Normal Hard Platformer!!! #games #all

Instructions: WARNING:>>>>>>>> CLICK <<<<<< GREEN FLAG TWICE OR INTRO WILL HAVE BUG!!!!!!!!!!!\n\nyep my grammar is so good\n\n\n\n\nhi it's my first platformer :)\n--------------------------------------o---------------------------------\n\n                                      bugs:\n1.in level 5 one of spikes don't touching the platform\n2.timer a bit does not work because its not a second but 1.3 second\n3. when you see another bug please write in comment.I tried to avoid bugs ;)\n--------------------------------------o---------------------------------\n                                      steer:\n➡  - right\n⬅  - left\n⬆   - up\nr - respawn player\n------------------------------------o-----------------------------------\n\nALL LEVELS IS 100% POSSIBLE\n 

@Stage\n\nwhen [timer v] > (0.004)\nswitch backdrop to (tło1 v)\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\n\nwhen I receive [start v]\nswitch backdrop to (tło2 v)\n\n@black guy\n\nforever\n\nwhen I start as a clone\nrepeat (10)\n    change size by (-5)\n    change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine reset\ngo to [front v] layer\nSet Spawnpoint (x) (y)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nshow\n\nwhen I receive [start v]\nshow\n\nset [change? v] to [1]\nset [change? v] to [0]\n\nwhen I receive [start v]\nreset\nset [level v] to [1]\ngo to [front v] layer\nset [dead? v] to [0]\nset size to (100) %\nforever\n    steer\nend\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nforever\n    set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nset [change? v] to [0]\nforever\n    wait until <[7] > (Level)>\n    if <(x position) = [240]> then\n        broadcast (NEXT LEVEL v)\n        change [level v] by (1)\n    end\nend\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nforever\n    if <(y position) = [-179]> then\n        game-die\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 [start v]\nwait (Time Wait) seconds\nshow\n\ndefine game-die\nset [dead? v] to [1]\nchange [player death v] by (1)\nreset\n\nwhen flag clicked\nswitch costume to (p v)\n\nwhen flag clicked\nset [player death v] to [0]\nhide\n\nwhen I receive [intro done v]\nbroadcast (Start v)\n\nwhen [m v] key pressed\nclear graphic effects\nforever\n    change [color v] effect by (3)\nend\n\nchange y by (10)\n\nwhen flag clicked\nforever\n    create clone of (_myself_ v)\nend\n\nnext costume\n\ndefine Set Spawnpoint (x) (y)\nset x to (x)\nset y to (y)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nreset\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n    set [x v] to [-203]\n    set [y v] to [34]\nend\nif <(Level) = [6]> then\n    set [x v] to [-215]\n    set [y v] to [-79]\nend\nif <(Level) = [8]> then\n    set [x v] to [-209]\n    set [y v] to [-44]\nend\n\nwhen I receive [intro done v]\nif <(Level) = [1]> then\n    set [x v] to [-222]\n    set [y v] to [24]\nend\n\ndefine steer\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n    change [x v v] by (.9)\nend\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n    change [x v v] by (-.9)\nend\nset [x v v] to ((X v) * (0.9))\nchange x by (X v)\nif <<touching (platform v)?> or <touching (door v)?>> then\n    change y by (2)\n    if <<touching (platform v)?> or <touching (door v)?>> then\n        change y by (2)\n        if <<touching (platform v)?> or <touching (door v)?>> then\n            change y by (2)\n            if <<touching (platform v)?> or <touching (door v)?>> then\n                change y by (2)\n                if <<touching (platform v)?> or <touching (door v)?>> then\n                    change y by (2)\n                    if <<touching (platform v)?> or <<touching (door v)?> or <touching (moving ground v)?>>> then\n                        change x by ((X v) * (-2))\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                        change y by (-5)\n                    end\n                end\n            end\n        end\n    end\nend\nchange [y v v] by (-0.8)\nchange y by (Y v)\nwalls detect\n\ndefine trampoline detect\nif <touching (trampoline v)?> then\n    set [y v v] to [16]\nend\n\ndefine touching danger\nif <<<<<touching (spike v)?> or <touching (rrrrrr v)?>> or <touching (free intro v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n    game-die\nend\n\ndefine walls detect\nif <<touching (platform v)?> or <<touching (door v)?> or <touching (moving ground v)?>>> then\n    change y by ((Y v) * (-1))\n    set [y v v] to [0]\nend\nchange y by (-1)\njumping\n\ndefine jumping\nif <<touching (platform v)?> or <<touching (door v)?> or <touching (moving 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\nend\nchange y by (1)\ntouching danger\ntrampoline detect\n\nwhen I receive [start v]\nforever\n    if <touching color (#67ff00)?> then\n        move (10) steps\n    end\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nwait (Time Wait) seconds\nset [change? v] to [0]\nforever\n    if <touching (flag v)?> then\n        broadcast (NEXT LEVEL v)\n        change [level v] by (1)\n    end\nend\n\nwhen I receive [start v]\nforever\n    wait until <(Level) < [10]>\n    change [timer v] by (0.05)\nend\n\nwhen flag clicked\nhide variable [☁ time hightsore v]\nset [timer v] to [0]\nhide variable [timer v]\nhide variable [player death v]\n\nwhen I receive [next level v]\nif <(Level) = [10]> then\n    show variable [☁ time hightsore v]\n    show variable [timer v]\n    show variable [player death v]\n    if <(timer) < (☁ time hightsore)> then\n        set [☁ time hightsore v] to (round (timer))\n    end\nend\n\nshow variable [timer v]\n\nset [☁ time hightsore v] to [350.65]\n\nwhen [timer v] > (0.004)\nhide\n\n@platform\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\ndefine change costiume\nnext costume\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n    change costiume\nend\nif <(Level) = [3]> then\n    change costiume\nend\nif <(Level) = [4]> then\n    change costiume\nend\nif <(Level) = [5]> then\n    change costiume\nend\nif <(Level) = [6]> then\n    change costiume\nend\nif <(Level) = [7]> then\n    change costiume\nend\nif <(Level) = [8]> then\n    change costiume\nend\nif <(Level) = [9]> then\n    change costiume\nend\nif <(Level) = [10]> then\n    change costiume\nend\n\nwhen [timer v] > (0.004)\nhide\n\n@spike\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n    change at [-76] [-104]\nend\nif <(Level) = [3]> then\n    change at [223] [159]\nend\nif <(Level) = [4]> then\n    change at [-2] [14]\nend\nif <(Level) = [5]> then\n    change at [0] [0]\nend\nif <(Level) = [6]> then\n    change at [0] [0]\nend\nif <(Level) = [7]> then\n    change at [0] [0]\nend\nif <(Level) = [8]> then\n    change at [48] [10]\nend\nif <(Level) = [9]> then\n    change at [-4] [19]\nend\nif <(Level) = [10]> then\n    change at [-13] [32]\nend\n\ndefine spike reset\ngo to [back v] layer\nswitch costume to (spike 1 1 v)\n\nwhen flag clicked\nspike reset\n\ndefine change at (x) (y)\ngo to x: (x) y: (y)\nnext costume\n\nwhen I start as a clone\n\nwhen I receive [next level v]\ndelete this clone\n\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n    if <(Level) = [1]> then\n        go to x: (-90) y: (-102)\n        spike reset\n    end\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nshow\n\nwhen [timer v] > (0.004)\nhide\n\n@music\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n    play sound [thefatrat-jackpot-jackpot-ep-track-1 v] until done\nend\n\n@rrrrrr\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n    show\n    create clone of (_myself_ v)\n    go to x: (221) y: (103)\n    forever\n        turn right (5) degrees\n    end\nelse\n    if <(Level) = [5]> then\n        hide\n        stop [this script v]\n    end\nend\n\nwhen I start as a clone\nif <(Level) = [4]> then\n    show\n    go to x: (-8) y: (180)\n    forever\n        turn right (5) degrees\n    end\nelse\n    if <(Level) = [5]> then\n        hide\n        delete this clone\n    end\nend\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n    delete\nend\n\ndefine delete\ndelete this clone\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n    show\n    create clone of (_myself_ v)\n    go to x: (-49) y: (-18)\n    forever\n        turn right (5) degrees\n    end\nelse\n    if <(Level) = [7]> then\n        hide\n        stop [this script v]\n    end\nend\n\nwhen I start as a clone\nif <(Level) = [6]> then\n    go to x: (-2) y: (38)\n    forever\n        turn right (5) degrees\n    end\nelse\n    hide\n    delete this clone\nend\n\nwhen I receive [next level v]\n\nwhen I receive [next level v]\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n    show\n    go to x: (62) y: (110)\n    forever\n        turn right (5) degrees\n    end\nelse\n    if <(Level) = [9]> then\n        hide\n        stop [this script v]\n    end\nend\n\nwhen I start as a clone\nif <(Level) = [8]> then\n    go to x: (-2) y: (38)\n    forever\n        turn right (5) degrees\n    end\nelse\n    if <(Level) = [9]> then\n        hide\n        delete this clone\n    end\nend\n\nwhen [timer v] > (0.004)\nhide\n\n@text\n\nwhen [timer v] > (0.004)\nhide\n\nwhen flag clicked\nhide\nswitch costume to (text v)\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [4]> then\n    go to x: (-63) y: (148)\nend\nif <(Level) = [5]> then\n    go to x: (-128) y: (156)\nend\nif <(Level) = [7]> then\n    go to x: (-63) y: (148)\nend\nif <(Level) = [9]> then\n    go to x: (158) y: (161)\nend\nif <(Level) = [10]> then\n    go to x: (-91) y: (-76)\nend\n\nwhen I receive [start v]\ngo to x: (-63) y: (148)\nshow\n\n@Trampoline\n\nwhen [timer v] > (0.004)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n    clone at x: [-83] y: [-3]\n    clone at x: [222] y: [-156]\nend\nif <(Level) = [8]> then\n    clone at x: [-142] y: [-171]\nend\nif <(Level) = [9]> then\n    clone at x: [-140] y: [-144]\n    clone at x: [11] y: [-144]\n    clone at x: [11] y: [-106]\nend\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nforever\n    if <(Level) = [8]> then\n        hide\n        delete this clone\n    end\n    if <(Level) = [10]> then\n        show\n        go to x: (166) y: (-112)\n        delete this clone\n    end\nend\n\nset [y v v] to [15]\n\nwhen I start as a clone\nshow\n\ngo to x: (0) y: (0)\n\nhide\n\n@flag\n\nwhen [timer v] > (0.004)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n    go to x: (212) y: (114)\n    show\nend\nif <(Level) = [8]> then\n    go to x: (199) y: (-148)\nend\nif <(Level) = [9]> then\n    go to x: (-208) y: (136)\nend\nif <(Level) = [10]> then\n    hide\nend\n\nwhen I receive [next level v]\nstart sound [ding-sound-effect v]\n\nforever\n\n@TB\n\nwhen [timer v] > (0.04)\nshow\npoint in direction (90)\nset y to (-345)\nswitch costume to (tb v)\nglide (1) secs to x: (0) y: (0)\nrepeat (4)\n    create clone of (_myself_ v)\n    change [clone id v] by (1)\nend\n\nforever\n    point in direction ((([cos v] of (((timer) - (2)) * (150)) ) * (15)) + (90))\nend\n\nwhen I start as a clone\nif <(clone ID) = [1]> then\n    go to [front v] layer\n    switch costume to (tb v)\nend\n\nwhen I start as a clone\nif <(clone ID) = [2]> then\n    go to x: (0) y: (-112)\n    go to [front v] layer\n    switch costume to (tb2 v)\n    glide (1) secs to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <(clone ID) = [4]> then\n    go to x: (-38) y: (219)\n    go to [front v] layer\n    switch costume to (tb4 v)\n    glide (1) secs to x: (-38) y: (114)\nend\n\nswitch costume to (tb4 v)\n\nwhen I start as a clone\nif <(clone ID) = [3]> then\n    go to x: (-168) y: (-19)\n    go to [front v] layer\n    switch costume to (tb3 v)\n    glide (1) secs to x: (-2) y: (-19)\nend\n\nchange x by (-10)\n\nwhen I receive [start v]\nset [clone id v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n    reset timer\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro done v]\nforever\n    if <[0.04] < (timer)> then\n    end\nend\n\n@Intro :D\n\ndefine Shake X (x) Y (y) Size (s) Repeat (#) direction: (direction) speed: (speed)\nshow\nset size to (s) %\nrepeat (#)\n    change size by (((100) - (size)) / (8))\n    turn right (((direction) - (direction)) / (speed)) degrees\n    set [direction v] to (direction)\n    go to x: ((([sin v] of ((timer) * (1000)) ) * (((100) - (size)) / (2))) + (x)) y: ((([cos v] of ((timer) * (800)) ) * (((100) - (size)) / (2))) + (y))\n    set [x v] to (x position)\n    set [y v] to (y position)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n    repeat until <(timer) > [14]>\n        point in direction (Direction)\n        go to x: (X) y: (Y)\n    end\nend\n\ndefine Shake: offset x: (x) offset y: (y) Start size: (s1) End size: (s2)\nset size to (s1) %\nrepeat (50)\n    go to x: (([sin v] of ((timer) * ((x) * (100))) ) * (((size) - (s2)) / (10))) y: (([sin v] of ((timer) * ((y) * (100))) ) * (((size) - (s2)) / (10)))\n    change size by (((s2) - (size)) / (10))\n    change [ghost v] effect by (3)\nend\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n    change x by (((x) - (x position)) / (speed))\n    change y by (((y) - (y position)) / (speed))\n    change size by (((size) - (size)) / (speed))\n    turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\ndefine Clone (id)\nwait (0) seconds\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nplay sound (pick random (1) to (2)) until done\nbroadcast (Intro done v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nClone [BG]\nClone [Bars]\n\nwhen I start as a clone\nif <(Clone ID) = [BG]> then\n    set [fade away v] to [false]\n    set [colour v] to [0]\n    switch costume to (background v)\n    go to [back v] layer\n    go to x: (0) y: (0)\n    set size to (0) %\n    wait (2.6) seconds\n    show\n    Clone [Name]\n    Smooth size: [100] speed: [4]\n    repeat (17)\n        Clone [Cheveron]\n        wait (0.4) seconds\n    end\n    Clone [Cheveron]\n    wait (0.5) seconds\n    set [fade away v] to [true]\n    wait (0.1) seconds\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n    go to [front v] layer\n    show\n    switch costume to (size hack v)\n    set size to (10000) %\n    switch costume to (name v)\n    point in direction (90)\n    go to x: (0) y: (0)\n    Smooth size: [125] speed: [4]\n    set [colour v] to [20]\n    Clone [Flash]\n    Shake X [0] Y [50] Size [150] Repeat [20] direction: [90] speed: [4]\n    wait (0.125) seconds\n    set [colour v] to [30]\n    Clone [Flash]\n    Shake X [0] Y [-50] Size [150] Repeat [20] direction: [90] speed: [4]\n    wait (0.125) seconds\n    set [colour v] to [50]\n    Clone [Flash]\n    Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [4]\n    wait (0.125) seconds\n    go to x: (0) y: (0)\n    set [turn speed v] to [1]\n    set [colour v] to [100]\n    Clone [Flash]\n    repeat (20)\n        go to [front v] layer\n        turn right (Turn speed) degrees\n        set [direction v] to (direction)\n        go to [front v] layer\n        change size by (((150) - (size)) / (5))\n        change [turn speed v] by ((Turn speed) / (5))\n    end\n    set [turn speed v] to [1]\n    repeat (35)\n        turn right (((90) - (direction)) / (7.5)) degrees\n        set [direction v] to (direction)\n        change size by (((100) - (size)) / (7.5))\n    end\n    point in direction (90)\n    wait (0.4) seconds\n    set [colour v] to [120]\n    Clone [Flash]\n    Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [3]\n    wait (0.125) seconds\n    set [colour v] to [150]\n    Clone [Flash]\n    Shake X [50] Y [0] Size [150] Repeat [20] direction: [90] speed: [3]\n    wait (0.125) seconds\n    set [colour v] to [160]\n    Clone [Flash]\n    Shake X [-50] Y [0] Size [150] Repeat [20] direction: [90] speed: [3]\n    wait (0.125) seconds\n    set [colour v] to [180]\n    Clone [Flash]\n    Shake X [0] Y [0] Size [150] Repeat [20] direction: [90] speed: [3]\n    wait (0.125) seconds\n    Shake: offset x: [14] offset y: [14] Start size: [120] End size: [20]\n    delete this clone\nend\n\ndefine Smooth size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n    change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n    go to x: (0) y: (0)\n    switch costume to (chevron v)\n    set size to (-100) %\n    set [ghost v] effect to (100)\n    set [size speed v] to [5]\n    show\n    go to [front v] layer\n    go [backward v] (1) layers\n    repeat (10)\n        change [ghost v] effect by (-10)\n        change size by (Size speed)\n        change [size speed v] by (((20) - (Size speed)) / (6))\n    end\n    repeat until <(size) > [650]>\n        switch costume to (size hack v)\n        change size by (Size speed)\n        change [size speed v] by (((20) - (Size speed)) / (6))\n        switch costume to (chevron v)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <not <(Clone ID) = [Flash]>> then\n    repeat until <(timer) > [14]>\n        set [color v] effect to (Colour)\n    end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Bars]> then\n    switch costume to (bars v)\n    go to [back v] layer\n    go to x: (0) y: (0)\n    go [forward v] (2) layers\n    set size to (0) %\n    wait (2.7) seconds\n    show\n    Smooth size: [100] speed: [4]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Bars]> then\n    wait until <(Fade away) = [true]>\n    go to [back v] layer\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\n    delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Flash]> then\n    show\n    clear graphic effects\n    set [ghost v] effect to (20)\n    switch costume to (flash v)\n    go to x: (0) y: (0)\n    go to [front v] layer\n    set size to (100) %\n    repeat (5)\n        change [ghost v] effect by (16)\n    end\n    delete this clone\nend\n\n