Minecraft 3 | The End | Scrolling Platformer | #games #all #minecraft #trending

Instructions: -Minecraft A Scrolling Platformer-\n-Part 3: The End-\n\nI am so excited for this platformer! \n\nThis is one of my better ones :)\nPlease like and fav for more!\nFollow @TrentonTNT for more games!\n\nEnjoy :D\n\n\nINSTRUCTIONS:\n\n> WAD to move\n> Jump on blocks\n> Look at the awesome detail (XD)\n> Beat the platformer!\n\nTAGS:\n#games #all #stories #music #art #animations #enjoy #minecraft #like #fav #trending #platformers\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment "ENDER DRAGON!!!"

@Stage\n\nwhen flag clicked\nforever\n    play sound [calm3 v] until done\nend\n\n@Player2\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n    broadcast (Reset v) and wait\n    broadcast (Setip v) and wait\n    Game on\n    repeat until <(EXIT) > []>\n        Tick\n        broadcast (Tick v) and wait\n    end\n    if <(EXIT) = [Win]> then\n        Game - Win\n    else\n        Game - Die\n    end\n    if <touching (background v)?> then\n        Game - Die\n    end\nend\n\ndefine Game on\nset [x v] to (item ((Checkpoint) + (1)) of [checkpoint x v])\nset [y v] to (item ((Checkpoint) + (1)) of [checkpoint y v])\nif <(Checkpoint) = [0]> then\n    switch backdrop to (backdrop2 v)\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (70) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (touchbox v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    change [speed x v] by (-2)\n    point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [speed x v] by (2)\n    point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n    Change player x by (round (Speed x))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n    if <(in air) < [5]> then\n        set [speed y v] to [16]\n    end\nend\nif <(Speed y) > [-20]> then\n    change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n    set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n    set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n    set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n    set [exit v] to [Die]\nend\nif <not <<key (any v) pressed?> or <mouse down?>>> then\n    set [animateshowsprite v] to [0]\n    set [animatetimervariable v] to [0]\nelse\n    change [animatetimervariable v] by (1)\n    set [animateshowsprite v] to (((AnimateShowSprite) + ([floor v] of ((((AnimateTimerVariable) mod (3)) + (1)) / (3)) )) mod (4))\nend\nswitch costume to ((AnimateShowSprite) + (1))\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n    if <(sy) > [0]> then\n        change [y v] by (-1)\n    else\n        change [y v] by (1)\n        set [in air v] to [0]\n    end\n    Position\n    set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n    repeat (12)\n        change [y v] by (1)\n        Position\n        if <not <touching (platforms v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-12)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(sx) > [0]> then\n            set [speed x v] to [-16]\n        else\n            set [speed x v] to [16]\n        end\n        set [in air v] to [0]\n    else\n        set [speed x v] to [0]\n    end\n    repeat until <not <touching (platforms v)?>>\n        if <(sx) > [0]> then\n            change [x v] by (-1)\n        else\n            change [x v] by (1)\n        end\n        Position\n    end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n    hide\n    wait (0.1) seconds\n    show\n    wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n    point towards (exit v)\n    turn right (65) degrees\n    move ((distance to [exit v]) / (2)) steps\n    change size by (-0.25)\n    change [ghost v] effect by (2)\nend\nclear graphic effects\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo [forward v] (10000) layers\n\n@TB\n\nwhen flag clicked\nhide\n\n@BACKGROUND\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n    switch costume to (level 1-1 v)\n    switch backdrop to (backdrop1 v)\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\n    Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n    show\nelse\n    hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n