White || A Minimal Platformer
@Stage\n\nwhen flag clicked\nforever\n    switch backdrop to (Level)\nend\n\nwhen flag clicked\n\nwhen I receive [intro end v]\nforever\n    play sound [Relaxing Synth Instrumental v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-210) y: (-99)\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Stick X) > [.5]>> then\n    change [x velocity v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Stick X) < [-.5]>> then\n    change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (level v)?> then\n    set [slope v] to [0]\n    repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by ((Slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n            if <touching (level v)?> then\n                change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n            end\n        end\n        set [x velocity v] to [0]\n    end\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n    repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n        if <touching (level v)?> then\n            change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n        end\n    end\n    if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Stick Y) > [.5]>>> then\n        set [y velocity v] to (jump height)\n        broadcast (jumpingsfx v)\n    else\n        set [y velocity v] to [0]\n    end\nelse\n    change [y velocity v] by (-1)\nend\nif <touching (trampoline v)?> then\n    set [y velocity v] to ((jump height) + (4))\nend\nif <touching (trampolinerightleft v)?> then\n    if <(X Velocity) > [0]> then\n        set [x velocity v] to [-100]\n    end\n    if <(X Velocity) < [0]> then\n        set [x velocity v] to [100]\n    end\nend\n\nwhen I start as a clone\nbroadcast (nodisappear v)\nrepeat (10)\n    go to x: (x position) y: ((y position) + (5))\n    change [ghost v] effect by (10)\n    turn right (5) degrees\n    wait (.01) seconds\nend\nbroadcast (spikedone v)\ndelete this clone\n\nwhen I receive [spikedone v]\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nchange [spiked v] by (-1)\n\nwhen I start as a clone\nplay sound [Crumbling - Sound effect v] until done\n\nwhen I receive [jumpingsfx v]\nplay sound [FALL GUYS Jump Woo Sound Effects Pack3 v] until done\n\nwhen flag clicked\nforever\n    if <(Level) = [7]> then\n        set [level v] to [6]\n    end\nend\n\nwhen flag clicked\nforever\n    if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n        broadcast (PC v)\n    end\nend\n\nwhen I receive [start game v]\nforever\n    if <touching (finish v)?> then\n        broadcast (Swich to black v) and wait\n        change [level v] by (1)\n        if <(Level) = [2]> then\n            go to x: (210) y: (-99)\n        end\n        if <(Level) = [3]> then\n            go to x: (210) y: (109)\n        end\n        if <(Level) = [4]> then\n            go to x: (210) y: (-99)\n        end\n        if <(Level) = [5]> then\n            go to x: (210) y: (-99)\n        end\n        if <(Level) = [6]> then\n            go to x: (0) y: (0)\n        end\n    end\n    wait until <not <touching (finish v)?>>\nend\n\nwhen I receive [start game v]\nforever\n    if <touching (spikes v)?> then\n        create clone of (_myself_ v)\n        change [spiked v] by (1)\n        set [ghost v] effect to (100)\n        hide\n        if <(Level) = [2]> then\n            repeat until <(spiked) = [0]>\n                go to x: (210) y: (-99)\n                set [x velocity v] to [0]\n                set [y velocity v] to [0]\n            end\n        end\n        if <(Level) = [3]> then\n            repeat until <(spiked) = [0]>\n                go to x: (210) y: (109)\n                set [x velocity v] to [0]\n                set [y velocity v] to [0]\n            end\n        end\n        if <(Level) = [4]> then\n            repeat until <(spiked) = [0]>\n                go to x: (210) y: (-99)\n                set [x velocity v] to [0]\n                set [y velocity v] to [0]\n            end\n        end\n        if <(Level) = [5]> then\n            repeat until <(spiked) = [0]>\n                go to x: (210) y: (-99)\n                set [x velocity v] to [0]\n                set [y velocity v] to [0]\n            end\n        end\n        if <(Level) = [6]> then\n            repeat until <(spiked) = [0]>\n                go to x: (0) y: (0)\n                set [x velocity v] to [0]\n                set [y velocity v] to [0]\n            end\n        end\n    end\nend\n\nwhen I receive [start game v]\nset [ghost v] effect to (0)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [spiked v] to [0]\nforever\n    Platform [12] [-1] [0.7] [2]\nend\n\nwhen flag clicked\nbroadcast (Intro End v)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen flag clicked\n\n\n@Finish\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n    switch costume to (1 v)\n    wait (.08) seconds\n    switch costume to (2 v)\n    wait (.08) seconds\n    switch costume to (3 v)\n    wait (.08) seconds\n    switch costume to (4 v)\n    wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        point in direction (90)\n        go to x: (200) y: (-117)\n        wait until <(Level) = [2]>\n    end\n    if <(Level) = [2]> then\n        point in direction (90)\n        go to x: (200) y: (93)\n        wait until <(Level) = [3]>\n    end\n    if <(Level) = [3]> then\n        point in direction (-90)\n        go to x: (155) y: (-117)\n        wait until <(Level) = [4]>\n    end\n    if <(Level) = [4]> then\n        point in direction (90)\n        go to x: (200) y: (93)\n        wait until <(Level) = [5]>\n    end\n    if <(Level) = [5]> then\n        point in direction (-90)\n        go to x: (68) y: (-15)\n        wait until <(Level) = [6]>\n    end\n    if <(Level) = [6]> then\n        point in direction (-90)\n        go to x: (68) y: (-15)\n        wait until <(Level) = [6]>\n        hide\n    end\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        go to x: (-130) y: (-43)\n        hide\n    end\n    if <(Level) = [2]> then\n        go to x: (-95) y: (-44)\n        show\n    end\n    if <(Level) = [3]> then\n        go to x: (-120) y: (-43)\n        hide\n    end\n    if <(Level) = [4]> then\n        go to x: (-135) y: (-44)\n        show\n    end\n    if <(Level) = [5]> then\n        go to x: (-135) y: (-44)\n        show\n    end\n    if <(Level) = [6]> then\n        go to x: (0) y: (-101)\n        hide\n    end\nend\n\nwhen flag clicked\nswitch costume to (costume5 v)\nforever\n    if <touching (player v)?> then\n        start sound [pop v]\n        repeat (4)\n            next costume\n        end\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n        switch costume to (costume1 v)\n        wait (0.01) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume2 v)\n        wait (0.01) seconds\n        switch costume to (costume3 v)\n        wait (0.01) seconds\n        switch costume to (costume4 v)\n        wait (0.01) seconds\n        switch costume to (costume5 v)\n    end\nend\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\n@TrampolineRightLEFT\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (2 v)\nforever\n    if <(Level) = [1]> then\n        go to x: (-232) y: (120)\n        hide\n    end\n    if <(Level) = [2]> then\n        go to x: (-248) y: (107)\n        show\n    end\n    if <(Level) = [3]> then\n        go to x: (20) y: (35)\n        show\n    end\n    if <(Level) = [4]> then\n        go to x: (-250) y: (107)\n        show\n    end\n    if <(Level) = [5]> then\n        go to x: (-250) y: (80)\n        show\n    end\nend\n\nwhen flag clicked\nswitch costume to (2 v)\nforever\n    if <touching (player v)?> then\n        start sound [pop v]\n    end\nend\n\nwhen flag clicked\nset [ghost v] effect to (40)\ngo to [back v] layer\nforever\n    wait (.7) seconds\n    switch costume to (2 v)\n    set [brightness v] effect to (-10)\n    wait (.7) seconds\n    switch costume to (3 v)\n    set [brightness v] effect to (-5)\n    wait (.7) seconds\n    switch costume to (4 v)\n    set [brightness v] effect to (0)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@PlayersVFB2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (95)\nshow\nforever\n    go to x: (0) y: (0)\n    next costume\n    wait (pick random (.1) to (.001)) seconds\nend\n\n@transition\n\nwhen I receive [swich to black v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nstart sound [Ticking Clock Reverb v]\nrepeat (16)\n    next costume\nend\nbroadcast (nextblackswitch v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n    switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\n@Disappearing LVL\n\nwhen flag clicked\nset [no dis v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (0)\nset [level v] to [1]\nforever\n    go to x: (0) y: (0)\n    switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n    if <(no dis) = [0]> then\n        if <touching (player v)?> then\n            repeat (5)\n                change [ghost v] effect by (15)\n            end\n        end\n        wait until <not <touching (player v)?>>\n        repeat (5)\n            change [ghost v] effect by (-15)\n        end\n    end\nend\n\nwhen I receive [nodisappear v]\nset [no dis v] to [1]\nwait (1) seconds\nset [no dis v] to [0]\n\n@Beginning screen\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\nwhen I receive [start game v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\n@Play button\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [intro end v]\nswitch costume to (costume1 v)\nwait (1) seconds\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (0) y: (0)\nshow\nrepeat (5)\n    change [ghost v] effect by (-20)\nend\nforever\n    show\n    if <touching (mouse-pointer v)?> then\n        set size to ((65) + ((size) / (3))) %\n        point in direction ((90) + (([cos v] of (((timer) - (3)) * (500)) ) * (2)))\n        set [brightness v] effect to (10)\n    else\n        set size to ((55) + ((size) / (3))) %\n        set [brightness v] effect to (0)\n        point in direction (90)\n    end\nend\n\nwhen I receive [intro end v]\nforever\n    if <touching (mouse-pointer v)?> then\n        play sound [Hover v] until done\n        wait until <not <touching (mouse-pointer v)?>>\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        start sound [Click v]\n        broadcast (start game v)\n        repeat (10)\n            change [ghost v] effect by (10)\n        end\n        switch costume to (2 v)\n        hide\n        stop [this script v]\n    end\nend\n\n@Control Stick\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (3) layers\nset [ghost v] effect to (25)\nforever\n    set [stick power v] to []\n    set [stick x v] to [0]\n    set [stick y v] to [0]\n    repeat until <mouse down?>\n        go to (Centre)\n    end\n    if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n        Stick Drag\n    else\n        wait until <not <mouse down?>>\n    end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n    go to (mouse-pointer v)\n    point towards (Centre)\n    turn right (180) degrees\n    set [stick direction v] to (direction)\n    set [stick power v] to (distance to [(Centre) v])\n    if <(STICK POWER) > (max stick)> then\n        move ((max stick) - (STICK POWER)) steps\n        set [stick power v] to (max stick)\n    end\n    set [stick power v] to ((STICK POWER) / (max stick))\n    set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n    set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (186.5) y: (-126)\ngo to [front v] layer\nset [centre v] to [Control Stick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nforever\n    if <(Song) = [2]> then\n        set volume to (0) %\n    end\nend\n\nwhen I receive [intro end v]\nforever\n    if <(Song) = [1]> then\n        play sound [Coconut Mall - Naz3nt Future Funk Remix v] until done\n    end\nend\n\nwhen I receive [pc v]\nrepeat (10)\n    change [ghost v] effect by (4)\nend\ngo to [back v] layer\nhide\nstop [other scripts in sprite v]\n\n
ㅤ ㅤㅤ|| White ||\nㅤMinimal Platformerㅤ\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nㅤ ㅤ ㅤControls \nㅤㅤㅤㅤ→ ↑ ←\nㅤ ㅤ ㅤ w a s d\nㅤ ㅤ ㅤ*mobile*\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nThis game took me two\ndays to start and finish..\nㅤ( that's pretty good )\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\n*All levels are possible*\n*there are secret holes*\nㅤㅤ*in some walls*\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nㅤ ㅤ ㅤ ♡ + ☆ \nㅤ ㅤ For Updates!\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nㅤ 11/13/22 - Shared!\nㅤ 11/20/22 - 1k Views!\nㅤ 12/04/22 - Bug Fix!\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\n-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ-ㅤ\nㅤ #Games #All #Art \nㅤ #Music #Tutorials \n#Animations #Tutorials \nㅤ#Trending #Popular \nㅤ#Recent #Featured \nㅤ #New #November \nㅤ #Loveㅤ#Favorite \nㅤ#Lol ㅤ#Desperate