Platformer Editor v1.9 #games #all #trending #platform

Instructions: this project is poo\n\nInstructions:\nClick the "selected block" to change it and drag around to draw and create your own level! You can load and save levels so you can play other peoples!\n\nPress "Q" To rotate a block (You can only rotate spikes and ladders so far)\nPress "T" To get description of all blocks\nPress "Space" To switch between building or playing\nPress "X" to save your level code\nPress "Z" to load a code\nPress "E" to open the building menu\n\nThis is very basic right now and will get updated to be much better!

@Stage\n\nwhen flag clicked\nforever\n    play sound [Drown Me Out - VYEN v] until done\n    play sound [Colour Of Your Face - NoMBe v] until done\nend\n\n@Border\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (5) layers\n\n@Block\n\nwhen flag clicked\nshow list [double click the number below, then copy and paste it somewhere - it is your level code! v]\ndelete all of [double click the number below, then copy and paste it somewhere - it is your level code! v]\nset [drawingcode v] to [0]\nset [drawlevelcode v] to [0]\nset [delay v] to [0]\nset [levelcode v] to [0]\nset [getcode v] to [0]\nset [spawncoordx v] to [0]\nset [spawncoordy v] to [0]\nswitch costume to (0 v)\ngo to [back v] layer\ndraw bg\n\ndefine draw bg\ngo to x: (-217) y: (157)\nswitch costume to (letter (variable) of (levelcodedrawn))\nrepeat (12)\n    repeat (19)\n        if <<(length of (levelcode)) < [72]> and <(drawingcode) = [1]>> then\n            switch costume to (0 v)\n        else\n            if <(drawingcode) = [1]> then\n                switch costume to (letter (variable) of (levelcodedrawn))\n            else\n                switch costume to (0 v)\n            end\n        end\n        create clone of (_myself_ v)\n        change [variable v] by (1)\n        change x by (24)\n    end\n    change x by (-456)\n    change y by (-24)\nend\n\nwhen I start as a clone\nshow\nforever\n    if <(costume [name v]) = [Arrow]> then\n        go to [front v] layer\n        go [backward v] (5) layers\n        repeat until <touching (_edge_ v)?>\n            move (-10) steps\n        end\n        delete this clone\n    else\n        if <(costume [name v]) = [B]> then\n            set [spawncoordx v] to (x position)\n            set [spawncoordy v] to (y position)\n        end\n        if <(costume [name v]) = [C]> then\n            if <touching (player v)?> then\n                broadcast (win v)\n            end\n        end\n    end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nforever\n    if <(costume [name v]) = [Arrow]> then\nend\n\nwhen [z v] key pressed\nwait until <not <key (z v) pressed?>>\nask [Insert level code] and wait\nset [levelcodedrawn v] to (answer)\nbroadcast (loadlevel v)\ngo to x: (-217) y: (157)\nbroadcast (reset v)\nset [drawingcode v] to [1]\nset [variable v] to [1]\nrepeat (12)\n    repeat (19)\n        switch costume to (letter (variable) of (levelcodedrawn))\n        change [variable v] by (1)\n        create clone of (_myself_ v)\n        change x by (24)\n    end\n    change x by (-456)\n    change y by (-24)\nend\nwait (1) seconds\n\nwhen I start as a clone\nforever\n    if <(costume [name v]) = [D]> then\n        switch costume to (arrow v)\n        create clone of (_myself_ v)\n        switch costume to (d v)\n        wait (1.5) seconds\n    end\nend\n\nwhen I start as a clone\nforever\n    if <[0] = (ingame)> then\n        if <touching (mouse-pointer v)?> then\n            set [brightness v] effect to (20)\n            if <not <[] = (selected)>> then\n                if <<mouse down?> and <(delay) = [0]>> then\n                    switch costume to (selected)\n                end\n                if <key (q v) pressed?> then\n                    if <[F] = (costume [name v])> then\n                        switch costume to (g v)\n                    else\n                        if <[E] = (costume [name v])> then\n                            switch costume to (f v)\n                        else\n                            if <[G] = (costume [name v])> then\n                                switch costume to (2 v)\n                            else\n                                if <[2] = (costume [name v])> then\n                                    switch costume to (e v)\n                                else\n                                    if <[H] = (costume [name v])> then\n                                        switch costume to (i v)\n                                    else\n                                        if <[I] = (costume [name v])> then\n                                            switch costume to (j v)\n                                        else\n                                            if <[J] = (costume [name v])> then\n                                                switch costume to (7 v)\n                                            else\n                                                if <[7] = (costume [name v])> then\n                                                    switch costume to (h v)\n                                                else\n                                                    if <[K] = (costume [name v])> then\n                                                        switch costume to (l v)\n                                                    else\n                                                        if <[L] = (costume [name v])> then\n                                                            switch costume to (m v)\n                                                        else\n                                                            if <[M] = (costume [name v])> then\n                                                                switch costume to (d v)\n                                                            else\n                                                                if <[D] = (costume [name v])> then\n                                                                    switch costume to (k v)\n                                                                end\n                                                            end\n                                                        end\n                                                    end\n                                                end\n                                            end\n                                        end\n                                    end\n                                end\n                            end\n                        end\n                    end\n                    wait until <not <key (q v) pressed?>>\n                end\n            else\n                switch costume to (0 v)\n            end\n        else\n            set [brightness v] effect to (0)\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\nwhen flag clicked\nset [levelcode v] to []\nbroadcast (test v)\nforever\n    insert (levelcode) at (1) of [double click the number below, then copy and paste it somewhere - it is your level code! v] \n    delete (2) of [double click the number below, then copy and paste it somewhere - it is your level code! v]\nend\n\n@Player\n\nwhen flag clicked\nset [ingame v] to [0]\nset rotation style [left-right v]\nhide\nforever\n    rungame\nend\n\nwhen [space v] key pressed\nforever\n    if <(ingame) = [1]> then\n        change x by (x)\n        if <<<touching color (#4e4e4e)?> or <touching color (#000000)?>> or <touching color (#00e4e0)?>> then\n            set [lock v] to [0]\n            change x by ((x) * (-1))\n            set [x v] to [0]\n        else\n            set [x v] to ((x) * (0.8))\n        end\n        change y by (y)\n        if <<<touching color (#4e4e4e)?> or <touching color (#000000)?>> or <touching color (#00e4e0)?>> then\n            set [lock v] to [0]\n            change y by ((y) * (-1))\n            set [y v] to [0]\n            if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n                set [y v] to [12]\n                set [lock v] to [1]\n            end\n        else\n            change [y v] by (-1)\n            set [lock v] to [0]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <(y) = [12]> then\n        wait (0) seconds\n        if <(y) = [12]> then\n            set [y v] to [-5]\n        end\n    end\nend\n\nwhen [space v] key pressed\nforever\n    set [ingame v] to [1]\n    broadcast (playing v)\n    show\n    set [x v] to [0]\n    set [y v] to [0]\n    go to x: (spawncoordx) y: (spawncoordy)\n    wait until <not <key (space v) pressed?>>\n    wait until <key (space v) pressed?>\n    hide\n    set [ingame v] to [0]\n    broadcast (building v)\n    wait until <not <key (space v) pressed?>>\n    wait until <key (space v) pressed?>\nend\n\nwhen [space v] key pressed\nrepeat (30)\n    go to x: (spawncoordx) y: (spawncoordy)\n    set [x v] to [0]\n    set [y v] to [0]\nend\n\nwhen I receive [win v]\nrepeat (25)\n    go to x: (spawncoordx) y: (spawncoordy)\n    set [x v] to [0]\n    set [y v] to [0]\nend\n\ndefine rungame\nif <(ingame) = [1]> then\n    if <touching color (#ab0000)?> then\n        set [y v] to [16]\n        set [lock v] to [1]\n    end\n    if <touching color (#ff0000)?> then\n        set [x v] to [0]\n        set [y v] to [0]\n        go to x: (spawncoordx) y: (spawncoordy)\n    end\n    if <touching color (#8ad89e)?> then\n        set [y v] to [-1]\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            set [y v] to [1]\n        end\n        if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n            change [x v] by (0.2)\n            point in direction (90)\n        end\n        if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n            change [x v] by (-0.2)\n            point in direction (-90)\n        end\n    else\n        if <touching color (#00fffc)?> then\n            if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n                change [x v] by (6)\n                point in direction (90)\n            end\n            if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n                change [x v] by (-6)\n                point in direction (-90)\n            end\n        else\n            if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n                change [x v] by (2)\n                point in direction (90)\n            end\n            if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n                change [x v] by (-2)\n                point in direction (-90)\n            end\n        end\n    end\n    if <touching color (#1736ff)?> then\n        set [y v] to [0]\n        change [y v] by (-1)\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            set [y v] to [3]\n        end\n    end\n    if <touching color (#865f28)?> then\n        if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n            set [y v] to [3]\n        end\n    end\nend\n\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n    say [hi griffpatch] for (2) seconds\nend\n\nwhen I receive [playing v]\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (d v)\ninstant refresh\nswitch costume to (blank v)\ngo to [back v] layer\ngo [forward v] (235) layers\nforever\n    if <key (e v) pressed?> then\n        if <[1] = (allhide)> then\n            hide\n            wait (1) seconds\n        else\n            show\n        end\n    else\n        hide\n    end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [forward v] (1) layers\nhide\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n        if <mouse down?> then\n            set [selecteddelay v] to (costume [name v])\n            broadcast (delay v)\n            set [allhide v] to [1]\n            wait () seconds\n            set [allhide v] to [0]\n            delete this clone\n        end\n    else\n        set [brightness v] effect to (0)\n    end\n    if <[1] = (allhide)> then\n        hide\n    end\nend\n\nwhen I start as a clone\nforever\n    if <key (e v) pressed?> then\n        if <[1] = (allhide)> then\n            delete this clone\n        else\n            show\n        end\n    else\n        delete this clone\n    end\nend\n\ndefine instant refresh\nswitch costume to (d v)\nrepeat (14)\n    create clone of (_myself_ v)\n    next costume\nend\n\nwhen flag clicked\nset [allhide v] to [0]\nforever\n    if <key (e v) pressed?> then\n        set [allhide v] to [0]\n        instant refresh\n        wait until <not <key (e v) pressed?>>\n    end\nend\n\nwhen flag clicked\nset [selecteddelay v] to [0]\nforever\n    wait until <not <[0] = (selecteddelay)>>\nend\n\nwhen I receive [delay v]\nset [delay v] to [1]\nwait (0.1) seconds\nset [selected v] to (selecteddelay)\nset [delay v] to [0]\n\n@Curtain\n\nwhen I receive [playing v]\nclear graphic effects\nswitch costume to (costume1 v)\nshow\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\nclear graphic effects\nswitch costume to (costume8 v)\nshow\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [building v]\nclear graphic effects\nswitch costume to (costume5 v)\nshow\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [win v]\nclear graphic effects\nswitch costume to (costume7 v)\nshow\nwait (0.5) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [loadlevel v]\ngo to [front v] layer\nclear graphic effects\nswitch costume to (costume9 v)\nshow\nwait (8) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [win v]\n\nswitch costume to (costume8 v)\ngo to [front v] layer\nshow\nstop [all v]\n\n@Info menu\n\nwhen flag clicked\nhide\nforever\n    next costume\n    wait (0.3) seconds\nend\n\nwhen [t v] key pressed\ngo to [front v] layer\nwait until <not <key (t v) pressed?>>\nshow\nwait until <key (t v) pressed?>\nwait until <not <key (t v) pressed?>>\nhide\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\n