Among us platformer #games #all #platformer #among us

Instructions: This is my first project which got more than 100 views!\n#CodingWithChrisContest\nThis is my new among us platformer game for #CodingWithChrisContest\nPlease tell if there are any glitches\nTurbowrap :- https://turbowarp.org/440188705\n_________Please click the green flag twice________\n***********CONTROLS*****************\nArrow keys or WASD to move.\nDon't touch imposters.\nDon't touch spikes.\nDon't fall in lava.\nJump on trampolines.\n_________Please click the green flag twice________\nHope you enjoy. Sorry for short game I didn't had time.\n~sydomine\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#games #all #platformer #among us

@Stage\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        switch backdrop to (among us v)\n    end\n    if <(Level) = [2]> then\n        switch backdrop to (among us2 v)\n    end\n    if <(Level) = [3]> then\n        switch backdrop to (among us3 v)\n    end\n    if <(Level) = [4]> then\n        switch backdrop to (among us4 v)\n    end\n    if <(Level) = [5]> then\n        switch backdrop to (among us5 v)\n    end\nend\n\n@Start\n\nwhen flag clicked\nbroadcast (Start game v)\nbroadcast (Start intro v)\n\nwhen flag clicked\nwait (9.3) seconds\nforever\n    play sound [Among Us Theme v] until done\nend\n\nwhen flag clicked\nwait (7.5) seconds\nplay sound [join v] until done\n\nwhen I receive [start game v]\nif <(Level) = [2]> then\n    broadcast (Level 2 v)\nend\nif <(Level) = [3]> then\n    broadcast (Level 3 v)\nend\n\nwhen I receive [start game v]\nif <(Level) = [5]> then\n    stop all sounds\n    forever\n        play sound [Theme v] until done\n    end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    show\n    go to x: (0) y: (-360)\n    set size to (0) %\n    repeat (10)\n        change y by (((0) - (y position)) / (3))\n        change size by (((100) - (size)) / (3))\n    end\n    set [sequence v] to [2]\nelse\n    if <<(costume [number v]) > [1]> and <[10] > (costume [number v])>> then\n        show\n        go to x: (0) y: (0)\n        set size to (0) %\n        set [ghost v] effect to (100)\n        repeat (15)\n            change size by (((100) - (size)) / (4))\n            change [ghost v] effect by (-10)\n        end\n    else\n        if <<(costume [number v]) > [9]> and <[14] > (costume [number v])>> then\n            show\n            set size to (0) %\n            if <<(costume [number v]) = [10]> or <(costume [number v]) = [13]>> then\n                show\n                set size to (0) %\n                repeat (13)\n                    switch costume to (haha dots go yeeee v)\n                    change size by (((1650) - (size)) / (6))\n                    switch costume to (square 1 v)\n                end\n                wait until <(Sequence) = [4]>\n                delete this clone\n            else\n                if <<(costume [number v]) = [11]> or <(costume [number v]) = [13]>> then\n                    show\n                    set size to (0) %\n                    repeat (13)\n                        switch costume to (haha dots go yeeee v)\n                        change size by (((1650) - (size)) / (6))\n                        switch costume to (square 2 v)\n                    end\n                    wait until <(Sequence) = [4]>\n                    delete this clone\n                else\n                    if <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n                        show\n                        set size to (0) %\n                        repeat (13)\n                            switch costume to (haha dots go yeeee v)\n                            change size by (((1650) - (size)) / (6))\n                            switch costume to (square 3 v)\n                        end\n                        set [sequence v] to [4]\n                    end\n                end\n            end\n        else\n            if <(costume [number v]) = [14]> then\n                show\n                set [ghost v] effect to (100)\n                go to [front v] layer\n                go to x: (-400) y: (-400)\n                repeat (17)\n                    change [ghost v] effect by (-5)\n                    change y by (((0) - (y position)) / (4))\n                    change x by (((0) - (x position)) / (4))\n                end\n                set [sequence v] to [5]\n                go to x: (0) y: (0)\n                clear graphic effects\n                repeat (15)\n                    turn right ((i) / (-5)) degrees\n                    change [ghost v] effect by (7)\n                    change size by (i)\n                    change [i v] by (-1.35)\n                end\n                set [sequence v] to [8]\n                delete this clone\n            else\n                if <(costume [number v]) = [15]> then\n                    show\n                    go to x: (-400) y: (-400)\n                    repeat (17)\n                        change y by (((0) - (y position)) / (5))\n                        change x by (((0) - (x position)) / (5))\n                    end\n                    set [sequence v] to [6]\n                    wait until <(Sequence) = [8]>\n                    delete this clone\n                else\n                    if <(costume [number v]) = [16]> then\n                        show\n                        go to x: (400) y: (400)\n                        repeat (17)\n                            change y by (((0) - (y position)) / (5))\n                            change x by (((0) - (x position)) / (5))\n                        end\n                        set [sequence v] to [7]\n                        wait until <(Sequence) = [8]>\n                        delete this clone\n                    else\n                        if <(costume [number v]) = [17]> then\n                            show\n                            go to [front v] layer\n                            repeat (40)\n                                go to [front v] layer\n                                change [ghost v] effect by (5)\n                            end\n                            delete this clone\n                        else\n                            if <(costume [number v]) = [18]> then\n                                show\n                                set size to (0) %\n                                point in direction (0)\n                                go to x: (0) y: (-360)\n                                repeat (50)\n                                    change y by (((0) - (y position)) / (5))\n                                    turn right (((90) - (direction)) / (5)) degrees\n                                    set [i v] to (((i) * (.7)) + (((100) - (size)) / (3)))\n                                    change size by (i)\n                                end\n                                repeat (15)\n                                    change size by (i)\n                                    change [i v] by (-1)\n                                end\n                                set [sequence v] to [9]\n                                delete this clone\n                            else\n                                if <(costume [number v]) = [19]> then\n                                    show\n                                    set size to (pick random (100) to (200)) %\n                                    set [i v] to (pick random (-20) to (20))\n                                    set [i2 v] to (pick random (10) to (20))\n                                    set [ghost v] effect to (pick random (10) to (30))\n                                    point in direction (pick random (1) to (90))\n                                    repeat until <touching (_edge_ v)?>\n                                        change [ghost v] effect by (1)\n                                        change x by (i)\n                                        change y by (i2)\n                                        turn right ((x position) / (40)) degrees\n                                        change [i2 v] by (-2)\n                                    end\n                                    delete this clone\n                                else\n                                    if <(costume [number v]) = [20]> then\n                                        show\n                                        set size to (0) %\n                                        repeat (50)\n                                            set [i v] to (((i) * (.7)) + (((100) - (size)) / (3)))\n                                            change size by (i)\n                                        end\n                                        broadcast (Fade v) and wait\n                                        delete this clone\n                                    end\n                                end\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Intro\nset [i v] to [0]\nset [i2 v] to [0]\nset [sequence v] to [1]\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nstart sound [Amadeus - Euphoria v]\nswitch costume to (white v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [2]>\nswitch costume to (bar 1 v)\nrepeat (8)\n    create clone of (_myself_ v)\n    next costume\n    wait (.01) seconds\nend\nwait (.1) seconds\nset [sequence v] to [3]\nswitch costume to (square 1 v)\nrepeat (3)\n    create clone of (_myself_ v)\n    next costume\n    wait (.2) seconds\nend\nwait until <(Sequence) = [4]>\nswitch costume to (logo v)\nrepeat (3)\n    create clone of (_myself_ v)\n    wait (.04) seconds\nend\nwait until <(Sequence) = [5]>\nswitch costume to (white filler v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [6]>\nswitch costume to (black filler v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [8]>\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (another logo :p v)\ncreate clone of (_myself_ v)\nParticles\nwait until <(Sequence) = [9]>\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nParticles\n\nwhen I receive [fade v]\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nset [sequence v] to [10]\nbroadcast (Delete Clones v) and wait\n\nwhen I receive [delete clones v]\ndelete this clone\n\ndefine Particles\nswitch costume to (particle v)\nrepeat (12)\n    create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo [forward v] (10) layers\n\nwhen I receive [start intro v]\nIntro\n\n@Player\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    point in direction (90)\n    change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    point in direction (-90)\n    change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X velocity) * (friction))\nchange x by (X velocity)\nif <touching (level v)?> then\n    set [slope v] to [0]\n    repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n        change [slope v] by (1)\n        change y by (1)\n    end\n    if <touching (level v)?> then\n        change y by ((Slope) * (-1))\n        repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n            if <touching (level v)?> then\n                change x by (([abs v] of (X velocity) ) / ((X velocity) * (-1)))\n            end\n        end\n        set [x velocity v] to [0]\n    end\nend\nchange y by (Y velocity)\nif <touching (level v)?> then\n    repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n        if <touching (level v)?> then\n            change y by (([abs v] of (Y velocity) ) / ((Y velocity) * (-1)))\n        end\n    end\n    if <<(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n        set [y velocity v] to (jump height)\n    else\n        set [y velocity v] to [0]\n    end\nelse\n    change [y velocity v] by (-1)\nend\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <key (a v) pressed?>> or <<key (left arrow v) pressed?> or <key (d v) pressed?>>> then\n    switch costume to (Walk)\nend\nif <(Y velocity) > [2]> then\n    switch costume to (jump v)\nend\nif <(Y velocity) < [-3]> then\n    switch costume to (fall v)\nend\n\nwhen flag clicked\ngo [backward v] (10) layers\n\nwhen I receive [start game v]\nif <(Level) = [1]> then\n    go to x: (-221) y: (48)\nend\nif <(Level) = [2]> then\n    go to x: (-200) y: (-120)\nend\nif <(Level) = [5]> then\n    go to x: (-102) y: (-123)\nend\nset rotation style [left-right v]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n    Platform [12] [-2] [0.7] [3]\n    if <<touching (imposter v)?> or <<touching (imposter2 v)?> or <touching (imposter3 v)?>>> then\n        broadcast (Kill v)\n        wait (1.8) seconds\n        broadcast (Hide v)\n        start sound [join v]\n        if <(Level) = [1]> then\n            go to x: (-221) y: (48)\n        end\n        if <(Level) = [2]> then\n            go to x: (-210) y: (123)\n        end\n        if <(Level) = [3]> then\n            hide\n            go to x: (217) y: (63)\n            show\n        end\n    end\n    if <<touching (spikes v)?> or <touching (spikes2 v)?>> then\n        broadcast (Hide v)\n        start sound [join v]\n        if <(Level) = [3]> then\n            hide\n            go to x: (217) y: (63)\n            show\n        end\n        if <(Level) = [4]> then\n            hide\n            go to x: (-198) y: (-121)\n            show\n        end\n    end\n    if <touching color (#fc0000)?> then\n        broadcast (Hide v)\n        start sound [join v]\n        if <(Level) = [3]> then\n            hide\n            go to x: (217) y: (63)\n            show\n        end\n    end\n    if <touching color (#e00000)?> then\n        broadcast (Hide v)\n        start sound [join v]\n        if <(Level) = [3]> then\n            hide\n            go to x: (217) y: (63)\n            show\n        end\n    end\n    if <touching color (#e00000)?> then\n        broadcast (Hide v)\n        start sound [join v]\n        if <(Level) = [5]> then\n            hide\n            go to x: (-33) y: (-124)\n            show\n        end\n    end\n    if <touching color (#fa0000)?> then\n        broadcast (Hide v)\n        start sound [join v]\n        if <(Level) = [4]> then\n            hide\n            go to x: (-198) y: (-121)\n            show\n        end\n    end\n    if <touching color (#002fff)?> then\n        set [y velocity v] to [18]\n        change y by (18)\n    end\n    if <touching (vent v)?> then\n        change [level v] by (1)\n        broadcast (Show v)\n    end\n    if <touching (trampoline v)?> then\n        set [y velocity v] to [15]\n        change y by (15)\n    end\n    if <touching (flag v)?> then\n        broadcast (Game over v)\n    end\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n    change [walk v] by (1)\n    if <(Walk) > [8]> then\n        set [walk v] to [5]\n    end\n    wait (0.05) seconds\nend\n\nif <<(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n    set [y velocity v] to (jump height)\nelse\n    set [y velocity v] to [0]\nend\n\n@Level\n\nwhen flag clicked\ngo [backward v] (10) layers\n\nwhen I receive [start game v]\nforever\n    go to x: (0) y: (0)\n    if <(Level) = [1]> then\n        switch costume to (1 v)\n    end\n    if <(Level) = [2]> then\n        switch costume to (2 v)\n    end\n    if <(Level) = [3]> then\n        switch costume to (3 v)\n    end\n    if <(Level) = [4]> then\n        switch costume to (4 v)\n    end\n    if <(Level) = [5]> then\n        switch costume to (5 v)\n    end\nend\n\n@Vent\n\nwhen I receive [start game v]\nshow\nif <(Level) = [1]> then\n    go to x: (225) y: (30)\nend\nif <(Level) = [2]> then\n    hide\n    go to x: (224) y: (63)\n    show\nend\nif <(Level) = [3]> then\n    hide\n    go to x: (-218) y: (-9)\n    show\nend\nif <(Level) = [4]> then\n    hide\n    go to x: (223) y: (38)\n    show\nend\nif <(Level) = [5]> then\n    go to x: (-226) y: (-165)\n    hide\nend\n\nwhen flag clicked\ngo [backward v] (10) layers\n\n@Trampoline\n\nwhen flag clicked\nhide\ngo to x: (-35) y: (4)\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n    if <(Level) = [3]> then\n        show\n    end\n    if <(Level) = [4]> then\n        go to x: (152) y: (-130)\n        show\n    end\n    if <(Level) = [5]> then\n        hide\n    end\nend\n\nwhen I start as a clone\ngo to x: (-139) y: (-130)\nforever\n    if <(Level) = [3]> then\n        show\n    end\n    if <(Level) = [4]> then\n        hide\n    end\n    if <(Level) = [5]> then\n        hide\n        delete this clone\n    end\nend\n\n@Kill\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (-52)\ngo to [front v] layer\n\nwhen I receive [kill v]\nshow\nplay sound [Impostor Kill v] until done\n\nwhen I receive [hide v]\nhide\n\n@Flash\n\nwhen flag clicked\nhide\nset size to (0) %\n\nwhen I receive [show v]\nshow\nrepeat (20)\n    show\n    change size by (75)\n    change [ghost v] effect by (0.5)\nend\nhide\n\nwhen I receive [show v]\nbroadcast (Start game v)\n\n@Imposter\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\nforever\n    go to x: (0) y: (-5)\n    forever\n        broadcast (run v)\n        point in direction (90)\n        switch costume to (walk v)\n        glide (1) secs to x: (98) y: (-5)\n        point in direction (-90)\n        switch costume to (walk v)\n        glide (1) secs to x: (-98) y: (-5)\n        if <(Level) = [2]> then\n            hide\n        end\n    end\nend\n\nwhen I receive [run v]\nforever\n    wait (0.1) seconds\n    next costume\nend\n\nwhen I receive [show v]\nhide\n\n@Imposter2\n\nwhen I receive [run v]\nforever\n    wait (0.1) seconds\n    next costume\nend\n\nwhen I receive [level 2 v]\nforever\n    show\n    forever\n        show\n        set rotation style [left-right v]\n        if <(Level) = [2]> then\n            forever\n                show\n                go to x: (-152) y: (1)\n                forever\n                    broadcast (run v)\n                    point in direction (90)\n                    switch costume to (walk v)\n                    glide (1) secs to x: (-65) y: (1)\n                    point in direction (-90)\n                    switch costume to (walk v)\n                    glide (1) secs to x: (-220) y: (1)\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [3]> then\n        hide\n    end\nend\n\n@Spikes\n\nwhen I receive [start game v]\nhide\nif <(Level) = [3]> then\n    show\n    go to x: (36) y: (28)\nend\nif <(Level) = [4]> then\n    hide\nend\n\n@Imposter3\n\nwhen I receive [run v]\nforever\n    wait (0.1) seconds\n    next costume\nend\n\nwhen I receive [level 3 v]\nforever\n    show\n    forever\n        show\n        set rotation style [left-right v]\n        if <(Level) = [3]> then\n            forever\n                show\n                go to x: (169) y: (-124)\n                forever\n                    broadcast (run v)\n                    point in direction (-90)\n                    switch costume to (walk v)\n                    glide (1) secs to x: (117) y: (-125)\n                    point in direction (90)\n                    switch costume to (walk v)\n                    glide (1) secs to x: (218) y: (-125)\n                end\n            end\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [2]> then\n        hide\n    end\n    if <(Level) = [4]> then\n        hide\n    end\nend\n\n@Spikes2\n\nwhen I receive [start game v]\nhide\nif <(Level) = [4]> then\n    show\n    go to x: (62) y: (45)\nend\n\nwhen flag clicked\ngo [backward v] (10) layers\n\n@Game over\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [game over v]\nshow\nstop all sounds\nstart sound [Victory Crew v]\nbroadcast (win v)\nstop [this script v]\n\n@Flag\n\nwhen I receive [start game v]\nhide\nif <(Level) = [5]> then\n    show\n    go to x: (154) y: (-126)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\ngo [forward v] (1000000000000000000) layers\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [Theme v] until done\nstop [all v]\n\n