GPT007/Scratch-platformers-10k huggingface dataset:
Candy Platformer

Instructions: Hello! My first platformer is out! \n\n→Read Instructions←\nClick the flag to begin. Use the arrow keys to move.\nCandice, a candy, needs help to find her sister Caramel. Use arrow keys to move. Have fun!

@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Ball\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n    change [y v] by (-1)\n    if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n        change [x v] by (-1)\n    end\n    if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n        change [x v] by (1)\n    end\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (1)\n    end\n    if <touching (ground v)?> then\n        change y by (-4)\n        change x by ((x) * (-1))\n        if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n            set [y v] to [17]\n            if <(x) > [0]> then\n                set [x v] to [-10]\n            else\n                set [x v] to [10]\n            end\n        else\n            set [x v] to [0]\n        end\n    end\n    change y by (y)\n    if <touching (ground v)?> then\n        change y by ((y) - ((y) * (2)))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n        set [y v] to [15]\n    end\n    change y by (1)\n    if <(x position) > [222]> then\n        go to x: (-217) y: (-20)\n        broadcast (NEXT LEVEL v)\n    end\n    if <touching color (#7bbae3)?> then\n        set [y v] to [22]\n    end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n    if <touching (spikes v)?> then\n        go to x: (-217) y: (-20)\n        change [deaths: v] by (1)\n    end\nend\n\nwhen flag clicked\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-217) y: (-20)\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n    play sound [bensound-erf v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Sissy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop23 v]\nshow\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\nwhen flag clicked\nforever\n    go to x: (214) y: (46)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Way to School (Scratch platformer)

Instructions: ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n__ How To Play __\n• Don't touch spikes\n• Arrow Keys Move

@Stage\n\nwhen flag clicked\nswitch backdrop to (bedroom  v)\nwait (5.99) seconds\nbroadcast (play v)\nswitch backdrop to (background v)\n\nwhen I receive [stop v]\nswitch backdrop to (school v)\nwait (9) seconds\nswitch backdrop to (end v) and wait\n\nwhen I receive [die v]\nswitch backdrop to (die v)\n\n@Player \n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (0) y: (10)\nstart sound [Sunshine v]\nshow\nforever\n    if <touching (platform v)?> then\n        if <key (up arrow v) pressed?> then\n            repeat (12)\n                switch costume to (jump v)\n                change y by (13)\n            end\n        end\n    end\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n        next costume\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n        next costume\n    end\n    if <(costume [number v]) = [19]> then\n        switch costume to (run_r1 v)\n    end\n    repeat until <touching (platform v)?>\n        change y by (-10)\n        switch costume to (fall v)\n    end\n    if <not <key (any v) pressed?>> then\n        switch costume to (stand v)\n    end\n    if <<touching color (#1fa700)?> or <<touching color (#157300)?> or <<touching color (#744f00)?> or <touching color (#5c3f00)?>>>> then\n        change y by (10)\n    end\n    if <touching color (#e6a700)?> then\n        broadcast (next v)\n    end\n    if <touching color (#eaeaea)?> then\n        broadcast (stop v)\n    end\n    if <<touching color (#9b9b9b)?> or <touching color (#4e4e4e)?>> then\n        broadcast (Die v)\n        hide\n    end\nend\n\nwhen I receive [stop v]\nstop all sounds\nhide\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\ngo to x: (230) y: (-150)\nshow\nforever\n    if <<key (right arrow v) pressed?> or <key (a v) pressed?>> then\n        change x by (-10)\n    end\n    if <<key (left arrow v) pressed?> or <key (d v) pressed?>> then\n        change x by (10)\n    end\nend\n\nwhen I receive [next v]\ngo to x: (230) y: (-150)\nnext costume\n\nwhen I receive [stop v]\nstop all sounds\nhide\n\nwhen I receive [die v]\nstop all sounds\nhide\n\n
platformer/プラットフォーマー

Instructions: 〜English〜\nTap or arrow key to move.\nWhen the character touches the blue color, it jumps greatly.\nThe character must not touch the red color or the needle.\nHave fun!  ︎\n〜日本語〜\nタップまたは矢印キーで移動です。\n キャラクターが青い色に触れると、大きくジャンプします。\n キャラクターは赤い色や針に触れてはいけません。\n 楽しんでね!\n\nハートと星くれたらフォローするかも…

@Stage\n\nwhen flag clicked\nforever\n    play sound [かけっこ v] until done\nend\n\n@スプライト2\n\nwhen flag clicked\nstart sound [成功 v]\nshow\n座標と変数をリセット\nforever\n    右へ行く\n    左へ行く\n    set [x v] to ((x) * (0.9))\n    change x by (x)\n    当たってないかの確認\n    if <touching (地形 v)?> then\n        change x by ((x) * (-1))\n        set [x v] to [0]\n        if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n            if <(x) < [0]> then\n                set [x v] to [10]\n            else\n                set [x v] to [-10]\n            end\n            set [y v] to [13]\n        else\n            set [x v] to [0]\n        end\n        バネ\n    end\n    change [y v] by (-1)\n    change y by (y)\n    当たってないかの確認\n    if <touching (地形 v)?> then\n        change y by ((y) * (-1))\n        set [y v] to [0]\n    end\n    change y by (-1)\n    当たってないかの確認\n    バネ\n    if <touching (地形 v)?> then\n        if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n            start sound [ジャンプ v]\n            set [y v] to [13]\n        end\n    end\n    バネ\n    change y by (1)\nend\n\ndefine 座標と変数をリセット\ngo to x: (-195) y: (-39)\nset [y v] to [0]\nset [x v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n    if <(x position) > [230]> then\n        start sound [成功 v]\n        broadcast (次 v)\n        座標と変数をリセット\n    end\nend\n\ndefine 右へ行く\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n    point in direction (90)\n    change [x v] by (1)\nend\n\ndefine 左へ行く\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n    point in direction (-90)\n    change [x v] by (-1)\nend\n\ndefine 当たってないかの確認\nif <<<touching color (#848484)?> or <touching color (#ff6363)?>> or <(y position) < [-180]>> then\n    座標と変数をリセット\nend\n\ndefine バネ\nif <touching color (#66a2ff)?> then\n    start sound [ジャンプ v]\n    set [y v] to [20]\nend\n\n@地形\n\nwhen flag clicked\nhide variable [☁ クリア人数/number of people cleared v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [次 v]\nnext costume\nif <(costume [name v]) = [コスチューム12]> then\n    show variable [☁ クリア人数/number of people cleared v]\n    wait (0.5) seconds\n    change [☁ クリア人数/number of people cleared v] by (1)\nend\n\n@スプライト1\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (10) to (50))\nset size to (pick random (65) to (100)) %\nshow\nrepeat until <touching (_edge_ v)?>\n    change y by (10)\n    go to [back v] layer\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset y to (-163)\nforever\n    switch costume to (pick random (1) to (4))\n    set x to (pick random (-220) to (220))\n    create clone of (_myself_ v)\n    wait (pick random (0) to (0.3)) seconds\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
advanced platformer engine

Instructions: you can adjust speed, friction, gravity, jump height and also how many jumps you can do when you are in the air\n\nFeel free to use this engine for your games just give credit to me 

@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n    broadcast (tick v)\nend\n\ndefine engine; speed: (speed) friction: (friction) jump height: (jump) gravity: (gravity) jumps: (jumps)\nset rotation style [left-right v]\npoint in direction (<key (left arrow v) pressed?> - <key (right arrow v) pressed?>)\nif <key (left arrow v) pressed?> then\n    change [xv v] by ((speed) * (-1))\nend\nif <key (right arrow v) pressed?> then\n    change [xv v] by (speed)\nend\nset [xv v] to ((xv) * (friction))\nchange x by (xv)\nif <touching (sprite2 v)?> then\n    repeat until <not <touching (sprite2 v)?>>\n        change x by (((xv) / ([abs v] of (xv) )) * (-1))\n    end\n    set [xv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <(jumps) > [0]>> then\n    if <not <(up_pressed?) = [true]>> then\n        set [up_pressed? v] to [true]\n        set [yv v] to (jump)\n        change [jumps v] by (-1)\n    end\nelse\n    set [up_pressed? v] to [false]\nend\nif <touching (sprite2 v)?> then\n    set [jumps v] to ((jumps) - (1))\n    if <key (up arrow v) pressed?> then\n        if <not <(up_pressed?) = [true]>> then\n            set [up_pressed? v] to [true]\n            set [yv v] to (jump)\n            change [jumps v] by (-1)\n        end\n    end\nelse\n    change x by ((direction) * (-1))\n    if <touching (sprite2 v)?> then\n        if <key (up arrow v) pressed?> then\n            set [yv v] to ((jump) / (1.5))\n            set [xv v] to ((9) * (direction))\n        end\n    end\n    change x by (direction)\nend\nchange y by (yv)\nchange [yv v] by ((gravity) * (-1))\nif <touching (sprite2 v)?> then\n    repeat until <not <touching (sprite2 v)?>>\n        change y by (((yv) / ([abs v] of (yv) )) * (-1))\n    end\n    set [yv v] to [0]\nend\n\nwhen I receive [tick v]\nengine; speed: [1.5] friction: [0.84] jump height: [12] gravity: [1] jumps: [3]\n\n@Sprite2\n\n
PLATFORMER ASSETS #TUTORIALS #ART #GAMES #ALL #PLATFORMER #STORIES

Instructions: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️NOTE⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️\n\n\nHey Guys Its @CHaSTOBEY Here with assets for Platformer Games For the tutorial series Which is coming soon!!. hope u guys like it if u like it please leave a ❤️ and a ⭐️ or maybe a follow.\n\n⭐️INSTRUCTIONS⭐️\n\n✳️ARROW OR WASD OR MOBILE CONTROLS TO   MOVE THE SLIDES.\n\n✳️REMIX THIS PROJECT AND FOLLOW THE TUTORIAL WHEN THE TUTORIAL PROJECT IS OUT.\nSO STAY TUNED. IF U WANT U CAN JUST REMIX IT AND CREATE IT UR SELF TOO ( I WILL APPRECIATE IT).\n\nSCRATCH ON GUYS!\n\n@CHaSTOBEY

@Stage\n\n@BLANK\n\n@ASSESTS\n\nwhen flag clicked\nSlide Engine by @-CloudCodes- | # of slides [20]\n\ndefine Slide Engine by @-CloudCodes- | # of slides (slides)\nhide\nset [scroll x v] to [0]\nClones (slides)\nforever\n    Scroll ((<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> * <not <(scroll x) = (((slides) - (1)) * (480))>>) - (<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> * <not <(scroll x) = [0]>>)) (scroll x)\nend\n\nwhen I start as a clone\nforever\n    show\n    POSITION ((((costume [number v]) - (1)) * (480)) - (scroll x))\nend\n\ndefine POSITION (x)\ngo to x: (x) y: (0)\nif <(x) = (x position)> then\n    show\nelse\n    hide\nend\n\ndefine Clones (#)\nswitch costume to (slide 1 v)\nrepeat (#)\n    create clone of (_myself_ v)\n    next costume\nend\n\ndefine Scroll (r/l) (x)\nif <(r/l) = [0]> then\n\n@TB\n\nwhen [timer v] > ((.TIMER) + (0.01))\nset y to (100)\nrepeat (10)\n    set y to ((y position) / (1.5))\nend\ngo to x: (0) y: (0)\nforever\n    go to [front v] layer\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n    go to x: (0) y: (0)\n    go to [front v] layer\n    repeat (10)\n        change [ghost v] effect by (10)\n    end\nend\n\nwhen flag clicked\nforever\n    set [.timer v] to (timer)\nend\n\n@EFFECT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nhide\ngo to [back v] layer\nforever\n    show\n    go to [back v] layer\n    erase all\n    change [x v] by (-2)\n    change [y v] by (1.5)\n    set x to (x)\n    set y to (y)\n    if <(x) = [-40]> then\n        set [x v] to [0]\n        set [y v] to [0]\n    end\n    stamp\nend\n\n
Tutorial: 100% Pen Scrolling Platformer


@Stage\n\n@Slides\n\nwhen flag clicked\nerase all\nSlides Detector\nset [slides cam x v] to [0]\nset [slide v] to [1]\nset [vel v] to [4]\nset [change slide? v] to [0]\nClone Slides\nforever\n    Change Slides\n    Controls\n    broadcast (Position Slides v)\nend\n\ndefine Clone Slides\nshow\nset [x v] to [0]\nrepeat (clones)\n    create clone of (_myself_ v)\n    change [x v] by (480)\nend\nhide\n\nwhen I receive [position slides v]\nswitch costume to (big v)\ngo to x: ((x) - (SLIDES CAM X)) y: (0)\nswitch costume to (((x) / (480)) + (2))\n\ndefine Controls\nif <(change slide?) = [0]> then\n    set [change slide? v] to (<<key (right arrow v) pressed?> or <<key (space v) pressed?> or <mouse down?>>> - <key (left arrow v) pressed?>)\nend\nif <(SLIDES CAM X) < [0]> then\n    set [slides cam x v] to [0]\n    if <(change slide?) = [-1]> then\n        set [change slide? v] to [0]\n    end\nend\nset [max x v] to (((clones) - (1)) * (480))\nif <(SLIDES CAM X) > (max x)> then\n    set [slides cam x v] to (max x)\n    if <(change slide?) = [1]> then\n        set [change slide? v] to [0]\n    end\nend\n\ndefine Change Slides\nif <([abs v] of (change slide?) ) > [0]> then\n    set [max x v] to (((SLIDE) + ((change slide?) - (1))) * (480))\n    change [slides cam x v] by (((max x) - (SLIDES CAM X)) / (VEL))\n    if <(round (SLIDES CAM X)) = (max x)> then\n        change [slide v] by (change slide?)\n        set [change slide? v] to [0]\n    end\nend\n\ndefine Slides Detector\nswitch costume to (join [1] [])\nset [slide v] to (costume [name v])\nnext costume\nset [clones v] to [0]\nrepeat until <(SLIDE) = (costume [name v])>\n    next costume\n    change [clones v] by (1)\nend\n\nwhen flag clicked\nforever\n    set [i v] to [1]\n    repeat (length of [parts v])\n        if <key ((i) v) pressed?> then\n            set [change slide? v] to ((item (i) of [parts v]) - (SLIDE))\n        end\n        change [i v] by (1)\n    end\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n    go to [front v] layer\nend\n\n
Platformer


@Stage\n\n@Block\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-100) y: (0)\nset [yv v] to [0]\nforever\n    Move\nend\n\ndefine Replace\nchange y by (1)\nrepeat until <not <touching (level v)?>>\n    change y by (1)\nend\nchange y by (-1)\n\ndefine Move\nif <touching (level v)?> then\n    set [yv v] to [0]\n    if <key (up arrow v) pressed?> then\n        set [yv v] to [15]\n    end\nelse\n    change [yv v] by (-1)\nend\nchange y by (yv)\nif <<(yv) > [0]> and <touching color (#000000)?>> then\n    change y by ((yv) * (-1))\n    set [yv v] to [0]\nend\nif <touching (level v)?> then\n    Replace\nend\nif <key (right arrow v) pressed?> then\n    point in direction (90)\n    move (7) steps\n    if <touching color (#000000)?> then\n        move (-7) steps\n    end\nend\nif <key (left arrow v) pressed?> then\n    point in direction (-90)\n    move (7) steps\n    if <touching color (#000000)?> then\n        move (-7) steps\n    end\nend\n\n@Level\n\n@Cat\n\nwhen flag clicked\nforever\n    go to (block v)\n    if <key (right arrow v) pressed?> then\n        point in direction (90)\n    end\n    if <key (left arrow v) pressed?> then\n        point in direction (-90)\n    end\nend\n\nwhen flag clicked\nforever\n    if <key (any v) pressed?> then\n        next costume\n        wait (0.3) seconds\n    else\n        switch costume to (disfraz1 v)\n    end\nend\n\n
Serenity - A Platformer #games #trending #all

Instructions:  GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n GO TO MY NEW ACCOUNT @PoweredDown\n 

@Stage\n\n@player\n\ndefine Run Game\nchange [speed y v] by (-1)\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n    change [speed x v] by (-3)\n    switch costume to (left v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n    change [speed x v] by (3)\n    switch costume to (right v)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n    change y by (1)\n    if <touching (ground v)?> then\n        change y by (1)\n        if <touching (ground v)?> then\n            change y by (1)\n            if <touching (ground v)?> then\n                change y by (1)\n                if <touching (ground v)?> then\n                    change y by (1)\n                    if <touching (ground v)?> then\n                        change y by (1)\n                        if <touching (ground v)?> then\n                            change y by (1)\n                            if <touching (ground v)?> then\n                                change y by (1)\n                            end\n                        end\n                    end\n                end\n            end\n        end\n    end\nend\nif <touching (ground v)?> then\n    change y by (-8)\n    repeat until <not <touching (ground v)?>>\n        change x by ((Speed X) * (-1))\n    end\n    if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n        set [speed y v] to [10]\n        if <(Speed X) < [0]> then\n            set [speed x v] to [16]\n        else\n            set [speed x v] to [-16]\n        end\n    else\n        set [speed x v] to [0]\n    end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n    repeat until <not <touching (ground v)?>>\n        change y by ((Speed Y) * (-1))\n    end\n    set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (ground v)?>> then\n    set [speed y v] to [14]\n    switch costume to (up v)\nend\nchange y by (1)\nif <<not <key (right arrow v) pressed?>> and <<not <key (up arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n    switch costume to (idle v)\nend\nif <(x position) > [240]> then\n    go to x: (-197) y: (-29)\n    broadcast (next level v)\nend\n\nwhen flag clicked\ngo to x: (-197) y: (-29)\nswitch costume to (idle v)\nset [speed x v] to [0]\nset [speed y v] to [0]\nforever\n    Run Game\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@tn\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Classic Platformer: Griffpatch e1

Instructions: Like this project as much as me? Please love and fave if you enjoyed! And maybe a follow as well for more helpful assets?\n\nPress arrow keys

@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-150) y: (50)\nset [gravity v] to [-1.5]\nset [jumpforce v] to [15]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nforever\n    if <key (up arrow v) pressed?> then\n        if <(falling) < [3]> then\n            set [speed y v] to (JumpForce)\n        end\n    end\n    if <key (left arrow v) pressed?> then\n        change [speed x v] by ((0) - (Acceleration))\n    end\n    if <key (right arrow v) pressed?> then\n        change [speed x v] by (Acceleration)\n    end\n    set [speed x v] to ((speed x) * (Resistance))\n    change [speed y v] by (Gravity)\n    Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    if <touching color (#9966ff)?> then\n        set x to (last value)\n        set [speed x v] to [0]\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    if <touching color (#9966ff)?> then\n        set y to (last value)\n        if <(speed y) < [0]> then\n            set [falling v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\n\n
Platformer Starter! 

Instructions: Starter on a platformer!

@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [1.5]\nset [resistents v] to [0.8]\nset [animation v] to [1]\nset [dir v] to [90]\nset [speed y v] to [0]\ngo to x: (-150) y: (55)\nforever\n    if <key (up arrow v) pressed?> then\n        if <(falling) < [3]> then\n            set [speed y v] to (JUMP FORCE)\n        end\n    end\n    if <key (left arrow v) pressed?> then\n        set [dir v] to [-90]\n        change [speed x v] by ((0) - (ACCELERATION))\n    end\n    if <key (right arrow v) pressed?> then\n        set [dir v] to [90]\n        change [speed x v] by (ACCELERATION)\n    end\n    set [speed x v] to ((speed x) * (RESISTENTS))\n    change [speed y v] by (GRAVITY)\n    Move in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine Move in steps (steps)\nif <(animation) > [18]> then\n    set [animation v] to [1]\nend\nswitch costume to (hitbox v)\nchange [falling v] by (1)\nrepeat (steps)\n    set [last value v] to (x position)\n    change x by ((speed x) / (steps))\n    if <<touching color (#ff6f00)?> or <<touching color (#ff6f00)?> or <touching color (#ff6f00)?>>> then\n        set x to (last value)\n        set [speed x v] to [0]\n    end\n    set [last value v] to (y position)\n    change y by ((speed y) / (steps))\n    if <<touching color (#ff6f00)?> or <<touching color (#ff6f00)?> or <touching color (#ff6f00)?>>> then\n        set y to (last value)\n        if <(speed y) < [0]> then\n            set [falling v] to [0]\n        end\n        set [speed y v] to [0]\n    end\nend\npoint in direction ((dir) - (0))\nswitch costume to (animation)\n\nwhen flag clicked\nforever\n    if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <(falling) = [0]>> then\n        if <<<(animation) > [1]> or <(animation) = [1]>> and <not <(animation) = [16]>>> then\n            if <<<(animation) > [1]> or <(animation) = [1]>> and <not <(animation) = [16]>>> then\n                change [animation v] by (1)\n            end\n        else\n            set [animation v] to [1]\n        end\n    end\n    if <(speed y) > [0.1]> then\n        set [animation v] to [17]\n        switch costume to (jump01 v)\n    end\n    if <<(speed y) < [-0.1]> and <not <(falling) = [0]>>> then\n        set [animation v] to [18]\n        switch costume to (run_j2 v)\n    end\n    if <<(falling) = [0]> and <not <key (any v) pressed?>>> then\n        set [animation v] to [1]\n        switch costume to (stand v)\n    end\nend\n\n