Simple Platformer | Platformer | 
@Stage\n\nwhen flag clicked\nforever\n    play sound [platformer v] until done\nend\n\n@LEVEL\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    switch costume to (level_float)\nend\n\n@player\n\ndefine death animation\nrepeat (15)\n    change [ghost v] effect by (6.7)\nend\nwait (0.35) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nbroadcast (restart v)\nset [level_float v] to [1]\nforever\n    change [y vel. v] by (-1)\n    if <<<key (left arrow v) pressed?> or <mouse down?>> and <(mouse x) < (x position)>> then\n        change [x vel. v] by (-1)\n        switch costume to (2 v)\n    end\n    if <<<key (right arrow v) pressed?> or <mouse down?>> and <(mouse x) < (x position)>> then\n        change [x vel. v] by (1)\n        switch costume to (3 v)\n    end\n    set [x vel. v] to ((x vel.) * (0.85))\n    change x by (x vel.)\n    if <touching color (#cccccc)?> then\n        change y by (1)\n        if <touching color (#cccccc)?> then\n            change y by (1)\n            if <touching color (#cccccc)?> then\n                change y by (1)\n                if <touching color (#cccccc)?> then\n                    change y by (1)\n                    if <touching color (#cccccc)?> then\n                        change y by (1)\n                        if <touching color (#cccccc)?> then\n                            change y by (1)\n                            if <touching color (#cccccc)?> then\n                                change y by (-6)\n                                change x by ((x vel.) * (-1))\n                                set [x vel. v] to [0]\n                                if <key (up arrow v) pressed?> then\n                                    if <(x vel.) = [0]> then\n                                        change [x vel. v] by (-10)\n                                    else\n                                        change [x vel. v] by (10)\n                                    end\n                                    set [y vel. v] to [13]\n                                else\n                                    set [x vel. v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (y vel.)\n    if <touching color (#cccccc)?> then\n        change y by ((y vel.) * (-1))\n        set [y vel. v] to [0]\n    end\n    change y by (-1)\n    if <<<touching color (#cccccc)?> and <<key (up arrow v) pressed?> or <mouse down?>>> and <(mouse y) > (y position)>> then\n        set [y vel. v] to [13]\n    end\n    if <<touching color (#ff6666)?> or <(y position) < [-175]>> then\n        death animation\n        broadcast (restart v)\n    end\n    if <touching color (#fff694)?> then\n        change [y vel. v] by (33)\n    end\n    if <(x position) > [240]> then\n        broadcast (level setup v)\n        broadcast (next level v)\n    end\n    if <touching color (#cccccc)?> then\n        set [y vel. v] to ((y vel.) / (2))\n        if <key (up arrow v) pressed?> then\n            change [y vel. v] by (5)\n        end\n    end\n    if <touching (enemies v)?> then\n        set [y vel. v] to [13]\n    end\n    if <touching color (#b2dcff)?> then\n        set [y vel. v] to ((y vel.) / (2))\n        if <key (up arrow v) pressed?> then\n            change [y vel. v] by (5)\n        end\n    end\n    change y by (1)\nend\n\nwhen I receive [level setup v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\ngo to x: (-187) y: (-121)\n\nwhen I receive [next level v]\nchange [level_float v] by (1)\nbroadcast (setup enemies v)\n\nwhen I receive [restart v]\ngo to [front v] layer\ngo to x: (-187) y: (-121)\nset [y vel. v] to [0]\nset [x vel. v] to [0]\nbroadcast (setup enemies v)\n\n@enemies\n\nwhen I start as a clone\nshow\nforever\n    change [y vel. v] by (-1)\n    if <([x position v] of [player v]) < (x position)> then\n        change [x vel. v] by (-1)\n        switch costume to (2 v)\n    end\n    if <(x position) < ([x position v] of [player v])> then\n        change [x vel. v] by (1)\n        switch costume to (3 v)\n    end\n    set [x vel. v] to ((x vel.) * (0.75))\n    change x by (x vel.)\n    if <touching color (#cccccc)?> then\n        change y by (1)\n        if <touching color (#cccccc)?> then\n            change y by (1)\n            if <touching color (#cccccc)?> then\n                change y by (1)\n                if <touching color (#cccccc)?> then\n                    change y by (1)\n                    if <touching color (#cccccc)?> then\n                        change y by (1)\n                        if <touching color (#cccccc)?> then\n                            change y by (1)\n                            if <touching color (#cccccc)?> then\n                                change y by (-6)\n                                change x by ((x vel.) * (-1))\n                                set [x vel. v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (y vel.)\n    if <touching color (#cccccc)?> then\n        change y by ((y vel.) * (-1))\n        set [y vel. v] to [0]\n    end\n    change y by (-1)\n    if <(([y position v] of [player v]) - (50)) > (y position)> then\n        set [y vel. v] to [4]\n    end\n    if <touching color (#fff694)?> then\n        change [y vel. v] by (33)\n    end\n    if <touching color (#cccccc)?> then\n        set [y vel. v] to ((y vel.) / (2))\n        if <(([y position v] of [player v]) - (50)) > (y position)> then\n            change [y vel. v] by (5)\n        end\n    end\n    if <touching (swing v)?> then\n        delete this clone\n    end\n    if <touching (player v)?> then\n        if <(y position) < ([y position v] of [player v])> then\n            delete this clone\n        else\n            broadcast (restart v)\n        end\n    end\nend\n\ndefine clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup enemies v]\nif  then\n    delete this clone\nend\nif <(level_float) = [1]> then\n    clone at [76] [-113]\nend\nif <(level_float) = [2]> then\n    clone at [-102] [-104]\nend\nif <(level_float) = [4]> then\n    clone at [-74] [-120]\nend\nif <(level_float) = [5]> then\n    clone at [50] [-40]\nend\nif <(level_float) = [6]> then\n    clone at [33] [-108]\nend\nif <(level_float) = [7]> then\n    clone at [-10] [-55]\nend\nif <(level_float) = [8]> then\n    clone at [-24] [15]\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I start as a clone\nshow\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (2))\nswitch costume to (My costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n    switch costume to (cloud hitbox v)\n    change x by (-5)\n    switch costume to (My costume)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n    create clone of (_myself_ v)\n    wait (pick random (2) to (4)) seconds\nend\n\n
Hi \nUse the arrow keys to move and reach the end to go to the next level\nyou can kill the enemies by jumping on them