The Light Of Orbs - 100% Pen Platformer
@Stage\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\nshow variable [level title v]\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nhide variable [level title v]\n\n@Main\n\nwhen flag clicked\nreplace item (1) of [spawnpoints v] with [70]\nreplace item (2) of [spawnpoints v] with [50]\nreplace item (3) of [spawnpoints v] with [70]\nreplace item (4) of [spawnpoints v] with [50]\nreplace item (5) of [spawnpoints v] with [70]\nreplace item (6) of [spawnpoints v] with [50]\n\ndefine print: (text) at x: (x) y: (y) with font size: (s) and color: (c)\nset [drawcount v] to [0]\nset [writex v] to (x)\nset [writey v] to (y)\npen up\nset pen size to ((s) / (4))\nset pen color to (#00ffe5)\nrepeat (length of (text))\n    change [drawcount v] by (1)\n    if <[characters v] contains (letter (drawCount) of (text))?> then\n        if <not <(letter (drawCount) of []) = [_]>> then\n            set [loopcount v] to [0]\n            repeat until <(item (loopCount) of [characters v]) = (letter (drawCount) of (text))>\n                change [loopcount v] by (1)\n            end\n            set [writey v] to (y)\n            set [letter # v] to (loopCount)\n            set [loopcount v] to [0]\n            repeat (10)\n                repeat (10)\n                    change [loopcount v] by (1)\n                    change [writex v] by ((0.1) * (s))\n                    go to x: ((writeX) - (Camera X)) y: ((writeY) - (Camera Y))\n                    if <(letter (loopCount) of (item (Letter #) of [letters v])) = [1]> then\n                        pen down\n                    end\n                    pen up\n                end\n                change [writex v] by ((-1) * (s))\n                change [writey v] by ((-0.1) * (s))\n            end\n        end\n        if <(letter (drawCount) of (text)) = [']> then\n            change [writex v] by ((0.5) * (s))\n        else\n            change [writex v] by ((1.5) * (s))\n        end\n    end\nend\n\ndefine Add Lists\ndelete (all) of [letters v]\ndelete (all) of [characters v]\nadd [1111111111100000000110000000011111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111110100000001010000000101111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000010000000001000000000100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111110100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000010000000001111111100100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111111100000000010000000001111111100100000000010000000001000000000100000000010000000001000000000] to [letters v]\nadd [1111111111100000000010000000001000111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1000000001100000000110000000011111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111000010000000001000000000100000000010000000001000000000100000000010000000001000001111111111] to [letters v]\nadd [1111111111000010000000001000000000100000000010000000001000000000100000000010000000001000001111100000] to [letters v]\nadd [1000000100100000010010000001001111111100100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1000000000100000000010000000001000000000100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1000000001110000001111000000111010000101101000010110010010011001001001100011000110001100011000110001] to [letters v]\nadd [1111111110100000000110000000011000000001100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000110000000011111111111100000000010000000001000000000100000000010000000001000000000] to [letters v]\nadd [1111111110100000001010000000101000000010100000001010000000101000000010100000011011111111100000000001] to [letters v]\nadd [1111111100100000010010000001001111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111100000000010000000001111111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1111111111000100000000010000000001000000000100000000010000000001000000000100000000010000000001000000] to [letters v]\nadd [1000000001100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1000000001100000000101000000100100000010001000010000100001000001001000000100100000001100000000110000] to [letters v]\nadd [1000000001100000000110000000010100110010010011001001001100100010110100001011010000010010000001001000] to [letters v]\nadd [1000000001010000001000100001000001001000000011000000001100000001001000001000010001000000101000000001] to [letters v]\nadd [1000000010010000010000100010000001010000000010000000001000000000100000000010000000001000000000100000] to [letters v]\nadd [1111111111000000001000000001000000001000000001000000001000000001000000001000000001000000001111111111] to [letters v]\nadd [0000000000000000000000000000000000000000000000000000000000000000000000000000000011000000001100000000] to [letters v]\nadd [0000000000000000000000000000000000000000000000000000000000000000000000110000000001000000001000000000] to [letters v]\nadd [1000000000100000000010000000001000000000100000000010000000001000000000000000000000000000001000000000] to [letters v]\nadd [1111000000000010000000001000000001000000001000000001000000001000000000000000000000000000001000000000] to [letters v]\nadd [1000000000100000000010000000000000000000000000000000000000000000000000000000000000000000000000000000] to [letters v]\nadd [0000000000000000000010000000000000000000000000000000000000001000000000000000000000000000000000000000] to [letters v]\nadd [1111111111100000001110000001011000001001100001000110001000011001000001101000000111000000011111111111] to [letters v]\nadd [0001000000001100000001010000001001000000000100000000010000000001000000000100000000010000001111111111] to [letters v]\nadd [1111111111000000000100000000011111111111100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111111000000000100000000010011111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1000000001100000000110000000011111111111000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [1111111111100000000010000000001111111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1111111111100000000010000000001111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111000000000100000000010000000001000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [1111111111100000000110000000011111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000110000000011111111111000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [A] to [characters v]\nadd [B] to [characters v]\nadd [C] to [characters v]\nadd [D] to [characters v]\nadd [E] to [characters v]\nadd [F] to [characters v]\nadd [G] to [characters v]\nadd [H] to [characters v]\nadd [I] to [characters v]\nadd [J] to [characters v]\nadd [K] to [characters v]\nadd [L] to [characters v]\nadd [M] to [characters v]\nadd [N] to [characters v]\nadd [O] to [characters v]\nadd [P] to [characters v]\nadd [Q] to [characters v]\nadd [R] to [characters v]\nadd [S] to [characters v]\nadd [T] to [characters v]\nadd [U] to [characters v]\nadd [V] to [characters v]\nadd [W] to [characters v]\nadd [X] to [characters v]\nadd [Y] to [characters v]\nadd [Z] to [characters v]\nadd [.] to [characters v]\nadd [,] to [characters v]\nadd [!] to [characters v]\nadd [?] to [characters v]\nadd ['] to [characters v]\nadd [:] to [characters v]\nadd [0] to [characters v]\nadd [1] to [characters v]\nadd [2] to [characters v]\nadd [3] to [characters v]\nadd [4] to [characters v]\nadd [5] to [characters v]\nadd [6] to [characters v]\nadd [7] to [characters v]\nadd [8] to [characters v]\nadd [9] to [characters v]\nadd [_] to [characters v]\n\nwhen flag clicked\nset pen size to (5)\nset pen color to (#000000)\nset [level v] to [1]\nset [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to (item ((Level) * (2)) of [spawnpoints v])\nset [camera x v] to (Player X)\nset [camera y v] to (Player Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\nreset timer\ndelete all of [collision list v]\nforever\n    erase all\n    change [sy v] by (-1)\n    if <<key (up arrow v) pressed?> and <<(Jumping) = [0]> and <(SY) > [-2]>>> then\n        set [sy v] to [13]\n        set [jumping v] to [1]\n    end\n    change [player y v] by (SY)\n    Touch Y <>\n    Die Check \n    change [sx v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (1.5))\n    set [sx v] to ((SX) * (0.8))\n    change [player x v] by (SX)\n    Touch X <>\n    Die Check <>\n    Touching blocks?\n    Set Level Name\n    Frame []\n    set [mouse x v] to ((Camera X) + (mouse x))\n    set [mouse y v] to ((Camera Y) + (mouse y))\nend\n\ndefine Draw Line From (x) (y) To (x2) (y2) <add?> (type) (fade)\nset pen size to (5)\nSet Color (type)\nset pen (transparency v) to (fade)\nif <add?> then\n    if <<((Player X) - (240)) < (x2)> and <((Player X) + (240)) > (x)>> then\n        if <<((Player Y) - (180)) < (y2)> and <((Player Y) + (180)) > (y)>> then\n            Add (x) (y) (x2) (y2) (type)\n        end\n    end\nend\npen up\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\npen down\ngo to x: ((x2) - (Camera X)) y: ((y2) - (Camera Y))\npen up\n\ndefine Render\nif <(Level) = [1]> then\n    Level 1\nelse\n    if <(Level) = [2]> then\n        Level 2\n    else\n        if <(Level) = [3]> then\n            Level 3\n        end\n    end\nend\n\ndefine Player (x) (y) (size) (fade)\nif <(Level) > [1]> then\n    Draw Line From ((x) + (size)) ((y) + (size)) To ((x) + (size)) ((y) - (size)) <> [4] (fade)\n    Draw Line From ((x) - (size)) ((y) - (size)) To ((x) + (size)) ((y) - (size)) <> [3] (fade)\n    Draw Line From ((x) - (size)) ((y) + (size)) To ((x) - (size)) ((y) - (size)) <> [8] (fade)\n    Draw Line From ((x) - (size)) ((y) + (size)) To ((x) + (size)) ((y) + (size)) <> [2] (fade)\nelse\n    if <(Level) = [1]> then\n        Draw Line From ((x) + (size)) ((y) + (size)) To ((x) + (size)) ((y) - (size)) <> [1] (fade)\n        Draw Line From ((x) - (size)) ((y) - (size)) To ((x) + (size)) ((y) - (size)) <> [1] (fade)\n        Draw Line From ((x) - (size)) ((y) + (size)) To ((x) - (size)) ((y) - (size)) <> [1] (fade)\n        Draw Line From ((x) - (size)) ((y) + (size)) To ((x) + (size)) ((y) + (size)) <> [1] (fade)\n    end\nend\n\ndefine Touch Y <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n    if <not <(SY) > [0]>> then\n        set [player y v] to ((item ((Col Save) - (0)) of [collision list v]) + (12))\n    else\n        set [player y v] to ((item ((Col Save) - (2)) of [collision list v]) + (-12))\n    end\n    if <(SY) < [0]> then\n        set [jumping v] to [0]\n    end\n    set [sy v] to [0]\nend\n\ndefine Touch X <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n    if <(SX) < [0]> then\n        set [player x v] to ((item ((Col Save) - (1)) of [collision list v]) + (12))\n    else\n        set [player x v] to ((item ((Col Save) - (3)) of [collision list v]) + (-12))\n    end\n    set [sx v] to [0]\n    Touch X <>\nend\n\ndefine Touching?\nset [collision counter v] to [0]\nset [touching? v] to [0]\nrepeat until <(length of [collision list v]) = (Collision Counter)>\n    change [collision counter v] by (5)\n    if <((Player X) - (12)) < ((item ((Collision Counter) - (1)) of [collision list v]) - (0))> then\n        if <((Player X) + (12)) > ((item ((Collision Counter) - (3)) of [collision list v]) + (0))> then\n            if <((Player Y) - (12)) < ((item ((Collision Counter) - (0)) of [collision list v]) - (0))> then\n                if <((Player Y) + (12)) > ((item ((Collision Counter) - (2)) of [collision list v]) + (0))> then\n                    if <(item ((Collision Counter) - (4)) of [collision list v]) > (Touching?)> then\n                        set [touching? v] to (item ((Collision Counter) - (4)) of [collision list v])\n                        set [col save v] to (Collision Counter)\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Background\nif <not <[1] < (Level)>> then\n    set pen size to (1000)\n    set pen color to (#ffffff)\n    pen up\n    go to x: (0) y: (0)\n    pen down\n    pen up\n    set pen color to (#f5f5f5)\n    set pen size to (3)\n    go to x: ((-220) - (((Camera X) / (2)) mod (40))) y: (180)\n    repeat (13)\n        pen down\n        change y by (-360)\n        pen up\n        change y by (360)\n        change x by (40)\n    end\n    go to x: (-240) y: ((160) + (((Camera Y) / (-2)) mod (40)))\n    repeat (10)\n        pen down\n        change x by (480)\n        pen up\n        change x by (-480)\n        change y by (-40)\n    end\nelse\n    set pen size to (1000)\n    set pen color to (#000000)\n    pen up\n    go to x: (0) y: (0)\n    pen down\n    pen up\nend\n\ndefine Set Camera <stationary?>\nif <not <stationary?>> then\n    change [camera x v] by (((Player X) - (Camera X)) / (4))\n    change [camera y v] by (((Player Y) - (Camera Y)) / (4))\n    if <(Camera Y) < [0]> then\n        set [camera y v] to [0]\n    end\n    if <(Camera X) < [0]> then\n        set [camera x v] to [0]\n    end\nend\n\ndefine Add (x1) (y1) (x2) (y2) (type)\nadd (type) to [collision list v]\nif <<(y1) < (y2)> or <(x1) < (x2)>> then\n    add (x1) to [collision list v]\n    add (y1) to [collision list v]\n    add (x2) to [collision list v]\n    add (y2) to [collision list v]\nelse\n    add (x2) to [collision list v]\n    add (y2) to [collision list v]\n    add (x1) to [collision list v]\n    add (y1) to [collision list v]\nend\n\ndefine Set Color (type)\nif <(type) = [1]> then\n    if <(Level) = [1]> then\n        set pen color to (#66c7ff)\n    else\n        set pen color to (#000000)\n    end\nelse\n    if <(type) = [2]> then\n        set pen color to (#ff4747)\n    else\n        if <(type) = [3]> then\n            set pen color to (#45ff55)\n        else\n            if <(type) = [4]> then\n                set pen color to (#fff600)\n            else\n                if <(type) = [5]> then\n                    set pen color to (#ff8dd5)\n                else\n                    if <(type) = [6]> then\n                        set pen color to (#b400f1)\n                    else\n                        if <(type) = [7]> then\n                            set pen color to (#0007d4)\n                        else\n                            if <(type) = [8]> then\n                                set pen color to (#64c3ff)\n                            else\n                                if <(type) = [9]> then\n                                    set pen color to (#000000)\n                                else\n                                    if <(type) = [10]> then\n                                        set pen color to (#ff6e00)\n                                    else\n                                        if <(type) = [11]> then\n                                            set pen color to (#000000)\n                                        else\n                                            if <(type) = [12]> then\n                                                set pen color to (#000000)\n                                            else\n                                                if <(type) = [13]> then\n                                                    set pen color to (#000000)\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Respawn <x/y>\nif <x/y> then\n    Touch Y \nelse\n    Touch X \nend\nset [fade v] to [0]\nrepeat (10)\n    Frame (Fade)\n    change [fade v] by (10)\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\nrepeat (10)\n    change [player x v] by (((item (((Level) * (2)) - (1)) of [spawnpoints v]) - (Player X)) / (2))\n    change [player y v] by (((item ((Level) * (2)) of [spawnpoints v]) - (Player Y)) / (2))\n    Frame (Fade)\nend\nset [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to (item ((Level) * (2)) of [spawnpoints v])\nrepeat (4)\n    Frame (Fade)\n    change [fade v] by (-25)\nend\nbroadcast (Respawn v)\n\ndefine Frame (fade)\ndelete all of [collision list v]\nBackground\nFlashlight\nPlayer ([floor v] of (Player X) ) (Player Y) [10] (fade)\nRender\nSet Camera <>\n\ndefine Die Check <x/y>\nif <(Touching?) = [2]> then\n    if <x/y> then\n        Respawn \n    else\n        Respawn <>\n    end\nend\n\ndefine Level 1\nDraw Line From [-100] [0] To [100] [0]  [1] [0]\nDraw Line From [-100] [-180] To [-100] [0]  [1] [0]\nDraw Line From [60] [-180] To [60] [-80]  [1] [0]\nDraw Line From [100] [-80] To [100] [0]  [1] [0]\nDraw Line From [60] [-80] To [100] [-80]  [1] [0]\nDraw Line From [0] [0] To [-50] [0]  [2] [0]\nDraw Line From [185] [30] To [260] [30]  [1] [0]\nDraw Line From [185] [30] To [185] [-30]  [1] [0]\nDraw Line From [185] [-30] To [350] [-30]  [1] [0]\nDraw Line From [260] [60] To [260] [30]  [1] [0]\nDraw Line From [350] [-30] To [350] [60]  [1] [0]\nDraw Line From [260] [60] To [280] [60]  [1] [0]\nDraw Line From [330] [60] To [350] [60]  [1] [0]\nDraw Line From [280] [60] To [330] [60]  [2] [0]\nDraw Line From [120] [-10] To [160] [-10]  [4] [0]\nDraw Line From [350] [60] To [460] [60]  [5] [0]\nDraw Line From [480] [30] To [560] [30]  [4] [0]\nDraw Line From [620] [170] To [620] [170]  [4] [0]\nDraw Line From [700] [300] To [700] [300]  [4] [0]\nDraw Line From [560] [130] To [560] [380]  [2] [0]\nDraw Line From [730] [130] To [730] [380]  [2] [0]\nDraw Line From [700] [430] To [820] [430]  [6] [0]\nDraw Line From [850] [400] To [850] [560]  [7] [0]\nDraw Line From [880] [550] To [1000] [550]  [1] [0]\nDraw Line From [980] [630] To [980] [1500]  [7] [0]\nDraw Line From [965] [630] To [965] [1500]  [2] [0]\nDraw Line From [995] [630] To [995] [1500]  [2] [0]\nDraw Line From [960] [1505] To [1000] [1505]  [4] [0]\nDraw Line From [960] [1580] To [1000] [1580]  [3] [0]\nprint: [Avoid_lava] at x: (-100) y: (50) with font size: (10) and color: (1)\nprint: [Jump_pad] at x: (110) y: (-40) with font size: (10) and color: (1)\nprint: [You_slowly_sink] at x: (300) y: (120) with font size: (10) and color: (1)\nprint: [In_slime_blocks] at x: (300) y: (100) with font size: (10) and color: (1)\nprint: [A_sticky_platform] at x: (580) y: (450) with font size: (10) and color: (1)\nprint: [And_an_elevator] at x: (870) y: (500) with font size: (10) and color: (1)\n\ndefine Level 2\nDraw Line From [-30] [0] To [10] [0]  [1] [0]\nDraw Line From [-30] [0] To [-30] [-70]  [1] [0]\nDraw Line From [-30] [-70] To [180] [-70]  [1] [0]\nDraw Line From [180] [-70] To [180] [50]  [1] [0]\nDraw Line From [180] [50] To [100] [50]  [1] [0]\nDraw Line From [100] [50] To [100] [0]  [1] [0]\nDraw Line From [290] [0] To [260] [0]  [1] [0]\nDraw Line From [450] [30] To [410] [30]  [1] [0]\nDraw Line From [600] [70] To [640] [70]  [1] [0]\nDraw Line From [950] [150] To [1000] [150]  [4] [0]\nDraw Line From [790] [115] To [830] [115]  [1] [0]\nDraw Line From [1030] [135] To [1030] [220]  [2] [0]\nDraw Line From [1105] [225] To [1050] [225]  [4] [0]\nDraw Line From [1030] [290] To [1030] [340]  [2] [0]\nDraw Line From [950] [345] To [1010] [345]  [4] [0]\nDraw Line From [855] [420] To [800] [420]  [1] [0]\nDraw Line From [745] [500] To [690] [500]  [1] [0]\nDraw Line From [600] [530] To [545] [530]  [1] [0]\nDraw Line From [450] [600] To [450] [1050]  [7] [0]\nDraw Line From [485] [1045] To [580] [1045]  [1] [0]\nDraw Line From [670] [1070] To [730] [1070]  [1] [0]\nDraw Line From [50] [0] To [100] [0]  [1] [0]\nDraw Line From [10] [0] To [50] [0]  [2] [0]\nDraw Line From [700] [1100] To [730] [1100]  [1] [0]\nDraw Line From [830] [1130] To [880] [1130]  [1] [0]\nDraw Line From [980] [1160] To [1030] [1160]  [1] [0]\nDraw Line From [1150] [1200] To [1150] [3000]  [7] [0]\nDraw Line From [1130] [3005] To [1170] [3005]  [4] [0]\nDraw Line From [1130] [3100] To [1570] [3100]  [6] [0]\nDraw Line From [1575] [3090] To [1575] [4500]  [7] [0]\nDraw Line From [1565] [4490] To [165] [4490]  [1] [0]\nDraw Line From [1565] [4490] To [1465] [4490]  [1] [0]\nDraw Line From [1465] [4490] To [1365] [4490]  [1] [0]\nDraw Line From [1365] [4490] To [1265] [4490]  [1] [0]\nDraw Line From [1265] [4490] To [1165] [4490]  [1] [0]\nDraw Line From [1165] [4490] To [1065] [4490]  [1] [0]\nDraw Line From [1065] [4490] To [965] [4490]  [1] [0]\nDraw Line From [965] [4490] To [865] [4490]  [1] [0]\nDraw Line From [865] [4490] To [765] [4490]  [1] [0]\nDraw Line From [765] [4490] To [665] [4490]  [1] [0]\nDraw Line From [665] [4490] To [565] [4490]  [1] [0]\nDraw Line From [565] [4490] To [465] [4490]  [1] [0]\nDraw Line From [365] [4490] To [465] [4490]  [1] [0]\nDraw Line From [365] [4490] To [265] [4490]  [1] [0]\nDraw Line From [265] [4490] To [165] [4490]  [1] [0]\nif <(Lvl 2 Hidden Elevator) = [0]> then\n    print: [Take_a_leap_of_faith] at x: (-30) y: (100) with font size: (10) and color: (1)\n    print: [Dont_jump] at x: (1370) y: (4550) with font size: (10) and color: (1)\n    Draw Line From [565] [4500] To [564] [4500]  [9] [100]\n    print: [Maybe_Pass_Some_Lava?] at x: (820) y: (250) with font size: (10) and color: (1)\n    print: [Long_way_up] at x: (1350) y: (3750) with font size: (10) and color: (1)\nend\nif <(Lvl 2 Hidden Elevator) = [1]> then\n    Draw Line From [160] [300] To [160] [300]  [11] [100]\n    Draw Line From [160] [400] To [160] [4490]  [10] [0]\n    print: [Look!_It's_a_down_elevator!] at x: (-20) y: (4550) with font size: (10) and color: (1)\n    Draw Line From [175] [655] To [200] [640] <> [8] [0]\n    Draw Line From [200] [655] To [203] [640] <> [8] [0]\n    Draw Line From [185] [636] To [200] [640] <> [8] [0]\n    Draw Line From [270] [580] To [180] [580]  [1] [0]\n    Draw Line From [445] [600] To [445] [1050]  [2] [100]\n    Draw Line From [330] [630] To [410] [630]  [1] [0]\n    Draw Line From [270] [680] To [290] [680]  [1] [0]\n    Draw Line From [350] [740] To [370] [740]  [1] [0]\n    Draw Line From [360] [750] To [360] [750]  [11] [100]\nend\nif <(Lvl 2 Hidden Elevator) = [2]> then\n    Draw Line From [350] [740] To [370] [740]  [1] [0]\n    Draw Line From [250] [790] To [230] [790]  [1] [0]\n    Draw Line From [360] [850] To [380] [850]  [1] [0]\n    Draw Line From [380] [940] To [400] [940]  [1] [0]\n    Draw Line From [260] [960] To [280] [960]  [1] [0]\n    Draw Line From [130] [1000] To [150] [1000]  [1] [0]\n    Draw Line From [205] [1090] To [225] [1090]  [1] [0]\n    Draw Line From [290] [1170] To [270] [1170]  [1] [0]\n    print: [Which_way?] at x: (205) y: (1290) with font size: (10) and color: (1)\n    Draw Line From [100] [1200] To [120] [1200]  [1] [0]\n    Draw Line From [445] [600] To [445] [1050]  [2] [100]\n    Draw Line From [-70] [40] To [-70] [15] <> [8] [0]\n    Draw Line From [-70] [15] To [-85] [15] <> [8] [0]\n    Draw Line From [-60] [40] To [-60] [15] <> [8] [0]\n    Draw Line From [-60] [15] To [-45] [15] <> [8] [0]\n    Draw Line From [-45] [15] To [-45] [40] <> [8] [0]\n    Draw Line From [-35] [15] To [-35] [40] <> [8] [0]\n    Draw Line From [-35] [40] To [-25] [25] <> [8] [0]\n    Draw Line From [-25] [25] To [-15] [40] <> [8] [0]\n    Draw Line From [-15] [40] To [-15] [15] <> [8] [0]\n    Draw Line From [-5] [15] To [-5] [40] <> [8] [0]\n    Draw Line From [-5] [40] To [10] [40] <> [8] [0]\n    Draw Line From [10] [40] To [10] [25] <> [8] [0]\n    Draw Line From [10] [25] To [-5] [25] <> [8] [0]\n    Draw Line From [-150] [0] To [-30] [0]  [1] [0]\n    Draw Line From [-100] [25] To [-125] [40] <> [8] [0]\n    Draw Line From [-125] [40] To [-122] [25] <> [8] [0]\n    Draw Line From [-125] [40] To [-110] [43] <> [8] [0]\n    Draw Line From [-175] [5] To [-175] [5300]  [7] [99]\n    Draw Line From [-120] [5305] To [-230] [5305]  [4] [98]\n    Draw Line From [-230] [5450] To [-120] [5450]  [3] [0]\n    Draw Line From [-230] [5445] To [-120] [5445]  [2] [100]\n    Draw Line From [110] [1210] To [110] [1210]  [12] [99]\nend\nif <(Lvl 2 Hidden Elevator) = [3]> then\n    Draw Line From [100] [1200] To [120] [1200]  [1] [0]\n    Draw Line From [-10] [1250] To [10] [1250]  [1] [0]\n    print: [Which_way?] at x: (205) y: (1290) with font size: (10) and color: (1)\n    Draw Line From [-150] [1320] To [-130] [1320]  [1] [0]\n    Draw Line From [-100] [1400] To [-90] [1400]  [1] [0]\n    Draw Line From [0] [1470] To [10] [1470]  [1] [0]\n    Draw Line From [100] [1540] To [110] [1540]  [1] [0]\n    Draw Line From [100] [1540] To [110] [1540]  [1] [0]\n    Draw Line From [105] [1550] To [105] [1550]  [13] [100]\nend\nif <(Lvl 2 Hidden Elevator) = [4]> then\n    Draw Line From [100] [1540] To [110] [1540]  [1] [0]\n    Draw Line From [140] [1490] To [200] [1490]  [2] [0]\n    Draw Line From [200] [1490] To [200] [1610]  [2] [0]\n    Draw Line From [200] [1610] To [140] [1610]  [2] [0]\n    Draw Line From [140] [1495] To [195] [1495]  [3] [100]\n    Draw Line From [195] [1605] To [195] [1495]  [3] [100]\n    Draw Line From [195] [1605] To [140] [1605]  [3] [100]\n    print: [Trust] at x: (130) y: (1640) with font size: (10) and color: (1)\nend\n\ndefine Next Level <x/y>\nif <(Touching?) = [3]> then\n    if <<x/y> = <x/y>> then\n        Respawn \n    else\n        Respawn <>\n    end\n    change [level v] by (1)\nend\n\ndefine Jump Pad <x/y>\nif <(Touching?) = [4]> then\n    set [sy v] to [17]\nend\n\ndefine Net String <x/y>\nif <(Touching?) = [5]> then\n    set [sy v] to [0]\nend\n\ndefine Platform Stick X <x/y>\nif <(Touching?) = [6]> then\n    set [sy v] to [1]\nend\n\ndefine Elevator <x/y>\nif <(Touching?) = [7]> then\n    set [sy v] to [5]\nend\n\ndefine Flashlight\nif <not <(Level) = [1]>> then\n    go to x: ((Player X) - (Camera X)) y: ((Player Y) - (Camera Y))\n    set pen color to (#f2ff43)\n    set pen size to ((170) + ((5) * ([sin v] of ((100) * (timer)) )))\n    set pen (transparency v) to (50)\n    pen down\n    pen up\n    set pen color to (#f1ff39)\n    set pen size to ((140) + ((10) * ([cos v] of ((100) * (timer)) )))\n    set pen (transparency v) to (50)\n    pen down\n    pen up\nend\n\ndefine Level 2 Hidden Elevator\nif <(Touching?) = [9]> then\n    set [lvl 2 hidden elevator v] to [1]\nend\n\nwhen I receive [respawn v]\nset [respawn v] to [1]\nwait (1) seconds\nset [respawn v] to [0]\n\ndefine Undo Lvl 2 Hidden Elevator\nif <(Respawn) = [1]> then\n    set [lvl 2 hidden elevator v] to [0]\nend\n\ndefine Down Elevator\nif <(Touching?) = [10]> then\n    set [sy v] to [-5]\nend\n\ndefine Lvl 2 Hidden Elevator Check 2\nif <(Touching?) = [11]> then\n    set [lvl 2 hidden elevator v] to [2]\nend\n\ndefine Lvl 2 Hidden Elevator Check 3\nif <(Touching?) = [12]> then\n    set [lvl 2 hidden elevator v] to [3]\nend\n\nwhen flag clicked\nshow variable [level title v]\nforever\n    if <key (s v) pressed?> then\n        change [level v] by (1)\n        wait until <not <key (s v) pressed?>>\n    end\n    if <(Level) > [2]> then\n        set [level v] to [3]\n    end\nend\n\ndefine Level 3\nDraw Line From [-100] [0] To [100] [0]  [1] [0]\nprint: [Not_Done] at x: (-50) y: (70) with font size: (10) and color: (1)\n\ndefine Lvl 2 Hidden Elevator Check 4\nif <(Touching?) = [13]> then\n    set [lvl 2 hidden elevator v] to [4]\nend\n\ndefine Set Level Name\nif <(Level) = [1]> then\n    set [level title v] to [The Lava Elevator]\nelse\n    if <(Level) = [2]> then\n        set [level title v] to [The Dark Flashlight]\n    else\n        set [level title v] to [The Hidden Passageway - Not Completed]\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Camera Y) = [0]> then\n        Respawn <>\n    end\nend\n\ndefine Touching blocks?\nNet String <>\nElevator <>\nDown Elevator\nPlatform Stick X <>\nNext Level <>\nAdd Lists\nJump Pad <>\nLevel 2 Hidden Elevator - All\n\ndefine Level 2 Hidden Elevator - All\nUndo Lvl 2 Hidden Elevator\nLevel 2 Hidden Elevator\nLvl 2 Hidden Elevator Check 2\nLvl 2 Hidden Elevator Check 4\nLvl 2 Hidden Elevator Check 3\n\n
After 30+ hours of work, I present to you... The Light Of Orbs! \nPlease ❤️, ⭐, and follow @sciencedolphin9!\nIf it is glitchy, use the turbowarp link given lower in the instructions. Have fun!\n\n---How To Play---\nControls: Arrow keys (s to skip)\nLevel 3 and onwards will have orbs you have to collect to reveal a passageway.\nObjective: Avoid the dangers and complete the levels!\n---Blocks---\nLight Blue (Only lvl 1) - Floor, walls, ceilings\nBlack (lvl 2 and onwards) - Floor, walls, ceilings\nYellow - Jump Pads\nRed - Lava\nPink - Slime block (you slowly sink in it)\nPurple - Glue (You stick to it)\nGreen - Portal to next level\nDark Blue - Up Elevator\nOrange - Down Elevator\n---Levels---\n1: The Lava Elevator\n2: The Dark Flashlight\n3: The Hidden Passageway\n4: Eternity Of Fake\n5: Too Many Orbs\n---Tips---\nIf you don't know where your next jump is, try to jump up to see if there are any blocks.\nFollow the instructions given in the game.\nDon't go backwards.\nThere is only one correct path in every level.\n---Lag---\nThe game has more than a lot more than 1,000 blocks, so it might get glitchy. If it does, copy and paste this link: https://turbowarp.org/510793564\n---What I am working on for this game---\nAuto Version\nEasier Version\nCheckpoints\nMore levels\nIt might take a while because I prefer to make new games rather than add on to my old ones.\n---Credits----\nCrystalKeeper7 for the scrolling engine\nThere was some other scratcher (I forgot their username) that I borrowed some math for the flashlight and the writing feature from.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#all #games #platformers #pen #art #scrolling