Black and white platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n    switch backdrop to (level)\n    if <(backdrop [number v]) = [13]> then\n        broadcast (last level v)\n        forever\n            switch backdrop to (13 v)\n        end\n    end\nend\n\n@Player\n\nwhen flag clicked\nshow variable [level v]\nshow\ngo to x: (-205) y: (-88)\nswitch costume to (normal v)\nset [level v] to [1]\nset [deaths v] to [0]\nclear graphic effects\nforever\n    change [y v] by (-0.5)\n    if <touching (trampoline v)?> then\n        set [y v] to [16]\n    end\n    if <key (r v) pressed?> then\n        go to x: (-205) y: (-88)\n    end\n    if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n        switch costume to (low v)\n    end\n    if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n        switch costume to (normal v)\n    end\n    if <(y position) < [-180]> then\n        change [deaths v] by (1)\n        create clone of (_myself_ v)\n        go to x: (-205) y: (-88)\n    end\n    if <touching (spike v)?> then\n        change [deaths v] by (1)\n        create clone of (_myself_ v)\n        go to x: (-205) y: (-88)\n    end\n    if <(x position) > [239]> then\n        change [level v] by (1)\n        broadcast (next level v) and wait\n    end\n    if <touching (power ups v)?> then\n        broadcast (hide power ups v)\n    end\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change [x v] by (-0.7)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change [x v] by (0.7)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching color (#000008)?> then\n        change y by (1)\n        if <touching color (#000008)?> then\n            change y by (1)\n            if <touching color (#000008)?> then\n                change y by (1)\n                if <touching color (#000008)?> then\n                    change y by (1)\n                    if <touching color (#000008)?> then\n                        change y by (1)\n                        if <touching color (#000008)?> then\n                            change y by (1)\n                            if <touching color (#000008)?> then\n                                change y by (-6)\n                                if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                    set [y v] to [10]\n                                    if <(x) > [0]> then\n                                        set [x v] to [-10]\n                                    else\n                                        set [x v] to [10]\n                                    end\n                                else\n                                    change x by ((x) * (-1))\n                                    set [x v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change y by (y)\n    if <touching color (#000008)?> then\n        change y by ((y) * (-1))\n        set [y v] to [0]\n    end\n    change y by (-0.5)\n    if <<touching color (#000008)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [y v] to [8]\n    end\n    change y by (0.5)\nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-88)\n\nwhen I start as a clone\nrepeat (3)\n    change y by (7)\n    change [ghost v] effect by (10)\n    turn right (360) degrees\nend\ndelete this clone\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [skipped level v]\ngo to x: (-210) y: (-88)\n\nwhen I receive [previous level v]\ngo to x: (-210) y: (-88)\n\nwhen flag clicked\nforever\n    play sound [Itro & Tobu - Cloud 9 v] until done\nend\n\nwhen [timer v] > (0.000001)\nhide\nhide variable [level v]\n\nwhen I receive [hide power ups v]\nforever\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change [x v] by (-0.8)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change [x v] by (0.8)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(level) = [14]> then\n        forever\n            set [level v] to [13]\n        end\n    end\nend\n\n@spike\n\nwhen flag clicked\nforever\n    go to [back v] layer\n    switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n    switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n    if <key (space v) pressed?> then\n        show\n    else\n        hide\n    end\nend\n\nwhen this sprite clicked\nbroadcast (skipped level v) and wait\nchange [level v] by (1)\n\nwhen I receive [last level v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    go to [front v] layer\n    if <(deaths) = [1]> then\n        switch costume to (costume2 v)\n    end\n    if <(deaths) = [2]> then\n        switch costume to (costume3 v)\n    end\n    if <(deaths) = [3]> then\n        switch costume to (costume4 v)\n    end\n    if <(deaths) = [4]> then\n        switch costume to (costume5 v)\n    end\n    if <(deaths) = [5]> then\n        switch costume to (costume6 v)\n    end\n    if <(costume [number v]) = [6]> then\n        broadcast (game over v)\n    end\nend\n\n@Sprite4\n\nwhen I receive [game over v]\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n@trampoline\n\nwhen flag clicked\nshow\ngo to x: (-88) y: (-102)\nforever\n    go to [back v] layer\n    set size to (75) %\n    switch costume to (level)\nend\n\nwhen I receive [game over v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nforever\n    if <key (p v) pressed?> then\n        show\n    else\n        hide\n    end\nend\n\nwhen this sprite clicked\nbroadcast (previous level v) and wait\nchange [level v] by (-1)\n\nwhen I receive [last level v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (38) y: (11)\nreset timer\nhide\nforever\n    reset timer\nend\n\nwhen [timer v] > (0.0001)\ngo to [front v] layer\nshow\n\n@power ups\n\nwhen flag clicked\nshow\nforever\n    switch costume to (level)\nend\n\nwhen I receive [hide power ups v]\nhide\n\nwhen I receive [last level v]\nhide\n\n
Use arrow keys or wasd to move the player\nif you hit spikes or fall in a hole you lose a heart, if you lose 5 hearts you die\nhold space and press the button to skip the level\nhold the p key and press the button to go the previous level\npress r key to restart the level\nthe power-up makes you go very fast! (maybe too fast)