Leap! v1 - A Scrolling Platformer #all #games #trending #popular

Instructions: Newest game! Flappy Canadian Moose:\nhttps://scratch.mit.edu/projects/839289491/\n\nJust released a new platformer called Midnight! Check it out here: https://scratch.mit.edu/projects/812005055/\n\nOne of my favorite games! Canadian Moose Dodge: https://scratch.mit.edu/projects/838659636/\n\nArrow keys/WASD red is bad, blue is jump boost.\nAlso when you die you respawn a certain amount back, which can kill you again. If you're unlucky you can go back a few levels!\n\n\n15 on trending in games right now, my goal is top 10.\n\nApril 19: Released game.\n\nApril 20: Added music and option to use spacebar to jump.

@Stage\n\nwhen flag clicked\nforever\n    next costume\n    wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n    play sound [inspire v] until done\nend\n\n@Player\n\nwhen I receive [engine_start v]\nshow\npoint in direction (90)\ngo to x: (0) y: (180)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (80) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n    switch costume to (hitbox v)\n    change [playery v] by (-1)\n    if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n        point in direction (-90)\n        change [playerx v] by (-1)\n    end\n    if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n        point in direction (90)\n        change [playerx v] by (1)\n    end\n    set [playerx v] to ((PlayerX) * (0.9))\n    if <touching (groundsprite2 v)?> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <touching (groundsprite2 v)?> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <touching (groundsprite2 v)?> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <touching (groundsprite2 v)?> then\n        set [playery v] to [0]\n        change y by (1)\n    end\n    if <touching (groundsprite2 v)?> then\n        change y by (-4)\n        change x by ((PlayerX) * (-1))\n        if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n            set [playery v] to [15]\n            if <([abs v] of (PlayerX) ) = (PlayerX)> then\n                set [playerx v] to [-10]\n            else\n                set [playerx v] to [10]\n            end\n        else\n            set [playerx v] to [0]\n        end\n    end\n    change y by (PlayerY)\n    if <touching (groundsprite2 v)?> then\n        change y by ((PlayerY) - ((PlayerY) * (2)))\n        set [playery v] to [0]\n    end\n    change y by (-1)\n    if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> and <touching (groundsprite2 v)?>> then\n        set [playery v] to [15]\n    end\n    if <touching (bounce pads v)?> then\n        set [playery v] to [20]\n    end\n    change y by (1)\n    set x to (0)\n    set [all_sprite v] to (PlayerX)\n    if <<<touching (_edge_ v)?> and <[-10] > (y position)>> or <key (r v) pressed?>> then\n        switch costume to (hitbox v)\n        wait until <not <key (r v) pressed?>>\n        set [playerx v] to [0]\n        set [playery v] to [-3]\n        set [all_sprite v] to [-300]\n        point in direction (90)\n        set y to (180)\n    end\n    if <touching (obstacles v)?> then\n        switch costume to (hitbox v)\n        wait until <not <key (r v) pressed?>>\n        set [playerx v] to [0]\n        set [playery v] to [-3]\n        set [all_sprite v] to ((All_Sprite) - (300))\n        point in direction (90)\n        set y to (180)\n    end\n    broadcast (engine_tick v) and wait\nend\n\nwhen flag clicked\nbroadcast (engine_start v)\ngo to x: (0) y: (0)\nhide\n\n@GroundSprite2\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (All_Sprite))\nif <(ScrollX) < [0]> then\n    set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [20]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\n@Obstacles\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (All_Sprite))\nif <(ScrollX) < [0]> then\n    set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\ngo to [front v] layer\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [20]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\n@Bounce Pads\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (All_Sprite))\nif <(ScrollX) < [0]> then\n    set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\ngo to [front v] layer\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [20]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\n@Edges\n\nwhen flag clicked\nforever\n    go to [front v] layer\nend\n\n@84545d005244ad4b7a4dceac39fa9c9d\n\nwhen flag clicked\nforever\n    next costume\n    wait (0.1) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@End Text\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (All_Sprite))\nif <(ScrollX) < [0]> then\n    set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [20]\nrepeat ((NumberOfParts) - (1))\n    create clone of (_myself_ v)\n    next costume\n    change [positionx v] by (479)\nend\n\n