Pixel Platformer 2.5

Instructions: The Instructions:\n1.  I'm sorry to mobile device users, this isn't compatible.\n2.  I made most of this game about a year ago.\n3.  WASD or arrow keys to move.\n4.  Avoid Lava.\n5.  Excuse the awful art, I couldn't make good art then.\n6.  This is a filler game, it isn't great, but it's the only project I have ready to share currently.  And Pixel Platformer 3 will be way better!

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (engine_start v)\n\nwhen I receive [engine2start v]\nnext backdrop\n\n@Player\n\nwhen I receive [engine_tick v]\nswitch costume to (PlayerLastC)\nif <(PlayerY) > [0]> then\n    switch costume to (costume1 v)\nelse\n    if <(PlayerY) < [0]> then\n        switch costume to (costume1 v)\n    else\n        if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n            if <<[1] < (costume [number v])> and <[10] > (costume [number v])>> then\n                next costume\n            else\n                switch costume to (costume1 v)\n            end\n        else\n            switch costume to (costume1 v)\n        end\n    end\nend\nset [playerlastc v] to (costume [number v])\n\nwhen I receive [engine2start v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n    if <touching color (#7f00ff)?> then\n        set [playery v] to [25]\n    end\nend\n\nwhen flag clicked\nplay sound [DJVI_-_Back_On_Track-N9vDTYZpqXM.mp3 v] until done\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (100)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (300) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n    switch costume to (hitbox v)\n    change [playery v] by (-1)\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change [playerx v] by (-1)\n        broadcast (changex v)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change [playerx v] by (1)\n        broadcast (changex2 v)\n    end\n    set [playerx v] to ((PlayerX) * (0.9))\n    if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <<touching color (#00ff00)?> or <<touching color (#b45f06)?> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n        change y by (-4)\n        change x by ((PlayerX) * (-1))\n        if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n            set [playery v] to [15]\n            if <([abs v] of (PlayerX) ) = (PlayerX)> then\n                set [playerx v] to [-10]\n            else\n                set [playerx v] to [10]\n            end\n        else\n            set [playerx v] to [0]\n        end\n    end\n    change y by (PlayerY)\n    if <<touching color (#00ff00)?> or <<touching color (#26030c)?> or <<touching color (#b45f06)?> or <touching color (#99ffff)?>>>> then\n        change y by ((PlayerY) - ((PlayerY) * (2)))\n        set [playery v] to [0]\n    end\n    change y by (-1)\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<<touching color (#00ff00)?> or <touching color (#b45f06)?>> or <<touching color (#26030c)?> or <touching color (#99ffff)?>>>> then\n        set [playery v] to [15]\n    end\n    change y by (1)\n    set x to (0)\n    set [all_sprite v] to (PlayerX)\n    if <<touching color (#ff0000)?> or <key (r v) pressed?>> then\n        switch costume to (costume1 v)\n        wait until <not <key (r v) pressed?>>\n        set [playerx v] to [0]\n        set [playery v] to [-3]\n        set [all_sprite v] to [-300]\n        point in direction (90)\n        set y to (180)\n    end\n    broadcast (Engine_Tick v) and wait\nend\n\nwhen flag clicked\nshow\nforever\n    if <touching color (#fbff00)?> then\n        broadcast (engine2start v)\n        hide\n    end\nend\n\n@Ground\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n    set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine2start v]\nhide\n\nwhen I receive [engine_start v]\nshow\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [6]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\nbroadcast (show portal v)\n\n@Border\n\nwhen I receive [engine_start v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [engine2start v]\nhide\n\n@Text\n\nwhen I receive [engine_tick v]\ngo [backward v] (1) layers\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n    set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (7928f392b96f0929896496e67a799fc6 v)\nset [numberofparts v] to [5]\nrepeat ((NumberOfParts) - (1))\n    go [backward v] (999) layers\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (450)\nend\n\nwhen flag clicked\nshow\nforever\n    if <(NumberOfParts) = [1]> then\n        broadcast (show portal v)\n    end\nend\n\nhide\n\nwhen I receive [engine2start v]\nhide\n\n@8b753d048daa627a5449c4e07a91024a\n\nwhen flag clicked\nhide\n\nset size to (75) %\ngo to [front v] layer\ngo to x: (80) y: (0)\nshow\n\n@kidsad\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (7) y: (112)\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [engine2start v]\nshow\nstop all sounds\nforever\n    play sound [Masked Heroes v] until done\nend\n\nwhen I receive [engine2start v]\nforever\n    wait (0.01) seconds\n    change size by (3.3)\n    wait (0.01) seconds\n    change size by (3.3)\n    wait (0.01) seconds\n    change size by (3.3)\n    wait (0.01) seconds\n    change size by (-3.3)\n    wait (0.01) seconds\n    change size by (-3.3)\n    wait (0.01) seconds\n    change size by (-3.3)\nend\n\n@star\n\nwhen flag clicked\ngo to x: (-181) y: (-125)\nset size to (40) %\nhide\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [engine2start v]\nshow\n\n@00386\n\nwhen flag clicked\nhide\ngo to x: (-18) y: (-142)\nset size to (90) %\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [engine2start v]\nshow\n\n@Screenshot 2019-08-10 at 2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop10 v]\n\nshow\n\nwhen I receive [engine2start v]\nswitch costume to (costume1 v)\nforever\n    go to x: (-97) y: (259)\n    show\n    set size to (1500) %\nend\n\nhide\n\n