PLATFORMER editor
@Stage\n\nwhen flag clicked\nforever\n    switch backdrop to (backdrop3 v)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nbroadcast (play v)\ngo to x: (-236) y: (-112)\nset [play v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [spawn point v] to [0]\nforever\n    if <(play) = [1]> then\n        if <not <touching color (#0091ff)?>> then\n            change [yv v] by (-0.5)\n        end\n        if <touching color (#0091ff)?> then\n            if <(Yv) > [-0.8]> then\n                change [yv v] by (-0.1)\n            end\n        end\n        if <key (d v) pressed?> then\n            if <not <touching color (#0091ff)?>> then\n                change [xv v] by (0.7)\n            end\n            if <touching color (#0091ff)?> then\n                change [xv v] by (0.3)\n            end\n        end\n        if <key (a v) pressed?> then\n            if <not <touching color (#0091ff)?>> then\n                change [xv v] by (-0.7)\n            end\n            if <touching color (#0091ff)?> then\n                change [xv v] by (-0.3)\n            end\n        end\n        set [xv v] to ((Xv) * (0.85))\n        change x by (Xv)\n    end\n    if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n        change y by (1)\n        if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n            change y by (1)\n            if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n                change y by (1)\n                if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n                    change y by (1)\n                    if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n                        change y by (1)\n                        if <<<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <touching color (#00c7b6)?>> or <touching color (#00be06)?>> or <touching color (#d2d200)?>> then\n                            change x by ((Xv) * (-1))\n                            change y by (-5)\n                            if <key (w v) pressed?> then\n                                if <(Xv) > [0]> then\n                                    if <<key (d v) pressed?> and <(wall jump) = [0]>> then\n                                        if <not <touching color (#0091ff)?>> then\n                                            if <not <<touching color (#d2d200)?> or <touching color (#00c7b6)?>>> then\n                                                set [xv v] to [-4]\n                                                set [yv v] to [5]\n                                                set [wall jump v] to [1]\n                                            end\n                                        end\n                                        if <touching color (#0091ff)?> then\n                                            if <not <<touching color (#d2d200)?> or <touching color (#00c7b6)?>>> then\n                                                set [xv v] to [-2]\n                                                set [yv v] to [2]\n                                                set [wall jump v] to [1]\n                                            end\n                                        end\n                                    end\n                                end\n                                if <(Xv) < [0]> then\n                                    if <<key (a v) pressed?> and <(wall jump) = [0]>> then\n                                        if <not <touching color (#0091ff)?>> then\n                                            if <not <<touching color (#d2d200)?> or <touching color (#00c7b6)?>>> then\n                                                set [xv v] to [4]\n                                                set [yv v] to [5]\n                                                set [wall jump v] to [1]\n                                            end\n                                        end\n                                        if <touching color (#0091ff)?> then\n                                            if <not <<touching color (#d2d200)?> or <touching color (#00c7b6)?>>> then\n                                                set [xv v] to [2]\n                                                set [yv v] to [2]\n                                                set [wall jump v] to [1]\n                                            end\n                                        end\n                                    end\n                                end\n                            else\n                                set [xv v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (Yv)\n    if <<<touching color (#6e4600)?> or <touching color (#37a600)?>> or <touching color (#d2d200)?>> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n        set [wall jump v] to [0]\n    end\n    if <touching color (#00c7b6)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n        set [xv v] to ((Xv) * (1.1))\n        set [wall jump v] to [0]\n    end\n    if <touching color (#00be06)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n        set [wall jump v] to [0]\n        set [spawn point v] to [1]\n        set [character x v] to (x position)\n        set [character y v] to (y position)\n    end\n    change y by (-1)\n    if <<<touching color (#00be06)?> or <touching color (#00c7b6)?>> or <<touching color (#37a600)?> or <touching color (#6e4600)?>>> then\n        if <key (w v) pressed?> then\n            if <not <touching color (#0091ff)?>> then\n                if <not <touching color (#d2d200)?>> then\n                    set [yv v] to [4.5]\n                end\n            end\n            if <touching color (#0091ff)?> then\n                if <not <touching color (#d2d200)?>> then\n                    set [yv v] to [1.6]\n                end\n            end\n        end\n    end\n    if <<touching color (#ff5a00)?> or <touching color (#ab00ff)?>> then\n        if <(spawn point) = [0]> then\n            go to x: (([x position v] of [sprite7 v]) - (4)) y: ([y position v] of [sprite7 v])\n            set [xv v] to [0]\n            set [yv v] to [0]\n            point in direction (90)\n        end\n        if <(spawn point) = [1]> then\n            go to x: (character X) y: (character Y)\n            set [xv v] to [0]\n            set [yv v] to [0]\n            point in direction (90)\n        end\n    end\n    if <not <touching color (#0091ff)?>> then\n        if <touching color (#d2d200)?> then\n            change [yv v] by ((Yv) * (-1))\n            set [yv v] to [7.5]\n        end\n    end\n    if <touching color (#0091ff)?> then\n        if <touching color (#d2d200)?> then\n            set [yv v] to [2.8]\n        end\n    end\n    change y by (1)\nend\n\nwhen flag clicked\nforever\n    if <touching color (#ffffff)?> then\n        repeat until <touching color (#0091ff)?>\n            wait until <touching color (#0091ff)?>\n            set [yv v] to [-1]\n        end\n    end\nend\n\nwhen [z v] key pressed\ngo to x: (-236) y: (-90)\nstop [all v]\n\nwhen flag clicked\nforever\n    play sound [Geometry Dash level 7 - Jumper \[Full Song\] v] until done\nend\n\nwhen flag clicked\nrepeat until <key (s v) pressed?>\n    if <key (p v) pressed?> then\n        broadcast (can't play v)\n    end\nend\nwait until <key (s v) pressed?>\nforever\n    repeat until <(play) = [0]>\n        if <<key (p v) pressed?> and <(play) = [1]>> then\n            hide\n            set [xv v] to [0]\n            set [yv v] to [0]\n            set [spawn point v] to [0]\n            set [character x v] to [0]\n            set [character y v] to [0]\n            set [play v] to [0]\n            wait (0.1) seconds\n        end\n    end\n    repeat until <(play) = [1]>\n        if <<key (p v) pressed?> and <(play) = [0]>> then\n            show\n            go to x: (([x position v] of [sprite7 v]) - (4)) y: ([y position v] of [sprite7 v])\n            set [play v] to [1]\n            wait (0.1) seconds\n        end\n    end\nend\n\nwhen I receive [play v]\nwait until <(play) = [1]>\nset [yv v] to [0]\nset [xv v] to [0]\nwait until <(play) = [0]>\nset [yv v] to [0]\nset [xv v] to [0]\nbroadcast (play v)\n\nwhen flag clicked\nforever\n    if <touching (_edge_ v)?> then\n        change x by ((Xv) * (-1))\n    end\nend\n\n@Sprite1\n\nforever\n    if <(costume [number v]) = [6]> then\n        if <(play) = [1]> then\n        end\n    end\nend\n\nwhen flag clicked\nset [mode v] to [0]\nswitch costume to (costume1 v)\nforever\n    if <(mode) = [0]> then\n        repeat until <<(mode) = [1]> or <(mode) = [8]>>\n            switch costume to (costume1 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [1]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [8]\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <(mode) = [1]> then\n        repeat until <<(mode) = [2]> or <(mode) = [0]>>\n            switch costume to (costume9 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [2]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [0]\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <(mode) = [2]> then\n        repeat until <<(mode) = [3]> or <(mode) = [1]>>\n            switch costume to (costume4 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [3]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [1]\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <(mode) = [3]> then\n        repeat until <<(mode) = [4]> or <(mode) = [2]>>\n            switch costume to (costume5 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [4]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [2]\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <(mode) = [4]> then\n        repeat until <<(mode) = [5]> or <(mode) = [3]>>\n            switch costume to (costume6 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [5]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [3]\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <(mode) = [5]> then\n        repeat until <<(mode) = [6]> or <(mode) = [4]>>\n            switch costume to (costume7 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [6]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [4]\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <(mode) = [6]> then\n        repeat until <<(mode) = [7]> or <(mode) = [5]>>\n            switch costume to (costume8 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [7]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [5]\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <(mode) = [7]> then\n        repeat until <<(mode) = [8]> or <(mode) = [6]>>\n            switch costume to (costume10 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [8]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [6]\n                wait (0.1) seconds\n            end\n        end\n    end\n    if <(mode) = [8]> then\n        repeat until <<(mode) = [0]> or <(mode) = [7]>>\n            switch costume to (costume3 v)\n            if <key (right arrow v) pressed?> then\n                set [mode v] to [0]\n                wait (0.1) seconds\n            end\n            if <key (left arrow v) pressed?> then\n                set [mode v] to [7]\n                wait (0.1) seconds\n            end\n        end\n    end\nend\n\nwhen [z v] key pressed\ngo to x: (-236) y: (-76)\nerase all\n\nwhen flag clicked\nerase all\nshow\ngo to x: (-228) y: (-116)\nforever\n    if <(play) = [0]> then\n        if <<key (space v) pressed?> and <(mode) = [0]>> then\n            switch costume to (costume1 v)\n            stamp\n        end\n        if <<key (space v) pressed?> and <(mode) = [1]>> then\n            switch costume to (costume9 v)\n            stamp\n        end\n        if <<key (space v) pressed?> and <(mode) = [2]>> then\n            switch costume to (costume4 v)\n            stamp\n        end\n        if <<key (space v) pressed?> and <(mode) = [3]>> then\n            switch costume to (costume5 v)\n            stamp\n        end\n        if <<key (space v) pressed?> and <(mode) = [4]>> then\n            switch costume to (costume6 v)\n            stamp\n        end\n        if <<key (space v) pressed?> and <(mode) = [5]>> then\n            switch costume to (costume7 v)\n            stamp\n        end\n        if <<key (space v) pressed?> and <(mode) = [6]>> then\n            switch costume to (costume8 v)\n            create clone of (_myself_ v)\n            wait (0.5) seconds\n        end\n        if <<key (space v) pressed?> and <(mode) = [7]>> then\n            switch costume to (costume10 v)\n            stamp\n        end\n        if <<key (space v) pressed?> and <(mode) = [8]>> then\n            switch costume to (costume2 v)\n            stamp\n            switch costume to (costume3 v)\n        end\n    end\nend\n\nwhen I start as a clone\nset [wall v] to [0]\nset [enemy yv v] to [0]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nforever\n    if <<touching color (#0b0712)?> and <key (space v) pressed?>> then\n        delete this clone\n    end\n    if <(play) = [0]> then\n        show\n        set [wall v] to [0]\n        set [enemy yv v] to [0]\n        set x to (enemy X)\n        set y to (enemy Y)\n    end\n    if <(play) = [1]> then\n        if <(wall) = [1]> then\n            change x by (-1)\n        end\n        if <(wall) = [0]> then\n            change x by (1)\n        end\n        if <not <<touching color (#0091ff)?> or <touching color (#006bbc)?>>> then\n            change [enemy yv v] by (-0.5)\n        end\n        if <<touching color (#0091ff)?> or <touching color (#006bbc)?>> then\n            if <(enemy Yv) > [-0.8]> then\n                change [enemy yv v] by (-0.1)\n            end\n        end\n    end\n    if <<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <<touching color (#00c7b6)?> or <touching color (#00be06)?>>> or <touching color (#d2d200)?>> then\n        change y by (1)\n        if <<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <<touching color (#00c7b6)?> or <touching color (#00be06)?>>> or <touching color (#d2d200)?>> then\n            change y by (1)\n            if <<<<touching color (#37a600)?> or <touching color (#6e4600)?>> or <<touching color (#00c7b6)?> or <touching color (#00be06)?>>> or <touching color (#d2d200)?>> then\n                change y by (-3)\n            end\n        end\n    end\n    change y by (enemy Yv)\n    if <<<touching color (#6e4600)?> or <touching color (#37a600)?>> or <<touching color (#d2d200)?> or <touching color (#00be06)?>>> then\n        change y by ((enemy Yv) * (-1))\n        set [enemy yv v] to [0]\n        set [enemy speed v] to [1]\n    end\n    if <touching color (#00c7b6)?> then\n        change y by ((enemy Yv) * (-1))\n        set [enemy yv v] to [0]\n        set [enemy speed v] to [3]\n    end\n    change y by (-1)\n    if <touching color (#c84600)?> then\n        hide\n    end\n    if <not <<touching color (#0091ff)?> or <touching color (#006bbc)?>>> then\n        if <touching color (#d2d200)?> then\n            change [enemy yv v] by ((enemy Yv) * (-1))\n            set [enemy yv v] to [7.5]\n        end\n    end\n    if <<touching color (#0091ff)?> or <touching color (#006bbc)?>> then\n        if <touching color (#d2d200)?> then\n            set [enemy yv v] to [2.8]\n        end\n    end\n    change y by (1)\nend\n\nwhen I start as a clone\nwait until <(play) = [1]>\nforever\n    if <(wall) = [0]> then\n        repeat until <(wall) = [1]>\n            if <(play) = [1]> then\n                if <not <<touching color (#0091ff)?> or <touching color (#006bbc)?>>> then\n                    change x by (enemy speed)\n                end\n            end\n            if <<<<<touching color (#6e4600)?> or <touching color (#00c7b6)?>> or <<touching color (#00be06)?> or <touching color (#d2d200)?>>> or <touching color (#37a600)?>> or <touching (_edge_ v)?>> then\n                set [wall v] to [1]\n            end\n        end\n    end\n    if <(wall) = [1]> then\n        repeat until <(wall) = [0]>\n            if <(play) = [1]> then\n                if <not <<touching color (#0091ff)?> or <touching color (#006bbc)?>>> then\n                    change x by ((enemy speed) * (-1))\n                end\n            end\n            if <<<<<touching color (#6e4600)?> or <touching color (#00c7b6)?>> or <<touching color (#00be06)?> or <touching color (#d2d200)?>>> or <touching color (#37a600)?>> or <touching (_edge_ v)?>> then\n                set [wall v] to [0]\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <mouse down?> then\n        set x to ((round ((x position) / (8))) * (8))\n        set y to ((round ((y position) / (8))) * (8))\n    end\n    go to (mouse-pointer v)\n    set x to ((round ((x position) / (8))) * (8))\n    set y to ((round ((y position) / (8))) * (8))\n    if <(play) = [1]> then\n        hide\n    end\n    if <(play) = [0]> then\n        show\n    end\nend\n\ngo to (mouse-pointer v)\n\nwhen I start as a clone\nforever\n    if <touching color (#ffffff)?> then\n        repeat until <<touching color (#0091ff)?> or <touching color (#006bbc)?>>\n            wait until <<touching color (#0091ff)?> or <touching color (#006bbc)?>>\n            set [enemy yv v] to [-1]\n        end\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<(wall) = [1]> and <<<<<touching color (#6e4600)?> or <touching color (#00c7b6)?>> or <<touching color (#00be06)?> or <touching color (#d2d200)?>>> or <touching color (#37a600)?>> or <touching (_edge_ v)?>>> then\n        if <(enemy speed) = [1]> then\n            change x by (-1)\n        end\n        if <(enemy speed) = [3]> then\n            change x by (-3)\n        end\n    end\n    if <<(wall) = [0]> and <<<<<touching color (#6e4600)?> or <touching color (#00c7b6)?>> or <<touching color (#00be06)?> or <touching color (#d2d200)?>>> or <touching color (#37a600)?>> or <touching (_edge_ v)?>>> then\n        if <(enemy speed) = [1]> then\n            change x by (1)\n        end\n        if <(enemy speed) = [3]> then\n            change x by (3)\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(play) = [0]> then\n        show\n    end\n    if <(play) = [1]> then\n        hide\n    end\nend\n\nwhen I start as a clone\nforever\n    if <<touching color (#ffffff)?> and <key (space v) pressed?>> then\n        delete this clone\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nrepeat (2)\n    show\n    erase all\n    go to x: (0) y: (0)\n    stamp\n    hide\nend\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (20)\n    change [ghost v] effect by (5)\nend\n\nwhen [z v] key pressed\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    go to (mouse-pointer v)\n    set x to ((round ((x position) / (8))) * (8))\n    set y to ((round ((y position) / (8))) * (8))\n    switch costume to ((mode) + (1))\n    if <(play) = [0]> then\n        show\n    end\n    if <(play) = [1]> then\n        hide\n    end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    if <(play) = [0]> then\n        switch costume to (costume1 v)\n        set [ghost v] effect to (80)\n    end\n    if <(play) = [1]> then\n        switch costume to (costume2 v)\n    end\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (-232) y: (-112)\nhide\nforever\n    if <(play) = [1]> then\n        hide\n    end\n    if <key (s v) pressed?> then\n        if <(play) = [0]> then\n            go to (mouse-pointer v)\n            set x to ((round ((x position) / (8))) * (8))\n            set y to ((round ((y position) / (8))) * (8))\n        end\n    end\nend\n\nwhen flag clicked\nwait until <key (s v) pressed?>\nforever\n    if <(play) = [0]> then\n        show\n    end\nend\n\n@Sprite8\n\nwhen I receive [can't play v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\n\nwhen [z v] key pressed\nshow\n\n
-------------WELCOME to PLATFORMER editor-----------\n+SPACE to PLACE block\n+RIGHT,LEFT ARROW to CHANGE block\n+GRASS and DIRT (GROUND)\n+ORANGE is LAVA (danger)\n+YELLOW is JUMP PAD (jump higher)\n+BLUE is WATER (move slower)\n+LIGHT BLUE is ICE (slippery) (GROUND)\n+PURPLE is ENEMY (go backward when touching ground)\n+GREEN is CHECK POINT (reset when key P press) (GROUND)\n+WHITE is DELETE\n+P to PLAY (or STOP) \n+W,A,D to MOVE the character\n+RED SQUARE is SPAWN POINT \n(MOUSE POINTER + S to set your SPAWN POINT)\n+GREEN FLAG to RESET level\n------------------------------------TIP--------------------------------\n+you jump 2 block in the AIR, 1 block in WATER, 6 block when use JUMP PAD, 4 block when use JUMP PAD in WATER\n+you can wall jump only ONE TIME until touching GROUND\n+you need to STAND ON the CHECK POINT to set your SPAWN POINT\n+the ENEMY go the the RIGHT first\n+JUMP PAD only work on it SURFACE so you can WALL JUMP on the SIDE of it too \n+you can DELETE the FIRST GROUND too