Purple - Parallax platformer || #games #all #parallax #platformer #purple

Instructions: a platformer and a parallax... Purple - Parallax platformer\n\nThis platformer is not really normal because with the mouse, there is a parallax effect\nGood game !\n\nC r e d i t s\n\n- @TimMcCool for the thumbail code\n- Thanks to @KrashCat for the help\n\nT a g s\n\n#games #games #games #games\n#all #all #all #all #all #all #all #all\n#platformer #platformer #platformer #platformer #platformer #platformer \n#parallax #parallax #parallax #parallax #parallax #parallax #parallax \n#purple #purple #purple #purple #purple #purple #purple #purple #purple #purple #purple #purple 

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player \n\nwhen flag clicked\nhide\npoint in direction (90)\nswitch costume to (player1 v)\n\nwhen flag clicked\nset [level v] to [1]\nset [time v] to [0]\nhide variable [level v]\nshow variable [time v]\n\nwhen I receive [mort v]\ngo to x: (-208) y: (48)\nchange [mort v] by (1)\n\nwhen I receive [mort v]\ngo to x: (-183) y: (-64)\n\nwhen I receive [niveau  v]\ngo to x: (-183) y: (-64)\n\nwhen [timer v] > (0)\nhide variable [level v]\nhide variable [time v]\n\nwhen flag clicked\nshow\nswitch costume to (droit  v)\ngo to x: (-208) y: (48)\nset size to (30) %\nforever\n    go to [front v] layer\n    set [x v] to [0]\n    set [y v] to [0]\n    forever\n        change [y v] by (-1)\n        set [x v] to ((X) * (0.8))\n        if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n            switch costume to (droit  v)\n            change [x v] by (1)\n        end\n        if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n            switch costume to (gauche  v)\n            change [x v] by (-1)\n        end\n        change x by (X)\n        if <touching (plateformer v)?> then\n            change y by (1)\n        end\n        if <touching (plateformer v)?> then\n            change y by (1)\n        end\n        if <touching (plateformer v)?> then\n            change y by (1)\n        end\n        if <touching (plateformer v)?> then\n            change y by (1)\n        end\n        if <touching (plateformer v)?> then\n            change y by (-4)\n            change x by ((X) * (-1))\n            if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n                set [y v] to [10]\n                if <([abs v] of (X) ) = (X)> then\n                    set [x v] to [-4]\n                else\n                    set [x v] to [4]\n                end\n            else\n                set [x v] to [0]\n            end\n        end\n        change y by (Y)\n        if <touching (plateformer v)?> then\n            change y by ((Y) - ((Y) * (2)))\n            set [y v] to [0]\n        end\n        change y by (-1)\n        if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (plateformer v)?>> then\n            change [y v] by (13)\n        end\n        change y by (1)\n        if <touching (boiing v)?> then\n            set [y v] to [20]\n        end\n    end\nend\n\nwhen flag clicked\nhide variable [time v]\nrepeat until <(Level) = [11]>\n    wait (1) seconds\n    change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n    play sound [Wavecont-Motivate-Full-Length v] until done\nend\n\nset [level v] to [11]\n\nwhen flag clicked\nforever\n    if <touching (pic v)?> then\n        broadcast (Mort v)\n    end\n    if <touching (flag v)?> then\n        broadcast (Niveau  v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <[11] = (Level)> then\n        say (join (Time) [ seconds])\n    end\nend\n\n@Plateformer\n\nwhen flag clicked\nshow\nrepeat (10)\n    switch costume to (costume1 v)\nend\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@Pic\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nrepeat (10)\n    go to [front v] layer\nend\n\nwhen I receive [niveau  v]\nnext costume\n\n@flag\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (flag v)\n\nwhen I receive [niveau  v]\nnext costume\n\n@Boiing\n\nwhen flag clicked\nset [level v] to [1]\ngo to [front v] layer\nhide\nforever\n    if <<[4] = (Level)> or <[5] = (Level)>> then\n        show\n        switch costume to (costume1 v)\n    else\n        hide\n    end\nend\n\nwhen I receive [niveau  v]\nchange [level v] by (1)\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (((mouse x) / (2)) - (110)) y: (((mouse y) / (2)) - (5))\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: (((mouse x) / (1.3)) - (70)) y: (((mouse y) / (1.3)) - (5))\nend\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\nforever\n    repeat (10)\n        change size by (1)\n    end\n    repeat (10)\n        change size by (-1)\n    end\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-30)\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n    go to x: (((mouse x) / (1)) - (10)) y: (((mouse y) / (1)) - (10))\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    go to x: ((mouse x) / (2)) y: (((mouse y) / (2)) - (10))\nend\n\n@Vignette\n\nwhen flag clicked\nhide\nforever\n    go to [front v] layer\n    reset timer\nend\n\nwhen [timer v] > (0)\nwait (0.15) seconds\nshow\nswitch costume to (minia flou v)\nset size to (200) %\nset [ghost v] effect to (100)\nrepeat (10)\n    switch costume to (minia flou v)\n    go to [front v] layer\n    change size by (((size) - (100)) / (-3))\n    change [ghost v] effect by (-10)\n    change size by (((size) - (100)) / (-8))\nend\n\n@Time\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [clones v] to [Numbers serial1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clones v] to [Numbers serial2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clones v] to [Numbers serial3]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clones v] to [Numbers serial4]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <[Numbers serial1] = (Clones)> then\n    go to x: (0) y: (0)\n    show\n    forever\n        switch costume to (letter (1) of (Time))\n        if <[11] = (Level)> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <[Numbers serial2] = (Clones)> then\n    go to x: (25) y: (0)\n    wait (10.4) seconds\n    show\n    forever\n        switch costume to (letter (2) of (Time))\n        if <[11] = (Level)> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <[Numbers serial3] = (Clones)> then\n    go to x: (50) y: (0)\n    wait (100) seconds\n    forever\n        show\n        switch costume to (letter (3) of (Time))\n        if <[11] = (Level)> then\n            delete this clone\n        end\n    end\nend\n\nwhen I start as a clone\nif <[Numbers serial4] = (Clones)> then\n    go to x: (75) y: (0)\n    wait (1000) seconds\n    show\n    forever\n        switch costume to (letter (4) of (Time))\n        if <[11] = (Level)> then\n            delete this clone\n        end\n    end\nend\n\nforever\n\n