TurboWarp PORTAL platformer

Instructions:                           ᴘᴏʀᴛᴀʟ||ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\n\n ᴘʀᴇɴᴇᴢ ʟᴇ ᴘᴏʀᴛᴀɪʟ ʙʟᴇᴜ ᴘᴏᴜʀ ᴀʟʟᴇᴢ ᴀ ʟ’ᴀᴜᴛʀᴇ ᴘᴏʀᴛᴀɪʟ ʙʟᴇᴜ ᴇᴛ ᴘʀᴇɴᴇᴢ ʟᴇ ᴊᴀᴜɴᴇ ᴘᴏᴜʀ ᴀʟʟᴇᴢ À ʟ’ᴀᴜᴛʀᴇ ᴘᴏʀᴛᴀɪʟ ᴊᴀᴜɴᴇ.\nᴛʀᴏᴜᴠᴇʀ ʟᴇ ꜱᴇᴄʀᴇᴛ.\n§\nᴀʀᴛ 100% ʙʏ ᴍᴇ \n§\nᴄᴏᴅᴇ 95% ʙʏ ᴍᴇ sauf ʟᴀ ʙᴀꜱᴇ ᴅᴇ ʟᴀ ᴍɪɴɪᴀᴛᴜʀᴇ Qᴜɪ ʙᴏᴜɢᴇ qui ᴇꜱᴛ ᴅᴇ ʀᴏᴍᴀɪɴ57330 Qᴜᴇ ᴊ.ᴀɪ ᴍᴏᴅɪꜰɪÉ.\n§\nᴍᴜꜱɪᴄ: ᴊᴀᴍᴇꜱ ʏᴏᴜɴɢ . ɪɴꜰɪɴɪᴛʏ \n§\nꜱᴜɪᴠᴇᴢ-ᴍᴏɪ ᴇᴛ @-ᴀʟᴅᴇꜱꜱ ᴇᴛ @ʀᴏᴍᴀɪɴ57330\n§\nꜱɪ ᴠᴏᴜꜱ ᴠᴏᴜʟᴇᴢ Qᴜᴇ ᴊᴇ ʀᴀᴊᴏᴜᴛᴇ ᴅᴇꜱ ɴᴜᴀɢᴇꜱ ᴏᴜ ᴜɴ ꜱᴏʟᴇɪʟ ᴅᴇᴍᴀɴᴅᴇᴢ ᴍᴏɪ :) ( au moin 20 personnes )\n§\n§\n\n#ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ #ɢᴀᴍᴇ#ᴛᴇɴᴅᴀɴᴄᴇ \n\nXD suivez moi svp ( @KING_OF_PLATFORMER

@Stage\n\nwhen flag clicked\nif <is turbowarp?> then\n    set [ma variable v] to [2]\nelse\n    set [ma variable v] to [1]\nend\nswitch backdrop to (platformer v)\nforever\n    play sound [Jaymes-Young-Infinity- v] until done\nend\n\nwhen flag clicked\nforever\n    if <<(current [hour v]) > [20]> and <(current [hour v]) < [7]>> then\n        set [brightness v] effect to (-60)\n    end\n    if <<(current [hour v]) > [7]> and <(current [hour v]) < [12]>> then\n        set [brightness v] effect to (0)\n    end\n    if <<(current [hour v]) > [12]> and <(current [hour v]) < [20]>> then\n        set [brightness v] effect to (-50)\n    end\nend\n\nwhen flag clicked\n\n@Plateforme \n\nwhen I receive [niveau  v]\nchange [niveau v] by (1)\nnext costume\n\nwhen flag clicked\nhide\nset [niveau v] to [1]\n\nwhen I receive [start  v]\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nshow\ngo to [front v] layer\nswitch costume to (costume 1 v)\ngo to [front v] layer\ngo to [back v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@Player \n\nwhen I receive [niveau  v]\ngo to x: ((Resolution) * (-200)) y: ((Resolution) * (-60))\n\nwhen I receive [mort v]\n\nwhen flag clicked\nset [mort v] to [0]\nhide\n\nwhen I receive [mort v]\ngo to x: ((Resolution) * (-200)) y: ((Resolution) * (-70))\nchange [mort v] by (1)\n\nwhen I receive [start  v]\nforever\n\nnext costume\n\nwhen I receive [start  v]\nset rotation style [left-right v]\nshow\ngo to x: ((Resolution) * (-208)) y: ((Resolution) * (48))\nset size to (15) %\nforever\n    go to [front v] layer\n    set [player x v] to [0]\n    set [player y v] to [0]\n    forever\n        change [player y v] by (-1)\n        set [player x v] to ((player X) * (0.9))\n        if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n            point in direction (90)\n            change [player x v] by (1)\n        end\n        if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n            point in direction (-90)\n            change [player x v] by (-1)\n        end\n        change x by ((Resolution) * (player X))\n        if  then\n            change y by ((Resolution) * (1))\n        end\n        if  then\n            change y by ((Resolution) * (1))\n        end\n        if  then\n            change y by ((Resolution) * (1))\n        end\n        if  then\n            change y by ((Resolution) * (1))\n        end\n        if  then\n            change y by ((Resolution) * (-4))\n            change x by ((player X) * ((Resolution) * (-1)))\n            if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n                set [player y v] to [10]\n                if <([abs v] of (player X) ) = (player X)> then\n                    set [player x v] to [-4]\n                else\n                    set [player x v] to [4]\n                end\n            else\n                set [player x v] to [0]\n            end\n        end\n        change y by ((Resolution) * (Player Y))\n        if <touching (plateforme  v)?> then\n            change y by (((Player Y) - ((Player Y) * (2))) * (Resolution))\n            set [player y v] to [0]\n        end\n        change y by ((-1) * (Resolution))\n        if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (plateforme  v)?>> then\n            change [player y v] by (14)\n        end\n        change y by ((1) * (Resolution))\n    end\nend\n\nset size to (150) %\n\nwhen I start as a clone\n\nwhen I receive [start  v]\nforever\n\nset rotation style [left-right v]\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n\nswitch costume to (1 v)\n\npoint in direction (-90)\n\nswitch costume to (button3-a3 v)\n\npoint in direction (-90)\n\nwhen flag clicked\nforever\n    if <(y position) = ((Resolution) * (-180))> then\n        broadcast (Mort v)\n        wait until <not <(y position) = ((Resolution) * (-180))>>\n    end\nend\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\nforever\n    create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (5)\n    set [brightness v] effect to (-100)\n    change [ghost v] effect by (20)\n    change size by (-2)\nend\ndelete this clone\n\nwait (0.) seconds\n\n\n\nif <(Niveau) = [8]> then\n\nif <(Niveau) = [8]> then\n\ngo to x: (-183) y: (100)\n\nwhen flag clicked\n\nforever\n\ngo to (drapeau bleu 2 v)\n\nwhen I receive [teleportation  v]\nchange [brightness v] effect by (100)\ngo to (drapeau bleu 2 v)\nclear graphic effects\n\nwait (1) seconds\n\nwhen I receive [teleportation 2 v]\ngo to (drapeau jaune 2 v)\nchange y by ((Resolution) * (-20))\n\nif <(Niveau) = [5]> then\n\nwhen I receive [teleportation 2 v]\n\nwait (0.25) seconds\n\nchange [pixelate v] effect by (20)\n\nrepeat (10)\n\nrepeat (10)\n    change [pixelate v] effect by (-10)\nend\nchange [ghost v] effect by (-10)\n\nset [ghost v] effect to (100)\nrepeat (4)\n    change [ghost v] effect by (25)\nend\n\nforever\n\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nwait (0.25) seconds\nset [ghost v] effect to (0)\nwait (0.25) seconds\nset [ghost v] effect to (100)\nwait (0.25) seconds\nset [ghost v] effect to (0)\n\nwait (0.25) seconds\n\nclear graphic effects\n\nwhen flag clicked\nif <is turbowarp?> then\n    set [resolution v] to [2]\nelse\n    set [resolution v] to [1]\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (15)) %\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen I receive [start  v]\nshow\nswitch costume to (level 1  v)\ngo to x: ((Resolution) * (-45)) y: ((Resolution) * (-14))\nforever\n    if <touching (player  v)?> then\n        broadcast (Mort v)\n        wait until <not <touching (player  v)?>>\n    end\nend\n\nwhen flag clicked\nbroadcast (Start  v)\n\nwhen flag clicked\nforever\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\n    go to [back v] layer\nend\n\nwhen flag clicked\nforever\n\nwait (1) seconds\n\nwhen flag clicked\nforever\n    if <(Niveau) = [10]> then\n        repeat (10)\n            change y by ((Resolution) * (-3))\n        end\n        wait (0.25) seconds\n        repeat (10)\n            change y by ((Resolution) * (3))\n        end\n    end\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@drapeau de fin \n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    go [backward v] (6) layers\n    if <touching (player  v)?> then\n        broadcast (niveau + v) and wait\n        wait until <not <touching (player  v)?>>\n    end\nend\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen I receive [start  v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nbroadcast (Niveau  v)\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@drapeau bleu\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    go [backward v] (6) layers\n    if <touching (player  v)?> then\n        broadcast (teleportation  v)\n        wait until <not <touching (player  v)?>>\n    end\nend\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen I receive [start  v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@drapeau bleu 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    go [backward v] (6) layers\nend\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen I receive [start  v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    if <(Niveau) = [1]> then\n        go to x: ((Resolution) * (100)) y: ((Resolution) * (178))\n    end\n    if <(Niveau) = [2]> then\n        go to x: ((Resolution) * (201)) y: ((Resolution) * (174))\n    end\n    if <(Niveau) = [3]> then\n        go to x: ((Resolution) * (185)) y: ((Resolution) * (174))\n    end\n    if <(Niveau) = [5]> then\n        go to x: ((Resolution) * (185)) y: ((Resolution) * (174))\n    end\n    if <(Niveau) = [4]> then\n        go to x: ((Resolution) * (185)) y: ((Resolution) * (174))\n    end\n    if <(Niveau) = [6]> then\n        go to x: ((Resolution) * (51)) y: ((Resolution) * (170))\n    end\n    if <(Niveau) = [10]> then\n        go to x: ((Resolution) * (191)) y: ((Resolution) * (170))\n    end\nend\n\nif <touching (player  v)?> then\n    broadcast (Niveau  v)\n    wait until <not <touching (player  v)?>>\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@lave  et scie\n\nwhen flag clicked\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen I receive [start  v]\ngo to x: ((Resolution) * (-104)) y: (0)\nhide\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\nforever\n    if <touching (player  v)?> then\n        broadcast (Mort v)\n    end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\nforever\n    if <(Niveau) = [4]> then\n        point in direction (90)\n        show\n        set [lava x v] to [0]\n        wait (0.25) seconds\n        repeat (6)\n            change [lava x v] by (-5)\n            wait (0.1) seconds\n        end\n        wait (0.5) seconds\n        repeat (6)\n            change [lava x v] by (5)\n            wait (0.1) seconds\n        end\n    end\n    if <(Niveau) = [7]> then\n        show\n        set [lava x v] to [-110]\n        turn right (6) degrees\n    end\n    if <(Niveau) = [8]> then\n        show\n        point in direction (90)\n        set [lava x v] to [-203]\n        wait (0.25) seconds\n        repeat (6)\n            change [lava x v] by (-5)\n            wait (0.1) seconds\n        end\n        wait (0.5) seconds\n        repeat (6)\n            change [lava x v] by (5)\n            wait (0.1) seconds\n        end\n    end\nend\n\npoint in direction (90)\n\ngo to x: (8) y: (0)\n\nwait (0.25) seconds\n\nshow\n\nwhen flag clicked\nset [lava x v] to [0]\nforever\n    set size to ((Resolution) * (85)) %\n    set y to ((Resolution) * (lava x))\nend\n\nchange y by (-1)\n\nchange y by (5)\n\nturn right (6) degrees\n\ngo to x: (0) y: (0)\n\nturn right (3) degrees\n\nwhen flag clicked\nforever\n    set [scie v] to [3]\nend\n\nif <(Niveau) = [10]> then\n    show\n    go to x: (30) y: (0)\n    set [lava x v] to [10]\n    set size to (85) %\nend\nrepeat (70)\n    change x by (-2)\n    turn right (scie) degrees\nend\nrepeat (70)\n    change x by (2)\n    turn right (scie) degrees\nend\n\nwhen backdrop switches to [platformer v]\n\n@drapeau jaune\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    go [backward v] (6) layers\n    if <touching (player  v)?> then\n        broadcast (teleportation 2 v)\n        wait until <not <touching (player  v)?>>\n    end\nend\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen I receive [start  v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@drapeau jaune 2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n    go [backward v] (6) layers\nend\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen I receive [start  v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    if <(Niveau) = [1]> then\n    if <(Niveau) = [2]> then\n    if <(Niveau) = [3]> then\n    if <(Niveau) = [4]> then\n    if <(Niveau) = [5]> then\n        go to x: ((Resolution) * (111)) y: ((Resolution) * (32))\n    end\n    if <(Niveau) = [6]> then\n        go to x: ((Resolution) * (195)) y: ((Resolution) * (174))\n    end\n    if <(Niveau) = [3]> then\n    if <(Niveau) = [10]> then\n        go to x: ((Resolution) * (174)) y: ((Resolution) * (-13))\n    end\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nhide\nswitch costume to (nexte level v)\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [niveau + v]\nhide\nshow\ngo to x: ((Resolution) * (-500)) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nwait (1) seconds\nbroadcast (Niveau  v)\nglide (0.5) secs to x: ((Resolution) * (500)) y: (0)\ngo to x: ((Resolution) * (-500)) y: (0)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@Sprite2\n\nwhen I receive [start  v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwhen flag clicked\nforever\n    if <(Niveau) = [10]> then\n        go to x: (0) y: (0)\n        repeat (10)\n            change y by ((Resolution) * (-10))\n        end\n        wait (1) seconds\n        repeat (10)\n            change y by ((Resolution) * (10))\n        end\n    end\nend\n\nwhen I receive [niveau  v]\nnext costume\n\nwhen I receive [start  v]\nshow\nswitch costume to (costume1 v)\ngo to x: ((Resolution) * (-45)) y: ((Resolution) * (-14))\nforever\n    if <touching (player  v)?> then\n        broadcast (Mort v)\n        wait until <not <touching (player  v)?>>\n    end\nend\n\nwhen backdrop switches to [platformer v]\nset size to ((Resolution) * (100)) %\n\n@Thum\n\nwhen flag clicked\ngo to x: ((Resolution) * (800)) y: (0)\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nwait (0.3) seconds\nrepeat (10)\n    change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n    reset timer\nend\n\nwhen [timer v] > (0.0001)\nrepeat (10)\n    change [ghost v] effect by (-100)\nend\n\nwhen [timer v] > (0.0001)\nglide (0.5) secs to x: (0) y: ()\n\nchange y by (10)\n\ngo to x: (0) y: (180)\n\nwhen flag clicked\nforever\n    set size to ((Resolution) * (100)) %\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\n    go to [front v] layer\nend\n\n