Acid ( A Platformer ) | #acid #pazon #games

Instructions:       #27 ON GAMES WHAT!!!!\n I LOVE YOU ALL! YOU MAKE THIS POSSIBLE <3\n\n      ✨ WELCOME TO ACID ✨\nPASS THE GAME AND TRY TO GET A HIGHSCORE!\n    __,.-~*~.,_,.-~*  KEYS  *~.,_,.-~*~-.,__\n    <-- A / LEFT ARROW | MOVE LEFT -->\n   --> D / RIGHT ARROW | MOVE RIGHT <--\n     SPACE / UP ARROW / W | JUMP\n    /!\  ( AVAILABLE ON MOBILE DEVICES ) /!\\n\n\n  IF YOU WANT TO STAY NOTIFIED ON WHEN I \n     MAKE SCRATCH PROJECTS\n\n Follow me: @Pazon. My Test / Alt: @PazonTest\n\n    SUBSCRIBE TO MY YOUTUBE CHANNEL FOR \n                                 TUTORIALS!\n\n    Youtube: Search "Pazon Scratch"\n\n ENJOYING THE GAME? GIVE IT A ❤️ AND ⭐\n\n ❤️~Thank you for reading this! Enjoy the game!~❤️\n                    -@pazon\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#pazon #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all  #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #art #acid #pazon\n

@Stage\n\nwhen flag clicked\nbroadcast (Game v)\nbroadcast (Thumbnail v) and wait\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [game v]\nhide variable [your time v]\nhide variable [☁ time v]\nwait until <(Level) = [9]>\nshow variable [your time v]\nset [your time v] to (timer)\nshow variable [☁ time v]\nif <(timer) < (☁ Time)> then\n    set [☁ time v] to (timer)\nend\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset [move v] to [1]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nif <not <(Level) = [9]>> then\n    set [change? v] to [1]\n    reset\n    set [change? v] to [0]\nend\n\nwhen I receive [game v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\ngo to [front v] layer\nforever\n    if <(Move) = [1]> then\n        Physics\n    end\nend\n\nwhen I receive [game v]\nforever\n    set [direction v] to (direction)\nend\n\nwhen I receive [game v]\nset [change? v] to [0]\nforever\n    if <<(x position) = [240]> and <(dead?) = [0]>> then\n        broadcast (NEXT LEVEL v)\n        change [level v] by (1)\n    end\nend\n\nwhen I receive [game v]\nforever\n    if <<(y position) = [-180]> or <(y position) < [-179]>> then\n        Spin off screen\n    end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n    Spin off screen\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [game v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nset [move v] to [0]\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [game v]\nforever\n    cos\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (shade v)\nrepeat (10)\n    change [ghost v] effect by (5)\n    change size by (-5)\nend\ndelete this clone\n\ndefine cos\nif <(Move) = [1]> then\n    if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n        switch costume to (left v)\n    end\n    if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n        switch costume to (right v)\n    end\n    if <not <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>>>> then\n        switch costume to (idle v)\n    end\nend\n\nwhen I receive [game v]\nforever\n    wait until <(x position) > [220]>\n    broadcast (NEXT LEVEL v) and wait\n    set [move v] to [1]\nend\n\ndefine Physics\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n    change [x v v] by (.9)\nend\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n    change [x v v] by (-.9)\nend\nset [x v v] to ((X v) * (0.9))\nchange x by (X v)\nif <<touching (ground v)?> or <touching (sliding ground v)?>> then\n    change y by (2)\n    if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n        change y by (2)\n        if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n            change y by (2)\n            if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n                change y by (2)\n                if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n                    change y by (2)\n                    if <<touching (ground v)?> or <touching (sliding ground v)?>> then\n                        change x by ((X v) * (-2))\n                        change y by (-5)\n                    end\n                end\n            end\n        end\n        if <<key (up arrow v) pressed?> or <<<key (w v) pressed?> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n            if <(X v) > [0]> then\n                set [x v v] to [-5]\n            else\n                set [x v v] to [5]\n            end\n            set [y v v] to [13]\n        else\n            set [x v v] to [0]\n        end\n    end\nend\nchange [y v v] by (-0.8)\nchange y by (Y v)\nif <<touching (ground v)?> or <touching (sliding ground v)?>> then\n    change y by ((Y v) * (-1))\n    set [y v v] to [0]\nend\nchange y by (-1)\nif <<touching (ground v)?> or <touching (sliding ground v)?>> then\n    if <<key (up arrow v) pressed?> or <<<key (w v) pressed?> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n        set [y v v] to [12]\n    end\nend\nchange y by (1)\nif <<<touching (spikes v)?> or <touching (acid v)?>> and <(dead?) = [0]>> then\n    Spin off screen\nend\nif <touching (jump pad v)?> then\n    set [y v v] to [20]\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Acid\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [game v]\nforever\n    repeat (10)\n        change y by (.5)\n    end\n    repeat (10)\n        change y by (-.5)\n    end\nend\n\n@Thumbnail\n\nwhen I receive [thumbnail v]\nshow\nswitch costume to (thumbnail v)\ngo to [front v] layer\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (25)\n    change [ghost v] effect by (4)\nend\n\n@Decoration\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Fog\n\nwhen I receive [game v]\nswitch costume to (fog v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (60)\n\n@Sliding Ground\n\ndefine Create Sliding Ground (x1) (y1) (x2) (y2) (onlevel)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [onlevel v] to (onlevel)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (x1) y: (y1)\nwait until <(OnLevel) = (Level)>\n\n    glide (3) secs to x: (x2) y: (y2)\n    glide (3) secs to x: (x1) y: (y1)\nend\n\nwhen I start as a clone\n\n    if <(OnLevel) = (Level)> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I receive [game v]\nswitch costume to (ground v)\nhide\nCreate Sliding Ground [-126] [-101] [159] [-101] [4]\nCreate Sliding Ground [-126] [-101] [159] [-101] [5]\nCreate Sliding Ground [-126] [-101] [159] [-101] [6]\nCreate Sliding Ground [-23] [-101] [159] [154] [7]\n\n@Trampoline\n\ndefine Create Trampoline (x) (y) (onlevel)\nset [x v] to (x)\nset [y v] to (y)\nset [onlevel v] to (onlevel)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n    if <(OnLevel) = (Level)> then\n        show\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\ngo to x: (x) y: (y)\n\n    switch costume to (in v)\n    if <touching (player v)?> then\n        switch costume to (out v)\n        set [y v v] to [20]\n    end\nend\n\nwhen I receive [game v]\nhide\nCreate Trampoline [-131] [-65] [8]\n\n@Word\n\nwhen I receive [game v]\nshow\n\nwhen flag clicked\nswitch costume to (word1 v)\n\nwhen I receive [next level v]\nnext costume\n\n