School Stuck 3 (Painting)-Platformer #School #Painting #Platformer

Instructions: ◉◉◉◉◉◉◉◉◉◉INSTRUCTIONS◉◉◉◉◉◉◉◉◉◉\n⫸Arrow keys, WASD or mobile controls to move\n⫸Don't touch stones or lava\n⫸You slip if you touch the blue lines\n⫸Walk on the ground XD\n⫸Press the skip button to skip\n⫸Swim in water\n⫸Smash the ♥ and ⭐ and even the follow button for more! :D\n⫸Wait for part 4 (It will be out when it reaches 1000 loves & faves)\n⫸ Ads will be reported!\n⫸All the parts- https://scratch.mit.edu/studios/31261892/\n ◉◉◉◉◉◉◉◉◉◉◉◉FACTS◉◉◉◉◉◉◉◉◉◉◉◉\n⫸ Story inside -\n                         -\n⨞ -    -    -     -   -\n⫸ Based on school life\n⫸ A sequel\n\nPropose this to be featured here- https://scratch.mit.edu/studios/28715018/

@Stage\n\nwhen flag clicked\nbroadcast (Run Platformer v)\n\nwhen I receive [run platformer v]\nforever\n    play sound [The Script - Hall Of Fame v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [run platformer v]\nshow\nforever\n    switch costume to (Level)\nend\n\n@Player\n\nwhen I receive [run platformer v]\nforever\n    if <<[240] < (x position)> and <(dead?) = [0]>> then\n        broadcast (NAXT LEVEL v)\n        change [level v] by (1)\n        Reset - Setup\n    end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\nwhen I receive [run platformer v]\nset [dead? v] to [0]\nset [level v] to [1]\nset size to (80) %\nReset - Setup\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 (ground v)?> then\n        change y by (2)\n        if <touching (ground v)?> then\n            change y by (2)\n        end\n        if <touching (ground v)?> then\n            change y by (2)\n            if <touching (ground v)?> then\n                change y by (2)\n                if <touching (ground v)?> then\n                    change y by (2)\n                    if <touching (ground 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 (ground v)?> then\n        change y by ((Yv) * (-1))\n        set [yv v] to [0]\n    end\n    change y by (-1)\n    if <touching (ground 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 (die v)?> or <touching (lava v)?>> then\n        Death\n    end\n    if <(y position) < [-180]> then\n        Death\n    end\n    if <touching (bouncy v)?> then\n        set [yv v] to [15]\n    end\n    if <touching (water v)?> then\n        set [yv v] to [-1]\n        if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n            set [yv v] to [5]\n        end\n    end\nend\n\nwhen I receive [run platformer v]\nset [level v] to [1]\nforever\n    create clone of (_myself_ v)\nend\n\ndefine Reset - Setup\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (30)\nclear graphic effects\nswitch costume to (1 v)\nset size to (80) %\nshow\n\ndefine Death\nset [dead? v] to [1]\nrepeat (25)\n    turn right (5) degrees\n    change [ghost v] effect by (4)\n    change size by (-4)\nend\nReset - Setup\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n    change [ghost v] effect by (10)\n    change size by (-1.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    if <<(Level) = [12]> or <(Level) = [13]>> then\n        switch costume to (costume2 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (slip v)?> then\n        set [xv v] to [20]\n    end\nend\n\n@ground\n\nwhen I receive [run platformer v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nset [level v] to [9]\n\n@Die\n\nwhen I receive [run platformer v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n    switch costume to (Level)\nend\n\n@Slip\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n    switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    show\n    go to [front v] layer\n    set [ghost v] effect to (100)\n    go to x: (0) y: (0)\nend\n\ngo to [front v] layer\n\n@Skip\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (-10)\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nshow\n\nwhen [timer v] > (0)\nforever\n    if <(Level) = [11]> then\n        hide\n    else\n        show\n    end\nend\n\n@bouncy\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\ngo to x: (-31) y: (-157)\nforever\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [2]> then\n        hide\n    end\n    if <(Level) = [3]> then\n        hide\n    end\n    if <(Level) = [4]> then\n        go to x: (-99) y: (-69)\n        show\n        if <touching (player v)?> then\n            Bouncy Animation\n        end\n    end\n    if <(Level) = [5]> then\n        hide\n    end\n    if <(Level) = [6]> then\n        hide\n    end\n    if <(Level) = [7]> then\n        hide\n    end\n    if <(Level) = [8]> then\n        hide\n    end\n    if <(Level) = [9]> then\n        hide\n    end\n    if <(Level) = [10]> then\n        hide\n    end\nend\n\ndefine Bouncy Animation\nstart sound [jump v]\ngo to [front v] layer\nrepeat (6)\n    wait (.01) seconds\n    next costume\nend\n\ngo to x: (-99) y: (-69)\nshow\n\ngo to x: (45) y: (-69)\nshow\nif <touching (player v)?> then\n    Bouncy Animation\nend\n\n@Lava\n\nwhen I receive [run platformer v]\nforever\n    set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n    switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [run platformer v]\nshow\nforever\n    switch costume to (Level)\nend\n\nwhen I receive [run platformer v]\nforever\n    set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\n@Sprite1\n\n