Llama Platformer v 1.0 Alpha
@Stage\n\nwhen flag clicked\nbroadcast (Turn Page v)\nforever\n    play sound [Coin Falling v] until done\nend\n\n@Improved2\n\nwhen I receive [turn page v]\nif <(Title) > [0]> then\n    hide\n    stop [this script v]\nend\nReset Level\nforever\n    switch costume to (hitbox v)\n    Controls - Jump, Crouch\n    Gravity\n    Check Hit Ceiling / Floor <(speed y) > [0]>\n    if <(y position) < [-186]> then\n        Reset Level\n    end\n    if <(wall jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        Controls - Left and Right\n    end\n    if <(speed x) < [-0.5]> then\n        Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n    else\n        if <(speed x) > [0.5]> then\n            Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n        else\n            set [frame v] to [0]\n        end\n    end\n    Set Costume\n    broadcast (tick v) and wait\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <key (left arrow v) pressed?> then\n    change [speed x v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n    change [speed x v] by (1.5)\nend\n\ndefine None\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n    change y by (1)\n    change [slope v] by (1)\n    Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (step)> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n        set [in platforrm v] to [2]\n        Walk (direction) (speed) max step (step)\n        if <(speed x) = [0]> then\n            set [in platforrm v] to [1]\n        end\n    else\n        if <<<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n            set [speed x v] to ((-1.2) * (speed))\n            set [speed y v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        else\n            set [speed x v] to [0]\n        end\n    end\nend\n\ndefine Controls - Jump, Crouch\nif <key (up arrow v) pressed?> then\n    if <<(jump key) = [0]> and <(falling?) < [3]>> then\n        set [speed y v] to [14]\n        set [falling? v] to [6]\n        set [jump key v] to [1]\n    end\nelse\n    set [jump key v] to [0]\nend\nif <key (down arrow v) pressed?> then\n    set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n    change [speed y v] by (-1)\nelse\n    change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <>\nGet Touching <not >\nif <(touch) = [0]> then\n    set [in platforrm v] to [1]\nelse\n    if <<up?> and <(touch) = [1]>> then\n        set [in platforrm v] to [2]\n    end\nend\nrepeat until <(touch) < (in platforrm)>\n    if <up?> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    Get Touching <not <up?>>\n    set [speed y v] to [0]\nend\n\ndefine Get Touching <>\nif <touching (ground v)?> then\n    set [touch v] to [9]\nelse\n    if <<check platform?> and <touching (platforms v)?>> then\n        set [touch v] to [1]\n    else\n        set [touch v] to [0]\n    end\nend\nif <touching (hurt v)?> then\n    Reset Level\nend\nif <(x position) > [235]> then\n    change [level v] by (1)\n    Reset Level\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (146) y: (200)\ngo to x: (-202) y: (97)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n    if <(frame) = [0]> then\n        switch costume to (costume13 v)\n    else\n        switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n    end\nelse\n    if <(speed y) > [0]> then\n        switch costume to (costume13 v)\n    else\n        switch costume to (costume13 v)\n    end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nset [jump key v] to [1]\n\nset [falling? v] to [6]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\n@hurt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n    switch costume to (Level)\nend\n\n