Cooking platformer #art #stories #all #games #platformer #fun #cook #food
@Stage\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-71)\nbroadcast (start v)\nforever\n    broadcast (game loop v)\nend\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [my variable v] by (Acceleration Speed)\n    next costume\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [my variable v] by ((Acceleration Speed) / (-1))\n    next costume\nend\nif <key (up arrow v) pressed?> then\nchange [speed y v] by (gravity)\nchange y by (speed y)\ncollision\nset [my variable v] to ((my variable) * ((1) - (friction)))\nchange x by (my variable)\nif <(my variable) < [0]> then\n    move [1]\nelse\n    move [-1]\nend\nchange fall index\n\nif <touching (level v)?> then\n    change y by (() - (speed y))\n    set [speed y v] to [0]\nend\n\nif <(fall index) < [3]> then\n    set [speed y v] to [9]\nend\n\nwhen I receive [start v]\nset [my variable v] to [0]\nset [speed y v] to [0]\nset [fall index v] to [0]\nset [acceleration speed v] to [1.4]\nset [jump height v] to [20]\nset [friction v] to [.2]\nset [gravity v] to [-1.3]\nset [camx v] to [0]\nset [camy v] to [0]\nset [still cloned? v] to [0]\nset [clone v] to [0]\n\ndefine change fall index\nchange y by (-1)\nif <touching (level v)?> then\n    set [fall index v] to [0]\nelse\n    change [fall index v] by (1)\nend\nchange y by (1)\n\ndefine y move (y)\nrepeat until <not <touching (level v)?>>\n    change y by (y)\nend\n\ndefine move ()\nrepeat until <not <touching (level v)?>>\n    change x by ()\nend\n\nif <(fall index) < [3]> then\n\nwhen I receive [game loop v]\nif <[234] < (x position)> then\n    set x to (-232)\n    change [camx v] by (1)\nend\nif <(x position) < [-233]> then\n    set x to (234)\n    change [camx v] by (-1)\nend\nif <[192] < (y position)> then\n    change [camy v] by (1)\n    set y to (-176)\nend\nif <(y position) < [-179]> then\n    change [camy v] by (-1)\n    set y to (193)\nend\n\nswitch costume to (my variable)\n\ndefine collision\nset [cos v] to (costume [number v])\nswitch costume to (costume12 v)\nif <touching (level v)?> then\n    if <touching color (#b6b6b6)?> then\n        set x to (0)\n        set y to (-220)\n        set [camx v] to [0]\n        set [camy v] to [0]\n    end\n    if <(speed y) < [0]> then\n        y move [1]\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [speed y v] to (jump height)\n        else\n            set [speed y v] to [0]\n        end\n    else\n        set [speed y v] to [0]\n        y move [-1]\n    end\nend\nswitch costume to (cos)\n\n@Level\n\nwhen I receive [game loop v]\nswitch costume to (join (join (CAMX) [,]) (CAMY))\n\n@🍅 \n\nwhen I receive [game loop v]\nif <(CAMX) = [1]> then\n    show\nelse\n    hide\nend\nif <touching (player v)?> then\n    set [tomato v] to [1]\n    change [ghost v] effect by (25)\nend\nif <(TOMATO) = [50]> then\n    change [ghost v] effect by (25)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nset [tomato v] to [0]\n\n@🍜\n\nwhen I receive [game loop v]\nif <(CAMX) = [3]> then\n    show\nelse\n    hide\nend\nif <touching (player v)?> then\n    set [noodles v] to [1]\n    change [ghost v] effect by (25)\nend\nif <(NOODLES) = [50]> then\n    change [ghost v] effect by (25)\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nset [noodles v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nchange [ghost v] effect by (4224)\n\n
Arrow keys of WAD to make some pasta!