==Binky==                      #games #all #platformer   

Instructions: ==Binky==\nOh no! Binky went on an adventure and got lost in the dangerous land of Trap country!\nHelp him get out!\n\nArrow keys or WASD to move.\n\n\n28/04/21 Added WASD to the controls\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\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                                                  (._.)                            \nComment: ''Hello''

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n    repeat (25)\n        play sound [Video Game 1 v] until done\n    end\n    wait (0.1) seconds\nend\n\nwhen I receive [appear  v]\nswitch backdrop to (costume2 v)\n\n@Binky\n\nwhen flag clicked\ngo to x: (-3) y: (-79)\nset [xv v] to [0]\nset [y spd v] to [0]\nshow\nforever\n    broadcast (Tick v)\nend\n\ndefine Tick\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [xv v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n    change [xv v] by (-1)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <touching color (#000000)?> then\n    change y by (1)\n    if <touching color (#000000)?> then\n        change y by (1)\n        if <touching color (#000000)?> then\n            change y by (1)\n            if <touching color (#000000)?> then\n                change y by (1)\n                if <touching color (#000000)?> then\n                    change x by ((Xv) * (-1))\n                    change y by (-5)\n                    if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n                        if <(Xv) > [0]> then\n                            set [xv v] to [-10]\n                        else\n                            set [xv v] to [10]\n                        end\n                        set [y spd v] to [15]\n                    else\n                        set [xv v] to [0]\n                    end\n                end\n            end\n        end\n    end\nend\nchange [y spd v] by (-1)\nchange y by (Y spd)\nif <touching color (#000000)?> then\n    change y by ((Y spd) * (-1))\n    set [y spd v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n    if <touching color (#000000)?> then\n        set [y spd v] to [13]\n        play sound [Jump v] until done\n    end\nend\nchange y by (1)\nif <touching (portal v)?> then\n    broadcast (FART v)\nend\nif <<touching color (#ff0000)?> or <touching color (#007772)?>> then\n    go to x: (-3) y: (-79)\n    set [xv v] to [0]\n    set [y spd v] to [0]\nend\nif <touching color (#bd00ff)?> then\n    set [y spd v] to [24]\n    play sound [Big Boing v] until done\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [fart v]\nReset level\n\nwhen [r v] key pressed\ngo to x: (-3) y: (-79)\nset [xv v] to [0]\nset [y spd v] to [0]\n\nwhen I receive [hide v]\nhide\n\ndefine Reset level\ngo to x: (-3) y: (-79)\nset [xv v] to [0]\nset [y spd v] to [0]\n\n@Lvl\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [fart v]\nnext costume\nif <(costume [number v]) = [11]> then\n    broadcast (Appear  v)\nend\n\nwhen I receive [hide v]\nhide\n\n@Portal\n\n@Dunno barrier thingy\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n    reset timer\nend\n\nwhen [timer v] > (0.00000000001)\ngo to x: (0) y: (304)\nforever\n    go to [front v] layer\n    show\n    change y by (((y position) / (5)) * (-1))\n    broadcast (HIDE v)\nend\n\n