PLATFORMER!!

Instructions: 日本語は下です↓\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\nTrend 1p Thank you!　傾向1pありがとうございます！\n˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°˖°˖✧˖°\nIt's a minecraft platformer!\n✿┈┈✿❂⋯❋⋯❂How to play❂⋯❋⋯❂✿┈┈✿\n\nPC users: use the ←↑→↓ keys to control, if you get stuck in a block, press the spacebar.\n⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙\nTablet users: Tap in the direction you want to go to move. If you are using a tablet, please press the flag again if you get stuck in a block.\n~~~~~~~~~ course modification for remixed ~~~~~~~~~\nThe course for this block is created by the block definition: enter the X and Y coordinates in the X and Y places, and enter the number of the costume in the third place.\nThe same goes for obstacles and decorations.\n\n⠀⠀ ⠀⠀ ⠀⠀ ⠀⠀⠀༻༻༻⋇⋆✦⋆⋇༺༺༺\nThere may be a slight bug. If so, please write in the comments section of Weather_man's profile. We will fix it.\n+=========================================+\nMy second time making a platformer, and it was pretty fun!\nIt took me a while, but I think I made a good product. I hope you like it. If you like it, please ❤, ⭐, and follow me!\n\nマインクラフトプラットフォーマーです！\n✿┈┈✿❂⋯❋⋯❂操作方法❂⋯❋⋯❂✿┈┈✿\nPCの方：←↑→↓キーで操作、もし、ブロックの中に挟まってしまったら、スペースキーを押してください。\n⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙⁺˚*•̩̩͙✩•̩̩͙*˚⁺‧͙タブレットの方：いきたい方向にタップすると動きます。申し訳ございませんが、タブレットだともしブロックに挟まってしまった場合、もう一度旗を押してください。\n~~~~~~~~~リミックスした場合のコース改造~~~~~~~~~\nこのブロックのコースはブロック定義によって作られています。XとYのところにX座標とY座標を入力し、3つ目にそのコスチュームの番号を入力してください。\n障害物や装飾品も同じくです。\n\n⠀⠀ ⠀⠀ ⠀⠀ ⠀⠀⠀༻༻༻⋇⋆✦⋆⋇༺༺༺\nもしかしたらちょっとしたバグが起こるかもしれません。その場合はWeather_manのプロフィールのコメント欄にてお書きください。改善いたします。ʕ•ᴥ•ʔ\n+=========================================+\n2回目のプラットフォーマー作り、結構楽しかったです！\n少し時間はかかったですがいい作品ができたと思います。気に入ってくれたら嬉しいです。もし「いいな」と思ったら❤、⭐、フォローをよろしくおねがいします！

@Stage\n\nwhen flag clicked\nswitch backdrop to (asdf v)\nbroadcast (Start v)\nforever\n    play sound [Avengers Theme song - Extended Version AMAZING Quality.mp3 v] until done\nend\n\n@player\n\ndefine walls\nif <not <(t) = [s]>> then\n    if <<(t) < [4]> and <touching (level v)?>> then\n        change [t v] by (1)\n        change y by (1)\n        walls\n    else\n        if <(t) = [4]> then\n            change y by (-4)\n            change x by ((-1) * (x_vel))\n            set [x_vel v] to [0]\n        end\n        set [t v] to [s]\n    end\nend\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen I receive [next level v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (Start v)\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nforever\n    if <(Powerups) = [oooooooh_i_be_flyin']> then\n        switch costume to (2 v)\n        if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n            change [x_vel v] by (1)\n            point in direction (90)\n        end\n        if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n            change [x_vel v] by (-1)\n            point in direction (-90)\n        end\n        set [x_vel v] to ((0.9) * (x_vel))\n        change x by (x_vel)\n        set [t v] to [0]\n        walls\n        if <not <(t) = [s]>> then\n            add (t) to [bugs v]\n        end\n        change [y_vel v] by (-0.8)\n        change y by ((-1) * (y_vel))\n        if <touching (level v)?> then\n            change y by ((1) * (y_vel))\n            if <(Powerups) = [jump_boost]> then\n                if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y_vel) < [0]>> then\n                    set [y_vel v] to [16]\n                else\n                    set [y_vel v] to [0]\n                end\n            else\n                if <<<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> and <(y_vel) < [0]>> then\n                    set [y_vel v] to [10]\n                else\n                    set [y_vel v] to [0]\n                end\n            end\n        end\n        check\n    else\n        switch costume to (1 v)\n        if <(Powerups) = [i_am_speeeeeeeeeeeeeeeeeeeeed]> then\n            if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n                change [x_vel v] by (1.6)\n                point in direction (90)\n            end\n            if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n                change [x_vel v] by (-1.6)\n                point in direction (-90)\n            end\n        else\n            if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n                change [x_vel v] by (1)\n                point in direction (90)\n            end\n            if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n                change [x_vel v] by (-1)\n                point in direction (-90)\n            end\n        end\n        set [x_vel v] to ((0.9) * (x_vel))\n        change x by (x_vel)\n        set [t v] to [0]\n        walls\n        if <not <(t) = [s]>> then\n            add (t) to [bugs v]\n        end\n        change [y_vel v] by (-0.8)\n        change y by (y_vel)\n        if <touching (level v)?> then\n            change y by ((-1) * (y_vel))\n            if <(Powerups) = [jump_boost]> then\n                if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y_vel) < [0]>> then\n                    set [y_vel v] to [16]\n                else\n                    set [y_vel v] to [0]\n                end\n            else\n                if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y_vel) < [0]>> then\n                    set [y_vel v] to [10]\n                else\n                    set [y_vel v] to [0]\n                end\n            end\n        end\n        check\n    end\nend\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (Start v)\n\ndefine check\nif <<<[179] < (y position)> or <touching (ouchies v)?>> or <touching (water v)?>> then\n    broadcast (restart v)\n    wait (0.1) seconds\nend\nif <not <(Level) = [10]>> then\n    if <(x position) > [235]> then\n        broadcast (Next level v)\n    end\nend\nif <touching (water v)?> then\n    broadcast (restart v)\n    wait (0.1) seconds\nend\n\n@Level\n\nwhen I receive [next level v]\nif <not <(Level) = [10]>> then\n    next costume\n    change [level v] by (1)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (level 1 v)\nset [level v] to [1]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n    if <(Level) = [10]> then\n        switch backdrop to (asdf2 v)\n    end\nend\n\n@clouds\n\nwhen flag clicked\nset [ghost v] effect to (30)\nforever\n    go to [back v] layer\n    wait (5) seconds\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [1]> then\n    go to x: (-300) y: (pick random (70) to (130))\n    repeat until <[270] < (x position)>\n        change x by (3)\n    end\nelse\n    go to x: (300) y: (pick random (70) to (130))\n    repeat until <(x position) < [-290]>\n        change x by (-3)\n    end\nend\ndelete this clone\n\n@Powerups\n\nwhen I start as a clone\nhide\nwait (0.5) seconds\nforever\n    go to [front v] layer\n    if <(number as;dlfkj) = [1]> then\n        show\n        go to x: (-200) y: (145)\n        switch costume to (jump boost v)\n        if <key (1 v) pressed?> then\n            set [powerups v] to [jump_boost]\n        end\n        if <touching (mouse-pointer v)?> then\n            set size to (110) %\n            if <mouse down?> then\n                set [powerups v] to [jump_boost]\n            end\n        else\n            set size to (100) %\n        end\n    else\n        if <(number as;dlfkj) = [2]> then\n            show\n            go to x: (-130) y: (145)\n            switch costume to (speed thing v)\n            if <key (2 v) pressed?> then\n                set [powerups v] to [i_am_speeeeeeeeeeeeeeeeeeeeed]\n            end\n            if <touching (mouse-pointer v)?> then\n                set size to (110) %\n                if <mouse down?> then\n                    set [powerups v] to [i_am_speeeeeeeeeeeeeeeeeeeeed]\n                end\n            else\n                set size to (100) %\n            end\n        else\n            if <(number as;dlfkj) = [3]> then\n                show\n                go to x: (-60) y: (145)\n                switch costume to (levitation v)\n                if <key (3 v) pressed?> then\n                    set [powerups v] to [oooooooh_i_be_flyin']\n                end\n                if <touching (mouse-pointer v)?> then\n                    set size to (110) %\n                    if <mouse down?> then\n                        set [powerups v] to [oooooooh_i_be_flyin']\n                    end\n                else\n                    set size to (100) %\n                end\n            else\n                if <(number as;dlfkj) = [4]> then\n                    show\n                    go to x: (10) y: (145)\n                    switch costume to (none v)\n                    if <key (4 v) pressed?> then\n                        set [powerups v] to [none]\n                    end\n                    if <touching (mouse-pointer v)?> then\n                        set size to (110) %\n                        if <mouse down?> then\n                            set [powerups v] to [none]\n                        end\n                    else\n                        set size to (100) %\n                    end\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [powerups v] to [none]\nhide\nswitch costume to (jump boost v)\nset [number as;dlfkj v] to [0]\nrepeat (4)\n    wait (0.01) seconds\n    change [number as;dlfkj v] by (1)\n    create clone of (_myself_ v)\nend\n\nset [level v] to [9]\n\n@Ouchies\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to [front v] layer\ngo [forward v] (500) layers\n\nwhen I receive [next level v]\nif <not <(Level) = [10]>> then\n    next costume\nend\n\n@Water\n\nwhen flag clicked\nshow\nforever\n    set y to ((([sin v] of ((timer) * (250)) ) * (5)) - (263))\nend\n\n@Words\n\nwhen flag clicked\nswitch costume to (none v)\nshow\ngo to [front v] layer\nforever\n    go to x: (150) y: (135)\n    if <(Powerups) = [none]> then\n        switch costume to (none v)\n    end\n    if <(Powerups) = [jump_boost]> then\n        switch costume to (jump boost v)\n    end\n    if <(Powerups) = [i_am_speeeeeeeeeeeeeeeeeeeeed]> then\n        switch costume to (speed v)\n    end\n    if <(Powerups) = [oooooooh_i_be_flyin']> then\n        switch costume to (anti-gravity v)\n    end\nend\n\n@Thumbnail a;lsfdj\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nrepeat (15)\n    go to [front v] layer\nend\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n    change y by ((y position) / (-15))\n    change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n    change y by (((y position) - (-100)) / (-15))\n    change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n    go to x: (-15) y: (0)\n    set [loved__ v] to [0]\n    switch costume to (love v)\n    forever\n        set [love? v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            wait (0.2) seconds\n            if <touching (mouse-pointer v)?> then\n                set [loved__ v] to [1]\n            end\n        end\n    end\nend\nif <(clone id) = [1]> then\n    go to x: (0) y: (0)\n    switch costume to (fave v)\n    set [faved___ v] to [0]\n    forever\n        set [fav v] to <touching (mouse-pointer v)?>\n        if <touching (mouse-pointer v)?> then\n            wait (0.2) seconds\n            if <touching (mouse-pointer v)?> then\n                set [faved___ v] to [1]\n            end\n        end\n    end\nend\n\n@skip button\n\nwhen flag clicked\ngo to x: (160) y: (-155)\nset [level v] to [1]\nshow\ngo to [front v] layer\nforever\n    go [forward v] (1) layers\n    if <touching (mouse-pointer v)?> then\n        set size to (87) %\n        if <mouse down?> then\n            wait until <not <mouse down?>>\n            broadcast (Next level v)\n        end\n    else\n        set size to (80) %\n    end\nend\n\n