Winter ❄ // A Mobile Friendly Platformer 

Instructions: Winter ❄ // A Mobile Friendly Platformer\n\nIF LAGGY PLAY HERE : https://forkphorus.github.io/#401051962\n==============================\nHELP ME GET TO 100 followers! SO CLOSEEE\n\nWad or arrow keys to move \nFor Mobile press your finger on your screen to the place that you wish to go. \n\n(This game is probably the best art i have ever did)\n\nYou are an explorer trying to save this village from the people that made their land cold. The only way to restore it is by getting a ruby called the Winter Ruby. \n========================================\n\nThanks For Playing! \n\n( Press the heart and star to reduce lag)\n\nSo... Long story short, I went to bed, woke up, had 47 messages, and 76% of them were loves and stars for this project.\n==============================\nNasty Bugs: \n\nIt takes like 5 seconds for the trampoline to load in the "Bouncy" Level \n\nIn the level with the spikes on the ceiling, the trail dissapears, Then starts lagging. \n\nREPORT ANY BUGS IF YOU SEE THEM (not actually bugs xD) \n==================================\n@FreezeNova Loved and faved\n@0014049 Loved and faved\n@GraphicFox Loved\n\nTogs:\n\n#Winter #Cold #Ruby #Games #All #MobileFriendly #Platformers 

@Stage\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\n\nwhen I receive [cave time v]\nswitch backdrop to (costume2 v)\n\nwhen flag clicked\nforever\n    play sound [VICETONE - UNITED WE DANCE v] until done\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 size to (30) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (30) %\nreset\nforever\n    go to [front v] layer\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 (costume1 v)\n        change [x v v] by (.9)\n    end\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 (costume2 v)\n        change [x v v] by (-.9)\n    end\n    set [x v v] to ((X v) * (0.9))\n    change x by (X v)\n    if <touching (ground v)?> then\n        change y by (2)\n        if <touching (ground v)?> then\n            change y by (2)\n            if <touching (ground v)?> then\n                change y by (2)\n                if <touching (ground v)?> then\n                    change y by (2)\n                    if <touching (ground v)?> then\n                        change y by (2)\n                        if <touching (ground v)?> then\n                            change x by ((X v) * (-2))\n                            change y by (-5)\n                            if <<key (up arrow v) pressed?> or <<key (w 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\n                    end\n                end\n            end\n        end\n    end\n    change [y v v] by (-0.8)\n    change y by (Y v)\n    if <touching (ground v)?> then\n        change y by ((Y v) * (-1))\n        set [y v v] to [0]\n    end\n    change y by (-1)\n    if <touching (ground v)?> then\n        if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n            set [y v v] to [12]\n        end\n    end\n    change y by (1)\n    if <touching (spikessprite1 v)?> then\n        Spin off screen\n        reset\n    end\n    if <touching (trampy v)?> then\n        set [y v v] to [20]\n    end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    if <(x position) > [235]> then\n        broadcast (NEXT LEVEL v)\n    end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    if <(y position) = [-179]> then\n        Spin off screen\n    end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n    reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n    change [ghost v] effect by (5)\n    change size by (-2)\nend\ndelete this clone\n\nswitch costume to (center2 v)\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen I receive [end v]\nforever\n    set size to (100) %\n    switch costume to (costume3 v)\n    go to x: (0) y: (50)\nend\n\nwhen I receive [cave time v]\nforever\n    create clone of (_myself_ v)\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen [s v] key pressed\nbroadcast (NEXT LEVEL v)\n\nwhen I receive [end v]\nhide\n\n@SpikesSprite1\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n    if <([costume # v] of [ground v]) = [5]> then\n        show\n        go to x: (8) y: (-107)\n        switch costume to (spikes for lvl 1 v)\n    else\n        if <([costume # v] of [ground v]) = [6]> then\n            switch costume to (spikes for lvl 4 v)\n            go to x: (8) y: (-107)\n        else\n            if <([costume # v] of [ground v]) = [8]> then\n                switch costume to (spikes for lvl 3 v)\n                go to x: (8) y: (-107)\n            else\n                if <([costume # v] of [ground v]) = [9]> then\n                    switch costume to (spikes for lvl 2 v)\n                    go to x: (8) y: (-107)\n                else\n                    if <([costume # v] of [ground v]) = [10]> then\n                        switch costume to (spikes for lvl 6 v)\n                        go to x: (0) y: (-107)\n                    else\n                        if <([costume # v] of [ground v]) = [11]> then\n                            switch costume to (cold wata v)\n                            go to [back v] layer\n                            go to x: (-2) y: (-210)\n                            repeat until <not <([costume # v] of [ground v]) = [11]>>\n                                glide (1) secs to x: (-2) y: (-220)\n                                glide (1) secs to x: (-2) y: (-210)\n                            end\n                        else\n                            if <([costume # v] of [ground v]) = [12]> then\n                                broadcast (Trampy time v)\n                                switch costume to (spikes for lvl 6 v)\n                                go to x: (0) y: (-110)\n                            else\n                                if <([costume # v] of [ground v]) = [13]> then\n                                    hide\n                                else\n                                    if <([costume # v] of [ground v]) = [14]> then\n                                        go to [back v] layer\n                                        show\n                                        switch costume to (spikes for lvl 5 v)\n                                        repeat until <not <([costume # v] of [ground v]) = [14]>>\n                                            glide (1) secs to x: (32) y: (-66)\n                                            glide (1) secs to x: (32) y: (-76)\n                                        end\n                                    else\n                                        if <([costume # v] of [ground v]) = [15]> then\n                                            switch costume to (spikes for lvl 12 v)\n                                        else\n                                            if <([costume # v] of [ground v]) = [16]> then\n                                                go to x: (7) y: (-37)\n                                                switch costume to (spikes for lvl 13 v)\n                                                broadcast (Trampy time v)\n                                            else\n                                                if <([costume # v] of [ground v]) = [17]> then\n                                                    switch costume to (spikes for lvl 11 v)\n                                                    go to x: (9) y: (-39)\n                                                else\n                                                    if <([costume # v] of [ground v]) = [18]> then\n                                                        switch costume to (spikes for lvl 10 v)\n                                                        go to x: (9) y: (-39)\n                                                        repeat until <not <([costume # v] of [ground v]) = [18]>>\n                                                            repeat (10)\n                                                                turn left (35) degrees\n                                                            end\n                                                            broadcast (Trampy time v)\n                                                        end\n                                                    else\n                                                        if <([costume # v] of [ground v]) = [19]> then\n                                                            hide\n                                                        else\n                                                            if <([costume # v] of [ground v]) = [20]> then\n                                                                hide\n                                                                broadcast (ruby time v)\n                                                            end\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\n@Trampy\n\nwhen flag clicked\nhide\n\nwhen I receive [trampy time v]\nforever\n    if <([costume # v] of [ground v]) = [12]> then\n        go to x: (-63) y: (-22)\n        show\n    end\n    if <([costume # v] of [ground v]) = [13]> then\n        hide\n        broadcast (cave time v)\n    end\n    if <([costume # v] of [ground v]) = [16]> then\n        go to x: (-63) y: (-30)\n        show\n        repeat (1)\n            create clone of (_myself_ v)\n        end\n    end\n    if <([costume # v] of [ground v]) = [17]> then\n        hide\n    end\n    if <([costume # v] of [ground v]) = [18]> then\n        go to x: (-100) y: (-30)\n        show\n    end\n    if <([costume # v] of [ground v]) = [19]> then\n        hide\n    end\nend\n\nwhen I start as a clone\nforever\n    go to x: (130) y: (-30)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [ruby time v]\nshow\nforever\n    if <touching (player v)?> then\n        hide\n        broadcast (end v)\n    end\nend\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (185) y: (-144)\nforever\n    change [zine v] by (1)\n    point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n    if <touching (mouse-pointer v)?> then\n        change size by (((110) - (size)) / (2))\n    else\n        change size by (((100) - (size)) / (4))\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n            change [zine v] by (1)\n            point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n            change size by (((90) - (size)) / (2))\n        end\n        set size to (100) %\n        wait (0) seconds\n        if <<touching (mouse-pointer v)?> and <not <([costume # v] of [platforms v]) = [15]>>> then\n            broadcast (NEXT LEVEL v)\n        end\n    end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n    if <(LEVEL) = [15]> then\n        forever\n            hide\n            stop [other scripts in sprite v]\n        end\n    end\nend\n\nwhen I receive [end v]\nhide\n\n@Screenshot 2020-06-02 at 9\n\nwhen flag clicked\nhide\n\n