[ENTRY] Darkness ||A Platformer
@Stage\n\nwhen flag clicked\nforever\n    play sound [Deltarune Hip Shop \(LoFi Hip Hop Remix\) v] until done\nend\n\n@player\n\nwhen I start as a clone\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n    switch costume to (left v)\n    change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n    switch costume to (right v)\n    change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n    change y by (1)\n    if <touching (ground v)?> then\n        change y by (1)\n        if <touching (ground v)?> then\n            change y by (1)\n            if <touching (ground v)?> then\n                change y by (1)\n                if <touching (ground v)?> then\n                    change y by (1)\n                    if <touching (ground v)?> then\n                        change y by (1)\n                        if <touching (ground v)?> then\n                            change y by (-6)\n                            change x by ((x) * (-1))\n                            if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                                set [y v] to [7]\n                                if <(x) > [0]> then\n                                    set [x v] to [-10]\n                                else\n                                    set [x v] to [0]\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nchange y by (y)\nif <touching (ground v)?> then\n    change y by ((y) * (-1))\n    set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n    switch costume to (up v)\n    set [y v] to [9]\nend\nchange y by (0.5)\nif <<touching (moving spikes v)?> or <<touching (saw v)?> or <touching (moving spikes v)?>>> then\n    broadcast (Restart v)\nend\nif <(x position) > [233]> then\n    broadcast (next v)\n    change [level v] by (1)\n    go to x: (x spawn) y: (y spawn)\n    set [x v] to [0]\n    set [y v] to [0]\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nclear graphic effects\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [0]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(stop) = [t]>\n    run engine\nend\n\nwhen flag clicked\nforever\n    switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [stop v] to [f]\nforever\n    if <(level) = [9]> then\n        set [stop v] to [t]\n        hide\n    end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n    switch costume to (level)\nend\n\n@moving spikes\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n    switch costume to (level)\nend\n\nwhen flag clicked\nforever\n    glide (.3) secs to x: (0) y: (15)\n    glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nforever\n    point in direction ((([cos v] of (((timer) - (2)) * (200)) ) * (10)) + (90))\nend\n\n@saw\n\nwhen flag clicked\nforever\n    turn right (4) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nset size to (65) %\nset [brightness v] effect to (0)\nforever\n    if <<(level) = [2]> or > then\n        show\n    else\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    repeat (11)\n        change y by (1)\n    end\n    repeat (11)\n        change y by (-1)\n    end\nend\n\ngo to [back v] layer\n\n@thumb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@timer\n\nwhen flag clicked\nswitch costume to (back v)\ngo to x: (0) y: (0)\nset [time v] to [0]\nhide variable [time v]\nhide\nforever\n    if <(level) = [9]> then\n        show\n        show variable [time v]\n    else\n        hide\n        hide variable [time v]\n        change [time v] by (1)\n        wait (1) seconds\n    end\nend\n\nwait until <(level) = [9]>\n\nrepeat until <(stop) = [t]>\n\n@light\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (1 v)\nrepeat until <(stop) = [t]>\n    go to [back v] layer\n    go to (player v)\nend\nwait until <(stop) = [t]>\nhide\n\nwhen flag clicked\nforever\n    repeat (20)\n        change size by (1)\n    end\n    wait (.01) seconds\n    repeat (20)\n        change size by (-1)\n    end\n    wait (.01) seconds\nend\n\n
New game https://scratch.mit.edu/projects/501792940\n                           ♢ɪɴsᴛʀᴜᴄᴛɪᴏɴs♢\n♢ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ♢\n♢ʏᴏᴜ ᴄᴀɴ ᴡᴀʟʟᴊᴜᴍᴘ♢\n♢ᴀᴠᴏɪᴅ sᴘɪᴋᴇs/ʟᴀᴠᴀ♢\n♢100% ᴘᴏssɪʙʟᴇ♢\n♢ʜᴏᴘᴇғᴜʟʟʏ ʏᴏᴜ ᴇɴᴊᴏʏ!♢            