Desert: A Platformer #games #all

Instructions: Hi guys!\n\n98TH ON TRENDING GAMES LES GOOOOOOOOOOOOOO\n\nDis is My Platformer :D\n\n@Jarvin36 loved + faved this :O\n\nI really worked hard on this so pls love and fave\n\nAlso it might be a bit generic and does not have a lot of levels... but school started =(\n\n\n\n\nAnyways Enjoy!!\n\n\nTags (Ignore)\n\n\n#games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert #games #platformers #music #desert 

@Stage\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (spike 2 v)\nforever\n    play sound [Inferno v] until done\nend\n\nwhen I receive [goal v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@Player\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (130) %\nswitch costume to (6 v)\nshow\nrepeat (1)\n    change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n    switch costume to (1 v)\n    wait (pick random (2) to (3)) seconds\n    repeat (5)\n        next costume\n        wait (0.01) seconds\n    end\n    wait (0.5) seconds\n    repeat (5)\n        switch costume to ((costume [number v]) - (1))\n        wait (0.01) seconds\n    end\nend\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n    change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-214) y: (40)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1.5]\nset [scene v] to [1]\n\nwhen I receive [run v]\ngo to [front v] layer\nforever\n    Show Health (health) of [7] offset y [-40]\n    if <(health) < [1]> then\n        start sound [thump soft v]\n        broadcast (__Screen Wipe v)\n        set [scene v] to [1]\n        set [health v] to [7]\n    end\n    left and right controls\n    wall sensing bug\n    wall sensing bug\n    wall sensing bug\n    wall sensing bug\n    walljumping/sensing\n    wall sensing\n    jumping\n    if <(x position) > [239]> then\n        broadcast (__Screen Wipe v)\n        broadcast (Next Level v) and wait\n        broadcast (Goal v)\n        change [scene v] by (1)\n    end\n    if <<touching (lava v)?> or <touching (spikes v)?>> then\n        start sound [Wood Tap v]\n        change [health v] by (-1)\n        reset\n    end\n    if <touching (trampoline v)?> then\n        start sound [jump1 v]\n        set [yvel v] to [20]\n    end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n    change [xvel v] by ((speed) - ((speed) * (2)))\n    set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n    change [xvel v] by (speed)\n    set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.85))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n    change y by (-4)\n    change x by ((xvel) * (-1))\n    if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n        if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n            set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n        else\n            set [xvel v] to (round (gravity))\n        end\n        set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n    else\n        set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n    end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n    change y by ((yvel) - ((yvel) * (2)))\n    set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n    start sound [jump1 v]\n    set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [run v]\nforever\n    broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nforever\n\nwhen I receive [reset v]\nreset\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (130) %\ngo to [back v] layer\nshow\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (run v)\nbroadcast (Next Level v)\n\nwhen I receive [new sqaure v]\nforever\n\nwhen I receive [goal v]\nreset\n\nwhen flag clicked\nforever\n    go [backward v] (1) layers\nend\n\nwhen [timer v] > (0.01)\nhide\n\nset [ghost v] effect to (100)\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [シーン v] to [0]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n    change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nrepeat (5)\n    change x by (-80)\nend\nhide\nset [シーン v] to [1]\n\nset size to (100) %\n\n@Skip\n\nwhen flag clicked\nset [scene v] to [1]\nhide\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\n    point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nchange [scene v] by (1)\nbroadcast (Goal v)\n\nwhen flag clicked\nforever\n    if <touching (mouse-pointer v)?> then\n        set [brightness v] effect to (20)\n        set size to (120) %\n    else\n        set [brightness v] effect to (0)\n        set size to (100) %\n    end\nend\n\nwhen flag clicked\nforever\n    if <([costume # v] of [ground v]) = [12]> then\n        hide\n        broadcast (eliminate skip v)\n    end\nend\n\nwhen I receive [eliminate skip v]\nhide\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (ground 4 v)\n\nwhen I receive [goal v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n    block name\nend\n\nwhen I receive [\[intro\] over v]\n\nwhen flag clicked\nhide\n\ndefine block name\ngo [backward v] (1000000000000) layers\ngo to [back v] layer\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (230) y: (160)\nforever\n    change [size change v] by (5)\n    change size by ([cos v] of ((Size change) * (1)) )\nend\n\nwhen I receive [\[part1\] end v]\nbroadcast (\[Intro\] end v)\n\n@Player Trail\n\nwhen flag clicked\nbroadcast (Green Flag v)\nshow\nforever\n    point in direction ([direction v] of [player v])\n    switch costume to ([costume name v] of [player v])\n    go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n    change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n    switch costume to ([costume # v] of [player v])\n    go to [back v] layer\n    go [backward v] (100) layers\nend\n\nwhen [timer v] > (0.01)\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [goal v]\nnext costume\n\nwhen [timer v] > (0.01)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to x: (300) y: (300)\n    reset timer\n    hide\n    go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nrepeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n    show\n    change x by (((0) - (x position)) / (10))\n    change y by (((0) - (y position)) / (5))\nend\nwait (0.1) seconds\n\nforever\n    go to [back v] layer\n    change y by ([cos v] of (Cos) )\n    change [cos v] by (8)\nend\n\nforever\n    go to [back v] layer\n    change y by ([cos v] of (Cos) )\n    change [cos v] by (8)\nend\n\n