The mountains || a platformer #games #all 

Instructions: The mountains - @rsmba2225\n-------------------------------------------------------------\n- Arrow keys to move\n- get to the end \n- I know it is short but I tried to make the levels hard /: \nI feel like I am the least followed person on scratch. plz go and follow me to make my day \n

@Stage\n\nwhen flag clicked\nwait (6) seconds\nforever\n    play sound [Plugged  v] until done\nend\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n    switch costume to (costume#)\n    set rotation style [left-right v]\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n    if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n        create clone of (_myself_ v)\n    end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n    go to [back v] layer\n    set [y v] to [0]\n    set [x v] to [0]\n    forever\n        change [y v] by (-1)\n        set [x v] to ((x) * (0.9))\n        if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n            change [x v] by (-1)\n        end\n        if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n            change [x v] by (1)\n        end\n        change x by (x)\n        if <touching (platforms v)?> then\n            change y by (1)\n        end\n        if <touching (platforms v)?> then\n            change y by (1)\n        end\n        if <touching (platforms v)?> then\n            change y by (1)\n        end\n        if <touching (platforms v)?> then\n            change y by (1)\n        end\n        if <touching (platforms v)?> then\n            change y by (-4)\n            change x by ((x) * (-1))\n            show variable [time v]\n            if <key (up arrow v) pressed?> then\n                set [y v] to [10]\n                if <([abs v] of (x) ) = (x)> then\n                    set [x v] to [-4]\n                else\n                    set [x v] to [4]\n                end\n            else\n                set [x v] to [0]\n            end\n        end\n        change y by (y)\n        if <touching (platforms v)?> then\n            change y by ((y) - ((y) * (2)))\n            set [y v] to [0]\n        end\n        change y by (-1)\n        if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n            set [y v] to [15]\n        end\n        change y by (1)\n        if <touching (bounce pads v)?> then\n            set [y v] to [19]\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    if <<touching (danger v)?> or <touching (#enemy-1 v)?>> then\n        go to x: (-216) y: (100)\n    end\n    if <(x position) = [239]> then\n        broadcast (Next Level v)\n        change [level v] by (1)\n        go to x: (-209) y: (-71)\n    end\nend\n\nif <(x position) = [239]> then\n    broadcast (Next Level v)\n    change [level v] by (1)\n    go to x: (-216) y: (100)\nend\n\nwhen I start as a clone\nrepeat (100)\n    change [ghost v] effect by (15)\n    change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\nshow variable [time v]\n\nwhen flag clicked\nset [time v] to [0]\nforever\n    change [time v] by (1)\n    wait (1) seconds\nend\n\nwhen flag clicked\nforever\n    hide variable [time v]\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nchange [level v] by (1)\ngo to x: (0) y: (0)\nwait until <(costume [name v]) = [costume6]>\nstop [this script v]\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n    if <(level) = [5]> then\n        repeat until <not <(level) = [5]>>\n            repeat (5)\n                wait (0.01) seconds\n                change y by (-3)\n            end\n            wait (0.1) seconds\n            repeat (5)\n                change y by (3)\n            end\n        end\n    end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Text and Decoration\n\ndefine position: x: (x) , y: (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n    show\nelse\n    hide\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n    go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n    reset timer\n    set [ghost v] effect to (100)\n    go to [front v] layer\nend\n\n@Assets [all]\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [pinwheel colour v] to [0]\nset [pinwheel brightness v] to [0]\nset [energy v] to [0]\nset [sequence v] to [0]\nstart sound [Cool lntro Music v]\nwait (0) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nShockwave\nTween Screen x [-10] y [10]\nTween Screen x [10] y [-5]\nTween Screen x [0] y [0]\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nExplosion x [0] y [0] size [100]\nShockwave\nrepeat (10)\n    change [cam x v] by (((10) - (Cam X)) / (3))\n    change [cam y v] by (((10) - (Cam Y)) / (3))\n    change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n    change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nrepeat (10)\n    change [cam x v] by (((0) - (Cam X)) / (3))\n    change [cam y v] by (((0) - (Cam Y)) / (3))\n    change [pinwheel colour v] by (((50) - (Pinwheel Colour)) / (8))\n    change [pinwheel brightness v] by (((-5) - (Pinwheel Brightness)) / (8))\nend\nwait (0.3) seconds\nset [clone id v] to [4]\ncreate clone of (_myself_ v)\nGrid Explosion\nShockwave\nrepeat (10)\n    change [cam x v] by (((-10) - (Cam X)) / (3))\n    change [cam y v] by (((10) - (Cam Y)) / (3))\n    change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n    change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\nrepeat (30)\n    change [cam x v] by (((0) - (Cam X)) / (3))\n    change [cam y v] by (((0) - (Cam Y)) / (3))\n    change [pinwheel colour v] by (((110) - (Pinwheel Colour)) / (8))\n    change [pinwheel brightness v] by (((-20) - (Pinwheel Brightness)) / (8))\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [1]> then\n    switch costume to (name v)\n    set size to (0) %\n    set [i1 v] to [0]\n    repeat (30)\n        set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n        change size by (i1)\n        point in direction ((90) + ((i1) / (5)))\n        go to x: (Cam X) y: (Cam Y)\n    end\n    set size to (0) %\n    set [i1 v] to [0]\n    repeat (30)\n        set [i1 v] to (((i1) * (0.8)) + (((100) - (size)) / (4)))\n        change size by (i1)\n        point in direction ((90) + ((i1) / (5)))\n        go to x: (Cam X) y: (Cam Y)\n        go [forward v] (1) layers\n    end\n    set [i1 v] to [90]\n    repeat (30)\n        go [forward v] (1) layers\n        change [i1 v] by (((450) - (i1)) / (5))\n        go to x: (Cam X) y: (Cam Y)\n        point in direction (i1)\n        go to x: (Cam X) y: (Cam Y)\n    end\n    set [sequence v] to [1]\n    set [clone id v] to [6]\n    create clone of (_myself_ v)\n    delete this clone\nelse\n    if <(Clone ID) = [2]> then\n        go to [back v] layer\n        set size to (100) %\n        repeat (10)\n            switch costume to (blank v)\n            change size by ((size) / (3))\n            switch costume to (pinwheel circle v)\n            turn right (2) degrees\n            go to x: (Cam X) y: (Cam Y)\n        end\n        repeat until <(Sequence) = [1]>\n            turn right (2) degrees\n            go to x: (Cam X) y: (Cam Y)\n            set [color v] effect to (Pinwheel Colour)\n            set [brightness v] effect to (Pinwheel Brightness)\n            set [whirl v] effect to ((Pinwheel Colour) * (0.7))\n        end\n        delete this clone\n    else\n        if <(Clone ID) = [3]> then\n            switch costume to (spline1 v)\n            set size to ((Sprite3: size) * ((1) + (energy))) %\n            point in direction (i1)\n            set [i1 v] to [0]\n            set [brightness v] effect to (brightness)\n            repeat (10)\n                change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((Sprite3: size) / (100))) - (i1)) / (7))\n                go to x: ((Sprite3: x) + (Cam X)) y: ((Sprite3: y) + (Cam Y))\n                move (i1) steps\n            end\n            repeat (9)\n                change [i1 v] by (((((200) + (<(energy) = [1]> * (100))) * ((Sprite3: size) / (100))) - (i1)) / (7))\n                go to x: ((Sprite3: x) + (Cam X)) y: ((Sprite3: y) + (Cam Y))\n                move (i1) steps\n                next costume\n            end\n            delete this clone\n        else\n            if <(Clone ID) = [4]> then\n                switch costume to (square1 v)\n                go [backward v] (1) layers\n                set size to (0) %\n                point in direction (45)\n                repeat (30)\n                    change size by (((500) - (size)) / (7))\n                    go to x: (Cam X) y: (Cam Y)\n                end\n                repeat (30)\n                    switch costume to (blank v)\n                    change size by (((1300) - (size)) / (7))\n                    switch costume to (square1 v)\n                    go to x: (Cam X) y: (Cam Y)\n                end\n                delete this clone\n            else\n                if <(Clone ID) = [5]> then\n                    switch costume to (square2 v)\n                    go [backward v] (1) layers\n                    set size to (0) %\n                    point in direction (45)\n                    repeat (30)\n                        change size by (((200) - (size)) / (7))\n                        go to x: (Cam X) y: (Cam Y)\n                    end\n                    repeat (30)\n                        switch costume to (blank v)\n                        change size by (((1300) - (size)) / (7))\n                        switch costume to (square2 v)\n                        go to x: (Cam X) y: (Cam Y)\n                    end\n                    delete this clone\n                else\n                    if <(Clone ID) = [6]> then\n                        switch costume to (screencamlense v)\n                        set [color v] effect to (Pinwheel Colour)\n                        set [brightness v] effect to (Pinwheel Brightness)\n                        set size to (0) %\n                        repeat (30)\n                            switch costume to (blank v)\n                            change size by (((1200) - (size)) / (4))\n                            switch costume to (screencamlense v)\n                        end\n                        delete this clone\n                    else\n                        if <(Clone ID) = [7]> then\n                            switch costume to (shockwave v)\n                            repeat (50)\n                                switch costume to (blank v)\n                                change size by (((300) - (size)) / (10))\n                                switch costume to (shockwave v)\n                                change [ghost v] effect by (4)\n                            end\n                            delete this clone\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\n\ndefine Explosion x (x) y (y) size (size)\nset [brightness v] to [-10]\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [sprite3: x v] to (x)\nset [sprite3: y v] to ((y) - (5))\nset [sprite3: size v] to (size)\nrepeat (12)\n    create clone of (_myself_ v)\n    change [i1 v] by (30)\nend\nset [i1 v] to [0]\nset [clone id v] to [3]\nset [sprite3: x v] to (x)\nset [sprite3: y v] to (y)\nset [sprite3: size v] to (size)\nset [brightness v] to [0]\nrepeat (12)\n    create clone of (_myself_ v)\n    change [i1 v] by (30)\nend\n\ndefine Tween Screen x (x) y (y)\nrepeat (10)\n    change [cam x v] by (((x) - (Cam X)) / (3))\n    change [cam y v] by (((y) - (Cam Y)) / (3))\nend\n\ndefine Grid Explosion\nset [energy v] to [1]\nset [c1 v] to [-150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [0]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [-150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [0]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\nset [c1 v] to [150]\nset [c2 v] to [-130]\nExplosion x (c1) y (c2) size [20]\n\ndefine Shockwave\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [time v]\n\n@Enemies\n\ndefine Clone physics\nchange x by (Xvel)\nchange [yvel v] by (-1)\nif <(x position) < ([x position v] of [player v])> then\n    change [xvel v] by (0.4)\nend\nif <([x position v] of [player v]) < (x position)> then\n    change [xvel v] by (-0.4)\nend\nset [xvel v] to ((Xvel) * (0.9))\nif <touching (ground v)?> then\n    change y by (1)\nend\nif <touching (ground v)?> then\n    change y by (1)\nend\nif <touching (ground v)?> then\n    change y by (1)\nend\nif <touching (ground v)?> then\n    change y by (1)\nend\nif <touching (ground v)?> then\n    change y by (-4)\n    change x by ((Xvel) * (-1))\n    set [xvel v] to ((0) - (Xvel))\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n    change y by ((Yvel) * (-1))\n    set [yvel v] to [0]\nend\nif <<(y position) < [-170]> or <touching (water v)?>> then\n    delete this clone\nend\n\ndefine Clone at x : (x) y : (y) Level : (level) Clones : (#)\nset [enemy x v] to (x)\nset [enemy y v] to (y)\nif <(Level) = (level)> then\n    go to x: (x) y: (y)\n    repeat (#)\n        create clone of (_myself_ v)\n        wait (0.2) seconds\n    end\n    wait until <not <(Level) = (level)>>\nend\n\nwhen I start as a clone\nshow\nset [player ded v] to [0]\nforever\n    go to [front v] layer\n    go [backward v] (1) layers\n    set size to (175) %\n    Clone physics\n    set [enemyx v] to (x position)\n    set [enemyy v] to (y position)\n    if <(player ded) = [1]> then\n        go to x: (Enemy X) y: (Enemy Y)\n        wait until <not <(player ded) = [1]>>\n    end\nend\n\nwhen I receive [play v]\nhide\nforever\n    Clone at x : [130] y : [20] Level : [5] Clones : [1]\n    Clone at x : [130] y : [20] Level : [7] Clones : [2]\n    Clone at x : [130] y : [20] Level : [10] Clones : [2]\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [enemy ded v]\nstart sound [Jump v]\ndelete this clone\n\nwhen I receive [ded v]\nset [player ded v] to [1]\nwait (0) seconds\nset [player ded v] to [0]\n\n