Minecraft: The Platformer #Games

Instructions: Use WASD or to move. rest of the instructions in the game! All Sprites made by me\nAll Levels are possible on PC\n5/24/23 - Modded version: https://scratch.mit.edu/projects/856546700/\n12/7/22 - Winter Special! Thanks for Everything in 2022! \n5/12/22 - THX FOR 1000 VIEWS!!!\n3/20/22 - You can now skip levels by clicking the blue arrow\n3/18/22 - NOW MOBILE FRIENDLY!\n1/20/22 - If this gets featured then I'll make a sequel\n\n\n\n

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [cave v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [nether portal v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [nether v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [crimson forest v]\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [pre crimson forest  v]\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [fortress v]\nswitch backdrop to (backdrop7 v)\n\nwhen I receive [beeg cave v]\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [out of fortress v]\nswitch backdrop to (backdrop9 v)\n\nwhen I receive [pre warped forest v]\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [warped forest v]\nswitch backdrop to (backdrop11 v)\n\nwhen I receive [back to the overworld v]\nswitch backdrop to (backdrop12 v)\n\nwhen I receive [overworld v]\nswitch backdrop to (backdrop13 v)\n\nwhen I receive [pre stronghold v]\nswitch backdrop to (backdrop14 v)\n\nwhen I receive [stronghold v]\nswitch backdrop to (backdrop15 v)\n\nwhen I receive [pre portal room v]\nswitch backdrop to (backdrop16 v)\n\nwhen I receive [portal room v]\nswitch backdrop to (backdrop17 v)\n\nwhen I receive [ender dragon boss fight v]\nswitch backdrop to (backdrop22 v)\nrepeat until <(Ender Dragon Health) = [0]>\n    wait (pick random (5) to (15)) seconds\n    play sound (pick random (1) to (4)) until done\nend\n\nwhen I receive [left tower v]\nswitch backdrop to (backdrop19 v)\n\nwhen I receive [right tower v]\nswitch backdrop to (backdrop19 v)\n\nwhen I receive [regular v]\nswitch backdrop to (backdrop22 v)\n\nwhen I receive [breaking crystals v]\nswitch backdrop to (costume1 v)\n\nwhen I receive [exit v]\nswitch backdrop to (backdrop19 v)\n\nwhen I receive [die dragon v]\nrepeat until <(Ender Dragon Health) = [0]>\n    switch backdrop to (backdrop19 v)\nend\n\nwhen I receive [time v]\nswitch backdrop to (backdrop21 v)\n\nwhen I receive [credits v]\nswitch backdrop to (30839722460_6b57f34c85_o v)\nset [brightness v] effect to (-15)\n\n@Player\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\ngo to x: (-220) y: (-10)\nset [level v] to [1]\nset [speedy v] to [0]\nforever\n    switch costume to (hitbox v)\n    if <<(speedY) < [4]> or <<<key (w v) pressed?> or <key (space v) pressed?>> or <(stick y) > [0.5]>>> then\n        change [speedy v] by (-1)\n    else\n        change [speedy v] by (-2)\n    end\n    change y by (speedY)\n    Touch Ground <(speedY) > [0]>\n    if <touching (ground v)?> then\n        set [speedy v] to [0]\n        change y by (1)\n    end\n    if <(Wall Jump) > [0]> then\n        change [wall jump v] by (-1)\n    else\n        set [speedx v] to ((speedX) * (0.7))\n        if <<<key (a v) pressed?> or <(stick x) < [-0.5]>> or <key (left arrow v) pressed?>> then\n            change [speedx v] by (-1.5)\n        end\n        if <<<key (d v) pressed?> or <(stick x) > [0.5]>> or <key (right arrow v) pressed?>> then\n            change [speedx v] by (1.5)\n        end\n    end\n    if <(speedX) < [-0.5]> then\n        Walk [-90] (speedX)\n    else\n        if <(speedX) > [0.5]> then\n            Walk [90] (speedX)\n        else\n            set [frame v] to [0]\n        end\n    end\n    if <<<key (w v) pressed?> or <key (space v) pressed?>> or <(stick y) > [0.5]>> then\n        if <<(jump key) = [0]> and <(Falling?) < [3]>> then\n            set [speedy v] to [14]\n            set [falling? v] to [6]\n            set [jump key v] to [1]\n        end\n    else\n        set [jump key v] to [0]\n    end\n    if <(y position) < [-180]> then\n        go to x: (-220) y: (-10)\n        set [speedy v] to [0]\n    end\n    Set Costume\nend\n\ndefine Touch Ground <up>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n    if <up> then\n        change y by (-1)\n    else\n        change y by (1)\n        set [falling? v] to [0]\n    end\n    set [speedy v] to [0]\nend\n\ndefine Set Costume\nif <(Falling?) < [6]> then\n    if <(frame) = [0]> then\n        switch costume to (regular v)\n    else\n        switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n    end\nelse\n    if <(speedY) > [0]> then\n        switch costume to (jump v)\n    else\n        switch costume to (fall v)\n    end\nend\n\nwhen I receive [next level v]\ngo to x: (-220) y: (-10)\nchange [level v] by (1)\nif <(level) = [5]> then\n    broadcast (cave v)\n    broadcast (mobs v)\nend\nif <(level) = [8]> then\n    broadcast (Beeg Cave v)\nend\nif <(level) = [10]> then\n    broadcast (mobs2 v)\nend\nif <(level) = [11]> then\n    broadcast (Nether Portal v)\nend\nif <(level) = [12]> then\n    broadcast (Nether v)\nend\nif <(level) = [14]> then\n    broadcast (Pre Crimson Forest  v)\nend\nif <(level) = [15]> then\n    broadcast (Mob3 v)\n    broadcast (Crimson Forest v)\nend\nif <(level) = [17]> then\n    broadcast (Fortress v)\n    broadcast (Mob4 v)\nend\nif <(level) = [18]> then\n    broadcast (Mob5 v)\nend\nif <(level) = [19]> then\n    broadcast (out of fortress v)\nend\nif <(level) = [20]> then\n    broadcast (Pre Warped Forest v)\nend\nif <(level) = [21]> then\n    broadcast (Mob6 v)\n    broadcast (Warped Forest v)\nend\nif <(level) = [22]> then\n    broadcast (Back To the Overworld v)\nend\nif <(level) = [23]> then\n    broadcast (Overworld v)\nend\nif <(level) = [26]> then\n    broadcast (Pre Stronghold v)\nend\nif <(level) = [27]> then\n    broadcast (Stronghold v)\n    broadcast (Mob7 v)\nend\nif <(level) = [28]> then\n    broadcast (pre Portal Room v)\nend\nif <(level) = [29]> then\n    broadcast (Portal Room v)\nend\nif <(level) = [30]> then\n    broadcast (Ender Dragon Boss Fight v)\nend\n\nwhen flag clicked\nforever\n    if <(level) < [5]> then\n        repeat until <not <touching (ground v)?>>\n            if <<key (a v) pressed?> or <(stick x) < [-0.5]>> then\n                play sound [walking on dirt v] until done\n            end\n            if <<key (d v) pressed?> or <(stick x) > [0.5]>> then\n                play sound [walking on dirt v] until done\n            end\n        end\n    end\n    if <(level) > [4]> then\n        repeat until <not <touching (ground v)?>>\n            if <<key (a v) pressed?> or <(stick x) < [-0.5]>> then\n                play sound [walking on stone v] until done\n            end\n            if <<key (d v) pressed?> or <(stick x) > [0.5]>> then\n                play sound [walking on stone v] until done\n            end\n        end\n    end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n    change y by (1)\n    change [slope v] by (1)\nend\nif <(slope) = [8]> then\n    change x by ((0) - (speed))\n    change y by ((0) - (slope))\n    if <<<<key (space v) pressed?> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n        if <(Wall Jump) = [0]> then\n            set [speedx v] to ((-1.2) * (speed))\n            set [speedy v] to [11]\n            set [falling? v] to [6]\n            set [wall jump v] to [15]\n        end\n    else\n        set [speedx v] to [0]\n    end\nend\nif <(speed) < [0]> then\n    change [frame v] by ((speed) / (-8))\nelse\n    change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [die v]\ngo to x: (-220) y: (-10)\nstart sound [hit v]\n\nwhen flag clicked\nrepeat until <(level) > [29]>\n    if <touching (finish v)?> then\n        broadcast (next level v)\n    end\nend\n\nwhen I receive [ender dragon boss fight v]\nset [ender dragon health v] to [30]\nset [scroll thing v] to [0]\ngo to x: (0) y: (-10)\nforever\n    set [level v] to [30]\nend\n\nwhen flag clicked\nset [breaking crystals v] to [0]\nrepeat until <(Ender Dragon Health) = [0]>\n    if <(level) = [30]> then\n        if <<touching (finish v)?> and <(scroll thing) = [0]>> then\n            change [scroll thing v] by (1)\n            broadcast (right tower v)\n            go to x: (-190) y: (-80)\n        end\n        if <<touching (finish2 v)?> and <(scroll thing) = [0]>> then\n            change [scroll thing v] by (-1)\n            broadcast (left tower v)\n            go to x: (190) y: (-80)\n        end\n        if <<touching (teleporter v)?> and <<(crystals) = [4]> or <(crystals) = [2]>>> then\n            broadcast (Breaking Crystals v)\n        end\n        if <<touching (teleporter v)?> and <(crystals) = [2]>> then\n            set [breaking crystals v] to [1]\n        end\n    end\nend\n\nwhen flag clicked\nrepeat until <(Ender Dragon Health) = [0]>\n    if <<touching (finish2 v)?> and <(scroll thing) = [1]>> then\n        broadcast (regular v)\n        change [scroll thing v] by (-1)\n        go to x: (190) y: (-80)\n    end\n    if <<touching (finish v)?> and <(scroll thing) = [-1]>> then\n        broadcast (regular v)\n        change [scroll thing v] by (1)\n        go to x: (-190) y: (-80)\n    end\nend\n\nwhen I receive [breaking crystals v]\nhide\n\nwhen I receive [exit v]\ngo to x: (0) y: (-40)\nshow\n\nwhen I receive [dragon pearch v]\nforever\n    if <<touching (teleporter v)?> and <(crystals) = [0]>> then\n        broadcast (dIE DragON v)\n    end\nend\n\nwhen I receive [die dragon v]\nhide\n\nwhen I receive [time v]\nforever\n    hide\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [left tower v]\nswitch costume to (costume32 v)\n\nwhen I receive [right tower v]\nswitch costume to (costume31 v)\n\nwhen I receive [regular v]\nswitch costume to (costume30 v)\n\nwhen I receive [ender dragon boss fight v]\nswitch costume to (costume30 v)\n\nwhen I receive [breaking crystals v]\nhide\n\nwhen I receive [exit v]\nshow\nif <(scroll thing) = [1]> then\n    switch costume to (costume31 v)\nend\nif <(scroll thing) = [-1]> then\n    switch costume to (costume32 v)\nend\n\nwhen I receive [die dragon v]\nhide\n\nwhen I receive [time v]\nforever\n    hide\nend\n\n@Text\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [ender dragon boss fight v]\nhide\n\nwhen I receive [breaking crystals v]\nswitch costume to (costume30 v)\nshow\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [time v]\nhide\n\nwhen I receive [credits v]\nswitch costume to (minecraft-logo v)\nshow\nplay sound [Volume Alpha 08 v] until done\n\n@Mob\n\nwhen I receive [mobs v]\ngo to x: (135) y: (-122)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn2 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n    change x by (3)\nend\nbroadcast (turn v)\n\nwhen I receive [turn v]\nchange x by (-3)\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n    change x by (-3)\nend\nbroadcast (turn2 v)\n\nwhen I receive [mobs v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n    change x by (3)\nend\nbroadcast (turn v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [5]>> then\n        hide\n    end\n    if <(level) = [5]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob2\n\nwhen I receive [mobs2 v]\ngo to x: (0) y: (-150)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turnb2 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turnb1 v)\n\nwhen I receive [turnb1 v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turnb2 v)\n\nwhen I receive [mobs2 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turnb1 v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [10]>> then\n        hide\n    end\n    if <(level) = [10]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob2b\n\nwhen I receive [mobs2 v]\ngo to x: (0) y: (-150)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turnbb2 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turnbb1 v)\n\nwhen I receive [turnbb1 v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turnbb2 v)\n\nwhen I receive [mobs2 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turnbb1 v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [10]>> then\n        hide\n    end\n    if <(level) = [10]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob3\n\nwhen I receive [mob3 v]\ngo to x: (0) y: (-110)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turnc2 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turn1c v)\n\nwhen I receive [turn1c v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turnc2 v)\n\nwhen I receive [mob3 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turn1c v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [15]>> then\n        hide\n    end\n    if <(level) = [15]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob3b\n\nwhen I receive [mob3 v]\ngo to x: (0) y: (-110)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn2cc v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turn1cc v)\n\nwhen I receive [turn1cc v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turn2cc v)\n\nwhen I receive [mob3 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turn1cc v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [15]>> then\n        hide\n    end\n    if <(level) = [15]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob4\n\nwhen I receive [mob4 v]\ngo to x: (0) y: (-108)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn32 v]\nset rotation style [left-right v]\nchange x by (-5)\nrepeat until <touching (_edge_ v)?>\n    change x by (-5)\nend\nbroadcast (turn3 v)\n\nwhen I receive [turn3 v]\nchange x by (5)\nrepeat until <touching (_edge_ v)?>\n    change x by (5)\nend\nbroadcast (turn32 v)\n\nwhen I receive [mob4 v]\nset rotation style [left-right v]\nchange x by (-5)\nrepeat until <touching (_edge_ v)?>\n    change x by (-5)\nend\nbroadcast (turn3 v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [17]>> then\n        hide\n    end\n    if <(level) = [17]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob4b\n\nwhen I receive [mob4 v]\ngo to x: (0) y: (-108)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn3b2 v]\nset rotation style [left-right v]\nchange x by (5)\nrepeat until <touching (_edge_ v)?>\n    change x by (5)\nend\nbroadcast (turn3b v)\n\nwhen I receive [turn3b v]\nchange x by (-5)\nrepeat until <touching (_edge_ v)?>\n    change x by (-5)\nend\nbroadcast (turn3b2 v)\n\nwhen I receive [mob4 v]\nset rotation style [left-right v]\nchange x by (5)\nrepeat until <touching (_edge_ v)?>\n    change x by (5)\nend\nbroadcast (turn3b v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [17]>> then\n        hide\n    end\n    if <(level) = [17]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob5\n\nwhen I receive [mob5 v]\ngo to x: (-100) y: (70)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen flag clicked\nforever\n    if <not <(level) = [18]>> then\n        hide\n    end\n    if <(level) = [18]> then\n        show\n    end\nend\n\nwhen I receive [mob5 v]\nforever\n    next costume\n    wait (0.1) seconds\nend\n\nwhen I receive [mob5 v]\nrepeat until <not <(level) = [18]>>\n    wait (pick random (1.3) to (2)) seconds\n    broadcast (fireball v)\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Fireball\n\nwhen flag clicked\ngo to (mob5 v)\nset rotation style [don't rotate v]\nhide\n\nwhen I receive [fireball v]\ngo to (mob5 v)\nshow\npoint towards (player v)\nrepeat until <<<touching (player v)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n    move (13) steps\n    if <touching (player v)?> then\n        broadcast (Die v)\n        hide\n    end\n    if <touching (ground v)?> then\n        hide\n    end\n    if <touching (_edge_ v)?> then\n        hide\n    end\nend\n\nwhen flag clicked\nforever\n    if <not <(level) = [18]>> then\n        hide\n        stop [other scripts in sprite v]\n    end\n    if <(level) = [18]> then\n        show\n    end\nend\n\n@Mob5b\n\nwhen I receive [mob5 v]\ngo to x: (85) y: (70)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen flag clicked\nforever\n    if <not <(level) = [18]>> then\n        hide\n    end\n    if <(level) = [18]> then\n        show\n    end\nend\n\nwhen I receive [mob5 v]\nforever\n    next costume\n    wait (0.1) seconds\nend\n\nwhen I receive [mob5 v]\nrepeat until <not <(level) = [18]>>\n    wait (pick random (1.3) to (2)) seconds\n    broadcast (fireball2 v)\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Fireball2\n\nwhen flag clicked\ngo to (mob5b v)\nset rotation style [don't rotate v]\nhide\n\nwhen I receive [fireball2 v]\ngo to (mob5b v)\nshow\npoint towards (player v)\nrepeat until <<<touching (player v)?> or <touching (ground v)?>> or <touching (_edge_ v)?>>\n    move (13) steps\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\nhide\n\nwhen flag clicked\nforever\n    if <not <(level) = [18]>> then\n        hide\n    end\n    if <(level) = [18]> then\n        show\n    end\nend\n\n@Mob6\n\nwhen I receive [mob6 v]\ngo to x: (0) y: (-108)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn6b v]\nset rotation style [left-right v]\nchange x by (-10)\nrepeat until <touching (_edge_ v)?>\n    change x by (-10)\nend\nbroadcast (turn6a v)\n\nwhen I receive [turn6a v]\nchange x by (10)\nrepeat until <touching (_edge_ v)?>\n    change x by (10)\nend\nbroadcast (turn6b v)\n\nwhen I receive [mob6 v]\nset rotation style [left-right v]\nchange x by (-10)\nrepeat until <touching (_edge_ v)?>\n    change x by (-10)\nend\nbroadcast (turn6a v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [21]>> then\n        hide\n    end\n    if <(level) = [21]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob7\n\nwhen I receive [mob6 v]\ngo to x: (0) y: (-108)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn6b v]\nset rotation style [left-right v]\nchange x by (10)\nrepeat until <touching (_edge_ v)?>\n    change x by (10)\nend\nbroadcast (turn6a v)\n\nwhen I receive [turn6a v]\nchange x by (-10)\nrepeat until <touching (_edge_ v)?>\n    change x by (-10)\nend\nbroadcast (turn6b v)\n\nwhen I receive [mob6 v]\nset rotation style [left-right v]\nchange x by (10)\nrepeat until <touching (_edge_ v)?>\n    change x by (10)\nend\nbroadcast (turn6a v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [21]>> then\n        hide\n    end\n    if <(level) = [21]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob8\n\nwhen I receive [mob7 v]\ngo to x: (0) y: (-95)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn7b v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turn7a v)\n\nwhen I receive [turn7a v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turn7b v)\n\nwhen I receive [mob7 v]\nset rotation style [left-right v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turn7a v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [27]>> then\n        hide\n    end\n    if <(level) = [27]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Mob9\n\nwhen I receive [mob7 v]\ngo to x: (0) y: (-95)\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\npoint in direction (90)\nshow\n\nwhen I receive [turn7bb v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turn7aa v)\n\nwhen I receive [turn7aa v]\nchange x by (-3)\nrepeat until <touching (_edge_ v)?>\n    change x by (-3)\nend\nbroadcast (turn7bb v)\n\nwhen I receive [mob7 v]\nset rotation style [left-right v]\nchange x by (3)\nrepeat until <touching (_edge_ v)?>\n    change x by (3)\nend\nbroadcast (turn7aa v)\n\nwhen flag clicked\nforever\n    if <not <(level) = [27]>> then\n        hide\n    end\n    if <(level) = [27]> then\n        show\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\n@Hurt\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n    if <touching (player v)?> then\n        broadcast (Die v)\n    end\nend\n\nwhen I receive [ender dragon boss fight v]\nhide\n\n@Finish\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [nether portal v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\n\nwhen I receive [nether v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [back to the overworld v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\n\nwhen I receive [overworld v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [portal room v]\nswitch costume to (costume4 v)\nset [ghost v] effect to (0)\n\nwhen I receive [ender dragon boss fight v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\n@Music\n\nwhen flag clicked\nforever\n    play sound (pick random (1) to (10)) until done\nend\n\n@Finish2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [ender dragon boss fight v]\nshow\n\n@Teleporter\n\nwhen flag clicked\nhide\n\nwhen I receive [right tower v]\ngo to x: (50) y: (-110)\nshow\nforever\n    if <(crystals) = [0]> then\n        if <(scroll thing) = [1]> then\n            hide\n        end\n    end\nend\n\nwhen I receive [left tower v]\ngo to x: (-50) y: (-110)\nshow\nforever\n    if <(crystals) = [0]> then\n        if <(scroll thing) = [-1]> then\n            hide\n        end\n    end\nend\n\nwhen I receive [regular v]\nhide\n\nwhen I receive [breaking crystals v]\nhide\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [breaking crystals v]\nforever\n    if <(Breaking Crystals) = [1]> then\n        broadcast (show v)\n    end\n    if <(crystals) = [0]> then\n        broadcast (Dragon Pearch v)\n        set [breaking crystals v] to [0]\n    end\nend\n\nwhen I receive [dragon pearch v]\nforever\n    if <(scroll thing) = [0]> then\n        show\n        go to x: (-125) y: (-110)\n        if <touching (player v)?> then\n            broadcast (dIE DragON v)\n        end\n    end\nend\n\nwhen I receive [die dragon v]\nforever\n    hide\nend\n\n@Sprite1\n\nwhen flag clicked\nset [crystals v] to [4]\nhide\n\nwhen I receive [breaking crystals v]\ngo to x: (-185) y: (110)\nshow\nforever\n    next costume\n    wait (0.1) seconds\n    if <(costume [number v]) = [16]> then\n        switch costume to (costume1 v)\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        start sound [Minecraft TNT Explosion - Sound Effect v]\n        switch costume to (costume17 v)\n        wait (0.1) seconds\n        switch costume to (costume18 v)\n        change [crystals v] by (-1)\n        hide\n    end\nend\n\nwhen I receive [exit v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [breaking crystals v]\nshow\n\nwhen I receive [exit v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [breaking crystals v]\nshow\n\nwhen I receive [exit v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [crystals v] to [4]\nhide\n\nwhen I receive [breaking crystals v]\ngo to x: (180) y: (110)\nshow\nforever\n    next costume\n    wait (0.1) seconds\n    if <(costume [number v]) = [16]> then\n        switch costume to (costume1 v)\n    end\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        start sound [Minecraft TNT Explosion - Sound Effect v]\n        switch costume to (costume17 v)\n        wait (0.1) seconds\n        switch costume to (costume18 v)\n        change [crystals v] by (-1)\n        hide\n    end\nend\n\nwhen I receive [exit v]\nhide\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [breaking crystals v]\nforever\n    if <<(crystals) = [2]> or <(crystals) = [0]>> then\n        show\n        if <<touching (mouse-pointer v)?> and <mouse down?>> then\n            broadcast (exit v)\n            hide\n        end\n    else\n        hide\n    end\nend\n\nwhen I receive [exit v]\nhide\n\nwhen I receive [show v]\nrepeat until <(Breaking Crystals) = [0]>\n    hide\nend\n\nwhen I receive [die dragon v]\nforever\n    hide\nend\n\nwhen I receive [time v]\nforever\n    hide\nend\n\nif <<(speedY) < [4]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>>> then\n    change [speedy v] by (-1)\nelse\n    change [speedy v] by (-2)\nend\n\n@Sprite6\n\nwhen flag clicked\nset [ender dragon health v] to [30]\nset [time v] to [0]\nhide\n\nwhen I receive [die dragon v]\nshow\nforever\n    if <<touching (mouse-pointer v)?> and <mouse down?>> then\n        start sound [yt5s v]\n        change [ender dragon health v] by (-1)\n        switch costume to (costume2 v)\n        wait (0.5) seconds\n        switch costume to (costume1 v)\n    end\nend\n\nwhen I receive [die dragon v]\nrepeat until <(time) = [1]>\n    if <(Ender Dragon Health) = [0]> then\n        set [time v] to [1]\n        broadcast (Time v)\n        hide\n    end\nend\n\nwhen I receive [time v]\nstop all sounds\nplay sound [yt5s2 v] until done\n\n@Sprite7\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [time v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nbroadcast (comic v)\n\nwhen I receive [credits v]\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [comic v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (30) y: (0)\nshow\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change x by (-3)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\n    change x by (-3)\nend\nnext costume\ngo to x: (30) y: (0)\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change x by (-3)\nend\nwait (3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\n    change x by (-3)\nend\nnext costume\ngo to x: (30) y: (0)\nrepeat (10)\n    change [ghost v] effect by (-10)\n    change x by (-3)\nend\nwait (1) seconds\nbroadcast (credits v)\nhide\n\n@download (4)\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\n@Controller\n\nwhen flag clicked\nset [base sprite v] to [Controller]\nset [max stick v] to ((size) / (4))\nset size to (140) %\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\ngo to [front v] layer\n\nwhen I start as a clone\nswitch costume to (joystick v)\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n    set [stick power v] to []\n    set [stick x v] to [0]\n    set [stick y v] to [0]\n    repeat until <mouse down?>\n        go to (base sprite)\n    end\n    if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n        Stick Drag\n    else\n        wait until <not <mouse down?>>\n    end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n    go to (mouse-pointer v)\n    point towards (base sprite)\n    turn right (180) degrees\n    set [stick direction v] to (direction)\n    set [stick power v] to (distance to [(base sprite) v])\n    if <(stick power) > (max stick)> then\n        move ((max stick) - (stick power)) steps\n        set [stick power v] to (max stick)\n    end\n    set [stick power v] to ((stick power) / (max stick))\n    set [stick x v] to ((stick power) * ([sin v] of (stick direction) ))\n    set [stick y v] to ((stick power) * ([cos v] of (stick direction) ))\nend\n\n@Sprite9\n\nwhen this sprite clicked\nif <(level) < [30]> then\n    broadcast (next level v)\nend\n\nwhen flag clicked\nset [ghost v] effect to (50)\n\n@Sprite10\n\nwhen I start as a clone\n\ngo to [back v] layer\nforever\n    show\n    go to x: (pick random (-300) to (300)) y: (195)\n    repeat until <(y position) < [-150]>\n        change y by (pick random (-3) to (-5))\n    end\n    hide\n    create clone of (_myself_ v)\n    go to x: (pick random (-300) to (300)) y: (195)\n    repeat until <(y position) < [-150]>\n        change y by (-10)\n    end\n    show\n    delete this clone\nend\n\nwhen flag clicked\n\ngo to x: (pick random (200) to (-200)) y: (200)\nrepeat (50)\n    create clone of (_myself_ v)\nend\n\n