Pixel Land 2 || A non-generic platformer (mobile friendly) (games)
@Stage\n\n@ground\n\nwhen flag clicked\nbroadcast (Level_check v)\ngo to [front v] layer\n\nforever\n\nwhen I receive [level_check v]\nswitch costume to (LEVEL)\n\nwhen I receive [start v]\nswitch costume to (costume4 v)\nset [level v] to [1]\nbroadcast (Level_check v)\n\n@Sprite7\n\ndefine Platformer physics\nset drag mode [not draggable v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n    point in direction (-90)\nend\nif <not <touching (water v)?>> then\n    change [yv v] by (-1)\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n        change [xv v] by (-1)\n    end\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n        change [xv v] by (1)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\nelse\n    change [yv v] by (-0.3)\n    if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n        change [xv v] by (-0.7)\n    end\n    if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n        change [xv v] by (0.7)\n    end\n    set [xv v] to ((Xv) * (0.9))\n    change x by (Xv)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n    change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n    change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n    change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n    change y by (1)\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n    change y by (-4)\n    change x by ((Xv) * (-1))\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n        set [yv v] to [15]\n        if <(Xv) > [0]> then\n            set [xv v] to [-10]\n        else\n            set [xv v] to [10]\n        end\n    end\nend\nchange y by (Yv)\nif <touching (moving platforms v)?> then\n    change x by (([x position v] of [moving platforms v]) - (x position))\nend\nif <touching (stones v)?> then\n    if <(Yv) > [0]> then\n        broadcast (destroy_stone v)\n    end\nend\nif <touching (stones2 v)?> then\n    if <(Yv) > [0]> then\n        broadcast (destroy_stone2 v)\n    end\nend\nif <touching (stones3 v)?> then\n    if <(Yv) > [0]> then\n        broadcast (destroy_stone3 v)\n    end\nend\nif <touching (?-bock v)?> then\n    if <(Yv) > [0]> then\n        if <([costume # v] of [?-bock v]) = [1]> then\n            broadcast (destroy_?block v)\n        end\n    end\nend\nif <touching (water v)?> then\n    set [yv v] to [-1]\nend\nif <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>> then\n    change y by ((Yv) * (-1))\n    set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <<<<<touching (ground v)?> or <touching (stones v)?>> or <<touching (stones2 v)?> or <touching (stones3 v)?>>> or <touching (?-bock v)?>> or <touching (moving platforms v)?>>> then\n    set [yv v] to [15]\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <touching (water v)?>> then\n    set [yv v] to [8]\nend\nchange y by (1)\nif <<<touching (spikes v)?> or <<touching (enemy v)?> or <touching (another_danger v)?>>> or <touching (lava v)?>> then\n    if <not <touching (enemy v)?>> then\n        broadcast (oof v)\n        go to x: (-200) y: (0)\n        set [xv v] to [0]\n        set [yv v] to [0]\n    else\n        if <[-3] > (Yv)> then\n            broadcast (enemy_killed v)\n            wait (0.2) seconds\n        else\n            broadcast (oof v)\n            go to x: (-200) y: (0)\n            set [xv v] to [0]\n            set [yv v] to [0]\n        end\n    end\nend\nif <(y position) < [-180]> then\n    go to x: (-200) y: (0)\n    set [xv v] to [0]\n    set [yv v] to [0]\nend\nif <(x position) > [220]> then\n    broadcast (LEVEL UP! v)\n    hide\n    change [coins v] by (1)\n    go to x: (-200) y: (0)\n    wait (1.1) seconds\n    go to x: (-200) y: (0)\n    show\nend\nif <touching (trampolins v)?> then\n    set [yv v] to [25]\nend\n\nif <(y position) > [-50]> then\n    repeat until <not <touching (moving platforms v)?>>\n    end\n    set x to (round ())\nend\n\nwhen flag clicked\nset [level v] to [4]\ngo to x: (107) y: (-83)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nbroadcast (start v)\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n    Platformer physics\nend\n\nset [pixelate v] effect to (30)\n\ndefine movingplatformscript\n\ndefine Direction\n\nrepeat until \n\nwhen I receive [level_check v]\ngo to x: (-200) y: (0)\n\nwhen I receive [restart v]\ngo to x: (-200) y: (0)\n\n@Stones\n\nwhen flag clicked\nswitch costume to (supermario2 v)\nshow\ngo to x: (-30) y: (100)\n\nwhen I receive [destroy_stone v]\nbroadcast (sound_effect v)\nrepeat (3)\n    next costume\nend\nswitch costume to (costume2 v)\nhide\nset [particle go to x v] to (x position)\nset [particle go to y v] to (y position)\nbroadcast (particle_send v)\nwait (1) seconds\n\nwhen I receive [oof v]\nif <(LEVEL) = [1]> then\n    show\n    go to x: (-30) y: (100)\n    switch costume to (supermario2 v)\nelse\n    if <(LEVEL) = [2]> then\n        hide\n    else\n        if <(LEVEL) = [4]> then\n            hide\n        else\n            if <(LEVEL) = [8]> then\n                switch costume to (supermario2 v)\n                go to x: (-60) y: (34)\n                show\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I receive [particle_send v]\nbroadcast (particles v)\nstop [this script v]\n\nset [clone_number v] to [1]\nforever\n\nwhen I receive [level_check v]\nif <(LEVEL) = [1]> then\n    show\n    go to x: (-30) y: (100)\n    switch costume to (supermario2 v)\nelse\n    if <(LEVEL) = [2]> then\n        hide\n    else\n        if <(LEVEL) = [4]> then\n            hide\n        else\n            if <(LEVEL) = [8]> then\n                switch costume to (supermario2 v)\n                go to x: (-60) y: (34)\n                show\n            else\n                hide\n            end\n        end\n    end\nend\n\nwait (0.1) seconds\n\nwhen I receive [sound_effect v]\nplay sound [Crunch v] until done\n\n@?-Bock\n\nwhen I receive [destroy_?block v]\nrepeat (3)\n    change y by (3)\nend\nbroadcast (show_coin v)\nset [?block x-position v] to (x position)\nset [?block y-position v] to (y position)\nrepeat (2)\n    change y by (-2)\nend\nchange y by (-5)\nswitch costume to (costume1 v)\n\nwhen I receive [oof v]\nif <(LEVEL) = [1]> then\n    hide\nelse\n    if <(LEVEL) = [2]> then\n        show\n        go to x: (-77) y: (125)\n    else\n        if <(LEVEL) = [3]> then\n            show\n            go to x: (-50) y: (120)\n        else\n            if <(LEVEL) = [4]> then\n                show\n                go to x: (-120) y: (60)\n            else\n                if <(LEVEL) = [8]> then\n                    show\n                    go to x: (-110) y: (34)\n                else\n                    if <(LEVEL) = [10]> then\n                        hide\n                    else\n                        if <(LEVEL) = [11]> then\n                            show\n                            go to x: (0) y: (50)\n                        else\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nhide\n\nwhen flag clicked\nswitch costume to (yellow?block v)\nhide\n\nshow\nset y to (22)\n\nwhen I receive [level_check v]\nif <(LEVEL) = [1]> then\n    switch costume to (yellow?block v)\n    hide\n    go to x: (129) y: (22)\nelse\n    if <(LEVEL) = [2]> then\n        switch costume to (yellow?block v)\n        go to x: (-77) y: (125)\n        show\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (yellow?block v)\n            show\n            go to x: (-50) y: (120)\n        else\n            if <(LEVEL) = [4]> then\n                switch costume to (yellow?block v)\n                show\n                go to x: (-120) y: (60)\n            else\n                if <(LEVEL) = [8]> then\n                    switch costume to (yellow?block v)\n                    show\n                    go to x: (-110) y: (34)\n                else\n                    if <(LEVEL) = [10]> then\n                        hide\n                    else\n                        if <(LEVEL) = [11]> then\n                            switch costume to (yellow?block v)\n                            show\n                            go to x: (0) y: (50)\n                        else\n                            hide\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\nhide\n\nset y to (21)\n\n@Spikes\n\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nforever\n    switch costume to (LEVEL)\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to [back v] layer\nforever\n    switch costume to (LEVEL)\nend\n\n@Stones2\n\nwhen flag clicked\nswitch costume to (supermario2 v)\nset [clone_number v] to [1]\nshow\ngo to x: (-80) y: (100)\n\nwhen I receive [destroy_stone2 v]\nbroadcast (sound_effect v) and wait\nrepeat (3)\n    next costume\nend\nhide\nswitch costume to (supermario2 v)\nset [particle go to x v] to (x position)\nset [particle go to y v] to (y position)\nbroadcast (particles v)\nwait (1) seconds\n\nwhen I receive [destroy_stone v]\n\nwhen I receive [level_check v]\nif <(LEVEL) = [1]> then\n    switch costume to (supermario2 v)\n    show\n    go to x: (-80) y: (100)\nelse\n    if <(LEVEL) = [2]> then\n        hide\n    else\n        if <(LEVEL) = [3]> then\n            switch costume to (supermario2 v)\n            show\n            go to x: (0) y: (120)\n        else\n            if <(LEVEL) = [8]> then\n                hide\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I receive [oof v]\nif <(LEVEL) = [1]> then\n    show\n    go to x: (-80) y: (100)\nelse\n    if <(LEVEL) = [2]> then\n        hide\n    else\n        if <(LEVEL) = [3]> then\n            show\n            go to x: (0) y: (120)\n        else\n            if <(LEVEL) = [8]> then\n                hide\n            else\n                hide\n            end\n        end\n    end\nend\n\nhide\n\n@Stones3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [clone_number v] to [1]\n\nshow\ngo to x: (-10) y: (100)\n\nwhen I receive [destroy_stone3 v]\nbroadcast (sound_effect v)\nrepeat (3)\n    next costume\nend\nhide\nswitch costume to (costume1 v)\nset [particle go to x v] to (x position)\nset [particle go to y v] to (y position)\nbroadcast (particles v)\nwait (1) seconds\n\nhide\n\nwhen I receive [oof v]\nif <(LEVEL) = [1]> then\n\nwhen I receive [destroy_stone2 v]\n\nwhen I receive [level_check v]\nif <(LEVEL) = [2]> then\n    hide\nelse\n    if <(LEVEL) = [3]> then\n        go to x: (-100) y: (120)\n        show\n    else\n        if <(LEVEL) = [5]> then\n    end\nend\n\n@particles\n\nwhen I receive [particles v]\nhide\nset [particles v] to [0]\ngo to x: (particle go to X) y: (Particle go to Y)\nrepeat until <(particles) = [4]>\n    go to x: ((particle go to X) - (pick random (-20) to (20))) y: ((Particle go to Y) - (pick random (-20) to (20)))\n    change [particles v] by (1)\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nhide\nwait (pick random (0.1) to (0.3)) seconds\nshow\nswitch costume to (pick random (1) to (3))\nrepeat (30)\n    move (pick random (-5) to (5)) steps\n    turn right (pick random (-20) to (20)) degrees\n    change y by (-10)\nend\ndelete this clone\n\nrepeat (5)\n    turn right (pick random (-100) to (100)) degrees\n    change y by (3)\nend\n\nchange x by (10)\n\n@Sprite3\n\nwhen flag clicked\nset [coins v] to [0]\nhide\nforever\n    next costume\n    wait (0.05) seconds\nend\n\nwhen I receive [show_coin v]\nshow\ngo to x: (?Block X-position) y: ((?Block Y-position) + (40))\nrepeat (7)\n    change y by (5)\nend\nrepeat (7)\n    change y by (-3)\nend\nrepeat (3)\n    change y by (3)\nend\nchange [coins v] by (1)\nbroadcast (sound_coin v)\nhide\n\nwhen I receive [sound_coin v]\nplay sound [nsmbwiiCoin v] until done\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (50)\n\n@Score Engine\n\ndefine Put score at X: (x) Y:: (y) With a size of: (size)\nhide\ngo to x: ((x) - ((size) / (3.4))) y: (y)\nswitch costume to (1 v)\nset [place value v] to [0]\nset [highest place value v] to [0]\nset [iscloned v] to [0]\nforever\n    if <(length of (coins)) > (place value)> then\n        change [highest place value v] by (1)\n        change [place value v] by (1)\n        change x by ((size) / (3.4))\n        create clone of (_myself_ v)\n    end\n    if <(length of (coins)) < (highest place value)> then\n        change [highest place value v] by (-1)\n        change [place value v] by (-1)\n        change x by ((size) / (join [-] [3.4]))\n        broadcast (delete old clones v)\n    end\nend\n\nwhen I start as a clone\nshow\nforever\n    switch costume to (letter (place value) of (coins))\nend\n\nwhen I receive [delete old clones v]\nif <(length of (coins)) < (place value)> then\n    delete this clone\nend\n\nwhen flag clicked\nPut score at X: (-190) Y:: (162) With a size of: (60)\n\nchange [coins v] by (1)\n\ndelete this clone\n\n@enemy\n\nwhen I receive [enemy_killed v]\nstop [other scripts in sprite v]\nswitch costume to (costume5 v)\nwait (0.1) seconds\nrepeat (10)\n    change y by (-10)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nset y to (-81)\n\nwhen I receive [level_check v]\nif <(LEVEL) = [7]> then\n    go [backward v] (1) layers\n    set [ghost v] effect to (0)\n    show\n    broadcast (enemy_move v)\nelse\n    hide\nend\n\nwhen I receive [enemy_move v]\nset x to (55)\nforever\n    set rotation style [left-right v]\n    point in direction (-90)\n    repeat (2)\n        repeat (4)\n            change x by (-3)\n        end\n        switch costume to (costume1 v)\n        repeat (4)\n            change x by (-3)\n        end\n        switch costume to (costume3 v)\n        repeat (4)\n            change x by (-3)\n        end\n        switch costume to (costume2 v)\n        repeat (4)\n            change x by (-3)\n        end\n        switch costume to (costume4 v)\n    end\n    repeat (2)\n        point in direction (90)\n        repeat (4)\n            change x by (3)\n        end\n        switch costume to (costume1 v)\n        repeat (4)\n            change x by (3)\n        end\n        switch costume to (costume3 v)\n        repeat (4)\n            change x by (3)\n        end\n        switch costume to (costume2 v)\n        repeat (4)\n            change x by (3)\n        end\n    end\n    repeat (2)\n        point in direction (90)\n        repeat (4)\n            change x by (3)\n        end\n        switch costume to (costume1 v)\n        repeat (4)\n            change x by (3)\n        end\n        switch costume to (costume3 v)\n        repeat (4)\n            change x by (3)\n        end\n        switch costume to (costume2 v)\n        repeat (4)\n            change x by (3)\n        end\n        switch costume to (costume4 v)\n    end\n    repeat (2)\n        point in direction (-90)\n        switch costume to (costume4 v)\n        repeat (4)\n            change x by (-3)\n        end\n        switch costume to (costume1 v)\n        repeat (4)\n            change x by (-3)\n        end\n        switch costume to (costume3 v)\n        repeat (4)\n            change x by (-3)\n        end\n        switch costume to (costume2 v)\n        repeat (4)\n            change x by (-3)\n        end\n        switch costume to (costume4 v)\n    end\nend\n\nnext costume\nnext costume\nnext costume\nnext costume\n\n@Sprite11\n\nwhen I receive [level up! v]\nif <not <(LEVEL) = [14]>> then\n    go to [front v] layer\n    set y to (400)\n    show\n    set [slide v] to [-27]\n    repeat (20)\n        change y by (slide)\n        change [slide v] by (1)\n    end\n    wait (0.7) seconds\n    change [level v] by (1)\n    broadcast (Level_check v)\n    set [slide v] to [27]\n    repeat (12)\n        change y by (slide)\n        change [slide v] by (-1)\n    end\n    hide\n    broadcast (wait v) and wait\nend\n\nwhen flag clicked\nhide\n\n@Figur2\n\nwhen flag clicked\nhide\nrepeat (3)\n    create clone of (_myself_ v)\n    wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n    set size to (pick random (40) to (70)) %\n    go to [back v] layer\n    set [ghost v] effect to (pick random (5) to (50))\n    if <(pick random (1) to (2)) = [1]> then\n        show\n        go to x: (-200) y: (pick random (20) to (180))\n        repeat (160)\n            change x by (2.5)\n        end\n        hide\n        wait (pick random (2) to (7)) seconds\n    end\n    if <(pick random (1) to (2)) = [2]> then\n        show\n        go to x: (220) y: (pick random (20) to (180))\n        repeat (160)\n            change x by (-3.5)\n        end\n        hide\n        wait (pick random (3) to (5)) seconds\n    end\nend\n\n@Sprite15\n\nwhen this sprite clicked\nhide\nbroadcast (start v)\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [info v]\nhide\n\nwhen I receive [info_closed v]\nset size to (0) %\nshow\nrepeat (5)\n    change size by (10)\nend\n\nwhen flag clicked\nshow\nwait (0.2) seconds\nforever\n    go to [front v] layer\n    if <touching (mouse-pointer v)?> then\n        broadcast (start_idk v)\n        set size to (70) %\n        switch costume to (costume3 v)\n        repeat until <not <touching (mouse-pointer v)?>>\n            turn right (15) degrees\n            wait (0.1) seconds\n            turn left (15) degrees\n            wait (0.3) seconds\n        end\n    else\n        set size to (60) %\n        switch costume to (costume2 v)\n    end\nend\n\n@Sprite16\n\nwhen this sprite clicked\nhide\nbroadcast (info v)\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [info_closed v]\nset size to (0) %\nshow\nrepeat (5)\n    change size by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n    if <touching (mouse-pointer v)?> then\n        set size to (70) %\n        switch costume to (costume2 v)\n        repeat until <not <touching (mouse-pointer v)?>>\n            turn right (15) degrees\n            wait (0.1) seconds\n            turn left (15) degrees\n            wait (0.3) seconds\n        end\n    else\n        set size to (60) %\n        switch costume to (costume1 v)\n    end\nend\n\n@info\n\nwhen I receive [info v]\nshow\nset size to (0) %\ngo to [front v] layer\nrepeat (10)\n    change size by (12)\nend\nrepeat (2)\n    change size by (-10)\nend\nforever\n    if <mouse down?> then\n        repeat (2)\n            change size by (10)\n        end\n        repeat (10)\n            change size by (-12)\n        end\n        hide\n        broadcast (info_closed v)\n        stop [this script v]\n    end\nend\n\nwhen flag clicked\nhide\n\n@shadows\n\nwhen flag clicked\nforever\n    go to [back v] layer\n    switch costume to (LEVEL)\n    set [ghost v] effect to (50)\nend\n\nset [level v] to [7]\n\n@another_danger\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n    if <(LEVEL) = [3]> then\n        show\n        go to x: (110) y: (-110)\n    else\n        if <(LEVEL) = [4]> then\n            show\n            go to x: (190) y: (-100)\n        else\n            if <(LEVEL) = [8]> then\n                show\n                go to x: (0) y: (-110)\n                repeat (10)\n                    change x by (3)\n                end\n                repeat (10)\n                    change x by (-3)\n                end\n            else\n                if <(LEVEL) = [11]> then\n                    show\n                    go to x: (-100) y: (-110)\n                else\n                    hide\n                end\n            end\n        end\n    end\nend\n\nrepeat (20)\n    change x by (5)\nend\nrepeat (20)\n    change x by (-5)\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n    if <(LEVEL) = [4]> then\n        turn right (10) degrees\n        show\n        go to x: (100) y: (-100)\n    else\n        if <(LEVEL) = [11]> then\n            turn right (10) degrees\n            show\n            go to x: (100) y: (-110)\n        else\n            hide\n        end\n    end\nend\n\nwhen I receive [start v]\nhide\ncreate clone of (_myself_ v)\nforever\n    turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n    if <not <<<(LEVEL) = [3]> or <(LEVEL) = [8]>> or <<(LEVEL) = [4]> or <(LEVEL) = [11]>>>> then\n        hide\n        set x to (0)\n    end\nend\n\nwait (1) seconds\n\nshow\ngo to x: (90) y: (40)\n\nhide\n\n@moving platforms\n\nwhen flag clicked\nhide\ngo to x: (-100) y: (-70)\nforever\n    if <(LEVEL) = [5]> then\n        show\n        repeat (30)\n            change x by (3)\n        end\n        repeat (30)\n            change x by (-3)\n        end\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [5]> then\n        show\n    else\n        hide\n    end\nend\n\nchange y by (4)\n\nchange y by (-4)\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n    next costume\n    wait (0.11) seconds\n    set [ghost v] effect to (40)\n    if <<(LEVEL) = [6]> or <(LEVEL) = [10]>> then\n        show\n    else\n        hide\n    end\nend\n\n@Lava\n\nchange [ghost v] effect by (10)\n\nchange [ghost v] effect by (-10)\n\nwhen flag clicked\nforever\n    next costume\n    wait (0.2) seconds\n    set [ghost v] effect to (20)\n    if <(LEVEL) = [5]> then\n        show\n    else\n        hide\n    end\nend\n\n@Sprite2\n\nwhen flag clicked\nbroadcast (Intro_finished v)\nshow\nforever\n    point in direction ((([sin v] of ((timer) * (150)) ) * (3)) + (90))\nend\n\nwhen I receive [intro_finished v]\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\nforever\n    next costume\n    wait (0.05) seconds\nend\n\nwhen I receive [sound_coin v]\nplay sound [nsmbwiiCoin v] until done\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [oof v]\nbroadcast (dead v)\ngo to [front v] layer\nshow\nwait (0.2) seconds\nhide\nwait (0.2) seconds\n\nrepeat (2)\n\nwhen I receive [dead v]\nplay sound [Slide Whistle v] until done\n\nwhen I receive [level up! v]\nstop [other scripts in sprite v]\nhide\n\nrepeat (10)\n\nwhen I receive [level_check v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [wait v]\nstop [other scripts in sprite v]\nhide\n\n@trampolins\n\nwhen flag clicked\nforever\n    if <touching (sprite7 v)?> then\n        switch costume to (kostüm2 v)\n        wait (0.15) seconds\n    else\n        switch costume to (kostüm1 v)\n    end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n    if <(LEVEL) = [9]> then\n        go to x: (-100) y: (-90)\n        show\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\nforever\n    if <touching (sprite2 v)?> then\n        switch costume to (kostüm2 v)\n        wait (0.1) seconds\n    else\n        switch costume to (kostüm1 v)\n    end\nend\n\nwhen flag clicked\n\nforever\n    \n        point in direction (90)\n        show\n        set y to ()\n        set x to (40)\n    else\n        hide\n    end\nend\n\nhide\n\nwhen I start as a clone\nforever\n    if <(LEVEL) = [9]> then\n        go to x: (60) y: (-90)\n        show\n    else\n        hide\n    end\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (pixel_sound v)\ngo [backward v] (15) layers\nhide\nset [ghost v] effect to (30)\ngo to [front v] layer\ngo [forward v] (2) layers\n\nwhen I receive [intro_finished v]\nshow\nwait (1) seconds\n\nwhen this sprite clicked\nnext costume\nif <(costume [number v]) = [1]> then\n    set volume to (100) %\nelse\n    if <(costume [number v]) = [2]> then\n        set volume to (0) %\n    end\nend\n\nplay sound [TheFatRat - Time Lapse v] until done\n\nwhen I receive [intro_finished v]\nshow\nwait (1) seconds\nrepeat until <(costume [number v]) = [2]>\n    set volume to (100) %\n    play sound [into the light v] until done\nend\n\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nforever\n    \nend\n\n@Skip-Button\n\nwhen this sprite clicked\nif <not <(LEVEL) = [12]>> then\n    broadcast (skip v)\nelse\n    broadcast (warning v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [skip v]\nswitch costume to (costume1 v)\nshow\nset size to (0) %\ngo to [front v] layer\nrepeat (10)\n    change size by (12)\nend\nrepeat (2)\n    change size by (-10)\nend\n\nwhen I receive [skip_closed v]\nrepeat (2)\n    change size by (10)\nend\nrepeat (10)\n    change size by (-12)\nend\nhide\n\nwhen I receive [warning v]\nswitch costume to (costume2 v)\nshow\nset size to (0) %\ngo to [front v] layer\nrepeat (10)\n    change size by (12)\nend\nrepeat (2)\n    change size by (-10)\nend\n\n@Sprite12\n\nwhen I receive [skip v]\nswitch costume to (costume1 v)\nshow\nset size to (0) %\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (10)\n    change size by (12)\nend\nrepeat (2)\n    change size by (-10)\nend\n\nwhen flag clicked\nhide\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen this sprite clicked\nbroadcast (skip_closed v)\n\nwhen I receive [skip_closed v]\nrepeat (2)\n    change size by (10)\nend\nrepeat (10)\n    change size by (-12)\nend\nhide\n\nwhen I receive [warning v]\nswitch costume to (costume2 v)\nshow\nset size to (0) %\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (10)\n    change size by (12)\nend\nrepeat (2)\n    change size by (-10)\nend\n\n@Sprite13\n\nwhen I receive [skip v]\nshow\nset size to (0) %\nwait (0.1) seconds\ngo to [front v] layer\nrepeat (10)\n    change size by (12)\nend\nrepeat (2)\n    change size by (-10)\nend\n\nwhen flag clicked\nhide\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen this sprite clicked\nif <(coins) > [2]> then\n    change [coins v] by (-3)\n    broadcast (skip_closed v)\n    wait (1) seconds\n    broadcast (LEVEL UP! v)\nelse\n    say [You don`t have enough money] for (2) seconds\n    broadcast (skip_closed v)\nend\n\nwhen I receive [skip_closed v]\nrepeat (2)\n    change size by (10)\nend\nrepeat (10)\n    change size by (-12)\nend\nhide\n\n@restart\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (15)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [12]> then\n        show\n        point in direction ((([sin v] of ((timer) * (200)) ) * (3)) + (90))\n    else\n        hide\n    end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@Text\n\nwhen flag clicked\ngo [backward v] (3) layers\nforever\n    switch costume to (LEVEL)\n    if <(distance to [mouse-pointer v]) < [50]> then\n        repeat until <(size) = [120]>\n            change size by (10)\n        end\n    else\n        repeat until <(size) = [100]>\n            change size by (-10)\n        end\n    end\nend\n\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Sprite1\n\n
Join my Intro contest: https://scratch.mit.edu/projects/394011105/\n\n-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:-:_:\nHi and welcome to my newest game. This is my first part 2 of my most succesful game Pixelland.\nIf you want a free love and fave remix this and make a creative remix and i will love and maybe also fave ;D\n-:_:-:_:-:_:-:_:-INSTRUCTIONS:-:_:-:_:-:_:-:_:-:_:-:\n\nMove with arrows, WASD or mobile controls.\nYou can kill enemys by jumping on their head. \nAvoid Spikes or other dangers. Trampolins are bouncy.\nYou can destroy boxes and if you destroy a yellow box you get a coin. You need coins to skip levels =D\n\nENJOY =D :D =) XD