Remixable platformer!
@Stage\n\n@Player\n\ndefine Platform Jump height: (jump height) Gravity: (gravity) Friction: (friction) Speed: (speed) Extra Jumps: (jumps) Wall jumping? <wall jumping?>\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [xv v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [xv v] by ((speed) * (-1))\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\nif <touching (ground v)?> then\n    set [slope v] to [0]\n    repeat until <<(Slope) = [-8]> or <not <touching (ground v)?>>>\n        change y by (1)\n        change [slope v] by (-1)\n    end\n    if <touching (ground v)?> then\n        change y by (Slope)\n        repeat ([ceiling v] of ([abs v] of (XV) ) )\n            if <touching (ground v)?> then\n                change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n            end\n        end\n        if <wall jumping?> then\n            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                if <(XV) > [0]> then\n                    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n                        set [xv v] to [-12]\n                        set [yv v] to [17]\n                    end\n                else\n                    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n                        set [xv v] to [12]\n                        set [yv v] to [17]\n                    end\n                end\n            else\n                set [xv v] to [0]\n            end\n        else\n            set [xv v] to [0]\n        end\n    end\nend\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (ground v)?> then\n    repeat ([ceiling v] of ([abs v] of (YV) ) )\n        if <touching (ground v)?> then\n            change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n        end\n    end\n    if <(([abs v] of (YV) ) / (YV)) = [-1]> then\n        set [jumps v] to ((jumps) + (1))\n        set [yv v] to [0]\n    else\n        set [yv v] to [0]\n    end\nend\nif <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Jumps) > [0]>> and <not <(([abs v] of (YV) ) / (YV)) = [1]>>> and <(Up arrow?) = [0]>> then\n    set [up arrow? v] to [1]\n    start sound [85059__zgump__bass-rvb-2 v]\n    change [jumps v] by (-1)\n    set [yv v] to (jump height)\nelse\n    if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [up arrow? v] to [0]\n    end\nend\nif <touching (bounce pad v)?> then\n    set [jumps v] to ((jumps) + (1))\n    set [yv v] to [17]\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-27)\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [jumps v] to [0]\ngo to [front v] layer\nforever\n    Platform Jump height: [12] Gravity: [-1] Friction: [0.8] Speed: [2] Extra Jumps: [1] Wall jumping? \n    if <(x position) > [240]> then\n        go to x: (-200) y: (-27)\n        change [level v] by (1)\n        set [xv v] to [0]\n        set [yv v] to [0]\n    end\n    if <(y position) < [-175]> then\n        go to x: (-200) y: (-27)\n        set [xv v] to [0]\n        set [yv v] to [0]\n    end\nend\n\nchange [pitch v] effect by (10)\n\n@Light\n\nwhen flag clicked\nforever\n    go to (player v)\n    set [ghost v] effect to (25)\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n    switch costume to (Level)\nend\n\n@Text\n\n@Thumbnail\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@Bounce pad\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n    switch costume to (Level)\nend\n\n
Hello! Welcome to my first ever project! I started off with something easy by doing a little platforming engine!\n\nThis engine has double jumping! Which I GUARANTEE you no other engine has!\n