Time_ A Platformer #Games #Art #Music #Tutorials #All #Animations #Platformer #Time #Square 

Instructions: Time A platformer is know out yay... oh yeah no bodycares XD also contest coming out at 300 follows.\n       ✦✦✦How to play✦✦✦\n➜ Follow Me @Musab2563  XD\n➜There are many levels to beat so its hard\n➜Jump over lava and spikes\n➜Dont say this is hard ok.(: thanks \n\nProjects to view...also if you star and heart all of them you get a shoutout you havee to be followed\n\nForest a platformer.\nhttps://scratch.mit.edu/projects/796646996/\n\nPltformer retro Entry.\nhttps://scratch.mit.edu/projects/771901234/\n\nFall tilt ball.\nhttps://scratch.mit.edu/projects/793748221/\n\nWinter snow a platformer 2000+views.\nhttps://scratch.mit.edu/projects/781272703/\n\n\n\n\n\n\n\n\n\n\n\n#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #all\n#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games##music #all #games #trending #art #music #all #all\n\n

@Stage\n\n@You \n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\nreset\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [deaths v] to [0]\nset [dead? v] to [0]\nset size to (100) %\nreset\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        point in direction (90)\n        change [x v v] by (.9)\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        point in direction (-90)\n        change [x v v] by (-.9)\n    end\n    set [x v v] to ((X v) * (0.9))\n    change x by (X v)\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 y by (2)\n                    if <touching (ground v)?> then\n                        change y by (2)\n                        if <touching (ground v)?> then\n                            change x by ((X v) * (-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) + (20))>>>> then\n                                if <(X v) > [0]> then\n                                    set [x v v] to [-5]\n                                else\n                                    set [x v v] to [5]\n                                end\n                                set [y v v] to [13]\n                            else\n                                set [x v v] to [0]\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\n    change [y v v] by (-0.8)\n    change y by (Y v)\n    if <touching (ground v)?> then\n        change y by ((Y v) * (-1))\n        set [y v 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) + (20))>>>> then\n            set [y v v] to [12]\n        end\n    end\n    change y by (1)\n    if < and <(dead?) = [0]>> then\n        Spin off screen\n    end\n    if <touching (jump pad v)?> then\n        set [y v v] to [20]\n    end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    if <<(x position) = [240]> and <(dead?) = [0]>> then\n        broadcast (NEXT LEVEL v)\n    end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n    if <(y position) = [-179]> then\n        Spin off screen\n    end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n    reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [deaths v] by (1)\nrepeat (20)\n    change [ghost v] effect by (5)\nend\nreset\nbroadcast (start over v)\n\nwhen I receive [alright bros let's go v]\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n    change [ghost v] effect by (5)\n    change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nforever\n    play sound [Nebula v] until done\nend\n\nwhen I receive [start over v]\nset [dead? v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n    if <(x position) = [240]> then\n        broadcast (NEXT LEVEL v)\n    end\nend\n\nset rotation style [left-right v]\nhide variable [deaths v]\n\nwhen flag clicked\nshow variable [deaths v]\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [alright bros let's go v]\nswitch costume to (costume1 v)\ngo to [back v] layer\n\n@Killer Wheel\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n    turn left (10) degrees\nend\n\nwhen flag clicked\nforever\n    if <(Level) = [1]> then\n        hide\n    end\n    if <(Level) = [11]> then\n        hide\n    end\n    if <(Level) = [21]> then\n        hide\n    end\n    if <(Level) = [31]> then\n        show\n        go to x: (73) y: (-70)\n    end\n    if <(Level) = [41]> then\n        hide\n    end\n    if <(Level) = [51]> then\n        hide\n    end\n    if <(Level) = [61]> then\n        show\n        go to x: (-120) y: (-70)\n    end\n    if <(Level) = [71]> then\n        show\n        go to x: (0) y: (95)\n    end\n    if <(Level) = [81]> then\n        hide\n    end\n    if <(Level) = [91]> then\n        hide\n    end\n    if <(Level) = [101]> then\n        show\n        go to x: (-70) y: (-70)\n    end\n    if <(Level) = [111]> then\n        hide\n    end\n    if <(Level) = [121]> then\n        hide\n    end\n    if <(Level) = [131]> then\n        hide\n    end\n    if <(Level) = [141]> then\n        hide\n    end\n    if <(Level) = [151]> then\n        hide\n    end\n    if <(Level) = [161]> then\n        hide\n    end\n    if <(Level) = [171]> then\n        hide\n    end\n    if <(Level) = [181]> then\n        hide\n    end\n    if <(Level) = [191]> then\n        hide\n    end\n    if <(Level) = [201]> then\n        hide\n    end\n    if <(Level) = [211]> then\n        hide\n    end\n    if <(Level) = [221]> then\n        hide\n    end\nend\n\n@Jump Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bad thumbnail\n\nwhen flag clicked\nforever\n    set [ghost v] effect to (100)\n    go to [front v] layer\n    show\nend\n\n