Blocky Platformer v1.6.1

Instructions: THANK YOU ALL SO MUCH FOR 1.5k VIEWS\nI HAD TO COMPLETELY CHANGE THE CODE FOR THE PLAYER\nmostly updates 2 times a week\nTHIS GAME CAN BE TRIGGERING\n (I never said it was, I said it CAN be) this game is about a platformer where gravity changes sometimes as you progress

@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n    play sound [Uptown Roblox ID - Roblox Music Code v] until done\nend\n\nwait (13) seconds\n\nwhen I receive [skip v]\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen [timer v] > (0)\nforever\n    go to x: (([sin v] of ((timer) * (150)) ) * (pick random (9) to (10))) y: (([sin v] of ((timer) * (180)) ) * (pick random (-9) to (-10)))\n    point in direction ((90) + (([sin v] of ((timer) * (280)) ) * (1)))\nend\n\nwhen [timer v] > (0)\nset size to (112) %\nset volume to (35) %\ngo to x: (0) y: (0)\nhide variable [display 1 v]\nhide variable [display 2 v]\ngo to [front v] layer\nset [brightness v] effect to (-100)\nshow\nrepeat (20)\n    change [brightness v] effect by (5)\nend\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (0)\nshow\nstart \n\nhide\n\nwait (12.5) seconds\n\nwhen I receive [next level v]\nbroadcast (restart v)\nset volume to (100) %\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n    show variable [deaths v]\nend\n\ndefine start \nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n    if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n        if <<(Love) = [1]> and <(Fave) = [1]>> then\n            switch costume to (cube type 2 v)\n        else\n            switch costume to (cube v)\n        end\n        change [x_velocity v] by (-1)\n    end\n    if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n        change [x_velocity v] by (1)\n    end\n    set [x_velocity v] to ((X_VELOCITY) * (0.9))\n    if <<(Love) = [1]> and <(Fave) = [1]>> then\n        switch costume to (cube type 2 v)\n    else\n        switch costume to (cube v)\n    end\n    change x by (X_VELOCITY)\n    if <<touching (flying platform v)?> or <touching (platform v)?>> then\n        change y by (1)\n    end\n    if <<touching (platform v)?> or <touching (flying platform v)?>> then\n        change y by (1)\n    end\n    if <<touching (platform v)?> or <touching (flying platform v)?>> then\n        change y by (1)\n    end\n    if <<touching (platform v)?> or <touching (flying platform v)?>> then\n        change y by (1)\n    end\n    if <<touching (platform v)?> or <touching (flying platform v)?>> then\n        change y by (-4)\n        change x by ((X_VELOCITY) * (-1))\n        if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> then\n            if <(X_VELOCITY) > [0]> then\n                set [x_velocity v] to [-10]\n            else\n                set [x_velocity v] to [10]\n            end\n            set [y_velocity v] to [15]\n        else\n            set [x_velocity v] to [0]\n        end\n    end\n    change [y_velocity v] by (-1)\n    change y by (Y_VELOCITY)\n    if <<touching (platform v)?> or <touching (flying platform v)?>> then\n        change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n        set [y_velocity v] to [0]\n    end\n    change y by (-1)\n    if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching (flying platform v)?>>> then\n        set [y_velocity v] to [15]\n    end\n    change y by (1)\n    if <(x position) > [239]> then\n        change [l_eve_l v] by (1)\n        broadcast (next level v) and wait\n    end\n    if <<<touching (spikes v)?> or <touching (spike player?? v)?>> or <touching (lava v)?>> then\n        Respawn\n        change [deaths v] by (1)\n        broadcast (you died v)\n    end\n    if <touching (trampolines v)?> then\n        set [y_velocity v] to [19]\n    end\n    if <(backdrop [number v]) < [12]> then\n        if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching (flying platform v)?>>> then\n            set [y_velocity v] to [20]\n        end\n    end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset rotation style [all around v]\nset [ghost v] effect to (50)\nif <<(Love) = [1]> and <(Fave) = [1]>> then\n    point towards (box v)\n    switch costume to (cube effect type 2 v)\nelse\n    switch costume to (cube effect type 1 v)\nend\nrepeat (10)\n    change size by (-10)\n    change [ghost v] effect by (2.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n    if <<<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>> or <mouse down?>> then\n        create clone of (_myself_ v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <<(Love) = [1]> and <(Fave) = [1]>> then\n        switch costume to (cube type 2 v)\n        change [color v] effect by (0)\n    else\n        switch costume to (cube v)\n        set [color v] effect to (0)\n    end\nend\n\nwhen I receive [skip v]\nshow\nstart \nstop [this script v]\n\nif  then\nelse\nend\n\nif  then\n    stop [this script v]\nend\n\nwhen flag clicked\nforever\nend\n\nwait until <(backdrop [number v]) = [16]>\nstop [this script v]\n\nset [y_velocity v] to [20]\n\nwhen flag clicked\nif <(backdrop [number v]) < [16]> then\n    set [y_velocity v] to [15]\nend\n\nchange y by (1)\n\n@Checkpoint\n\nwhen I receive [setup level v]\n\n@stars\n\nwhen flag clicked\nif <(backdrop [number v]) = [16]> then\n    forever\n        delete this clone\n    end\nend\n\nwhen flag clicked\nforever\n    if <(backdrop [number v]) = [12]> then\n        go to [back v] layer\n        show\n        create clone of (_myself_ v)\n    else\n        hide\n    end\nend\n\nrepeat ()\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (random position v)\n\n@Play\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\n@platform\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nshow\nforever\n    switch costume to (L_eve_l)\nend\n\nhide\n\nwait (12.5) seconds\n\nwhen flag clicked\nif <(L_eve_l) = [17]> then\n    go to [front v] layer\nend\n\nwhen flag clicked\nforever\n    if <(backdrop [number v]) = [17]> then\n        broadcast (win v)\n    end\nend\n\nbroadcast (next level v)\n\nset [l_eve_l v] to [11]\n\nwhen flag clicked\nforever\n\nhide\n\nset [color v] effect to (((L_eve_l) * (20)) - (30))\n\nwhen I receive [skip v]\nshow\nforever\n    switch costume to (L_eve_l)\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (42) y: (28)\npoint in direction (90)\ngo to [back v] layer\nshow\nforever\n    switch costume to (L_eve_l)\nend\n\nhide\n\nwait (12) seconds\n\nset [l_eve_l v] to [6]\n\nwhen I receive [skip v]\nshow\nstop [other scripts in sprite v]\nforever\n    switch costume to (L_eve_l)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n\nif <(costume [number v]) = [12]> then\n\nturn right (15) degrees\ngo to [back v] layer\n\n\n\ngo to x: (0) y: (-152)\n\ngo to x: (42) y: (28)\n\npoint in direction (90)\n\n@trampolines\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n    switch costume to (L_eve_l)\nend\n\nset [l_eve_l v] to [4]\n\nwait (12) seconds\n\n@Music\n\nwhen this sprite clicked\nbroadcast (music v)\n\nwhen I receive [music v]\nif <(music) = [off]> then\n    set [music v] to [on]\n    switch costume to (music v)\n    set volume to (100) %\nelse\n    set [music v] to [off]\n    switch costume to (no music v)\n    set volume to (0) %\nend\n\nplay sound [Uptown Roblox ID - Roblox Music Code v] until done\n\nnext costume\n\nswitch costume to (no music v)\nforever\n\nswitch costume to (music v)\n\nwhen [q v] key pressed\nstart sound [Uptown Roblox ID - Roblox Music Code v]\nstop [other scripts in sprite v]\n\nplay sound [Uptown Roblox ID - Roblox Music Code v] until done\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Uptown Roblox ID - Roblox Music Code v] until done\n\nwait (13) seconds\n\n@Credits\n\nswitch costume to (music v)\nset volume to (100) %\n\nswitch costume to (no music v)\nset volume to (0) %\n\nwhen this sprite clicked\nset [credits \(press space to exit\) v] to [on]\nhide list [credits \(press space to exit\) v]\n\nif <(credits \(press space to exit\)) = [off]> then\nelse\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen [space v] key pressed\nset [credits \(press space to exit\) v] to [off]\nshow list [credits \(press space to exit\) v]\n\nwhen flag clicked\nshow list [credits \(press space to exit\) v]\n\n@Sprite3\n\nwhen this sprite clicked\nif <(hiscore) = [off]> then\n    hide variable [time v]\n    hide list [users v]\n    hide list [time v]\n    set [hiscore v] to [on]\nelse\n    show variable [time v]\n    show list [users v]\n    show list [time v]\n    set [hiscore v] to [off]\nend\n\nwhen flag clicked\n\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nhide\n\nset [scores v] to [on]\n\nset [scores v] to [off]\n\n@back menu\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo [backward v] (3) layers\n\n@Sprite1\n\n@Timer\n\ndefine set TIMER (time)\nset [tmp v] to ((time) mod (6000))\ndelete all of [chars v]\nset [timer: i v] to [0]\nrepeat (length of (tmp))\n    change [timer: i v] by (1)\n    add (letter (Timer: i) of (tmp)) to [chars v]\nend\nrepeat ((4) - (length of [chars v]))\n    insert [0] at (1) of [chars v] \nend\ninsert ['] at (3) of [chars v] \ninsert [:] at (1) of [chars v] \nset [tmp v] to ([floor v] of ((time) / (6000)) )\nset [timer v] to (join (tmp) (chars))\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [time v] to ((round (time)) / (100))\nif <<(☁ BEST) < [1]> or <(time) < (☁ BEST)>> then\n    set [☁ best v] to (time)\nend\nstart sound [Kick Back v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (10)\n    change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nhide\nset [timer v] to [0:00'00]\nset [time v] to [0]\nwait (0) seconds\nset [joy x v] to [0]\nforever\n    change [time v] by ((100) / (30))\n    set TIMER ([floor v] of (time) )\nend\n\nstop [other scripts in sprite v]\n\nwait until <not <(JOY X) = [0]>>\n\nwhen flag clicked\nhide variable [time v]\nforever\n    hide variable [time v]\nend\n\n