Fall Guys 2d Platformer #games

Instructions: Check out the YouTube video where I made this game!\n\nhttps://www.youtube.com/watch?v=U4Bwo9OHVME\n\n\nscratch version - \nhttps://scratch.mit.edu/discuss/youtube/U4Bwo9OHVME\n-----------------------------------\n\nThis is just the beginning of a huge game, part 2 (the entire game) will come out in a couple of days. Enjoy this "sandbox"!\n\n-----------------------------------\n@Coderofgod for the engine\nEpic Games for the original game\n-----------------------------------\n#jackpigpro #fallguys #games #all #trending

@Stage\n\n@blank\n\n@Player\n\ndefine Next\nchange [level v] by (1)\nbroadcast (Start v)\nPosition\nSetup Var\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nhide\nbroadcast (delteet v)\nbroadcast (Start v)\n\ndefine Touch Y\nchange [in air? v] by (1)\nif <touching (level v)?> then\n    repeat until <not <touching (level v)?>>\n        change [y v] by ((0) - ((sy) / ([abs v] of (sy) )))\n        Position\n    end\n    if <(sy) < [0]> then\n        set [in air? v] to [0]\n    end\n    set [sy v] to [0]\nend\n\ndefine Touch X\nif <touching (level v)?> then\n    repeat (8)\n        change [y v] by (1)\n        Position\n        if <not <touching (level v)?>> then\n            stop [this script v]\n        end\n    end\n    change [y v] by (-8)\n    repeat until <not <touching (level v)?>>\n        change [x v] by ((0) - ((sx) / ([abs v] of (sx) )))\n        Position\n    end\n    if <key (up arrow v) pressed?> then\n        if <(sx) > [0]> then\n            set [sx v] to [-10]\n        else\n            set [sx v] to [10]\n        end\n        set [in air? v] to [0]\n    else\n        set [sx v] to [0]\n    end\nend\n\ndefine Physics\ngo to [front v] layer\ngo [backward v] (12) layers\nchange [sy v] by (-1)\nif <(sy) < [-17]> then\n    set [sy v] to [-17]\nend\nif <<key (up arrow v) pressed?> and <(in air?) < [3]>> then\n    set [sy v] to [13]\nend\nchange [y v] by (sy)\nPosition\nTouch Y\nif <key (right arrow v) pressed?> then\n    if <touching (slow v)?> then\n        change [sx v] by (.5)\n    else\n        change [sx v] by (1.5)\n    end\nend\nif <key (left arrow v) pressed?> then\n    change [sx v] by (-1.5)\nend\nif <touching (end v)?> then\n    broadcast (next v)\n    Next\nend\nif <touching (slow v)?> then\n    change [sx v] by (-1.5)\nend\nif <touching (bumper v)?> then\n    change [sx v] by (-8)\nend\nset [sx v] to ((sx) * (0.8))\nchange [x v] by (sx)\nPosition\nTouch X\nMove / Limit Camera\nif <touching (fan v)?> then\n    change [sx v] by (-2)\nend\nif <touching (spike v)?> then\n    broadcast (reset v)\nend\nif <(Level) = [1]> then\n    if <(x) > [740]> then\n        broadcast (reset v)\n    end\nend\nchange [y v] by (-1)\n\ndefine Position\ngo to x: ((x) - (CAM X)) y: ((y) - (CAM Y))\n\nwhen I receive [update v]\nPhysics\n\nwhen I receive [start v]\nSetup Var\nshow\nforever\n    broadcast (Update v)\nend\n\ndefine Setup Var\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [-200]\nset [y v] to [-100]\nset [cam x v] to [0]\nset [cam y v] to [0]\nPosition\n\ndefine Move / Limit Camera\nchange [cam x v] by (round (((x) - (CAM X)) / (4)))\nif <(CAM X) < [0]> then\n    set [cam x v] to [0]\nend\nchange [cam y v] by (round (((y) - (CAM Y)) / (6)))\nif <(CAM Y) < [0]> then\n    set [cam y v] to [0]\nend\nCheck Lose\n\ndefine Check Lose\nif <(y) < [-180]> then\n    Setup Var\nend\n\nwhen I receive [reset v]\nbroadcast (delteet v)\nbroadcast (Start v)\nPosition\nSetup Var\n\n@Level\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone Level at: [0] [0] Costume [Level1]\n    Clone Level at: [480] [0] Costume [Level2]\nelse\n    if <(Level) = [2]> then\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@end\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone Level at: [680] [115] Costume [Level1]\nelse\n    if <(Level) = [2]> then\n        Clone Level at: [680] [115] Costume [Level1]\n    end\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@Slow\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone Level at: [0] [0] Costume [Level1]\nelse\n    if <(Level) = [2]> then\n        Clone Level at: [0] [0] Costume [Level2]\n    end\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n    go to [front v] layer\n    go [backward v] (11) layers\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\n@fan\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone Level at: [380] [130] Costume [Level1]\nelse\n    if <(Level) = [2]> then\n    end\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@winscreen\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\n@Spike\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone Level at: [0] [0] Costume [Level1]\nelse\n    if <(Level) = [2]> then\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [delteet v]\ndelete this clone\n\n@Sprite1\n\nwhen I receive [reset v]\nshow\nwait (.01) seconds\nhide\n\nwhen flag clicked\nhide\n\n@bumper\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n    Clone Level at: [0] [105] Costume [Level1]\nelse\n    if <(Level) = [2]> then\nend\n\ndefine Clone Level at: (x) (y) Costume (costume)\nswitch costume to (costume)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset [onscreen? v] to <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\nif <(onscreen?) = [true]> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\ngo to x: (0) y: (0)\n\n