Scratch's Darkest Corner! A Platformer #all #Trending 

Instructions: You have fallen into great darkness, now you must get out without being able to see the ground!\nBut don't worry! The narrator is here to help you!\nOr is he?  ( PRESS DOWN TO CROUCH)\nIm So CrEaTiVe gUys!!!!!!11111!!!1\nI made this all in a single night, during an all nighter, so I'm tired now * Cri*

@Stage\n\nwhen flag clicked\nswitch backdrop to (452625357 v) and wait\n\nforever\n    \nend\n\nwhen I receive [final v]\nswitch backdrop to (backdrop2 v) and wait\n\nwhen flag clicked\nswitch backdrop to (452625357 v)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\n\nif <(username) = [Bill-0]> then\n    next costume\nend\n\nwhen flag clicked\nforever\n    if <(costume [number v]) = [22]> then\n        broadcast (Final v)\n    end\nend\n\nwhen flag clicked\nset [x v] to [1]\n\nwhen flag clicked\nswitch costume to (1 v)\n\nswitch costume to (Level)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch backdrop to (452625357 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-182) y: (-116)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n    physics (11) (0.8) (0) (1) (11) (8)\nend\n\ngo to x: (-168) y: (-137)\n\nrepeat ([abs v] of (y vel) )\n    if <touching (ground v)?> then\n        change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n    end\nend\nif <touching (ground v)?> then\n    change y by (y vel)\nend\n\ndefine physics (jump height) (friction) (ceiling cling?) (slopes?) (wall jump horizontal power) (wall jump vertical power)\nchange y by (y vel)\nif <touching (ground v)?> then\n    repeat ([abs v] of (y vel) )\n        if <touching (ground v)?> then\n            change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n        end\n    end\n    if <touching (ground v)?> then\n        change y by (y vel)\n    end\n    if <<<(y vel) < [0.01]> or <(ceiling cling?) = [1]>> and <key (up arrow v) pressed?>> then\n        set [y vel v] to (jump height)\n    else\n        set [y vel v] to [0]\n    end\nelse\n    change [y vel v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n    change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n    change [x vel v] by (-1)\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n    if <(slopes?) = [1]> then\n        set [old_y v] to (y position)\n        repeat (([abs v] of (x vel) ) + (1))\n            if <touching (ground v)?> then\n                change y by (1)\n            end\n        end\n        if <touching (ground v)?> then\n            set y to (old_y)\n            repeat ([ceiling v] of ([abs v] of (x vel) ) )\n                if <touching (ground v)?> then\n                    change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n                end\n            end\n            if <touching (ground v)?> then\n                change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n            end\n            set [x vel v] to [0]\n        end\n    else\n        repeat ([ceiling v] of ([abs v] of (x vel) ) )\n            if <touching (ground v)?> then\n                change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n            end\n        end\n        if <touching (ground v)?> then\n            change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n        end\n        set [x vel v] to [0]\n    end\n    if <<key (up arrow v) pressed?> and <<not <(wall jump horizontal power) = [0]>> and <not <(wall jump vertical power) = [0]>>>> then\n        change y by (-1)\n        if <touching (ground v)?> then\n            change y by (1)\n        else\n            change y by (1)\n            change x by (1)\n            if <<touching (ground v)?> and <key (right arrow v) pressed?>> then\n                set [x vel v] to (([abs v] of (wall jump horizontal power) ) * (-1))\n                set [y vel v] to (wall jump vertical power)\n            end\n            change x by (-2)\n            if <<touching (ground v)?> and <key (left arrow v) pressed?>> then\n                set [x vel v] to ([abs v] of (wall jump horizontal power) )\n                set [y vel v] to (wall jump vertical power)\n            end\n            change x by (1)\n        end\n    end\nend\nset [x vel v] to ((x vel) * (friction))\n\nset [old_y v] to (y position)\nrepeat (([abs v] of (x vel) ) + (1))\n    if <touching (ground v)?> then\n        change y by (1)\n    end\nend\nif <touching (ground v)?> then\n    set y to (old_y)\n    repeat ([ceiling v] of ([abs v] of (x vel) ) )\n        if <touching (ground v)?> then\n            change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n        end\n    end\n    if <touching (ground v)?> then\n        change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n    end\n    set [x vel v] to [0]\nend\n\nwhen flag clicked\nforever\n    if <(x position) = [243]> then\n        go to x: (-182) y: (-116)\n        broadcast (New level v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <touching color (#ff0000)?> then\n        go to x: (-182) y: (-152)\n    end\nend\n\nif <touching (sprite2 v)?> then\n    go to x: (-219) y: (-140)\nend\n\nset x to (-219)\nchange y by (-140)\n\nwhen [space v] key pressed\nnext costume\n\nwhen [b v] key pressed\nchange x by (200)\n\nwhen [v v] key pressed\nchange x by (-200)\n\nwhen flag clicked\ngo to x: (-182) y: (-116)\n\nwhen flag clicked\nif <touching color (#e6e030)?> then\n    go to x: (-238) y: (-167)\nend\n\nwhen flag clicked\nforever\n    if <key (right arrow v) pressed?> then\n        switch costume to (backdrop1 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (left arrow v) pressed?> then\n        switch costume to (backdrop2 v)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (down arrow v) pressed?> then\n        switch costume to (backdrop3 v)\n    end\nend\n\nwhen flag clicked\nshow\nswitch costume to (backdrop1 v)\n\nwhen flag clicked\nforever\n    if <(y position) = [-183]> then\n        go to x: (-169) y: (-120)\n    end\nend\n\nwhen flag clicked\nforever\n    if <(y position) = [-177]> then\n        go to x: (-169) y: (-137)\n    end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n    play sound [Vexento - Tears of Love v] until done\nend\n\n@Darkness\n\nwhen flag clicked\nforever\n    go to (player v)\nend\n\nwhen I receive [intro over v]\nshow\n\ngo to [front v] layer\n\ngo [forward v] (1) layers\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    play sound [Calm Down \(8-Bit Rema & Selena Gomez Emualtaion\) v] until done\nend\n\n