleport2 v] until done\n    set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n    if <(LEVEL) = [1]> then\n        switch costume to (close portal v)\n        Clone at x: [1110] y: [-5]\n    end\n    if <(LEVEL) = [2]> then\n        switch costume to (close portal v)\n        Clone at x: [709] y: [541]\n    end\n    if <(LEVEL) = [3]> then\n        switch costume to (close portal v)\n        Clone at x: [1235] y: [150]\n    end\n    if <(LEVEL) = [4]> then\n        switch costume to (close portal v)\n        Clone at x: [990] y: [50]\n    end\n    if <(LEVEL) = [5]> then\n        switch costume to (close portal v)\n        Clone at x: [2480] y: [360]\n    end\nelse\n    set [x v] to [-9999999999]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open portal v)\n\n@Laggy\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [activate rock trap v] to [N]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setup v) and wait\n    Game On\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v) and wait\n    end\n    if <(EXIT) = [Win]> then\n        Game-Win\n    else\n        Game-Die\n        set [activate rock trap v] to [N]\n        change [deaths v] by (1)\n    end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [sx v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (50) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    point in direction (-90)\n    change [sx v] by (-2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n    point in direction (90)\n    change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n    Change Player X By (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(In Air) < [4]> then\n        set [sy v] to [16]\n    end\nend\nif <(sy) > [-20]> then\n    change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTrap-Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n    set [exit v] to [Die]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n    set [exit v] to [Die]\nend\nif <(ACTIVATE ROCK TRAP) = [N]> then\n    if <<(LEVEL) = [3]> and <(x) > [590]>> then\n        set [activate rock trap v] to [Y]\n    end\n    if <<(LEVEL) = [5]> and <(x) > [170]>> then\n        set [activate rock trap v] to [Y]\n    end\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nchange [in air v] by (1)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(sx) > [0]> then\n            set [sx v] to [-16]\n        else\n            set [sx v] to [16]\n        end\n        set [in air v] to [0]\n    else\n        set [sx v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game-Die\nset [exit v] to []\nrepeat (5)\n    hide\n    wait (0.1) seconds\n    show\n    wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Trap-Die\nif <touching (danger v)?> then\n    set [exit v] to [Die]\n    start sound [crunch v]\nend\n\ndefine Game-Win\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-1)\n    change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nset [activate rock trap v] to [N]\nwait (1) seconds\nbroadcast (changeBackdrop v) and wait\n\nwhen I receive [player die v]\nset [exit v] to [Die]\n\nwhen [timer v] > (STOP TIMER)\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nset [deaths v] to [0]\nbroadcast (changeBackdrop v) and wait\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [bounce v]\nset [sy v] to [30]\nChange Player Y By (sy)\n\nwhen I receive [play game v]\nforever\n    if <touching (water v)?> then\n        broadcast (Player Die v)\n    end\nend\n\nwhen [1 v] key pressed\nsay [Hello!] for (2) seconds\n\nwhen [3 v] key pressed\nsay [Good Job] for (2) seconds\n\nwhen [2 v] key pressed\nsay [Congrans] for (2) seconds\n\nwhen [4 v] key pressed\nsay [Your amazing ] for (2) seconds\n\nwhen [5 v] key pressed\nsay [1000] for (2) seconds\n\nwhen [6 v] key pressed\nsay [Super] for (2) seconds\n\nwhen [7 v] key pressed\nsay [im lagging ] for (2) seconds\n\nwhen [8 v] key pressed\nsay [got to go] for (2) seconds\n\nwhen [9 v] key pressed\nsay [bye] for (2) seconds\n\nwhen flag clicked\nif <key (up arrow v) pressed?> then\n    play sound [Jump v] until done\nend\n\nwhen flag clicked\nshow\n\n@Water2\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [connected v]\nshow\nwait (7) seconds\ngo to [front v] layer\nforever\n    repeat (10)\n        change y by (-1)\n    end\n    repeat (10)\n        change y by (1)\n    end\nend\n\n@Words\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [connected v]\nset size to (0) %\ngo to x: (-6) y: (70)\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by (((120) - (size)) / (3))\n        set [ghost v] effect to (30)\n    else\n        change size by (((100) - (size)) / (3))\n        set [ghost v] effect to (-10)\n    end\nend\n\nwhen flag clicked\nshow\n\n@Play2\n\nwhen flag clicked\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [pop v]\nhide\nbroadcast (Start Game v)\nstop [this script v]\n\nwhen I receive [connected v]\nset size to (0) %\ngo to x: (0) y: (-90)\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        change size by (((120) - (size)) / (3))\n        set [ghost v] effect to (30)\n    else\n        change size by (((100) - (size)) / (3))\n        set [ghost v] effect to (-10)\n    end\nend\n\nwhen flag clicked\nshow\n\n@Colectables3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n    change [collected v] by (1)\n    start sound [collect v]\n    if <(COLLECTED) = (COINS)> then\n        broadcast (Open Portal v)\n    end\n    delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    Clone at x: [-170] y: [10]\n    Clone at x: [100] y: [40]\n    Clone at x: [311] y: [60]\n    Clone at x: [611] y: [20]\n    Clone at x: [611] y: [104]\n    Clone at x: [730] y: [50]\n    Clone at x: [1025] y: [-20]\nend\nif <(LEVEL) = [2]> then\n    Clone at x: [-79] y: [-76]\n    Clone at x: [166] y: [232]\n    Clone at x: [226] y: [232]\n    Clone at x: [191] y: [270]\n    Clone at x: [428] y: [339]\n    Clone at x: [543] y: [396]\n    Clone at x: [635] y: [481]\nend\nif <(LEVEL) = [3]> then\n    Clone at x: [-75] y: [0]\n    Clone at x: [56] y: [-65]\n    Clone at x: [250] y: [-10]\n    Clone at x: [685] y: [20]\n    Clone at x: [910] y: [-60]\n    Clone at x: [988] y: [60]\n    Clone at x: [1120] y: [168]\nend\nif <(LEVEL) = [4]> then\n    Clone at x: [-175] y: [5]\n    Clone at x: [80] y: [40]\n    Clone at x: [370] y: [60]\n    Clone at x: [550] y: [75]\n    Clone at x: [715] y: [195]\n    Clone at x: [815] y: [90]\n    Clone at x: [910] y: [90]\nend\nif <(LEVEL) = [5]> then\n    Clone at x: [-90] y: [0]\n    Clone at x: [370] y: [220]\n    Clone at x: [340] y: [-35]\n    Clone at x: [810] y: [130]\n    Clone at x: [1470] y: [460]\n    Clone at x: [1920] y: [530]\n    Clone at x: [2295] y: [480]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\n    next costume\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [coins v] by (1)\nset size to (20) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nforever\n\n@Exit3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open Portal]> and <touching (player v)?>> then\n    start sound [portal v]\n    set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n    if <(LEVEL) = [1]> then\n        switch costume to (close portal v)\n        Clone at x: [1110] y: [-5]\n    end\n    if <(LEVEL) = [2]> then\n        switch costume to (close portal v)\n        Clone at x: [709] y: [541]\n    end\n    if <(LEVEL) = [3]> then\n        switch costume to (close portal v)\n        Clone at x: [1235] y: [150]\n    end\n    if <(LEVEL) = [4]> then\n        switch costume to (close portal v)\n        Clone at x: [990] y: [50]\n    end\n    if <(LEVEL) = [5]> then\n        switch costume to (close portal v)\n        Clone at x: [2480] y: [360]\n    end\nelse\n    set [x v] to [-9999999999]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open portal v)\n\n@Danger4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (level 2 1 v)\n    Clone at x: [150] y: [200]\n    Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n    switch costume to (level 3 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n    switch costume to (level 4 1 v)\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n    switch costume to (level 5 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [145]\n    Clone at x: [360] y: [200]\n    Clone at x: [360] y: [100]\n    Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n    switch costume to (level 6 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Chat button\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (36) y: (330)\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nwait (1) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n    broadcast (C H A T v)\nend\n\nwhen [c v] key pressed\nbroadcast (Close C H A T v)\n\nwhen [timer v] > (TIMER)\nhide\n\n@Chat!\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [c h a t v]\nshow\ngo to [front v] layer\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nclear graphic effects\nshow\n\nwhen I receive [close c h a t v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\ngo to [back v] layer\nclear graphic effects\n\nwhen [timer v] > (TIMER)\nhide\n\n@fireworks_1f386 (1)\n\nwhen I start as a clone\nset size to (99) %\nrepeat (20)\n    change size by (-2)\n    change [ghost v] effect by (5)\n    go to (pick random (x position) to (y position))\nend\nwait (0.5) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\n    go to (mouse-pointer v)\n    point towards (pick random (x position) to (y position))\nend\n\n@RockHead\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [3]> then\n    Clone at x: [660] y: [100]\nend\nif <(LEVEL) = [5]> then\n    Clone at x: [315] y: [45]\n    Clone at x: [350] y: [45]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n    set [player dying v] to [Y]\n    broadcast (Player Die v) and wait\n    set [player dying v] to [N]\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (rockhead1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n    next costume\n    wait (1) seconds\n    if <(ACTIVATE ROCK TRAP) = [Y]> then\n        change [y v] by (-90)\n        wait (pick random (2) to (5)) seconds\n        change [y v] by (90)\n    end\nend\n\n@FrogNinja\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [6]> then\n    switch costume to (ninjafrogrun1 v)\n    Clone at x: [-110] y: [-10]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n    next costume\n    wait (0.1) seconds\nend\n\n@Danger2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n    switch costume to (level 1 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n    switch costume to (level 2 1 v)\n    Clone at x: [150] y: [200]\n    Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n    switch costume to (level 3 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n    switch costume to (level 4 1 v)\n    Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n    switch costume to (level 5 1 v)\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [0]\n    Clone at x: [360] y: [145]\n    Clone at x: [360] y: [200]\n    Clone at x: [360] y: [100]\n    Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n    switch costume to (level 6 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Saw\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n    set [player dying v] to [Y]\n    broadcast (Player Die v) and wait\n    set [player dying v] to [N]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [2]> then\n    switch costume to (saw1 v)\n    Clone at x: [65] y: [130]\nend\nif <(LEVEL) = [3]> then\n    switch costume to (saw1 v)\n    Clone at x: [-63] y: [-85]\n    Clone at x: [1128] y: [85]\nend\nif <(LEVEL) = [4]> then\n    switch costume to (saw1 v)\n    Clone at x: [915] y: [-20]\nend\nif <(LEVEL) = [5]> then\n    switch costume to (saw1 v)\n    Clone at x: [800] y: [70]\n    Clone at x: [830] y: [70]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n    next costume\n    wait (0.05) seconds\nend\n\n@Joining\n\nwhen flag clicked\nshow\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connected v]\nswitch costume to (joining v)\nhide\n\nwhen I receive [full v]\nswitch costume to (full  v)\nshow\n\nwhen flag clicked\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@481300158_144x108\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (99) layers\nhide\nset [stop timer v] to [0.1]\nforever\n    set [stop timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (STOP TIMER)\nhide variable [level v]\nhide variable [timer v]\nhide variable [deaths v]\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\n
@clifton-2711 2021 \n\nNEW UPDATE !! PLAY NOW ! IT'S ONLINE !!\n__________________________________________\nThis is not really big projects . Sometimes it's lagging !! With pen !!\n---------------------------------------------------------------------\nPlanned version : \n\nV.2.0 : Add to online [ Done ']\nV.3.0 : Add select character \nV.3.8 : Add Intro \nV.4.9 : Add more enemy [ Done ] \n\nMore version out coming soon !!\n---------------------------------------------------------------------\nI hope this projects is popular then super mario oddsey  and up than #10 trending . \n---------------------------------------------------------------------\n__________________________________________\nThis game is finished if you navigate to Level 6\n----------------------------------------------------------------------\nHello welcome back to @clifton-2711 . This game is actually really fun ! Also , this game is mobile friendly . Use arrow key to move the player . Don't touch the enemy and spikes . This game has 6 level . In scratch , i search firework a platformer , there are only 1 firework a platformer projects ! I am just imagine ! Collect all the coin to navigate to the next level ! Also , don't touch a sea . Sorry if there are no boss and the shop it too hard to make it . For mobile , touch a mobile with your finger . Collect all the coin for enter the portal . I hope you enjoy it !! Don't report this without respect or I will report to Scratch Team !!! Adservising is allow on this projects . Thanks !! Stay safe @clifton-2711 . When you heard sound door bell it mean the portal is open \n-----------------------------------------------------------------------\nLevel : \n\nLevel 1 : Easy \nLevel 2 : Medium\nLevel 3 : Medium\nLevel 4 : Medium\nLevel 5 : HARD \nLevel 6 : End \n\n-----------------------------------------------------------------------\n\n