[|Soccer Platformer]| [Mobile Friendly]| #games #all 

Instructions: ________________~ENGLISH~_________________\nDon't press !s when you reach the last level!\nyour objetive is finish the Platformer \nWASD or arrows to move\nW/up arrow: is for jump \nA/Left arrow: to move to the left\nS/SKIP LEVEL\nD/right arrow: to move to the right  \nYou: I need you to enjoy it\n\n______________~ESPAÑOL~___________________\n¡No presiiones s cuando llegues al último nivel!\nTu objetivo es pasarse el platformer\nWASD o flechas para moverse \nW/Flecha de arriba: Para saltar \nA/Flecha izquierda: para moverse a la izquierda \nS:Saltar nivel \nD/Flecha derecha: para moverse a la derecha \nTu: te necesito para que lo disfrutes \n\n

@Stage\n\nwhen flag clicked\nswitch backdrop to (fondo1 v)\n\nwhen I receive [intro end animation v]\nswitch backdrop to (pannel v)\n\n@NPC\n\nwhen I receive [intro end animation v]\nforever\n    if <<[240] < (x position)> and <(DEAD) = [0]>> then\n        broadcast (NAXT LEVEL v)\n        change [lv v] by (1)\n        RESET\n    end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead v]\nhide variable [lv v]\nhide variable [yv v]\nhide\n\nwhen I receive [intro end animation v]\nset [dead v] to [0]\nset [lv v] to [1]\nset size to (20) %\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 (1 v)\n        change [xv v] by (1)\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 (2 v)\n        change [xv v] by (-1)\n    end\n    set [xv v] to ((Xv) * (.9))\n    change x by (Xv)\n    if <touching (land v)?> then\n        change y by (2)\n        if <touching (land v)?> then\n            change y by (2)\n        end\n        if <touching (land v)?> then\n            change y by (2)\n            if <touching (land v)?> then\n                change y by (2)\n                if <touching (land v)?> then\n                    change y by (2)\n                    if <touching (land v)?> then\n                        change x by ((Xv) * (-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) + (10))>>>> then\n                            if <(Xv) > [0]> then\n                                set [xv v] to [-5]\n                            else\n                                set [xv v] to [5]\n                            end\n                            set [yv v] to [13]\n                        else\n                            set [xv v] to [0]\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [yv v] by (-0.8)\n    change y by (Yv)\n    if <touching (land v)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (land v)?> then\n        if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n            set [yv v] to [12]\n        end\n    end\n    change y by (1)\n    if <touching (ouch  v)?> then\n        DIED\n    end\n    if <(y position) < [-180]> then\n        DIED\n    end\nend\n\nwhen I receive [intro end animation v]\nset [lv v] to [1]\nforever\n    create clone of (_myself_ v)\nend\n\ndefine RESET\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (30)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine DIED\nset [dead v] to [1]\nrepeat (25)\n    change [ghost v] effect by (4)\nend\nRESET\n\nwhen I start as a clone\nswitch costume to (1 v)\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-1.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nif <touching (_edge_ v)?> then\n    broadcast (NAXT LEVEL v)\nend\n\nwhen flag clicked\nforever\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        turn right (15) degrees\n    end\nend\n\nwhen flag clicked\nforever\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        turn left (15) degrees\n    end\nend\n\nwhen flag clicked\nforever\n    if <<key (s v) pressed?> and <not <([costume # v] of [land v]) = [13]>>> then\n        change [lv v] by (1)\n        broadcast (aDsfawe v)\n        wait until <not <key (s v) pressed?>>\n    end\nend\n\n@Land\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [game v]\nforever\n    switch costume to (LV)\nend\n\nwhen flag clicked\nwait (7) seconds\nbroadcast (Intro End Animation v)\nswitch costume to (1 v)\nforever\n    play sound [Dance v] until done\n    if <<(costume [name v]) = [last]> or <(costume [number v]) = [13]>> then\n        stop all sounds\n    end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro end animation v]\nshow\ngo to [front v] layer\n\nwhen I receive [naxt level v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nwait until <<(costume [name v]) = [3]> or <(costume [number v]) = [3]>>\nforever\n    broadcast (Grass cutting v)\n    wait until <(costume [number v]) = [4]>\n    broadcast (Grass cutting 2 v)\n    wait until <(costume [number v]) = [5]>\n    broadcast (normal grass v)\n    stop [this script v]\nend\n\nwhen flag clicked\nwait until <<(costume [name v]) = [last]> or <(costume [number v]) = [13]>>\n\nwhen I receive [adsfawe v]\nnext costume\n\n@OUCH \n\nwhen I receive [intro end animation v]\ngo to [front v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [intro end animation v]\nforever\n    switch costume to (LV)\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nshow\nstart sound (pick random (1) to (1))\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n    create clone of (_myself_ v)\n    change y by (60)\n    wait (0) seconds\nend\nwait (0.2) seconds\ngo to x: (0) y: (-150)\nset [brightness v] effect to (100)\nrepeat (6)\n    create clone of (_myself_ v)\n    change y by (60)\n    wait (0) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (circle v)\nwait (0.5) seconds\nset [brightness v] effect to (20)\nrepeat (3)\n    create clone of (_myself_ v)\n    change [brightness v] effect by (-10)\n    wait (0.05) seconds\nend\nswitch costume to (square v)\nset [brightness v] effect to (20)\nrepeat (3)\n    create clone of (_myself_ v)\n    change [brightness v] effect by (-10)\n    wait (0.05) seconds\nend\nwait (0.4) seconds\nset [brightness v] effect to (100)\nset [i1 v] to [0]\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nParticles [40]\nset size to (100) %\nwait (2) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\ngo to x: (0) y: (-300)\ncreate clone of (_myself_ v)\nset [i1 v] to [1]\ngo to x: (0) y: (0)\nwait (0.5) seconds\nset [brightness v] effect to (0)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n    create clone of (_myself_ v)\n    change y by (60)\n    wait (0) seconds\nend\nwait (0.5) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\npoint in direction (-90)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nrepeat (10)\n    change volume by (-10)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n    set size to (0) %\n    repeat (18)\n        change size by (((100) - (size)) / (4))\n        change [ghost v] effect by (-10)\n    end\nend\nif <(costume [number v]) = [2]> then\n    set [ghost v] effect to (0)\n    repeat (18)\n        switch costume to (blank v)\n        change size by ((size) / (4))\n        switch costume to (circle v)\n    end\nend\nif <(costume [number v]) = [4]> then\n    if <(i1) = [0]> then\n        set size to (0) %\n        set [ghost v] effect to (0)\n        repeat (37)\n            change size by (((100) - (size)) / (4))\n            point in direction ((90) + (([tan v] of (i1) ) * (7)))\n            change [i1 v] by (5)\n        end\n        set [i1 v] to [0]\n        repeat (30)\n            change [i1 v] by (1)\n            change x by ((i1) / (0.8))\n            change y by (i1)\n            turn right ((i1) / (1.5)) degrees\n            change [ghost v] effect by ((i1) / (5))\n        end\n    else\n        clear graphic effects\n        set size to (100) %\n        repeat (20)\n            change [ghost v] effect by (5)\n            change size by (-1)\n        end\n    end\nend\nif < (costume [name v]) contains [Particle]?> then\n    set [ghost v] effect to (0)\n    repeat until <(i3) > [100]>\n        change x by (i1)\n        change y by (i2)\n        change [i2 v] by (-1)\n        if <(i2) < [0]> then\n            change [i3 v] by ((i2) / (-2))\n            set [ghost v] effect to (i3)\n        end\n    end\n    delete this clone\nend\nif <(costume [number v]) = [7]> then\n    set [ghost v] effect to (0)\n    repeat (15)\n        change x by ((x position) / (-4))\n        change y by ((y position) / (-4))\n    end\nend\nif <(costume [number v]) = [8]> then\n    set [ghost v] effect to (0)\n    set size to (0) %\n    point in direction (45)\n    repeat (15)\n        turn right (((90) - (direction)) / (4)) degrees\n        switch costume to (blank v)\n        change size by (((600) - (size)) / (4))\n        switch costume to (square v)\n    end\nend\ndelete this clone\n\ndefine Particles (p)\nrepeat (p)\n    set size to (pick random (20) to (30)) %\n    switch costume to (pick random (5) to (6))\n    set [i1 v] to (pick random (-5) to (5))\n    set x to ((i1) * (5))\n    set [i2 v] to (pick random (10) to (15))\n    set [i3 v] to [0]\n    create clone of (_myself_ v)\nend\n\n@grass\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end animation v]\nswitch costume to (disfraz1 v)\nshow\ngo to [front v] layer\ngo to x: (36) y: (28)\n\nwhen I receive [grass cutting v]\nswitch costume to (disfraz2 v)\n\nwhen I receive [grass cutting 2 v]\nswitch costume to (disfraz3 v)\n\nwait until <(costume [number v]) = [5]>\n\nforever\n\nstop [this script v]\n\nwhen I receive [normal grass v]\nswitch costume to (disfraz1 v)\n\n@=)\n\ndefine deslizarse (deslizarse)\nif <(deslizarse) = [1]> then\n    start sound [Low Whoosh v]\n    show\n    go to [front v] layer\n    glide (1) secs to x: (106) y: (150)\n    change [brightness v] effect by (25)\n    repeat (2)\n        point in direction (90)\n        wait (0.1) seconds\n        turn right (4) degrees\n        wait (0.1) seconds\n        turn left (6) degrees\n        wait (0.1) seconds\n        turn right (8) degrees\n        wait (0.1) seconds\n    end\n    set [ghost v] effect to (999999)\n    wait (1) seconds\n    clear graphic effects\n    go to [back v] layer\n    hide\nend\nif <(deslizarse) = [2]> then\n    go to x: (106) y: (206)\n    point in direction (90)\n    go to [front v] layer\n    show\n    start sound [Low Whoosh v]\n    glide (1) secs to x: (106) y: (150)\n    change [brightness v] effect by (25)\n    repeat (2)\n        point in direction (90)\n        wait (0.1) seconds\n        turn right (4) degrees\n        wait (0.1) seconds\n        turn left (6) degrees\n        wait (0.1) seconds\n        turn right (8) degrees\n        wait (0.1) seconds\n    end\n    point in direction (90)\n    set [ghost v] effect to (999)\n    wait (1) seconds\n    go to [back v] layer\n    hide\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (106) y: (206)\npoint in direction (90)\nhide\nwait (pick random (15) to (25)) seconds\ndeslizarse [1]\nwait (pick random (15) to (25)) seconds\ndeslizarse [2]\n\n@thunbail\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n