minercraft   ( platformer in Minecraft ) 

Instructions: hey :D \nThere's minecraft\nEnjoy!\nThanks @CgBB for an art!!!\nVote here: https://strawpoll.com/49810

@Stage\n\nchange [color v] effect by (-20)\n\nset [color v] effect to (0)\n\nset [ghost v] effect to (60)\n\n@Ground\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n    switch costume to (join [costume] ([level v] of [diamond v]))\n    if <([level v] of [diamond v]) > [9]> then\n        if <([level v] of [diamond v]) > [10]> then\n            set [brightness v] effect to (-60)\n        else\n            set [brightness v] effect to (-40)\n        end\n    else\n        set [brightness v] effect to (0)\n    end\nend\n\n@Player\n\nwhen flag clicked\nshow\nrest\nforever\n    go to [front v] layer\n    if <<(y position) < [-179]> or <<touching (hitbox2 v)?> or <<touching (zombie v)?> or >>> then\n        rest\n    end\n    if <touching (diamond v)?> then\n        set [levelchanging v] to [1]\n        rest\n    end\n    if <(ladder) = [1]> then\n        change [yv v] by (0)\n    else\n        change [yv v] by ((water) * (-0.5))\n    end\n    set rotation style [left-right v]\n    if <key (left arrow v) pressed?> then\n        change [xv v] by (-1)\n        point in direction (-90)\n    end\n    if <key (right arrow v) pressed?> then\n        change [xv v] by (1)\n        point in direction (90)\n    end\n    set [xv v] to ((xv) * (0.8))\n    change x by (xv)\n    if <touching (hitbox v)?> then\n        change y by (-1)\n        if <touching (hitbox v)?> then\n            change y by (-1)\n            if <touching (hitbox v)?> then\n                change y by (-1)\n                if <touching (hitbox v)?> then\n                    change y by (-1)\n                    if <touching (hitbox v)?> then\n                        change y by (-1)\n                    end\n                    if <touching (hitbox v)?> then\n                        change y by (5)\n                        change x by ((xv) * (-1))\n                        if <key (up arrow v) pressed?> then\n                            if <(xv) < [0]> then\n                                set [yv v] to [5]\n                                set [xv v] to [5]\n                            else\n                                set [yv v] to [5]\n                                set [xv v] to [-5]\n                            end\n                        end\n                    else\n                    end\n                end\n            end\n        end\n    end\n    change y by (yv)\n    if <touching (hitbox v)?> then\n        change y by ((yv) * (-1))\n        set [yv v] to [0]\n    end\n    if <key (up arrow v) pressed?> then\n        if <<not <touching (hitbox3 v)?>> and <not <touching (hitbox4 v)?>>> then\n            change y by (-1)\n            if <touching (hitbox v)?> then\n                change [yv v] by (8.5)\n            end\n            change y by (1)\n        end\n    end\nend\n\ndefine rest\ngo to x: (-220) y: (50)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n    if <touching (hitbox3 v)?> then\n        set [water v] to [-1]\n        if <key (left arrow v) pressed?> then\n            change [xv v] by (0.5)\n        end\n        if <key (right arrow v) pressed?> then\n            change [xv v] by (-0.5)\n        end\n    else\n        set [water v] to [1]\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (s v) pressed?> then\n        set [levelchanging v] to [1]\n        rest\n        wait until <not <key (s v) pressed?>>\n        wait (1) seconds\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching (hitbox4 v)?> then\n        set [ladder v] to [1]\n        if <key (up arrow v) pressed?> then\n            set [yv v] to [3]\n        end\n        if <key (down arrow v) pressed?> then\n            set [yv v] to [-3]\n        end\n        set [yv v] to ((yv) * (0.8))\n    else\n        set [ladder v] to [0]\n    end\nend\n\n@BackGround\n\nwhen flag clicked\nshow\nforever\n    go to x: (0) y: (0)\n    go [backward v] (2) layers\n    if <([level v] of [diamond v]) = [9]> then\n        switch costume to (造型3 v)\n        set [ghost v] effect to (30)\n    else\n        switch costume to (造型2 v)\n        if <([level v] of [diamond v]) > [9]> then\n            set [ghost v] effect to (0)\n            if <([level v] of [diamond v]) > [10]> then\n                set [brightness v] effect to (-90)\n            else\n                set [brightness v] effect to (-70)\n            end\n        else\n            set [brightness v] effect to (0)\n            set [ghost v] effect to (80)\n        end\n    end\nend\n\n@Diamond\n\nwhen flag clicked\nset [level v] to [0]\nset [levelchanging v] to [1]\ngo to [front v] layer\npoint in direction (90)\nforever\n    if <(LevelChanging) = [1]> then\n        change [level v] by (1)\n        if <(level) = [1]> then\n            go to x: (171) y: (-20)\n            show\n        else\n            if <(level) = [2]> then\n                go to x: (175) y: (37)\n            else\n                if <(level) = [3]> then\n                    go to x: (170) y: (148)\n                else\n                    if <(level) = [4]> then\n                        go to x: (189) y: (9)\n                    else\n                        if <(level) = [5]> then\n                            go to x: (210) y: (9)\n                        else\n                            if <(level) = [6]> then\n                                go to x: (195) y: (-53)\n                            else\n                                if <(level) = [7]> then\n                                    go to x: (180) y: (24)\n                                else\n                                    if <(level) = [8]> then\n                                        go to x: (9) y: (143)\n                                    else\n                                        if <(level) = [9]> then\n                                            go to x: (185) y: (-3)\n                                        else\n                                            if <(level) = [10]> then\n                                                go to x: (185) y: (-3)\n                                            else\n                                                if <(level) = [11]> then\n                                                    go to x: (185) y: (-3)\n                                                else\n                                                    if <(level) = [12]> then\n                                                        go to x: (185) y: (15)\n                                                    else\n                                                        if <(level) = [13]> then\n                                                            go to x: (106) y: (-97)\n                                                        else\n                                                            hide\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        end\n        set [levelchanging v] to [0]\n    end\nend\n\nwhen flag clicked\nforever\n    repeat (28)\n        change y by (0.3)\n    end\n    repeat (28)\n        change y by (-0.3)\n    end\nend\n\n@Light\n\nwhen flag clicked\nforever\n    go [backward v] (1) layers\n    go to (diamond v)\n    turn right (pick random (0.6) to (2.1)) degrees\n    set [ghost v] effect to (40)\n    if <([level v] of [diamond v]) = [14]> then\n        hide\n    else\n        show\n    end\nend\n\n@Hitbox\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (join [costume] ([level v] of [diamond v]))\nend\n\n@Hitbox2\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (join [costume] ([level v] of [diamond v]))\nend\n\n@Hitbox3\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (join [costume] ([level v] of [diamond v]))\nend\n\n@Hitbox4\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n    switch costume to (join [costume] ([level v] of [diamond v]))\nend\n\n@snow\n\nwhen flag clicked\nhide\nforever\n    if <([level v] of [diamond v]) = [9]> then\n        create clone of (_myself_ v)\n        wait (0.04) seconds\n    end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-200) to (100)) y: (178)\nset [brightness v] effect to (-8)\nset size to (200) %\nforever\n    change x by (pick random (3) to (1))\n    change y by (pick random (-2) to (-5))\n    turn right (pick random (4) to (7)) degrees\n    if <not <([level v] of [diamond v]) = [9]>> then\n        delete this clone\n    end\nend\n\nwhen I start as a clone\nwait (7) seconds\ndelete this clone\n\n@Zombie\n\nwhen I receive [消息1 v]\nforever\n    show\n    go to [front v] layer\n    repeat (120)\n        change x by (1.5)\n        point in direction (90)\n    end\n    repeat (120)\n        change x by (-1.5)\n        point in direction (-90)\n    end\nend\n\nwhen I receive [消息1 v]\nforever\n    if <touching (player v)?> then\n        stop [other scripts in sprite v]\n        wait (0.2) seconds\n        broadcast (消息1 v)\n    end\nend\n\nwhen I receive [消息1 v]\nset size to (45) %\nset [brightness v] effect to (-30)\nset rotation style [left-right v]\ngo to x: (-58) y: (-30)\nforever\n    wait (0.06) seconds\n    next costume\nend\n\nwhen I receive [消息1 v]\nforever\n    if <([level v] of [diamond v]) = [13]> then\n        stop [other scripts in sprite v]\n        hide\n    end\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([level v] of [diamond v]) = [12]>\nbroadcast (消息1 v)\n\n@Eggs\n\nwhen flag clicked\nset [egg v] to [0]\ngo to [front v] layer\nclear graphic effects\nset size to (120) %\nset [gotten v] to [0]\nforever\n    go to [front v] layer\n    if <([level v] of [diamond v]) = [2]> then\n        clear graphic effects\n        show\n        switch costume to (chickenface v)\n        go to x: (-60) y: (-35)\n    else\n        if <([level v] of [diamond v]) = [6]> then\n            clear graphic effects\n            switch costume to (chest v)\n            show\n            go to x: (116) y: (-76)\n        else\n            if <([level v] of [diamond v]) = [13]> then\n                set [brightness v] effect to (-45)\n                switch costume to (chest v)\n                show\n                go to x: (-232) y: (-8)\n            else\n                hide\n            end\n        end\n    end\nend\n\nwhen I start as a clone\nwait (0.8) seconds\nrepeat (2)\n    repeat (5)\n        change size by (20)\n    end\n    repeat (5)\n        change size by (-20)\n    end\nend\n\nwhen flag clicked\nset [gotten v] to [0]\nwait until <([level v] of [diamond v]) = [3]>\nset [gotten v] to [0]\nwait until <([level v] of [diamond v]) = [4]>\nset [gotten v] to [0]\nwait until <([level v] of [diamond v]) = [10]>\nset [gotten v] to [0]\n\nwhen I start as a clone\ngo [backward v] (1) layers\nswitch costume to (egg v)\nset size to (100) %\nset [v v] to [6]\nrepeat (25)\n    change [v v] by (-0.24)\n    change y by (v)\nend\nwait (1) seconds\nrepeat (25)\n    change [ghost v] effect by (4)\nend\nchange [egg v] by (1)\ndelete this clone\n\nwhen this sprite clicked\nif <(gotten) = [0]> then\n    set [gotten v] to [1]\n    create clone of (_myself_ v)\nend\n\n@Eggs2\n\nwhen flag clicked\nforever\n    go to x: (-169) y: (161)\n    go to [front v] layer\n    switch costume to ((egg) - (3))\nend\n\n@Door\n\nwhen flag clicked\nforever\n    if <([level v] of [diamond v]) = [1]> then\n        go to x: (-27) y: (-30)\n        if <[75] < (distance to [player v])> then\n            switch costume to (door_top_closed v)\n        else\n            switch costume to (door v)\n        end\n        clear graphic effects\n        show\n    else\n        if <([level v] of [diamond v]) = [14]> then\n            go to x: (-59) y: (-30)\n            if <[75] < (distance to [player v])> then\n                switch costume to (door_top_closed v)\n            else\n                switch costume to (door v)\n            end\n            show\n            set [brightness v] effect to (-40)\n        else\n            hide\n        end\n    end\nend\n\nwhen flag clicked\nforever\n    play sound [Song34.mp3 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n    go to [front v] layer\n    set [ghost v] effect to (100)\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\n@sign\n\nwhen flag clicked\nforever\n    go to x: (96) y: (-32)\n    if <([level v] of [diamond v]) = [1]> then\n        show\n        if <touching (player v)?> then\n            switch costume to (sign2 v)\n        else\n            switch costume to (sign v)\n        end\n    else\n        hide\n    end\nend\n\n