Ⴆⅈѻₘ巳 ~ a platformer
@Stage\n\n@Player\n\nwhen I receive [ded >:p v]\nrepeat (3)\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    repeat (10)\n        change [ghost v] effect by (-10)\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n    if <touching (water v)?> then\n        change [y v] by (0.7)\n        if <key (up arrow v) pressed?> then\n            set [y v] to [10]\n        end\n        if <key (down arrow v) pressed?> then\n            change [y v] by (-0.5)\n        end\n    end\nend\n\nwhen I receive [bounce right now v]\nset [y v] to [13]\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [y spawn v] to [-50]\nset [x spawn v] to [-212]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch backdrop to (backdrop1 v)\nshow\nset size to (101) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n    Run block\nend\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n    if <not <<key (left arrow v) pressed?> and <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>>>> then\n        switch costume to (3a v)\n    end\n    if <key (up arrow v) pressed?> then\n        switch costume to (6a v)\n    end\n    if <key (right arrow v) pressed?> then\n        switch costume to (2a v)\n    end\n    if <key (left arrow v) pressed?> then\n        switch costume to (1a v)\n    end\n    if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n        switch costume to (5a v)\n    end\n    if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n        switch costume to (4a v)\n    end\nend\n\ndefine Run block\nRun Engine\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n    change [x v] by (-0.9)\nend\nif <key (right arrow v) pressed?> then\n    change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (level v)?> or <touching (moving ground v)?>> then\n    change y by (1)\n    if <<touching (level v)?> or <touching (moving ground v)?>> then\n        change y by (1)\n        if <<touching (level v)?> or <touching (moving ground v)?>> then\n            change y by (1)\n            if <<touching (level v)?> or <touching (moving ground v)?>> then\n                change y by (1)\n                if <<touching (level v)?> or <touching (moving ground v)?>> then\n                    change y by (1)\n                    if <<touching (level v)?> or <touching (moving ground v)?>> then\n                        change y by (1)\n                        if <<touching (level v)?> or <touching (moving ground v)?>> then\n                            change y by (-6)\n                            change x by ((x) * (-1))\n                            if <key (up arrow v) pressed?> then\n                                set [y v] to [9]\n                                if <(x) > [0]> then\n                                    set [x v] to [-10]\n                                else\n                                    set [x v] to [10]\n                                end\n                            else\n                                set [x v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y)\nif <<touching (level v)?> or <touching (moving ground v)?>> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> or <touching (moving ground v)?>> and <key (up arrow v) pressed?>> then\n    set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n    repeat (20)\n        change [ghost v] effect by (5)\n    end\n    go to x: (X Spawn) y: (Y Spawn)\n    repeat (20)\n        change [ghost v] effect by (-5)\n    end\n    set [x v] to [0]\n    set [y v] to [0]\nend\nif <(x position) > [224]> then\n    go to x: (X Spawn) y: (Y Spawn)\n    broadcast (Next lvl v)\n    set [x v] to [0]\n    set [y v] to [0]\nend\n\nwhen flag clicked\nforever\n    if on edge, bounce\nend\n\n@sound control\n\nwhen I receive [begin v]\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n    play sound [LAKEY INSPIRED - Blossom v] until done\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [2]> then\n        set volume to (0) %\n    else\n        set volume to (100) %\n    end\nend\n\n@tn\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (0)\nshow\nstop [all v]\n\nwhen flag clicked\nif <(y position) = [0]> then\n    glide (0.3) secs to x: (0) y: (350)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nreset timer\nforever\n    go to [front v] layer\n    reset timer\nend\n\n@moving ground\n\nwhen I receive [hide flouting land v]\nforever\n    hide\nend\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\nforever\n    glide (2) secs to x: (103) y: (-20)\n    wait (.12) seconds\n    glide (2) secs to x: (-40) y: (-20)\n    wait (.12) seconds\nend\n\nwhen flag clicked\nbroadcast (begin v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [begin v]\ngo to [front v] layer\nforever\n    costume check\nend\n\ndefine costume check\nforever\n    if <(costume [number v]) = [1]> then\n        broadcast (flouting land v) and wait\n    else\n        forever\n            broadcast (hide flouting land v) and wait\n        end\n    end\n    if <(costume [number v]) = [12]> then\n        broadcast (win v) and wait\n    end\nend\n\n@spikes\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@sun\n\nwhen flag clicked\nforever\n    go to [back v] layer\nend\n\n
Try to find the finish... (Jump off of the ledge at the top)\nMove your mouse to the top left to set lag mode\nThe hardest part of this was making the darkness effect